Can someone explain Wizard 1 / Sorcerer 11 or Wizard 1 / Cleric 11?

Specific Mechanic

I've seen this combo a lot here, and on the main BG3 sub, and I just don't see the appeal. I understand how it works mechanically, but the cost seems to outweigh the benefits, so I'm hoping someone can actually either explain a benefit that outweighs the cost, or link to a good post.

Because right now, Wiz 1 / Sorc 11

Loses:

  • Constitution proficiency
  • Feat
  • Spell attacks are a mix of Int and Cha depending on spell source.
  • Now wants: Dex, Con, Int and Cha. So either more demanding on stat items (and unbalanced late game respecs) or being less efficient overall (and costs you more useful unique item abilities in those slots if you go the respec route).

Gains

  • Couple utility spells. Like 4 with headband of intellect.

I'm not sold that 4 utility slots are worth the loss of a feat, constitution proficiency and likely your headwear slot. If you've only got one caster then maybe, for those utility ritual and environmental spells and then swap out to combat buffs/summons.

​

Sorc X / Wiz 1 / Sorc X

Loses:

  • Spell saves are Int based (cap of 22 instead of 24) but
  • Sorc spells still use Cha for attack rolls
  • Same attribute dependency issues as above
  • Feat

Gains

  • 6/7 prepared spells
  • With +5 CHA (+8 technically* but you're probably using Hag's Hair and Mirror on INT) non-feat available you could have respectable enough charisma to use attack spells from both classes, since 22 in each is definitely viable, but I'm not sold it's actually stronger then pure Wizard or pure Sorcerer because of the lost unique item abilities (effectively foregoing a weapon, hat, amulet and maybe gloves (also potentially forcing race choice to something proficient with the sword?)).
  • Playing through act 1 and 2 will kinda suck, because those "free" Charisma points are all Act 3.

​

The second option seems vastly better at endgame, but almost forces you to abuse the unbalanced nature of the late game respec. Since we're talking pure power that's ... fine, but unless you're just "tacking on Wizard" in the endgame with the respec I don't see how it works as a build through the whole game. Cleric combos have similar issues, though at least get away with heavy armour proficiency coming from Domain, as well as martial weapons from same (opening up race choice more, but limiting domain).

-----

I think the big thing is that I'm caught up on actually playing the character throughout the game. You spend like 30-40 hours in Act 1 and 2, if you do a good number of the available quests, so builds that only work with Act 3 itemisation and respecs just don't appeal to me at all. I also think the Respec is busted as a whole and only personally use it at level 1 (fix companion stats and/or swap their classes). Legitimately the most broken mechanic but almost no one mentions it as broken. But yeah, if someone has stats and items and a way that the combo can actually play through the game I'm very interested.

​

For the Cleric / Wiz combo, does the game smartly order boosts so that Khalid's Gift + Hags Hair goes to 22? With Mirror to 24? I know it works with Birthright from my Bard run, but some other combos you'd think would work, don't (Heavy Armour Master + Potion of Everlasting Vigour stops at 21 not 22).

​

^(* How bananas is it that the game has +8 Charisma just on tap?)

Posted Nov 1, 2023, 3:56 PM UTC

1626
Loading comments…