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People with Mage-heavy parties/Solo Sorcerer's - how do you deal with MR?

So I'm at the point in the game now (Underdark) where there basically every enemy has high Magic Resistance. And not just them but the magic resistant dragons, golems and other MR enemies throughout SOA. Luckily my current party has 4 fighters.

I couldn't imagine how I would deal with these hordes of enemies if I was a mage-heavy party or solo sorcerer. Sure you can cast lower resistance, but with a casting time of 5 and having to waste a whole round, it seems like a major nuisance. Not to mention that you're fighting 4-5 enemies with MR and this spell is single target. And all that time of casting lower resistance means you aren't casting defensive spells or attacking or breach/remove magic etc.

I'm at the point where I'm really starting to see the benefits of having a diverse party and the idea in my head of arcane casters being a powerhouse is starting to fade away

Comments

  • KhyronKhyron Member Posts: 635
    Summons.
  • wildernesswoodelfwildernesswoodelf Member Posts: 28
    which summons do you like on a sorcerer?
  • MoomintrollMoomintroll Member Posts: 1,498
    Mordenkainen’s sword and Melf’s minute meteors are generally pretty handy.
  • wildernesswoodelfwildernesswoodelf Member Posts: 28
    Lvl7 spells (Mordenkainen’s sword) come in at level 14. Is MMM the only way of dealing with Magic resistant enemies before lvl14? Just wanted to understand how people are dealing with being a solo sorcerer when there are so many MR enemies in the game
  • StummvonBordwehrStummvonBordwehr Member, Mobile Tester Posts: 1,385
    I dont play mages that much, so I am no expert - but I play solo mostly. The game is for a 6 person party, and the party need to cover each others weaknesses. It was how the game was intended. Playing solo is fun and you level up really fast, but you have to face that the game has to be played differently.

    My main take on the lack of versatility when playing solo, is getting XP quick, so you have a better chance at overpowering your foes when there is a bad matchup. Level 14 pre Spellhold is managable if you plan ahead. The few times I played a magicwielder, I had the robe of Vecna, and likely was within reach of HLA’s before spellhold. Mostly because Underdark is rough for mages…
    So imho. you seem to be underleveled. Mordekainens sword is the answer to your problems, and if you dont have it, you lack XP
  • wildernesswoodelfwildernesswoodelf Member Posts: 28
    I dont play mages that much, so I am no expert - but I play solo mostly. The game is for a 6 person party, and the party need to cover each others weaknesses. It was how the game was intended. Playing solo is fun and you level up really fast, but you have to face that the game has to be played differently.

    My main take on the lack of versatility when playing solo, is getting XP quick, so you have a better chance at overpowering your foes when there is a bad matchup. Level 14 pre Spellhold is managable if you plan ahead. The few times I played a magicwielder, I had the robe of Vecna, and likely was within reach of HLA’s before spellhold. Mostly because Underdark is rough for mages…
    So imho. you seem to be underleveled. Mordekainens sword is the answer to your problems, and if you dont have it, you lack XP

    I thought that that was probably the case, thanks. Makes sense to have a balanced party. I'm guessing at least 3-4 physical damage dealers and maximum 1-2 arcane spellcasters
  • StummvonBordwehrStummvonBordwehr Member, Mobile Tester Posts: 1,385
    @wildernesswoodelf
    You are welcome. There are most likely some ways around the problem for low level solo’s, as well - but it requires some meta gaming.

    But the meta game requirement is the cool part. The game can be played over and over. New combo’s and new builds. If you focus on learning the game in the first playthroughs, you will most likely find some answers for every problem you face. The game has been solo’ed with every class, so there are solutions - but the most important thing is to enjoy the game and try to dive into the things you enjoy most
  • Balrog99Balrog99 Member Posts: 7,371
    There used to be a list of all the successful no-reload solos. The last I saw there were still a few that hadn't been successfully taken all the way through. I think Beastmaster might have been one and maybe Avenger, but I'm not sure. I've thought about trying Stalker because it sounds fun, but I can't get over not being able to deal with traps and locks. Any non-thief, non-arcane just sounds like a chore...
  • jmerryjmerry Member Posts: 3,881
    There are a few attack spells that intrinsically ignore MR. Probably the most useful and broadly available is Fire Storm (Cleric/Druid 7, plus mage HLA Planetars get three instances). Lots of damage to everything in an area. It's indiscriminate, but there are plenty of ways to give your party members fire immunity.
  • AerakarAerakar Member Posts: 1,049
    Classes and kits still missing from the combined no-reload thread Hall of Heroes (solo or party) from that thread as posted recently by @Enuhal :

    Stalker
    Priest of Helm, Priest of Talos
    Avenger
    Abjurer, Conjurer, Diviner, Necromancer
    Thief, Bounty Hunter

    @Blackraven got close at least once with a Bounty Hunter but fell in late ToB. I think @Harpagornis completed it on LOB mode with a Bounty Hunter later, but that is only my assumption and not confirmed.
  • KhyronKhyron Member Posts: 635
    edited March 26
    which summons do you like on a sorcerer?

    Anything goes, but undead and golems (item needed, not gonna spoil anymore than that) are my favorites.

    Undead summons are first available as a lvl 3 spell, and it's an absolute gamechanger.
    Sure the skeletons aren't super tanky, but they do alright.. their best attribute is being immune to stuff like hold person, fear, confusion etc and poison/disease. For tanky needs then earth elementals are great.. and bears.. and ogres.. and on it goes until you're using minor animal canonfodder.
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