Baldur's Gate 3: Early Access Wizard Guide

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15 thoughts on “Baldur's Gate 3: Early Access Wizard Guide”

  1. What benefit does dexterity have if you're mostly using spells? Kinda like the idea of a battlemage and I've read that mage armour spell pretty much gives you the same AC as heavy armour?

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  2. wow dropped firebolt down to 1d6 instead of 1d10 that is gonna hurt a bit when you need to save spell slots. I wonder does it create a burn or something on the enemy over turns i don't see how that would make up for damage loss especially once cantrips start powering up as you level up i mean 2d6 versus 2d10 or even the endgame after 10 as 3d6 or 4d6 to 3d10 4d10 but i guess we might not get to the final levels.

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  3. With the amount of magical arrows this game hands out like candy (usually extra elemental dmg + terrain/status effect, I quite like the one that can push the target back – great for dropping enemies from their high ground – archers in particular – to fall to their death), I was quite satisfied with my High Elf Wizard. High Dex, 16 Int at start and most importantly that Longbow proficiency is quite decent and allows you to conserve spell slots or dedicate less of it to pure dmg dealing spells (resting too frequently at certain points have companion related consequences you might want to avoid). Extra Cantrip is also nice esp. in the early game. You won't be as good as a dedicated archer like a Fighter or a Ranger with the +2 TH or a Rogue with Sneak Attack but you'll still be decent at it and have a combat role beyond what is allowed by your limited spell slots (dmg dealing cantrips are quite meh in combat esp. later in the game and any elemental status effect they bring can be replicated by elemental arrows delivered with higher accuracy and damage with a Longbow +1 and 18 Dex).

    Same deal with the Gith close combat Wizard (extra layer of combat utility), The High Elf has better access to AC however from lvl1 with Mage Armor (there are so many scrolls of it throughout the game coupled with the long duration that it doesn't even waste spell slots) and +3 or +4 Dex (not many decent Heavy Armor in EA) and a long range dmg dealing role adds another layer of safety.

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  4. To your point at the end about githyanki wizard… I HAD A WONDEFUL IDEA (Spoilers)

    1. Make githtanki Strength and Constitution Wizard. Whatever "control" spells and cantrips you prefer.
    You're going to be Frontline heavy fighter.
    2. Get your party set up, whatever you feel is best.
    3. Get level 2/3, and ready for Ogre fight in the town, get the circlet that the main ogre has and equip it ASAP.
    4. BE A GODDAMN TANK/CONTROL WIZARD UNTIL LVL4 WHERE YOU GET THE HEAVY ARMOUR FEAT AND GET 18 STRENGTH AND BEAT PEOPLES FACES.


    I will now be trying this asap, ill update this with how I see it works. (Even in 5e Table Top, I min max where possible, but always make it RP as possible, I see this as the "mystic" class as gith are mainly phycic peoples anyways… (may have lore messed up but I like ot)

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