Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
1. Make him a Conjuration specialist.
2. Take Alert feat at level 4. You will lose out on +1 spell DC which is a noticeable opportunity cost, but you will gain a massive initiative boost that will allow Gale to cast disabling Conjuration spells before most enemies can act. Alternatively, you can use the first round to cast Mirror Image before he gets shot by anyone.
3. Eventually, give him the gloves that boost his dexterity to 18 for more AC and initiative or the gloves that increase his AC by +2. Use either of these gloves in conjunction with Mage Armor.
4. Consider memorizing the Shield spell to deflect the most powerful enemy attacks.
5. Take the ability score increase feats at levels 8 and 12 to max out your intelligence and do NOT take War Caster.
6. At level 10, Conjurers get a school power that makes their concentration impossible to break when maintaining Conjuration spells like Evard's Black Tentacles.
Overall, this Gale build will provide you with a max main casting stat Wizard that has unbreakable concentration on his disabling Conjuration spells, has the initiative to go first most of the time (and thus prevent getting ganked either through active use of offensive disabling spells or the use defensive spells in the first round of combat) and focuses on AoE disabling spells that make it hard or impossible for the enemy to mount an effective offense, thus massively increasing Gale's survivability.
This guy gets it. Bracers of defense gives gale an AC of 13 or 14 without the use of mage armor which makes him relatively tanky.
A couple things I have done to help his survivability is make sure he has the shield spell prepared. Blur, mirror image, and mage armor have all also helped. One of the things I have done that takes some preparation, which if possible is best to do before you kick of combat. I have him carry around 3 crates or barrels then before combat I have him drop them. It can be frustrating but if you can get it set right you have a barricade you can move him behind to protect him from damage. They can be destroyed and don't do well with area effect spells/attacks. in the early game they can really make a difference.
Is the level 10 conjuration feature in combination with conjuration spells better than other spell schools with war caster (or even without war caster)? Divination and enchantment seem to have useful features. How would you build an MC wizard in BG3?
Conjuration seems rather poor as a specialization, benefits nearly nothing, whereas warcaster have universal application.
Otherwise, Mage armor at the start of every day is assumed. There's a LOT of Mage armor scrolls lying around randomly, so you don't even need to prep it most of the time. Shield is a flat AC buff that every caster should have. It's amazingly stupid that he starts with Shield proficency as well, more so when you figure that late-game shields give him extra spell slots or save DC to work with (Clearly designed with paladins in mind). If you convince him to chew on tadpoles, Shield of Thralls is another nice layer of defense.
The only thing he's really lacking is raw HP to work with, someone gets a lucky crit in and he's going down regardless. So make sure he can Misty-step away at a moment's notice, and position him somewhere where it's hard for melee types to bonk him. If archers are being a problem, that's what Fog cloud is for.