Insane Item Synergies I Wish I Knew SOONER in Baldur's Gate 3!

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in bardo's kitchen there's a lot of gear to find that each of the gear is somehow different some have those effects and some have others but there is also a lot of gear which has a Synergy which works together which have like effects which can work off of each other and today I just want to show you some of the gear which I think can create a really good Synergy and for this I want to show you four different kind of mechanics which could be interesting for you so let's just start and let's go so first off we have a ice machine where we basically deal cold damage to them and if we do we will create a circle of ice on the crown that if they run over it they may slip over it and fall prone which is first of absolutely hilarious but second off also just good because we gain advantage on attacking them in the following turn the second thing which we can do is when we attack them we have items bear we inflict two turns of encrusted with frost onto the enemies where if we manage to pump this up to seven we may freeze them for two turns which is amazing but I have to say it's not the best thing here because if they manage to succeed in a saving fruit the condition just disappears and I don't understand why because it takes a little bit of time to even get the seven Stacks why can't we just reach the enemies but it is what it is I just want to show it to you that it is possible to freeze them and make them completely useless for two turns so let's go over the items we need for this build I would say we start right off with the weapons we could use for this build the first one would be of course the morning Frost which is just an amazing weapon because with it we deal additional code damage with each attack and when dealing cold damage the wielded eels and additional 1 cold damage just nice to have but the second one would be the dealing cool damage with spell possible inflicts chilled upon the target which just makes it vulnerable against cool damage and so on same here with the cold snap we just deal additional cold damage while attacking with this weapon it's an offhand only weapon but a nice additional weapon to have because when a creature misses you with an attack it must exceed a DC 13 Constitution saving through or it will be chilled for two turns but the main thing here is so that these two work we need the snopper string because when we deal cold damage we created 4.5 meter circle around the Target and this is the thing where we make it possible that the targets or just the enemies slip all the way through this world and we don't because we have boots which will deny this effect onto us because with this integrating nightwalkers we can't slip on crease or ice so we are perfectly fine to run over the eyes without anything happening but that's not all the stuff we still have two more items the first one would be the cold brim head because there once per turn any condition inflicted on the Target also applies two turns of encrusted with frost this is the wing which we need to make an enemy Frozen and the second one would be the Winter's clutches where when we deal code damage we inflict two turns of encrusted with frost upon the targets so these are the two items which we can use to pump this encrusted with frost effect up until seven to hopefully freeze the enemies in addition to the rest of our build so just just a nice little combo to consider trying out at least so the next mechanic is a pretty straightforward one but absolutely amazing because with this one we just use equipment which inflict radiating or UPS onto our enemies because we with radiating orbs the enemies get minus 1 to attack roads per remaining turn so if we pump this all the way up as high as we can as fast as we can the enemies basically won't hit us anymore because they have such a huge disadvantage on hitting us so that's basically it we just debuff the enemies as much as we can and it's a really nice and easy mechanic to use so to make this mechanic work we of course need some items the first item which is really important is the Luminous armor because of this one here when the barrel deals radiant damage they cause radiant Shockwave and radiant shock wave inflicts radiating orbs inner 3 meter radius so we don't only have to use equipment which inflicts radiating orbs we can now just the radiant damage to cause this so for example layer Paladin make radiant smile attacks and you can inflict for example or just really and spells whatever then the Luminous close when the wearer deals rate and damage receive run turn of raiding up just another item which sticks this up then if we go to our Ring The choruscation Ring when the bearer deals spell damage while illuminated by light source they also inflict radiating orb upon the target so you see the switches stack this up just in an easy way then for our weapon we could just use this one here the sacred star because with this one we first of deal radiant damage on an attack and when we attack we inflict one turn of radiating orb upon the target so it's just double trouble absolutely amazing then we also could use a crossbow and that would be the fabricated arborist because with this one here we get two spells first off The Illuminating shot where we once again inflict one turn of radiating up a go upon the target Target just absolutely amazing and as the second one the dazzling Ray were revealed for d10 radiant damage which once again inflicts the Enemy Within raiding orb and just deals absolutely amazing damage so this is basically it those are just the main items the rest you can just fill with whatever you want but those are the main attempts to make this mechanic work I also made a video about this if you want to watch it it's like a tank cleric build where I make a whole field with this so the next mechanic will be a heat mechanic where we basically make ourselves burn and can use the sheet we created to induce our next attack and deal additional fire damage to the enemies I will explain it to you with the items which I think is the best way for this the first one would be the cinder shoes and as you can see here whenever you burn an enemy you gain two turns of heat but what does heat mean we take one to four fire damage each term but we can use heat convergence which just means that the next time we deal fire damage we can consume our heat and deal an additional one fire damage for every return of heat remaining so basically we will probably use this area time we have like six turns or seven turns remaining because we do six or seven additional damage so how can we stack this up this is the first one whenever we burn so like burnt spares or something else but we also have the gloves where whenever we deal fire damage we gain two turns of feed so an additional thing where we can gain heat the next one will be the fire hard whenever we take fire damage dealt by another creature we gain two turns of feed next off would be the Ring of self immolation where we get this spell where we basically can set ourselves on fire and gain once again heat but we also have a weapon the Hellfire critics where we deal 126 fire damage so whenever we deal damage with this weapon we gained two turns of heat and you can imagine if we deal damage with this one here and in addition to the close where we deal fire damage we can do the enough seat so with one attack we gain like 4 turns of feet which we just can use in the next turn and deal for additional fire damage but you maybe think isn't it a little bit stupid that we settle ourself on fire basically yes but there are like things like resistance to fire damage or as you can see here I have an armor here it is a late game armor but the hell does Armor here for example when we succeed to saving through the Caster receives burning for free turns very once again burn off air switches amazing in this case for example and we get the prime megas of fire evolution assistance to fire damage and cannot be burned if we take three less damage from all sources so this would be a nice armor for this kind of machinic and for an early game weapon or an earlier weapon there's also the Dynamo X very we also gain two turns of heat whenever we deal damage with this weapon and that's it that's the whole build it's it's not the strongest in this world but I think it's a nice mechanic and maybe maybe maybe it brings a little bit of fun since there are so many builds out there and even added builds which are more in the direction of it's just strong and you can do much damage with this and this and that but I think some little mechanics where you can use items which work together are just fun to use even if they are not the strongest you could also use this for example for a draconic sorcerer by you blast audio scratching race until fire damage the whole time and then just basically at every turn the five six seven additional fire damage to each attack so it's just basically a nice addition if you want to play it so the last mechanic is about the lightning charges because with the lightning charges we have plus one to attack rules and deal an additional one lightning damage but that's not the main thing the main thing is if we gain 5 charges they are consumed the next time you deal damage and you deal an additional 1 to 8 lightning damage which is amazing because there are a lot of items which have a Lightning Charge Synergy like for example an item where we gain Health when we have a Lightning Charge or where we can inflict water with electricity and everyone who dares to come too close will be electrified and so on it's just basically one of the coolest mechanics I think from all of them because biggest opportunity there because it has the most atoms and you can build around them but with that said let's just go over all the items so you can see what we have to work with so let's start right with the lifebringer because with this one when the bear against lighting charges they also gain free temporary hit points so every time we get some Landing charges we just get more Health just an amazing piece to have then for the armor we could use for example because of this one we get the counter shock which just means that when we take damage while we have some lightning charges the attacker must succeed to the dexterity saving through or he becomes shocked which is just an m amazing passive feature to have there's another one which you can take instead which is the product Sparks wall where we gain a plus one bonus to spell safe DC and the other things is the Sparks wall armor where the wearer has a plus one bonus to Armor class and saving throws as long as they have lightning charges in my opinion the George West is better because it's just a nice reaction where we can shock enemies but just something to consider then for the gloves we can have the sparkle hands well first off on a hit with an unarmed attack the wearer gains two lightning charges which I would just want to right away say something to it because we have Sparky points weapon where when we deal damage using this weapon we gain two Landing charges and what you could do for example you could make a throwing build and create a weapon bond with this one here so every time you throw it it comes back to you so you basically get with this and the sparkle hands for lightning charges with one throw because if you throw a weapon it will count as an unarmed attack so this could be already a nice Synergy then the second part is while impute with lighting charges attacks against metal constructs and fools wearing metal armor gain Advantage just as addition you have but then let's go to the boots for this one the water Sparkles are my favorite because when we stayed in order to recombate it becomes electrified and if the bearer starts to turn on an electrified surface they get free lightning charges which is amazing because this is what I think is the funniest build to just make while electrified and do your thing in this area but of course you could also use the Speedy light fit if it fits your idea better where we if we use a Dashers take a similar action during combat we gain free lightning charges and we have Athletics plus one so just a variation between those two just decide what the red one then we got the blast pendant where we get the lightning blast spell and with this one here we can we can strengthen our next Landing spell or Cantrell and our next Landing speller can drip deals additional lightning damage equal to your remaining lightning charges so it's just a nice little way to improve our next attack a little bit just something to consider then next off absolutely a must-have the Sparks were because we can't be electrocuted which is important then let's go to the shield because there we have the real spark Xbox one which is just a nice little Armor class Edition but we get the lightning Aura spell where we can consume free lightning charges and release a blast of electricity that damages and shows nearby enemies which is also nice because it lasts for three turns and everyone takes one to four lightning damage each turn and can take reactions just nice to have and you use in certain situations then for the weapons we have two left the first one here the spell sparkler which is a must-have weapon if you want to use it in a spell casting variation of the spirit because when the Real Deals damage with a spell or can't drip they gain two Landing charges so this is basically the magic type of this whole mechanic that the last one would be just the trolled shooter where once again if we deal damage with this using this weapon weekend lightning charges Justin just an additional weapon you could also just equip this and swap between then whatever you want but this is the last one here you can see this mechanic has the most of them so you could build probably the best around this mechanic because it just has the most things to it but that's mainly it I just wanted to show you some of the mechanics I have found interesting and a triadout and found fun to use some better than the others but I'm also curious if you for example have ideas how you could make an insane build with for example the heat build because because if I'm honest I didn't manage it yet to make it really really good so that I would take it rather than the Lightning Charge build or the radiating oil build it's just in my opinion not as good as those two but I think some of you will probably tell me different with some ideas and I'm looking forward to them but otherwise that's it four little mechanics just to consider or maybe just to try out and see if it's your game style and it is and if it's fun to use then just try it out for a little bit longer and try to build around it but that's basically it for a little fun mechanics and I'm odd thank you for watching I hope it was somehow enjoyable and I'll see you next time have a nice day night whatever and bye [Music]
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Channel: Vincent Van Games
Views: 19,170
Rating: undefined out of 5
Keywords: baldurs gate 3, baldurs gate 3 secrets, baldur, bg3, guide, baldurs gate 3 gameplay, baldurs gate 3 tips, vincent van games, bg3 guide, bg3 mechanics, bg3 items, baldurs gate 3 lightning, crpg, rpg, how to, tutorial, larian, tactician, tactician mode, best gear, radiating orb, debuff, lightning charges, baldurs gate 3 item mechanic, baldurs gate 3 item sets
Id: dU5XmU30Mfw
Channel Id: undefined
Length: 16min 24sec (984 seconds)
Published: Tue Sep 19 2023
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