Preview: The Sorcerer

I like the Sorcerer. While it is an Arcane Striker like the Warlock, it just feels very different (brute force Area versus trickery single target). What I find a bit strange is that he has only cloth Armor, which I love as a Wizard but with so many close blasts they could really need a bit of an AC boost.

The Dagger Implements are also a bit strange, if you will go into melee you will certainly not depend on such a week weapon (besides rogues) and only use it offhand, so why not just give them a Wand like most other Arcane users?

About the daily ... 6d6 damage on a daily is nothing special, a Fighter can have this with a 2d6 weapon and a common 3W daily power.
 

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Avenger will be in PHB2, it is Divine and our best bet is Striker (I don't think it has been actually confirmed yet). The Shaman will also be in PHB2, it is a Primal Leader and has a Spirit Companion (the one example we know of so far is a Spirit Bear).
It is a divine class -- that much is certain. It is suggested that it will be a striker (we were told in phb2's early development that one of the classes was slated to be a divine striker, running around blasting targets with radiant flame strikers -- however, that may be what the Invoker turned in to). In any case, divine class, most likely striker.
Awesome guys, thanks! I remember hearing about it now - it made me think witch hunter from Warhammer. And that was a total blank on my part. /derail ;)

About the Sorcerer, it does sound cool. I think the cloth armor is a balance thing - it sounds like they have a bit more damage potential than warlocks. That said, I don't have access to DDI, so pretty much all I know is in this thread ;) Sounds really neat though.
 
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They have no xd6 damage kicker and compensate with larger damage powers? It is this way for all powers?
Isn't that going to be a problem with multiclassing power substitution? Because if i multiclass into a ranger, i can get ranger powers but only one quarry/encounter; with sorcerer powers, it's like having the kicker at will

Edit: i forgot to add that i don't have access to DDI, so i'm only responding to what i read on this thread. Also, could someone tell me what utilities does a sorcerer get?
 
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I have to admit I am sorta disappointed it didn't go the direction I wanted. The Sorcerer to me never felt like one that would stay back and fire from afar, but this one definitely hands itself to that format with the amount of Ranged 10-20 spells it has. It does have some Close Burst and Blast spells but they range far and inbetween each other, and are not really in the manner I was hoping for.
A sorcerer never felt like a ranged striker to you?

Man, you must've played with some weird people.

Every sorcerer build I ever saw concentrated on blasty spells with a few defensive and utility spells thrown in for ultimate blastiness in a fray.
 

I like the Sorcerer. While it is an Arcane Striker like the Warlock, it just feels very different (brute force Area versus trickery single target). What I find a bit strange is that he has only cloth Armor, which I love as a Wizard but with so many close blasts they could really need a bit of an AC boost.
That's covered here:
Draconic Resilience: While you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC.

Scales of the Dragon: The first time you become bloodied during an encounter, you gain a +2 bonus to AC until the end of the encounter.

Chaos Burst: Your first attack roll during each of your turns determines a benefit you gain in that round. If you roll an even number, you gain a +1 bonus to AC until the start of your next turn. If you roll an odd number, you make a saving throw.

The Dagger Implements are also a bit strange, if you will go into melee you will certainly not depend on such a week weapon (besides rogues) and only use it offhand, so why not just give them a Wand like most other Arcane users?
Because it lets them have weapons which are usable as a basic attack, and since Chaos Sorcerers favor dexterity as a secondary stat, a Multi-classed Sorcerer/Rogue would fit very well.
 

Geez, Strikers just get so much love.

I notice that the Dragon-themed class features are more powerful than the Wild-magic themed ones. However, the powers that benefit the Wild-Magic build are more potent than the Dragon ones.

At-Wills seem a bit weak except for Chaos Bolt. The emphasis on close blasts is more a headache, because it requires maneuvering around your party a lot in order to not hit them; no spell in the Sorcerer's listed powers target enemies only.

I sure hope that there's more than just close blasts in the Dragon build's powers, because the 'Woo, I breathe like a dragon!' is a one-trick pony that I feel is very played out by the end of the 3rd level powers.

I anticipate a rush of Halfling and Drow wild sorcerers.

These guys will eat the wizard's lunch. They're strikers that affect areas, killing lots of minions. Where do wizards excel compared to these guys, exactly?

On the plus side, it's easy to refluff the Wild Mage as getting their magic from the Far Realms, but if you want a far-realms influenced Striker, just go StarPact.

At least it gives Half-Elves who are playing a Cha-focused class something to take with their dilettante power. (Good luck with Implements though).

Not impressed. I sure hope the Shaman doesn't disappoint me like this one does.
 
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This is weird... I thought that barbarian at-will with [W]+Str+1d6 damage or something was supposedly broken (why would your half-elf Str based char NOT take that as a dilletante power?), and I thought I read the designers commenting on how that (inputing striker extra damage directly on powers) was going to be revised due to multiclassing issues... and now there's a preview of a class that does exactly that? I mean, even if a fighter with a 2d6 dmg wpn can do it, 6d6 sounds like a lot of damage...
I know the barbarian's was an at-will and those are harder to get through multiclassing but... am I missing something?
 


If I'm reading Chaos Bolt right, it hits as many targets as
a) it can find and
b) you keep rolling evens for?

So theoretically you can take out every minion in the house in one shot if you're lucky? that's pretty cool.
 


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