Baldur's Gate 3 - GAME BREAKING FIRE GOD - Best Sorcerer Build Guide & OP Spell Combo!

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I can't express how satisfying this is and the sound it makes oh yes hello my fellow adventurers and especially those of you inclined to the weave and the glorious power found within it anyway I want to bring you then a bit of a different build and what do I mean by that well usually of course we do some multi-classing mix in a bit of this a bit of that to create this concoction that is absolutely cataclysmically strong but there is of course the path of just pure class and that can be in a lot of cases actually stronger than any given combination especially when the pure class in question is of course the best class the sorcerer and taking advantage of certain let's say underappreciated and underutilized spell gear and most importantly feat synergies to create this well glorious fire dragon-esque setup that absolutely melts everything I mean I'm on tactician I'm solo and it's just kind of unfair how easily every single enemy gets quite literally blown away and burnt to little piles of burning body Ash why does Bernie body Ash sound like a Bulgarian deodorant brand anyway it takes heavy advantage of one of my favorite spells and it's definitely a spell that you will be aware of especially if you've done your D and ding it's not a bad choice there are better choices but you know it's fine and good in a lot of circumstances scorching Rey hurling three beams of flame that each do to a D6 damage for a potential 2 to 12 per beam and then for every level you upcast it you get an extra beam now you might know where I'm going with this but in polter's Gate there is a mountain of ways to take advantage of abilities and spells and attacks that do multiple hits of damage all at one go for example it is much better if you're gonna you know min max Nova like we are though this is very much a blast to build too because it's damage over the course of many turns is still insanity but it is much better to do 10 damage 10 times than it is to do 100 damage once if they both happen you know in one turn and you'll see why that is as we go along but I hope you have enjoyed this demonstration of it absolutely running circles around this group of enemies you can get upwards of 400 damage probably more actually if you're a pre-asted by someone else and I'm not even hasted here and it is doing this well oh God and then all of this on top of having the utility of being a sorcerer your meta magic a year hastier other Suite of spells being you know the fireball bot 2 which you can pump out for even more damage and getting to use the level 11 draconic sorcerer fly to have unprecedented movement every single turn it's honestly kinda busted oh and you get to use three level six spell slots in a given fight which I'm sure I don't need to tell you is kinda absurd so let's get to this thing then with your levels your gear your gameplay and how everything fits together level by level then let's do this of course we are picking sorcerer as a pure sorcerer build and can trips grab what you like but make sure to get light so you do have a permanent source of it it will come in handy and then I like to have shield and magic Missile especially if you're going to build towards this right from level one they are very good options but unless I say a spell is like necessary then at any given point just take kind of what you feel like what you works for you and what suits the situation and stage of the game you're in for our subclass we want very specifically your draconic bloodline makes you a little bit tankier but gives us access to a very important passive later on for your ancestor you need to make sure you choose a fire dragon I would Recon meant burning hands especially in the early game it gives you a nice potent option but if you want a little bit more CC then feel free to get the sleep but you know I'm not a huge fan of it so we have our fire ancestor and that is all good then for your ability spread this is what you kind of want to be looking at the extra decks is to just give you that little bit extra AC because of course we'll be wearing clothing and then Charisma as it's our main everything is a sorcerer a little bit of constitution just to have that touch up on health and then I like to have a little bit of strength just to make you know Jumping Places easier in general gameplay but choose the rest of your spread as you see fit the main important thing is your charisma and your decks being up there so that is a character made let's get our levels up so to the levels up then with level two we get well everything online that is sorcery as the start of our meta Magic okay like chromatic orb earlier on though we will be replacing it later on and then distant and twinned are your choices though definitely take twin the other one is kind of what you like and then we can go on to level three here we get even more of our goodies and indeed the goodiest of goodies which is the whole point our scorching Ray which will do a really nice amount of damage at this stage if you are actually level three but of course it is the core of what we're achieving here and then we want to Quicken spell so we can bonus action cast a spell on top of action casting a spell which is just quite frankly busted then I like at this point to get rid of our chromatic orb and bring in Misty step for the sheer utility of it and then move on to level four over in Team level four we get our extra can trip and again just kind of choose whatever works for you and the same with your spell a little bit of halt person can go doing quite handy but I also really like Doc just to get in chess it's just a nice little utility thing but most importantly now we get our first feat what you want to get is Magic initiate Warlock the reason we want that is not for the cantrips though feel free to grab Eldritch Blast for a solid bit of cantrip damage if that's ever needed and then anything else you want but we grab it so that we can get one first level swallock swallock warlock spell as that's you know the whole main draw of this feat and if you don't know these Feats they are just essentially here take two gun trips and level one spell from this class without having to multi-class and that really is key because it lets us get this hex I'm sure you're aware of it but if not basically it is do an extra 1d6 of necrotic damage when you attack an enemy with an attack roll this is very important as it works on each separate beam of scorching gray so if you are casting it at level three with three beams that is an extra 3d6 from the hex you see why this starts to get silly as we level up and add even more damage Synergy in so with that done we continue on our path towards level 12. level five is a lovely moment as we get our level three spells so grab haste and then at this point I would also swap something out for the other level 3 spell that is majorly helpful which is a counter spell then we get to level six where we unlock the key passive or at least one of them that adds to the damage output of this play style and it is this Elemental Affinity damage when you cast a spell that deals damage of your dragon well add your charisma modifier to it so once we end up at 20 Charisma that is a plus 5 which means an extra five damage per Ray of scorching Ray as its fire damage and we are a fire dragon ancestor sorcerer yeah the layers they keep on building and then take at this point Fireball as it is monstrously powerful and especially extra so as a fire draconic sorcerer then no we get to level seven where there's not a huge amount going on but you do get to start with your level fours I like either dimension door or wall of fire wall of fire is a very just solid choice in general but even more so right now and that's all well and good now at level eight we get our next feat and it's here that you actually have a choice of two that really matter let me uh just grab our door and then go on to it so you can either do your ability score to get to your 18 charisma or you can go and get elemental adapt so because all of our damage is coming from Fire and Fire is actually a fairly common thing to have resisted it's very helpful to make it so your fire spells won't be resisted it also means you can't roll a one so it will raise your minimum damage output too and I think it is very very nice to have it's what lets me blow up the steel watches despite them normally having resistance to yes fire so I will get this now but either way whichever feat you don't get at eight you will get it 12 and is one of the reasons we are staying up pure sorcerer even past level 11 where we could probably do a one dip if we didn't need that third feat now we get our level five spells I like a little bit of telekinesis it's just very useful and also hilarious to fling people around especially into your wall of fire and and once more our sorcery points grow and then we can get Titan spell which is very useful too with something really really needs to land I like to get hold monster and then can chips really don't matter but an extra source of light isn't actually that bad as you'll see a little bit later then we get to level 11 where we get honestly probably the best Mobility skill in the entire game in just permanent passive fly as just your method of moving up down everywhere massive distance this thing is unbelievable for positioning the Escape everything you really do become kind of Unstoppable especially when you have so much AOE fire damage to pump out and you can do it from anywhere at any point thanks to this I really cannot stress how good it is then I like to get Global invulnerability because it's just really strong to have that kind of turns of base camp you can't hurt me then we get to level 12 to finish it up and get our final feat this then is where you get the one that you didn't get so in my case it is charisma 218 we will have Charisma 20 so don't worry about that and then you can get your next level six spell so I will just grab myself a bit of disintegrate though really you're not gonna cast it often at all but hey it's another level six so that is that done so before we get into how this actually plays in practice let's talk gear there is two categories here gear that you need to get to properly bring the build online and then gear that's really nice to have that helps a lot but isn't entirely necessary so in the former category we have Mako heskia the legendary staff this thing as I'm sure you know is ridiculous but it has one key feature that really helps if we ignore you know Arcane battery giving you an extra level 6 cast per day any case this is koreska's favor you can cast this once per shot rest and you can align yourself to a type of damage when you align yourself to that type of image something very special happens you get resistance to it but that doesn't matter we're already resistant to fire as a fire draconic sorcerer but what you do get is you do additional fire damage equal to your proficiency bonus I.E every Ray of scorching Ray gains extra damage thanks to this and yes this Stacks with the passive we get for getting to level six as a draconic sorcerer so you see once again how this starts to get absurd so you light this up on yourself apart from looking absolutely beautiful you then actually get an extra cast of Fireball and Wall of fire to be getting on with which saves you spell slots as well so really it's just beautiful after this then we want to get Birthright plus two to Charisma this is how we end up on 20 despite only one ability score Improvement and it's shockingly easy to get for how potent this is you really literally just walk yourself over to sorceress Sundries and buy it from the vendor at the front desk jobs are good in that leaves only two well technically three but one's a pair the corrugation ring and the callus glow ring the illuminated orb extra radiant damage this is why we have ourselves light as a cantrip so we always are a source of light just cast it on yourself and then that's it for the rest of the day great so now that that's active well we are illuminated so we will inflict a radiant orb on the target then because of that we'll do an extra two points of damage in radiant damage to the Target and this is per re so that starts to stack up real good finally then on the required side of things you have yourself the thermo arcanic gloves whenever you deal fire damage you give yourself two turns of heat this is brilliant so what heat does is you will get one to four fire damage self-inflicted per turn that's fine that's barely anything but you gain access to heat convergence this lets you use your heat Stacks to do an extra one fire damage when you deal fire damage so what we can do is fire off a scorching Ray it will give us maximum stacks of heat then we toggle on heat convergence to burn all of those stacks on the next bonus action quickened spell scorching Ray to add one fire damage per Ray of scorching Ray and then that just repeats and Cycles we'll show it more in practice when I get to the how to actually operate it but you can see why that is very very good and if you want to know where they are from it is when you are traveling to last Light in with the drieder it is cancer for the absolute cultist that is along for the ride he will drop them so if you've turned against them you've probably looted them and already got them and if you didn't well that is where to pick them up in future then we reach kind of the optional stuff that's nice to have but you don't necessarily need for example the spell Crooks amulet off the warden in Moonrise Towers to give an extra level 6 spell slot that is obviously ridiculous to restore it as a bonus action per long rest this is why you get three level six casts a day one from spell slot restoration one that you just have and then one from your Arcane battery and if you want to know how to get macro Hesh gear we have a whole dedicated video on getting it that I will hopefully remember to link down below but you should easily be able to find and alongside macro heshk you can get this next optional but very nice bit of equipment robe of the weave so that we get plus one bonus to spell attack rolls because we are firing out so many Rays each one will roll individually to hit so we want them all to be most likely to hit as possible and that's what this does on top of just giving you a healthy amount of AC for a clothing-wearing sorcerer by the way the last bit of niceness then is Catholic shield from of course Mr Farm himself for another plus one to spell attack rolls to get that plus two on top of your charisma and you start to be really accurate with your scorching Rays so that's all that done then let's actually get into how it works so for our big boss big health Nova damage make sure you are buffed up with your fiery favor and then we are good to get into this oh and obviously give yourself a light too for our radiantness but a lot of the time you will still be lit up from various things around you but it never hurts to make sure then from our magic initiate well look you want to grab your hex and hex the most effective stat that you can and there we go on our steel Watcher and thus battle begins he's gonna come and give me a dunk which is really you know to say I have 21 AC these things are so good at actually hitting you in any case it is about to be our turn so normally then these guys as I said are resistant to fire but because of Elemental Adept that no longer matters so here we are we have got hex on him and we are ready to start a burning your first attack then is going to be a level 5 scorching Ray the reason being is we want to save our level 6 as it's going to be even powerful because of the level five so we targeted on him and blast off every beam and already that's like 100 damage that is brilliant he's got the radiating orb above him and if we check the log we see the extra necrotic damage from hex and then the extra radiant damage from the Rings and then a huge amount of just pure fire damage because of our double stacked macohesh gear and our fire draconic Source or a boost uh from level six then we have now gained heat convergence this is because we have seven stacks of heat as using the multi-hit fires gives you instantly Max Stacks so what we do is we toggle this on so now every time we do fire damage it will do an extra one we then because we're a saucer with our meta magic do our quickened spell and now we can cast our level seven seven God I wish level six at scorching Ray I said seven because you get seven Rays we have seven Stacks so that's convenient each Ray will do an extra one fire damage an extra 1d6 from hex an extra two damage from radiant damage on top of the boosted base damage from both our staff and sorceriness so yeah the actual potential of this is 7 14 21 D6 plus seven per one of those and an extra 14 Radiance and an extra seven fire so you see why it gets kind of silly and because of our robe and our Shield world we have a solid 85 chance to hit per beam and boom he gets absolutely ruined and you just see that mass of numbers pop up and job is a good in and then if we weren't maimed we could fly away all happy but we are so we have to just sit here all sad so that's generally the basis and how it goes down then pass that against General enemies we are still just using our scorching Rays spread across them as needed to do as much damage as we can after you have killed the big main target you can either use your bonus action to move the hex to the next person that you want to kill but you can also then swap your concentration over to haste which will probably do more for you now that the main Health pool is gone helped by hex if you've just got kind of like fodder guards left so there you have it everybody that is your full fire dragon in a blasting Sorcerer And it really is beautiful just how much you can stack scorching Ray and I love that despite this being a pure class in the world of everything that's busted coming from multi-classes honestly my output the most Nova damage just going there is a few strong contenders of course I'm looking at you anything involving Tevin brawler but generally speaking this works wonders for just how beautifully synergistic and straightforward it is I hope you very much have enjoyed it I hope you consider using it and if you do you have just the most fun and it's also a good build to use just through your entire Journey as it comes online pretty much at level four and then just get stronger and stronger as you progress get more gear get more levels but now then like you've enjoyed this subscribe hit the bell for more consider supporting the future of the channel on patreon down below and until we meet again a good Josh cotton and Hollow with the video I was dropping the humor like a hammer on your tippy toes bringing entertainment on a daily arrangement to take our insanity and turn it into entertainment yes I said entertainment twice to reiterate that it is nice on a mostly daily basis when you let us in your homestead make the Whole World a Stage is is uh goodbye
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Channel: RageGamingVideos
Views: 41,780
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Keywords: baldurs gate 3 draconic ancestor sorcerer, baldurs gate 3 scorching ray, scorching ray, baldurs gate 3 sorcerer, sorcerer, best sorcerer build, sorcerer build, baldurs gate 3 best build, best build, baldurs gate 3 best multiclass, multiclass, level up guide, feat guide, feats, best class, build guide, baldurs gate 3 combat, baldur's gate 3, baldurs gate 3, gameplay, guide, best, subclasses, class, best feat, endgame, legendary staff, warlock, warlock build, fire, new, bg3, ragegamingvideos
Id: 1JiGsU2IJqI
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Length: 22min 33sec (1353 seconds)
Published: Wed Sep 06 2023
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