I would like to share with you the practical analysis of all offensive tricks in "Baldur's Gate 3". Many netizens may not know much about this, and it will take a lot of time to explore it by yourself. So where can I find relevant information? What about for a while? Don’t worry, the editor has compiled relevant information to share with you below. If you are interested, come and take a look!
I feel that the most practical Freeze Ray, although its damage is a little worse than that of Fire Arrow, it comes with its own control and can be matched with quite a lot of equipment. It can be said to be the T0 trick among tricks. I used Freeze Ray all the way to Baldur's Gate. .
The core is to use this mourning frost (find three fragments in the underdark area in Chapter 1 to synthesize and use it until Chapter 3), as well as two rings that enhance the special effects of the magic and the ring that creates ice after the magic hits. Create a large area of frost that slows down + controls the damage and the damage is very considerable. After triggering the freezing effect, you can deal the 86 points of damage I mentioned.
By the way, this necklace is in the Githyanki breeding room.
Although this trick has the highest damage on the board, it is actually mainly used for things like using explosive barrels to burn things... The usage is the same as above. Occasionally, you can melt the ice to relieve the disadvantage. When this trick is the most brilliant, it is still the first. Zhang went to find where Yeager's door was blocked by bandits and lit an explosive barrel to clear the place.
The main usage is to combine with Grease in the early stage to achieve the effect of pseudo-fireball. In the early stage, this combination can produce a super high AOE effect.
To be honest, the effect of forbidden healing seems to be very strong, but in fact, there are very few monsters that can be treated, and in the absence of pvp mode, it is basically just a decoration. The other special effect is nothing in the first chapter when there are not many undead creatures. Use it. By the second chapter, you won’t be able to use Chun Chun FW anymore.
Spells that can only be used at close range are meaningless for mages. Mainly for part-time professions, the electric claw is used in conjunction with the skill that uses the reaction discharge claw as a specialty. After using the water-making spell to get wet, the damage is quite considerable, and the impact is considerable. Use a Storm Priest in your heart and use some claws as a reaction to deal extremely high damage, especially if the electric armored monster directly breaks the defense.
Because I didn’t plan to use the magic flow in the later period, I sold those magic flow rings and now I’m wearing this one. In addition, the twin gloves do have a short rest, but it’s enough for everyone.
An average 1d8 (my level is high) has no additional special effects, no linkage, and is easy to be saved (because it is a priest skill). However, the attribute effect of the special attack on undead creatures is very powerful and practical in Chapter 2, so I suggest that you can play the magic flow in Chapter 2 allows the mage to temporarily work part-time as a priest to use holy fire for explosive output.
The damage is very low, but it is the only long-range AOE trick. The effect of using this in the early stage when there is no AOE is very good, and there are very few monsters with acid damage resistance. The only flaw is that the skills of the conjuration school cannot be used. The expertise of the evocation school will accidentally injure melee teammates. The damage of the earliest magic spells chosen in the legal system must be learned. This is very, very practical.
Don't expect the mage's hand to deal single-digit damage, but it can push targets and push people down from high ground to cause huge damage. In addition, it can also drill into caves and other places to see where it leads, which is very practical.
The transformation school trick deals 1d6 damage, and comes with special effects that can bring the target 3m closer. It is very practical in certain situations. It can pull the enemy down from the high ground, destroy the enemy's advantage, and cause huge fall damage. When I hit the Moonrise Tower, it was on the beam. When the archer pulls it down, it will be hacked to death without having to go up to fight. Chapter 1 The druid also has a weapon that can perform this trick as a side action, which is very useful.
Before the battle, you can make a fire and throw it at any time. It comes with light, which can prevent the ghost curse and trigger some equipment. It is very useful except that the maximum damage is a little lower than that of the flame arrow.
The magic ceiling damage is 1d10, and the stance damage can be regarded as the physical damage in the spell. There are basically no monsters with special resistance, but there is no restraint or damage increase. The main focus is stable and unpretentious damage.
The druid's exclusive spells (I really don't know if I didn't use Halsin) and the simple strengthening spells have nothing to say and that's it.
The damage is very low, but it can put the opponent's attack at a disadvantage. I don't need to tell you where the most unfavorable enemy is. The upgraded version is amazing and more effective.
The real damage ceiling of magic spells is unfortunately the melee spells. Even though they can spray poisonous gas and cannot be poisoned, they can't be exploded and combined with flames, so they are quite weak. The strength of the kitchen knife is too high, making these melee spells look more clownish than the others.
The shoes must be worn all the time. This ice moving ray can be used twice as long as it hits.
These are the details of the practical evaluation of all offensive tricks in "Baldur's Gate 3" brought by the editor. After reading this article, you should have an understanding of this information, which will make it easier to play the game. , it’s my greatest honor to be able to help you all, I wish you all a happy game~