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#697134 14/10/20 05:48 PM
Joined: Apr 2020
Merlex Offline OP
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I'm almost done my first playthrough (lot of OT at work), and I thought it time to give some feedback. First let me say, that for an early access this game performs well. Beautiful graphics, good character creation options. I like the interactions between the player and companions. The story is vast for just Act 1, and I can't wait to play the full game. Now for the Abjurer Wizard.

The Good: A wide selection of spells. Most are implemented well. But for some reason, Shadowheart can't hit the broad side of a barn with a Guiding Bolt. Is Dexterity being used instead of Wisdom? But that has nothing to do with an Abjurer. The visuals on the spells are nice, and will only get better I'd imagine. Love the chants.

The Bad: Arcane Ward, the premiere ability for an Abjurer. I don't know if it is bugged or meant to operate like this. But to be blunt, as implemented it's a useless ability. From the Players Handbook:

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier.

My Abjurer at 2nd level had a 16 Intelligence, which is a +3 modifier. So I should of had a 7 point Ward at 2nd level. My Wizard had 3 points, his whole career. Also from the PHB:

Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can’t create it again until you finish a long rest.


In game it says that the ward is a barrier that protects the player's hitpoints. Ok so it is not temporary hitpoints added to the character. It's a barrier that protects the player's hitpoint. So why doesn't work while using False Life? Or Armor of Agathys? The latter spell is an Abjuration, so it should raise the ward or replenish it. With no Shield spell implemented yet, we have Mage Armor and Protection of Good/ Evil. Mage Armor at 1st or 2nd level, is a good spell. But most Abjurer builds will take a race that gives them Medium Armor proficiency, or multiclass into a class that does. Let me see ... 5 or 10 temp hp with False Life, 5 or 10 temp hp and 5 or 10 damage to enemies who hit me with Armor of Agathys, or I could use my 3 hp Ward. The choice seems obvious. Like I said, useless ability.


Last edited by Merlex; 14/10/20 05:50 PM.
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Merlex Offline OP
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Anyone else play an Abjurer? What are your thoughts.

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Yeah, the Abjurer's ward is very weak and the tooltip for it is not helpful. This has been brought up multiple times.

Initially I thought each tick was supposed to block all damage, but that doesn't seem to be the case.

Essentially now it works exactly like temporary hit points, and since False Life/Armor of Agathys gives more temp hit points the Abjurer's ward gets replaced.

I would love to have the standard ward implemented, and to have it as a separate pool of hit points, as per the PHB. Perhaps treat it as a summon that absorbs all damage for you, that way you shouldn't get any weird resistance interaction which I think you have now.

I want to recreate my Gish Mountain dwarf Abjurer who was essentially a melee fighter with a lot of utility spells. Sadly, that is not super effective in BG3 EA at this point.

Last edited by Eugerome; 15/10/20 10:23 AM.
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Mages don't have a reliable defensive spell atm since even mirror image isn't working as it should so there's no incentive in playing 1/4 of a Subclass either. The best defense so far has been not being in plain sight and using hide if you're a squishie.

Last edited by JDCrenton; 15/10/20 10:28 AM.

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