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Other wise, no, not really. Game showers you with scrolls and potions. Wizards have situational uses, but all around fairly weak because of how concentration mechanics work in the game.
Or you can pick any other school too and just abuse the things you find to be the best. Haste is the only spell your wizard needs to cast the entire battle to make the Fighter solo the rest of it on his own. One spell per battle means you can go 17+ battles before resting.
Counterspell is another great use. Stops all those pesky mages from casting spells just by having a wizard on the team. It's all about what you choose to do with it. Spell scrolls are nice but you can't get the sculpt spell ability without being a wizard, and that lets your caster ignore friendlies when he uses spells OR scrolls.
My experience so far has been meh.
Enemies have either insane resistance to CC or non existent resistance. When they are resistant you will never CC them and when they are non resistant they are trash mobs that you don't really need to CC them. Enemies have tons of free stats that make any decision to CC them unreliable. Enemies getting a free +2 from tactician makes this worse than it needed to be.
Damage wise they are ok once you finally get some of the few spells that actually work. There are items you can get to make them really good DPS, but the same can be said of most other classes. At the end of the day they aren't going to be limited by spell slots while you will be which is odd because you easily can get enough camp supplies to long rest probably every battle.
A lot of the spells are down right bad and useless. Concentration is currently a very flawed system that could be easily remedied. ~90% of your spells will required it and there's no rhyme or reason why some spells have that tag.
But I will say even with all it's flaws a when a Wizard works it works extremely well. I'm not unhappy with my choice at the end of the day I just feel it could have been a much better experience.
paladin + fighter
Long rest are an issue only at the very start of the game, when you have few spellslots and not that many supplies. Act 2 and 3, you have so many supplies and gold you stop picking things up. You can even get some items that can charge a spellslot per day, your highest spellslot ideally.
As to their versatility, they can learn spells from every scroll they find. Meaning that you always have the option to slot them in when you need them.
Longstrider to give your whole party +3 meters of movement.
Long jump and feather fall AND fly to move around.
Invisibility to sneak, or the better version to straight up steal a whole shop.
Literally every damage spell to try them out, or change them around (take off cloudkill against undead for example)
Recharge spellslots.
On tactician, most CC spells are a waste of time due to your ground spells having bugged DCs, enemy saving throws being high, and combats starting with enemies spread out and in position to pelt you with ranged attacks. Almost every fight is going to have an archer offscreen waddle up and pelt you with an special arrow immediately to break concentration even on a miss.
If you want a blaster caster, just go Sorcerer. Druid has more utility in terms of buffs, Cleric has more in healing, and Bard is just an OP swiss army knife that does whatever you want it to.
Wizard's "thing" is supposed to be utility and versatility, but with clerics and druids having access to their entire spell list and the ability to swap prepared spells between fights, there's very little extra a Wizard brings to the table compared to any other caster.
Wizard also suffers because it's 5e, and 5e made STR and INT dump stats. Sorc, Warlock, and Bard all get frequent use of social skills with their big Charisma, while Cleric and Druid benefit from their Wisdom to a lot of saves. Wizard gets to use INT for a handful of skills that come up infrequently and rarely matter. It also means they can't multiclass well.
Throw in the weird short/long rest economy of the game, and you're stuck with a character who can, in theory, be versatile, but in reality will just run out of gas before any other caster in the game.
I've looked at them, but its all rather situational, dependent on keeping the charge up, and it only reduces damage, whereas higher AC means you get hit less.
I mean, you could do heavy armour abjuration wizard as well i suppose.
Yep, that works well - my Gale is a abjuration wizard eldritch knight tank =)
Pure wizards [like Roland ^^] though ... well, my barbarian has the proper line for them:
https://ibb.co/hM6NBp4
Thats how I liked playing the original BG as well. Invisible party and simultaneous fireball opener. :)
It is literally insane.
You just destroy everyone. The game is a joke with this group.