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  1. #5
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    Quote Originally Posted by Aspenor View Post
    This is only a loose guide for spell choices. You may want other spells depending on what you want your sorc to do.

    Spell choices: 1st level
    Hypnotism, Niacs
    Will save spell, useful for making groups of mobs stand still. A sorceror can spam cast 2-3 hypnotisms and render entire crowds immobile. I recommend taking this at 2nd level to help control crowds. Niacs is for damage output. It is the highest damage spell for first level available, and it works well on early mobs, especially casters. A sorceror should remember melee mobs have low will, and caster mobs have low dex, so charm the fighting types and kill the caster types.

    Spell Choice: 2nd level
    Charm Person
    At early levels you will want to be able to short-man quests, and you will want to be able to take control of the baddies to fight for you. Charm Person works on kobolds and hobgoblins, the common enemies in the early game.
    Alternative: Burning hands
    Burning hands is a good low level damage spell for groups of monsters, and taking burning hands at second level also allows the sorceror to be more effective against undead, since ice does not work on skeletons.

    Spell Choice: 3rd Level
    Burning Hands
    See above, alternative spell is hypnotism.

    Spell Choice: 4th level
    Web or Resist Energy
    Web is the fundamental crowd control spell in the game. Learn it, use it, and master it. Being able to use this spell effectively will help you use others later down the line. Resist energy is a MUST HAVE for a sorceror. Taking this spell early also makes your sorceror more able to short-man quests for quicker experience. You can make due with your first level spells for CC and damage.

    Spell Choice: 5th Level

    Web or Resist Energy
    Whichever one is not chosen at 4th, take it at 5th.

    Spell Chice: 6th Level
    Haste
    Everybody loves haste. You know you can't live without it. At low levels there is nothing like hasting a fighter.

    Now's when it gets hairy. Around 6th level, you no longer need some early spells, and you are in need of different spells for the quests you are in.
    For example, Stormcleave is a common 6-8 experience quest, and the giant at the end canot be harmed by Niac's. However, crowd control is necessary for this quest, and it would be awful tough to give up one of your CC spells. At 6th level I recommend dropping burning hands for magic missle, simply for use in killing the giant. If you feel you can count on your fighters to do this, this change may not be necessary.
    Spell Swap- Burning Hands for Magic Missile

    Spell Choice: 7th Level
    2nd Level - Blur
    3rd Level - Fireball
    Blur will be your first defensive buff. KEEP YOURSELF BLURRED. You have no AC. Damage avoidance is your only way to survive. Fireball replaces burning hands as your AoE killer.

    Recommended spell swap at 7th level:
    Niac's for Jump
    Niacs is no longer your primary killing spell. Fireball is a reflex save, and performs just as well as Niacs. Jump is necessary for evasive maneuvering.
    Jump is a must-have for a 14th level caster.

    Spell Choice: 8th level
    8th level spell selection is very subjective. It depends on your build. Are you an instant-death build? You want PK. Are you a direct damage build? You want firewall. Are you a charm build? Charm monster.
    My chosen spell at this level is PK. It generates very little aggro, and is a useful for a quick-kill on a threatening mob.

    Spell Choices: 9th level
    W00T!! We get 3 spells this level!
    2nd Level - Scorching Ray
    3rd Level - Displacement
    4th Level - Wall of Fire
    Displacement is a MUST HAVE for a sorceror. 50% miss chance will save your tail ALOT. Use this spell, and use it often when you get aggro.
    Scorching ray - staple high level damage spell. At low levels it is less useful, due to 1 ray only. It now has 2.
    Wall of Fire - Staple damage spell. Learn to love it. You'll be jumping around in it like a jackrabbit on crack.

    Spell Choices: 10th level
    5th level - Hold Monster
    Hold Monster is your new Melee destruction spell. Being attacked by a fighter type mob? HOLD THEM. Will save spell.

    Recommended spell swap:
    Hypnotism for Nightshield
    With your casting speed on hold monster, hypnotism is not necessary. Use web for group control, if necessary. Magic missles are unavoidable damage, and this simple spell lasts for 1min/level, and absorbs all missile effects. It also gives resistance bonus to saves.

    Spell Choices: 11th Level
    3rd Level - Protection from energy
    4th Level - Stoneskin
    5th Level - Cone of Cold
    I R SQUISSHEEEE
    Displacement and stoneskin is the BEST armor class in the game. Use it, love it. Live it.
    Protection from energy may seem like it is unnecessary, but you won't think so when you get hit with 100 damage lightning and 180 damage polar rays. Damage mitigation is your friend. Cone of Cold is your new burning hands, except much better. Especially useful on fire monsters (14th level crits up to 2000-ish).
    niac's is a useless spell (save = 0 damage). should be replaced(kept in your book for now for fire based mobs) with scorching ray (no save) at level 4 (earliest) not level 9.
    you will not be able to kill any dex based mob till level 7 (fireball: save = 1/2 damage) by this guide (if you do you will expend 10x sp trying to get it to hit).

    fireball should be replaced with acid blast. if you come across a fire/cold immune mob like blackbone skeles you can't do any damage till your listed level 15 selection spell acid fog. it does the same damage and has the same save... the only difference is the enhancement which you should be able to have points for anyway.

    also force of personality feat (significant advantage over wizard) should be taken earliest possible if you ever want to increase your survival ability in hard/elite significantly... due to increased CC... priority is even higher if you are a soloist as debuffs will always target you as there are no other party members around

    edit: wall of fire at 8 will dismiss any acid immune mobs you want to aoe.

    edit 2: fireball is a horrible boss nuker thus more reason for scorching ray... targeting a mob (or simply aiming at it) and casting that spell will just ask for it to bug out and do 0 damage. it must be cast at the ground.
    Last edited by zooble; 11-02-2009 at 06:41 AM.

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