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#11 |
Dungeon Master
![]() Join Date: March 29, 2001
Location: Australia
Posts: 60
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Level 1: I agree with all
Level 2: Same Level 3: We really do think alike Level 4: I find spiders arent strong enough summons, and Emotion has no save modifiers even though its nice when it works. I prefer Wizard Eye to help guide my Projected Image, and Secret Word to avoid wasting higher level spells removing enemy Spell Shields and Immunities. Level 5: I rarely need a Sunfire when I can position myself quite easilly to use a Skull Trap instead, so I chose Chaos for the large groups of critters Id rather have fighting each other while Im re-equipping the Staff of Magi and laughing. Id rather use Finger of Death than a Feeblemind so I chose to put Breach in to help out my summons just in case. Level 6: With Chain Contingency later on normal Contingency is a waste, especially if Im not getting Dispel Magic, so Ill grab Chain Lightning to have a damage spell at this level. Level 7: Same, but I get Project Image first, nothing like free spells and item charge usage. Level 8: I have no need for Spell Trigger when I have Sequencer, I havent any level 5 or 6 spell picks that I want to cast together, cept lower resistance and chain lightning but I can live without fast casting them until I get Improved Alacrity. I took Pierce Shield to have another level of spell remover/resistance lowering seeing as I wont be getting spellstrike. I take Powerword Blind over Symbol Stun, smaller radius but it works similarly without saves or affecting my summons or myself. Simulacrum is another I chose, great to have another caster on a moments notice who may not have as high level spells as you, but can use your items without depleting charges. Level 9: Apart from Time Stop I can do without any, but Ill take Chain Contingency. I find Wish only gives you the good stuff 1 in 4 times and I hate it, Ill make do with spell trap from staff and simulacrums/PI. I have plenty of spell removers so spellstrike is unneccesary, even though it is great to do it all at once just not at the expense of an extra Time Stop. My 2 other spell picks for this level are Imprisonment and Freedom. Tough enemy? Imprison him, then rest, set up some defense or skull traps and cast freedom. |
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#12 |
Ironworks Moderator
![]() Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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I am going to try to respond to everybody in one post. [img]smile.gif[/img]
quote: quote: quote: quote: |
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#13 |
Dungeon Master
![]() Join Date: March 29, 2001
Location: Australia
Posts: 60
|
I could have sworn sequencers and contingencies used to only let you have 1 each, regardless of the type. I checked it out though and Dundee is right, I dont know whether it is because of ToB or a patch along the way, or maybe my memory playing tricks on me. This of course changes everything. Ill have to take every sequencer now, but Im still not taking Contingency.
I thought GoI only stopped damage spells, if it prevents Secret Word as well then Ill have to remove it from my picks and waste another spell remover to rid enemy mages Spell Shields. Emotion can have a go instead. I dont use Wizard Eye for a scout so much as to allow me to see what my Projected Image is doing as I cant move when I cast that. It's pretty good cannon fodder too. I forgot all about Prot from Magic Energy before, it lets me cast my skull traps right on top of myself without fear of damage and has a nice duration too. Still no need for Sunfire. Ill get ProtME over Mislead, which is useless when you have Staff of Magi, unless you cheese it. It just doesnt feel right to play without Breach [img]smile.gif[/img] I prefer my skellies to be able to hit mages, dragons and liches without waiting 4 rounds or more while being beat down. Im getting Spellstrike now, so no need for Pierce Shield. Im taking your advice re the spell Wish, but it had better give me good options when I need them. I use the Freedom and Imprisonment combo in a party. Its quite useful to be able to ignore the strongest enemy until everyone else has been taken care of and you can then rest or prepare properly. Many tough critters arent so tough when you can fight them solo on your terms. |
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#14 |
Ironworks Moderator
![]() Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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quote: [ 11-05-2001: Message edited by: Dundee Slaytern ] |
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#15 |
Quintesson
![]() Join Date: September 5, 2001
Location: Florida
Age: 53
Posts: 1,016
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While we're on the subject of solo sorcerers. What is a good level to take the stronghold? I've
never tried soloing (and actually made it to chapter 3 ![]() |
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#16 |
Ironworks Moderator
![]() Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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I would recommend level 15, so that you will have Skeleton Warriors. They are immuned to the Halfling's normal weaponary and do well against Demons.
Not to mention they eat Mages for snacks. Just remember to re-summon when they get hit by Death Spell. |
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#17 |
Quintesson
![]() Join Date: September 5, 2001
Location: Florida
Age: 53
Posts: 1,016
|
Thanks Dundee. I was kinda thinking on the same lines, but I wasn't sure how hard it would be right now. This soloing isn't too hard. I think it's actually easier, just for the fact you don't have to worry about losing anyone. You can focus on yourself and smashing the bad guys.
The fight in the sewers was pathetically easy solo. (As was Nalia's keep.) |
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