Sword Coast Legends

Sword Coast Legends

37 ratings
SCL - Control Wizard Guide
By ^Kevin^
This is a guide on how to build a control wizard.
   
Award
Favorite
Favorited
Unfavorite
Assigning Ability Points
  • Sleep II
  • Hold Monster II
  • Bigby's Hand II
  • Confusion IV
  • Magic Missile IV
  • Mage Armor IV
  • Static IV
  • Witch Bolt IV

Left over Ability Points are optional on what you take. The above abilities are suggestions on how to make a control wizard. Some of these are just useful abilities, like the Mage armor with the resistance and AC is just useful to have. Magic Missile is a good spell to have. Static IV adds 10% Stun, so using electric spells like witch bolt allows you to stun with each attack. If you are waiting on cool downs, your base cantrip attack of witch bolt still can stun. Ability points in Witch bolt makes sense if your going to be using it alot to stun as a basic attack. If you are fighting a creature that is immune to electric attacks, you can always switch to other cantrips.

Race, Subrace, and Backgrounds
Race - Human, Half Elf, or Elf.
Subrace - Any, except no wood elf if your an elf.
Backgrounds - Sage or Outlander, with possible Urchin for the boost in movement.

Other options - Dwarven

This is to try to save attribute points in wearing heavy armor as a caster. Generally, the best armor for the mage is INT armor, which is cloth. Nevertheless, this is an option and you can get good heavy armor with CDR.


---------------------------------------

Assigning attribute points

---------------------------------------

Focus should primarily be on INT, CON, and then DEX. Its a good idea to have 12 in STR and CHA.
ITEMS
Primarily you want INT items
Secondary stats include CDR, CON, cantrip or lightning dmg, Immunity items, and AC.
Tiertiary skills include Movement, DEX, Resistances, and other useful boosts on items.

Its optional if you take light armor as one of your abilities/proficiencies, but this does open up more options on what items you are able to use.

INT on a control wizard is extremely important, and while leveling up primarily you should focus on INT until its maxxed at 20 as quickly as possible.
Tool bar Organization
Its useful to completely remove all cantrips from your tool bar, since you have access to all cantrips on the right toggle circle of the tool bar. This gives you more space to organize your spells. Generally the ones you cast the most should go in 1-5 on the tool bar.
Conclusion
Hopefully this guide has helped you in making a better wizard. If it has, please rate it, and thanks for reading.
9 Comments
^Kevin^  [author] 24 Jan, 2017 @ 12:10am 
Another note -> when your fighting higher level content and wearing 100% cool down reduction(CDR) equpment -> don't rely on weak cantrips. You need to rely on your high damaging spells mostly, with some control thrown in there in dire situations. Firestorm over and over again on creatures and similiar AOE spells that do equivelant damage is a must. The reason to be doing this is to be farming for better equipment.

At one point I was stuck thinking cantrips was the best way to go and relied on it too heavily, which hampered my ability as a wizard. There was a temporary bug that occured that was eventually fixxed for wizard cantrips. Don't fall into the same mistake I did and rely on cantrips (level 0 spells) for high level content (level 20 monsters).
^Kevin^  [author] 24 Jan, 2017 @ 12:02am 
Although its not listed in this list, Stoneskin is another useful spell, ahtough its been awhile since I played. Its a good idea to test out for yourself the various spells and decide what you like best.
Although I list magic missile as a control wizard spell, its actually a damage spell, its just a useful damaging spell, and generally good for most mages to have. That doesn't mean that a good control/damage wizard couldn't opt for something else with those ability points.

Also when I was glancing thru the spell descriptions for disintegrate, I noticed all versions had a DC of 30 built into the spell, so a disintigrate I although wouldn't dealing as much damage would still be quite a devestating spell. As stated above, its probably a good idea to try out various builds like an ice damaging wizard, etc.

GOOD LUCK being the best wizard you can be.
^Kevin^  [author] 24 Jan, 2017 @ 12:01am 
Verified that sleep II is latest change, so updated this guide. The downside of using sleep is that if any sleeping creature takes damage, the creature is awaken and rejoins the battle. Although if used if don't have 100% CDR equipment and out of other good options, then having this as a backup isn't a bad thing. Sleep can be used most effectively in solo situations and when your allies will save the sleepers till the end.

Metor Swarm is the fire damaging spell that is quite effective, although its not that group friendly. As stated below, having any allies with fire resistance will make this spell esaier to not kill them.
Its a good idea to mix damage and control spells together, with changing your options and what spells you use based on the situation.
RumbleBR 19 Jan, 2017 @ 9:41pm 
sleep lV? only have sleep ll... If you can change that...
^Kevin^  [author] 30 Apr, 2016 @ 6:50pm 
your 3 goto spells to stop monsters in there tracks is hold monster, confusion, and bigby's hand. if you are waiting on cool down for those 3 spells, your fall back is the sleep and stuns as you blast with your cantrip. (Note that you don't want to blast anything you sleep)
^Kevin^  [author] 30 Apr, 2016 @ 6:46pm 
Another option is chain lightning. I wanted to list a bunch of "options" and suggestions. Obviously this guide is just to give you options and make note that using these spells helps a party to control a fight better.

Sleep is another spell that can be helpful, but the downside is that if anyone does dmg to the sleepers, they will wake up.

and thanks for the Compliment MadMarkPhx
^Kevin^  [author] 30 Apr, 2016 @ 6:46pm 
you could definitely try both slow and charm in the build, but the reason I use stuns and holds is because I want the enemy to be "controlled" as in stopped in its tracks. slowing is more of an enchanter type of thing, and so is charming.

Another thing that I didn't include that adds alot of dmg is fire storming type of spell. Its been awhile since I played it and I forget if this is the correct name. Its not ally friendly though, so its best if you have allies helping you to get them 100% fire resistance or if your hitting hard with the spell it can end up also killing your allies.

For equipment for a mage the best thing you can get is 100% cool down equipment. the easiest way to get this is to hunt tough mobs at max level, and they will start dropping 100% CDR equipment. This will allow you to start chaining the same spell over and over like Firestorm.
MadMarkPhx 30 Apr, 2016 @ 6:20pm 
Good work. Erudite yet concise. Thank You.
Belolth 17 Feb, 2016 @ 11:36am 
no slow or charm? wouldn't you be better off using ice over electric for the significant slow? as well as access to difficult terrain on ice storm? 10% stun with ok damage just doesn't seem to be good enough compared to slowing any melee off an injured party member guaranteed, it also only requires 4 points compared to 9, damage is slightly higher but that's the rogue and fighters job