Shouldn't Haste be a priority in HoF?
Maple
Member Posts: 26
What is your choice of Level 3 spell for a sorcerer? And the priority?
I choose Haste, Slow, Skull Trap, Invisibility 10' radius and Melf's Minute Meteors.
I believe Haste is important for sorcerer to take as it severely improves everyone's combat ability.
I choose Haste, Slow, Skull Trap, Invisibility 10' radius and Melf's Minute Meteors.
I believe Haste is important for sorcerer to take as it severely improves everyone's combat ability.
0
Comments
Personally, a bard can cast haste better:he will have higher caster level so haste will last a lot longer, and he only needs to cast it once per rest period so he can put his tighter spell slots to best use this way.
Now, improved haste on the other hand, a sorcerer can improved haste three or four party fighters with no problem. So haste is bad on sorcerers, if you can have another support caster like a bard especially, but improved haste is awesome:especially if you have fighters with actually good number of attacks:two-weapon style fighters and/or fighters with grand mastery. Improved haste will double up their attack numbers to like, 9/round.
I would take Slow, Skull Trap, Invisibility 10' radius, Melf's Minute Meteors and Lance of Disruption at the 3rd level
Lance of Disruption is a badass spell. Any creatures in the lance’s path (and that's 100 ft. !) take 5d4 points of crushing damage plus 2 points of damage per level of the caster, save vs. Spell for half damage. Unbelievable if use right.
Invisibility 10' is also available after chapter 1 (beginning of chapter 2: Dragon's Eye, just walk to area and back to Kuldahar). Take note that it also gives enemies invisibility, so I only use it as a last resort on a bard, as well.
As for what level 3 spells to take, many people have discussed all levels in this thread: http://forum.baldursgate.com/discussion/36357/sorcerer-spells-in-iwd
I'd personally take Slow first, then maybe Skull Trap or Melf's Minute Meteor/Flame Arrow. The latter spells mentioned scale well into later levels, fireball, however, stops scaling at level10. I'd still take fireball for RP purposes, if the sorcerer is a pyromaniac.
Edit: @Bengoshi beat me to it!
Most Cadaverous undead are resistant to most physical damage while they take extra fire damage (especially drowned dead from Burial Isle, goodness)
But isn't bard not suitaable for HoF? Character with litttle fighting skill has to be limited to no more than 1, which is to say Bard, Sorcerer, Druid and Mage... So there shouldn't be a bard if there is a sorcerer.
Sure, a fighter dual mage can do better at pretty much almost everything over a bard except pickpocketing and War Chant of the Sith, but some quests and items are only available exclusively by having bards. Why not have both in a run!?
Anyway, to stay on topic... With a Sorcerer, yes I'd skip Haste. Haste is available fairly easily in the game for whoever can scribe scrolls (mage or bard) and in any case is highly annoying in IWD thanks to the fatigue penalty. Also, there isn't a whole lot of quick movement involved as packs get huge and space cramped, so you really want the haste only for the +1 APR - but you can get that elsewhere. There is a lot of +APR items floating around, and there's also Righteous Wrath of the Faithful, which in many ways is Haste on crack from your cleric.
Go in, have 1 character unstealth. Preferrably the character which will be able to run away quickly when you end up outside each area, this is fairly important as all except 2 of the entrances are on ledges. Wait for the enemies to target him, run out of the area, move your entire party away and enemies will start going for your summons.
Wait until they're all engaged and unstealth and start attacking.
A sorcerer is best at bombarding the crap out of enemies with different spells. Go fireball, ice lance and lance of disruption:this sorcerer can dish out various types of damage, and you don't need to prepare the right stuff. Just cast the one that suits the situation. Fighting standard enemies, or ice salamanders? Nuke'em with fireballs. Against fire salamanders, elementals? Dose them off with ice lances. Fighting skeletal undead? Lance of disruption will knock them off nicely.
Bard is suitable for the game thanks to War Chant of Sith. It regenerates the entire party quite nicely. And there are some weapons that give extra attacks, plus lots of bard only quest rewards and items.
It's really not a lot. Especially when enemies save. So 5D6. Also it risks hitting your own party members which, thanks to how difficulty damage modifiers actually work, deals double damage on them.
Skull Trap is better, but only after Level 10 because before that it's just a smaller radius Fireball.
It still does magic damage in iwd:ee, right? In IWD2 it does slashing damage, which might make some sense. It is supposed to be necrotic energy damage in 2e, but then undead should be immune to it. If it was coded like this it would have been next to useless as there are many undead hordes in IWD. IIRC, Horrid Wilting did not affect undead at all in iwd. It also hurt party members too, so it is a far cry from the 'go-to nuke spell for everyone' bg version. I felt dirty when I Horrid Wilted some skeletons or mummies in BG2. All undead should be immune to Horrid Wilting, maybe except vampires as bodily fluids are vital to them as well. I wish there was a mod like this for bg.
This is about Level 3 Spells for a Sorc on a party in HoF mode and from what's implied a fresh run because no one is going to pick Invisiblity 10' when they already have Mass Invisibility.
In those conditions Fireball is a poor pick
No, support spells is where it's at, not damage. Things like Slow and the likes will have a MUCH more relevant impact than some random damage doodles.
[i]Monster Summoning I[/i] helps if you want a wall of meat as a distraction/blocker.
Note that one point of the Sorcerer is spontaneous access to spells he can cast. While [i]haste[/i] may never be cast more than once per rest, it may very well be during difficult fights, or when trying to cross a large map.
it's a shame, because blitzkrieging the hell out of every area with haste + unfailing endurance was a hell lot of fun.
Spell damage needs a serious buff.
Running melee trains is fun the first 20 times, then it becomes boring.
I'm honestly not sure what a quick fix to that could be, as simply buffing spell damage could lead to all sorts of other problems (like major obliteration of non-HoF modes by casters).
By the time I realized that, all my characters were already senile and over the age of 100 (they were humans, too) on their character sheets.
Well, looks like this group of skeletons has earned its retirement. Time to create a new group full of young adventurers once again.
For the longest time I've tried to remember the name of an old CRPG I played on MAC. And it's the very one you named. Thanks for that. was a good game for its time.
Battles last long. Even with faster XP gain giving longer duration Haste. Any battle worth using Haste in will last longer than the duration of Haste. And it really doesn't matter how many times your characters are attacking if your summons drop dead enemies are in your party's face.
Haste might matter in Core Rules, but so do Fireball and Skull Trap. Sure you can Haste your party, or you can take away a huge portion of monster HP and let unhasted attacks handle what's left.
Oh and P&P and Haste?
You didn't really need haste in 2E P&P if your goal was to cheese the game.
Just use Darts, which in 2E P&P meant STR bonus.
Who needs Haste when every Fighter can wield a machine gun.
Also if your P&P campaign reached Level 10+, the DM has to specifically counter spellcasters if the player with one really starts getting creative with their spells.
The way Mages spam Haste in IE games is child's play compared to the stuff P&P Magic Users can do.
I have tried casting two Hastes consecutively and it goes on as normal. Yes, the third Haste won't work. But two Hastes is enough to finish most fights. And I finish the Lizard King group within one Haste.
With math, when most warriors are having 2 APR, it basically means 50% increase of DPS. Even when game is near the end for an Archer having 5 APR, it still brings 20% increase of DPS. In the whole game no other buffs can match Haste with this substantial increase of damage output except Righteous Wrath of the Faithful. Both suffer from fatigue when they end. But I haven't mention the strategy advantage coming with the doubled movement speed.
Sure you can only cast it when you are going to sleep. This disadvantage can be neglected in comparison with the benefits. Or as it's the last you cast, you can call it the Last Resort.
I took the advice previously mentioned and let my F/M/T have Haste prepared, which make me choose Invisibility 10' Radius for my sorcerer's first level 3 spell.
Not sure what P&P campaign means, but I am discussing this thing in the IWD:EE HoF mode context.
After that, in a party of 6 good dual classed fighter you will have almost 50atk/round with them and you will burst down any fight without summoning or cc.
HoF was a bit too boring with improved haste and invisibility 9 radius. Well, time to go back to bg2 untill we got some decent mod, I guess. Or BAN your sorcerer for HoF run, I feel it that cheese.
(1) Haste party
(2) fight/indiscriminately unload entire spell books on opponents, be it goblins or dragons
(3) REST
(4) haste party
(5) see 2
(6) see 3, etc etc.
yeah...that's why the game should have had resting limited with some smart trick. i've always wished there'd be a mod for that, but nobody ever thought it's a good idea apart from me it seems.
but even that i don't do anymore, i just don't bother myself with it.
i still wish time figured in more strategically, however.
edit: they should have put food rations in the game. you can spend only so many days out of town before you run out of provisions. (also can't hoard infinite provisions in the bag of holding because it irradiates food with nasty pocket plane background magic radiation)