For a Sorcerer: Horrid Wilting or Incendiary Cloud?
Rik_Kirtaniya
Member Posts: 1,742
These are both the top damage spells in the Arcane caster's repertoire.
Comparing them:
(Note: I didn't give a "Both" option, since as a Sorcerer, one can hardly afford to choose redundant spells (in this case, AoE Damage spells) from the same level.)
Comparing them:
Horrid Wilting:
- Has Greater instantaneous damage (20-160 in one round at max level)
- Is Party Friendly (affects only hostile creatures)
- Deals Magic Damage (Resistance less commonly found in enemies)
- Has a smaller radius (16 ft.) [as stated by the wiki]
- Has no Additional Damage over time
Incendiary Cloud
- Has Lesser instantaneous damage (20-80 in one round at max level)
- NOT Party friendly (unless you have 100 or more Fire Resistance for all characters, or any other protective magic)
- Deals Fire Damage (Resistance more commonly found in enemies)
- Has a larger radius (30 ft.) [as per the wiki]
- Deals Damage over time, culminating in greater total damage (20-80 damage per round, so total of 200-800 damage over 1 turn, provided you can hold your enemy within the cloud)
(Note: I didn't give a "Both" option, since as a Sorcerer, one can hardly afford to choose redundant spells (in this case, AoE Damage spells) from the same level.)
- For a Sorcerer: Horrid Wilting or Incendiary Cloud?45 votes
- Horrid Wilting86.67%
- Incendiary Cloud13.33%
4
Comments
but just for convenience sake, horrid wilting is uncontested for the win, with incendiary cloud you are constantly going to have to make sure you front liners are immune to fire, and you have to wait for the duration to go out to save your game
plus im pretty sure in game the radius of both spells are the same
I just love setting off multiple Horrid Wilting's at once, it makes me feel powerful as I watch my enemies crumble to dust beneath me (metaphorically of course because is actuality they are wilting away beneath me and suffering a slow and agonizing demise whilst my party watches in comfort)
The only thing is that since I haven't played through ToB, or even the whole of SoA, I don't know exactly how common or rare enemy Fire Resistance is, which is where the main question lies.
However, if we consider the total damage output of both spells, a single Incendiary Cloud (max damage 800) is equivalent to 5 castings of Horrid Wilting (max damage 160), a fact that is often not considered that much, making Incendiary Cloud more underrated than it should be.
By the way, in IWD, Horrid Wilting is NOT party friendly, so I think, Incendiary Cloud is the superior choice there by all means.
fire giants ( duh )
fire elementals ( double duh )
burning man
most devils
most demons
doesnt sound like much, but this is basically 1/4 of the enemies that you will be fighting in ToB ( lots of fire giants early on, and just lots of demons and devils in watchers keep/final battle)
and the only enemy that i can recall that has magic damage resistance is:
kuo-toas
don't know why, but they have some insane magic damage resistance
plus remember you can put x3 abi-dalzim's horrid wilting into a chain contingency and have it fire off on enemy sighted dealing some brutal damage
but on the other hand, if you plan on a LoB mode, when enemies have outrageous amounts of HPs, then incendiary cloud can be very useful in that situation ( more so if triple contingencied as well )
so it's really a preference of the user i suppose
although one thing to mention is that, enemies inside an incendiary cloud are realistically going to be taking 40-50 damage a round at best, while a blast from horrid wilting will deal around 90-110 damage on a failed save ( thanks to the engine's wonky way of how saves and damage works )
@ThacoBell the appropriate comparison to 12 skull traps would be 9 or 10 wiltings, not 2 or 3 - and 12 skull traps are quicker to cast than 9 wiltings (helping to avoid your bunched enemies scattering).
---Karrgoot---
True, i was thinking of the wrong game, i agree with you about the spell i question. It is safe and powerful.
and skull trap does magical damage over fireball which deals fire damage
Traditionally I would kill everything there, though on a few recent runs I haven't bothered (as I normally play solo and do all the standard encounters in SoA I can easily hit the XP cap before ToB, making killing trash mobs there a bit of a waste of time).
I have used Incendiary Cloud in solo runs to much the same effect. It takes more consideration to use effectively is all. If I am not mistaken, Chain Contingency 3 IC prepped before then 3 more right after that goes off + Spell Trigger 3 Lower Resistance = 1 dead Ravager, it may be that I am remembering it wrong. Spell timing is crucial inside the cloud because even with 100% fire resistance, it will disrupt casting. I think, what do I know though, I am going off memory. I do know that it can be done though. I guess that I will be learning the game all over again.
the fact that ST is a trap, that can be set when the enemy sees you, triggering with only a little delay compared to fireball, or pre set in a place where you want to lure enemies, maybe after a rest, is an other advantage.
about the main topic i think that both ADHW and incendiary cloud are really good spells, each one has its advantages. but...
but a sorcerer has ways to lower the magical resistance of a foe, you want to destroy something with 100%MR, no problem: IA, 3 x lower resistance, greater malison and then spam your adhw.
Typically a wise sorcerer does it with a single PI, while using also TS, so at the cost of a single lev 7 spell.
and being careful of the point of the map he is when he casts every spell means that each one hits in the right order, as soon as TS expires the "resilient to magic damage" foe explodes.
and if no party member is near by 5 skull traps can be added to the mix.
that is why i have no doubt and chose every time ADHW for my sorcerers.
I'd love to cast Horrid Wilting as Baeloth
"That's it, waste away you miserable, mewling maggots. This sanctimonious stage is only barely big enough for Baeloth the Entertainer!"