online. I have soloed SOA & TOB on the highest difficulty twice, and am currently playing through the game in LAN mode with a good friend; Dual sorcerers, with multiple difficulty increasing mods activated, including tactics, SCS2, and others of my own making.
Here is my list, optimized for playing solo on insane, but these picks are in my opinion the best, and
will always be useful on any sorcerer in bg2:
Level 1:
Magic Missile
Identify
Spook
Burning Hands
Protection From Evil
Level 2:
Agannazar's Scorcher
Melf's Acid Arrow
Knock (Not necessary if you arent soloing, still nice to have.)
Mirror Image
Resist Fear
Level 3:
Dispell Magic ( Remove magic is a more party-friendly alternative, but cannot be used to remove Hold)
Flame Arrow
Melf's Minute Meteors (Energy discs make these redundant, Slow & Vampiric Touch are good alternatives)
Skull Trap
Haste (For your 5x skeleton minions, Boots of speed are for you)
Level 4:
Fire Shield Red
Greater Malison
Improved Invisibility
Stoneskin
Teleport Field (Or Confusion) (Or Spirit armour, should you decide you like the saving throw bonus) (lol)
Level 5:
Animate Dead
Breach
Lower Resistance ( With pierce magic in the mix, extremely debatable choice. I'd swap it out for chaos.)
Spell Immunity
Sunfire (Or Chaos)
(To Spell Shield Fans: Spell turning >Spell shield. Same job, cancels beholders nailing you, but its actually useful in *other* situations, and it gives the beholders back what they gave.)
Level 6:
Pierce Magic ( Lowers enemy magic resistance and removes a spell protection simultaneously)
Contingency ( I use this to make myself invisible when helpless- ie held, will save your life alot.)
True Sight ( For making untargetable enemy mages targetable.
Protection From Magical Weapons (Stoneskin wont always work, some enemies hit too fast / use elemental dmg)
Improved Haste (You know how your Dark Planatar is totally awesome?This spell DOUBLES his damage output.)
(If you get Normal planatar instead of Dark Planatar for any reason, you are a terrible person.)
Level 7:
Finger Of Death (Dragons, Greater wolfweres, mindflayers, beholders, and many more will fall to this spell.)
Mordrenkainen's Sword ( Fodder summon that cannot take physical damage, Excellent wall for you)
Ruby Ray Of Reversal (I must concede to my peer on this, spell trap is the only real threat, and using this spell instead of spellstrike gives you an extra casting of a high level ability spell to use.)
Project Image (Another you to use, all spell uses can be doubled)
Spell Turning (My counter to beholders, traps, & Enemy spellcasting.)
Level 8:
Abi-Dalzim's Horrid Wilting (Excellent damage, party friendly, syncs well with chain contingency)
Power Word Blind (No Save one man disable) (Simulacrum is also a very acceptable alternative here)
Protection From Energy ( Powerful protection from all kinds of non-physical damage)
Spell Trigger (For 3x lower resistance, necessary for quickly removing a boss's protections)
Level 9:
Chain Contingency ( Triple Abi-Dalzims on sight is... Hi, I just reached level 18. You die now.)
Wish (For potential double time stop with alacrity/ free rest during combat)
Time Stop (For when you want to pull a Chronos and wail on them when they cant retaliate)
Shapechange (Its not bad. Healing as a greater wolfwere is handy if you need the hp on the fly. Your thaco sucks though, so if youre looking at mindflayer or golem, stop it, and look at dragon breath instead.)
Tier 9:
Improved Alacrity.
Dragons Breath:wizard:
Fallen Planetar. Etc.
These are my spell picks, indepth reasoning for each one coming soon;
Any alternate reasonings?
-Joshh
Modifié par Joshh Avatar, 28 août 2010 - 12:09 .





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