Dude... what the... I was literally just thinking about starting a new play through, playing origin Gale and playing him as an Evocation Wizard. I thought to myself to come check out your channel and I see you posted what was in my head five minutes ago.
Worth noting that this build is an extremely good user of the Cull the Weak illithid power as you can split up the damage easily. Sending a single missile out at someone who is at or below the cull the weak threshold (or just slightly above) is a minor drop in damage on your main target, but is worth removing the additional enemy from combat.
A couple of other suggestions from my own dives into Missile Builds: Two levels of Rogue for Bonus Action Dash. Combined with the Boots of Arcane Bolstering adds 2 damage to each missile, at the opportunity cost of no 6th level spell slot. It's also worth trying to fit in an ally with access to the Gaping Wounds weapon action, as that will also add 2 more damage to each missile. Oh, and give him the Ne'er Misser if you want an extra cast lol
@Cephalopocalypse Thanks! The Arcane Charge version synergises really well if you have Phalar on another character. Losing the 6th level missile is sad, but it gives you more value out of the rest of your spell slots. I also only found out Gaping Wounds would work recently, so I guess that's another playthrough required... 😂
@Jewgubu Yeah, double Hand Crossbows are good value if you're not needing the passive effects of something else. That said, the Arcane Charge Magic Missile build uses its bonus action to dash at least every other turn, but it was still a nice extra option to have.
So I was thinking about this build some more today, realised you could also just use Expeditious Retreat instead of taking 2 levels of Rogue... This lets you get the build fully functional sooner and still get your 6th level spell slot 🤔
Very disappointed was gonna take a shot everytime "The enemy of optimisation is randomness" was said and im still sober. This build is that logic taking to the extreme
This is a repost of a comment I made about 12 hours ago earlier, which I deleted, cleaned up before reposting, and then some follow up edits after posting again with some additional detail: I’d like to start by saying that I love your videos, crafting builds for the RPGs I play is an old love of mine (Neverwinter Nights 2 I’m looking at you), your videos have been helpful ironing out the specifics for builds I was cooking on my own plus providing me with some details I may have missed, showing me builds I wouldn't have bothered with making myself but look fun, and your videos have prepared me for finally tackling Honour Mode (I’m nearly done Act 1). I had a variation of this build I used for Tactician, prior to Patch 7, but I never considered using the Coruscation Ring to inflict Radiating Orb…at least not on the arcane casters I’ve built, but after taking that into consideration with the comments on this video? I have some thoughts on how to fill the empty head and cloak slots, some chest piece suggestions, along with some specific race selections to go along with my item choices. The below assumes you have acquired Medium Armour Proficiency via multiclassing (if you stick with Gale) or via your chosen race, I personally would prefer not multiclassing in this instance, but a 2 level Fighter dip at the beginning for Action Surge is tempting. Races: Shield Dwarf or Githyanki for Medium Armour Proficiency. Cloak:Thunderskin Cloak (Act 2, Moonrise). Head: Holy Lance Helm (Act 1.5, Rosymorn Monastery), Hat of the Sharp Caster (Act 3, Tara, Devil’s Fee Roof). Chest: Luminous Armour (Act 1, Selunite Outpost). The idea here is to trigger the Boots of Stormy Clamour and Gloves of Belligerent Skies more often, and popping groups of enemies even quicker, so: (1) Ideally you want to group enemies together ahead of time to fish for Attacks of Opportunity (AoO) from multiple targets, things like Void Bulbs would be useful for this, and/or pre-buff before combat with more movement speed with Haste and Longstrider, and Blade Ward. (2) Trigger an AoO, if the attack misses it will trigger the Holy Lance Helm (DC14 Dex save to apply Radiant Damage), which will trigger the Gloves of Belligerent Skies, then the Boots of Stormy Clamour, and those that do fail the save from the helm will trigger a Radiant Shockwave from the Luminous Armour. (3) Ping each of the targets with a single Magic Missile, triggering both the Coruscation and Callous Glow Rings, and therefore triggering the Gloves and Boots again (assuming you’ve a Light spell active), and thus the Luminous Armour goes off, which I assume triggers the Boots yet again. (4) Any enemies that still have Reverb stacks after this that damage you (Melee, Ranged, Spell, etc) will trigger the Thunderskin Cloak (Dazed condition on failed Con saving throw), which should trigger the Boots again. (5) Throwing the Illithid power Cull The Weak on the damage pile (as @snakeman830 suggested) will just magnify the damage even more, especially if the enemies were grouped together when Reverb stacks start popping, and the more powers you have the more powerful this becomes. (6) Any stragglers left by round 2 likely won’t be able to hit you or your party at all, making it safer to trigger the above again. Early to mid game, I’d say dual wielding Spellsparkler and Phalar Aluve is the way to go for the potential damage cascade, but once you have the Markoheshkir in Act 3? Dual wield it with the Spellsparkler, and have a companion park themselves with the Phalar Aluve where everyone is grouped before triggering the above “Condition and Damage Cascade.” As for synergies outside the build itself, having companions apply a Dex debuff to make the helm trigger more reliably might be a good idea, Winters Clutches plus a multitarget/AoE cold spell is one such way I can think of, and if you want the Reverberation stack pop to trigger Prone more often applying Bleed via a Tiger Barbarian after grouping enemies together would be one way to do this. Additional Thoughts: (1) I’d also consider using Elixirs of Bloodlust when playing this way for extra Magic Missiles in round 1 of the above, and if you are ‘Awakened’ applying Stage Fright before AoO fishing would add to the damage. (2) Hat of the Sharp Caster in Act 3 can make damage more reliable and it’ll make popping a boss monster/npc easier, as it rerolls the die(s) on spell attack rolls if they are a 1 or 2, but personally I'd likely keep the Holy Lance Helm when not focusing down a boss monster/npc. The description of the Hat of the Sharp Caster seems to imply that it's only for "Spell Attacks," of which Magic Missile isn't, but it seems to work despite that (like the Spellmight Gloves did before it was patched out). (3) If you’d rather stick with Gale for this build, be a more traditional arcane caster, or not pick a race/multiclass that grants Medium Armour, then hats and robes that boost Spell Save DC are a good call, plenty of those throughout the Acts. There’s also the Bided Time robe (Act 2, House of Healing Morgue), which applies two stacks of Arcane Charge if you’re hit in Melee, and thus adds +2 damage to each missile. I hope the above helps anyone wanting to get a bit more out of this build.
I used this build on my last modded HM run using various difficulty mods and even with difficulty tuned up way past vanilla game this build was able to overpower enemies. Late in the game when you get access to Artistry of War it becomes even more ridicolous.
Markoheshkir actually adds 2 lightning charges just like spell sparkler. The tooltip is incorrect. I’d say it’d be better to use Markoheshkir+Phalar Aluve endgame if you don’t have an ally with the Aluve. However using both the Sparkler+Heshkir will give you 4 charges per missile after the first which is crazy lol.
TY, I was doing a much weaker version of this with my Fighter 2/mage 10, without knowing about the glow ring and coruscating ring bonuses. This is a great bump up to my meager attempts.
evovation lvl 2 feature only works on aoe evocation spells, so conjuration spells or circle of death will still dmg friendlies, acid splash doesnt get your int modifier added excep when wearing the necklace of elementl augmentation and another good set of boots can be the boots of arcane bolstering, giving you 2 extra dmg per missile to threatened enemies if you dash from something like expeditious retreat
Interestingly, a lot of the items needed for the magic missle bulld are the same as the items used by clerics for Radianting Orb builds. I have a Light Cleric 6 Abjuration Wizard 5 Storm Sorcerer 1, which is using all the recommended build items for this build. The only big difference is I sacrifice the level 10 Evocation Wizard damage boost to have Spirit Guardians and Improved Warding Flare.
@@AlwaysGrowing0 sounds like a good build. I am running shadow heart as a retaliation tank with 1 white dragon for AOA, 5 tempest cleric for wrath of storm, create water & spirit guardians, 6 abjuration wiz. Using mourning of frost and phalar Aluve on her though. She is wearing luminous armor for radiating orbs . Ceph has a good ice knight video that I took this variant from. She likes to get everyone wet
@jameskelsea6048 Nice. Sounds like we are running really similar builds. My build might have slightly better defense capabilites but I am sure your build can do way crazier damage numbers.
The neat thing about Magic Missile builds is that the bulk of the damage comes from itemization. You can move this loadout onto an Abjuration build and you only lose the Int mod to damage, in exchange for becoming a frontline tank. You can make up some of the difference with the Bided Time robes, which grant Arcane Charge each time you're hit by melee.
18:11 'uhm, and of course it lets the FF writers go crazy...' sometimes I wonder how much FF did Cephalopocalyse actually read. it surely left a mark on his soul. 😊
Another absolute banger. I admit I was very surprised this wasn't highlighted on this channel before. Ceph, very quickly for an honor run, which other three of your builds would you recommend along side this Gale? Thanks for your incredible videos!
Thanks! Honestly this can go well in most parties, though of course it conflicts with a radiant orb cleric since they want the same gear. Personally I'd use it with a dex-based paladin who can use Phalar as their weapon and carry it up into the mix for the wizard, while also adding more defensive capabilities to the squad
@Cephalopocalypse You forgot the most important item for damage on this build! Hat of the Sharp Caster will turn all those magic missle 1s and 2s into 3s and 4s on damage giving you a huge boost!
Lovely for a darkness party, combined with a warlock. Just a cloud of shadow in the middle of the battlefield, with red rays of death firing out of it from all sides. Maybe add an invisible shadow monk going around assassinating strays.
Yes few people run Magic Missile builds and walktrough for few months already in BG3. It was usually a toss between Sorcerer (and 2x Meta Magic usage) or Evo Wizard for lvl10 ability. It is worth to say some important enemies are immune to Magic Missiles, but fortunately we have Scorching ray! Phalar Aluve short range use looks like blasphemy on range characters but it is reality of the BG3 to get in harms way (close to the enemy)!? It is a good build for solo runs on Honor, although it is a bot of goofing around until Wizard hits Lvl5. In same fight Magic Missile is a must (from scrolls or casters) like Orin Fight when she can take 20 free hits (her unstoppable ability). Magic Missile can remove this ability fast and then deal damage to Orin. Important addition to this build is abilities of 2x amulets and a bow to restore spellcaster spell slots as well of use of various Elixir of Arcane Cultivation for that purpose I also like to use Elixir of Bloodlust , speed potion , haste ... to get more action during the fight. Any item that gives more Magic Missiles is important too.
another good piece of equipment is the reverberation necklace, you do have to sacrifice a missle but having is with kreska's favor on thunder with the spellsparker in off hand aswell makes you also knock enemies prone when you geet them with the missles, so that if you dont end up killing them then theyll still have less movement to get to you/an ally can hit em while prone
Regarding Bone Chill vs Acid Splash: Note there are no Scrolls of Acid Splash in the game, in the event you haven't found a scroll of bone chill by this time, just buy one off a vendor and take Acid Splash in the levelup screen. This opens an interesting conversation into why certain spells just weren't given scrolls in the game (other than Reactions like Counterspell).
This is amazing. I was actually brain storming builds this week based off your last few months videos. I brainstormed last night a Jack of all Trades. Gith for Astrak Knowledge for all Int skills, Then Lore Bard 10, Cleric 2 to hit 17 out of 18 skills. Figure Athletics, Acrobatics, or Surival can sit this one out. Curious what you would add to shore up its weaknesses. Not sure if you have a Land Druid build, but i have been thinking about a Nature Cleric or a Land Druid, a Sorc, and Maybe a Throwing Bezerker or a 7 Paladin with a Sorc or Lock. Now i have to think about a Wizard 12 to tag along!
I was brainstorming an all-skill oriented character too, but I wanted to do it as a character with 8 in all physical stats and as much as possible in the mental ones. Basically get all conversation and knowledge skills as high as humanly possible. I was also thinking a gith bard, maybe with some rogue or cleric levels, and a few levels of druid at least in the early game, at least in the wildshape forms
@@dorithegreat6155 I wonder if you can stack the Knowledge Cleric level 2 ability Knowledge of the Ages and the Gith Racial Astral Knowledge together.. Would be so many skills. 8 only in physical stats! Thats brave as I would be worry about health or AC from dex!
@@zifnabdr yeah, that's the point of the challenge. I planned to offset this by being a wildshaping druid, and of course I'm not gonna do this on honor mode. I kinda discarded the knowledge cleric thing, but if it stacks with the githyanki astral knowledge then it's back into the equation
If you can spare the third feat it seems like 2 levels of sorcerer for metamagic could be a good power boost. Having the ability to convert lower level spell slots into higher ones via sorcery points would be very handy (even if it makes you even more long rest dependent). Not to mention CON save proficiency and bonus action fly from storm sorc
Love this build! The only thing is that I just finished speccing Shadowheart for a radiant/reverb/thunder build using some of the same items (rings, boots, gloves). Not sure who I want to keep the items now since both builds are so good.
This is a great build, but giving up an action to activate Shriek is a pain. You are either losing an action from this character or from an ally for the buff, and either way the character using shriek has to be close to the missile target. Whoever has Phalar Aluve will benefit a lot from a haste spell or speed potion, both to get that extra action and to be able to close on missile targets. When I tried this, I gave Phalar Aluve to my healer (Lore Bard War Cleric Wizard Shadowheart). She could then move close to targets while wearing medium armor and a shield, shield spell on demand, use her action for shriek, and have her bonus action available for her bonus action spells. Then Gale could missile barrage away at will.
Yeah, you can either use shriek before combat or use a haste potion - Personally I like pairing this with a dex-based paladin build who can use phalar as a weapon and carry it up into the mix
I'm in a gale origin run in act 3 and I wanted to respec to this build when I saw this video, but I don't have the right gear :( (I'm building him as monoclass abjuration wizard to make up for a wizards general un-tankiness.) EDIT: I finished that game and on my next playthrough I'm definitely for sure actually going to play honor mode instead of tactician this time.
Why not sorcerer for quickened spell? Is the empowered evocation really worth it? I theorycrafted a similar build not too long ago Ava refined the build with someone else’s video, but I ended up going evo wizard just cuz I enjoy wizards but thought sorc would be the optimal play.
@c3n5i I'd want to double check to be sure, because I've seen online that it does. Although the Hat of the Sharp Caster specifies a Spell Attack, and technically Magic Missile isn't an attack (the same reason Hex doesn't stack), so rules-as-written it might now. Although, even if it does work, it only adds an average of 0.5 damage per missile, which is a maximum of 4.5 average bonus damage with a 6th level missile using the Psychic Spark Amulet. So the extra damage probably isn't worth the opportunity cost of using a better passive effect.
Doesn't Rhapsody add 3 per missile conce you have some kills. While not as powerful than 4 chaeges per missile that would generate 36 charges and 7d8 lightning the average is close and would allow Markoheskir to go to another caster, if you really wanted. I would mention the ability to spread your missiles 2 to 3 per target to control many enemies. Wearing the luminous armor, as a Gith or Shield Dwarf can cause incredible amounts of orbs across the whole battlefield. Wear the luminous gloves and it is even more. Less reverb however.
uhm, I actually already passed that part of the game where I could take the Spellsparker, and I took the Joltshooter instead. Is it going to be the same? The 2 weapons have the same 2 lighting charges functionality anyway, right?
I was wondering if there was a build centered around magic missile, i noticed in my gale playthrough that even just adding lightning charges made it do way more damage than any of my other characters (except my thrower karlac)
scrolls of grease are fine, but bottles have a much smaller radius and a fixed DC of 12 rather than your character's, so while they can still be useful they're a lot worse than the spell
Not much luck with this build, having very low AC this character tends to get targeted heavily by enemies, and needs to be up close to use Shriek. Needs Mirror Image, which means even more set-up, making it a bit too clunky.
Big ask here but for most reviews do you think you could make tier lists for modded feats and spells and cantrip? There's a really big one i like using for spells and well I'd love to see how they compare and uses I could use for them from you
I think this build works just fine without Ethel hair, as you can just give them a vigilance elixir. I suppose if you had the Ethel hair for the early 20 then you could give them bloodlust, but sometimes bloodlust is buggy and doesn't proc correctly. I had no idea shriek worked like that. Definitely making that a mainstay next time I use this. I was already one shotting orin even without using it. Might even have a support character take two levels in fighter so they can activate shriek and wet an enemy in the same turn.
Don't get me wrong, I like your guides but they're not very helpful for beginners. All the equipment you have shown are from the late game. All late game builds are powerful because duh it's the late game. But how do you get to the late game consistently? What equipment to do use for the early and mid games? What strategies do you employ for early fights and how do you mitigate poor rng? Most if not all of your guided that I've don't answer these questions. Basically your guides only illustrate part of the equation.
Thanks! To be honest, I'm pretty confused how you formed that impression. Not only do I give extensive examples of the types of items you should be looking for throughout the game, in this specific video the majority of items mentioned are from act 1. I also give extensive strategic advice as we go through the levels. I think you might benefit from going back to the earlier levels and rewatching them to get the information you're asking for here, which is given in the video.
Dude... what the...
I was literally just thinking about starting a new play through, playing origin Gale and playing him as an Evocation Wizard. I thought to myself to come check out your channel and I see you posted what was in my head five minutes ago.
Awesome, good luck!
Worth noting that this build is an extremely good user of the Cull the Weak illithid power as you can split up the damage easily. Sending a single missile out at someone who is at or below the cull the weak threshold (or just slightly above) is a minor drop in damage on your main target, but is worth removing the additional enemy from combat.
This build can also use the Artistry of War spell in the Sundries Vault since its just a more powerful Magic Missile
AKA, Super Magic Missile
Sure can!
It is a blast of a spell to learn.
This dude has dug so far into the game that I wouldn't doubt that he's making a tier list about the best and worst corpses to loot.
A couple of other suggestions from my own dives into Missile Builds:
Two levels of Rogue for Bonus Action Dash. Combined with the Boots of Arcane Bolstering adds 2 damage to each missile, at the opportunity cost of no 6th level spell slot.
It's also worth trying to fit in an ally with access to the Gaping Wounds weapon action, as that will also add 2 more damage to each missile.
Oh, and give him the Ne'er Misser if you want an extra cast lol
Good suggestions!
@Cephalopocalypse Thanks! The Arcane Charge version synergises really well if you have Phalar on another character. Losing the 6th level missile is sad, but it gives you more value out of the rest of your spell slots. I also only found out Gaping Wounds would work recently, so I guess that's another playthrough required... 😂
I always give my wizard and warlock a hand crossbow so they can getting a bonus action offhand and deal all the damage riders an additional time.
@Jewgubu Yeah, double Hand Crossbows are good value if you're not needing the passive effects of something else. That said, the Arcane Charge Magic Missile build uses its bonus action to dash at least every other turn, but it was still a nice extra option to have.
So I was thinking about this build some more today, realised you could also just use Expeditious Retreat instead of taking 2 levels of Rogue... This lets you get the build fully functional sooner and still get your 6th level spell slot 🤔
Very disappointed was gonna take a shot everytime "The enemy of optimisation is randomness" was said and im still sober. This build is that logic taking to the extreme
This is a repost of a comment I made about 12 hours ago earlier, which I deleted, cleaned up before reposting, and then some follow up edits after posting again with some additional detail:
I’d like to start by saying that I love your videos, crafting builds for the RPGs I play is an old love of mine (Neverwinter Nights 2 I’m looking at you), your videos have been helpful ironing out the specifics for builds I was cooking on my own plus providing me with some details I may have missed, showing me builds I wouldn't have bothered with making myself but look fun, and your videos have prepared me for finally tackling Honour Mode (I’m nearly done Act 1).
I had a variation of this build I used for Tactician, prior to Patch 7, but I never considered using the Coruscation Ring to inflict Radiating Orb…at least not on the arcane casters I’ve built, but after taking that into consideration with the comments on this video? I have some thoughts on how to fill the empty head and cloak slots, some chest piece suggestions, along with some specific race selections to go along with my item choices.
The below assumes you have acquired Medium Armour Proficiency via multiclassing (if you stick with Gale) or via your chosen race, I personally would prefer not multiclassing in this instance, but a 2 level Fighter dip at the beginning for Action Surge is tempting.
Races: Shield Dwarf or Githyanki for Medium Armour Proficiency.
Cloak:Thunderskin Cloak (Act 2, Moonrise).
Head: Holy Lance Helm (Act 1.5, Rosymorn Monastery), Hat of the Sharp Caster (Act 3, Tara, Devil’s Fee Roof).
Chest: Luminous Armour (Act 1, Selunite Outpost).
The idea here is to trigger the Boots of Stormy Clamour and Gloves of Belligerent Skies more often, and popping groups of enemies even quicker, so:
(1) Ideally you want to group enemies together ahead of time to fish for Attacks of Opportunity (AoO) from multiple targets, things like Void Bulbs would be useful for this, and/or pre-buff before combat with more movement speed with Haste and Longstrider, and Blade Ward.
(2) Trigger an AoO, if the attack misses it will trigger the Holy Lance Helm (DC14 Dex save to apply Radiant Damage), which will trigger the Gloves of Belligerent Skies, then the Boots of Stormy Clamour, and those that do fail the save from the helm will trigger a Radiant Shockwave from the Luminous Armour.
(3) Ping each of the targets with a single Magic Missile, triggering both the Coruscation and Callous Glow Rings, and therefore triggering the Gloves and Boots again (assuming you’ve a Light spell active), and thus the Luminous Armour goes off, which I assume triggers the Boots yet again.
(4) Any enemies that still have Reverb stacks after this that damage you (Melee, Ranged, Spell, etc) will trigger the Thunderskin Cloak (Dazed condition on failed Con saving throw), which should trigger the Boots again.
(5) Throwing the Illithid power Cull The Weak on the damage pile (as @snakeman830 suggested) will just magnify the damage even more, especially if the enemies were grouped together when Reverb stacks start popping, and the more powers you have the more powerful this becomes.
(6) Any stragglers left by round 2 likely won’t be able to hit you or your party at all, making it safer to trigger the above again.
Early to mid game, I’d say dual wielding Spellsparkler and Phalar Aluve is the way to go for the potential damage cascade, but once you have the Markoheshkir in Act 3? Dual wield it with the Spellsparkler, and have a companion park themselves with the Phalar Aluve where everyone is grouped before triggering the above “Condition and Damage Cascade.”
As for synergies outside the build itself, having companions apply a Dex debuff to make the helm trigger more reliably might be a good idea, Winters Clutches plus a multitarget/AoE cold spell is one such way I can think of, and if you want the Reverberation stack pop to trigger Prone more often applying Bleed via a Tiger Barbarian after grouping enemies together would be one way to do this.
Additional Thoughts:
(1) I’d also consider using Elixirs of Bloodlust when playing this way for extra Magic Missiles in round 1 of the above, and if you are ‘Awakened’ applying Stage Fright before AoO fishing would add to the damage.
(2) Hat of the Sharp Caster in Act 3 can make damage more reliable and it’ll make popping a boss monster/npc easier, as it rerolls the die(s) on spell attack rolls if they are a 1 or 2, but personally I'd likely keep the Holy Lance Helm when not focusing down a boss monster/npc. The description of the Hat of the Sharp Caster seems to imply that it's only for "Spell Attacks," of which Magic Missile isn't, but it seems to work despite that (like the Spellmight Gloves did before it was patched out).
(3) If you’d rather stick with Gale for this build, be a more traditional arcane caster, or not pick a race/multiclass that grants Medium Armour, then hats and robes that boost Spell Save DC are a good call, plenty of those throughout the Acts. There’s also the Bided Time robe (Act 2, House of Healing Morgue), which applies two stacks of Arcane Charge if you’re hit in Melee, and thus adds +2 damage to each missile.
I hope the above helps anyone wanting to get a bit more out of this build.
99% reliable, cause of the 1% of the time they have the shield spell
Priestess Gut comes to mind...
Or counterspell
@@osamapatrick8642 Eh, countspell is for every spell
Yep, always funny when that happens of course
This was super annoying at the final fight
Great video. I am not running gale, but am a Halfling Storm Sorceror and most of the same items are really good on him as well.
I used this build on my last modded HM run using various difficulty mods and even with difficulty tuned up way past vanilla game this build was able to overpower enemies. Late in the game when you get access to Artistry of War it becomes even more ridicolous.
Markoheshkir actually adds 2 lightning charges just like spell sparkler. The tooltip is incorrect. I’d say it’d be better to use Markoheshkir+Phalar Aluve endgame if you don’t have an ally with the Aluve. However using both the Sparkler+Heshkir will give you 4 charges per missile after the first which is crazy lol.
I was just looking for a magic missile build, great timing
Nice!
Unrelated, but i feel happy just by watching your new PC have no problem at all rendering that level up scenery in constant 60 fps =)
TY, I was doing a much weaker version of this with my Fighter 2/mage 10, without knowing about the glow ring and coruscating ring bonuses. This is a great bump up to my meager attempts.
Awesome, good luck!
evovation lvl 2 feature only works on aoe evocation spells, so conjuration spells or circle of death will still dmg friendlies, acid splash doesnt get your int modifier added excep when wearing the necklace of elementl augmentation and another good set of boots can be the boots of arcane bolstering, giving you 2 extra dmg per missile to threatened enemies if you dash from something like expeditious retreat
Interestingly, a lot of the items needed for the magic missle bulld are the same as the items used by clerics for Radianting Orb builds. I have a Light Cleric 6 Abjuration Wizard 5 Storm Sorcerer 1, which is using all the recommended build items for this build. The only big difference is I sacrifice the level 10 Evocation Wizard damage boost to have Spirit Guardians and Improved Warding Flare.
@@AlwaysGrowing0 sounds like a good build. I am running shadow heart as a retaliation tank with 1 white dragon for AOA, 5 tempest cleric for wrath of storm, create water & spirit guardians, 6 abjuration wiz. Using mourning of frost and phalar Aluve on her though. She is wearing luminous armor for radiating orbs . Ceph has a good ice knight video that I took this variant from. She likes to get everyone wet
@jameskelsea6048 Nice. Sounds like we are running really similar builds. My build might have slightly better defense capabilites but I am sure your build can do way crazier damage numbers.
The neat thing about Magic Missile builds is that the bulk of the damage comes from itemization. You can move this loadout onto an Abjuration build and you only lose the Int mod to damage, in exchange for becoming a frontline tank. You can make up some of the difference with the Bided Time robes, which grant Arcane Charge each time you're hit by melee.
18:11 'uhm, and of course it lets the FF writers go crazy...' sometimes I wonder how much FF did Cephalopocalyse actually read. it surely left a mark on his soul. 😊
I now listen out for the puns about Wet as much as I wait for the True Strike supremacy.
Another absolute banger. I admit I was very surprised this wasn't highlighted on this channel before.
Ceph, very quickly for an honor run, which other three of your builds would you recommend along side this Gale? Thanks for your incredible videos!
Thanks! Honestly this can go well in most parties, though of course it conflicts with a radiant orb cleric since they want the same gear. Personally I'd use it with a dex-based paladin who can use Phalar as their weapon and carry it up into the mix for the wizard, while also adding more defensive capabilities to the squad
red draconic sorcerer fire build to deal with people who can cast shield
True strike passed me over for a very deserved promotion 😠😠😠
@Cephalopocalypse You forgot the most important item for damage on this build! Hat of the Sharp Caster will turn all those magic missle 1s and 2s into 3s and 4s on damage giving you a huge boost!
magic missile isnt spell atack
@@irlinaka2754 very astute observation. But it works all the same
I was close to giving this build 0/10 but you did finally add in True Strike. Honour Mode slayer. Will be trying. 5 stars out of 4
Lovely for a darkness party, combined with a warlock. Just a cloud of shadow in the middle of the battlefield, with red rays of death firing out of it from all sides. Maybe add an invisible shadow monk going around assassinating strays.
Yes few people run Magic Missile builds and walktrough for few months already in BG3. It was usually a toss between Sorcerer (and 2x Meta Magic usage) or Evo Wizard for lvl10 ability. It is worth to say some important enemies are immune to Magic Missiles, but fortunately we have Scorching ray! Phalar Aluve short range use looks like blasphemy on range characters but it is reality of the BG3 to get in harms way (close to the enemy)!? It is a good build for solo runs on Honor, although it is a bot of goofing around until Wizard hits Lvl5. In same fight Magic Missile is a must (from scrolls or casters) like Orin Fight when she can take 20 free hits (her unstoppable ability). Magic Missile can remove this ability fast and then deal damage to Orin. Important addition to this build is abilities of 2x amulets and a bow to restore spellcaster spell slots as well of use of various Elixir of Arcane Cultivation for that purpose I also like to use Elixir of Bloodlust , speed potion , haste ... to get more action during the fight. Any item that gives more Magic Missiles is important too.
another good piece of equipment is the reverberation necklace, you do have to sacrifice a missle but having is with kreska's favor on thunder with the spellsparker in off hand aswell makes you also knock enemies prone when you geet them with the missles, so that if you dont end up killing them then theyll still have less movement to get to you/an ally can hit em while prone
That's why we use the boots and gloves! You get tons of reverb without having to lose the extra missile or lightning markoheskir
Truest strike of all time!!
Regarding Bone Chill vs Acid Splash: Note there are no Scrolls of Acid Splash in the game, in the event you haven't found a scroll of bone chill by this time, just buy one off a vendor and take Acid Splash in the levelup screen. This opens an interesting conversation into why certain spells just weren't given scrolls in the game (other than Reactions like Counterspell).
The disadvantage to this method is, that you need to use a prepared spell slot in order to cast it.
This is amazing. I was actually brain storming builds this week based off your last few months videos.
I brainstormed last night a Jack of all Trades. Gith for Astrak Knowledge for all Int skills, Then Lore Bard 10, Cleric 2 to hit 17 out of 18 skills. Figure Athletics, Acrobatics, or Surival can sit this one out.
Curious what you would add to shore up its weaknesses. Not sure if you have a Land Druid build, but i have been thinking about a Nature Cleric or a Land Druid, a Sorc, and Maybe a Throwing Bezerker or a 7 Paladin with a Sorc or Lock. Now i have to think about a Wizard 12 to tag along!
I was brainstorming an all-skill oriented character too, but I wanted to do it as a character with 8 in all physical stats and as much as possible in the mental ones. Basically get all conversation and knowledge skills as high as humanly possible. I was also thinking a gith bard, maybe with some rogue or cleric levels, and a few levels of druid at least in the early game, at least in the wildshape forms
@@dorithegreat6155 I wonder if you can stack the Knowledge Cleric level 2 ability Knowledge of the Ages and the Gith Racial Astral Knowledge together.. Would be so many skills.
8 only in physical stats! Thats brave as I would be worry about health or AC from dex!
@@zifnabdr yeah, that's the point of the challenge. I planned to offset this by being a wildshaping druid, and of course I'm not gonna do this on honor mode. I kinda discarded the knowledge cleric thing, but if it stacks with the githyanki astral knowledge then it's back into the equation
@@dorithegreat6155 Yeah i just tested it. It stacks! Astral Knowledge was on Cha skills and Knowlege Cleric on Dex skills.
All Skills Monkey Build: Cleric/Bard/Ranger
Race: Githyanki for Astral Knowledge
Cleric of Knowledge - Relig, History, Nature, Arcane
Background: Urchin
Cleric gains Knowledge Ability
Bard - Acrobatics
Ranger - Investigate & Athletics
If you can spare the third feat it seems like 2 levels of sorcerer for metamagic could be a good power boost. Having the ability to convert lower level spell slots into higher ones via sorcery points would be very handy (even if it makes you even more long rest dependent). Not to mention CON save proficiency and bonus action fly from storm sorc
Love this build! The only thing is that I just finished speccing Shadowheart for a radiant/reverb/thunder build using some of the same items (rings, boots, gloves). Not sure who I want to keep the items now since both builds are so good.
It's the Todd Howard build.
"It just works."
Race tier list, pleaseee 🙌
This is a great build, but giving up an action to activate Shriek is a pain. You are either losing an action from this character or from an ally for the buff, and either way the character using shriek has to be close to the missile target. Whoever has Phalar Aluve will benefit a lot from a haste spell or speed potion, both to get that extra action and to be able to close on missile targets.
When I tried this, I gave Phalar Aluve to my healer (Lore Bard War Cleric Wizard Shadowheart). She could then move close to targets while wearing medium armor and a shield, shield spell on demand, use her action for shriek, and have her bonus action available for her bonus action spells. Then Gale could missile barrage away at will.
Yeah, you can either use shriek before combat or use a haste potion - Personally I like pairing this with a dex-based paladin build who can use phalar as a weapon and carry it up into the mix
After i discovered this build and used it, i never used another magic caster build. Hahahaha
also works with bloodlust elixir, but only if you truly land a killshot, cull the negates the elixir
So, do you think it would be just as good if you had another character set up in the Radiating Orb build and Gale just focusing on the missle build?
Two levels of sorcerer could give this unlimited spell slots, meaning magic missile becomes a cantrap.
I'm in a gale origin run in act 3 and I wanted to respec to this build when I saw this video, but I don't have the right gear :(
(I'm building him as monoclass abjuration wizard to make up for a wizards general un-tankiness.)
EDIT: I finished that game and on my next playthrough I'm definitely for sure actually going to play honor mode instead of tactician this time.
Why not sorcerer for quickened spell? Is the empowered evocation really worth it? I theorycrafted a similar build not too long ago Ava refined the build with someone else’s video, but I ended up going evo wizard just cuz I enjoy wizards but thought sorc would be the optimal play.
Basically - yep, empowered evocatio is just that strong for the build. It's a huge amount of extra damage and doesn't cost you a second spell slot.
Which encounter are you talking about when you mention taking disintegration vs the low dex save boss?
thanks for requested guide,does the hat of the sharp caster work?
@c3n5i I'd want to double check to be sure, because I've seen online that it does. Although the Hat of the Sharp Caster specifies a Spell Attack, and technically Magic Missile isn't an attack (the same reason Hex doesn't stack), so rules-as-written it might now.
Although, even if it does work, it only adds an average of 0.5 damage per missile, which is a maximum of 4.5 average bonus damage with a 6th level missile using the Psychic Spark Amulet. So the extra damage probably isn't worth the opportunity cost of using a better passive effect.
@@ElliottDent very muich tanks
love this build
do you have any items to recommend before getting the big items? (lvl 6)
Ah yes, the magic ICBM build.
Doesn't Rhapsody add 3 per missile conce you have some kills. While not as powerful than 4 chaeges per missile that would generate 36 charges and 7d8 lightning the average is close and would allow Markoheskir to go to another caster, if you really wanted.
I would mention the ability to spread your missiles 2 to 3 per target to control many enemies. Wearing the luminous armor, as a Gith or Shield Dwarf can cause incredible amounts of orbs across the whole battlefield. Wear the luminous gloves and it is even more. Less reverb however.
If you want to do this for the main character, should you just suck it up with 8 charisma or reallocate stats for passable charisma?
What's the encounter that makes disintegrate worth taking? Only one i can think of is a lizard with a name starting on A
uhm, I actually already passed that part of the game where I could take the Spellsparker, and I took the Joltshooter instead. Is it going to be the same? The 2 weapons have the same 2 lighting charges functionality anyway, right?
I was wondering if there was a build centered around magic missile, i noticed in my gale playthrough that even just adding lightning charges made it do way more damage than any of my other characters (except my thrower karlac)
Thanks!
Thanks so much for all the support! I really appreciate it :D
always give your casters Shield in case Gale snaps
Wait…the 2 rings you have Gale using will be used by Shadowheart and her radiating orb build 🤷♂️
🔥🔥🔥
cheers!
I like it
The worst thing of this build is that you have to sacrifice the radiant orb cleric of your party because of the gear…
I never learn grease as a spell since there are SO many grease bottles and scrolls about!
plus ice is less gross and does the exact same thing
scrolls of grease are fine, but bottles have a much smaller radius and a fixed DC of 12 rather than your character's, so while they can still be useful they're a lot worse than the spell
This build turns Magic Missiles into Magic Nukes. 🤣
Not much luck with this build, having very low AC this character tends to get targeted heavily by enemies, and needs to be up close to use Shriek. Needs Mirror Image, which means even more set-up, making it a bit too clunky.
Is this better than the lighting lord?
"better" is always hard to say, but overall I'd say no - it's less burst damage, though more reliable, and requires more items
Me: cast Shield and resist your puny Magic Missile. So long for the advertised "always works" 😂
i have said this many times and i will say it again: THIS IS WHY YOU NEED A FIRE SORCERER!
I would take 1 war cleric for the armor.
Whoa
The classic will wheaton build
What did that poor combat log ever do to you, lol
looked at me funny
Shame opponents are too dumb to use a simple shield spell
They'll use it if they have it!
Big ask here but for most reviews do you think you could make tier lists for modded feats and spells and cantrip? There's a really big one i like using for spells and well I'd love to see how they compare and uses I could use for them from you
I think this build works just fine without Ethel hair, as you can just give them a vigilance elixir. I suppose if you had the Ethel hair for the early 20 then you could give them bloodlust, but sometimes bloodlust is buggy and doesn't proc correctly.
I had no idea shriek worked like that. Definitely making that a mainstay next time I use this. I was already one shotting orin even without using it. Might even have a support character take two levels in fighter so they can activate shriek and wet an enemy in the same turn.
Don't get me wrong, I like your guides but they're not very helpful for beginners. All the equipment you have shown are from the late game. All late game builds are powerful because duh it's the late game. But how do you get to the late game consistently? What equipment to do use for the early and mid games? What strategies do you employ for early fights and how do you mitigate poor rng? Most if not all of your guided that I've don't answer these questions.
Basically your guides only illustrate part of the equation.
Thanks! To be honest, I'm pretty confused how you formed that impression. Not only do I give extensive examples of the types of items you should be looking for throughout the game, in this specific video the majority of items mentioned are from act 1. I also give extensive strategic advice as we go through the levels. I think you might benefit from going back to the earlier levels and rewatching them to get the information you're asking for here, which is given in the video.
@@Cephalopocalypse My apologies. I was tired when I wrote this and I obviously didn't catch those details.
@@BlueMercury84 No worries! Hope the guide helps :D
First time I have actually been first
23:05 Enjoy the dislike then.
you're incredible dude, please never change
It would be correct to give a link to the real author of the build ua-cam.com/video/2zhHt_7Yn8g/v-deo.html (7 month ago).