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Скачать с ютуб Baldur's Gate 3: Evoker Wizard solo one shot Raphael | Tactician Mode в хорошем качестве

Baldur's Gate 3: Evoker Wizard solo one shot Raphael | Tactician Mode 9 месяцев назад


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Baldur's Gate 3: Evoker Wizard solo one shot Raphael | Tactician Mode

✎ More breakdown of the battle below: ──────────────────────── ★ Evoker Wizard (12) 8 / 16 / 13 / 17 / 12 / 8 Feats: ASI (+1 Int & Con) , ASI (+2 Int) , Dual Wielder Stat boost: Mirror of Loss (+2 Int) ──────────────────────── • Expesdious Retreat so i could dash as Bonus Action to setup Arcane Charge. • Hellrider Longbow + Elixir of Vigilance to make sure Gale go first. • In combat, Potion of Speed is used first round for 2 actions per turn, then Elixir of Bloodlust is used on 2nd round for the third action on kill per turn. • Potion of Flying is used to move around better with Fly. • Glyph of Warding Thunder was used but it didn't amount to much, could probably place it on Korilla spawn point to kill her in the beginning so it's one less target to worry about. • Arcane Recovery is a Wizard feature that can restore spellslots. • Spellcrux Amulet is used to restore one level 6 spell slot. • Staff of Spellpower is used to free cast Water Myrmidon at level 6 spell slot. ┖ The summon is used for it heals as the radiant damage from Callous Glow Ring will proc Cambion fire dmg reflection. ┖ It heal also apply AoE Wet on every creatures, this could be useful to combo with Chain Lightning if needed. • Perilous Stakes to make Raphael Vulnerable to all Damage • As a Wizard, they can learn Artistry of War missiles from Scroll of Artistry of War. (Obtained in the vault of Sorcerous Sundries) ┖ It can only be casted at level 5 spell slot once per Short Rest, shooting 6 missiles each dealing 2d6+6 Force damage ┖ This is much stronger than normal Magic Missile, for comparision each magic missile only does 1d4+1 Force damage. • Hat of the Sharp Caster to reroll spell damage when it rolled on a 1 or 2 damage dices. • Psyhic Spark add 1 additional dart whenever you cast Magic Missile ┖ Currently it's bugged, it only adds 1 dart to Magic Missile at 1~3 level spell slots. Level 4~6 versions don't get to benefit from this. ┖ Amulet of Elemental Torment would add more damage with Fire surface setup, but Raphael & Yurgir are immune to Fire damage and the Cambions are resistant to Fire so Psyhic Spark is used instead. • Markoheshkir staff is used to freecast a level 6 Magic Missile in battle. ┖ Kereska Favour: Lightning variant generate 2 lightning charges per Magic Missiles, dealing additional 1 Lightning damage per missiles. At 5 charges, they are consumed to deal additional 1d8 lightning then build up again. • Phalar Aluve is used for Shriek Aura to deal additional Thunder damage per missiles. • Ring of Absolute Force add 1 Thunder damage per Thunder damage instances from Shriek. • Callous Glow Ring add 2 Radiant damage per magic missile. • Scarlet Remittance (from off-hand Rhapsody dagger) add 3 damage to each magic missile ┖ You can prepare the stacks beforehand by killing summons like Mage Hands • Spellmight Gloves add 1d8 damage per magic missile. • Empowered Evocation (from Evoker Wizard) add 6 damage per magic missile (at 22 INT) • Arcane Charge (from Arcane Bolstering boots) add 4 damage per magic missile when Threatened, the spell damage increase is actually based on character Proficiency bonus. • Scarlet Remittance , Spellmight , Empowered Evocation and Arcane Charge all apply to the Thunder damage of Shriek aura as well. • Anointed in Splendour: +2 to all Saving Throws from offering 5000 gold to one of the Gods in Stormshore Tabernacle. 00:00 - Prepare 02:10 - Combat 05:35 - Character Equipments

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