The Centipede tattoo goes hard in this build ngl. There's a certain team building rule that I always follow: One Spellcaster, One melee Damage attacker, one healer, one thief. Druids and Clerics are interchangeable for the healers, wizards/sorcerers cover spellcasting, and of course, fighters/barbarians/monks/rangers etc cover the main damage attacker, and thiefs/assassins/rogues/gloomstalker cover all the trap-busting picklocking we need. The thing I like about this build is that you can have the spellcaster and main damage attacker in on person, that frees up a slot in case you wanted a druid and a cleric, etc, you know? Good build, keep it goin!
The beauty of this build too is you have 27 armor class and you also can give the arcane ward to your teammates filling the tanky / support role as well as being a big damage dealer! Abjuration wizards are really unique. Adding fighter at the start gives us the wonderful constitution saving throw proficiency allowing us to hold person / monster with ease as well. I like the inverse of this build with 11 fighter 1 wizard but each has their role on a team!
@@JasonDunna I really wanna try this out! I want to try it with this build, and the inverse! A fighter/wizard and a wizard/fighter!! And yeah, the extra consitution saving throws are just 👌perfect
Eldritch Knight has some gear that works with the weapon bond. A shortsword sold by Blurg in Act 1 in the Underdark that has a chance to apply bane on the target and Damon if he lived will sell a Warhammer that when a bond is made does 1D6 lightning damage on a hit on target. Both also work for a warlock as well. Also, with weapon Bond any weapon bound will return to the throwers hand while pacting the weapon with a warlock will not allow the weapon to be thrown.
Yeah that’s true! I like the unique weapon bond effects and I wish we got more of them. Would go perfectly with the cut content returning shield! Would make me feel like Captain America in Endgame
As an Abjuration Wizard Glyph of Warding is your best spell as it lets you do damage and refill Abjuration stacks. Also Magic Initiative for Shelieghlie is excellent on a Wizard fighter build, so even your attacks are based on intelligence.
This is a good take. I tend to think there are three good breakpoints for the fighter/wizard. 2 F / 10 W for action surge, effectively a wizard that gets one double cast every short rest, and good armor & saves. 6 Eldritch Knight / 6 Abjuration Wizard. A classic fighting wizard with spells up to level four (I think), and three feats for Tavern Brawler so that he can chug strength potions and throw returning weapons twice per round if he’s not casting. Plus an arcane ward and AC in the high 20s if anyone targets him. Eldritch Knight 11 / Wizard 1. The EK thrower with Tavern Brawler, three base throws per round before action surge or haste, and a wider range of utility and buff spells. I keep wanting to build Lae’zell like this
My favorite of the three splits is 11/1, 3 feats and attacks, and scribing some low level spells is just so nice. 2F/10W or 1/11 is pretty good as far as casting goes. Depends if action surge or chain lighting / globe of invulnerability is more important!
Paladins and wizard as different as they come tho. They have so little in common. If you really wanna play Wizard in any capacity, the only real way is to actually play wizard. It's super unique. In DnD even moreso than in BG3 but either way.. :)
@@bru5142 I was going to go that route but the tricky part with fighter is you usually want to take them to level 11 for the extra attack, and the eldritch knight is best as a throwing build. This was requested and they wanted it to be more of a caster so I went that route but you can go 6/6 for extra attack and level 3 spells
@@matthewboyajian9593 you’re welcome! You can probably do without a healer as the action economy in BG3 favours damage over healing, but a tempest cleric is incredible for damage and healing if you need it! Druid should stick to mostly Druid levels as it will improve their wildshape forms but you can put a level of wizard to scribe spells from scrolls (but they will use intelligence so get the warped headband of intelligence)
@@matthewboyajian9593 warlock is strong but once you hit level 5 you could add in Paladin to get 3 attacks with pact of the blade and Paladin extra attack at level 5 (doesn’t work on honor mode) it’s really strong that way
I prefered to be more a tanky supporter with Defense Fighting Style and Longsword or Great Weapon Fighting Style and Greatsword. I pick Shocking Grasp, Friends and Fire Bolt over Ray of Frost because it deals more damage in the long Run and has utility outside of Combat to light up caves or destroy inviromental traps that react with Fire only
@@larsbohmer6319 i took Ray of frost because I have the snow burst ring to make ice surfaces and upset concentrations / make martials lose their turn but fire bolt is great too!
@@JasonDunna If you want ICE surfaces you can take Ice Knife too which takes only a Lvl. 1 Spell Slot, can be cast when silenced AND creates an Ice Surfaces even when it misses
The Centipede tattoo goes hard in this build ngl.
There's a certain team building rule that I always follow: One Spellcaster, One melee Damage attacker, one healer, one thief. Druids and Clerics are interchangeable for the healers, wizards/sorcerers cover spellcasting, and of course, fighters/barbarians/monks/rangers etc cover the main damage attacker, and thiefs/assassins/rogues/gloomstalker cover all the trap-busting picklocking we need.
The thing I like about this build is that you can have the spellcaster and main damage attacker in on person, that frees up a slot in case you wanted a druid and a cleric, etc, you know?
Good build, keep it goin!
The beauty of this build too is you have 27 armor class and you also can give the arcane ward to your teammates filling the tanky / support role as well as being a big damage dealer! Abjuration wizards are really unique.
Adding fighter at the start gives us the wonderful constitution saving throw proficiency allowing us to hold person / monster with ease as well. I like the inverse of this build with 11 fighter 1 wizard but each has their role on a team!
@@JasonDunna I really wanna try this out! I want to try it with this build, and the inverse! A fighter/wizard and a wizard/fighter!!
And yeah, the extra consitution saving throws are just 👌perfect
Eldritch Knight has some gear that works with the weapon bond. A shortsword sold by Blurg in Act 1 in the Underdark that has a chance to apply bane on the target and Damon if he lived will sell a Warhammer that when a bond is made does 1D6 lightning damage on a hit on target. Both also work for a warlock as well. Also, with weapon Bond any weapon bound will return to the throwers hand while pacting the weapon with a warlock will not allow the weapon to be thrown.
Yeah that’s true! I like the unique weapon bond effects and I wish we got more of them. Would go perfectly with the cut content returning shield! Would make me feel like Captain America in Endgame
As an Abjuration Wizard Glyph of Warding is your best spell as it lets you do damage and refill Abjuration stacks. Also Magic Initiative for Shelieghlie is excellent on a Wizard fighter build, so even your attacks are based on intelligence.
This is a good take.
I tend to think there are three good breakpoints for the fighter/wizard.
2 F / 10 W for action surge, effectively a wizard that gets one double cast every short rest, and good armor & saves.
6 Eldritch Knight / 6 Abjuration Wizard. A classic fighting wizard with spells up to level four (I think), and three feats for Tavern Brawler so that he can chug strength potions and throw returning weapons twice per round if he’s not casting. Plus an arcane ward and AC in the high 20s if anyone targets him.
Eldritch Knight 11 / Wizard 1. The EK thrower with Tavern Brawler, three base throws per round before action surge or haste, and a wider range of utility and buff spells.
I keep wanting to build Lae’zell like this
My favorite of the three splits is 11/1, 3 feats and attacks, and scribing some low level spells is just so nice.
2F/10W or 1/11 is pretty good as far as casting goes. Depends if action surge or chain lighting / globe of invulnerability is more important!
Just picked up this game and this is what i was looking for thanks!
You’re in for an amazing experience. Enjoy!! If you have any questions feel free to comment any time. The game can be a bit confusing at first
I prefer more fighter than wizard. If I wanted melee with wizard, I’d go paladin
11 fighter / 1 wizard is pretty solid too for 3 attacks
Paladins and wizard as different as they come tho. They have so little in common.
If you really wanna play Wizard in any capacity, the only real way is to actually play wizard. It's super unique. In DnD even moreso than in BG3 but either way.. :)
@@marvingonzalez926 yeah Paladins are smite machines and provide a aura for saving throws! Very strong at what they do but very far from a wizard
nice vid but ngl was hoping for a elderitch knight build lmaoo
@@bru5142 I was going to go that route but the tricky part with fighter is you usually want to take them to level 11 for the extra attack, and the eldritch knight is best as a throwing build. This was requested and they wanted it to be more of a caster so I went that route but you can go 6/6 for extra attack and level 3 spells
Thank for doing this build video. Any adice on a team with a pure wizard, healer, wizdruid and warlock?
Wapiras crown is good early early game for hp when healing a companion
@@matthewboyajian9593 you’re welcome! You can probably do without a healer as the action economy in BG3 favours damage over healing, but a tempest cleric is incredible for damage and healing if you need it! Druid should stick to mostly Druid levels as it will improve their wildshape forms but you can put a level of wizard to scribe spells from scrolls (but they will use intelligence so get the warped headband of intelligence)
@@matthewboyajian9593 warlock is strong but once you hit level 5 you could add in Paladin to get 3 attacks with pact of the blade and Paladin extra attack at level 5 (doesn’t work on honor mode) it’s really strong that way
I prefered to be more a tanky supporter with Defense Fighting Style and Longsword or Great Weapon Fighting Style and Greatsword.
I pick Shocking Grasp, Friends and Fire Bolt over Ray of Frost because it deals more damage in the long Run and has utility outside of Combat to light up caves or destroy inviromental traps that react with Fire only
@@larsbohmer6319 i took Ray of frost because I have the snow burst ring to make ice surfaces and upset concentrations / make martials lose their turn but fire bolt is great too!
@@JasonDunna If you want ICE surfaces you can take Ice Knife too which takes only a Lvl. 1 Spell Slot, can be cast when silenced AND creates an Ice Surfaces even when it misses
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