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Sorcerer "Swiss Army Knife" Spell selection
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<blockquote data-quote="Zelc" data-source="post: 4137236" data-attributes="member: 40496"><p>For Sorcerers, you probably don't want more than a few damage-dealing spells over the entire lifetime. Direct Damage is usually a suboptimal strategy in the first place (battlefield control effects like Black Tentacles and Solid Fog and save-or-suck/die effects like Glitterdust usually trump direct damage effects), and you don't want to waste multiple spells known for different ways of getting the same effect: dealing level/d6 damage.</p><p></p><p>Threads on the CharOp forums for Sorcerer Spell Selection:</p><p><a href="http://forums.gleemax.com/wotc_archive/index.php/t-765195" target="_blank">General Guidelines for Sorcerer Spell Selection</a></p><p><a href="http://forums.gleemax.com/showthread.php?t=963854" target="_blank">Sorcerer vs. Warmage</a> (Warning: Thread title contains offensive language! Thread is flamey-ish in general)</p><p></p><p>Here's a spell list from the last thread:</p><p></p><p>Spell Level: spells</p><p>1: Mage Armor, Ray of Enfeeblement, Grease, Familiar Pocket, Enlarge Person (or something)</p><p>2: Glitterdust, Scorching Ray, Wings of Cover, Heroics, Alter Self</p><p>3: Stinking Cloud, Fly, Ray of Dizziness, Haste</p><p>4: Wings of Flurry, Solid Fog, Orb of Cold, Greater Mirror Image</p><p>5: Greater Blink, Moonbow, Feeblemind or Baleful Polymorph (or Overland Flight, replace Fly with Phantasmal Steed, if you'll be getting a Runestaff at some point)</p><p>6: Greater Dispel Magic, Imbue Familiar with Spell Ability</p><p>Next level you snag Arcane Spellsurge and the fun really starts.</p><p></p><p></p><p>Also, you probably want a high Cha more than a high Dex, but the higher Dex could help you hit with touch spells which is always nice.</p></blockquote><p></p>
[QUOTE="Zelc, post: 4137236, member: 40496"] For Sorcerers, you probably don't want more than a few damage-dealing spells over the entire lifetime. Direct Damage is usually a suboptimal strategy in the first place (battlefield control effects like Black Tentacles and Solid Fog and save-or-suck/die effects like Glitterdust usually trump direct damage effects), and you don't want to waste multiple spells known for different ways of getting the same effect: dealing level/d6 damage. Threads on the CharOp forums for Sorcerer Spell Selection: [url=http://forums.gleemax.com/wotc_archive/index.php/t-765195]General Guidelines for Sorcerer Spell Selection[/url] [url=http://forums.gleemax.com/showthread.php?t=963854]Sorcerer vs. Warmage[/url] (Warning: Thread title contains offensive language! Thread is flamey-ish in general) Here's a spell list from the last thread: Spell Level: spells 1: Mage Armor, Ray of Enfeeblement, Grease, Familiar Pocket, Enlarge Person (or something) 2: Glitterdust, Scorching Ray, Wings of Cover, Heroics, Alter Self 3: Stinking Cloud, Fly, Ray of Dizziness, Haste 4: Wings of Flurry, Solid Fog, Orb of Cold, Greater Mirror Image 5: Greater Blink, Moonbow, Feeblemind or Baleful Polymorph (or Overland Flight, replace Fly with Phantasmal Steed, if you'll be getting a Runestaff at some point) 6: Greater Dispel Magic, Imbue Familiar with Spell Ability Next level you snag Arcane Spellsurge and the fun really starts. Also, you probably want a high Cha more than a high Dex, but the higher Dex could help you hit with touch spells which is always nice. [/QUOTE]
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