Not sure if he's using any mods but he's using a tweaked meta build using magic missiles. This is a great optional fight in act three and the boss has at least 400 health so he's using it to show off the build. The fight is like a dps race basically.
No hate but both Wizard and Evocation Wizard got such the short end of the stick. Other than this specific scenario Sorcerer always seems to be better. Evocation Wizard is the least bad of the specs at lategame but its also so boring, just fireball and multihit and thats it. Even hasting Laezel is more fun.
Same basic idea. You want every possible flat damage boost, because it applies to every ray. Same gloves and radiant ring. Add in Risky Ring for advantage, Illmater's aid amulet and Markoheshkir staff for extra damage and Pyroquickness hat for extra bonus action. Either full 12 levels of Draconic Sorc (any fire type) for 3 feats so you grab ASI to get Cha to 20 with Hags Hair or 22 with mirror, elemental adept and spell sniper if it's fixed or Dual Wielder for a second staff if it's not. Other option is Sorc10/Fighter 2 for action surge so you can post one-turn clips.@@88Xardas
@@88Xardas I don't know specifics, but I bet it has something to do with the fact that Dragon Sorcs that pick fire-based ancestries can add their Charisma mod to fire damage spells. It's supposed to be once per spell, but I wouldn't be surprised if Baldur's Gate 3 swept that under the rug.
@@thorusin I have not tried in Patch 1, but swapping the weapon out a few days ago I did not lose the +3. It is also very easy to build stacks, just down your party members or summons in camp. There is also Bestow Curse: Extra Damage that might work. But honestly more dmg isn't even needed lol.
Ye it seems it dont add more missiles with higher level cast. There was amulet in early access Ilmater's Aid - Non-Cantrip spells deal an additional 1d4 Force damage when the wearer drops to half their Hit Points or lower. But they deleted it.
@@thorusin Oh they also deleted that one. The Sapphire Spark was my favourite item in early acces and it was similar to Ilmater's Aid. So much so that I took Magic Initiate on my Light Cleric just because that amulet excited. I understand why they removed those items.
"Dont look at stats they are mess I didnt respec". Also had -2 WIS Curse. I put in STR just not to be encumbered, becouse inventory menagement is the scariest boss in this game :D
Well its not "my" build. Ive heard about evocation wizard on Cohh Carnage podcast and I go through my items to make this work. Then someone commented how to improve it and Ive read something in the internet too. Im 100% sure you can go even further with that.
Magic missile doesn't have an attack roll. These guaranteed hits are a property not cause of a attack roll, that is not how it works also it wouldn't make sense to have attack rolls for a spell that has 100% hit chance. @@gladiusttv2575
of course it's a bug. The additional Hex damage does not work on magic missiles precisely because there is no attack roll on this type of spell. So here spellmight should not work because you can see that there is no attack roll rolled in the battlelog. Second bug, in the tooltip of phalar aluv it is written that shriek stops if you no longer carry the weapon, but when you switch to the staff, you still keep the buff.
Sword deals a d4, spellmight adds a d8 (Bug, should only be adding to spells which require attack roll, Magic Missile does not), then because evocation triggered it, wizard adds int. Monster is vulnerable so then its doubled. (1d4 + 1d8 + 6)*2 gets a damage range of 16-30 per trigger.
maybe drop 2sorc levels for 2storm cleric. not sure but i think your on hit thunder should proc the reaction to max roll all dies. cant test it myself atm 😐
Well, today in my save I saw several things were fixed and nerfed to ground (to be actually consistent with tabletop rules). What's wrong in having some fun while waiting for more mechanic fixes?
@@mudkippl I mean... That in itself is why this is broken... Spellmight isn't suppose to apply at all... But not only that - It's applying to EACH application of force AND thunder damage!
And singing sword is supposed to stop if you unequip the sword, well that's what the description says, that and spellmight giving damage bonus to each missile. How is it supposed to work in DnD5E Tabletop ?
@@fgpraxis4463 Well for 1 - Spellmight ONLY applies to spells that require an "Attack Roll". MM doesn't roll for attack since it has a 100% hit chance! MM with this setup has 2 damage components - 1 Force and 1 Thunder. Spellmight is NOT only applying its damage roll to the Missile itself (Force) - But double dipping into the Thunder damage component as well.
Nice to know Magic Missile is as broken in BG3 as it is in 5E
Even more so there's far less 'riders' damage boosts than in this game normally.
you mean actually works
@@im7254You're bad at dnd minmaxing if you think magic missile is bad
Confused as always on these videos lol, didn't know endgame got this crazy and I've been taking my time in act 2
Not sure if he's using any mods but he's using a tweaked meta build using magic missiles. This is a great optional fight in act three and the boss has at least 400 health so he's using it to show off the build. The fight is like a dps race basically.
Throw in psyonic overload for even more colors and numbers
"The sword is stop singing when unequipped" they sayed...
Have you considering using cazador's dagger for +3 damage to everything? You can offhand it with spellsparkler with the dual wielder feat.
It's very annoying to have to kill 3 enemies before you get to pull it through
@@vond5829You can just destroy objects that have a health bar. Like crates or chests, or you can destroy a mage hand.
If only one mob in bg 3 could use Shield spell to nulify all this damage from this spell😁
mindflayers can, they were using it in the last part against mine
@@greystreak9630 But its very rare
I've been bounced by regular casters using Shield too, and at least one knew Counterspell, another effective method.
@@paullucas9536 not mage armor, but "Shield" spell.
No hate but both Wizard and Evocation Wizard got such the short end of the stick. Other than this specific scenario Sorcerer always seems to be better. Evocation Wizard is the least bad of the specs at lategame but its also so boring, just fireball and multihit and thats it. Even hasting Laezel is more fun.
This build is crazy 🙌🏾
someone please make an optimized build of this lmao
homie didnt hold his mouse over any item... take ur time so i can fucking read
Nice. A similar build for Scorching Ray is possible for Dragonic Sorc and will do even more damage, but I admit that Magic Missile is funnier.
How would that build be?
Same basic idea. You want every possible flat damage boost, because it applies to every ray.
Same gloves and radiant ring. Add in Risky Ring for advantage, Illmater's aid amulet and Markoheshkir staff for extra damage and Pyroquickness hat for extra bonus action.
Either full 12 levels of Draconic Sorc (any fire type) for 3 feats so you grab ASI to get Cha to 20 with Hags Hair or 22 with mirror, elemental adept and spell sniper if it's fixed or Dual Wielder for a second staff if it's not.
Other option is Sorc10/Fighter 2 for action surge so you can post one-turn clips.@@88Xardas
Sounds fun too, but the fact MM always hit is something to be considered.
@@88Xardas I don't know specifics, but I bet it has something to do with the fact that Dragon Sorcs that pick fire-based ancestries can add their Charisma mod to fire damage spells. It's supposed to be once per spell, but I wouldn't be surprised if Baldur's Gate 3 swept that under the rug.
MM always hits and force is one of the least resisted types of dmg though
im new and stupid. if possible details on what to lvl and what passives to pick and what skills are absolutely needed
I had a bug like that in Temple of shar but it was infinite damage it never stopped, even after it died and crashed my game lol
remove your reflect dmg equipment
@@JS-ir8vt I tried that but still happen
LOL WTF
Ausitm
1001 Bugs in Larian Nights.
does this work with rhapsody as the weapon instead? it should be more consistent with +3 than a few 1d8s
Yea it work. I didnt stacked it tho and IDK if I switch weapons I lose stacks.
@@thorusin I have not tried in Patch 1, but swapping the weapon out a few days ago I did not lose the +3. It is also very easy to build stacks, just down your party members or summons in camp. There is also Bestow Curse: Extra Damage that might work. But honestly more dmg isn't even needed lol.
@@organicmechanic2477 ye I tested it. When you stack it you can switch to other weapon and keep stacks.
@@thorusinso this damage can increase even further?
The d8 for spellmight shouldn't work at all. It's not a spell with an attack roll
Psychic Spark is supposed to give you one more missile...so should it be 9 missiles at spell level 6?
Ye it seems it dont add more missiles with higher level cast. There was amulet in early access Ilmater's Aid - Non-Cantrip spells deal an additional 1d4 Force damage when the wearer drops to half their Hit Points or lower. But they deleted it.
@@thorusin Oh they also deleted that one. The Sapphire Spark was my favourite item in early acces and it was similar to Ilmater's Aid. So much so that I took Magic Initiate on my Light Cleric just because that amulet excited. I understand why they removed those items.
Why do the gloves of spell power work with magic missile? There is no attack roll.
bug
@@thorusin Fair enough lol
Not anymore
did you try it with 1 warlock for hex ? what do you think about it
Hex dont work with magic missiles
sad thx for the answer @@thorusin
why are you dealinbg radiant damage? and why is he vulnerable to thunder damage?
No smart to set Kereska's Favour on lightning against enemy with lightning immunity.
Why did you put points in strenght, but not in charisma, for better social?
"Dont look at stats they are mess I didnt respec". Also had -2 WIS Curse. I put in STR just not to be encumbered, becouse inventory menagement is the scariest boss in this game :D
Thx for answer. it makes sense for solo play. Could you make more magic builds?@@thorusin
is the spellmight working on your magic missile a bug? pretty sure it shouldn't work right? outsie of that, your build is bonkers
It's 100% a bug
That don't bug. Magic missile - spell with attack roll, but this spell always hit target.
Well its not "my" build. Ive heard about evocation wizard on Cohh Carnage podcast and I go through my items to make this work. Then someone commented how to improve it and Ive read something in the internet too. Im 100% sure you can go even further with that.
Magic missile doesn't have an attack roll. These guaranteed hits are a property not cause of a attack roll, that is not how it works also it wouldn't make sense to have attack rolls for a spell that has 100% hit chance. @@gladiusttv2575
of course it's a bug. The additional Hex damage does not work on magic missiles precisely because there is no attack roll on this type of spell. So here spellmight should not work because you can see that there is no attack roll rolled in the battlelog.
Second bug, in the tooltip of phalar aluv it is written that shriek stops if you no longer carry the weapon, but when you switch to the staff, you still keep the buff.
Where does that radiant damage with your attacks come from?
One ring
pls show how to build
Where did the thunder dmg come from? is it just from the sword? that is only 1d4 though
1d4 per missile
Sword deals a d4, spellmight adds a d8 (Bug, should only be adding to spells which require attack roll, Magic Missile does not), then because evocation triggered it, wizard adds int. Monster is vulnerable so then its doubled.
(1d4 + 1d8 + 6)*2 gets a damage range of 16-30 per trigger.
@@MCblockforgedits a feature
@@MCblockforged another +2 from ring
maybe drop 2sorc levels for 2storm cleric. not sure but i think your on hit thunder should proc the reaction to max roll all dies.
cant test it myself atm 😐
pre stack rhapsody aswell
Yea I had same idea since it works with Thunderous Smite. I tested it and it doesnt work sadly.
The shocker is lightning not thunder, its a 5e thing, there's a difference
Mind sanctuary does not give a free action from patch 1.
Showing Build pls
Uhhhhhh..... I've played 2 playthroughs now and have never fought this guy before.
in the prison below to where you first talk to Gortash. look for a wall with two dragons torches(use electricity)
you can find him in the jail under the keep on the bridge in baldurs gate.
You can get to him by knowing location or by Will's quest line if do everything to save his father.
where does the radiant damage come from with each hit, pls im confused
the callous glow ring does its dmg as radiant
@@xGodAlmighty maybe change the other ring to the one wich lights up enemys when they are hit with an spell?
@@xGodAlmighty even if it is the case, shouldn't the enemy be illuminated for the ring to deal damage?
@@buffwarriors thats what the bow is for!
hlyfk
update ur game and try this again. ill wait-
Its on new patch. You think they will fix it all in 1 patch xd
where does the radiant damage come from?
ring
this is not even "a build" , just a "bug exploit"
Watching 5 seconds I can already tell is bug exploiting.
Well, today in my save I saw several things were fixed and nerfed to ground (to be actually consistent with tabletop rules). What's wrong in having some fun while waiting for more mechanic fixes?
the only bug that i see is spellmight applying to things that it shouldnt ... anything else is 100% intentional
@@mudkippl I mean... That in itself is why this is broken... Spellmight isn't suppose to apply at all... But not only that - It's applying to EACH application of force AND thunder damage!
And singing sword is supposed to stop if you unequip the sword, well that's what the description says, that and spellmight giving damage bonus to each missile.
How is it supposed to work in DnD5E Tabletop ?
@@fgpraxis4463 Well for 1 - Spellmight ONLY applies to spells that require an "Attack Roll".
MM doesn't roll for attack since it has a 100% hit chance!
MM with this setup has 2 damage components - 1 Force and 1 Thunder. Spellmight is NOT only applying its damage roll to the Missile itself (Force) - But double dipping into the Thunder damage component as well.