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Sorcerer vs. Mage

Discussion in 'BG2: Shadows of Amn (Classic)' started by Magnus_G, Apr 25, 2001.

  1. Zorac Gems: 11/31
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    Adding to Earl Greys list in response to Wizard advocate:

    1. Some traps can be triggered by summoned mosters. Most can be avoided. If you have the "right" alignement you can get a familiar that can detect traps. So even finding traps don't have to be a problem.

    2. Compared to a group a solo sorcerer have to overcome every encounter with spells. So you have to be quite creative with your spells compared to a mage/sorc in a group. This is what makes soloing interesting. You get to know how to play a certain class to a greater extent.

    3. Scrolls aren't that big problem you seem to think. There are VERY few encounters where you need a spell you don't have. I tend to gather a lot of scrolls in my scroll cases (just in case) and I almost never use them.

    5. I agree w Earl Grey on this. I never choose any symbol at all.
     
  2. Amazo Gems: 1/31
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    Yeah playing a sorceror is hard but if you want easy don't whine and play a monk. Socerors are cool and as to beating multiple enemies the answer my friends is blowing in the winds here is a high level example first cast stoneskin then maze the most powerful fighter, following that summon monsters and some wyverns and kick butt
     
  3. Trunculo Gems: 5/31
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    Eh? What alignment does one need to be in order to get a trap-detecting familiar? And what familiar is that? This could be very useful information.

    Thanks in advance!
     
  4. Blackthorne TA

    Blackthorne TA Master in his Own Mind Staff Member ★ SPS Account Holder Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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  5. The_Raven Gems: 1/31
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    Can someone give me some tips about which spells I should use when soloing with a Sorcerer. Thanks!

    [EDIT]IF I should use Find familiar, which alignment should I choose?

    [This message has been edited by The_Raven (edited April 29, 2001).]
     
  6. Blackthorne TA

    Blackthorne TA Master in his Own Mind Staff Member ★ SPS Account Holder Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    Um... There are tips right here in this very thread from TIN_MAN and Earl Grey amongst others; did you not see them?

    Here's another thread for the solo Sorcerer that has Earl Grey's list tailored for the solo Sorcerer near the bottom: http://www.sorcerers.net/ubb/Forum2/HTML/002043.html

    You can use the search facility on this forum to find others I'm sure.

    As far as your familiar's alignment is concerned, you don't get to choose; it matches your alignment. As far as choosing your alignment based on what familiar you want (which I personally wouldn't recommend), look at the link I posted two posts above to see what familiar you might want.

    [This message has been edited by Blackthorne TA (edited April 29, 2001).]
     
  7. Magnus_G Gems: 2/31
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    Does anyone know if and how to turn off e-mail notification? I had no idea how many replies I'd get to the message and I'm getting too much e-mail!
     
  8. Parvini Gems: 10/31
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    [​IMG] Tin man - a number of oddities in your spell choices there.

    Firstly choosing Spook over Chromatic Orb which can kill at level 12+... explain.

    If you have Keldorn or a cleric with you dispel magic, true sight, protection from evil etc. are already spoken for.

    Where is the brilliant death spell? This is brilliant when you get attacked by some pests and can't be bothered to waste HP. Also it kills Mind flayers and Ulberhulks and verious other a bit powerful creatures easily. Instead you have to protective spells and true sight.

    I'd also like to know why you've chosen Ruby Ray of Reversal over Khelben's Warding Whip...

    Finally since you've already got Spell Deflection at level 6 why waste another slot on Spell Turning? Project Image would be good here, you have very few summoning spells (perhaps we have different styles of play).
     
  9. Earl Grey

    Earl Grey Mmm... hot tea! Veteran

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    [​IMG] Ruby Ray of Reversal can dispel Spell Trap (9th level) which Khelben's Warding Whip can't.
     
  10. Christian Gems: 7/31
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    Why everyone is trying to give arguments on which spell you must choose, i'd say that it just depend on your playing style!!
     
  11. Earl Grey

    Earl Grey Mmm... hot tea! Veteran

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    [​IMG] That's true, Christian.
    It might be good if we mentioned playing style in connection with which spells we recommend for a sorcerer.

    Choosing spells for a sorcerer is just as important as which weapon to specialize in for a Paladin! ;)
     
  12. Darien Noella Gems: 16/31
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    Raven - First rule of choosing spells for a sorcerer is "Don't Choose Find Familiar"! For those of you who haven't explored the site, our very own resident Sorcerer has written a 3 part article: Sorcerer's Way Through Baldur's Gate II. He details the basics and offers some great tips on playing this class. Be sure to follow the links to Parts 2 and 3 at the bottom of the page. http://www.sorcerers.net/Main/Articles/Sorcerers_Way/index.php
     
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  13. TIN_MAN Gems: 14/31
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    [​IMG] Parvini!

    Your suggestion of taking spook over chromatic orb makes a sense. Thank you!

    Are you sure, that death spell kills Mind Flayers? They have 90% magic resistance!

    Why do I "waste" room for spell turning? Because these two spells protects my sorcerer from 22 spell levels of pain, that's why. If I had spell trap, with a capacity of 30 spell levels protection, it would be a waste. But I don't have it so I try my best to protect my sorc.

    About ruby ray of reversal.
    Earl Grey explained it already. I don't like if enemy uses spell trap.

    About summoning. Yes it is my fault that I don't like summoning because of the already mentioned death spell. The enemy mage kills the 100% of my summoned beasties! Sigh!!!
    BUT...there are some gate spells(demon summoning) which I like, because death spell has no affect on demons! That's why.

    So long!
     
  14. Parvini Gems: 10/31
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    Well strangely the death spell kills all of the mind flayers that attack you and Phare but once inside the city it's hit or miss but the death spell does kill the head Illthid (brain) every time. It can't kill Ullithid which seem to be a bit tougher than mind flayers in general.
     
  15. TIN_MAN Gems: 14/31
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    [​IMG] So you say that death spell ignores magic resistance? Is it really true?

    Then it is the best spell around!
     
  16. Slappy Gems: 19/31
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    I found the Death Spell great for my Sorcerer, especially to wipe out large groups of bothersome nasties. There is a problem though, it does not affect anything with more than 8 hit dice (unless they were summoned), so is useless against tougher opponents.
     
  17. Christian Gems: 7/31
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    I want to hear a player who play a mage or mage specialist instead of a sorcerer, because personnaly i dont care about the exp loss, you'll gain it anyway so why some people play mage and not sorcerer, the sorcerer is just full of advantage!!!
     
  18. GONMAR Gems: 6/31
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    Because an Illusionist/Thief is the best character you can make...you have to cheat to be a sorcerer/thief
     
  19. TIN_MAN Gems: 14/31
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    [​IMG] What do you think about this repertoire?

    lvl 1: magic missile, burning hands, shield, protection from evil, protection from petrification

    lvl 2: Melf's acid arrow, web, mirror image, blur, detect invisibility

    lvl 3: Melf's minute meteors, fire ball, haste, slow

    lvl 4: secret word, stoneskin, fireshield(red), improved invisibility

    lvl 5: breach, lower resistance, chaos, sunfire

    lvl 6: spell deflection, protection from magical weapons, death spell

    lvl 7: spell turning, power word stun, finger of death

    lvl 8: Abi Dalzim's horrid wilting, summon fiend
     
  20. Earl Grey

    Earl Grey Mmm... hot tea! Veteran

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    [​IMG] - Prot from Petrification
    Good choice in theory, but it's of no use in BG2.

    - Fireshield
    Nice to have. IMO more useful spells are Greater Malison, Minor Sequencer and Spider Spawn (best summoning spell for a starting mage).

    - Sunfire
    Only if you're playing solo!
    Animate Dead is really great at level 15, so unless someone else in your party (like a cleric) has it you should.

    - Protection from Magical Weapons?!
    Actually I don't use that spell, so you'd have to tell me about it.

    General comments:
    - You have only Secret Word to break spell protections. What about Pierce Magic/Pierce Shield, Khelben's Warding Whip and Ruby Ray of Reversal? Are you using scrolls for the cases when you need it? Perhaps that is a good solution.

    - No Simulacrum or Project Image. Why is that? Is it because you think them to powerful or unbalancing?

    - No Spell sequencers at all!
    Note that you can have all three "loaded" at the same time; Minor Sequencer, Spell Sequencer and Spell Trigger.
    I think this is extremely powerful and you should try to make room for as many of these spells as possible. Minor Sequencer is the hardest to make room for since it's a level 4 spell and there are so many other "necessary" spells at that level.
     
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