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Gale, as a level 12 evocation wizard, contributed massively. I was finding that with Elixir of Viciousness, Spell Sniper, and The Dead Shot, at least one of the eldritch bolts would critical. So roughly 40 - 50 damage from each Eldritch Blast, thus preserving precious spell slots. Since he also had Cull the Weak, individual foes died quickly.
On the occasions when there are foes counterspelling, even Gale can shoot smoke powder arrows into large groups. Made even more fun if you saved void bulbs until the end :)
I've already started my next play thru, Tactician difficulty with self imposed refusal to use Illithid powers. Illithid powers do make the mid and end game much too easy.
Critical hit chance obviously doesn't matter with magic missile, but it will matter with Eldritch Blast. I missed the fact that its damage would scale with INT as an Evocation cantrip. This is really good, thank you! I will try to fit this into the guide ASAP.
In addition to doubling the chance to critical on ANY spell with an attack roll, it allows you to take Eldritch Blast as a cantrip. That is an Evocation spell, so gets Int bonus on all 3 missiles. This has excellent use for polishing off minions and/or applying status effects (with the right equipment), at the cost of zero spell slots.
I would combine Spell Sniper with The Dead Shot longbow (even without weapon proficiency)
Auto crit is definitely great, and Hex is pretty forgettable on this build (if you go all in Magic Missiles you don't even need it). But I usually delegate that task (and the associated items) to a build that specializes towards control and can raise Arcane Acuity.
Still, if for some reason that build was the only spellcaster in my party, I'd definitely consider getting a higher spell save DC with items and grab more control spells.
Btw I'm still think that 1 dip into warrior is better simply because - use hold person to crit/op damage instead of just hex and chance to hit, considering weave set you can CC anything in the game unless it's an undead, auto crits >>> hex damage, 1 dip also gives you 2nd turn once per short rest so you can use both CC and lvl 6 Scorching Ray in the same turn.
"Magic initiate" feats are pretty much always bad because a level 1 dip gives you more