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Major stumbling block when it comes to Enchantment Wizards is that nearly everyone knows that you used a spell on them, are understandable unhappy and want revenge. Still great utility on and off the battlefield. Necromancy has great potential but Evocation has been throughly tested and examined in EA so it has plenty of ideas in how to be used.


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If all the commonly used 5E abjuration spells get implemented, I think Abjuration has a shot.

Githyanki racial features give you everything you need for incredible abjuration wizards. With 14 DEX, you can have a base AC of 17, after stealing Lae’zel’s armor. For gish builds, you can dump INT for the Warped Headband of Intellect. Putting points into STR gives you a reliable shove (bonus action disengage / instant kill) and allows you to wield a great sword (Sword of Justice) to good effect.

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Everyone sleeps on the school of Divination. The spells aren’t flashy and are only barely implemented in BG3 right now, but Portent is an amazingly powerful ability.

Definitely my favorite type of wizard to play. Fits well for Gale, too.

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I mean, nothing really beats the Githyanki Evocation wizard with 19 AC and 8-18 damage - being able to be on the front lines in medium armor and just wreck the baddies while not harming your crew is a massive tactical advantage. Fireball just has a gigantic area, as do Cone of Cold and many other evocation spells - you can't ignore how tricky those spells are to use in confined spaces.

I have literally dropped Fireballs right on top of teammates that were surrounded and outnumbered and basically ended the battle. It's something ONLY an evocation Wizard can do. You are the ultimate Artillery piece.

The Sorcerer metamagic "safe spell" just doesn't really compare - although obviously it's very good for AOE Effect spells - just not damage.

Last edited by Blackheifer; 07/07/23 12:57 AM.

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Originally Posted by Kind_Flayer
For gish builds, you can dump INT for the Warped Headband of Intellect.
To each their own ofc ...
But this seems like horrible idea for full release. laugh

For one, 17 is awfully low for a serious Wizard.
For two, im quite sure there will be much more appealing headbands in later game.


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
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Depends on whats actually implemented.
We wont see those level 14 features.
If i had to pick, Enchantment sounds it will be effective in the game.

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We do not know enough to decide now. But depends on party composition and playstyle for me. If there were some melee focused in it, I would go Evocation for sure. If I would use weighted dices, I would stay away from anything defensive, but if not, defense plays a bigger role. I'm considering trying Divination for Gale.

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yes you build a fireball Wizard and then find everything in act 2 is immune but i'll be playing on [whatever max level] so things like fireball are prob out anyway


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Originally Posted by Ussnorway
yes you build a fireball Wizard and then find everything in act 2 is immune but i'll be playing on [whatever max level] so things like fireball are prob out anyway

I’m not sure what you are trying to say, but there will not be an abundance of enemies in this game immune to fire damage. That is completely against Larian’s design philosophy. Furthermore, Fireball, like virtually all damage spells, can be cast using higher level slots to increase its damage. It’s a decent spell that is viable even at high level.

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Originally Posted by Warlocke
Originally Posted by Ussnorway
yes you build a fireball Wizard and then find everything in act 2 is immune but i'll be playing on [whatever max level] so things like fireball are prob out anyway

I’m not sure what you are trying to say, but there will not be an abundance of enemies in this game immune to fire damage. That is completely against Larian’s design philosophy. Furthermore, Fireball, like virtually all damage spells, can be cast using higher level slots to increase its damage. It’s a decent spell that is viable even at high level.

I mean, I'd argue the trailers and very opening of the game suggest demons and devils are on the table, and they'll eat your fireball with a please and thank you before laughing at you.

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Originally Posted by Nightmarian
Originally Posted by Warlocke
Originally Posted by Ussnorway
yes you build a fireball Wizard and then find everything in act 2 is immune but i'll be playing on [whatever max level] so things like fireball are prob out anyway

I’m not sure what you are trying to say, but there will not be an abundance of enemies in this game immune to fire damage. That is completely against Larian’s design philosophy. Furthermore, Fireball, like virtually all damage spells, can be cast using higher level slots to increase its damage. It’s a decent spell that is viable even at high level.

I mean, I'd argue the trailers and very opening of the game suggest demons and devils are on the table, and they'll eat your fireball with a please and thank you before laughing at you.

This is why you always make sure you have Magic Missile ready - upcasted - while wearing The Sapphire Spark, and with empowered evocation. Pew pew pew!


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Originally Posted by Ixal
Probably enchantment, even after 5E nerfed disables a lot.
Yes, evocation can do damage, but so can a raging barbarian or sniper rogue.

But completely disabling an enemy, even for one round, will be much more useful against high value targets.

Best way to disable an enemy is to reduce hitpoints to zero.

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In table top I would change my vote, but here... evocation. The level two "sculpt spell" makes targeting an aoe attack much less of a headache. The +int mod at level 6 is just icing, regardless of how it is implemented.

2nd vote would be for divination, since that portent ability might make landing a spell on a tough opponent a good deal easier.

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