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Re: Sorcerer/Paladin - makes sense?
Posted: Sat May 20, 2017 9:10 am
by Miyuki
Ok, thanks.

Re: Sorcerer/Paladin - makes sense?
Posted: Sat May 20, 2017 10:19 pm
by J.006
Useless build in this server.Because it has no Expose Weakness.
In this server,you just need 2 feat in PVE:Expose Weakness and Epic Divine Might.These two feat can help you solo all of the bosses (Except the Icehauptannarthanyx).
So if you want sorc and EK,why don't sorc/clr/ek/dc?Like this my build:
http://nwn2db.com/build/?201447
Hope it can help you.
Re: Sorcerer/Paladin - makes sense?
Posted: Sat May 20, 2017 11:07 pm
by chad878262
While they help and are fantastic feats, EW and EDM are not required to be able to solo most content.
Re: Sorcerer/Paladin - makes sense?
Posted: Sat May 20, 2017 11:35 pm
by Omega07
chad878262 wrote:While they help and are fantastic feats, EW and EDM are not required to be able to solo most content.
Any alternative suggestions?

Re: Sorcerer/Paladin - makes sense?
Posted: Sun May 21, 2017 12:29 am
by Tsidkenu
Bard.

Re: Sorcerer/Paladin - makes sense?
Posted: Sun May 21, 2017 12:37 am
by Miyuki
Guys, i looked at the second build and said no to myself. ^^
The reason is, if i choose a class, i don't do it for engine-power i also RP it out. Buti had a cleric in my last builld and had so bad experiences in RP, i'm simply not in the mood to play a cleric that is utterly beeing ignored again already. I really still need a break to see if people around me are ready to react on what the character is, not what they want to see.
So maybe i might create such a character at some point later, thanks.

Re: Sorcerer/Paladin - makes sense?
Posted: Sun May 21, 2017 6:27 am
by chad878262
Omega07 wrote:chad878262 wrote:While they help and are fantastic feats, EW and EDM are not required to be able to solo most content.
Any alternative suggestions?

I don't want to derail the thread, but I'll give a few as they might give Seraphine alternative ideas that work with her build...
- Max CHA with STR ~16-18. AB will be a bit low, but can MAX Charisma and use regular divine might and divine shield. CHA 26 (30 after Eagles Splender) means 10 rounds of divine shield and 10 rounds of divine might with a decent number of uses. Also means better DC's on spells so when you come up against an enemy that your AB is too low to hit consistently you can blast away or use save or x spells. In epics you could take Great Smiting feats for some really strong smites.
- Max STR with CHA ~17 (20 w/ +3 item). Will get an AB that is more than serviceable with spells being there as buffs. Divine shield is still +5 AC for 30 seconds if you want it. I personally don't like this route as I have played a gish and the issue I had with it was damage,
this type will have that same issue. Northern Hewing will help, which was not an option when I had my gish, so it is certainly an option, if the OP prefers such (though mine was a W/EK/DS/HA, I believe this build has the same issue.)
I have a Fighter build that has no Evasion/Expose Weakness and does fine. I have a Bard that has no evasion or expose weakness as well (though that is less impressive, right Tsid?

) A sorcerer can defend against what evasion protects against via energy immunity. Expose Weakness is a crutch and is not needed. Greater Heroism, plus potions of Aid/Bless are a simple way to get +6 Attack bonus for any build, aid and bless are cheap and last 3 minutes (aid) and 2 (bless) which is plenty of time for a boss battle. Valeforts changes to True Strike make that spell a real option as well, should you have difficulties landing a hit so that actually might not be a bad spell selection if you can afford it as a sorc... If not I know a certain Master Alchemist that would be happy to craft you some potions!
For this particular character I absolutely would go the Epic Divine Might route, by the way, but for a full Paladin? I very well might go 16 STR and max CHA since they could still reach viable attack bonus in the 40's as well as get super high Charisma for some devastating smites. With the ability to get +8 Strength and Charisma via spells it's possible you could have 24 STR and 38 or maybe 40 CHA for +15 divine shield, 15 damage for 90 seconds on regular divine might not to mention the fantastic paladin spell list and the aforementioned smites.

Re: Sorcerer/Paladin - makes sense?
Posted: Sun May 21, 2017 11:20 am
by J.006
chad878262 wrote:Omega07 wrote:chad878262 wrote:While they help and are fantastic feats, EW and EDM are not required to be able to solo most content.
Any alternative suggestions?

I don't want to derail the thread, but I'll give a few as they might give Seraphine alternative ideas that work with her build...
- Max CHA with STR ~16-18. AB will be a bit low, but can MAX Charisma and use regular divine might and divine shield. CHA 26 (30 after Eagles Splender) means 10 rounds of divine shield and 10 rounds of divine might with a decent number of uses. Also means better DC's on spells so when you come up against an enemy that your AB is too low to hit consistently you can blast away or use save or x spells. In epics you could take Great Smiting feats for some really strong smites.
- Max STR with CHA ~17 (20 w/ +3 item). Will get an AB that is more than serviceable with spells being there as buffs. Divine shield is still +5 AC for 30 seconds if you want it. I personally don't like this route as I have played a gish and the issue I had with it was damage,
this type will have that same issue. Northern Hewing will help, which was not an option when I had my gish, so it is certainly an option, if the OP prefers such (though mine was a W/EK/DS/HA, I believe this build has the same issue.)
I have a Fighter build that has no Evasion/Expose Weakness and does fine. I have a Bard that has no evasion or expose weakness as well (though that is less impressive, right Tsid?

) A sorcerer can defend against what evasion protects against via energy immunity. Expose Weakness is a crutch and is not needed. Greater Heroism, plus potions of Aid/Bless are a simple way to get +6 Attack bonus for any build, aid and bless are cheap and last 3 minutes (aid) and 2 (bless) which is plenty of time for a boss battle. Valeforts changes to True Strike make that spell a real option as well, should you have difficulties landing a hit so that actually might not be a bad spell selection if you can afford it as a sorc... If not I know a certain Master Alchemist that would be happy to craft you some potions!
For this particular character I absolutely would go the Epic Divine Might route, by the way, but for a full Paladin? I very well might go 16 STR and max CHA since they could still reach viable attack bonus in the 40's as well as get super high Charisma for some devastating smites. With the ability to get +8 Strength and Charisma via spells it's possible you could have 24 STR and 38 or maybe 40 CHA for +15 divine shield, 15 damage for 90 seconds on regular divine might not to mention the fantastic paladin spell list and the aforementioned smites.

Full class pal is worthless.My 4rog/26pal is good enough to handle all of the bosses.
Evasion is important,if you don't have it, you can't stand before the Dracolich's breath(Maybe 100+ damage,if you have evasion then 50 more or less).
If you don't have EW, how you can defeat the most tough mobs,like Balor or Icehauptannarthanyx?
Thx the server,most of the mobs has low AC,so most of the builder can hit them,but some need EW.
Btw,the build I thought the most useful for newbie is 27fs/3clr,got EW and EDM,you can grind many bosses to become rich

And this build leveling is easy,not like pure wiz.
PS:If you want RP,any build is OK,RP is good enough:)
Re: Sorcerer/Paladin - makes sense?
Posted: Sun May 21, 2017 12:02 pm
by chad878262
J.006 wrote:Full class pal is worthless.
I disagree.
J.006 wrote:My 4rog/26pal is good enough to handle all of the bosses.
So does my bard/ fighter, but that doesn't make pre class useless... also rogue/ paladin... shouldn't you fall as soon as you flank/ sneak attack an enemy? (Just kidding of course)
In any case I have solos the dracolich without evasion so...
You can have an rp build that is still mechanically viable and you don't need to solo the server to be a worthwhile build.
Re: Sorcerer/Paladin - makes sense?
Posted: Sun May 21, 2017 9:16 pm
by J.006
chad878262 wrote:J.006 wrote:Full class pal is worthless.
I disagree.
J.006 wrote:My 4rog/26pal is good enough to handle all of the bosses.
So does my bard/ fighter, but that doesn't make pre class useless... also rogue/ paladin... shouldn't you fall as soon as you flank/ sneak attack an enemy? (Just kidding of course)
In any case I have solos the dracolich without evasion so...
You can have an rp build that is still mechanically viable and you don't need to solo the server to be a worthwhile build.
I didn't want SA the enemy,it's the system do it .

I'm just a "former" rogue,and a "former" member of Radiant heart,that's my RP.
Well,I didn't want to "persuade" anybody to use my build,I just show something newbie need to know.
Re: Sorcerer/Paladin - makes sense?
Posted: Sun Sep 17, 2017 1:15 pm
by Miyuki
So, i have my ways to level and a build now.
But i just realized there seems to be few quipment that makes sense for sorcerers even. Or if there is something it's rare or too expensive for realtively new players.
How do you guys equip a sorcerer for payable prices?
Re: Sorcerer/Paladin - makes sense?
Posted: Sun Sep 17, 2017 1:39 pm
by Glowfire
Back when I was playing a sorcerer, I went for the 'Who cares about AC'-route. Displacement and Mirror Images kept the character alive, along with Premonition. In other words, you don't need any gear whatsoever. You'll be fine as long as monsters don't swarm you.
There are ways to build a high AC sorcerer, and with paladin, you just might want that. Stick on a charisma item, any AC items and fill the rest with spellslots or saves gear or something like that.
Re: Sorcerer/Paladin - makes sense?
Posted: Sun Sep 17, 2017 1:55 pm
by Sun Wukong
Seraphine wrote:So, i have my ways to level and a build now.
But i just realized there seems to be few quipment that makes sense for sorcerers even. Or if there is something it's rare or too expensive for realtively new players.
How do you guys equip a sorcerer for payable prices?
Mage Armor (1) and
Improved Mage Armor (3) take care of your need for enchantment bonus on your armor.
Shield (1) spell does the same for shield rnchantment bonus.
Spiderskin (3), and
Shadowshield (7) do the same for your need of natural armor.
Thus the only AC improving items you need to look for are Dodge boots, and Deflection helmet/ring/cloak/gauntlets. The best place for these items is the in game consingment store where you should be able to get both for about 15k today, sometimes little less, sometimes little more.
As for other equipment, you can just use a stock suit of armor and same goes for weapons, and for few thousand gold coins you can probably get your hands on a weapon that deals one point of acid or fire damage, which you can turn into a +5 one with your
Greater Magic Weapon spell.
As for metamagic, you can go for Still Spell, it will make you cast your spells one level higher, but you can cast them while wearing armor. In the epics you might be able to squeeze in Automtic: Still Spell feats so all your spells are automatically cast as Still spells. But you can make do with just removing your armor to rebuff. (It will get somewhat annoying eventually...)
Re: Sorcerer/Paladin - makes sense?
Posted: Sun Sep 17, 2017 2:04 pm
by mrm3ntalist
J.006 wrote:Full class pal is worthless.
Nope

Re: Sorcerer/Paladin - makes sense?
Posted: Sun Sep 17, 2017 2:40 pm
by chad878262
Nerf paladin!
JUST KIDDING! Couldn't help it, ill let myself out...