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  1. #1
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    Default Sorc or Wiz?

    Which is better overall?

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    Community Member kaelis's Avatar
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    sorcerers r00l, wizards drule.
    Beaker is self-centered.
    Quote Originally Posted by Phalcon View Post
    Best Piker: Beak: that son of a ***** always scew's me over in every quest im ever in with him. I honestly Don't know why i keep grouping with him!

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    Community Member lvl20wizzyman's Avatar
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    Quote Originally Posted by kaelis View Post
    sorcerers r00l, wizards drule.
    actually it depends on what you want, and in my opinion wizards are the way to go, they are perfect for first time arcane casters (like myself), and WF-warforged are a great race for them, if you make a wizard google what a good build is there are sure to be plenty of WF builds out there, but some human ones as well, and if you choose to TR, TR 5 times, then TR the 6th time into a sorcerer if you have a idea of what spells you would like to have

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    Community Member Jakarr's Avatar
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    I'v always been a fan of sorc's but with AM/PM and the extra feats Atm With end game gear, all the sp goodies and all that Jazz, A wizard pulls it out.

    A sorc has 2 things over a Wizard More sp(which at higher lvls there is a difference but not a huge one like in lower lvls) and the casting spd/recast spd(this is why I still have a sorc but thats b/c of my builds diff story) Pure vs Pure a Wizard with the goodies will have a much better DC and for whats its worth more spells( <shrug> ).

    End of the day play what ya like.

    Another thought is DC vs Nukage

    Both classes do there job but a Sorc is little more geared toward tossing out a ton of polar rays+Delayed Fireballs/Chain/Ball Lightning while a Wizard has a little more advantage towards the DC based spells.

    Sorc=Run and Gun
    Wizard=Tactics

    Both do each great just one does it a little better.
    Last edited by Jakarr; 10-29-2010 at 05:13 PM.
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    Community Member LordRavnos's Avatar
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    Your going to hear answers for both sides of that can of worms honestly, so I will say it comes down to what you prefer. Sorcs can cast alot faster, have more SP and can get a higher UMD due to a much higher cha, downside limited spells and can only change 1 once every 3 days, and also get new spells 1 level later than wizards and only 1 at first. Wizards have access to all spells at any shrine or tavern, more skill points due to high int and 5 extra feats. If its your first arcane caster, go with wizard for a bit to learn what feats and spells you like so you can plan your sorc out if you chose to make one.
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    Is that a trick question? A nuker should heighten, empower and maximise flushing the toilet
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    Wizard. Better DCs better past life benefits.

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    Community Member kaelis's Avatar
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    Quote Originally Posted by oweieie View Post
    Wizard. Better DCs better past life benefits.
    Meaning you serve your time as a wizard, and reroll to where the power lies. Sorcs.
    Beaker is self-centered.
    Quote Originally Posted by Phalcon View Post
    Best Piker: Beak: that son of a ***** always scew's me over in every quest im ever in with him. I honestly Don't know why i keep grouping with him!

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    Quote Originally Posted by kaelis View Post
    Meaning you serve your time as a wizard, and reroll to where the power lies. Sorcs.
    Actually you want: bard > wizard > cleric > cleric > cleric > wizard > wizard > fvs > fvs > fvs > wizard. No sorcs at all unless you're going for that +2 all stats.

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    Community Member Phidius's Avatar
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    Quote Originally Posted by oweieie View Post
    Actually you want: bard > wizard > cleric > cleric > cleric > wizard > wizard > fvs > fvs > fvs > wizard. No sorcs at all unless you're going for that +2 all stats.
    Ugh... no thanks, one TR per toon is enough for me
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  10. #10
    Community Member kaelis's Avatar
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    Quote Originally Posted by oweieie View Post
    Actually you want: bard > wizard > cleric > cleric > cleric > wizard > wizard > fvs > fvs > fvs > wizard. No sorcs at all unless you're going for that +2 all stats.
    overkill... not even star would do that.


    Wiz>wiz>wiz>>fvs>fvs>fvs>sorc>sorc>sorc.
    Beaker is self-centered.
    Quote Originally Posted by Phalcon View Post
    Best Piker: Beak: that son of a ***** always scew's me over in every quest im ever in with him. I honestly Don't know why i keep grouping with him!

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    well, i hit the same wall when i was deciding which spellcaster would b best for me, and then, one of my guildies told me this:

    "end game, you will always use the exact same spells....whats the point of havin all if u use only the same ones again and again"

    and how that fits the discussion, well simple, what make wizzards a nice choiced as well, is that they are versitile, having far more spells, but if u reach end game and cast the same stuff again and again whats the point of having all arcane spells of the game? isnt it better to....cast them more times over having a heck load of spells parked and not being used anymore?

    for lower lvl, its better wizard, because they pick spells faster, and can change their spells according to the quest, while sorcerers dont, however once you reach end game, and have your spells settled, having more mana (which is the sorcerer case) is exactly what you want. And yes, with sorcerer you will have sometimes to change spells and spend some money, never doubt that, however, end game, they rule, easy as that, because in terms of damage and amount of spells used b4 the blue bar becomes black, they really oversome wizards.

    i am not saying that wizard is a bad choice, because they can reach a very good damage per spell as well, and very decent cds for spells, and wont face half as many problems as the sorc towards end game, but sorcerer hability to cast stuff faster, with loads of damage, and cast it twice as many times, or more, than a wizard, because a sorcerer mana pool takes far more time to end, have a heavy impact on mid to end game.

    my suggestion to you is, first you go wizard, know the spells, see how well they work, and learn some mana management along the game, then, TR into a sorc, or, make an alternate as a sorc, even if ur f2p you have space in 1 account for 2 characters. See which one you liked to play more once you learn what spells are good and what spells arent, and then, the one you like more, you keep as your main caster^^.
    Last edited by bunitchu; 07-13-2010 at 11:43 PM.

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    Community Member Consumer's Avatar
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    Quote Originally Posted by bunitchu View Post
    i am not saying that wizard is a bad choice, because they can reach a very good damage per spell as well, and very decent cds for spells, and wont face half as many problems as the sorc towards end game, but sorcerer hability to cast stuff faster, with loads of damage, and cast it twice as many times, or more, than a wizard, because a sorcerer mana pool takes far more time to end, have a heavy impact on mid to end game.
    Lol, just lol.

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    I would suggest wizard first, then go sorc...


    Sorc class is easy to mess up, You can only swap one spell every 3 days, so if you don't pick the right spells you will be screwed!

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    Community Member Archmage49's Avatar
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    I prefer wizard, just the versatility. Now, I haven't reached end game or whatever, but I haven't yet seen where a particular spell is the only one worth preparing. Fire wall is great most of the time, but what if you're in a quest where there's a whole bunch of fire elementals or other fire types? Not much good now is it? Every spell has a use, albeit a limited one.

    Which is why I like wizards over sorcerors, the simple fact that if they know what they are facing, they can customize to fit that threat. Sorc's can't do that, so then what are they going to do, wait a week to replace a few spells? You get more mana, sure, cast faster, thats nice also. But in terms of damage, why can't a wizard do as much, if not more? They have the same feats, same spells, actually wizards get more feats, enhancements the same. Though I suppose a sorceror can just load up on a dozen scrolls to make up the spells lacking?

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    Community Member Sweyn's Avatar
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    Quote Originally Posted by Archmage49 View Post
    But in terms of damage, why can't a wizard do as much, if not more?
    Sorcerer capstone gives 20% additional damage to all their damaging spells; it is impossible for a Wizard to get this. Therefore, Sorcerers, with the same gear set up as a Wizard, will naturally to more damage with their spells.
    Khyber
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    Community Member painindaguild's Avatar
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    Quote Originally Posted by bunitchu View Post
    i am not saying that wizard is a bad choice, because they can reach a very good damage per spell as well, and very decent cds for spells, and wont face half as many problems as the sorc towards end game, but sorcerer hability to cast stuff faster, with loads of damage, and cast it twice as many times, or more, than a wizard, because a sorcerer mana pool takes far more time to end, have a heavy impact on mid to end game.
    if parties are looking for DPS do they display the sorc/wiz icon? NO

  17. #17
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    Here are some very useful "wizard" spells that I typically do not see sorcerors using due to their limited spell slots:

    Master's Touch = proficiency in the held weapon. As far as I know this is not available for sale as scroll.

    Knock = very useful for the Shroud raid and other places. Many sorcerors will take this eventually but they are probably giving up Scorching Ray or Blur because they can only have Four 2nd level spell slots, A wizard can load up Five spells.

    Rage = a popular party buff for extra damage and hit points.

    Protection from Energy = a life saver in certain quests. If the wizard is quick to repeat-cast this he can survive a long time under heavy attack. At higher levels I repeat cast the 7th level Mass-version that protects from all energy types to everyone around me. A smart wizard-build will have the Insightful Reflexes feat for superior survivability compared to sorcerors.

    Sleet Storm = one of the few spells that will modify how a boss monster will fight. He moves around in small steps and turns around because he doesn't like the Storm. That means he is attacking less often, i.e. easier to heal people. Many monsters are blinded by this spell too making it like a better form of Displacement.

    Suggestion, Mass Suggestion = very useful at all levels of play, including Epic. Wizards can get a very high Enchantment DC. Any time you make a monster behave differently or attack differently you can take advantage of it, just like any other exploit that DDO players use.

    Enervation, Energy Drain = some wizards will load up both of these for rapid energy draining as de-buffing or as a damage-dealing alternative. Enervation cooperates well with an item of Spell Penetration VII or less. Do you have a Spell Pen 9 item for Energy Drain?

    Fire Shield/Chill Shield = a life-saving personal spell. Half damage is extremely useful especially against bosses and on Epic. You can get short duration from scrolls. I rarely see Sorcerors, bards, rogues (UMD) taking advantage of this protection.

    Solid Fog/Acid Fog/Cloudkill = not often useful but certain adventures can exploit it very well, especially if the caster is soloing or short-manning the adventure. i.e. Web + Cloudkill = frost giants stop attacking, take damage, and lose CON. Now easier to land Stunning Blow/Fist for quick killing.

    Stoneskin = added survivability is always great and the spell is superior to Wand usage. I think smart sorcerors will have this, but many will not because they only know Four level 4 spells, while the wizard can load up Five.

    Ball Lightning/Chain Lightning = It is very useful to be able to deal high amounts of damage with energy other than fire and cold. I suspect a lot of sorcerors will have one of these spells, but they might not. A wizard can always have it ready, along with every other useful 5th and 6th level spell.

    Break Enchantment = situationally very useful, even though I personally do not bother to cast it much even when loaded.

    Dominate Person/Monster = very good for specific high level adventure exploitation, or small-group adventuring.

    Mind Fog = the spell save de-buffer that allows wizards to land some really impressive control spells if they don't already have an Enchantment DC of 40+ . Epic Ward supposedly prevents it from working.

    Summon Monster V: Bearded Devil = a very potent summon spell for characters around 9th level. Sorcs and UMD users are able to buy lots of scrolls of this.

    Greater Heroism, Flesh to Stone, Reconstruct = very potent spells to cast from memory. Sorcerors and UMDers can use scrolls for half-power (or less). Only a Wizard is likely to have all of these available in memory, along with the other very useful level 6 spells.

    Otto's Dancing Sphere, Delayed Blast Fireball, Symbol of Stunning, Waves of Exhaustion: A wizard is not likely to have all of these prepared at once, but he could. A sorceror will never have most of these prepared due to there being other good 7th level choices.

    Summon Monster 8 & 9 = some very potent pets that any wizard will have available as needed. These scrolls are not available for purchase from vendors. Some sorcerors still do not have these. Perhaps they will change their mind eventually when they see what wizards are doing with them.

    Meteor Swarm = an extremely high damage spell if you have a Combustion item to enhance it (Phoenix Regalia). The non-fire damage component alone is higher damage than many other lower level spells.


    Quote Originally Posted by bunitchu View Post
    "end game, you will always use the exact same spells....whats the point of havin all if u use only the same ones again and again"
    I have a wizard and a sorceror. They play the same in many ways but the differences are very noticible. The sorceror has a few very useful strengths and a few weaknesses.

    The wizard's spell versatility is a strength to a player that knows when certain spells will serve better than the selection that most sorcerors end up with.
    Last edited by winsom; 11-05-2010 at 10:05 AM.
    Nightshayde, Wiz 24 (Ghallanda), Kyonna, Dru 24, Irnaetha, Mnk 19, Drelzna Art12/Rog2, Aurelyn, Pal11/Ftr2, Eidoloni, Rog 17, Tymore, Sor 20 (Khyber)

  18. #18
    Community Member Sweyn's Avatar
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    Quote Originally Posted by dragoncrazyxp View Post
    Which is better overall?
    Sorcerers and Wizards each have different play styles to offer, take your pick. Neither one in general is "Better," it's just which ever you like to play more. There are a few rare situations where one class may be better than the other, but in general, they are balanced.
    Khyber
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