Solo Sorcerer and how to heal an imp?
Wowo
Member Posts: 2,064
So I was a bit bored waiting to progress in my multiplayer game so I thought I'd try a solo sorcerer run on insane. Anyone try this? Spell pick suggestions?
Just stepped into Vale of Shadows with:
1st: Shield, Color Spray, Burning Hands, Chromatic Orb
2nd: Melfs Acid Arrow, Invisibility
Being a Dragon Disciple has been pretty crucial to be able to take a hit without always dying and the Breath Weapon is pretty intense.
I just summoned an Imp familiar as I figured it would be helpful to try some polymorph shenanigans but he's badly injured and I can't think of any way to heal him except resting over and over. Sword Spider form is pretty epic though at this level.
Just stepped into Vale of Shadows with:
1st: Shield, Color Spray, Burning Hands, Chromatic Orb
2nd: Melfs Acid Arrow, Invisibility
Being a Dragon Disciple has been pretty crucial to be able to take a hit without always dying and the Breath Weapon is pretty intense.
I just summoned an Imp familiar as I figured it would be helpful to try some polymorph shenanigans but he's badly injured and I can't think of any way to heal him except resting over and over. Sword Spider form is pretty epic though at this level.
0
Comments
There're several existing threads about sorcerer spell picks in IWDEE:
http://forum.baldursgate.com/discussion/36357/sorcerer-spells-in-iwd
http://forum.baldursgate.com/discussion/37282/sorcerer-spellpick-iwd-vs-bg
I would suggest following @lunar 's advice here: http://forum.baldursgate.com/discussion/comment/581802/#Comment_581802
Solo sorc on insane difficulty is an interesting idea since you can gain levels so fast you can reach some truly powerful stuff like 7th, 8th and 9th lvl spells way before the game normally intends players to do so.
About your picks:
Shield is nice, for quick ac buff and for enchanted wights and other enemies that like to pelt you with magic missiles.
Color spray-meh, it will be useless before long.
Burning hands-excellent choice for disposing trolls. However, you also seem to have melf's acid arrow. Its main usage is killing trolls, as well. You need only one, not really the two. Acid arrow may be useful for enemy spell disruption but ideally you will crush the enemy mages as fast as possible, without counting on acid arrow's spell disruption.
Chromatic orb-good one, at high lvls it takes a victim out of fight unless a save is made. Saving throw does not have +6 bonus that is inherent in bg2 version, so all good.
Invisibility-good for scouting and emergency escapes.
Next picks I would reccomend, mirror image first and foremost, a very good buff with improved duration over bg2 counterpart. Next pick either glitterdust or web for disabling multiple enemies.
For 3rd lvl I would recommend melf's minute meteors, slow, and skull trap. Lance of disruption does good damage as well, but skull trap deals more damage to a better shaped area of effect. Slow is a reliable debuff all the way throughout the game, thanks to its cruel -4 penalty to save vs spell.
4th lvl:Stoneskin! Must. Be. Your. First. Choice. No excuses. Mordenkainen's force missiles is a potentially very heavy damage doer, however you may wait until a few levels higher, at low levels it is not that great. Once you get to shoot 3 missiles, each doing 12+ extra damage, it only gets better and better. Emotion spells are cool for a party but irrelevant for a solo sorc, who will do most damage with his spells, anyway. So you can pick other choices you like, Greater malison is a good, reliable debuff to use on enemies before they succumb to your lethal spells like Disintegrate. Improved inv. has its uses, and enemy mages can not target you while you are improved invisible.
5th lvl:Protection from normal weapons:While this spell is useless in bg2, it is exceptionaly useful in iwd, where a very large portion of enemis use mundane attacks. Including shadowed orcs, goblins, etc, you encounter in Severed Hand. This spell renders you immune to their attacks. You may take an elemental summoning for a beefy summon. However I find iwd elementals a bit dissapointing, they don't have many immunities and resistances I think they should have:my water elementals succumb to wailing virgin's hopelesness screams, for instance. Wonder if it is a bug? Sunfire is good since you are soloing, you can be surrounded by enemies and go ka-boom! Damage is not bad, either. Lower resistance is good for the rare occasion you need to bring down a monster immune to your magic:melf's minute meteors can do the most of the work most of the time.
6th lvl:Disintegrate destroys enemies. Leaves loot behind. Works on almost any enemy. My first pick, I used it to good effect against frost giants. Apply malison before for better results.
I can't reccomend on other spells as I haven't got the chance to play upto lvl 9 spells, sadly. I was dreaming of getting Wail of the Banshee, for example, so I could cast it after a greater malison and it could wipe out hordes of (non-undead) enemies even in HoF difficulty.
Some ideas to think, horrid wilting is not party friendly and will kill you if you cast it near yourself. Finger of death is a superior spell in bg2, in iwd it does not work on undead and does not have saving throw penalty, and thus is inferior to mighty Disintegrate in every way.
Some illusion demi-shadow monster summoning spells are reccomended and rated highly on some online guides I read, I didn't try them all but it says they summon the strongest monsters for their levels when you are high enough level.
I am bit confused... As far as I read (and so far so I remember from playing the game - but I was mostly avoiding picking this spell because of fear from losing the loot) spell Disintegrate will destroys any loot. Am I wrong?
Could anyone, please, shed light on it? Thanks!
You can also use Iron Golem form from Shapechange, preferably hasted (an Oil of Speed will do). Iron Golem form does 4d10+12 damage and strikes once per round without haste; Minute Meteors hit 5 times per round for 1d4+3 damage (the extra 3 fire damage won't work against Belhifet). Emotion: Hope, Emotion: Courage, and Tenser's Transformation will make the meteors stronger.
If you attack during Time Stop, you hit automatically. Otherwise you'd be hard-pressed to hit Belhifet reliably unless you're using Tenser's Transformation. Note that Tenser's prevents you from shapeshifting, so you can't combine the two unless you activate Tenser's while already shapeshifted using a contingency or Spell Trigger.
Collect Elixirs of Health for the fight; Belhifet inflicts stackable disease or poison (50% chance each) that deals 1 damage per round permanently without save, bypassing magic resistance, and an Elixir of Health can cure both of those conditions. Protection from Magical Weapons can block his attacks outright, but only lasts 4 rounds.
You could also use summoning spells against Belhifet, but most would be unable to harm him. Cacofiend, Summon Fiend, and Gate should be able to hit him (don't forget to shield yourself with Protection from Evil beforehand). I think summoned elementals can also hit him.
Whatever you choose, bear in mind that Belhifet is in fact immune to ALL spells, and can only be damaged by +3 weapons and higher.