HOF Solo Sorcerer Spell Selection
Posted: Tue Aug 14, 2012 9:20 pm
I'm looking for some advise on what spell selection to make for a HOF solo drow sorcerer run (with 2 levels of Paladin for saving throw boost & fear immunity). I've beaten Icewind Dale 2 a few times before, but never on HOF difficulty, so I need some advise.
Also, I should note, I'm not even going to try to get 52+ AC in HOF to dodge blows, I'm going for as much damage resistance as possible (I'm using a rebalancing mod that for every point of AC armor gives also gives +1 physical resist), so that's something to take into consideration for my spell selection, my sorcerer WILL take a beating if a monster gets near them in HOF and they don't have spell buffs to protect them.
Specifically, I'm wondering about how good a hand full of spells really are I see recommended for HOF Sorcerer spell selection.
This is the current set of spells I'm considering, and questions on some of my selections.
1st (7): Magic Missle, Burning Hands, Shield, Mage Armor, Chromatic Orb, Grease, Protection From Evil
(I was also considering Summon Monster I here, since I read somewhere a while ago it's actually half useful/not a joke in HOF mode. Still, I figure higher level summon spells will be better even then)
2nd (7): Mirror Image, Blur, Melf's Acid Arrow, See Invisibility, Eagle's Splendor, Knock, Bull's Strength
(was also considering Snilloc's Snowball Swarm for early area of effect damage in normal difficulty, I also considered Luck for small boosts to things, but then I saw a lot of the things I cared about aren't effected by luck. I had been considering Cat's Grace to, but then thought it wasn't worth it in HOF if I need over 50 AC to dodge attacks)
3rd (6): Skull Trap, Magic Circle Against Evil, Slow, Blink, Flame Arrow, Haste
(I considered Dispel Magic & Nondetect, but realized Cera Suma lets me cast unlimited Dispel's, and if I ever need nondetect I can wear the nondetect sash, I also considered Summon Monser III, because again, I heard it doesn't suck so much in HOF)
4th (6): Shadow Conjuration, Stoneskin, Malison, Improved Invisibility, Fire Shield (red), Fire Shield (blue)
(Also considered: Emotion Hope, Otiluke's Resilient Sphere)
I'm really conflicted over this one. I've read that Otiluke's Resilient Sphere can be very useful for getting rid of a power house temporarily in a fight in HOF, but if they make a reflex save I wasted the spell, and it only targets one guy. Anyone have experience on if this spell is worth it?
As for Emotion Hope, I read in a HOF guide that it's +2 to saving throws may be worth it, but that doesn't seem worth it to me.
As for why two Fire shield spells, 1) They stack and BOTH give damage back to melee attackers, often as much or more then the damage they're giving you 2) The Fire/Cold resistance they give.
5th (5): Animate Dead, Greater Shadow Conjuration, Chaos, ?, ?
Spells I'm also considering here
-Lower Resistance (I'm VERY conflicted on this spell, it cuts SR in half, but SR CAN let enemies resist this spell, which makes it a lot less useful even with the half SR roll for this. Also only effects one target. Is Lower Resistance at all worth it? I've picked it all the times I play as a sorcerer, but I've like never used it, though I haven't gotten far in HOF the one time I tried)
-Dominate Person (-2 Will Save penalty, I read dominate is VERY good in HOF)
-Cone of Cold (A serious amount of cold damage, more then any other spell I'm considering, diversity of damage types is good. Not as good range as Sunfire however)
-Sunfire (never accidentally myself, no party to hit when soloing, lots of damage in normal mode, but on the drawback side there's better damaging fire spells at higher levels)
6th (5): Shades, Mass Haste, Chain Lightning, Acid Storm, ?
Spells I'm also considering here
-Trollish Fortitude (healing potions heal a pathetic amount for a 300+ HP character, what were they thinking? I can't always keep running to a healer to heal, and in battle this is a great way to recover while spell casting spells (instead of drinking potions every 5 seconds). Still, I'm wondering if this is a bad idea, since none of the sorcerer spell selections guides I've seen have ever even mentioned Trollish Fortitude)
-Disintegrate (Chance to instantly kill, though I have a similar thing with Finger of Death, but this works on undead. Is loot destroyed from Disintegrate?)
7th (4): Finger Of Death, Delayed Fireball, ?, ?
Spells I'm also considering
-Mordenkainen's Sword (never used this, because I've always thought a caster should be casting spells, not swinging a sword like a fighter, even if it is from a long range like an arrow. But I've seen so many people say this is a great spell, some even saying it's about your only way to kill Iyachtu Xvim because he rips through summons too fast, and someone even claimed none of the enemies resistances work against it, is this true?)
-Elemental Barrier (I'd really like to be able to get a +15 elemental resist boost, but I'm not sure if I can fit it in)
-Control Undead (Read it's like mass dominate for undead, but better. Still, not sure if there's enough undead for it to be worthwhile, is it?)
-Cacofiend (Summon lower demons, though I'm starting to lean against this, since after some experimenting it seems a max level sorcerer summons shades & shadow conjurations of the exact same creates as Cacafiend, but ones you can control)
8th (4): Mind Blank, Horrid Wilting, ?, ?
Spells I'm also considering
-Symbol of Hopelessness (I read everywhere that is a really good crowd control spell, though I've never used it, but I'll probably pick it)
-Summon Monster VIII (high level summons kick butt all game)
-Power Word Blind (I've read this is useful, I'm not really convinced that blinding everyone will help much though except 1) get archers to enter melee combat and 2) delay a wizard from casting an offensive spell for about the two seconds it takes to walk up to one of my summons or sorcerer)
9th (4): Wail of Banshee, Gate, Mass Dominate, ?
Spells I'm considering (my hardest choice)
-Summon Monster IX (Summons kick butt monsters all game, regardless of HOF mode or not, including the fire damage worm that hits multiple foes at once, and some other kickass monsters like a snow giant, and a greater werewolf. On the other hand, the monster I care most about, the fire worm, starts to become redundant late game at level 30, since I can summon fire damage Gle's whatever they're called with Shadow Conjurations and Shades, as well as Lightning damage demons)
-Executor's Eyes (4x the chance for my army of summon warriors to deal critical hits. Do most (or any?) enemies in HOF have such high AC that you NEED a critical hit to hit them? Also is it worth taking this feat to power up the rest of my summons? Or should I go for more summoning heavy weight firepower that I can actually control, unlike the demons I gate in)
-Meteor Storm (I've read this will always hit and do at least some damage, while delayed fireball can get resisted, still I'm really leaning against this, since monsters have too much HP in HOF for it to be worth much)
Well that's it, any advise on spell selection for a sorcerer to go from normal to HOF difficulty would be welcome.
Also, I should note, I'm not even going to try to get 52+ AC in HOF to dodge blows, I'm going for as much damage resistance as possible (I'm using a rebalancing mod that for every point of AC armor gives also gives +1 physical resist), so that's something to take into consideration for my spell selection, my sorcerer WILL take a beating if a monster gets near them in HOF and they don't have spell buffs to protect them.
Specifically, I'm wondering about how good a hand full of spells really are I see recommended for HOF Sorcerer spell selection.
This is the current set of spells I'm considering, and questions on some of my selections.
1st (7): Magic Missle, Burning Hands, Shield, Mage Armor, Chromatic Orb, Grease, Protection From Evil
(I was also considering Summon Monster I here, since I read somewhere a while ago it's actually half useful/not a joke in HOF mode. Still, I figure higher level summon spells will be better even then)
2nd (7): Mirror Image, Blur, Melf's Acid Arrow, See Invisibility, Eagle's Splendor, Knock, Bull's Strength
(was also considering Snilloc's Snowball Swarm for early area of effect damage in normal difficulty, I also considered Luck for small boosts to things, but then I saw a lot of the things I cared about aren't effected by luck. I had been considering Cat's Grace to, but then thought it wasn't worth it in HOF if I need over 50 AC to dodge attacks)
3rd (6): Skull Trap, Magic Circle Against Evil, Slow, Blink, Flame Arrow, Haste
(I considered Dispel Magic & Nondetect, but realized Cera Suma lets me cast unlimited Dispel's, and if I ever need nondetect I can wear the nondetect sash, I also considered Summon Monser III, because again, I heard it doesn't suck so much in HOF)
4th (6): Shadow Conjuration, Stoneskin, Malison, Improved Invisibility, Fire Shield (red), Fire Shield (blue)
(Also considered: Emotion Hope, Otiluke's Resilient Sphere)
I'm really conflicted over this one. I've read that Otiluke's Resilient Sphere can be very useful for getting rid of a power house temporarily in a fight in HOF, but if they make a reflex save I wasted the spell, and it only targets one guy. Anyone have experience on if this spell is worth it?
As for Emotion Hope, I read in a HOF guide that it's +2 to saving throws may be worth it, but that doesn't seem worth it to me.
As for why two Fire shield spells, 1) They stack and BOTH give damage back to melee attackers, often as much or more then the damage they're giving you 2) The Fire/Cold resistance they give.
5th (5): Animate Dead, Greater Shadow Conjuration, Chaos, ?, ?
Spells I'm also considering here
-Lower Resistance (I'm VERY conflicted on this spell, it cuts SR in half, but SR CAN let enemies resist this spell, which makes it a lot less useful even with the half SR roll for this. Also only effects one target. Is Lower Resistance at all worth it? I've picked it all the times I play as a sorcerer, but I've like never used it, though I haven't gotten far in HOF the one time I tried)
-Dominate Person (-2 Will Save penalty, I read dominate is VERY good in HOF)
-Cone of Cold (A serious amount of cold damage, more then any other spell I'm considering, diversity of damage types is good. Not as good range as Sunfire however)
-Sunfire (never accidentally myself, no party to hit when soloing, lots of damage in normal mode, but on the drawback side there's better damaging fire spells at higher levels)
6th (5): Shades, Mass Haste, Chain Lightning, Acid Storm, ?
Spells I'm also considering here
-Trollish Fortitude (healing potions heal a pathetic amount for a 300+ HP character, what were they thinking? I can't always keep running to a healer to heal, and in battle this is a great way to recover while spell casting spells (instead of drinking potions every 5 seconds). Still, I'm wondering if this is a bad idea, since none of the sorcerer spell selections guides I've seen have ever even mentioned Trollish Fortitude)
-Disintegrate (Chance to instantly kill, though I have a similar thing with Finger of Death, but this works on undead. Is loot destroyed from Disintegrate?)
7th (4): Finger Of Death, Delayed Fireball, ?, ?
Spells I'm also considering
-Mordenkainen's Sword (never used this, because I've always thought a caster should be casting spells, not swinging a sword like a fighter, even if it is from a long range like an arrow. But I've seen so many people say this is a great spell, some even saying it's about your only way to kill Iyachtu Xvim because he rips through summons too fast, and someone even claimed none of the enemies resistances work against it, is this true?)
-Elemental Barrier (I'd really like to be able to get a +15 elemental resist boost, but I'm not sure if I can fit it in)
-Control Undead (Read it's like mass dominate for undead, but better. Still, not sure if there's enough undead for it to be worthwhile, is it?)
-Cacofiend (Summon lower demons, though I'm starting to lean against this, since after some experimenting it seems a max level sorcerer summons shades & shadow conjurations of the exact same creates as Cacafiend, but ones you can control)
8th (4): Mind Blank, Horrid Wilting, ?, ?
Spells I'm also considering
-Symbol of Hopelessness (I read everywhere that is a really good crowd control spell, though I've never used it, but I'll probably pick it)
-Summon Monster VIII (high level summons kick butt all game)
-Power Word Blind (I've read this is useful, I'm not really convinced that blinding everyone will help much though except 1) get archers to enter melee combat and 2) delay a wizard from casting an offensive spell for about the two seconds it takes to walk up to one of my summons or sorcerer)
9th (4): Wail of Banshee, Gate, Mass Dominate, ?
Spells I'm considering (my hardest choice)
-Summon Monster IX (Summons kick butt monsters all game, regardless of HOF mode or not, including the fire damage worm that hits multiple foes at once, and some other kickass monsters like a snow giant, and a greater werewolf. On the other hand, the monster I care most about, the fire worm, starts to become redundant late game at level 30, since I can summon fire damage Gle's whatever they're called with Shadow Conjurations and Shades, as well as Lightning damage demons)
-Executor's Eyes (4x the chance for my army of summon warriors to deal critical hits. Do most (or any?) enemies in HOF have such high AC that you NEED a critical hit to hit them? Also is it worth taking this feat to power up the rest of my summons? Or should I go for more summoning heavy weight firepower that I can actually control, unlike the demons I gate in)
-Meteor Storm (I've read this will always hit and do at least some damage, while delayed fireball can get resisted, still I'm really leaning against this, since monsters have too much HP in HOF for it to be worth much)
Well that's it, any advise on spell selection for a sorcerer to go from normal to HOF difficulty would be welcome.