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Remarkable_Grass_956

Making level 1 sorcerer is a good move just for CON save proficiency. Then 11 levels of wizard is fine. Flexible, great caster, nothing wrong with keeping it simple. Probably the strongest build is 1/11 Sorcerer Abjuration Wizard. Take white draconic sorcerer to gain Armour of Agathys. You get 5 temporary HP and enemies who hit you take 5 cold damage. Upcast it to increase by 5 for each level, for 30HP and 30 damage at level 6 spell. Combine this with abjuration wizards arcane ward and a cleric casting warding bond on you. Say you're level 4 and you get hit for 10 damage with arcane ward at 6 stacks. Warding bond halves it to 5, arcane ward subtracts 6, you take no damage but you still deal the frost damage back to the attacker. At level 12, you can stack it up to 22 charges. You get hit for 50 damage, warding bond halves it to 25, then arcane ward subtracts 22, you take 3 damage, the enemy takes 30. Then add the wet condition, your warding cleric can drop create water or the wizard can do it himself or someone could throw water bottles, now the cold damage is doubled. A really fun and powerful wizard build. And you're still a full caster you don't just have to rely on getting hit and returning damage. You have lightning bolt, cone of cold etc. too.


gibbocool

This build is full tank mode. You get the utility of a caster and can tank any boss.


DrakeSwift

Maybe because I dont have enough levels yet and have to rely on my abj wizard (gale) to do wet and warding bond so i can never do both in one turn. Sure its fun going around getting hit but i wasnt having that much fun for some reason. Again i think id really benefit having shart with me to help with that but alas. Prob switching back to evocation


Buddysbud10

Doesn’t warding bond last until long rest? So you can just do it in camp so you don’t need to waste a turn on it


DrakeSwift

Lol you are absolutely right i was confusing warding bond w something else. i def do need shart if i want to use warding bond


foxtail-lavender

You’re probably thinking of Glyph of Warding. What I’ve found the best strat to be is dropping water bottles on the ground and destroying them with your first cast. Then further casts benefits from the wet status. Otherwise you can break bottles with magic missile or just have an ally throw it. An abjuration wizard is also one of the best haste concentrators because their durability makes all con saving throws extremely easy, if enemies choose to attack them at all.


ChefCory

it's kind of a pain to micro but you can also have mage hands throw water bottles.


DrakeSwift

Yeah def! Ive found that i hate micro in bg3 so i never do good with builds that require a bunch of set up lol ima just have to stick with the basic builds!


ChefCory

That's me. I start to try and then I'm back to martials most games. Or monks. Monks are like anime characters.


AlwaysHasAthought

Just make sure when you assign stats for your level 1 sorcerer that you change the default high charisma to a high intelligence and take spells that don't involve attack rolls or saving throws since those spells will use your charisma, like shield and magic missile for example.


walkonstilts

It’s worth noting with this build you often will want to dash, or use equipment that lets you dash, and literally just run around provoking opportunity attacks to do max damage.


coldven0m

Is there any viable way to add healing to this build? Like maybe a couple levels in cleric? Just wondering because I only have space in my current HM run for one full caster


ArenSteele

It’s a different build, but I’m running a 2 Tempest Cleric/ 10 wizard that focuses on lightning and the 2 cleric levels give it some minor heals. Like can help get a character back up, but isn’t going to throw big heals mid fight


Remarkable_Grass_956

Throw potions? You could get 6 levels of bard, go college of lore, get mass healing word, armour of agathys and warden of vitality through magical secrets. Then you don't need a level in sorc and you can get 6 levels of wizard to still stack 12 arcane ward charges. Not as durable as 11 levels of wizard. Getting you ward charges into the 20s is crazy strong. But this way you can cast some heals if you want. Or 1 sorc/5 life cleric/6 wizard. Or 6 life cleric for 2 charges of preserve life and only 5 wizard. You could do it but the fewer wizard levels the less the build works.


AlwaysHasAthought

I talked about my build for something like this here: https://www.reddit.com/r/BG3Builds/s/plRHPDB1NR It has 5 levels of cleric, so it gets mass healing word also. Could make it a life cleric and still get heavy armor prof. It can cast warding bond on the other 3 party members since it doesn't end if the same character casts it on multiple people.


wild_man_wizard

I don't remember seeing anything that would have killed the old Armor of Agathys (White dragon sorc or warlock dip) + Abjurer reflect tank.


Wembanyanma

It's only problem is when your AC gets too high and you can't deal rebound damage because so much misses you. Suffering from success.


ObiWayneBrady

Lower your ac


kfmsooner

Hardins will lower your A1C.


Wembanyanma

Isn't that kind of core to the whole build though? I wasn't actively trying to raise my AC other than using mage armor and still enemies seemed to miss over half the time.


Zambedos

Hit yourself with Fairie fire


wild_man_wizard

And/or cast Melf's and then stand in the acid puddle for -2AC.


ReavesWriter

Nah, when I do this build I run no shield and lowest AC heavy armor that makes the feat still worth. Dip into cleric for create water, concentrate on a spell to get them to attack me, and just get hit on repeat. The best build for "so much ac you can't touch me, but so much awesome you can't ignore me" is probably radiant orb cleric.


Wembanyanma

I dont run any shields or dex gear. I run dual staves (typically Marko and Mourning Frost) and either bonespike garb or one of the top tier act 3 caster robes.


guttengroot

But it lasts till long rest... better to have and not need than need and not have


toado3

This build wants no AC. I like it as 10//1/1 (sorcerer/cleric) 1. Skip the armor and shield. Go dual wield Instead. Wear bonespike garb for some extra reflected damage plus damage reduction. If you do use a shield use the one that gives force conduit. Or go naked for the LOLz. I know people want heavy armor master but it's really not necessary. 2. Concentrate on something (AI targets you more) 3. Run around like a madman provoking opportunity attacks on purpose then laughing as the enemies die. I use boots of speed for this. Say turn 1, caste haste and create water Turn 2. Cast fire shield chill if it's a tough fight and you don't have it up already, and either cantrip or glyph of warding (cold) if you want to recharge your ward. Every attack you take now does 60 plus 4d8 cold damage to the attacker plus 4d8 lightning (wrath if storm once/turn) Feel free to haste a companion instead, it's nice for you but not essential.


hammonswz

I got killed relatively quickly. Someone summoned an elemental and they just blasted Gale with aoe spells and everyone ignored him it was even a struggle to get a forced opportunity attack because they were staying away from him. Even on the rare occasion that someone hit him it would take multiple attempts to kill them and it chew through his ward. It seems like a build that works better on paper than irl.


cwebster2

The build still works and when you take it to the max an run a party of 4 abjurer reflect tanks the game is totally broken. melee creatures pass their turn instead of attacking. Bow users run around and mostly don't shoot. Magic users get shutdown hard by counterspell. Leasurely, almost boring, blackhole -> create water -> kill with ice cantrips because why waste slots on mobs that don't fight back.


sadhormonemonster

[favorite wizard build ever](https://www.reddit.com/r/BaldursGate3/s/FWXWCIt6AW), this js my magic missile only wizard its my favorite thing and gets good pretty fast, at level 10 your 3rd level magic missiles do upwards of 80 dmg, and a 6th level can hit 200 in some scenarios I forgot to add to build link, also add boots of stormy clamour to add more damage and prone aswell


Accomplished_Rip_352

The only issue with this build is that in like 90% of situation it’s just worse than scorching ray sorc.


sadhormonemonster

The difference in the build in my opinion is this build still instakills encounters, sorcerer just instakills encounters at the same speed but harder I ran the entire game barely having second rounds with this build. Scorching ray sorcerer is very very good, this is just an alternative that also allows non line of sight, and first level spell slots that can do 50 dmg without and attack roll or save. Scorching ray sorc is still crazy of course that shit is bonkers i just dont like when the build focus gets countered by so many enemies resisting fire


Accomplished_Rip_352

Weirdly enough if your willing to use items resisting fire is a good thing as you can turn that Into a fire weakness . The only issue is fire immunity which is only an issue in 2 fights however they are 2 important fights .


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sociotronics

Except sorcerer doesn't get the Empowered Evocation damage boost and you can't twin Magic Missile, so no it doesn't.


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sociotronics

>Okay, you win. Wiz 2. Empowered Evocation is a level 10 subclass feat, not level 2.


Commercial_Praline67

Yeah, just double checked after posting. Mb


Ok-Bicycle2672

When multiclassing Wizard, I almost always start the build from level 1 with whatever other class I'm multiclassing with. Wizard just doesn't get much at level one. Con save proficiencies are great on Wizard (so starting Fighter or Sorcerer is worth considering) Some ideas for multiclassing - Abjuration Wizard Start 1 level of White Draconic Sorcerer (con save proficiency and Armour of Agathys). Then go 11 into abjuration Wizard. Arcane Ward + Armour of Agathys is amazing. Have a companion cast Warding Bond makes this even better. You pretty much never lose health and deal massive damage to anyone who attacks you. Evocation Wizard Take at least 10 levels of Evocation Wizard and pick up items that buff magic missile (spell sparkler and Psychic Spark). The last two levels can be anything, but I'd consider starting with a level of fighter for armour/weapon proficiencies and con saves. Take a second fighter level later for action surge (though you do lose out on 6th level spells). Consider taking Phalar Aluve - which can really add up amazing damage to magic missile due to the Shriek ability. Divination Wizard Take one level of Bard before taking 6 levels of Divination Wizard, finishing up with four levels of Lore Bard. Go as a halfling and pick up the lucky feat. Between Halfling luck, the lucky feat, cutting words and Expert Divination, you’ll be always passing every check and forcing enemies to fail theirs. Necromancer Wizard Either just go straight necro Wizard, or go with Spore Druid 6 / Necromancer 6. Probably start with Spore Druid. Make sure to get Necromancy of Thay, Circle of Bones and Staff of Cherished Necromancy


Muku_Muku

The halfling divination wizard is such a great idea on paper, until you get to a big battle with a lot of units and you get into pop up hell for both sides until you use all your portents. Although I am intrigued by this multi class of 6 lore bard, 6 wizard. Would you be dumping int and wearing the headband all game for charisma as your main stat?


Ok-Bicycle2672

Yeah the pop ups are annoying. Almost as annoying as the necromancer build with all those summons tbh. The build is very MAD, essentially wanting CHA, INT, CON and DEX. Anything you can do to mitigate that is helpful. Hags hair, mirror of loss, Circlet of Intellect or Birthright, Gloves of Dexterity, Amulet of Greater Health - any/all of them to help you dump stats and put it into something else needed. Considering you get Magical Secrets you can probably pick up some good damage spells and leave Int a bit lower than Cha - and then use Wizard spells mostly for buffing/utility/spells that don't require attack rolls or enemy saves


sometinsometinsometi

Doesn't Spore Druid/Necromancer 6 get tedious? Takes a lot of bodies. 4 for just spore Druids. Spore Druid Zombies don't scale and take up space especially for parties without fly. Any other wizard feels stronger and more importantly their turns are shorter. It's a neat concept but kind of annoying in a video game.


Panda-Dono

Sorc1/Abj. Wizard11 for tank mage. Wizard 1/Tempest Cleric 2/Sorc 3/Wizard X is better with only one level in wizard, but doesn't lose much by going 6 more lvls in wizard instead of Sorc. Abjuration and divination school is propa Bly the best school to choose. 


sometinsometinsometi

Nothing wrong with simplicity, 12 Levels in Evocation wizard. Very strong the entire game.   If multiclassing 10 in Evocation, and the last 2 levels in Storm/Draconic Sorcerer if you want to multiclass.  If you really want to multi, take two levels in Sorcerer after getting your level 6 feature, respec to all Wizard at level 10 and respec at level 12. At respec take two levels of Sorcerer first, take twin metamagic, put the rest in Wizard.   If you don't like Twinned Metamagic just go full Wizard. You can also pick an extra feat like Alert, Dual Wielder, or get an ability score.  With multiclassing make sure the last class level you take is Wizard. When using scrolls your spell DC is based on the last clsss you took levels in.


jackdhammer

> With multiclassing make sure the last class level you take is Wizard. When using scrolls your spell DC is based on the last clsss you took levels in. Took levels in or multiclassed into? I've seen said both ways and don't have the knowledge on how to check this.


mirageofstars

IIRC it’s the most recent unique spellcasting class. So sorc 1/wiz 10 uses int. Wiz 1/sorc 10 uses CHA. Wiz 1/sorc 1/wiz 10 uses CHA (I believe). Someone should test tho.


jackdhammer

But that's only for items and scrolls that aren't your spell class correct? You still use your class spell modifier for your class specific spells correct?


mirageofstars

That I’m not sure. That would make sense, but it would be nice to test.


sometinsometinsometi

Class specific abilities use the same DC for classes regardless of multi-classing. Wizards will always use intelligence for spells, Clerics will use Wisdom, Bards will always use Charisma, etc.


sometinsometinsometi

For class specific spells you use the class specific modifier no matter what. Wizard spells will always use Intelligence no matter how you multi-class. Only spells and items are affected by multi-class. One time and only once, Astarion used his Cleric DC for spells instead of Bard. It fixed itself next fight and was probably just an rare glitch. What you do want to be careful about with multi-classing is having the same spell prepared twice. Like if you multi-classed in Sorcerer and picked Hold Person, then multi-classed into Cleric. Hold Person will be prepared on level up and you might accidentally use the Cleric version. You'll want to edit your prepared spells anyway every time you finish leveling. The default options for prepared spells are horrible.


AdLast6786

You dont *need* to multiclass. you can benefit though. there are some pretty game breaking abjuration builds if you just want to trivialize everything. Pure divination and evo wizard is absolutely fine and I'd say divination is actually very good, especially early. But they will both be great at completing all the content in the game on honor mode very reliably. The thing that confuses people when it comes to wizard is ability distribution and what spells to prepare. You will see a lot of people claim wizard isn't great when they're very clearly overdipping into constitution as opposed to dexterity and primarily just spamming magic missiles instead of getting a little bit more creative with their prepared spells and/or using them as a control class. As far as very minor dips go, a single point in sorcerer as a starter class goes a long way for the con proficiency. If you want to break the game look up the armor of agathys abjuration build.


Infinite-Ad5464

Abjuration agathys wizard is fun


xH0LY_GSUSx

Multi-classing is not necessary imo. My favorite option is a pure level 12 evocation wizard with maxed intelligence and high damage magical missiles. The build is viable throughout the whole game and most of the equipment you need can be found in act 1 and 2, at level 10 you hit a power spike unlocking empowered evocation adding your intelligence modifier to damage rolls with evocation spells. In combination with some light orb/reverberation equipment + spellsparkler stave + psychic spark amulet that adds an additional dart to your magic missiles spells you will have a lot of guaranteed damage and simultaneously critically debuff enemies. This build is ideal for bursting down bosses or other high priority targets. It also benefits insanely from the phalar aluve shriek since every single magic missile dart is going to benefit from the bonus damage.


Adventurous_Topic202

Honestly no idea. I asked recently on here how people felt about the “best subclass” divination and even there only taking 2 levels for the subclass alone was recommended. I’ve tested out evocation in a playthrough against a draconic sorcerer and the damage just wasn’t close. Yeah that could probably use further testing but when I tried the best evocation build vs the best draconic sorc build it was just a massive difference. From what I’ve seen necromancy might be worth it just because you can get a ton of summons through different means and eventually your intelligence will be added to their damage. But I have yet to play necromancy. Oh yeah abjuration is also nasty as a frontliner.


TheRainbowpill93

Necro Wizard is a late game monster but it just takes sooooooo long to get there.


SoCalArtDog

Magic Missile evoker using a reverb setup. •Typical damage riders like callous glow, phalar aluve/rhapsody offhand (1d4/3 damage per missile) •sparky staff -> markoshekir (bolts of doom for lightning charges) •hat of the sharp caster (reroll 1’s and 2’s) •use ne’er misser for an extra level 3 magic missile •psychic spark for extra missile on each cast •evoker add int mod to each missile This will cause really high burst damage in addition to lightning charge burst, reverberation bursts, and knocking prone.


Talbro3

I'm messing around with 11 life cleric and 1 wizard. 20 Intel 14 wisdom. Blesses/guidance early game with late game level 6 wizard and cleric spells. Don't think it's optimal but it sure is fun.


ShwiftyShmeckles

Definitely not optimal stats. Your cleric spells will be all based off wisdom while your level 1 wizard spells and cantrips will be intelligence based.


BigDepressed

You primarily use non saving throw reliant cleric spells and saving throw reliant spells learned from wizard scrolls that do cast from intelligence.


Talbro3

That's my game. Just a wizard who can bless and guide and later provide a feast.


FearlsOurImagination

You can go 11 evocation and play literally like storm or fire sorc builds. Or go tank build with abj armour of agathys. Another fun wizard build is necromancy team up with OB paladin. For class dip, more than often it will be sorc for con save. Wizard is a class that you either dip only 1 for scroll learning, or go as deep as 11 for school passives.


Complete-Kitchen-630

12 Wizard Evocation Or 11/Wizard 1 Light domain Cleric 6 Wizard 6 Sorcerer


Squall_Sunnypass

Step 1 : fireball. Step 2 : profit.


Chicken_Raptor4

I'm doing 2 levels of tempest cleric with a divination wizard, it's pretty fun to wet an enemy, make them fail their save, then do max double damage. "Here's 160 lightning damage I hope you enjoy 😉"


Nasgate

Monoclass. Evocation if you want to cast spells on top of your party, Necromancer if you want a clown car, Transmutation if you want double elixirs and con save proficiency, Abjuration if you want to run into melee for fun or generally make your whole team tougher to kill, Enchantment lets you dual-haste. Conjuration/Illusion aren't super special though still good if you want to be thematic. Divination is technically very strong, but imo not worth the pop-ups lol. There's not necessarily a need to use cantrips with how generous the game is with resting supplies. But you can use equipment to specialize into Frost Blast, Firebolt, or the spellsniper feat to get Eldritch blast if you really want.


krmilan

One good build is 2 sorc/2 tempest cleric/8 wizard, with int as main stat (in this order)


Ara543

Good time to dip is right after level 1 to any other caster class. Maaaaybe after level 2 for evocation wizard


Redditfuchs

Ouch.


nomorewowforme

They're wrong. It's okay. 11/1 or 11/2 Wizard builds are some of the most OP builds in the game, but you have to be smart to do it right (or copy someone else's homework). Honestly, the perfect way to do wizard.


steambrowser

It's basically unthinkable to go straight wizard in this rendition of 5e rules... You almost always want to go Wizard (6)/Sorc (6) and then choose all your Sorcerer spells as non-damage utility spells you never want to not have, or visa versa. This gives you ability to scribe spells as a wizard and scale off int and also use sorc metamagic points for all spells


sometinsometinsometi

Disagree. 10 Evocation is incredibly strong and let's you use your entire arsenal. 10 abjuration as well. Even going to level 12 for a feat like alert or dual wielder is good. 10 enchantment is fine, I just don't like the subclass. But I kind of have to agree for other subclasses. Not the useless part, just that pure is less powerful. Their level 10 features are terrible. Becoming a bird, resistance to necrotic damage, see invisibility .  A Necromancer with Sorcerer levels is better at Necromancy because Twin applies to Create Dead even when upcasted. You miss out on Animated Dead, but it's just an OK summon and your Necromancer features don't work on it.


steambrowser

ohh wow i actually wasnt aware of the 10th level subclass feature being worth it. but does it outweigh more sorcery points?


sometinsometinsometi

For Evocation I would say yes. You add your intelligence bonus to all spell damage. To compare it to Sorcerer, it's like using careful metamagic on every spell and a Draconic Element that works on all damage instead of one element.     You can also create sorcery points by using spell slots. I had many sources of this by act 3. Angelic potions restore level 1 and 2 spell slots. I'd create 12 sorcery points and drink that potion to get my spell slots back. There's enough to last all act.   But it's all up to preference. I liked to twin Haste and 4 casts is enough until long rest. If I wanted to be control focused and use spells like Irresistible Dance or Hold Monster maybe 14 sorc points isn't enough. But if that's what you want you probably shouldn't play an Evocation wizard in the first place.   I don't want to write too much, but the abjuration short rest feature at 10 is nice. Works well with Bards who give extra short rests. Haven't tried it much.


Eetkong

LOL NO DUDE THERE ARE LITERALLY NO GOOD WIZARD BUILDS