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Could a Sorcerer with a 1 Wizard dip fulfill everything unique about a wizard?
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<blockquote data-quote="jgsugden" data-source="post: 8216829" data-attributes="member: 2629"><p>That phrase says all you need to say about the situation. However, the math does not really add up.</p><p></p><p>The difference between 12 and 14 for a sorcerer is 2 SP, 1 7th level slot, 1 spell known (presumably for 7th level) and your 14th level subclass ability. Also light armor and the rest of the simple weapons. In exchange you get that high 'cantrip +2 sp' damage option - but assuming you'll have hex is a bad assumption. Casting it means you give up 3d10+15 damage in the first round, in exchange for 3d6 damage - and then you get a bonus 6d6 damage in the second round. That means that after 2 rounds you get 9d6 hex damage and gave up 3d10+15 damage. Quick quiz - what are two methods to get to 31.5 average damage? You have to be in a position where three rounds of doubled up EB attacks do not kill an enemy before hex makes sense in combat. You're far better off having that concentration devoted to a spell you cast precombat.</p><p></p><p>Regardless, 7th level and 6th level quickened disitengrates, followed by a fire bolt or toll the dead, deal more damage per round than the double EBs. It takes a number of rounds before the doubled up EBs make up for the differential of that 7th level Disintegrate. </p><p></p><p>I've done sorcerer, warlock and sorclocks - all for prolonged periods. They're all fine options, but none of them really stands out as overpowered. I find that the sorlock lacks the pure identity of the other approaches, and thst tends to be less fulfilling, but beyond that they are all fun.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8216829, member: 2629"] That phrase says all you need to say about the situation. However, the math does not really add up. The difference between 12 and 14 for a sorcerer is 2 SP, 1 7th level slot, 1 spell known (presumably for 7th level) and your 14th level subclass ability. Also light armor and the rest of the simple weapons. In exchange you get that high 'cantrip +2 sp' damage option - but assuming you'll have hex is a bad assumption. Casting it means you give up 3d10+15 damage in the first round, in exchange for 3d6 damage - and then you get a bonus 6d6 damage in the second round. That means that after 2 rounds you get 9d6 hex damage and gave up 3d10+15 damage. Quick quiz - what are two methods to get to 31.5 average damage? You have to be in a position where three rounds of doubled up EB attacks do not kill an enemy before hex makes sense in combat. You're far better off having that concentration devoted to a spell you cast precombat. Regardless, 7th level and 6th level quickened disitengrates, followed by a fire bolt or toll the dead, deal more damage per round than the double EBs. It takes a number of rounds before the doubled up EBs make up for the differential of that 7th level Disintegrate. I've done sorcerer, warlock and sorclocks - all for prolonged periods. They're all fine options, but none of them really stands out as overpowered. I find that the sorlock lacks the pure identity of the other approaches, and thst tends to be less fulfilling, but beyond that they are all fun. [/QUOTE]
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