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Originally posted by Dundee Slaytern:
What part is surprising?
A Spell Sequencer with 3 Skull Traps requires you to be within a certain distance or it will 'misfire' and you waste 4 spells. A Spell Sequencer with 3 Flames Arrows however, allows you to aim anywhere within sight and deals 60d6 damage( aka hasta la vista, Elder Orb).
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That is correct.
However, the x3 Skulls in a Sequencer deals 60D6
magical damage (magical energy damage is not resistanted unlike fire damage) to
everything in the area of affect (which is not a problem, because we're talking solo here).
About misfiring - all you need as a good eye.
After several times, you'll never "misfire" a Sequencer.
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Skull Traps are best used indivually as they are area-of-effect and thus affect you, your summons and your illusions.
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Again, simple aiming will do.
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Spell Protections and counterspells are not worthless. You just do not need all of them.
A Sorcerer that does not use counterspells or any spell protections at all is horrendously weaker than a Sorcerer that does. For counterspells, I use Ruby Ray of Reversal and it is in fact, the only counterspell that I use( about to remove Spellstrike from my spell lists), unless you count Lower Resistance as a counterspell as well.
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I disagree.
My first solo Sorcerer used YOUR SSL, because i did not knew the spell system so well. He was strong indeed!
However, for my second Solo Sorcerer, i built up my own table - without a single spell remover. He relied on area-of-affect spells and summons - both ignore spell protections.
He was much stronger, IMO.
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For spell protections, are you telling me that you do not use Mirror Image, Stoneskin, Spell Immunity, and Spell Trap( from the Staff of Magi) to name most of them? Spell protections are definitely not worthless when you think about it, it is just that people tend to take them for granted and this is not good in my opinion.
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For me:
Spell Trap is NOT useful, but Spell Immunity is.
Stoneskin and Mirror Image are both lifesavers - but i consider them
Combat Protections.