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I'm about to embark on my second playthrough of this wonderful game, and I've decided that I want to fully explore the wizard class. I did have Aloth with me last time, but honestly I never used him all that much (my cipher main basically just butchered everything).

 

I have the following questions for all of you experienced wizard-players:

 

1. How useful do you find Blast and Penetrating Blast late game? The damage seems low, and you get per-encounter spells. I do not like Dangerous Implements so I won't be using that one.

2. Do Blast + Penetrating Blast work with the blights you can summon? That could make it worthwhile.

3. I assume Distant Advantage works with spells. But what about Mob Justice? Does it work with spells, and does it stack with Distant Advantage.

 

Any input is appreciated :)

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1. Not very.

2. It works with blights though (and can hit single target multiple times since it procs on blight aoe, which is probably a bug). Still not super useful

3. Distant Advantage does. Haven't tested Mob Justice specifically, but all other abilities of this kind (tactical meld, marking weapon) do work with spells, so I don't see why it shouldn't.

Edited by MadDemiurg
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Thanks, that's what I thought. Instead of Blast + Penetrating Blast, I could get bonus spells that will be per-encounter. They should do better damage.

 

Already been through the game, so being a bit weak in the early levels really doesn't scare me.

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It's worth noting that Dangerous Implements is modal (can be toggled any time) and synergizes well with a unique scepter that can be bought in Defiance Bay - http://pillarsofeternity.gamepedia.com/The_Lady%27s_Hand

 

The scepter grants a damage bonus if below 50% Endurance, which you can get naturally in long fights by using Dangerous Implements without putting the wizard in harm's way.

 

Overall though, I have found that Aloth's Might is too low to deal notable direct damage, whether with spells or implements. You can build a custom glass cannon Wizard that will deliver serious auto-attack damage, but should you choose to use Aloth, consider maximizing his spell counts instead.

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It's worth noting that Dangerous Implements is modal (can be toggled any time) and synergizes well with a unique scepter that can be bought in Defiance Bay - http://pillarsofeternity.gamepedia.com/The_Lady%27s_Hand

 

The scepter grants a damage bonus if below 50% Endurance, which you can get naturally in long fights by using Dangerous Implements without putting the wizard in harm's way.

 

Overall though, I have found that Aloth's Might is too low to deal notable direct damage, whether with spells or implements. You can build a custom glass cannon Wizard that will deliver serious auto-attack damage, but should you choose to use Aloth, consider maximizing his spell counts instead.

10 or 20 int isnt that much of a difference unless you are using 2 handed or slow ranged weapons?

 

With 20 damage, 20 might up from 10 is only +2 damage?

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