Baldur's Gate 3

Baldur's Gate 3

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What's the point of choosing Eldritch Knight?
Maybe I didn't understand Eldritch Knight correctly?
I can't use spells if I attack in my turn. I can't attack if I use spells in my turn.
I have neither battle skills as battle masters, nor magic power as wizards
And there is no way to combine weapons and armors with magic.
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Showing 1-15 of 31 comments
NixAhmose Nov 20, 2020 @ 7:41pm 
Eldritch Knights are half-casters. They trade features that could otherwise boost their melee capabilities for the versatility of being able to cast spells, and they trade spell slots and higher tier spells for being able to tank more damage and hold their own in a melee fight.
You pick eldritch knight if you value being a versatile jack of all trades more than being specialized in one area.
teksuo Nov 20, 2020 @ 7:42pm 
yeah.

even if you give him the ogre's crown it's still a weird choice.

you either cast a spell or attack, never synergize both together.. meh

Archform (Banned) Nov 20, 2020 @ 7:54pm 
magic missile, light cantrip, jump, featherfall....etc
Last edited by Archform; Nov 20, 2020 @ 7:55pm
Aldain Nov 20, 2020 @ 8:01pm 
There's two ways you can go about it imo, you can lean heavier into a high AC caster with a big stick, or a guy with a big stick and some solid utility magic.

If you invest mainly in utility spells to increase your movement/defense you can be surprised at how much power you can get out of it. Blade Ward is wonderful to have in a melee. You can also throw Color Spray out to hinder enemies too.

As for the heavier caster route, Magic Missile is pretty damn solid of an option for taking out ranged units, and you can also be one of the best users of Thunderwave and Burning Hands since being in close range isn't a problem for an Eldritch Knight.

The option is better than people give it credit for, it may fall more into the "Jack of all trades master of none" trope than some classes, but that doesn't mean that a high AC unit that can eventually throw a Fireball is a bad thing.

Basically you use spells for the situation at hand, and can use your melee weapon to save on spell slots, it is all about using the right tool for the current situation while also being able to take a hit and hit back.
Last edited by Aldain; Nov 20, 2020 @ 8:08pm
Jjames Nov 20, 2020 @ 8:32pm 
EK is a "top shelf" Fighter subclass in tabletop, but it blows chunks in BG3 EA. This is largely because, key spells (*cough*Shield*cough*) are not yet implemented and the game only goes up to level 4, meaning they don't get access to potent L2 spells like Blur and Mirror Image.

As-is, there is little reason mechanically to roll up an EK.
☸𝕵𝖔☸ Nov 20, 2020 @ 8:43pm 
You dont need INT for many spells and all self buffs.

Magic Missiles and Sleep are good reasons, a sleeping target get 100% hit and crit, and Magic missiles hit 100%, good vs hard to hit Bosses etc. You can also cast 2 spells in one round with action surge.

Eventually you will get mirror image too, just not in EA. I played both WM and EK and I ended up liking EK more.
Ross Silvercrest Nov 20, 2020 @ 9:07pm 
EK basically gets way better the higher level up you go, at a higher level, in 5e, if.. BG3 is going to follow this route, then at lv 7 or so, you will gain the abillity called war caster I think, meaning you can cast a cantrip and then swing your weapon to hit someone. So, Shocking grasp + Greatsword swing, if you wanted or a range attack firebolt > Into meele swing.
Pury Nov 20, 2020 @ 9:14pm 
Heavy armor + tankiness + magic missile (10x better than any ranged weapon, and is always a hit).
KDA Seraphine Nov 20, 2020 @ 9:23pm 
Originally posted by Aldain:
There's two ways you can go about it imo, you can lean heavier into a high AC caster with a big stick, or a guy with a big stick and some solid utility magic.

If you invest mainly in utility spells to increase your movement/defense you can be surprised at how much power you can get out of it. Blade Ward is wonderful to have in a melee. You can also throw Color Spray out to hinder enemies too.

As for the heavier caster route, Magic Missile is pretty damn solid of an option for taking out ranged units, and you can also be one of the best users of Thunderwave and Burning Hands since being in close range isn't a problem for an Eldritch Knight.

The option is better than people give it credit for, it may fall more into the "Jack of all trades master of none" trope than some classes, but that doesn't mean that a high AC unit that can eventually throw a Fireball is a bad thing.

Basically you use spells for the situation at hand, and can use your melee weapon to save on spell slots, it is all about using the right tool for the current situation while also being able to take a hit and hit back.
I was thinking about building a "melee wizard" by only using close range spells like Burning Hands.
But I think the problem is spell slots are limited, I still have to fight most enemies by my weapons, which makes me a Fighter not a Wizard.
zenebatos1 Nov 20, 2020 @ 9:31pm 
An EK still has ALL the class features of a Figther.

-Action Surge
-Second Wind
-Proficiency with ALL weapons and Armors
-D10 Hit dices.
-Extra Attack.
-Fighting Style
-Indomitable
-Extra uses of Action surge and Indomitable and extra attack X3 at higher levels
-2 more ASI/Feats than other classes

And you get the versatility of spell casting.

Since EK 's are Half-casters their spells levels at wich they can cast is lower than a Pure Spellcaster (highest lvl spells is 4th level)and a bit slower.

But then Ek's have Class features that helps blend in the Casting & Fighting

-Weapon bond at lvl 3 (not yet implemented) where you can bond with a weapon of your choice and summon it , effectively teleporting it into your hand no matter the distacen has long that you are on the same Plane of existence, and you cannot be Disarmed while you're concious.

-War Magic at lvl 7, wich lets you cast a cantrip and do a melee attack as a BA.

-Eldritch Strike lvl 10,when making a melee attack on a creature it suffers Disadvantage on the next spell Save you inflict it with.

-Arcane Charge lvl 14, when you take the Action Surge action, you can Teleport 30ft where you want, you can do that Before OR after you take the Action Surge.

-Improved War Magic, lvl 18, you can do a melee weapon attack as a BA after you've cast ANY spell as an action (not just cantrips, any kind of leveled spells).

EK is not a bad class AT ALL.

Its just that right now due to the nature of the EA, it is limited.
Aldain Nov 20, 2020 @ 9:33pm 
Originally posted by Feeding Bot:
I was thinking about building a "melee wizard" by only using close range spells like Burning Hands.
But I think the problem is spell slots are limited, I still have to fight most enemies by my weapons, which makes me a Fighter not a Wizard.

The major point is that it isn't a Melee Wizard, it is a Fighter with spell capability.

You should be using the spells when the opportunity arises, not as a first resort, since enemies aren't always in a cone in front of you for things like Burning Hands. Spells are similar to the techniques of a Battle Master in that regard, being limited but impactful.

The line of thinking when playing an Eldritch Knight is adapting to the flow of battle and picking your times to use spells wisely. Think of the spells not like how a Wizard would (as the core of their power) but rather as a tool to exploit openings that arise while still not having to worry about precasting things like Mage Armor or Mirror Image just to not be made of paper.

Having a cantrip like Ray of Frost to help with crowd control or Acid Splash to lower AC is another good thing to have since you can still have an impact while at a distance.
BW022 Nov 20, 2020 @ 9:51pm 
Originally posted by Feeding Bot:
Maybe I didn't understand Eldritch Knight correctly?
I can't use spells if I attack in my turn. I can't attack if I use spells in my turn.
I have neither battle skills as battle masters, nor magic power as wizards
And there is no way to combine weapons and armors with magic.

It is generally a bad idea to assume that you will be both attacking with weapons and spells. That isn't they way to play an EK. Think of it more as using spells to enhance your attacks, defenses, or provide alternatives to your weapons.

Cantrips (ranged). A ranged cantrip (such as firebolt) gives you a range attack option. This is typically useful if you have a low dexterity and won't be using a bow. You can keep your shield out and continue blasting at a distance. This is especially useful in BG3 where ranged is so common.

Cantrips (non-attack). There are a few cantrips which might be useful against creatures with high armor classes, in cover, with concealment, etc. because they are saves. For example, shocking grasp, poison spray, or acid splash could be used against someone with a high AC or obscured.

Spells (buffs and utilities). One key to spells is often taking extremely long duration buffing spells -- long strider, mage armor (for dex-based archer types), false life, etc. or things like find familiar or alarm. These simply last so long they don't take anything away from combat.

Spells (reactions and bonus actions). Spells such as shield or feather-fall, misty step, expeditious retreat, etc. You can misty step to close of people.

Spells (get out of jail). There are some spells worth spending the action casting. If you are being peppered by arrows... a fog cloud effectively negates this. If you are a ranged fighter... a web spell might tie down creatures long enough to get a couple of arrows out of it.

Spells Combos + Action Surge. There are also combinations of spells which are so good as to be worth using action surge. Grease + web can be so effective... it doesn't matter if you don't get to attack that round. You might have 3-4 rounds of firing arrows at them following his. This said... you may not get some of these until higher levels.
wendigo211 Nov 20, 2020 @ 10:12pm 
Originally posted by Feeding Bot:
I was thinking about building a "melee wizard" by only using close range spells like Burning Hands.
But I think the problem is spell slots are limited, I still have to fight most enemies by my weapons, which makes me a Fighter not a Wizard.


If you want a Wizard in melee, you want the Wizard based Gish classes like the Bladesinger or the Bard from the Valor or Sword colleges. Unfortunately only the Valor bard is from the PHB, so you probably won't see the other classes.

That said, yeah the EK's spellcasting is as ill-conceived as the earlier edition Ranger spellcasting because 5th edition stripped a lot of the low level buffs from the Arcane repertoire. If you look at the 3rd or 2nd ed Paladin's spellcasting, it helps the Paladin because all those buff spells from the cleric spell list amplify its melee abilities. If you look at the 2nd or 3rd ed Ranger, the spells from the Druid spell list don't really complement that class' play style, so it doesn't really add anything to the class.

Similarly for the 5th edition EK, without some of the spells from the sourcebooks that seem to have added for the sole purpose of making the class viable, it's left with spells that are underpowered vs. whatever it's facing at it's current level and it can't use those spell slots for buffs like the 2nd edition Fighter/Mage and 3rd edition Eldritch Knight could.

As to the point of picking the class... Well, it's not like the Champion or Battlemaster are massively superior alternatives. The Battlemaster is probably a bit more effective. Improved critical is probably the only class feature of the Champion you'll notice in BG3 gameplay.
Last edited by wendigo211; Nov 20, 2020 @ 10:20pm
Siegdarth Nov 20, 2020 @ 10:28pm 
Originally posted by Feeding Bot:
Maybe I didn't understand Eldritch Knight correctly?
I can't use spells if I attack in my turn. I can't attack if I use spells in my turn.
I have neither battle skills as battle masters, nor magic power as wizards
And there is no way to combine weapons and armors with magic.

Yep, you don't understood it correcly. EK Is a fighter that empower his combat abilities (survival or damage) with a few spells. The main idea is not "Jack of a trades", that is prior to 5e.
You are a fighter with full acess to its perks, but you are able to use a selection of spells to turn the tables or empower your own martial power. Nobody is expecting a fireball from the guy with heavy armor lol.
You can combine weapons and armor with magic, but those spells are not included in the game.

They are the cantrip Green flame blade : When you hit ♥♥♥♥ the flame jumps to other targets
And Booming Blade : When you hit ♥♥♥♥ if they try to move they will take shocking damage.
The shield spell increases your AC +5 for 1 turn if someone attacks you.
You also have blur and mirror image at latter levels.


For what you want you would need to multiclass as a fighter and wizard, not in the current version.
Fighter 1 to get all the proficiencies and go Wizard all the way.
The problem is your D6 health dice pool makes you ill suited for frontline combat. But you could take advantage of using medium armor and a few perks.
bullse Nov 20, 2020 @ 10:52pm 
Originally posted by Aldain:
There's two ways you can go about it imo, you can lean heavier into a high AC caster with a big stick, or a guy with a big stick and some solid utility magic.

If you invest mainly in utility spells to increase your movement/defense you can be surprised at how much power you can get out of it. Blade Ward is wonderful to have in a melee. You can also throw Color Spray out to hinder enemies too.

As for the heavier caster route, Magic Missile is pretty damn solid of an option for taking out ranged units, and you can also be one of the best users of Thunderwave and Burning Hands since being in close range isn't a problem for an Eldritch Knight.

The option is better than people give it credit for, it may fall more into the "Jack of all trades master of none" trope than some classes, but that doesn't mean that a high AC unit that can eventually throw a Fireball is a bad thing.

Basically you use spells for the situation at hand, and can use your melee weapon to save on spell slots, it is all about using the right tool for the current situation while also being able to take a hit and hit back.

No. The better option from another of OP's threads, which he paid absolutely no attention to, was to have rolled an INT gimmick Gith or Shield Dwarf wizard tank build.....

As was stated a number of times in that other thread by OP, given current level cap of 4, etc. Eldritch Knight is an utter joke.
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Date Posted: Nov 20, 2020 @ 7:32pm
Posts: 31