Maybe I just suck at this game or maybe not but I'm having trouble starting out playing as a sorcerer in the OC (I have the diamond edition). I have 6 hp and for some reason I just keep dieing and can't really get that far.
So, how have others done it? Is there something I'm missing to protect myself from taking any damage? Any advice would be great. Thank you.
Trouble with Socerer
Trouble with Socerer
If you can't impress them with your knowledge, baffle them with BS!
- Frattscendent1
- Posts: 39
- Joined: Thu Oct 23, 2008 12:47 am
- Location: Sweden
- Contact:
Hope this helps!
You are at level 1 or 2 then I would say from your poor HP total, or that you are seriously neglecting your CON score. What spells have you selected and are able to use? Having this would help use perhaps assist you in formulating a tactic of sorts until you gain more spell options.
At lower levels, you're quite limited for choice and Magic Missile is only really good against a lone "boss" or getting that caster at the far back. Summon Monster I would be a good to cast from as far a distance as you can before you are spotted and become a target. Sleep while appearing quite useless can on occasion still buy you at least one round off one guy trying to turn you into sishkebab.
Mage Armor or Shield may be better in granting you a "temporary leather armor" while you attempt to beat them with a stick or pin cushion them with your crossbow. Up until about level 3, your Attack, AC and HP scores should not be all too different from that of the average Fighter or Rogue, so it might be better to decide to play as if you were a Fighter; using these spells to "buff up" until you get such like Web, Fireball and Black Tentacles at later levels, where you can then swap out Mage Armor for something else if you prefer...
Also don't foget your cantrips! Daze and Flare (I think, the one that gives a -1, that's 5% off a d20, penalty) may just save you that one hit that puts your HP to 0 or less!
My thoughts in general:
The Sorcerer is typically a "nuke" class, whose strengths are best played with area and high direct damage spells with 1-3 debilitating effect spells to compliment situations. Motto of the day would be "A good offense is the best defense!" and "There is no such thing as too much damage/overkill!" Expect to rest as often as after each confrontation to replenish your spell slots.
Spells that boost AC and/or HP are respectable, but the Sorcerer tend to have less flexibility on spells and these might be sacrificial over the ability to deal more damage faster. Use the swap spell ability you gain every 3 or so levels to replace lower level spells that are "outclassed" in terms of usefulness (I suggest that it reads as "destructive capability/capacity") to these more defensive spells.
Spells that both deal damage and stun/slow or such like would be my choice even if it is slightly less affective compared to only either one. This would be particularly true for area effect spells.
Summoning spells will be useful to provide distraction targets for the opponents, and creatures with high HP, AC, resistances are probably desired over being able to deal damage.
At higher levels, target Spell Resistance and Save breaching/lowering are a must. Save or die spells are desirable as well.
You are at level 1 or 2 then I would say from your poor HP total, or that you are seriously neglecting your CON score. What spells have you selected and are able to use? Having this would help use perhaps assist you in formulating a tactic of sorts until you gain more spell options.
At lower levels, you're quite limited for choice and Magic Missile is only really good against a lone "boss" or getting that caster at the far back. Summon Monster I would be a good to cast from as far a distance as you can before you are spotted and become a target. Sleep while appearing quite useless can on occasion still buy you at least one round off one guy trying to turn you into sishkebab.
Mage Armor or Shield may be better in granting you a "temporary leather armor" while you attempt to beat them with a stick or pin cushion them with your crossbow. Up until about level 3, your Attack, AC and HP scores should not be all too different from that of the average Fighter or Rogue, so it might be better to decide to play as if you were a Fighter; using these spells to "buff up" until you get such like Web, Fireball and Black Tentacles at later levels, where you can then swap out Mage Armor for something else if you prefer...
Also don't foget your cantrips! Daze and Flare (I think, the one that gives a -1, that's 5% off a d20, penalty) may just save you that one hit that puts your HP to 0 or less!
My thoughts in general:
The Sorcerer is typically a "nuke" class, whose strengths are best played with area and high direct damage spells with 1-3 debilitating effect spells to compliment situations. Motto of the day would be "A good offense is the best defense!" and "There is no such thing as too much damage/overkill!" Expect to rest as often as after each confrontation to replenish your spell slots.
Spells that boost AC and/or HP are respectable, but the Sorcerer tend to have less flexibility on spells and these might be sacrificial over the ability to deal more damage faster. Use the swap spell ability you gain every 3 or so levels to replace lower level spells that are "outclassed" in terms of usefulness (I suggest that it reads as "destructive capability/capacity") to these more defensive spells.
Spells that both deal damage and stun/slow or such like would be my choice even if it is slightly less affective compared to only either one. This would be particularly true for area effect spells.
Summoning spells will be useful to provide distraction targets for the opponents, and creatures with high HP, AC, resistances are probably desired over being able to deal damage.
At higher levels, target Spell Resistance and Save breaching/lowering are a must. Save or die spells are desirable as well.
- DreadmasterBane
- Posts: 11
- Joined: Mon Jan 05, 2009 1:32 pm
- Contact:
Paladins and Sorcerers both rely on a high charisma. Instead of starting out as a straight up Sorcerer, begin as a Paladin for 2 or 3 levels...and then start advancing as a Sorcerer. Paladins are a fighter type, so your first 2 or 3 levels will give you a maximum of 12, 24, and 36 HP at levels 1,2, and 3 with a 14 constitution. Though you won't be able to cast spells while wearing it, you will automatically and permanently be able to wear all armors and use all martial weapons...for situations where magic just isn't as good as duking it out with sword and shield. Paladins also gain immunities to fear and disease within the first 3 levels. HTHCalypt wrote:Maybe I just suck at this game or maybe not but I'm having trouble starting out playing as a sorcerer in the OC (I have the diamond edition). I have 6 hp and for some reason I just keep dieing and can't really get that far.
So, how have others done it? Is there something I'm missing to protect myself from taking any damage? Any advice would be great. Thank you.
Ok, I'm retarded...
I forgot I posted this, lol. Anyway, I figured out what happened and why I only had 6 HP. I had started a new game and skipped the intro, you know the whole tutorial part. I had never done that before and as soon as I got into the game I didn't "level up" my character from the 2 levels you get from the beginning...lol!
After "fixing" that problem I've had no others and I'm loving my sorcerer.
I forgot I posted this, lol. Anyway, I figured out what happened and why I only had 6 HP. I had started a new game and skipped the intro, you know the whole tutorial part. I had never done that before and as soon as I got into the game I didn't "level up" my character from the 2 levels you get from the beginning...lol!
After "fixing" that problem I've had no others and I'm loving my sorcerer.
If you can't impress them with your knowledge, baffle them with BS!