OP GALE / Wizard Build Guide Baldur's Gate 3

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hello everyone in this video I'll be showing you an OP build guide for Gail or really any wizard that wants to go full 12 into wizard so there's three main casting classes here we got sorcerer warlock wizard also cleric and bird kind of and Paladin is also somewhat of a Caster but and also Druid but wizard is the Caster of all casters so we're going to get into this here the wizard can learn any spell which is really powerful some classes will dip one into wizard but wizard uses intelligence as their main casting modifier so we want to really focus on that as far as canant trips go I think that Firebolts kind of like the main damage dealer Ray of frost is not a bad one as well as you can use in a cone like maneuver and it removes reduces the movement speed friends can be good if you're the main character but I'm just going to ignore that one for now I think minor illusion is actually one of the most underrated cantrips of all time reason being minor illusion can grab enemies together so if you're just out of com combat and you use minor illusion it'll group all the enemies together so you're going to investigate and then you can just rain down Fireballs on them so that's what I think is a great can trip to start with as far as spells go magic Missile is the most powerful one and I'll get into that a little bit later but it can remove Unstoppable later on in the game by upcasting this which is really powerful so we want that witch ball can be a pretty nice one chromatic orb those are some three are probably the best ice knife is not bad either to have some cold damage and also piercing damage Thunder Wave can do it in a air of effect I misspoke earlier on the ice one this is the one that has the air of effect attack and Mage Armor can be pretty okay but we're level three I have this heavy armor for Gail here um take that maybe early on but taches hideous laughter is a decent one Ray of sickness uh burning hands Mass disguise self like there's lots of great um spells we can choose here because the wizard learns them all um I like false life though early on in the game especially when the health economy is kind of difficult so we're going to go with that one there Gail's looking kind of gross here I took the astral tadpull but as we get into abilities this is the important bread and butter of the build we want to have our intelligence maxed out Constitution is nice too to give us a bit of extra survivability as Wizards are kind of weak in terms of survivability so I think that this is actually pretty good for it skill proficiencies are roughly that would be a good choice perception is always something you want and now we're going to get into to the build itself I really like to have that armor in in uh act three so get that heavy armor it's going to help with survivability a lot for a wizard we get to choose our subass here now so there's lots of different sub classes for a wizard and to get into them um you can go EV evocation I would say the best necromancy can be pretty cool if you're looking to do more of that type of role conjuration uh uh it's more so about creating um Elementals and such enchantment can be okay transmutation but evocation is probably the best I would say and we're going to get into that a little bit later on why but for our spells you just really can go with whatever you need for early game find familiar is not a bad thing to to hold aggro and it just helps with survivability so that could be a good one color spray is nice people may say why would you want to do upward of combine 33 Health points but you can spread that between a few different enemies which is actually quite useful if you're getting attacked by multiple enemies and you need to stop the damage so color spray can be useful I like grease cuz grease can knock enemies prone it's good for crowd control and then you can follow it with a Firebolt or something like that so for our prepared spells uh something like this looks pretty decent I always have magic Missile wi bolts nice early on but that's where're going to go with for our five Spells at level two as we get into level three here the wizard starts to develop a little bit more as they get get level two spells here cloud of daggers is crazy powerful early on because you can just put in a doorway and like everyone will just run through it blur attackers have disadvantage on attack rolls against you can be useful at times M's acid Arrow can be great as it does it aeral effect damage um that could be pretty useful detect thoughts is nice if you're the main character but we're not dark vision crown of Madness jness these two go together but we're not going to go with that blindness and Arcane lock flaming spear can be useful as you can drop a spear on someone but I do think that the best we got besides Misty step Misty step can be a really nice bonus action uh does take a level two spell slot though I also really like scorching Ray the reason I like scorching Rays you do three rays of fire and you going upcast this later on they do a lot of damage this is kind of the main damage early on for a wizard uh alongside magic Missile Ray of in fean if deals half that one's not the best it's it's uh very situational I would go with either clouded daggers Misty step or scorching Ray for your spells I find that's the kind of most effective especially earlier on in the game as we get a bit further things are going to look a little different so for a can trip at level level four yeah we're going to be going with something that's going to Splash out your uh your character a little bit more so we can go poison damage or acid damage shocking grasp um the tire cannot use reactions the Spells advantage on creatures with metal armor shocking grass can be a nice cantrip to use um you're not going to typically be up in front of people bone chill is another one that's pretty decent um blade Ward can half the damage it's really just whatever you need for survivability uh blade War can be pretty nice so again canant trps are just to fill out what you're not using uh as we get into another level two level two spells Misty step is obviously the one we want to be taking shatter damages all nearby creatures and objects creatures made of inner material such as Stone have disadvantage on their saving Thro shatter can be quite nice uh web covers the area an A flammable web we're going to go with shatter and Misty step there for our prepared spells something like this would look pretty good we don't have too many level two spells we only have so many slots and then we get to use an select a feet now as a as a wizard your feets are going to be not as you're not going to have as much as like a fighter in terms of the I guess the effectiveness spell sniper gives you a better chance of hitting a critical hit which is kind of nice um War Caster allows you to have advantage on saving throws to maintain concentration that can actually be pretty big especially if you're out in combat often I like this one a lot and you can also use a reaction to cast shock and grasp so that can be pretty decent if someone's running by you um I like War Caster or going with the ability Improvement if we went ability improving we take intelligence up to 18 to round that off as an even number as that's what we need and then Constitution to probably a 16 so we'll go with that because I think it does have a lot of usefulness holding her concentrations on something like spinning spinning or cloud of daggers as you want to have that damage output now as we get to level three Fireball is the number one spell I think Fireball can be incredibly useful Grand fly is okay um we got the special elith it so we already got fly but earlier on that could be nice I personally like counter spell on gaale just something about shutting down the enemy with your massive amount of spells this can be a game changer especially if you're getting close to getting nuked so we're going to take Fireball and just depends if you still need false life or not but um Thunder damage or lightning damage we may take counter spell just to have that ability to shut them down real quick now we're getting into level six as the sorcerer or the wizard starts to get a little bit more power powerful here we get our subass potent canant trip your canant trips can become harder to evade entirely when a creature succeeds a saving throw against one of your canant trips it still takes half the damage but no additional effects so I can just be good for overall damage output and that's one of the nice things about being the evocation wizard now we get to choose another level three haste is great it gives you an extra action become faster and plus two to Armor class this is one of the most OP spells in the game so we want to be taking that one um it's really comes up to your your own build needs glyph awarding can be nice describe a glyph on the ground you can choose what type of element it is as well which is nice sleed storm can be okay um lightning bolts nice because you can do a big line of damage so we'll go with something like this and I think that that's works pretty well for this Build Wizard is very powerful in terms of just knowing a lot of spells if you find any spells you can you can purchase or you can spend 50 or 100 gold depending on what type of wizard you are to learn the spell which could be very useful as we get to level four this is where we get our next round of attacks ice storm is one of my personal favorites cuz it creates a big icy surface and crowd control is really nice to have on a wizard minor Elemental can actually be quite useful too the Elementals just are great for just overall survivability of the rest of your team but also they can output some damage so that's really nice we want to be taking one of our level four spells I'm just going to go with ice storm cuz it's really powerful for setting a large area of effect making it slippery terrain and then if you use a Fireball Fireball after on the ice storm you can create water and then you can use electric attack for extra damage so next we're going to go I think wall of fire is nice you get to contr choose a wall of fire literally so that can be quite quite nice um fire Shield can be a pretty decent spell to take greater invisibility turn a creature invisible can be kind of useful in times polymorph can also be kind of useful these level four spells really have uh different utility so stone stone skin is also nice when turn a creature flesh is hard Stone only take half the damage while non-magic blooding piercing and slashing damage so great for survivability later on polymorphs another nice one turns it into turns enemy into a sheep for five turns then you can just shove them off a cliff fantasmal killer haunted creature with the worst nightmare takes 4 to 40 psychic damage per turn cannot move and has disadvantage this can also be a really nice uh concentration to take so really either Stone skin if you need more survivability or fantasmal killer and as we go into prepared skills it's something like this just depends on again your needs you could take swap that out for extra fire damage I just like having the Elementals for survivability now in terms of our next spell sniper gives us again higher crit chance so that can be a pretty good one um you can take any one of these to learn like warlock you can learn warlock hand trips um I wouldn't fully recommend it cuz warlock makes most use of those so we're going to go ability improv and take our intelligence up to 18 and Constitution to 16 this will give us a nice plus three to Constitution checks and a plus four to intelligence checks which is pretty useful as a wizard and to wizard level 9 we still don't have a whole lot of Health but we get two more Spells at level five which is pretty nice cone of cold this is where I misspoke earlier uh make a flurry of frost gives you a nice ability do crowd control conjure Elemental though this is a better Elemental skill so we could even have just skipped the last one but doesn't make a huge difference telekinesis is kind of nice because you can use this and keep using it without expending a spell slot um dimension door is like Missy step for you and a partner and Wall of stone can kind of be useful in certain circumstances Cloud kill is also nice too just for crowd control so we're going to go with those two um really when it comes down to it what your team needs most so if you need more defensive the wizard got you on defensive abilities for can trip pick really when it comes down to this is what you need best gain Advantage gun your next attack roll is nice but it it requires action to use this I'll go with something like that we got our shocking grass back um and then for our level five spells plane our binding could be pretty nice Target an otherworldly creature and attaches Consciousness to your own it will follow and fight with you as an ally for 10 turns wall of stone could be useful the wizard has a lot of abilities hold monster can be good especially as there's quite a few monsters later on dominate person we're going to go with cone of cold and hold monster as for prepared spells we're going to go with we'll take off minor Elemental put the higher level Elemental so this looks like pretty good spell lineup for a wizard for 14 spells there pretty good again you can learn more from any type of scroll so a little Pro tip summon quazite from earlier in the game is actually very useful here and then we get our level six spells disintegrate can be 50 to 100 damage which is crazy uh reduces the target his your health Points Eye bite your eyes become black cor walled within your teeth your gaze capable of inflicting dread sickness or putting creatures to sleep we have a lot of great choices here in terms of damage um glob of invol invulnerability makes All Creatures inside that cone invulnerable to damage o oduk freeing spear creates a ball turning ice and be launched instantly create a frosty explosion restored for later use Sunbeam another really great one you can get Sunbeam from a weapon gained in act one and this is very powerful wall of ice is pretty powerful too but I like wall of fire a little bit more Arcane gate it's kind of like U dimension door I personally really like chain lightning because it can just bounce around a lot of people and if you do earlier what I said about the ice storm Fireball chain lightning is the third in that so we're going to go with that create Undead can be pretty nice to have a mummy on your side Circle of Death um the ingrade can be CR powerful so I think I'm going to go with that one there then for our spells we want to take at least one of these so we might throw on chain lightning I find chain lightning just great cuz it does a lot of damage and can spread out to a lot of people into our final level of wizard this video went a lot longer than I thought it was going to but for our final one it's really just about whatever you need for survivability or damage sunbeams a pretty good um lightning or pretty good radiant attack and then Global vulnerability gives you survivability for three turns that can be very useful um you can also go with something like Auto's irresistible dance which I heard did get nerfed this is a spell that just basically takes one person out a fight create cause a creature to start dancing making it unable to take attaction or move its attacks have Advantage its attackers have advantage on tack rolls so this can help you wipe out someone used be when you fight a certain boss later on the game this could have been very useful I'm not going to spoil which boss that is but something like this looks good for our 16 spells again the wizard can swap out your Spells at any time and you can learn any spell so you could hypothetically just go and learn all of these on your own for our final feat ability Improvement take that intelligence up to 20 then you get that nice crispy plus five to intelligence checks so that's quite powerful and what kind of brings this all together there's a couple things I I should mention so with the wizard you can dual wield staffs and some of them gives you if you get two of these ones with the Arcane batter alleviate the Arcane burden of spell casting with the power of Staff you can get two attacks that don't cost a spell slot which you can do two chain lightning so that's really powerful but husk armor you get this in act three visiting obviously we're just going to go with the first word there no spoilers uh you considered proficient in this armor while wearing it and it's heavy armor which is really nice and you get Fly uh you get infernal retribution when you succeed a saving throw the castle receives burning for five three turns very powerful and you have resistance of fire damage cannot be burned you take three less damage from all sources so this is great for survivability on Gail his is the highest Armor class and he's a wizard so yeah with a good build you can make your Wizards crazy strong seal of devotion we don't have the strongest shield on him either so if we were to swap that out take his armor class up to plus Armor class 24 absolutely a tank at this point so held us helmet really great build here but again you can also dual wield staffs and make use of that um snowb burst Rings pretty nice when you deal coal damage you get a ring of ice around them and then this other ring here gives you a couple of necromancy spells and this will they amul a greater Health sets your Constitution score to 23 so Gail with this exact setup is super overpowered cuz he's still a level 12 Wizard but he has more health and more Armor class than anyone else on my team so he can get nuking and you got a whole lot of availability for spells you press um K to open up all your spell slots and you can swap these all out learn some more and then you got your reaction stuff this is very powerful so I hope you found this video useful if you did please hit the Subscribe button below and I will see you all in the next video
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Channel: JasonDunna
Views: 10,350
Rating: undefined out of 5
Keywords: Jason Dunn, jasondunna, OP GALE / Wizard, OP GALE / Wizard Build Guide, OP GALE / Wizard Build Guide Baldur's Gate, OP GALE / Wizard Build Guide Baldur's Gate 3, wizard buiuld, wizard build guide bg3, wizard build bg3, gale build bg3, gale build baldurs gate 3, bg3 wizard build
Id: tXeX3DNVIow
Channel Id: undefined
Length: 17min 20sec (1040 seconds)
Published: Thu Feb 22 2024
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