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That said, I have played solo Light Cleric, which can be fun as hell.
Solo Trickery Cleric can be fun as hell especially with mirror image and an AC of 30!
Played solo BattleMaster, which is also fun.
Solo Ranger and solo Rogue are also fun.
Solo Warlock, meh, but again, my opinion and take.
But to think wizard is almost near useless, far, far, far, far, far, FAR from actuality.
At later levels Mirror images saves the day.
If thats to much of a hassle make a Githyanki wizard and slap on some armor and weapons.
Because there is no level 5 ;) Beyond Level 4 this Build is....useless
But, as others say, this is strictly speaking a tradeoff for the power you get at later levels. And having more spells than anyone else (technically an unlimited number of spells known).
When I can roflstomp the game with a solo non-INT gimmick wizard build with INT starting at 16, you are talking nonsense, period. I bet I could take Gale and roflstomp solo Act 1.........
Abjuration, False Life (use Arcane Recovery afterwards to recover that level spell back), then use Shield of Faith from either Sword of Justice or Absolute's Warboard (get the mark and can use). And wizard pretty good to go if played smartly. If I can do it solo, I know most of you can with a frakin' full 4 person party.........................
Can't really say I agree, unlike 5e rules defencive spells lasts untill next long rest instead of 8h. So no need to decide if you want to cast them just in case or not.
And with both mage armor and false life avaible, it's not hard to make the enemy go for your rogue instead :p
Also no armor and light armor will not limit the ac you get from dex so if your still struggeling put 2 more points there.
Mages are too fragile for the front row. They only have an HP gain of 1D6 per level + CON bonus. If you push STR and INT to 18, there isn't really anything left for constitution. If you no longer just beat yourself up with goblins or bush thieves, then the damage that a corresponding opponent can deal out in close combat per round increases fairly quickly - be it through high damage output with one blow (two-handed weapons, "big, strong" monsters, etc), multiple attacks per round (special skills of the fighter professions, two-handed combat, etc) or a significantly lower threshold for critical hits.
A corresponding opponent will later knock the magician out with a single hit.
Mages have their saving throw bonuses based on their class on the wrong traits, namely mental ones. If the opponent unpacks his special abilities in close combat, the worst consequences can usually only be avoided with successful saving throws on physical properties (especially DEX and CON)
Giving a mage a STR of 18 without being able to use the resulting damage bonus with a thick melee weapon makes little sense. He lacks the necessary skills for two-handed and the like. The +3 damage bonus on a combat staff with 1D6 basic damage is nice at first, but loses its effectiveness considerably later
Later in the fights, especially in hand-to-hand combat, the special abilities are decisive: Can the person in question attack several times per round? Perform special combat maneuvers? The typical close combat professions get something like this automatically. Do not magicians and are then suddenly at a huge disadvantage.
If you take the Heavy Armor Proficiency, then you can wear heavy armor without all of the related penalties - well, almost all of the penalties. Each armor also has a value for arcane spell failure, which is between 35 and 50% for heavy armor. This is the probability that a spell will automatically fail if you wear such armor while casting it (before any attack rolls or saves from the opponent come into play). "Heavy Armor Proficiency" has no influence on this.
In other words: In thick armor, a third to half of all magic attempts automatically fail, which is a big problem.
Of course, the level cap of distorts this in favor of the wizard - at level five, Fighter, Paladin, Barbarian, Ranger and Monk get their second attack, while the more physical variants of Cleric, Bard, Warlock and Druid between levels six and eight get a corresponding goodie. There is also a little something in the double-digit range.
With which z. E.g. a level 20 champion fighter with Greatsword puts out boozy 8d6 + 20 per round, rolls 1 and 2 once for damage, crits at 18-20 instead of 20, has 22 HP and 1 AC more and under 50% has 10 HP every round regenerates while the Wizard is at 1d6 + 5. And are just the goodies for the pure exchange of blows, without limited resources. And of course saved a feat.
Level 5. The Eldritch Knight gets his second attack. The Wizard Level 3 spellslots. Cantrips both the second die. 4d6 + 10 and rerolling against 1d6 + 5, that's it with a good attack. This increases even more at level 7, when the Eldritch Fighter can use a cantrip and an attack together. A cantrip with a rider is more interesting than pure damage.
The Battle Mage Build is currently very strong but only because the Level Cap is 4;)
A wizard isn't useless. They have actions you can use to make them contribute something.
A wizard is probably weakest unless it's an EA specific gimmick build that wouldn't be powerful in the full game and relies on out of game knowledge that specific items exist and are easily attained.
Seriously though, unless you are able to slap some armor on the Wizard and give them a shield the Wizard should stay out of the fray if possible. They just cast their spells from a distance and call it good.
Fighter in melee range = 95% chance to hit target.
Magic Missile = 100% chance to hit 1, 2, or 3 targets (more possible with upcasting, 1 per spell slot above 1st that is used).
Except for in the Hells (or the Abyss if our adventures take us to that ♥♥♥♥♥♥♥♥) Firebolt is generally a great go to cantrip for a Wizard. Ray of Frost is also useful in situations that require less fire and more not fire (like Imps are resistant to fire damage...but not ice damage). Technically Imps are immune to fire damage, but I haven't tested this in patch three yet.
Maybe a bit or a lot off topic.... But my son just started a barfight vs mercs last session, and my sorcerers only offencive cantrip is Fire Bolt. Any suggestions? Or am I about to burn down the Inn?
Newb player asking :p
Play a support role. If you have things in that vein. CC, buff, use a bow.
Sometimes you just don't use all you've got because the situation demands it.
Thanks, will look trough my inventory :D