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#1 |
Manshoon
![]() Join Date: January 8, 2001
Location: Helsingborg Sweden
Age: 39
Posts: 155
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i'm currently trying to make a good party for a future HoF play, I think I'm done with my fighter, at lvl 24 [img]smile.gif[/img] might be abit too high [img]smile.gif[/img] but anyway, might shave just a few lvls off his back...lol...
back on topic a sorcerer, currently at lvl 6. What spells do you think is good in the early part of the game, i guess summons is a must and the spells i've selected so far are : lvl 1 chromatic orb (duh) identify(hmmm...maybe not so good, but neway) magic missile (duh) shield (just in case) lvl 2 Aganazzars Scorcher (maybe i should've gotten snillocs...but it works a charm against those long lines of goblins) Summon Monster 2 (i thought this a good lvl because of lack of other good spells on this lvl) lvl 3 fireball (do i need to explain? an all time favourite for me anyway [img]smile.gif[/img] ) planned spells are web, monster summoning 3, melfs, hold person...etc. so many nice lvl 3 spells ![]() any tips are welcome from anyone who's ever soloed a sorc or played one in a party for that matter, thanks beforehand ooh, i think this is the post that brings my post nr above my member number [img]smile.gif[/img] ))
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#2 |
Harper
![]() Join Date: October 2, 2001
Location: Aberdeen, Scotland
Age: 43
Posts: 4,774
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Level 1 is good.
Level 2 is OK, but I would get Melfs Acid Arrow ASAP. Good damage, fast casting and it disrupts spellcasting for a couple of rounds. Not bad for Lvl2. Also, as a sorceror you *cannot* change your spells later. So you dont want to take spells that will be totaly useless in a few chapters. I strongly suspect monster summoning II falls into that category. In fact any of the standard Monster Summoning spells probably do. Go for the more specialised summonings such as Spider Spawn - incredible in combination with Web. Animate Dead is nice too. And get Mirror Image soon too, its incredibly useful. Although I think its less bugged now. Anyone know if MM still errorneously protects from area effects? level3 - I dunno. Stoneskin used to be an essential for lvl 3. Immunity to a certain number of physical attacks - very tasty. But now its just damage resistance. I would still recommend that you get it soon though. Also, again going by more BG2 experince that IWD2, SkullTrap beats fireball in every way. It can be used the same was as fireball, plus it can be used as a trap. You need to be more careful with it of course. It also has a higher damage cap than fireball which is limited to 10d6.
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#3 |
Galvatron
![]() Join Date: December 11, 2001
Location: Plateau of Leng
Age: 47
Posts: 2,190
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Definitely Skull Trap and Animate Dead. In the original release, Animate was a very powerful spell. It has since been nerfed a bit, though it's still good to have.
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#4 |
Manshoon
![]() Join Date: January 8, 2001
Location: Helsingborg Sweden
Age: 39
Posts: 155
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thanks for the replies, you can see i'm not used to being a sorcerer, at least not a solo one [img]smile.gif[/img] , anyway, i'll get skull trap and animate dead asap, and stoneskin and melfs i guess, but the summoning i think i'll get alot of use for since my soloing against many monsters...well...more than one lvl of summoning i thought wouldn't be wrong...
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#5 |
Harper
![]() Join Date: October 2, 2001
Location: Aberdeen, Scotland
Age: 43
Posts: 4,774
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Its not that monster summoning II is a bad spell, its just that it wont improve with levels. So at the end of the game, you have one of your limited spell slots tied up with a spell you never use.
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#6 |
Manshoon
![]() Join Date: January 8, 2001
Location: Helsingborg Sweden
Age: 39
Posts: 155
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[img]smile.gif[/img] i think i understood that too [img]smile.gif[/img] , but now that I've looked at more lvl 3 spells I think I'll not take skulltrap. It's only half the area effect. So against the massed goblin attacks fireball will be better, and when I've tried it on my former mages I've always got like twice as much damage done with fireball, and lastly it causes fire damage, skull trap slashing, many ice creatures and trolls and creatures resistant to slashing will now get a harder time against her [img]smile.gif[/img] .
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#7 |
Red Wizard of Thay
![]() Join Date: October 26, 2002
Location: USA
Age: 35
Posts: 858
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I dont know if u agree but i think mage armor is a much stronger spell than sheild.
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#8 |
Galvatron
![]() Join Date: December 11, 2001
Location: Plateau of Leng
Age: 47
Posts: 2,190
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Nothing wrong with fireball; it's a good spell in many situations. But it has one drawback: the damage is capped. There is no damage cap on skulltrap. Something to consider in the later stages, especially against magic-resistant monsters.
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#9 |
Red Wizard of Thay
![]() Join Date: October 26, 2002
Location: USA
Age: 35
Posts: 858
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mostly true but fireball usully dishesout more damage and is very storng if u have spirit of the flame and two spell focus Evoc.
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#10 |
Manshoon
![]() Join Date: January 8, 2001
Location: Helsingborg Sweden
Age: 39
Posts: 155
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now she's got sunfire, so area effect spell will not be skull trap untill 16th lvl...or maybe...15*1,2=18 18th lvl, not until 18th with spirit of flame [img]smile.gif[/img] and still i think sunfire does loads more damage than skull trap, on same lvl i scored 8s with skull trap and 30s with fireball...maybe some bug, i don't know, it could of course have been bad luck, but at lvl 6 rolling 4 1s and 2 2s...seems just a bit unlikely to me... [img]redface.gif[/img]
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