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Character Builds & Optimization
Help me build a versatile Sorcerer
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<blockquote data-quote="jgsugden" data-source="post: 1513605" data-attributes="member: 2629"><p>Some things to keep in mind:</p><p></p><p>When you gain a new spell level, your first spell should be a multipurpose spell that you'll want to cast often. </p><p></p><p>You need to balance your spells across a number of fields:</p><p>1.) Offense 25 - 35%</p><p>2.) Combat Defense 10 - 20%</p><p>3.) Utility 15 - 30%</p><p>4.) Movement - 10%</p><p>5.) Social Spells (Charms, etc ...) - 10%</p><p>6.) Party Aiding (haste, bulkl strength, etc ...) - 20%</p><p></p><p>You also need to balance your spells so that you can use them effectively:</p><p>1.) Spells you plan to cast during combat - 30%</p><p>2.) Spells you cast in preparation for combat - 30%</p><p>3.) Spells you use (often) for noncombat purposes - 40%</p><p></p><p>If you have too many combat spells, many of them will be redundant.</p><p></p><p>Most sorcerers ignore lower level SM spells thinking that they become useless at high levels. They are not useless. They change from combat spells to utility spells. SM I or SM II is a fine spell for finding traps, activating distant portals, etc ...</p><p></p><p>Offensive combat spells should eventually fill the following areas:</p><p>1.) Mass Fire Damage (Fireball)</p><p>2.) Mass Cold Damage (Cone of Cold)</p><p>3.) Acid Damage (Acid Arrow)</p><p>4.) Electrical Damage (Lightning Bolt)</p><p>5.) Force Damage (Magic Missile)</p><p>6.) Sonic Damage (Shout)</p><p>7.) Will Save Enemy Negation (Hold Monster)</p><p>8.) Fort Save Enemy Negation (Flesh to Stone, Disintegrate)</p><p>9.) Reflex Save Enemy Negation (Resilient Sphere)</p><p>10.) Duration Damage spell (Acid Fog)</p><p>11.) A mass damage spell with no reflex save (Ice Storm, Horrid Wilting)</p><p>12.) A damage spell that ignores SR (Acid Arrow)</p><p>13.) Indirect Damage (Summon Monster)</p><p></p><p>Some spells fill multiple of the above areas.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 1513605, member: 2629"] Some things to keep in mind: When you gain a new spell level, your first spell should be a multipurpose spell that you'll want to cast often. You need to balance your spells across a number of fields: 1.) Offense 25 - 35% 2.) Combat Defense 10 - 20% 3.) Utility 15 - 30% 4.) Movement - 10% 5.) Social Spells (Charms, etc ...) - 10% 6.) Party Aiding (haste, bulkl strength, etc ...) - 20% You also need to balance your spells so that you can use them effectively: 1.) Spells you plan to cast during combat - 30% 2.) Spells you cast in preparation for combat - 30% 3.) Spells you use (often) for noncombat purposes - 40% If you have too many combat spells, many of them will be redundant. Most sorcerers ignore lower level SM spells thinking that they become useless at high levels. They are not useless. They change from combat spells to utility spells. SM I or SM II is a fine spell for finding traps, activating distant portals, etc ... Offensive combat spells should eventually fill the following areas: 1.) Mass Fire Damage (Fireball) 2.) Mass Cold Damage (Cone of Cold) 3.) Acid Damage (Acid Arrow) 4.) Electrical Damage (Lightning Bolt) 5.) Force Damage (Magic Missile) 6.) Sonic Damage (Shout) 7.) Will Save Enemy Negation (Hold Monster) 8.) Fort Save Enemy Negation (Flesh to Stone, Disintegrate) 9.) Reflex Save Enemy Negation (Resilient Sphere) 10.) Duration Damage spell (Acid Fog) 11.) A mass damage spell with no reflex save (Ice Storm, Horrid Wilting) 12.) A damage spell that ignores SR (Acid Arrow) 13.) Indirect Damage (Summon Monster) Some spells fill multiple of the above areas. [/QUOTE]
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