If that's what your DM rules, cool. With the potential of using a heavy weapon with Great Weapon Master, I, however, do not see a major benefit in having Eldritch Blast on this build, though.
Well there are a few reasons.
She does not have GWM. She uses Two Weapon Fighting with a pact Scimitar+2 in one hand and either a Club+2 or a Shillelagh +2 (from Tome Pact) in the other. So with 2 attacks a round currently that is Green Flame Blade Shillelagh-Sap, Shillelagh-sap, push or slow), Scimitar-nic) if she has a chance to cast Shillelagh or
Without Shillelagh it is Scimitar GFB-Sap, Club-sap, Scimitar-nick
For Ranged attacks her primary is Firebolt, followed by a Longbow+1 attack. At times though Eldritch Blast is better, because it is more attacks and she has several riders from both subclass and Hex that add damage on each attack. So there is a reason for EB.
With Pact of the Tome, Eldritch Knight, Tiefling, Magic Initiate Cleric and Magic Initiate Wizard from Lessons of the first ones she has 14 Cantrips, so it is not like she can't spare a slot for situational cantrips like Eldritch Blast and Starry Wisp that don't work with Warmagic.
Instead of investing in Charisma on top of Intelligence, you could just invest in Strength.
I dumped Intelligence, my intelligence is an 8. At 16th level, my Strength is 16 (started at 15). My Charisma is 22 (picked up 2 points from a Tome of Leadership). I think two weapon fighting is better in play..
Part if this is Eldritch Strike works on a hit and more attacks mean more hits or chances to hit and does not require a feat.
And with the new rules involving heavy weapons requiring a minimum strength score of 13 and Full Plate requiring a Strength score of 15,
You can wear Plate with proficiency as long as you take your 1st level in Fighter. You just have a movement penalty, but in her case she started with a 15 Strength/.
If you dump Intelligence and just get spells without save or attack roll via Eldritch Knight and do everything else via Warlock, it gets a bit easier. If you want more damage, going the Strength route is better. If you more higher level spells, multiclassing into Wizard is better after level 7.
The Strength route is not better for damage when you consider Agonizing Blast as that always adds your Charisma bonus to the Cantrip damage.
You generally cast Mind Sliver for the d4 debuff which stacks with other debuffs like Bane
Yeah but you are losing a ton of damage from Agonizing Green Flame Blade and a hit, which causes disadvantage, is both easier to land and is a better debuff.
. I'd use it depending on how important it is to me that my next spell lands. If you really want to hit with Dissonant Whispers and the target is a CR 17 Death Knight with a +9 to Wisdom saves and Advantage on saves against spells, just Disadvantage won't cut it. And a CR 17 Death Knight is just barely a deadly encounter for 4 level 12 characters. But fortunately, their Intelligence save is just +1 and just right for the Mind Sliver debuff.
It doesn't make much of a difference, especially when you are giving up an attack to do it.
Fortunately for you, you don't have to. But Valor Bard with Shillelagh or a Lute of Thunderous Thumping, if you can get your hands on it, works quite well.
I have Shillelagh on my Warlock/Eldritch Knight
But 2 levels of Warlock really improve the damage output, true. In that case, I would start with Warlock, though, because, while Dex saves are more frequent, Wisdom saves usually are worse and being paralyzed or charmed isn't fun.
I went round and round on this one, I ended up starting Fighter for Heavy armor, but generally I would agree.
I assume you refer to 2014 rules since all classes now get their subclasses at level 3. I was really surprised to hear that, because you don't hear somebody stand up for enchanters very often. For a good reason!
No we take it at 3 now, so whichever your table does
Enchantment isn't bad, but I don't think they even come close to Chronurgy at any level.
There is no contest IMO. Hyp;notic Gaze is a 3rd level (or 2nd level) at will ability that is the rough equivalent of a 6th level spell in terms of power in play. It causes indefinite incapacitation on a single failed save, with no more saves and no concentration for the Wizard to keep up. It doesn't work against creatures immune to charmed, but you are still a full wizard with a full list of spells for virtually any circumstance against those creatures.
Fail one save and I can keep you incapacitated for 5 days until you die of exhaustion (longer if someone is willing to cast Greater restoration and keep you and me alive). The only downside is you need to get in melee range, and that is why Goblin is the race you want for it.
The 10th level ability is pretty powerful too.
I've seen the other wizards you mention in play, and they have not been as powerful in the