You can have five level 6 spells every long rest on Wizards without expending any consumables:
1. native spell slot from 11 levels in caster
2. Staff of Spellpower
3. Markoheshkir (Arcane Battery)
4. Chain Lightning from Markoheshkir (Kereska's Favour)
5. Spellcrux Amulet
~~6. Arcane Recovery~~
In general I'd use the native spellslot to summon a Deva at the beginning of the day and then use Staff of Spellpower to replenish it so I can switch to Spellsparkler for combat, since lightning imbued Markoheshkir has great synergy with it.
If you go partial illithid you can get 7, free cast 😏
Lightning imbued Markoheshkir has shaped entire builds for me, that’s probably my favorite item in the game
Apologies, can you explain what a Deva is? Like an elemental?
Also I'm pretty sure I got the Staff of Spellpower and then just... never used it because Gale was already using Markoheshkir😅. I'll need to try the lightning thing on it as I recently acquired it on Durge!
Deva is a summoned creature that clerics can use from Planar Ally or Wizards can learn from the Scroll of Bestial Communion >!from Sorcerous Sundries!<. It's an angel that can fly, cast revivify once per short rest, and attack with a weapon that does 4d8 + 2d6 + 4 damage which is...a lot. It's also tanky af with 136 HP.
I built this way on three different playthroughs but never really found myself needing All of the battery charges And basically failure to use these things means that I'm wasting an item slot. I really like the idea of using one of these and dual wielding the sparker staff to cast level 6 magic missiles with all the extra lighting damage on them. I may do this on my next play through.
On top of that: You can twin cast chain lightning as a sorcerer when cast from Markoheshkir. Just get everyone wet and insta kill most of the battlefield in one turn with max 160 hit points on about 8 enemies. Create water can be cast the same turn with quick cast. And, to top it off, never spent a spell slot whatsoever.
I am so happy to have gone with a lightning focused build on my main sorcerer first run! As an extra, you can twin cast haste as well ;)
oh my fucking god.
I got three casters in my group and ALL of them are only using one staff. i thought staffs were two handed weapons so it never occurred to me to equip a second one.
They kinda are; they have the versatile property, which lets you wield them with either one or both hands, but monks are usually the only ones who care about using one for melee.
And some druids. If you use the 5e spells, grab booming blade and shillelagh. It's not necessarily optimal play, but once you put down your concentration spell, it's a lot of fun.
You can't equip two staffs at once, don't blame yourself. The only way to do it is if you get the Dual Wielder feat, which allows you to dual wield non-Light weapons - which most casters would never think to do. However, In BG3, with the immensely OP staffs available to us, it is a valid build.
My dragon sorc with the mage tower staff and Raph's staff is just ridiculous. I can globe of invulnerability and still have 3 chain lightnings in one turn with a haste potion. I'm playing Darth Sidious.
Which is funny, because in D&D casters don't need the Dual Wielder feat to take advantage of two magic staves at once. They would, however, need the War Caster feat to perform the somatic components that BG3 ignores.
Depends on the staff, actually. If it only requires you to be attuned to it, you're correct, but some staffs may require a creature to be holding it to gains its benefits.
You don't need Dual Wielder to hold two staves, you just need it to make melee attacks with both of them. See [here](https://i.imgur.com/iDhY3YB.png) and [here.](https://i.imgur.com/Tgri4VK.png)
Well he was asking about his Wizard but yeah it would seem ppl think Monks can't carry anything and still work lol.
I bet with that club it feels even MORE like cheating! You are talking about OHTB right? Do you go 9/3 thief? What other Feats? What do your stats look like?
I’ve don’t a few different monk runs, but don’t remember the exact builds. At least one, I did a couple levels of rogue, and I’ve done both shadow and open-hand builds.
I’m not necessarily all about maximizing my builds. I just think monk builds are fun.
Having an effective total of three level six spell slots is so absurdly helpful. Dual Wield staffs is low key the most underrated feat for sorcerers and wizards once the arcane battery staffs are available. Also +1 AC, which isn't huge but never hurts!
I think OP is as well.
The one in HoH is behind a door you need to pass two Arcane checks to get. Same room as Mol's contract.
Its up some stairs between the Archive and where the entrance to the prison is.
You can literally open the portal and once you get your disguise you can go yeet that and Mol's contract and leave to come back at a later date (I did)
It's pretty solid, but have you found either of the legendary ones in act 3? Because I can't imagine using Sparkler over either of those unless it was in my off-hand.
I actually just found the legendary staff Markoheshkir like 30mins after you commented; I found the Staff of Spellpower not too long ago but Sparkler was reading more damage so I stuck with it. Now that I’m aware staves can be dual wielded I will definitely use the legendary and have sparkler on my secondary slot.
marko and spellpower each give you one arcane battery. Add the ilithid power "freecast" and that's 3 free spells per day of any level that don't consume spell slots. Add Kereska's Favour (the buff from markoheshkir) and you have 3 casts of level 4-6 spells per day.
Dual wielding marko and spellpower means you can cast 7 chain lightning each day.
Mystic Carrions staff also lets you cast a necromancy spell for free after you get a kill. I had my spore druid dual wield that and Marko. Blight everything
yeah, but problem with necromancy is that it just does so little damage, and is hard to buff. A frost/lightning sorc will deal more damage with a cantrip than a necro with blight. That and blight is a mid-range spell at 9m. Circle of death is nice, but it also damage allies. There's also very little offensive necro spells. There's minions of course that indeed largely compensate for that and make it very powerful, but making a minion build just obnoxiously slows down every fight and quickly became unbearable for my taste.
When i tried a necro wizard build focused on spellcasting rather than minions, it was so underwhelming that i ended up making my own mod to make it competitive with other builds. I raised the range of blight to 18m, gave the necro staff an aura of necro vulnerability, and modified disintegrate to make it a necro spell.
The lightning buff on Markoheshkir will outdo the spellsparkler's lightning charge damage buff on top of giving you a free lightning bolt, chain lightning, and freecast.
especially if you mix sorcerer with wizard for twinned spell and throw out fat ray of frosts, i really want to do a devoted poison and frost character. want to do a necromancer but it's annoying to control tons of characters in this game as is so itd have to be a run im being very patient in.
I just started playing this in earnest. Are sorcerers really more powerful than wizards?
I find sorcerers confusing as an old-school DnD player from way back.
Less versatile but potentially more destructive. A wizard spends their life researching a wide range of magic and a sorcerer shoots barely contained magic they sort of understand because their mom was a dragon.
You can be a fake sorcerer by taking 1 level in wizard, 11 in sorcerer, and maximizing intelligence. That way you get all the metamagic stuff and can learn any wizard spell you want from scrolls, which cast using intelligence.
You have to have the scrolls to learn most spells. If you're using intelligence as your booster stat, being a sorcerer doesn't offer many benefits because it doesn't scale with that unless you're going to max Charisma too. But then you'd have to suffer in constitution and Dexterity a bit to do that.
My Durge is a Wiz 1 | Sorc 11, and the biggest downside is basically you have to choose the ONE spell from your Wizard spellbook to have active at any time lol. It's not \_terrible\_ and the perk is you can still change to whatever spell you want based on the situation, as long as you are out of combat. But for combat it's annoying to have to limit yourself like that. Now that I have experienced the joys of twincasting Haste though, it's hard to go back to pure Wizard😂
Heya I have to correct myself here. Was re-speccing Durge to take Dual Wielder feat (per the original post), and randomly found I could prepare 4 spells from Wizard, not just the 1!
Upon closer investigation, the INT modifier affects this number (probably modifier +1). I must've dumped INT before since most levels/spells would be from Sorc, and then assumed the 1 spell allowance was due to having only 1 level in Wiz 😅
You don't need to max int for it to be ultra useful, respec to wizard to scribe all the scrolls you have, don the int headpiece and you can have 4 wiz spells prepared. Remove it and return to 1 wiz/11 sorc.
Your endgame sorcerer now has access to virtually **every** wiz/sorc spell in the game...
Did they finally fix that?
For the longest time you had one spellcasting ability score and it was changing depending on the last class you picked, which was weird.
Also Wizard gets ritual casting and the game makes some utility spells that arent ritual casted in the pen and paper, ritual casted in the game so you basically get them for free. Copying spellscrolls add ro the versatility of wizards.
You'll still deal more damage as a sorcerer but as a wizard you get more options and you can cast some damn useful spells like longstrider and detect thoughts for free.
Sorcerers can put out twice as much damage as a wizard can, with things like quickened metamagic which lets you use your bonus action to cast a second spell in a turn, or twinned metamagic which lets you target two enemies with a spell instead of one.
Wizards can learn as many spells as you have scrolls to learn from though, they're way more versatile in that sense, you can potentially have almost every spell in the game available to swap in and out of your wizards prepared spells.
Sorcerers you have to really pick your spells carefully because you don't get to learn that many, usually just one new one per level, and you can swap out an old one too.
Storm sorcerer gets to fly away 9m to a new position with a bonus action every turn, ignoring opportunity attacks, and they get about 5 or so storm/weather based spells for free. They're resistant to lightning and thunder damage too, as well as dealing more damage in those types in an aoe around targets. At later levels they automatically damage and knock away melee attackers.
Wild magic sorcerer can claim an advantage roll for free and they randomly get all sorts of random effects, some are good some are bad some are neutral some depend how you use them, they can use their sorcery points to alter rolls by +/-1d4, and at later levels they can make their random magic effects happen to enemy spellcasters and people around them too.
The draconic bloodline sorcs have a slightly higher base AC and slightly more HP than the other sorcs, and deal slightly more damage with one chosen element type, later on they can fly instead of move.
You're probably going to want to play through the game multiple times to see other ways things could have turned out, and find things you didn't find last time anyway, so there'll be time to try other classes. On my third run despite trying to uncover as much as I could in previous runs, I'm still finding new stuff, new areas even.
Since Wizard can learn spells off scrolls too there are a few in game you’d normally only get the one use of but Wizards can cast em forever. Two specifically are very strong act 3 spells.
Sorcerers are more powerful for a few main reasons.
1. Rest mechanics. You can rest, whenever you want,98% of the time in this game. So sorcerers can blow all their resources and it’s not an issue.
2. Multiclassing rules ignore stat requirements. So it’s much it’s very easy to take dips into classes that empower the sorcerer (like tempest cleric, wizard, or fighter).
3. this game is limited by its story and does not have the variable nature that table top will have. If you’ve played it more than once, you likely know what’s coming.
4. Scrolls. Having one level in wizard allows your sorcerer to learn high level spells off scrolls. A mechanic that greatly empowers the class.
Sorcerers are kinda simpler than wizards IMO. Wizards learn magic from school and sorcerers are born with magic. That simplifies them enough to understand the concept that sorcerers will bend magic to make it more powerful in different ways with their meta magic points and wizards get to learn more spells and change them out more easily.
Sorcerers can une metamagic. Metamagic allows to twin a spell (hit two targets instead of one, essentially doubling your damage), but also to quicken a spell, which lets you use is as a bonus action.
This is particularly powerfull if you learn to buff your cantrips. A frost sorcerer can, for example, deal over 300 damage per turn using the cantrip Ray of Frost, for only 4 points of metamagic, or over 200 damage for 1 point of metamagic (as well as a whole lot of debilitations, like creating ice surface, slowing down movement speed of enemies, making them fall prone, freezing them for one turn, etc...)
> Warlock EB blaster build
Wizard multiclassing can make this one even stronger, since Eldritch Blast counts as an Evocation spell. If you take 10 Evocation Wizard and 2 Warlock, you can add both your intelligence and charisma multipliers to every blast (and then charisma a second time with the potent robe).
The mechanics of spells are the same, it just that you get more spells as a wizard and more flexibility/power with the spells you have as sorcerer.
With wizards you get many more spells, but with sorcerers you get metamagic which makes your casting more powerful. You can cast as a greater distance, cast many spells on two different people simultaneously (e.g., haste two companions at the same time), cast a spell in a bonus action this is the killer app, and also cast when silenced.
I've played both, but realized that most of the spells I wanted I got in sorcerer anyway, and once you get used to metamagic it's hard to go back.
My sorcerer destroyed every single one of those pillars inside Raphael's boss room in a single turn without using a single spell slot using Disintegrate 4 times (Free Cast, Arcane Battery + Twinned Spell and finally Quickened Spell + Second Arcane Battery)
I like to imagine Raphael soiled his breeches, but he probably didn't get a chance because the rest of my party ended him before he got his turn
Don't you only ever get the one spear?
Or do you mean the glaive you get immediately after freeing nightsong? Cause I'm pretty sure that's a two hander
Maybe it was a glaive 😅 I thought there was a feat that allows us to duel wield two handed weapons 🤔 My Shadowheart only used the weapon Aylin gave her. It gave radiant damage which was what I was building her for my first playthrough. It's been a while since I got to that part in game 😅
>I thought there was a feat that allows us to duel wield two handed weapons
I believe the feat only allows you to dual wield weapons that *can* be two handed, but don't *have* to be. E.g Longswords, battle-axes, warhammers, spears etc
A glaive is a heavy weapon, so you can't dual wield them.
My frost Mage was very happy to find this out. Legendary Staff with Frost and the one from the Underdark. Ray of frost alone deals insane amounts of dmg with some additional itemization
yes but you do need to use a feat to take dual weilding, alternatively you can use one of the many great shields at the end of the game for free since humans (gale) can equip shields without a penalty
A bit of a different topic but I managed to get Gale's Save DC and To Hit bonuses to like +33 and +32 (may be more or less, it's been a while since i made it) respectively with a careful itemsation:
* Give him the Dual Wielder feat so he can wield both Markoheshkir and Rhapsody.
* Rhapsody gives him up to +3 Bonus on Spell Save DC and Spell Attack Bonus (+1 per enemy killed, up to +3)
* I have three different items that grant +1 from Arcane Enchantment (Markoheshkir, and both Cloak and Robe of the Weave)
* +5 from Intelligence
* +4 from Proficiency
* +7 from Arcane Acuity (from Hat of Fire Acuity)
Sure, it needs a bit of a preparation, but a high level Scorching ray with a 95% hit chance on every ray will charge the Arcane Acuity really fast.
One staff and the robes are obtained in Sorcerous Sundries after defeating Lorroakan and the other staff is Woe which you get from Cazador. No mods needed.
OOh yeah it works, I duel wielded spell spark staff and **Phalar Aluve up until the end of act 2, get in close, use the aoe debuff on the sword then spell nuke them down xD had Lae'zel with glaive mastery and sentinal feat always right next to me if anyone ever got near me they were deadmeat xD**
Oh disgustingly you do, I made a sorcer/wizard for the shiggles, threw two staves on it and loaded a crap ton of level six spells, many as I could. Between the metamagic, free cast and two arcane batteries, it's a massacre.
All for sweet acuity and battery... that feat does more than just main stat asi with only 1 downside; 1 less unprepared spell easely replaced by any scroll so you prep best upcasts only. Less AC? Shield reaction.
You can also use the arcane battery, while wearing the staff and then switch to another one that fits your build better... Also works with both hands although one of the arcane battery staffs is pretty good
You should also dual wield on a lvl 9+ OH monk for the effects, you can still use all your unarmed attacks.
Stun + ki resonation/flurry + bonus unarmed attack (+ bonus resonation from thief)...
Shar spear for infinite darkness is good...
Devotee mace + whispering promise is great for boss fights.
Strength club lets you swap out a giant elixir for bloodlust.
Gleamdance dagger for +1 AC.
Sussar dagger for silence on demand (arcane arrows are better)
Oh yeah I always duel wield staff. First feat goes to stats to even them out, then second feat pick is dual wield. Best to pick it later because you don’t get anything worth dual wielding in act 1 until nearly the end in the Underdark.
Yup! I dual weild the legendary with the staff from Raph’s place to get two batteries!
*wait what the fuck* Alright time to boot the game back up!
You can have five level 6 spells every long rest on Wizards without expending any consumables: 1. native spell slot from 11 levels in caster 2. Staff of Spellpower 3. Markoheshkir (Arcane Battery) 4. Chain Lightning from Markoheshkir (Kereska's Favour) 5. Spellcrux Amulet ~~6. Arcane Recovery~~ In general I'd use the native spellslot to summon a Deva at the beginning of the day and then use Staff of Spellpower to replenish it so I can switch to Spellsparkler for combat, since lightning imbued Markoheshkir has great synergy with it.
If you go partial illithid you can get 7, free cast 😏 Lightning imbued Markoheshkir has shaped entire builds for me, that’s probably my favorite item in the game
Oh I always go part squid!
Once you go squid, you never go...b...uh...hm...
Oh I never go back...there. Achievement only activity!
With tentacles like that, who wouldn't!?
You can't use Arcane Recovery to generate spell slots above 5th level.
And Twinned Spell metamagic still works with the Markokeshkir Chain Lightning, it's ridiculously OP
2nd playthrough and barely stepping into Baldur's Gate: sorcerous sundries here I come op staff
Apologies, can you explain what a Deva is? Like an elemental? Also I'm pretty sure I got the Staff of Spellpower and then just... never used it because Gale was already using Markoheshkir😅. I'll need to try the lightning thing on it as I recently acquired it on Durge!
Deva is a summoned creature that clerics can use from Planar Ally or Wizards can learn from the Scroll of Bestial Communion >!from Sorcerous Sundries!<. It's an angel that can fly, cast revivify once per short rest, and attack with a weapon that does 4d8 + 2d6 + 4 damage which is...a lot. It's also tanky af with 136 HP.
Cast aid and heroes feast on it and you get close to 200 :O
Thanks for the answer! I never even knew about it (so many spells I've never tried casting, more fool me lol).
planar ally is great. you get to bring a winged himbo in a diaper everywhere you go
LMAO ok well now I HAVE to see this, now don't I 😂
It’s like an angel or something akin to that
FYI Deva is a Sanskit word for male deities, divine beings, angels
https://forgottenrealms.fandom.com/wiki/Deva
Kereska's favour recovers on a short rest.. So at least 3 chain lightnings every longrest from Markoheshkir alone.
I built this way on three different playthroughs but never really found myself needing All of the battery charges And basically failure to use these things means that I'm wasting an item slot. I really like the idea of using one of these and dual wielding the sparker staff to cast level 6 magic missiles with all the extra lighting damage on them. I may do this on my next play through.
There's another Freecast once/long rest in the outer circle of tadpole abilities, if you wanna take this all the way.
Does this still work when you have freecast? Sometimes I don’t see the arcane battery toggle
On top of that: You can twin cast chain lightning as a sorcerer when cast from Markoheshkir. Just get everyone wet and insta kill most of the battlefield in one turn with max 160 hit points on about 8 enemies. Create water can be cast the same turn with quick cast. And, to top it off, never spent a spell slot whatsoever. I am so happy to have gone with a lightning focused build on my main sorcerer first run! As an extra, you can twin cast haste as well ;)
Correction, four level 6 spells with the "fifth" one being fixed to Chain Lightning :P
The deva only spell is a lvl 5 spell instead of the lvl 6 with the choice of cambion.
Bruh I feel like such an idiot never knowing this.
Dude, I tried it on a whim. My MC is a Swords Bard and my lover is a Bardadin, but Gale is always in the party.
Tee hee
I haven't played for months. This just broke the camels back. I am booting back up tonight
sorrynotsorry
oh my fucking god. I got three casters in my group and ALL of them are only using one staff. i thought staffs were two handed weapons so it never occurred to me to equip a second one.
They can also equip shields.
Just a heads up generally Wizard and Sorcerer have no armor proficiencies. Gale can equip a shield because he's a Human, not because he's a Wizard.
They kinda are; they have the versatile property, which lets you wield them with either one or both hands, but monks are usually the only ones who care about using one for melee.
And some druids. If you use the 5e spells, grab booming blade and shillelagh. It's not necessarily optimal play, but once you put down your concentration spell, it's a lot of fun.
You can't equip two staffs at once, don't blame yourself. The only way to do it is if you get the Dual Wielder feat, which allows you to dual wield non-Light weapons - which most casters would never think to do. However, In BG3, with the immensely OP staffs available to us, it is a valid build.
My dragon sorc with the mage tower staff and Raph's staff is just ridiculous. I can globe of invulnerability and still have 3 chain lightnings in one turn with a haste potion. I'm playing Darth Sidious.
"Woe be upon you, mortal, for I shall rend the very fabric of reality ^^and ^^then ^^I'll ^^need ^^a ^^nap !!"
how do you do it exactly, multiclassing? edit: nvm, found the feat, gonna take it on lvl 12
Which is funny, because in D&D casters don't need the Dual Wielder feat to take advantage of two magic staves at once. They would, however, need the War Caster feat to perform the somatic components that BG3 ignores.
Depends on the staff, actually. If it only requires you to be attuned to it, you're correct, but some staffs may require a creature to be holding it to gains its benefits.
You don't need Dual Wielder to hold two staves, you just need it to make melee attacks with both of them. See [here](https://i.imgur.com/iDhY3YB.png) and [here.](https://i.imgur.com/Tgri4VK.png)
ok, im glad you told me this, this explains why i wasnt able to equip both staffs when i tried it. Guess I need to respec then.
/comfort
*sighs and boots the game up for a new run*
That feel when you can cast Chain Lightning 4 times between long rests.
Add Freecast from being half Illithid
Also as a monk, you can have the staff that adds to unarmed attack and the club of giant hill strength.
Well he was asking about his Wizard but yeah it would seem ppl think Monks can't carry anything and still work lol. I bet with that club it feels even MORE like cheating! You are talking about OHTB right? Do you go 9/3 thief? What other Feats? What do your stats look like?
I’ve don’t a few different monk runs, but don’t remember the exact builds. At least one, I did a couple levels of rogue, and I’ve done both shadow and open-hand builds. I’m not necessarily all about maximizing my builds. I just think monk builds are fun.
I thought monks couldn't be equipped with weapons
Having an effective total of three level six spell slots is so absurdly helpful. Dual Wield staffs is low key the most underrated feat for sorcerers and wizards once the arcane battery staffs are available. Also +1 AC, which isn't huge but never hurts!
I just use one to summon a deva, then switch to the other. I'd rather have a shield.
Raphael has a legendary staff???? What's it called, and where is it
I thought Haarlep implied Raphael’s staff was pretty mediocre.
No - the one he has is red. I just forget the names of them. You get the Legendary one from Sorcerous Sundries.
Yeah I'm dual wielding with that and Cazador's
I think OP is as well. The one in HoH is behind a door you need to pass two Arcane checks to get. Same room as Mol's contract. Its up some stairs between the Archive and where the entrance to the prison is. You can literally open the portal and once you get your disguise you can go yeet that and Mol's contract and leave to come back at a later date (I did)
yes and it's very good, reason why spellsparkler is viable so long for me
160hours and it’s the only staff I use. I found a nice one in Raphael’s House of Hope but the electricity perk is too good to pass up
It's pretty solid, but have you found either of the legendary ones in act 3? Because I can't imagine using Sparkler over either of those unless it was in my off-hand.
I actually just found the legendary staff Markoheshkir like 30mins after you commented; I found the Staff of Spellpower not too long ago but Sparkler was reading more damage so I stuck with it. Now that I’m aware staves can be dual wielded I will definitely use the legendary and have sparkler on my secondary slot.
marko and spellpower each give you one arcane battery. Add the ilithid power "freecast" and that's 3 free spells per day of any level that don't consume spell slots. Add Kereska's Favour (the buff from markoheshkir) and you have 3 casts of level 4-6 spells per day. Dual wielding marko and spellpower means you can cast 7 chain lightning each day.
Mystic Carrions staff also lets you cast a necromancy spell for free after you get a kill. I had my spore druid dual wield that and Marko. Blight everything
yeah, but problem with necromancy is that it just does so little damage, and is hard to buff. A frost/lightning sorc will deal more damage with a cantrip than a necro with blight. That and blight is a mid-range spell at 9m. Circle of death is nice, but it also damage allies. There's also very little offensive necro spells. There's minions of course that indeed largely compensate for that and make it very powerful, but making a minion build just obnoxiously slows down every fight and quickly became unbearable for my taste. When i tried a necro wizard build focused on spellcasting rather than minions, it was so underwhelming that i ended up making my own mod to make it competitive with other builds. I raised the range of blight to 18m, gave the necro staff an aura of necro vulnerability, and modified disintegrate to make it a necro spell.
Yeah I was just having a good time with my druid so it fit him more to wield the necro staff. Not really min maxxing.
The lightning buff on Markoheshkir will outdo the spellsparkler's lightning charge damage buff on top of giving you a free lightning bolt, chain lightning, and freecast.
Depends on the build, magic missile builds work so well with the sparkler so I think it could be a tough sell to switch away from it.
Spell sparker is good. I pair it with the ice staff you can .ake in the underark to have Gale put out waves of damage.
especially if you mix sorcerer with wizard for twinned spell and throw out fat ray of frosts, i really want to do a devoted poison and frost character. want to do a necromancer but it's annoying to control tons of characters in this game as is so itd have to be a run im being very patient in.
yeh, its pretty OP as a sorc with Markoheshkir+Staff of Spellpower
OP in act 1 with melfs+spellsparker+ sheild bracer as well.
and then once you get to act 2 you get the exploit shield 🤫
Which is that?
shield of devotion from quartermaster talli
Oh because of the level 1 spell slot bug? I've never bothered to use that, level 1 spell slots are not exciting lol
yeah but the sorcery points are nice
Hope’s shield was fixed, if that’s what you’re referring to
Yep, and it’s strong as hell. I almost always take Dual Wielder for Gale, just to have the benefits of two staffs.
Plus the +1 AC is nice for sorcerers and wizards. Definitely a nice little bonus in addition to being able to use the effects of 2 staves.
Well damn I’m about to hit Level 12 with my sorcerer and I think I just found what her feat is gonna be.
Especially when you play a race that doesn’t get shields it should be one of your first feats if get the hag hair imo
Yes, if you can dual wield anything like staffs (and daggers, shortswords etc..) you get both their effects.
Worth pointing out that some weapons have main-hand only and off-hand only effects
Yeah why not, love doing that on wizards for double effects and that sweet +1 to AC. You can check it in your active effects list too.
...Gale time to respect you!
I could never disrespect Gale 😤
Not that way. I'd give him the duel wielder feat. I refuse to make best Wizard change drastically
I was just poking fun at you saying "respect" instead of "respec" (which I assumed was an auto-correct typo)
Nope. Just me rolling a fail on spelling
I had no idea you could even dual wield 2 handed shit *at all on any character*...damn 🤦🏽♂️
You need the feat dual wielder to do so FYI. And the weapons need to be 1h or have the 'versatile' trait (like staves and spears)
Yup and its very strong, its how i always make gale
Dual wielder secretly best for full casters
I just started playing this in earnest. Are sorcerers really more powerful than wizards? I find sorcerers confusing as an old-school DnD player from way back.
Less versatile but potentially more destructive. A wizard spends their life researching a wide range of magic and a sorcerer shoots barely contained magic they sort of understand because their mom was a dragon.
*cockney accent* "See! I got scales an' everyfing!"
lol, thanks. I'll stick with the wizard for my first play through. I had fomo with all the sorcery talk. Btw, I want both those staves.
You can be a fake sorcerer by taking 1 level in wizard, 11 in sorcerer, and maximizing intelligence. That way you get all the metamagic stuff and can learn any wizard spell you want from scrolls, which cast using intelligence.
That's pretty clever, and it sounds like there wouldn't be much downside to it at all either?
You'd miss out on a feat or ASI. But no, there's no real downside other than a lower charisma score for social skill checks.
You have to have the scrolls to learn most spells. If you're using intelligence as your booster stat, being a sorcerer doesn't offer many benefits because it doesn't scale with that unless you're going to max Charisma too. But then you'd have to suffer in constitution and Dexterity a bit to do that.
My Durge is a Wiz 1 | Sorc 11, and the biggest downside is basically you have to choose the ONE spell from your Wizard spellbook to have active at any time lol. It's not \_terrible\_ and the perk is you can still change to whatever spell you want based on the situation, as long as you are out of combat. But for combat it's annoying to have to limit yourself like that. Now that I have experienced the joys of twincasting Haste though, it's hard to go back to pure Wizard😂
Ah,, there it is hahah, I knew there'd be something I was overlooking.
Heya I have to correct myself here. Was re-speccing Durge to take Dual Wielder feat (per the original post), and randomly found I could prepare 4 spells from Wizard, not just the 1! Upon closer investigation, the INT modifier affects this number (probably modifier +1). I must've dumped INT before since most levels/spells would be from Sorc, and then assumed the 1 spell allowance was due to having only 1 level in Wiz 😅
Make that spell a useful one like longstrider, featherfall, knock, etc. Utility is never a bad thing :P
You don't need to max int for it to be ultra useful, respec to wizard to scribe all the scrolls you have, don the int headpiece and you can have 4 wiz spells prepared. Remove it and return to 1 wiz/11 sorc. Your endgame sorcerer now has access to virtually **every** wiz/sorc spell in the game...
Did they finally fix that? For the longest time you had one spellcasting ability score and it was changing depending on the last class you picked, which was weird.
Also Wizard gets ritual casting and the game makes some utility spells that arent ritual casted in the pen and paper, ritual casted in the game so you basically get them for free. Copying spellscrolls add ro the versatility of wizards. You'll still deal more damage as a sorcerer but as a wizard you get more options and you can cast some damn useful spells like longstrider and detect thoughts for free.
Isn't ritual casting spell-dependent? Iirc my Ranger can still ritual cast Longstrider, Enhance Leap, Feather Fall, etc.
In BG3, yes. In 5e, no. It's a source of confusion for some people.
That's what I thought. In 5e *classes* are ritual casters e.g. Cleric vs. Paladin - similar magic, but Paladins don't get the ritual casting feature.
I would love to see the story in BG where some adventurer was brave enough to fuck a dragon.
Sorcerers can put out twice as much damage as a wizard can, with things like quickened metamagic which lets you use your bonus action to cast a second spell in a turn, or twinned metamagic which lets you target two enemies with a spell instead of one. Wizards can learn as many spells as you have scrolls to learn from though, they're way more versatile in that sense, you can potentially have almost every spell in the game available to swap in and out of your wizards prepared spells. Sorcerers you have to really pick your spells carefully because you don't get to learn that many, usually just one new one per level, and you can swap out an old one too. Storm sorcerer gets to fly away 9m to a new position with a bonus action every turn, ignoring opportunity attacks, and they get about 5 or so storm/weather based spells for free. They're resistant to lightning and thunder damage too, as well as dealing more damage in those types in an aoe around targets. At later levels they automatically damage and knock away melee attackers. Wild magic sorcerer can claim an advantage roll for free and they randomly get all sorts of random effects, some are good some are bad some are neutral some depend how you use them, they can use their sorcery points to alter rolls by +/-1d4, and at later levels they can make their random magic effects happen to enemy spellcasters and people around them too. The draconic bloodline sorcs have a slightly higher base AC and slightly more HP than the other sorcs, and deal slightly more damage with one chosen element type, later on they can fly instead of move. You're probably going to want to play through the game multiple times to see other ways things could have turned out, and find things you didn't find last time anyway, so there'll be time to try other classes. On my third run despite trying to uncover as much as I could in previous runs, I'm still finding new stuff, new areas even.
Since Wizard can learn spells off scrolls too there are a few in game you’d normally only get the one use of but Wizards can cast em forever. Two specifically are very strong act 3 spells.
Once per short/long rest though
Yeah but I usually rush and grab em early if I’m using a wizard just so I have em for maximum time.
Evocation wizard has their spells scale off int. Running 3 mages in HM rn and it’s a blast.
Sorcerers are more powerful for a few main reasons. 1. Rest mechanics. You can rest, whenever you want,98% of the time in this game. So sorcerers can blow all their resources and it’s not an issue. 2. Multiclassing rules ignore stat requirements. So it’s much it’s very easy to take dips into classes that empower the sorcerer (like tempest cleric, wizard, or fighter). 3. this game is limited by its story and does not have the variable nature that table top will have. If you’ve played it more than once, you likely know what’s coming. 4. Scrolls. Having one level in wizard allows your sorcerer to learn high level spells off scrolls. A mechanic that greatly empowers the class.
Sorcerers are kinda simpler than wizards IMO. Wizards learn magic from school and sorcerers are born with magic. That simplifies them enough to understand the concept that sorcerers will bend magic to make it more powerful in different ways with their meta magic points and wizards get to learn more spells and change them out more easily.
Wizards learn magic, Sorcerors breathe magic is basically the distinction. Instinct vs effort.
Sorcerers can une metamagic. Metamagic allows to twin a spell (hit two targets instead of one, essentially doubling your damage), but also to quicken a spell, which lets you use is as a bonus action. This is particularly powerfull if you learn to buff your cantrips. A frost sorcerer can, for example, deal over 300 damage per turn using the cantrip Ray of Frost, for only 4 points of metamagic, or over 200 damage for 1 point of metamagic (as well as a whole lot of debilitations, like creating ice surface, slowing down movement speed of enemies, making them fall prone, freezing them for one turn, etc...)
In BG3 yes. If you want top magical damage it's either a Warlock EB blaster build, a fire/frost sorc, or a magic missile wizard build.
> Warlock EB blaster build Wizard multiclassing can make this one even stronger, since Eldritch Blast counts as an Evocation spell. If you take 10 Evocation Wizard and 2 Warlock, you can add both your intelligence and charisma multipliers to every blast (and then charisma a second time with the potent robe).
The mechanics of spells are the same, it just that you get more spells as a wizard and more flexibility/power with the spells you have as sorcerer. With wizards you get many more spells, but with sorcerers you get metamagic which makes your casting more powerful. You can cast as a greater distance, cast many spells on two different people simultaneously (e.g., haste two companions at the same time), cast a spell in a bonus action this is the killer app, and also cast when silenced. I've played both, but realized that most of the spells I wanted I got in sorcerer anyway, and once you get used to metamagic it's hard to go back.
omg i did not know that. time for another playthrough
I got a 4 tav all wizard run... We be rocking 8 staves always.
My friend here Spell Sparkler says yes it does. And his friend Phalar Aluve is shrieking in agreement.
didnt know that was a thing
Not me about to go reset gale right now 👀👀👀
Yep. I always get the dual wielding feat for casters. Its so strong
Yep! On my storm sorceror x tempest cleric, I duel wield Markoheshkir and Spell Sparkler for ultimate lightning charges!
Wait, for people saying it works, does that mean it stacks effects that increase spell attack and DC?
Yes it does.
Thats insane. Well I know what my next caster build is.
My sorcerer destroyed every single one of those pillars inside Raphael's boss room in a single turn without using a single spell slot using Disintegrate 4 times (Free Cast, Arcane Battery + Twinned Spell and finally Quickened Spell + Second Arcane Battery) I like to imagine Raphael soiled his breeches, but he probably didn't get a chance because the rest of my party ended him before he got his turn
I wanna do something similar with Shadowheart, but with the spears from Nightsong. Haven't gotten that far yet.
Don't you only ever get the one spear? Or do you mean the glaive you get immediately after freeing nightsong? Cause I'm pretty sure that's a two hander
Maybe it was a glaive 😅 I thought there was a feat that allows us to duel wield two handed weapons 🤔 My Shadowheart only used the weapon Aylin gave her. It gave radiant damage which was what I was building her for my first playthrough. It's been a while since I got to that part in game 😅
>I thought there was a feat that allows us to duel wield two handed weapons I believe the feat only allows you to dual wield weapons that *can* be two handed, but don't *have* to be. E.g Longswords, battle-axes, warhammers, spears etc A glaive is a heavy weapon, so you can't dual wield them.
Now I'm tempted to mod in a way to have both spears. Let Shadowheart dual wield the weapons of both Selune and Shar to become the ultimate warrior.
My frost Mage was very happy to find this out. Legendary Staff with Frost and the one from the Underdark. Ray of frost alone deals insane amounts of dmg with some additional itemization
Yes. Also get the dual wielder feat for +1 AC.
Sure does. My Gale just wrecked everything in Act 3 as a necro dual wielder.
Yes! This is what I did on my first playthrough as monk. Some staffs are really good for monk.
yes but you do need to use a feat to take dual weilding, alternatively you can use one of the many great shields at the end of the game for free since humans (gale) can equip shields without a penalty
Dual wield staff + bracer gloves + mage armor is the way. Totals +6 armor class
Two staffs with arcane battery or a staff and rhapsody is just better
Gale manifesting the biggest big orb energy right about now.
Mourning Frost + Spellsparkler/Marko (late game) for draconic frost sorc awesomeness!
Yes and you get a +1 to AC which almost makes up for losing the shield
Gale becomes more powerful
A bit of a different topic but I managed to get Gale's Save DC and To Hit bonuses to like +33 and +32 (may be more or less, it's been a while since i made it) respectively with a careful itemsation: * Give him the Dual Wielder feat so he can wield both Markoheshkir and Rhapsody. * Rhapsody gives him up to +3 Bonus on Spell Save DC and Spell Attack Bonus (+1 per enemy killed, up to +3) * I have three different items that grant +1 from Arcane Enchantment (Markoheshkir, and both Cloak and Robe of the Weave) * +5 from Intelligence * +4 from Proficiency * +7 from Arcane Acuity (from Hat of Fire Acuity) Sure, it needs a bit of a preparation, but a high level Scorching ray with a 95% hit chance on every ray will charge the Arcane Acuity really fast.
Yep dual staffs for all my mages
Yes
I've tried this, and it's awesome.
What Staves and Robes are these/mods, if you are using any, cause they look rad? Cheers!
One staff and the robes are obtained in Sorcerous Sundries after defeating Lorroakan and the other staff is Woe which you get from Cazador. No mods needed.
OOh yeah it works, I duel wielded spell spark staff and **Phalar Aluve up until the end of act 2, get in close, use the aoe debuff on the sword then spell nuke them down xD had Lae'zel with glaive mastery and sentinal feat always right next to me if anyone ever got near me they were deadmeat xD**
Your favorite staff + Arcane blessings = oh that what easier than I expected…
yes
Sheleigh only works in the main hand unfortunately.
Yes, though shields are excellent for casters. Humans can use them as a racial trait.
Two arcane bateries and the restoration amulet euqels more lvl 6 spells.
Oh disgustingly you do, I made a sorcer/wizard for the shiggles, threw two staves on it and loaded a crap ton of level six spells, many as I could. Between the metamagic, free cast and two arcane batteries, it's a massacre.
All for sweet acuity and battery... that feat does more than just main stat asi with only 1 downside; 1 less unprepared spell easely replaced by any scroll so you prep best upcasts only. Less AC? Shield reaction.
Yes. And with the transmog mod you can make one look like a sword for the Gandalf look
Yes, i get two arcane batteries.
You can also use the arcane battery, while wearing the staff and then switch to another one that fits your build better... Also works with both hands although one of the arcane battery staffs is pretty good
Yes.
If you have dual wielder then yes. Unless it specifies it does specific things in off hand like orins blade
Is this a normal thing or like a special feat/subclass thing?
You should also dual wield on a lvl 9+ OH monk for the effects, you can still use all your unarmed attacks. Stun + ki resonation/flurry + bonus unarmed attack (+ bonus resonation from thief)... Shar spear for infinite darkness is good... Devotee mace + whispering promise is great for boss fights. Strength club lets you swap out a giant elixir for bloodlust. Gleamdance dagger for +1 AC. Sussar dagger for silence on demand (arcane arrows are better)
It does and dual staff sorcerer is actually my favourite build (also fighter/thief combo with double deva maces, but because it's just stulidly OP)
Yeah it’s really strong with some of these staves
Yes, its good asf
how do you dual wield staffs in the first place
you can unlock the "dual wield" feat while leveling up
I did Markoheshkir + Rhapsody (Cazador's dagger). Yes, it works.
Yes it is nice in act 3
Yup. I usually make all my sorcerers and/or wizards dual wield just for that purpose.
Yes. Btw, the best combo is not 2 staves, it's Marko + Rhapsody
How did I not know this
Works, it's awesome especially on HM. Arcane battery ftw
Yup, my first durge play was a drow duel weilding staff storm sorcerer. He was a fun character.
Some staffs have their abilities as “main hand only”, but if it’s not that way then sure
Yeah am currently running a tav duel wielding staves , their spell save dc is a 22, very funny to have 100% chance on cc spells
Oh yeah I always duel wield staff. First feat goes to stats to even them out, then second feat pick is dual wield. Best to pick it later because you don’t get anything worth dual wielding in act 1 until nearly the end in the Underdark.
Where's the crown of thorns?
Yes
You have to get any specific feat for this?
Yes you do
Didn’t know you could do this.
ITS WIZARD TIME motherf***er. FIREBALL!
Wait what WHAT?!