The summary of ‘The BEST GALE BUILD in BG3 – Lore Friendly Honour Build Guide’

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00:00:0000:28:11

The video provides an extensive guide on building and optimizing an evocation wizard character, specifically Gale, in Baldur's Gate 3. The host outlines key strategies and spell selections to maximize the wizard's effectiveness in combat. The build focuses on high intelligence and constitution for improved spell damage and durability, respectively, while sidelining unnecessary attributes like charisma.

Key spells and cantrips recommended throughout include Ray of Frost, Firebolt, Magic Missile, and Shield for their utility and damage potential. Advanced strategies involve tactical spell use for battlefield control, such as creating ice surfaces to hinder enemies and using protective spells like Wall of Fire to safeguard allies. The host emphasizes spell versatility, advising players to adapt their prepared spells to the situation at hand.

Important terms and points mentioned include the significance of selecting appropriate feats such as Alert for initiative boosts in higher difficulty modes and the advantage of spells like Counterspell, Haste, and Fireball in various combat scenarios. Higher-level spell suggestions feature powerful options like Sunbeam, Cloud Kill, and Chain Lightning, along with utility spells like Greater Invisibility and Conjure Elemental.

The guide also touches on ideal gear choices, highlighting items such as shields and light armor to enhance defense, and effective staffs like Marah Hesh and Nature’s Snare for their game-changing abilities.

Overall, the video aims to equip players with the knowledge to turn their wizard into a versatile and powerful force, capable of controlling the battlefield and supporting allies effectively.

00:00:00

In this part of the video, the host discusses a lore-friendly character build for Gale, an evocation wizard in Baldur’s Gate 3. The evocation wizard class offers unique advantages, such as making characters immune to damage from their own spells, which prevents common player deaths from spells like Fireball. The host explains how to use these benefits strategically, like luring enemies to a protected ally and casting destructive spells without harming them. The build optimizes Gale’s stats by adjusting his intelligence and constitution to 16, dexterity to 14, and wisdom to 12, while reducing charisma since it’s not necessary for wizards.

00:03:00

In this segment, the speaker focuses on building an optimal character for a wizard in a game. They discuss adjusting attribute points, such as shifting points into Charisma for better dialogue skills or into Strength for increased carry weight and jump distance. The recommended build prioritizes high Constitution for increased hit points and concentration on spells, and maximum Intelligence for spell damage and effectiveness. Key skills for a wizard include intelligence-related ones like Arcana, History, Investigation, and Religion.

There is also mention of a bug affecting the reallocation of Gail’s racial skill point, which is currently immovable but ideally should be placed in Sleight of Hand, Stealth, or an intelligent skill like Nature once fixed. For cantrip selection, the speaker suggests choosing one damaging cantrip—either Firebolt for high damage or Ray of Frost for its slowing effect and utility in freezing water surfaces, which can cause enemies to fall prone.

00:06:00

In this part of the video, the focus is on the strategic role of a wizard in gameplay, particularly an evocation wizard. The speaker emphasizes that Wizards should not merely be seen as damage dealers but rather as controllers of combat pace and flow. Key points include utilizing spells like placing ice surfaces to prevent enemies from acting, thus costing them their turns. The speaker advises on the importance of having the right tool for the job, comparing wizards to Batman with a versatile arsenal, unlike fighters or monks who are more like Superman with brute strength.

Additionally, the speaker recommends specific spells and cantrips for their utility and versatility:
– **Ray of Frost:** For its utility in combat.
– **Minor Illusion and Mage Hand:** For grouping enemies and general utility, respectively.
– **Shield:** As the best defensive tool, increasing armor class reactively.
– **Grease:** To cause enemies to fall prone.
– **Ice Knife:** For both damage and creating ice surfaces.
– **Magic Missile:** For reliable damage that always hits, except when countered by the shield spell.

The overall strategy is to use these tools to control combat effectively and optimize the wizard’s role beyond just dealing damage.

00:09:00

In this segment of the video, the speaker discusses specific spells for wizards, emphasizing the strategic use of certain spells. They highlight “Longstrider,” a ritual spell that increases movement speed by 10 feet for an entire day. The speaker recommends “Chromatic Orb” for evocation wizards for its damage and ice surface creation but notes that allies are not immune to created surfaces. The speaker also advises learning spells from scrolls and selecting new spells during level-ups based on available scrolls. Other recommended spells include “Thunder Wave,” “Enhanced Leap,” and “Fog Cloud” for their combat utilities. Finally, the speaker suggests a typical prepared spell list for level two wizards, including “Shield,” “Magic Missile,” “Longstrider,” “Chromatic Orb,” and “Expeditious Retreat,” but stresses the importance of frequently changing prepared spells based on the situation.

00:12:00

In this segment, the video discusses strategic spell choices and feats for evocation wizards in a combat scenario. Key spells mentioned include “sphere” for summoning a target that distracts enemies, “cloud of daggers” for powerful damage, “scorching ray” for optimal damage at lower levels, and “misty step” as a bonus action escape spell. The speaker also suggests replacing “chromatic orb” with “flaming sphere” for consistent combat casting.

For feats, the recommendation varies based on difficulty settings. On “honor mode”, the “alert” feat is advised for its substantial initiative boost and immunity to surprise, offering a strategic advantage in combat. On lower difficulties, options such as increasing intelligence or taking “warcaster” for concentration saves are discussed.

Additionally, the video highlights other useful spells and cantrips like “web”, “gust of wind” (noting allies’ automatic saves), and “true strike”. At level three, the importance of having “counterspell” and “shield” is emphasized, as these reactions are crucial for a wizard’s role in preventing enemy actions.

00:15:00

In this part of the video, the speaker discusses the strategic use of various spells for an evocation wizard in Honor mode. Key spells highlighted include Counterspell, Haste, Fireball, and Sleet Storm. Counterspell and Haste are crucial, even though Haste’s utility is slightly reduced in Honor mode. Fireball can be effectively used in combination with minor illusion or sanctuary to target groups of enemies. Sleet Storm, a Conjuration spell, is praised for creating a large ice surface, disrupting spellcasters’ concentration, and its synergy with other spells like Ray of Frost and electrical spells.

The speaker also emphasizes the importance of spell preparation, particularly the inclusion of Fireball, Haste, and Counterspell, along with the optional Sleet Storm. Self-casting Haste allows for casting two spells in a single turn, significantly boosting damage output. At wizard level seven, additional powerful spells become available, such as Confusion, Ice Storm (an evocation spell providing a similar but non-concentration alternative to Sleet Storm), and Wall of Fire, which is potent for controlling encounters by dealing substantial damage to enemies attempting to breach it.

00:18:00

In this segment, the focus is on the evocation wizard’s abilities and strategy in combat scenarios. The narrator explains that as an evocation wizard, allies can safely stand within the wizard’s walls of fire, taking minimal damage from the fire surface rather than the wall itself. This tactic enables the wizard to protect allies like archers, who can continue to attack from within the safety of the fire, while enemies must risk entering the fire to engage.

Additionally, the narrator advises enhancing intelligence to its maximum swiftly and selecting powerful spells like greater invisibility and banishment at higher wizard levels. The evocation spells discussed include cone of cold, which allows the wizard to damage enemies in close proximity without harming allies. The significance of long-lasting summoning spells like conjure minor elemental and conjure elemental is also highlighted, pointing out their utility in various combat situations.

00:21:00

In this part of the video, the speaker discusses various spells that are worth considering for preparation at a specific wizard level. These include “Conjure Elemental,” “Confusion,” “Hypnotic Pattern” (hailed as the best control spell in the game for stopping enemies for two turns), and “Lightning Bolt” (noting its double damage effect on wet enemies). The speaker also warns about “Cloud of Daggers,” clarifying that it does damage allies despite its conjuration classification, but highlights its strength due to guaranteed damage without enemy saves.

At wizard level 10, they introduce “Empowered Evocation,” which adds the wizard’s intelligence modifier to damage rolls of any evocation spells, beneficial especially for multi-hit spells like “Scorching Ray” and “Magic Missile.” The speaker emphasizes “Magic Missile” as particularly potent since each missile’s damage can be increased by the intelligence modifier, making it effective for precisely targeting enemy health and dealing guaranteed damage, which is especially useful against bosses and bypassing enemy defenses like Arcane Wards. Lastly, “Wall of Stone” is mentioned as a strategic option for resolving certain encounters.

00:24:00

In this part of the video, the focus is on optimizing spell choices and gear for a wizard character at higher levels. The speaker highlights the value of specific spells: Cloud Kill for damage, utility cantrips like Blade Ward, and Firebolt for significant fire damage. At level 11, the best spell for an evocation wizard is Sunbeam due to its repeated high damage and blinding effect, making it highly efficient in combat. Other spells like Wall of Ice and Chain Lightning are mentioned as viable options, but Sunbeam is favored. At level 12, maximizing intelligence and selecting remaining useful spells, such as creating greater Undead, are recommended. For gear, the emphasis is on acquiring shields and light armor to boost the wizard’s AC and looking out for gear that enhances spell save DC and spell attack rolls, particularly for the human wizard Gale.

00:27:00

In this part of the video, the speaker discusses optimal staff choices for wizards at different stages of the game. For the late game, Marah Hesh, a legendary staff, is highlighted for its power and ability to access six-level spells on a short rest, making it the best in slot. For the early game, Nature’s Snare staff is recommended, found in the Druid Grove, for its underrated utility. This staff allows for a chance to ensnare targets with any attack roll, including cantrips like Firebolt, providing significant control effects. The speaker concludes with a call to engage with their content by commenting, rating, and subscribing.

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