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Sorc/Archmage

Posted: Mon Apr 04, 2016 5:10 pm
by Kanada
I have always been interested in a Sorcerer build (blaster) but the spell selection always bothered me, but with Archmage SLAs it might open the way for me to try it. There are so many new spells though, it's hard to know what to take for regular spells, and what SLA. Any suggestions on builds appreciated.

Re: Sorc/Archmage

Posted: Tue Apr 05, 2016 3:39 pm
by Kanada
No one has any suggestions for spells or builds?

Re: Sorc/Archmage

Posted: Tue Apr 05, 2016 3:45 pm
by chad878262
A blaster sorc is not going to be changed much as not many blaster spells were added (not sure any were...)

As far as builds I'd maybe go Sorc9/ASOC10/AM8/Cl3. Grab divine shield, practiced spell caster, tons of improved metamagic, Caster Level 32 and some spell-like abilities. You can also go for armored caster w/ auto-still, though that will bring your DC's down if you want to use spells that offer saves for 1/2 damage...Works great for no save spells.

Re: Sorc/Archmage

Posted: Tue Apr 05, 2016 4:02 pm
by mrm3ntalist
A blaster does not need high DCs.

Depending on your build, you should consider the following. Apotential build can be Sorc10/Asoc10/AM10. If you dont mind being Evil, at least 6levels of Bloodmagus can help a lot. 7 levels of palemaster instead, if you need AC and Defences

- Take AM at least to level 8 - Master of elements will enable to switch the energy type of darts, icestorms, flame arrows etc.
- Mastery of shaping can help especially if you plan to party AND care about the party members :D
- If your build gets CL30 then you are good. You can spend the rest of High Arcanas for SLAs. Those can be either the Bigby spells ( if they are fixed ), buffs or Santuary. If not CL30 use high Arcanas for spell power.
- Get at least one damaging spell on each level. This is important
- Get ASoC. It is a must for a blaster
- Target for CHA28 for the extra level9 spell. Base25 +3Item. If you can make it higher, even better.

The spell selection can look like this
1. Expeditious Retreat, Grease, Orb of Fire, Protection From Alignment, Ray of Enfeeblement
2. Blindsight, Cats Grace, Ice Darts, Bears Endurance, Mirror Image
3. Impr. Mage Armor, Flame Arrow, Haste, Vampiric tpuch
4. Wall of fire, Greater Invisibility, Orb of fire, Ice Storm or enervation
5. Cloudkill, Lesser Spell Mantle, Greater Fireburst, Mind Blank
6. Bigby 6, Gr Missile Storm, Gr. Heroism
7. Avasculate, Energy Immunity, Shadow Shield
8. Polar Ray, Premonition, Horrid Wiltigs
9. Bigby's Crushing Hand, Mordenkainen's Disjunction, Wail of the Banshee

Notes.
- You can see at level 9 you can get Gr. Sanctiary for SLA. You can skip that and use boots of etherealness instead.
- If the bigbys are fixed they are good for SLAs, especially Bigby 9 since you need bigby6 as you can quicken it.
- Most of the spells, on every level, you can choose the energy type. So you can use fire against Frost Giants, Cold against Fire Giants etc.
- Spells like Wall fire are great for doing damage in time, especially if your target is pinned down ( bigby 9 )
- You can skip Horrid wiltigs and take Create Gr. Undead if you need a summon and are evil

Re: Sorc/Archmage

Posted: Thu Apr 07, 2016 5:04 pm
by Kanada
Been playing with this build, and it feels so weird not to do something every round

Re: Sorc/Archmage

Posted: Thu Apr 07, 2016 5:06 pm
by Rhifox
That is typical for non-warlock casters.

If you really feel you must do something, pick up a crossbow or a wand/staff with spell uses.

Re: Sorc/Archmage

Posted: Thu Apr 07, 2016 5:39 pm
by Kanada
I am curious how people solo tho, as it seems most monsters require multiple spells cats on them. I run out fairly quik

Re: Sorc/Archmage

Posted: Thu Apr 07, 2016 5:52 pm
by mrm3ntalist
Kanada wrote:I am curious how people solo tho, as it seems most monsters require multiple spells cats on them. I run out fairly quik
Blasters are not good for soloing because of the way BG is set up. You will run out of spells. DC Sorcerers solo with ease.

Re: Sorc/Archmage

Posted: Thu Apr 07, 2016 5:53 pm
by Rhifox
You don't use direct damage spells. You buff yourself, or you buff a minion (either NPC or PC), and you engage in melee. While grinding, everyone is a gish.

Now, if you're lucky, you'll find a location with a decent number of melee-only mobs who move at a decently slow speed and whose attack is low enough so as to not kill you quick, which you can run around and gather up into a big clump and then Wall of Fire or Greater Fireburst to bits. Mass AOE spells, with sufficient numbers of mobs (7+ or so), is about the only way to make damage spells actually useful for a decent stretch of time while solo grinding.

Frankly, blaster mages are a trap. Direct damage spells are the least useful spells in any mage's repertoire, especially in NWN where mass-grinding of enemies with maximized HD is expected.

Re: Sorc/Archmage

Posted: Thu Apr 07, 2016 6:02 pm
by Kanada
Just because of my crazy work schedule I have to assume I am going to be solo, although I love the rp that comes with groups. I guess maybe I need to look into an arcane gish then. You think a wizard or sorcerer is better for that? I can see benefits to both.

edit: or I might go with a reserve feat to eek out my damage

Re: Sorc/Archmage

Posted: Thu Apr 07, 2016 6:06 pm
by Rhifox
You don't need to be an actual gish build to solo. But wizards do better than sorcerers in general, IMO, since you don't have the spell limitations. A wizard properly prepared will more than make up for the lower quantity of spell slots.