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00:00:00 – 01:04:42
The video provides a comprehensive tier list and evaluation of level three spells in Baldur's Gate 3, focusing on their utility, damage, concentration requirements, and situational effectiveness. Notable spells include **Animate Dead** for its versatility and lack of concentration, making it S-tier, while **Beacon of Hope** and **Bestow Curse** fall into C-tier for being too situational or having better alternatives. **Blink**, **Fireball**, and **Haste** are highlighted for their significant combat advantages, though Blink's use can be unpredictable. **Glyph of Warding** and **Spirit Guardians** receive praise for their flexibility and damage potential despite requiring strategic placement and concentration. Defensive and utility spells such as **Mass Healing Word**, **Revivify**, **Slow**, and **Speak with Dead** are evaluated for their practical utility in healing, crowd control, and information gathering. Conversely, spells like **Vampiric Touch** and **Grant Flight** are criticized for requiring too much concentration or being less practical in combat situations. The overall assessments reveal a balance between offensive, defensive, and utility spells, each with unique benefits and drawbacks, tailored to various classes and scenarios within the game.
00:00:00
In this part of the video, the creator presents a tier list for level three spells available in Baldur’s Gate 3, emphasizing that the rankings are subjective. They detail the criteria for rating spells, which include spell availability by class, concentration requirements, utility throughout the game, upcasting potential, and damage types favored. Specific spells are discussed:
– Animate Dead is praised for its versatility, utility at different levels, and lack of concentration requirement, leading to an S-tier ranking.
– Beacon of Hope is noted for its healing benefits and wisdom saving throw advantage but is deemed too situational and given a C-tier ranking.
– Bestow Curse offers several debuffing options but is criticized for its concentration requirement and better alternatives, also ending up in C tier.
– Blinding Smite is rated C tier due to its reliance on bonus action and preference for using spell slots for regular Smites instead.
– Blink is explained to have a 50% chance to shift the caster to the Ethereal plane, making them unreachable, with no additional benefits from upcasting. Further use of Blink is demonstrated in combat scenarios.
00:10:00
In this part of the video, the speaker discusses the Blink spell, highlighting its defensive benefits and drawbacks in Baldur’s Gate 3, including the loss of concentration when blinking. They emphasize its use in avoiding area-of-effect damage but note it can leave other characters vulnerable. The segment also covers the effectiveness of other spells like Call Lightning, Conjure Barrage, Counterspell, Crusader’s Mantle, and Daylight, evaluating them based on their utility, effect range, damage efficiency, and specific class benefits. Each spell is rated for its tier, considering factors like concentration requirements, damage potential, and situational usefulness.
00:20:00
In this segment of the video, the focus is on discussing various spells, their mechanics, and strategic uses in the game. The speaker describes how the spell “Daylight” can be used to exploit enemies’ sunlight sensitivity, providing a decisive advantage in combat. They then explain the “Elemental Weapon” spell available to Paladins, which adds elemental damage to weapons but is hindered by concentration requirements. The “Fear” spell, which causes enemies to drop their weapons and become incapacitated, is highly regarded but limited by its short duration and concentration dependency. “Feign Death” is considered largely useless as it only protects an ally by putting them in a resistant coma. However, “Fireball,” noted for its high area damage, is praised for its effectiveness and flexibility in various situations. Lastly, “Gaseous Form” is highlighted for its utility in navigating through small spaces and avoiding obstacles, despite being less useful in direct combat.
00:30:00
In this segment of the video, various spells are discussed in detail, highlighting their effects, advantages, and drawbacks.
1. **Glyph of Warding**: Usable by clerics and wizards, offers multiple damage types (acid, cold, fire, lightning, thunder) or effects like detonation and sleep. It activates based on enemy proximity, avoids concentration, and provides critical hits if used near sleeping enemies.
2. **Grant Flight**: Allows targeted allies to fly for 10 turns, but requires concentration, making it situational and less effective in combat compared to other utility spells.
3. **Haste**: Bestows several benefits like bonus AC, advantage on dex saving throws, increased movement speed, and an additional action per turn. Considered overpowered and highly beneficial for spellcasters and fighters alike, despite requiring concentration.
4. **Hunger of Hadar**: Causes multiple types of damage, creates difficult terrain, and induces blindness within its area. Effective for controlling enemies, especially in confined spaces, although it requires concentration.
5. **Hypnotic Pattern**: Affects an area by preventing creatures from moving or acting, removed upon taking damage. It’s effective in concentration but has limited duration and can impact allies negatively.
6. **Lightning Arrow**: Exclusive to Rangers, affects both targeted enemies and those around them with area damage. Considered less effective due to its potential to harm allies, high spell slot cost, and relatively low damage output.
00:40:00
In this segment, the speaker discusses the effectiveness of various spells and their practical uses in gameplay. They start by evaluating “Lightning Arrow,” noting that it deals lightning damage but isn’t particularly impressive due to its lower damage output compared to other spells, placing it in the B tier. They then compare it to “Lightning Bolt,” which deals more damage and is easier to use effectively for lining up enemies, placing it in the S tier.
The speaker moves on to “Mass Healing Word,” which is useful with the right equipment but generally offers minimal healing, thus rated B tier. “Plant Growth” is assessed for its ability to slow enemies by reducing movement speed but is negated by fire damage, also rating it B tier.
Next, “Protection from Energy” is criticized for requiring concentration and providing only resistance, not immunity, making it one of the worst spells discussed. “Remove Curse” is considered situationally useful but unclear in its application, so it is placed in the B tier. Finally, “Revivify” is highlighted for reviving companions with a single hit point, useful in specific combat and post-combat situations.
00:50:00
In this segment of the video, various Dungeons & Dragons spells are evaluated and ranked based on their utility and effectiveness:
1. **Revivifying Spells**: Considered affordable at 200 gold and effective, but not top-tier due to numerous alternatives.
2. **Sleet Storm**: Available to several classes and domains, causing creatures to fall prone in a large area, disrupting concentration. This effect also impacts allies, requiring careful placement. Rated as A-tier for its crowd control potential despite its drawbacks.
3. **Slow**: Available to specific classes, this spell significantly impairs up to six creatures by reducing their movement, actions, and saving throws. Rated as A-tier for its crowd control, although it competes with more aggressive spells like Haste.
4. **Speak with Dead**: Letting players converse with corpses for information, although some corpses may be unresponsive. Rated S-tier due to its utility for gathering information throughout the game.
5. **Spirit Guardians**: Favored by clerics for dealing consistent damage in an area while slowing enemies’ movements. Enemies take damage if they remain in the area. Rated highly despite demanding concentration.
6. **Stinking Cloud**: This spell prevents affected creatures from taking actions if they fail a constitution save. Effective crowd control but requires concentration and impacts allies. Rated A-tier.
7. **Vampiric Touch**: Available to warlocks, wizards, and select other subclasses. This segment does not provide a full evaluation or rating for this spell.
Overall, the segment provides detailed insights concerning the strengths and strategic applications of these spells within the game.
01:00:00
In this segment of the video, the presenter discusses the effectiveness of the “Vampiric Touch” spell and compares it to other spells. Vampiric Touch allows you to damage an enemy and heal yourself, but it requires concentration and melee range, making it less practical for wizards. The presenter finds the damage and healing insufficient. They then review “Warden of Vitality,” a spell available to bards and paladins, which provides consistent healing over multiple turns without requiring concentration, making it more effective. The presenter attempts to enhance it using the “Life Cleric” abilities but finds the combination unsuccessful. Finally, the presenter reflects on their tier list of level three spells, acknowledging the complexities and variety of spells available to different classes.