View Full Version : Battle Sorcerer: I need some feedback


Elementus
Sat, 5th Oct '02, 8:26pm
I need some idea's and improvements for my document. Its about the Battle Sorcerer, what can be added, changed, or anything.

PinkGiraffe’s
The Battle Sorcerer

A battle sorcerer can be a very powerful thing. First lets see what they can do: They can cast spells without memorizing, but they are limited too fewer spells then the wizard. After some experimenting I realized just how powerful a sorcerer could get in battle. So I took my favorite class, the elf, and made a sorcerer that still has not been beaten in a PvP competition. My spell caster of choice is the Battle Sorcerer, and I will give you some tips on how to make one.

First thing is statistics; this is my stats of choice:
Elven Sorcerer
STR: 10
DEX: 14
CON: 10
INT: 10
WIS: 10
CHR: 18

As you can see I put just about everything into two statistics: I put points into my DEX because CON is mostly for hp and related and lets face it, if you have no spells left, and you are in melee combat, you’re in trouble, but if you have a nice little crossbow at your side your chances are better with a hit-and-run tactic.

KEY FEATS + METAMAGIC

Combat Casting
Extend Spell
Empower Spell
Spell Penetration
Quicken Spell
Maximize Spell

Make sure you use your Metamagic to its full potential. I would suggest using Empower with Delayed Blast Fireball to dish out some extreme damage.

SUGGESTED SPELLS

Level 1
Magic Missile
Burning Hands

Level 2
Darkness
Melf’s Acid Arrow’s
Your Pick

Level 3
Haste
Negative Energy Burst
Fireball or Vampiric Touch

Level 4
Ice Storm
Stone Skin
Your Pick

Level 5
Cone of Cold
Cloud Kill
Your Pick

Level 6
Tensers Transformation
Greater Stoneskin
Acid Fog

Level 7
Finger of Death
Delayed Blast Fireball
Prismatic Spray

Level 8
Horrid Wilting
Premonition
Incendiary Cloud

Level 9
Meteor Swarm
Time Stop
Weird or Power Word Kill

Remember to use your Metamagic to its full ability. Many people forget that Metamagic is there and tend to not use it.

Remember that many of your weaker spells are more powerful then your newer ones. Some people tend to stick with the highest spells they have, but why use a Meteor Swarm on a group of goblins when something like Fireball will be just as effective.

This is version 1.0 of the Battle Sorcerer Document.

Please give me any suggested feedback, in its document form the spells are in a chart so I had to list them downwards for you to be able to read.

I am writing the familar saction now.

Master of Nuhn
Mon, 7th Oct '02, 2:21am
Since you get an extra ability-point every 4 levels, it may be useful to get your charisma at 16/17 and spend the saved points in constitution.
Con seems to be usefull for concentration (combatcasting).

Maybe you should take a mind-protecting spell, unless your henchman has one. Your Will-save won't be very high with 10 Wis.

But hey... I'm just a novice, so I might be wrong again. :p

[ October 07, 2002, 02:22: Message edited by: Master of Nuhn ]

Viking
Mon, 7th Oct '02, 12:12pm
Two words: Chain Lightning. A must in my opinion.

Very few enemies have decent electrical resistance if any. LOADS have fire resistance.... Fire Giants? Dragons? Fry baby, fry. :evil:

My spell of choice for the Sorcerer I took through the game.

Use the stoneskin at level 4, skip greater stoneskin to make room if you like your other level 6 picks. Combine with premonition and you can do without the added protection.

Rastor
Tue, 8th Oct '02, 9:46pm
Since you get an extra ability-point every 4 levels, it may be useful to get your charisma at 16/17 and spend the saved points in constitution.
Con seems to be usefull for concentration (combatcasting).How about dexterity instead? If you want to do the hit and run tactic after running out of spells, it is far better to have a better chance of not getting hit (enemies do have ranged attacks sometimes). Also, dex will increase your chance of making concentration checks since the enemy is not as likely to hit you.

TIN_MAN
Fri, 11th Oct '02, 7:39am
I began with these stats as a sorcerer:

str: 10 -strength has no use for a magic user
dex: 14 -for a better AC
con: 14 -for extra HP-s and concentration points
int: 12 -for 1 extra skill/level
wis: 12 -1 extra will save bonus
cha: 15 -since you get 1 point of stat every four levels you don't really need a charisma higher than this at 1 st level. Why boost up your cha. to 18 at 1st. level? A sorcerer can only cast 8-th. level spells at level 16! I finished the game with a base charisma of 20. That was more than enough.

JohnnyRTFM
Fri, 11th Oct '02, 2:15pm
One more thing worth mentioning is whether or not this character will be used for single or multi-player. A lot of servers I have played on frown on Time Stop, as it can easily lead to abuses, with some going so far as to disable the spell outright.

[ October 12, 2002, 00:16: Message edited by: JohnnyRTFM ]