sorcerer changes and spell pics
Pharaun159
Member Posts: 41
Whats a good sorcerer build for sod? I really love haevron's guides, but i haven't found one yet for sod. It was very clear to me that the traditional way i used to build my character didnt work so well in sod. I usually burn through soa and tob with a two party setup. Sorcerer and ranger (rp reasons). But in sod i was getting my ass kicked. So tactically speaking.... What would be good spell choices and tactics for a sorcerer main, full party team (sorcerer, fighter/mage, ranger stalker, cleric/mage, barbarian, fighter/thief or :swashbuckler: or berserker/theif)?
Post edited by Pharaun159 on
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Also, you might want to consider the dragon discipline kit. You lose one spell cast per day but are more 'tanky'. I'm not the best at higher level spellcaster tactics. Someone else will have to pitch in. What difficulty are you playing on? From what I've heard it makes a bigger difference in SoD.
This one - http://www.moddb.com/games/baldurs-gate-enhanced-edition/addons/super-ultimate-portrait-pack has TONS of good pics. Executables from the web can be dangerous. Be sure to scan it before running.
As far as I could tell the .exe just tries to use a sql file to create a custom portraits folder. It didn't work for me so I just deleted the sql file it created and moved all the portraits to the actual 'portraits' folder in My Documents. Also note that you can delete all the small portraits if you are using the EE's as they will only use the medium or large pics.
Edit - Here's the link for the same pack without the .exe nonsense - http://www.moddb.com/games/baldurs-gate-enhanced-edition/addons/super-ultimate-portrait-pack-zip
Maybe, maybe... One could argue that they are somewhat tanky in bg1ee but other than that they don't really bring anything to the table. All in my own humble opinion ofc.
Add it all up and you've got a mage with an AC that can rival a tank*, fire resist that actually heals them if they step in lava, innate regeneration, and a non-magical AoE fire attack... oh, and all the fun mage goodies to boot.
AC Calculation:
10 Base AC
-7 Bracers of AC 3
-5 Dragon Disciple bonus (Level 20)
-4 18 Dexterity
-2 Ring of Protection +2
-1 Ring of Earth Control (stacks with Ring of protection)
-1 Cloak of the Sewers (stacks with Ring of Protection)
-------------------------------------------------
-10 AC total, most of which can be obtained very early in BG2 (only 2 points of the DD bonus are missing at level 10). And this is before stoneskin becomes a factor. And with the ample bonuses of spellcasting on top of it. Add in Edwin's Robe of Red Flames (from SoD, exportable into BG2) and you not only can cap out fire resistance (to the point of healing) but also increases the damage output from your already substantial fire magic by 10%.
Edit: Although, I must admit, only 25% of this -20 to AC comes from being a DD. Everything else is available to any mage (or anyone, for that matter). But that still caps at -15. The -5 from DD just takes the cap from "decent" to "excellent".
And while a sorcerer isn't a great mage on its own, it makes an excellent companion to a generalist mage like Imoen or a wild mage like Neera (who can cast any spell in their spellbook as a level 1 spell using Reckless Dweomer, even spells they don't have slots for yet). That way you have one "Batman" mage that can adjust to any situation you face, and one "blaster" mage that just focuses on being an unkillable bringer of fiery doom.
Really, I have a hard time understanding how the trade isn't worth it.
I like the DD but it could be better, as it stands its somewhat underwhelming. Having said that I have a DD and she is awesome but partly because I like to be brazen and stand on the front line like a badass.
Besides which, how often in the late game are you actually hurting for spells in a single encounter (especially if you've got a second mage)? What are you actually losing, when you're gaining so much?
For example I am currently playing a generalist mage in the back and he's barely taken a scratch with a few exeptions in comparison to when I played through with my DD. He's only died once but even then a DD in the same situation would have died aswell.
In regards for hurting for spells having extra casts available is always a good thing extra spiders to run around the webbed enemies extra MMs, that extra PfMW/death spell/mislead (level 6 casts always run out quickly for me)
Also I like to rest as little as possible when I play so the more spells I have the better.
And I didn't mean to suggest that DD was brokenly powerful, just that it's not bad. The trade-off is more than fair if you want a more durable single-class mage, and a sorcerer is not a problem if you're going to already have a wizard in the party - one focused, one versatile.
I still have a hard time understanding how the trade isn't worth it... assuming what you're working for is a low maintenance, high power caster. If you're looking for high maintenance and higher power, then it's not an ideal trade for you in that case. But I still feel people dismiss the kit without considering what its advantages actually mean.
Personally, I really like the "set it and forget it" style of the DD. All my major defenses are either permanent or long term, allowing me to hone my spell list and my spellcasting in a pure "screw it, everything burns" mindset. It basically has all the power of a proper mage, without the micromanagement and eschewing most of the downsides, at the cost of a spell slot per level, bringing it down to generic wizard capacity. It makes being a mage fun rather than tedious - for me, anyway. Imoen does much the same, as she can wear elven chain armor without losing casting and use short bows like Gesen's Bow, allowing her to reserve her spells for major encounters.
The problem lies in how extremely powerful spells are in this game, losing one spell per day is huge because of how powerful a single spell can be. Some extra constitution(Pretty worthless considering how you will be swimming in stats and going over 16 gives you nothing except regen at 20), some fire resistance(another thing you will be swimming in) and a breath attack that does fire damage(Useful against vampires I'll give it that, but you trade it for another sunfire or horrid and I don't think it can be returned with wish) is far from worth the trade.
If a bonus to fire damage(a bonus to rolls or a flat percentage) could be implemented then it could start to become interesting. And with the red robes from SoD there could be some very interesting interaction with fire for the DD.