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I Just Don't Like Sorcerers

Discussion in 'BG2: Throne of Bhaal (Classic)' started by Aldeth the Foppish Idiot, Feb 8, 2006.

  1. Prine Gems: 11/31
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    I find ice storm relatively crap and not worth taking with a sorcerer, much the same as most of the other persistent area damage spells. Then again there's not many decent fourth level spells anyway.

    Finger of death is crummy. If you want instant death, use death spell. If whatever you're fighting is too tough for death spell then it'll probably make its save vs. the finger anyway.

    Often you'll take all of the good stuff in a spell level and then the remaining choices are so useless that you don't even care what you get.

    You don't really need PFE on account of the staff of the magi. You do need stuff like knock and minute meteors in a solo game. You want mislead and spell immunity too.
     
  2. Minh So Gems: 6/31
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    Actually Finger of death is the only choice when it comes to instant kill. Death spell won't do anything to creatures of lv9 or higher, flesh to stone and disintegrate will ruin items, banshee is expensive ^^

    I'm currently using ice storm too, it's cheap for an area-effect spell, you can even load 3 of them up to a spell squencer, kinda nice if not cheese in combination with a couple of webs :p
     
  3. Prine Gems: 11/31
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    Like I said, if death spell won't do it then odds are you're going to have a hard time getting it through their save anyway. Just blast them with three skull traps and call it a day. Screw instant death, old fashioned death is more reliable.
     
  4. Wordplay Gems: 29/31
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    Each to their own. Some like them, some don't, but I remember one poll that asked about the favorite classes of BG2 and in top-3 were fighter, mage, and sorcerer.

    Personally I almost always play as a sorc in a party where almost everyone can cast spells. Almost; that would be too much to ask from Minsc. Shame that there isn't a good fighter/mage in the game...
     
  5. Minh So Gems: 6/31
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    Prine, finger of death has more than 50% chance to kill a creature under greater malison, quite reliable to me :)
    It's good when you meet things that regen fast, or can heal itself or simply have over 200HP. As a resting-hater, I sometimes even run to a dragon with just Nahal's Reckless Dweomers :p
     
  6. Silverstar Gems: 31/31
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    ^Wirhe,

    Minsc can cast occasional Armor of Faiths and Dooms. They are still useful despite his teriible casting level.

    Ah Sola is the best F/M you can find. He is very loving too! :shake:
     
  7. Krypto Gems: 2/31
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    I don't at all think that it's an issue of wizard or sorceror being more or less flexible. They are each very flexible, just in different ways.

    Wizards can have any spell out there but they get limited amounts of those spells. You NEED foreknowledge (or strong hints) to handle fights, you have to memorize all the right spells. But that IS your flexibility. You can prepare for anything if given time. Protection spells, pure offense, pure defense, you name it you can load it up to support a party or solo or whatever. A wiz's advantage is that he can prep the PERFECT spell complement to a situation as long as he knows what he's getting into ... that is a big advantage.

    As a sorceror you can't do that. I think most people feel that is the greatest limitation and many are irritated every time they wish they had a different spell. Now, that said, sorceror's have their own unique flexibility. The option to conduct a fight in countless different ways at the drop of a hat with no prep work. You have as many spells available as you have slots for spells. Your spell got resisted? throw another! I chafe at not having that flexibility when I play mages.

    With the right spell selection you have the tools to meet nearly every type of fight and win. A couple defense busters, summons, defenses, direct damage, area effect damage, and instant kills spread throughout your spell levels and its extremely versatile. You have FULL options in a fight unless you are completely out of spell slots, wizzies don't. A mage isn't going to have 5 copies of mord swords, 6 skell summons, and 7 or 8 copies of spider spawn all memorized, you do ... permanently, as well as all your defense spells, damage spells, etc. Combat flexibility is a HUGE advantage.

    A sorc many, many times you won't have the IDEAL spell available ... so what? Once you play a sorc enough you will find out you don't need the ideal spell (unless you're running tactics mod or some such where you NEED ruby ray to tear down mage defenses) and most times can do things to make up for those deficiencies. There's enough spells that nearly duplicate each other that you can approximate the effect without having to take multiple different spells doing the same thing.

    So really, it's only a question of which flexibility you want. Flexibility in set-up or in a combat. I prefer combat flexibility cause I like to just wing it most times and a sorc is extremely good at that. Both are fun to play, I just find sorcs ... MORE fun :D
     
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