My own (typical) list probably won’t be of much interest since I roleplay a lot of the selections. I assume my sorcs in Candlekeep have read a lot about sorcerers’ power strategies, but RP is still an issue. The biggest overall
RP points that hold regardless of individual character are that I don’t metagame regarding what items are coming up, and my sorcerers have to plan for both solo and party situations since they don’t know what the future holds (esp., I just could never go truly solo by rejecting Imoen, so they plan on taking at least her if she survives Spellhold). The characters have had such a variety of combat experience by the later spell levels that their individual personalities affect their picks less.
I have SCS2 (mainly just its spell changes and fighter, mage & cleric AI enhancements), which also affects a number of picks.
Lvl1: Magic Missile, Sleep, Identify, Prot. from Petrification, Prot. From Evil
Comments: Growing up in Candlekeep, my sorcs have an exaggerated view of the importance of Identify, and of protecting oneself from countryside basilisks, which I’d imagine fuel a lot of fireside tales (after all, they’re right under the keep). I have been thinking of ditching them, but I’d have to experiment in Tutu (which I haven’t played in ages) to get a new sense of the Sword Coast to see again what my sorcs might be thinking.
Lvl2: Melf’s Acid Arrow, Resist Fear, Invisibility, Mirror Image, Blur
Comments: I’ve seen so many soloist lists skip Resist Fear and I don’t know what they do against fear effects (aTweaks demons and scs2 clerics are big on them), unless they play by never throwing their saves, which I wouldn’t want to do. Re:invisibility- I’ve grown to love this spell so much. I don’t metagame my battles, so in order to buff effectively, I either need to use Farsight or buff myself while invisible.
Lvl3: MMM, Remove Magic, Skull Trap, Haste, and Flame Arrow
Comments: I skip the SCS2 component that nerfs MMMs to +2 (I’d go for it if it were +3; at +2 the spell is almost pointless except the APR). Haste vs. Spell Thrust is a bit painful in scs2, but Haste has saved my solos in some battles. I take Flame Arrow late since my low-tech numerical estimation gives it a lower expected damage output than MMMs in the earlier parts of the game. (Lately though I’ve begun to wonder if there’s an attack penalty (not just a defense penalty) for missile weapons launched against up-close melee fighters?)
Lvl4: Stoneskin, Polymorph Self, Imp. Inv., Farsight, Teleport Field
Comments: I used to have TF in place of PS, a Fireshield in lieu of II (I have aTweaks installed), and then something whimsical for pick 5. In SCS2 I’ve cooled to TF until I can place stacks in the spell sequencer/CC since the fighters know to switch to ranged weapons and to take oils of speed. (When TF stacks though, it’s begun to feel a little cheesy to me so I might drop it altogether). For Fireshield, it’s nice but druids are so rare in the Sword Coast and Athkatla that scrolls are fine. PS is just plain fun on top of being powerful. I used to need MMMs to take out those golems in de'Arnise keep, but the Gnoll form works just as well (so who knows, maybe I'll nerf MMMs after all).
Lvl5: Breach, Spell Immunity, Spell Shield, Animate Dead, (Lower Resistance?)
Comments: I’ve always gotten bored with my solo+Imo runs, and I don’t usually play ToB, so I’ve never actually reached that 5th pick. Even when/while I’m soloing, breach is important in scs2 for all the enemies’ protection spells.
Lvl6: Death Spell, True Sight, Prot. from Mag. Weapons, (Pierce Magic or Prot. from Magic Energy, and then the other one)
Comments: Most people seem to skip the Death spell, but I’ve found Death Fog frustrating even when soloing.
I don’t like the moving the Mislead clone offscreen since if your enemies did so, the complaints would reach high heaven. I have a soft spot for PfME even though it's main added value over SI:Necromancy is merely that it lasts so long.
Lvl7: RRoR, Mordy Sword, Project Image, Limited Wish, Spell Sequencer
Comments: I sometimes switch LW and SS. Also, has anyone had SCS2 and skipped Mordy? I’ve been thinking of playing a character who doesn’t use summons at all, and don’t know if it would be viable solo.
Lvl8: ADHW, Pierce Shield, Spell Trigger, Simulacrum, Prot. from Energy
Comments: There isn’t much to tempt me away since PW:Blind is a single target spell in scs2.
Lvl9: Time Stop, Wish, CC, Spell Strike,
Lvl10: Imp. Alacrity, Dragon’s Breath, Summon Planatar, Energy Blades
Comments: I’ve always fiddled with the order on both lvls. 9 & 10. Taking TS and IA first for both has the advantage that you take them both at level 18.
- Out of curiosity: What strategies do sorc players use against SCS2’s beholders and illithids? Is it generally the same as vs. the vanilla ones (summons, images, jelly form)?
- Also, I have had a bug on Spook in every single install I’ve had. Whether I installed from my CDs while I had them, or now from gog.com, either spook has no effect, or it changes the enemies circle to yellow as if it worked… but doesn’t actually prompt any running away or ceasing of attacking. I’ve found only one other post of the same
problem. Does anyone have any insights? If it worked I'd love to take it.
(WOW, this was much, much longer than I anticipated. Thanks for reading!)
edit: formatting. Because Microsoft and I hate each other.
Modifié par Satyricon331, 03 juillet 2011 - 05:25 .





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