Baldur's Gate 3 - NEW HIGHEST DAMAGE POSSIBLE FOUND - Best Sorcerer Wizard Build Guide & Multiclass!

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so this is pretty fun and you know what's even more fun than that doing it every single turn hello my fellow adventurers welcome one and all today I want to share with you something truly absurd and truly it is pay attention to the fight in the background and try not to be as blown away as all of these enemies are the Sorcerer And the Warlock and the cleric and even the bard of all combined in various ways to do some absurd things in Baldur's Gate when it comes to Pure damage output whether consistent blasting or ungodly Nova turns that leave everything a smoking ruin before them but the wizard I fear has been left behind just a bit they're Obviously good and in D and D at high level they are essentially Gods but in Boulder's Gate 3 when it comes to the big boom magic I wanna just kill things the other pure casters have certainly been doing a better job especially as evoker has felt a little bit underwhelming so far at least in my experience or at least until now because we are going to remedy this with a 10-1-1 try multi-class wizard build that results in the simple yet legendarily effective spell magic Missile doing upwards of 400 damage a cast and this isn't just an overturn you can be pumping these out every single turn it is the only offensive spell you will need which is really neat because it lets every other spell slot and choice get assigned to utility or Buffs or control or just need little things you like to use as you just don't need anything other than magic Missile especially is only like two enemies in the entire game even use Shield against you to begin with this really gets amazing from level four and then just gets better and better as you go through the game so this is certainly something that you can play through with but in essence we use the quite frankly ridiculous gear synergies possible to then weave into a magic Missile with the perfect class setup behind it that results in every single missile doing potentially 50 damage and you can cast eight of them with a six level spell slot of which will have three per day and with varied targeting guaranteed hit this is consistently broken in the most delicious of ways so if you are sold if you are ready then and to be a proper magic God with all the tricks that come with it and benefits of just having a bunch of spell slots and the full wizard spell list to play with then without further Ado let's make just that happen with us then as always sends us on our way to This Magnificent creation Now you need 10 levels of wizard for this setup the other two levels are completely up to you what you go with I'll share what I've done because I believe it to be the optimum best way to complement the main core wizard here but truthfully you can just kind of go crazy go pure Wizard or 11 Wizard and one of something else to get a six level spell and it's very customizable in that sense for me though and what I would recommend is starting a sorcerer for con proficiency it's very useful for many obvious reasons but it also gives us an extra little layer to uh what tools we have available for your grand trips choose whatever you like the look of and the same with your spells I would lean towards things that aren't damaging spells that give you utility options as they will shine through because all our damage will be magic Missile so for now I'm just gonna grab shield and enhanced leap Shield is just so nice for your subclass I'm gonna go storm sorcery just so I can still tempestuous magic fly around the place which helps you out as you're still a wizard and even though we'll end up at like 20 AC you know not getting hit is always better than getting hit you can do a little bit of draconic bloodline you will still be wearing clothing and again it's up to you then for your abilities we will be shaping up thusly we will be casting wizardiness so in is what we want at 16 we don't need the Charisma and then getting the Constitution and dexterity on 16 and 14 either way round that you prefer is next best and then strength wisdom and Charisma get the 10 10 8 in any order you desire but this is what I found works well so now we can go on our level up journey and our first extra level is again not going to be wizard though that said if you are doing this from level one you can actually save the third class being mixed in here until Level 12 and do one sorcerer 10 wizard and then one but as I'm showing you it all the way in endgame instantly let's just get this one done as it is a level of cleric now we want to be choosing pure casters here because we need to end up with a level 6 spell slot so we can't do anything funky like Two fighter 10 wizard for a bit of action surge although that is quite neat a six slot is too valuable All For You Can trips well I would of course always recommend the guidance and then anything else you'll think you'll get use out of of course you know we have to take mischer given we're a wizard build there's no real other option here and then your domain now I would go light the reason being is simply it's the most useful one one of the main reasons we get this extra cleric level is you get a lot from one level of cleric and not many other classes offer you that with one level we've already got 11 accounted for with 10 wizard one Sorcerer And it lets us grab Sanctuary which is so unbelievably useful to be able to pop on yourself until you're ready to go absolutely crazy with your magic missiles and indeed any of the giver no cleric spells if you find a calling for them and then light domain I like simply for warding Flair to give you even extra survivability on top of Shield making it really hard for enemies to actually hit you and help protect your haste concentration as we don't have the spare feet space here to get War Caster so with that in mind we move on then and start powering up our wizard The Wizard that we'll be going for will ultimately be evocation but to start with again just so so many can trips get poured on you when you do this and for spells obviously make sure you now grab magic Missile but the rest of it choose what you like the look of again focusing on more utility controller Battlefield affecting as we don't need extra damage then no we get to level two and this is where we get our subclass and we can start getting the extra features of it firstly the vocation we get to sculpt which isn't the craziest in this builds We're not gonna be throwing Fireballs on a group of allies and enemies though of course you can indeed do that and once again grab spells you think were a little work for you over in level three town nothing usually happens except of course the edition of level 2 spells so I like to get to said usefulness piled on and onwards to level four where we will be grabbing our first feet which will be a nice and simple Improvement to intelligence as we want this modifier to be as high as possible as it will directly contribute a absolutely colossal amount of damage and then even mob just general usefulness once we get to level five we can start on our third level spells which is where a lot of the goats are including haste and counterspell so definitely worth getting them in the mix and there we are level six following that then it gives us potent can trip which is fine I suppose but still not super exciting given we're not really doing a lot with cantrips here but Trevor so we must match on with the Wizarding Earth because level 10 is where everything changes and I do quite like that because normally with wizard in this game a couple levels or even one is more than you need because you can just learn every wizard spell via Scrolls and cast them with your other casters spell slots so it really defeats the purpose of just going all in on Wizard there's a lot of it kind of doesn't really get used but this one really really does and you'll see why once we get there but now we're at level eight we can get our next feat where things get a little bit funky grab some more useful control as we don't again need damage and we are going to get dual wielder this is so important and it is one of the ways we really pump our damage because both weapons will be holding apart from giving us some real cool Gandalf vibes will be key and we simply cannot pick just one so now we can have both then we match on to level nine almost at that beautiful Finish Line and here once again grab your spells definitely country Elemental as it's just a really potent fifth Choice and then I'll get some confusion and that is a nice bit of control on the battlefield too over at level tent land we are finally going to unlock why we have committed so hard to wizard to do magic missiles over something like Sorcerer And it is this empowered evocation when you cast an evocation spell you add your int modifier to the damage I.E with us at 18 yes you can use the mirror of loss to get to 20. oh I use a few of the other permanent Buffs and take it even higher but for us at 18 this means every single single Arcane missile gets plus four guaranteed damage and since they all are guaranteed to hit and at six level you fire eight of them well you can see how that ends up she's the best bang for your buck when we're thinking about a class to work with Arcane missiles as it's Force damage so we can't do any like draconic sorcerer Shenanigans the where we get yet more pointless gun trips that we'll never cast and our final selection of spells that will round off our various options so with that done here we are all set up then we've got our selection of spells I've got some summons can put fire shield on which really makes AI not like to hit you we've got our restoring going on a army of canned trips but really what matters is the star of the show magic Missile upcasted as high as we can to get eight goddamn projectiles which is just ludicrous haste as it is obviously wonderful Sanctuary to give us even more Breathing Room Mage Armor will take us up to at 20 AC which is nothing to sniff at and we are kind of ready to control the battlefield especially with the extra tempestuous fight from our little dip into sorcerer so what really makes this sing then is the year and in some cases quite literally sing because the singing sword is involved but let's not jump ahead and take it from the top before we get into how this actually plays starting from the ones that don't matter so much I've just thrown on hood of the weave cloak of the weave and rope of the weave they're all just good for spell casting in general for landing all of your other things like your whole person if you've got it but they're not exactly key or powering the build same with my just random boots for a bit of AC what really matter are five particular items the first being the pair of glow rings of course this means that every single magic Missile does an extra flat to radiant damage so an extra 16 damage on that six level cast yeah that is tasty and these are very known very used you know about these then we have our spell Crooks amulet from the warden and moonrise Towers to get another level 6 cast of Magic missiles very effective but nothing crazy then we have our gloves this is where things get a little bit interesting these are the spell Mite gloves you get these as the quest reward for finding all of the bits of dribbles the clown or just pickpocketing them from the circus owner or I guess taking it off her dead body whichever way you swing I'm not gonna judge and what these do is well spell mate when casting a spell that requires an attack roll objective yes I hear you cry wait a minute magic missiles doesn't have an attack crawl because it's guaranteed to hit so these gloves shouldn't work hold that thought you could take a minus five penalty to the roll to deal an additional 1d8 damage so they do work for whatever reason they do work with magic missiles I don't know why they work because you are right if you had that thought they shouldn't work because magic missiles doesn't have an attack role because it's just guaranteed there's nothing to roll because there's nothing to see so it is curious but however right now it does work meaning every single one of your eight magic missiles gets an extra 1d8 damage yeah so that's pretty good isn't it and the minus five penalty doesn't matter because they're guaranteed to hit so it's just a full on 8 to 64 bonus for having these on then we move over to our pair of weapons which gives us this really badass sword and staff aesthetic which I cannot get enough of is a really cool looking in combat the first of which are being falar aluv that you pull out of the Rock in the underdark in chapter one which gives us Valar aloof Melody now what this will do when no we don't even need to be proficient with it as you can see is this we get two options we can sing we don't care about that we care about shrieking what this essentially means is that every time we damage an enemy while we are in this aura that we have got going on now thanks to the shrieking we will do to an extra one to four Thunder damage so eight missiles eight more lots of one to four Thunder damage yeah again a massive boost but it gets even better than that because the reason we took the dual wielding feet is the staff that we're also holding Marco heshkia the legendary staff not only does it give us Arcane battery which is our third level six cast of Magic missiles a day it gives us access to this careska's favor so we cast specifically the bolts of Doom lightning one which apart from making us look awesome with the sun staff are crackling now and you know giving us chain lightning and lightning bolts so pretty good there it gives us this crackling with careska's lightning and the bonus of note here apart from them all being amazing is when you deal spell damage you gain a Lightning Charge so yes this gives you the classic lightning charges to play with meaning that every single one of your eight missiles will do extra lightning damage cycling and triggering the bigger hit as they go now technically because this is lightning damage if you really wanted to you could choose to create water instead of sanctuary as your cleric spell to double it I prefer the safety and utility of sanctuary but you certainly can do this which will give you an even bigger increase but like it already one shot the steel Watcher with one cast so really do you need that perhaps more damage is always better and I'm just being mighty foolish right now so how it all boils down then is we have magic Missile we fire eight of them and each one of them does the base damage of a magic Missile thanks to being a level 10 evocation wizard we do an extra bit of damage equal to our intelligence per one we then also do an extra one to Thor Thunder damage we then also do extra lightning damage we then also do an extra 1d8 and it just keeps on oh yeah of course the extra two radiant damage okay don't forget that and we just end up with the world's most absurd combat log when this thing goes off that I will give you a little look at in a bit firstly there are two more items that I do not have and I really wish that I did but they passed me by and I cannot get them anymore that do make this even better and I want to share with you them in case you happen to have them or can still get them those being firstly the psychic Spark this means that when you cast magic Missile you fire an extra one so the eight becomes nine yeah it's from blog in the micaid colony in the underdark in act one so this is obviously Peak and I'm really really annoyed that I didn't pick it up at the time the other item then is this hat of the sharp Caster this means when we roll a one or a two for a spell attack well then it gets re-rolled this will even out the average damage of your magic missiles as they are a D4 so half the results are one or two and gives you a much better top end consistently this is sold by the flying cat that you meet in act three when you speak to it on top of the devil shop where you access House of Hope but it's simply not there for me so I cannot buy it this is your play-by-play then make sure that you are lighteninged up with bolts of Doom make sure that you you uh major mode UPS you've got that extra bit of AC if you think that you need it get yourself haste precasted if you can then start shrieking with your sword and now we are ready to get the attention of some poor unfortunate test dummies they're going to be very upset with me and then uh steel Watcher will come in have a little bit of a swing but remember we have both shield and we have our cleric Flair so it is kind of crazy actually that he managed to even hit us but hey that's all right we didn't break concentration thanks to having a Proficiency in it so here we are then and we want to move in range of him to make sure the shrieking is affecting him and then we've got our spell mic toggled on always leave it on because there's no negative to doing so with magic Missile and now we are simply ready to let loose there's no other prep needed and we're going to Target him with all eight of the shots oh oh yeah that is the way is it not and yeah look loads of Thunder damage the radiant damage the force damage it just keeps it stacking up and up and up every missile a little meaning you oh there's the lightning damage from the staff too it's just does it stop this was one cast oh another 20 lightning damage excellent bloody brilliant and then obviously because you are playing with magic Missile it just spread it between all of the enemies you can individually Target each bolt and you can do it with every single one of your spell slots and with level six multiple times thanks to Arcane battery and at spell slot restoration so it's not just a single Target Destroyer every single turn you can just mow down waves of enemies as much as you need to it is perfect so there you have it everybody my take on a full on nuclear evocation wizard using magic missiles and all the Absurd ways you can mix more and more damage into it to create something quite frankly absurdly Unstoppable I am very much Beyond pleased with this it will however you know get a trivialize most bosses you can kill Raphael in a turn using this to level six casts and he'll pretty much be done so ah wields this power wisely is all I will say but definitely do give it a go if you're feeling up for it because it is a mighty fun to have that kind of oomph at your literal fingertips for now then let me know if you have enjoyed this build and I hope you look forward to the next one because there is a lot more in the oven and a few really kooky ideas too that I think you'll find amusing like if you enjoyed this subscribe and hit the bell for more consider supporting the future the channel on patreon down below and until we meet again oh God bye Josh cotton and Hollow with the videos 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 Julian to your faces on a mostly daily basis when you let us in your homes to make the Whole World a Stage is uh goodbye
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Channel: RageGamingVideos
Views: 278,337
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Keywords: baldurs gate 3 magic missile, magic missile, magic missile build, baldurs gate 3 evocation wizard, evocation wizard, wizard, wizard build, baldurs gate 3 wizard, baldurs gate 3 sorcerer, sorcerer, cleric, 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, new, bg3, ragegamingvideos
Id: 7F1r8c_1BVE
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Length: 23min 29sec (1409 seconds)
Published: Tue Sep 19 2023
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