Sorc - Vs Dragon Disp
Valarian25
Member Posts: 40
Hello
am looking at the sorceror and dragon disp
pro vs con`s
And am a tiny bit unsure
Is the 4 spells pr level =
4 first level spells
4 second level spells ect right?
Becouse if that is the case its hardly any difference since you get few choices high level.
Or am i mistaken
am looking at the sorceror and dragon disp
pro vs con`s
And am a tiny bit unsure
Is the 4 spells pr level =
4 first level spells
4 second level spells ect right?
Becouse if that is the case its hardly any difference since you get few choices high level.
Or am i mistaken
0
Comments
Disciples get up to 2 HP more per level, as well as naturally better AC, fire resist, constitution, and a breath weapon in exchange for some level of magical deficiency depending on whether the current patch implemented it correctly or not. The constitution isn't much of a benefit since Sorcerers are already so stat-independent, but the HP, AC, and FR, combined with the breath weapon, means mid- or high-level disciple should be able to wade into a melee dropping fireballs at his feet and breathing fire with abandon.
Sounds fun to me, though perhaps not worth the lost spell slots. My overall take, after playing one for a couple hours, is that the normal Sorcerer is the superior overall class, but the Disciple is perhaps more interesting and has cooler RP potential.
And dragons. But mostly fun.
Sorcerer is more powerful though-magic is so brutal in BG that extra casts are a big deal.
Personally, I find I only need three spells at each level, the rest can be taken care of by a second mage (I always have two) and a cleric. So a DD as described has essentially no real drawbacks for me. But if progression is bugged, that's a huge problem.
Dragon Disciple simply gets to cast one fewer spell of each level per day. They can know the same number of spells as a regular sorc.
(results from testing)
Just because it's not "omfg uber" doesn't mean that it's terrible.
And the CON bonus is not useless. It's potential and future permanent regeneration.
The Fire Resistance can heal you with items by casting fireball on your self and there's a club in BG2 that has the potential to cast Fireball at random.
In return, the Sorcerer becomes less overpowered and more flavorful. Oh the tragedy.
Given that the kit discription makes very little sense, I think it is most likely working how it's intended to work.
If it were one fewer spell known per level, it would be hard to choose the Sorc over the DD. I sometimes wish I could have fewer spells on a Sorc anyway just to make finding them easier when casting.
Given that it's one fewer casting/day per level, on the other hand, there's really no compelling reason to play a DD. It was a cool kit in third edition that becomes a wet fart when translated to 2E.
So comparing to the normal Sorceror spell progression, it appears for DD it's normal amount known/level, but 1 less cast/level. Not a bad trade-off really. I might tinker with ShadowKeeper later to confirm this.
Here's a link with a handy chart for Sorceror spell progression, for reference:
http://playithardcore.com/pihwiki/index.php?title=Baldur's_Gate:_Progression_Charts#Sorcerer
In general, I am really enjoying the ability of the Sorceror to cast what I want on the fly. Makes a spell caster much more robust in tactical combat.
if the tooltip is right i think disciples are a bit better, learning 4 spells per level is not that much of a drawback as you can have a wizard for the utility/situational spells
4 casts per day is a meaningfull drawback though,breath and con are useless but you also get +2hp per lvl,+5 ac and immunity to fire,they're good bonuses,i think disciple is still preferable to mage and only a bit worse than sorc,also some new tactical options open up(such as using aoe fire spells on yourself)
anyways discipel is good,sorc is op
So according to this test, I was right. It is normal amount known/level, but 1 less castable/level. And at level 8, she has 50% fir res., +2 AC, +1 CON, and breath weap at 4d8. Not bad at all.