Author Topic: Sorcerer questions  (Read 2597 times)

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Sorcerer questions
« Reply #60 on: November 22, 2013, 04:42:38 am »


               

MagicalMaster wrote...

Nah, 38 Sorc/1 Paladin/1 Monk.  Had +6 Dodge from Boots (maybe 5, I forget), 4 from Haste, 1 from Mage Armor, and 5 more from Epic Mage Armor.  Didn't have much room left for Divine Shield anyway.

Well 3-4remaining AC isn't really much and divine shield would be quite a waste. Though, it has advantages, you dont need boots for AC at all so you can wear boots with constitution instead (general advice higly depends on equipment available, equipment rarity and variety). Especially in modules with no post-max-lvl content this might be highly useable since you generally get divine shield at lvl 21 where you dont yet have neither epic mage armor neither such great boots.
               
               

               


                     Modifié par ShaDoOoW, 22 novembre 2013 - 05:10 .
                     
                  


            

Legacy_MagicalMaster

  • Hero Member
  • *****
  • Posts: 2712
  • Karma: +0/-0
Sorcerer questions
« Reply #61 on: November 23, 2013, 07:25:57 pm »


               

Westan Willows wrote...

Quiting so soon? Instead of telling me how dumb I am why don't you explain 'WHY your built is better?

I am trying your first built and there doesn't seem to be much difference in play. His persude is better and thats it.

Because I have 1-2 more DC on every spell.  Because I have 2-4 more spells to cast every day.  Because I have 10-20% more hit points.  Those are the advantages.

The disadvantages? 1-2 lost AC which doesn't matter (since we're not talking about armored builds).  Some very slight carrying capacity lost which doesn't matter.  1-2 less Will save which doesn't matter (for the reasons ShaDoOoW mentioned).

In other words, I can name three distinct advantages for my guilds which are all important to the very idea of being a sorcerer and being stronger -- harder to resist spells, more spells, more health.

What do your builds offer?

ShaDoOoW wrote...

Well 3-4remaining AC isn't really much and divine shield would be quite a waste.

That's what I meant by "not much room," didn't mean feats.
               
               

               


                     Modifié par MagicalMaster, 23 novembre 2013 - 07:26 .
                     
                  


            

Legacy_Westan Willows

  • Sr. Member
  • ****
  • Posts: 269
  • Karma: +0/-0
Sorcerer questions
« Reply #62 on: November 23, 2013, 10:57:24 pm »


               When do I get these 2-4 more spells? Ac I care less about. I have spells for that and like I said I stay away from melee.
               
               

               
            

Legacy_Westan Willows

  • Sr. Member
  • ****
  • Posts: 269
  • Karma: +0/-0
Sorcerer questions
« Reply #63 on: November 23, 2013, 11:34:12 pm »


               I am looking for a Arcane Archer build. Any ideas? Must be playable in SoU. He must continue to be able to cast spells. I enjoy playing the game. I an NOT into making builds so any help will be appreciated.
               
               

               
            

Legacy_MagicalMaster

  • Hero Member
  • *****
  • Posts: 2712
  • Karma: +0/-0
Sorcerer questions
« Reply #64 on: November 23, 2013, 11:43:40 pm »


               Well, compared to your "pure Sorc" build you'd have 1 more Charisma modifier.  Let's say your build has 10 Charisma.  My build would have 11 Charisma, which is an extra level 3 and level 7 spell.  If your build had 12 Charisma, mine would have 13 -- which is an extra level 1, 5, and 9 spell.  Every Charisma modifier gives at least two extra spells per day.

See this link for more information: http://nwn.wikia.com...ls#Spellcasting

And I was saying one of the very slight advantages of YOUR build was some more AC -- and like you said, it is fairly irrelevant so it's not even really an advantage.  My build gives up some useless AC for better spellcasting and defenses (hit points).
               
               

               
            

Legacy_Westan Willows

  • Sr. Member
  • ****
  • Posts: 269
  • Karma: +0/-0
Sorcerer questions
« Reply #65 on: November 24, 2013, 04:14:03 am »


               My "pure Sorc" is now
Str 10
Dex 8
Con 14
Wis 8
Int 14
Cha 18
He just finish ch1 final and with Clarity(spell not pot) Amulet of will +3 and magic missile put out 3 Bodars.
My old build would have lost
               
               

               
            

Legacy_tobtor

  • Jr. Member
  • **
  • Posts: 69
  • Karma: +0/-0
Sorcerer questions
« Reply #66 on: November 24, 2013, 02:44:29 pm »


               Thanks for all the good advice.

I will not go for 8wis, though I can easily see why it is the better build from a mechanic point of view.  But the way I imagine my character, he does not have a wisdom penalty. So my build will be:
str 8
dex 10
con 14
wis 10
int 12
cha 18

Thanks again.
               
               

               
            

Legacy_Westan Willows

  • Sr. Member
  • ****
  • Posts: 269
  • Karma: +0/-0
Sorcerer questions
« Reply #67 on: November 24, 2013, 04:44:08 pm »


               Do I really need 'lore'? For RDD you need 8 lore but after that I could cast ID and jack up my lore to check a item or two. Also some of the buffs will go in extend and empower/maximize at the same time. At level 4 I use 'extended' shield using a 2nd lv slot and saving my 1st level slots for magic missile. I can cast 7 mm that way and my shield last longer. .
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Sorcerer questions
« Reply #68 on: November 24, 2013, 05:10:21 pm »


               

Westan Willows wrote...

Do I really need 'lore'? For RDD you need 8 lore but after that I could cast ID and jack up my lore to check a item or two.

not really especially in modules where you can pay for identifying, usually it costs just 100gp so why bother use skill - though there are some special riddles in some modules (particularry HotU campaign) where is Lore used for some actions. I wouldnt take lore in multiplayer-PW module, but in singleplayer why not.

Also some of the buffs will go in extend and empower/maximize at the same time. At level 4 I use 'extended' shield using a 2nd lv slot and saving my 1st level slots for magic missile. I can cast 7 mm that way and my shield last longer. .

check my feat suggestion for sorcerer I wrote on page 2. If you take still/silent spell at lvl 3 you can then cast burning hand/magic missile at lvl 2 so you will not have 7 but twice that much uses.
               
               

               
            

Legacy_MagicalMaster

  • Hero Member
  • *****
  • Posts: 2712
  • Karma: +0/-0
Sorcerer questions
« Reply #69 on: November 24, 2013, 09:57:49 pm »


               The only times you need lore as a mage are as follows:

1, lore checks are in conversations and you receive bonuses from having it

2, you need to ID items in the field (unable to access a merchant) AND cannot spare Identify casts for some reason
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Sorcerer questions
« Reply #70 on: November 24, 2013, 10:40:59 pm »


               

MagicalMaster wrote...
2, you need to ID items in the field (unable to access a merchant) AND cannot spare Identify casts for some reason

possibly  wizard focused in necromancy school '<img'>
               
               

               
            

Legacy_Westan Willows

  • Sr. Member
  • ****
  • Posts: 269
  • Karma: +0/-0
Sorcerer questions
« Reply #71 on: November 26, 2013, 01:02:16 am »


               

ShaDoOoW wrote...

MagicalMaster wrote...
2, you need to ID items in the field (unable to access a merchant) AND cannot spare Identify casts for some reason

possibly  wizard focused in necromancy school '<img'>


'<img'> Ok I took still spell. Now my quickslots look loke a row of magic missiles 'B)'
               
               

               
            

Legacy_Westan Willows

  • Sr. Member
  • ****
  • Posts: 269
  • Karma: +0/-0
Sorcerer questions
« Reply #72 on: November 26, 2013, 01:25:05 am »


               I have been playing for some time and still don't know what "casting defensively" is
               
               

               
            

Legacy_MagicalMaster

  • Hero Member
  • *****
  • Posts: 2712
  • Karma: +0/-0
Sorcerer questions
« Reply #73 on: November 26, 2013, 04:19:37 am »


               Defensive Casting mode -- it's an option near counterspell.  Means you have to make a Concentration check but don't trigger Attacks of Opportunity.
               
               

               
            

Legacy_Westan Willows

  • Sr. Member
  • ****
  • Posts: 269
  • Karma: +0/-0
Sorcerer questions
« Reply #74 on: November 26, 2013, 07:56:23 am »


               

MagicalMaster wrote...

Defensive Casting mode -- it's an option near counterspell.  Means you have to make a Concentration check but don't trigger Attacks of Opportunity.


That sounds like melee combat. I try to avoid that. '<img'>