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| Icewind Dale 2 For posts concerning Black Isle Studios' sequel to Icewind Dale. (Check out our IWD2 Walkthroughs). |
| View Poll Results: What is the best race for a sorcerer? | |||
| Human |
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27 | 37.50% |
| Aasimar |
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20 | 27.78% |
| Drow |
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17 | 23.61% |
| Other |
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8 | 11.11% |
| Voters: 72. You may not vote on this poll | |||
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#101 | |
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I speak maths and logic, not stupid
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Consider a lvl 10 non-ECL party, each character having 45,000 exp points when they reach lvl 10. To reach that same experience award plateau, that ECL+1 party would have to be level 11 while the ECL character is level 10. Thus the party would still count as being lvl 10 for purposes of calculating exp. Thus each one of them must have at least 55,000 exp. Which, by incident, is just about 20% more than the 45k that the non-ECL party had. Edit: Forgot the actual point. The Non-ECL party will count as level 2 party upon their first level-up, while the ECL+1 party still counts as level 1 even if it now has 5 level 2 characters. Meaning the ECL+1 party WILL gain more experience until it reaches the non-ECL party's average level. But in order for this to happen, the five non-ECL characters in that party will have to be one level higher than the ones in the non-ECL party. QED. |
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#102 |
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I wish for a horde to overrun my enemies
Join Date: Jun 2008
Location: Dutch expat living near Chengdu China
Posts: 1,320
Blog Entries: 4
Like: 11
Liked 12 Times in 12 Posts
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An ECL is always a disadvantage to your party's level.
The dynamic XP system will partially mitigate the ECL penalty by giving a proportionally higher XP bonus. ![]() BUT, ECL will always stay a penalty, because you need to be lower level to get higher XP gains. At best, you can get your non-ECL party members up a level or two at most, but otherwise the increased XP is just to lessen the level disadvantage. ![]() If you mean that you can get 5 party members up to a higher level momentarily, then don't forget that you'll pay for it by getting less XP sooner. The dynamic XP system isn't fluid, it's incremental, and this makes it harder to determine whether you'll even get this advantage. |
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__________________
"My country is the world, and my religion is to do good." - Thomas Paine |
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#103 |
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Gems: 11/31
Latest gem: Bloodstone |
I'm pretty sure you're both wrong.
But I have two tests and two quizzes tomorrow so I don't have time to calculate it. Perhaps on the weekend I will resume playing this party: http://www.sorcerers.net/forums/showthread.php?t=27072
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#104 | |
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I speak maths and logic, not stupid
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Just to clarify, a level 10 drow is counted as level 10 character for purposes of exp awards, not 10 + 2 = 12 as you seem to assume. Yes, in that case you'd be two levels behind with that character with "nothing" to show for it. But that's not how it works in IWD2. |
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#105 | ||||||||||||||
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Gems: 19/31
Latest gem: Aquamarine |
Let's not go into the Drow Sorcerer vs Human Sorcerer 1 on 1 discussion please. As a veteran of similar discussions let me be the first to say they usually don't end well.
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-As for the melee issue the best axes in the game are actually the ranged ones so no biggie. -Personally I don't see the sense in bringing a whole ECL-race party unless one cares to appreciate the first few hours of toil. The Drow SR is meant to protect him from potential harm. I don't see the sense in abusing that by repeatedly dropping fireballs in front of one's party. Quote:
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-Don't underestimate the prowess of a Sorcerer in full buffs (and quite a few of those will not be his own) -Consider that to get to this setup the human will have to already be on Isair/Madae's stronghold. On the other hand the Drow gets to keep his SR for the rest of the game (the other 95% of it). Quote:
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For all that I don't feel like I made much headway and I'm as tired as ever. The main difference between our opinions Coineineagh is that you think of the most powerful Sorcerer as a single powerhouse for the ideal situation, while my opinion is based more on synergy and the current situation. Given that we probably won't agree on what's best until Christmas. |
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Last edited by Scythesong Immortal; Fri, 20th Feb '09 at 7:25am. |
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#106 | ||
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I wish for a horde to overrun my enemies
Join Date: Jun 2008
Location: Dutch expat living near Chengdu China
Posts: 1,320
Blog Entries: 4
Like: 11
Liked 12 Times in 12 Posts
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Quote:
, while your mage concentrates on advancing fast, to get important high-level spells. This doesn't go up for my mage, since my DG Illusionist already has 3ECL, and the mix-ins actually put her behind my sorcerer.I try to see my illusionist as a rogue/mage, but with a strong emphasis on the spellcasting, so that she can't really be considered auxiliary. I see my human sorc type as more of a warlock (accidental roleplaying, though she'd be a white witch due to her alignment), with plenty of fire and necromancy , but still room for taking up some transmutations and enchantments in Heart of Fury. I disagree about the importance of Cera Sumat in melee, but this is likely because I have access to numerous mod items, and mod-enhanced items . Mods aren't everyone's cup of tea, but you'll find the greater challenge rating of Tactics4IWD2 quite addictive if you try it.Some items are much better in normal mode, and I value Cera Sumat mainly for its 16SR, though it remains a decent combat weapon too. Quote:
I still believe that the human sorcerer is the most suitable member of my powergaming party, and I just updated my IWD2_4dummies guide where she remains almost unchanged (i now add a level rogue after sorc20 so she can wear Crow's Nest, that's all). My 4th version should be available on the boards soon. I also didn't know that Jukka/Sir Rechet was still around, and I'm glad to hear he's renewed interest in his guide. The new insight into SR and Evasion in another thread looks very promising. Since I do 'versatile powergaming', I don't feel like I'm competing with 'Ultimate Powergaming Guides' like JUPP. The versatility is where we differ here, Scythesong. I try to make my characters as versatile as possible, at a minimum of sacrifice. Ultimate charaters were developed for a singular purpose, and do excel at that, but they have more limitations and vulnerabilities. With the example of spell protections, your drow starts with higher saves at level 1, and SR. It levels slowly, and aquires new spell levels later, but gets +1DC , which pays off when it has reached all levels. Its SR continues to progress at a steady pace, as do its saving throws. It's definitely a good character; one of the best, most 'ultimate' casters in fact.My human on the other hand, doesn't start with the drow's +2 saves , or SR. But it levels faster early on, which is a distinct advantage in the difficult early game. A sorcerer should primarily cast spells, (spell) defense is of lower priority. Once it takes a level paladin (which I do at level 7), it gets a significant boost to saving throws, taking it significantly above the drow, and this will only improve double-speed, as it advances in levels and Charisma. Once 2 mix-ins are taken, it is at the level of its drow counterpart. When paladin and monk mix-ins are combined, it gets protection from sky-high saves and monk Evasion, that the drow can't achieve without penalties. As I mentioned earlier, the human can also acquire the maximum of 50SR with items and buffs.The character I just described has the most layers of spell protection I can think of, and it is just one of its many versatile traits. |
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__________________
"My country is the world, and my religion is to do good." - Thomas Paine |
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#107 |
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Gems: 19/31
Latest gem: Aquamarine |
I'm not saying I'm mad or anything. I enjoy debates. I just don't think we can come to an agreement with this one.
I meant that you're building your Sorcerer so he is the best that a Sorcerer can be given IWD2 mechanics, spells and items. Versatility is a natural side effect. Your Sorc could probably solo the twins in HoF with few or no reloads and win. I'm building my Sorcerer so he synergizes best with the rest of the party. Focus is preferred instead of versatility, since versatility is viewed in the scale of a party rather than individually. The Human bonuses are nice, but pales as a necessity. SR is preferred because magical harm (friendly or otherwise) is the one type of damage nigh-unavoidable by micromanagement and tactics. Drow higher Charisma makes DC's higher and grants an extra casting, along with mundane bonuses. Item distribution is seen in the eyes of a party rather than individually, so maximizing a single character is difficult and impractical. Drow stats (saving throws, HP, BAB) actually advances very similarly to a Human's until mid-high level, at which point powerful protection spells become available. Holy Aura, in particular, has a less known side effect. It grants the party SR which stacks with the buff, allowing the Drow to nuke his own party at leisure. The -2 class levels help minimize friendly damage. Yes my Drow Sorc is a spellflinger. The Wizard is never of an ECL race, so besides having the highest DC in the party he's reponsible for casting the save-or-bust spells and a few nukes/buffs/debuffs.
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Last edited by Scythesong Immortal; Mon, 23rd Feb '09 at 10:47am. |
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#108 | |
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Gems: 1/31
Latest gem: Turquoise |
Quote:
Personally, I voted Human because 1) getting to minimize the INT is too much of a powergaming opportunity to ignore and 2) DAY BLINDNESS. Day Blindness gives a flat -1 to anything your Drow does when outdoors, taking away most of the benefits from the increased stats right there. The only thing left after that is the spell resistance, which is indeed very useful, but not enough to lose nine whole character points for IMO. |
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#109 |
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Gems: 11/31
Latest gem: Bloodstone |
KFX: You can minimize INT with a drow too. Spellcraft isn't mandatory.
Day blindness is annoying but *most* of the most important areas of the game are indoors or underground. |
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#110 |
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Gems: 1/31
Latest gem: Turquoise |
Technically no, but the +20%-to-damage feats it enables are so much better than anything else on offer for spellcasters, featwise, that it might as well be. Not picking those feats is gimping your caster.
'Sides, a Drow doesn't get to reduce his INT all the way to 3... nor raise his CON all the way to 18. |
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#111 | |
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I speak maths and logic, not stupid
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Quote:
A drow in a party otherwise full of ECL zero characters - such as the Rogue(1)/Wizard(x) from the original UPP - is really going to be dragging behind in power. A human in a party otherwise full of Drows and Deep Gnomes is going to end up a couple levels higher. Therefore, the original poll is rather moot point, as long as the rest of the party isn't specified. And yes, +20% bonus to elemental damage is HUGE. 15th level Sunfire suddenly becomes as effective as if cast by 18th level caster -- except that it's capped already at 15th level. Likewise, a 20th level Delayed Blast Fireball jumps from 20d6 to "24d6", i.e. as if cast by a 24th level caster. There's no way you can compensate for such losses elsewhere. |
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#112 |
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If they cast haste a sorcerer can be competitive in any race....
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__________________
“I have little patience with scientists who take a board of wood, look for its thinnest part, and drill a great number of holes where drilling is easy.” |
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#113 |
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You may need to be banned for that joke. . . .
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#114 |
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... ever since the threat started I've been resisting, but someone had to go and resurrect it. You know you've had the same thought -- be honest now.
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__________________
“I have little patience with scientists who take a board of wood, look for its thinnest part, and drill a great number of holes where drilling is easy.” |
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#115 |
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Gems: 11/31
Latest gem: Bloodstone |
But Jukka, the elemental spells aren't the most powerful to begin with, especially in HOF (you mentioned a 20th level caster). Necromancy and enchantment spells are better.
More importantly, the powergaming advantage to minimizing INT with a sorc is most likely going to be more points in STR or WIS, which just don't matter. Human sorc: CHA 18 CON 18 DEX 18 INT 3 WIS 10 STR 9 or perhaps WIS 3 STR 16 and a throwing weapon, though I prefer a longbow with highly enchanted arrow for the improved range. Drow sorc who goes for elemental feats: CHA 20 (worth at least two feats over the human) CON 16 (disadvantage) DEX 20 (advanatage) INT 12 WIS 3 STR 9 Second guy is better IMO |
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Last edited by JT; Thu, 7th May '09 at 4:08pm. |
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#116 |
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I speak maths and logic, not stupid
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Quite frankly, Slings are better than bows any day of the week, twice on sunday, ASSUMING you have the STR for it. Bows no longer get automatic +1 attack per round as they did in 2e rules, and Rapid Shot works just as well with Slings.
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#117 | |
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I wish for a horde to overrun my enemies
Join Date: Jun 2008
Location: Dutch expat living near Chengdu China
Posts: 1,320
Blog Entries: 4
Like: 11
Liked 12 Times in 12 Posts
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Quote:
As for enchantment and necromancy being better than evocation: not really . In HoF, enemies are so often resistant or immune to those effects, that they also become poor. Buffs are the ultimate spells in this game; there's no need to overcome enemy immunity, resistance, or saving throws. That's also why melee should not be dismissed, not even for your sorcerer!
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__________________
"My country is the world, and my religion is to do good." - Thomas Paine |
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#118 |
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Gems: 19/31
Latest gem: Aquamarine |
At least T2Bruno's joke made sense.
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#119 |
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Gems: 6/31
Latest gem: Jasper |
...no it didn't...
Would somebody be kind enough to explain it to half drunk idiot? |
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#120 |
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Casting haste means you seriously speed up -- race (not elf/dwarf/human, but 100 meter sprint) . . .
Pretty self explanatory (note the name of the thread . . .) |
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#121 |
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Gems: 6/31
Latest gem: Jasper |
Yeah, I feel stupid now.
Thanks for explaing it. |
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#122 |
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No worries, sometimes the obvious isn't.
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#123 | |
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Gems: 8/31
Latest gem: Skydrop |
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(And by "automatically" I suppose I mean "the human is forced to cast Great Shout too, and the Drow is unaffected 40% of the time" since he's two levels lower. Discounting the dynamic levelling effects for the sake of the "duel.") -Max |
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#124 |
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Gems: 4/31
Latest gem: Sunstone |
I am a little confused about dynamic exp distribution.
It sounds like a party of 6 ECL will be roughly the same level as a party of 6 non ECL in the long run? as for the topic: i would say drow is the stronger race pick in the long run. Once you get to HoF, WotB is really the only thing that can effectively kill huge mobs of monsters at a reasonable pace and having +1 dc means a lot on a 20 monster mob. Mass dominate is the other big hitter and also relies on high DC. Symbol of hopeless from a 40 int bane cleric is fun too but youll still have to follow up with AoE.Strong spells like horrid wilting and DFB will start to wane in power because even a lowly orc will have 300 hp and theres always an issue of riendly fire(which sr will help immensely). Early on, human is obviously stronger due to the level advantage(unless you're squatting like a mofo). The extra feat at level one is rather negligible but gaining extra stats from a tanked int score opens up a lot possibilities. Courtesy of JUPP: Humans can also take 1 level of paladin for massive save bonus and martial weapon proficiency, another level grants them immunity to fear, though it seems you will still be affected if you roll a 1. You can also take a level of monk to gain evasion-- essentially granting you immunity to "dodge-able" spells if your reflex save is high and allowing you to use special monk only gauntlet which increase attacks per round and opens up very interesting melee options. A previous also suggested taking a single level of ranger for dual wielding but this is not terribly viable in HoF unless you designate this sorc as your primary melee berserker as well. If we only care about end-game which is essentially HoF mode: drow: SR , 2 char , no mix in meaning ~9 less saves, no evasion possiblity aasimir: NO sr, 2 char , paladin mix in but no evasion possibility human: NO sr, extra ability scores/skill points, paladin and monk mix in sorcs gain almost no additional spells/day after level 20 so the only worth is increasing the damage of uncapped spells like DFB, skulltrap, and durational spells like mass dominate. Even then, its still worthwhile to take 1 if not 2 or 3 class mix ins for added protection and versatility. with that in mind, i still go with JUPP's human sorc+ mix in path . regardless of which of the 3 races you choose , i believe sorcerer is the strongest single class in iwd2 and if i had to play through the game with just 1 character from 1 class i would choose sorc.also, where can i find detailed enemy information like madae's class(Which is aparently level 20 cleric) and also stuff like AC/resistances/saves/attack roll BAB? |
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#125 | |||||
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I wish for a horde to overrun my enemies
Join Date: Jun 2008
Location: Dutch expat living near Chengdu China
Posts: 1,320
Blog Entries: 4
Like: 11
Liked 12 Times in 12 Posts
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yay), is the same guy who thinks there's merit to mixing in a ranger level. The ranger is timed appropriately, but its benefits are also improved by a mod, Light of Selune (needed to purchase a ranger-only bow with 1.5x STR bonus to dmg ).Quote:
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__________________
"My country is the world, and my religion is to do good." - Thomas Paine |
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