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sorceror lvl 6 spell pick

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FilipeTeles
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sorceror lvl 6 spell pick

Post by FilipeTeles »

I have played some times with a solo sorceror and I never know what lvl 6 spell to use.I used some of this spell
true sight=>good I used some times
summon earth elemental=>I used several times but sux
tenser transformation=>I don't remembr using once
protection from magical weapons=>used once I think
summon nishru=>nice but i prefer lvl 4 polymorph self,mustardjelly
chain lighting=>skull trap,sunfire,abi dhalzim are much better
death spell and death fog=>I like them...
some of them are good but I never use too much lvl 6 spell I need some help with them plz....thx
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Post by UserUnfriendly »

true sight...absolutely mandatory, probably the most important spell in this level...forget invisibility purge, and other divination spells, this is the one that always works, and will last you the entire game.

deathspell...another great spell, will instantly kill hostile summons, and will slaughter umber hulks, and weaker enemies...

improved haste...great spell, turns your dual wielding fighters into dervishes of destruction, will turn a good summon, like skeleton warrior or mordenkainen sword, into an unstoppable juggernaut..

mislead...the uber cheesy spell...blink effect allows you to cast attack spells, and the enemies will not retaliate...blinks you from invisibility to improved invisibility...

protection from magic weapons...mandatory for any sorceror...protect yourself from any melee attack...what can i say???

:p ;)
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Post by Mini Me »

Im mostly with UU on this one, but I get the most use from pierce magic - it reduces MR and removes protections. It is a slightly faster cast than Lower MR (IIRC) and faster than pierce shield, which is not hugely better. PLUS it can be put into triggers/contingencies (unlike perce shield)
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Post by UserUnfriendly »

Originally posted by Mini Me
Im mostly with UU on this one, but I get the most use from pierce magic - it reduces MR and removes protections. It is a slightly faster cast than Lower MR (IIRC) and faster than pierce shield, which is not hugely better. PLUS it can be put into triggers/contingencies (unlike perce shield)


http://members.chello.nl/~j.vanthull/BG2SR/Main.htm

urm...sorry...i disagree...if you don't have tactics mod installed, remove magic and breach is all you ever need to get rid of enemy's magical and physical protections...and if they do have tactics mod installed, lower resistance, and khelbens warding whip is the better choices...spell trigger lower resistance, and chain contingency khelbens...pierce magic will NOT get rid of protection from magic weapons, or elemental protection, and i can't remember if it gets rid of spell immunity...tactics mod, the key is to get rid of spell immunity...and a higher level spell is perfectly fine for this purpose, since chain contingency will target improved invisible creatures...all a matter of personal style, really...

contingency is another choice at this level, however, not really my personal favorite at level six...incredibly useful to cleric mages, since you can put a heal spell in a contingency...or free action...

chained lightning is a great choice, but the other choices are far more useful every day...last attack spell you can put into spell trigger, great for attacking hordes of enemies...but sunfire is a better attack spell, imho... ;)
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Post by Mini Me »

it seems i have been shot down. I shall proceed to huddle in the corner and weep at my utter failure

hehehe
contingency is a tricky one. I dont get much use from it unless with a cleric mage (as you say) but then again if i dont get it, i wouldnt have a contingency spell, as there is no way i would waste a space at level 9 for chain cont. as a solo, contingency is very useful, so actually i would suggest it is quite important.
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Post by UserUnfriendly »

Originally posted by Mini Me
it seems i have been shot down. I shall proceed to huddle in the corner and weep at my utter failure

hehehe
contingency is a tricky one. I dont get much use from it unless with a cleric mage (as you say) but then again if i dont get it, i wouldnt have a contingency spell, as there is no way i would waste a space at level 9 for chain cont. as a solo, contingency is very useful, so actually i would suggest it is quite important.


urm...chain contingency is imho the most important 9th level spell...i would actually sacrifice timestop for it, or even wish spell...

combines both g acuity and timestop in one spell...casts while paused, impossible to spell disrupt, and allows for some insanely fun tricks...

for example, a sunfire that kills liches...sunfire, delay blast fireball, delay blast fireball cast on self...the sunfire makes you immune to fire long enough for the delay blast fireballs to explode harmlessly on your body...

maze, inc cloud, inc cloud cast on self...you are instantly out of danger, and the inc cloud kills anything you were next to...if you are a idiot mage, like int 12, you will be mazed long enough to avoid the clouds completely...does not work in solo, since maze kills you... ;)
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Post by Adahn »

Listen man, don't bother with all the posts, just go to this link http://db.gamefaqs.com/computer/doswin/ ... rcerer.txt you'll find the best Sorceror's guide on how to make a kickass sorc. It has everything on there, hell, i followed that guide and i can beat a dragon all by myself, or a whole army of lichs hehe
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Post by FilipeTeles »

I want to enter but the link is broken man.But I only have problems with 6 lvl spells because I always only use true sight but I will try to use the others thank you for the help user unfriendly.And Adahn I have finished some times a solo sorceror but I always try to make a better one so if you give me the link to this guide It will be good too...
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Post by globester »

true sight if you don't want to get too cheesy :P

(anyone remember me? :/ fable? :/)
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Post by UserUnfriendly »

Originally posted by Adahn
Listen man, don't bother with all the posts, just go to this link http://db.gamefaqs.com/computer/doswin/ ... rcerer.txt you'll find the best Sorceror's guide on how to make a kickass sorc. It has everything on there, hell, i followed that guide and i can beat a dragon all by myself, or a whole army of lichs hehe


ive read most of the sorceror guides out there, and i don't find them at all satisfying...i like spells that i've researched personally, spells that i have tested personally, and i play with a party...

and i've had many disagreements when i read that guide a while back, don't remember which ones, but many disagreements...

really, you should never follow those sorceror guides...i've never been happy with someone else's selections, and i've always changed them...by now i know which spells i like and which work...

besides, i don't even play a regular sorceror anymore... :p :p :p
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Post by fable »

Originally posted by FilipeTeles
I want to enter but the link is broken man.


I suspect he means this link, because it's the only sorc spell advice FAQ on that site. Here is an even better site, IMO, with an extremely good, detailed discussion of how spells work in BG2, as well as a discussion of specific spells.

But keep in mind what UU says: everybody has their own playing strategy. And while some spells (like casting elementals) are pretty ridiculous in combat, most include benefits and drawbacks depending upon circumstance and playing style.
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Post by FilipeTeles »

I know this site fable it's nice I liked the project image trick,but I agree with user un friendly most guides aren't good I like my spell pick I just needed somehelp with the lvl 6 spells but now I know that there aren't many good spells at this lvl oly true sight in my opinion.....
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Post by Adahn »

Originally posted by FilipeTeles
I want to enter but the link is broken man.But I only have problems with 6 lvl spells because I always only use true sight but I will try to use the others thank you for the help user unfriendly.And Adahn I have finished some times a solo sorceror but I always try to make a better one so if you give me the link to this guide It will be good too...


Here, this is the good one. http://www.gamefaqs.com/computer/doswin/game/25804.html just go to Sorcero's giude
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Post by nephtu »

Well...

I read that guide - I wouldn't follow it. Example:
Low Level Trigger-type spells: (Minor Sequencers, Contingencies, etc.)
You will have access to the highest level triggers (i.e. Spell Trigger
and Chain Contingency), so ignore the rest.

Weapon Immunities: Only protection from Magical Weapons and Protection
from Normal Missiles are worth spending picks on. You can safely ignore
the rest.


*boggle*
You will have NO triggers untill level 16 on this scheme. Ugh! Minor sequencer is available at level 8 - it's a good candidate for second pick after stoneskin, IMAO (Ok, so you'll get it alevel 9, then).

You would use Pro Normal Missiles for WHAT, exactly? A solo sorceror might have a use for it, a party one will likely never use it all.

At least the guide explains the reasoning, but it's pretty iffy. I would add that you shouldn't play a sorceror at all untill you've got a decent handle on spells.
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Post by UserUnfriendly »

Re: Well...
Originally posted by nephtu
I read that guide - I wouldn't follow it. Example:
Low Level Trigger-type spells: (Minor Sequencers, Contingencies, etc.)
You will have access to the highest level triggers (i.e. Spell Trigger
and Chain Contingency), so ignore the rest.

Weapon Immunities: Only protection from Magical Weapons and Protection
from Normal Missiles are worth spending picks on. You can safely ignore
the rest.


*boggle*
You will have NO triggers untill level 16 on this scheme. Ugh! Minor sequencer is available at level 8 - it's a good candidate for second pick after stoneskin, IMAO (Ok, so you'll get it alevel 9, then).

You would use Pro Normal Missiles for WHAT, exactly? A solo sorceror might have a use for it, a party one will likely never use it all.

At least the guide explains the reasoning, but it's pretty iffy. I would add that you shouldn't play a sorceror at all untill you've got a decent handle on spells.


exactly!!!

minor sequencer can be safely ignored, its not all that good, but a spell sequencer of mirror image, skull trap and skull trap is absolutely mandatory for the sheer damage potential...cast on self, you now can use the dreaded skullfire, which removes the weaknesses of using skulltrap as a ranged damage attack spell...(easy to get caught in blast radius, and in a spell sequencer, unless you are within range, which is very short, it will fizzle..)

also remove magic triples, or flame arrow triples are incredibly useful for combat...contingency is iffy, i don't use it much, specially since the most useful way to use it is to setup protection from magic weapons, imho, but that spell casts so fast its not worth putting into a contingency...

but protection from missiles???!!! that's what stoneskin is for... :cool:
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Post by fable »

FWIW, I think a sorc should invest in every trigger spell when it becomes available. Spellcasting, like realworld combat, isn't simply a function of the biggest weapons: as so many brilliant generals have shown, it's a matter of deploying time. That's why the Robe of Vecna is so venerated by players. And that's why casting two or three spells in the time it normally takes to cast one should never be ignored, IMO.
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Post by nephtu »

Re: Re: Well...
Originally posted by UserUnfriendly
exactly!!!

minor sequencer can be safely ignored, its not all that good, but a spell sequencer of mirror image, skull trap and skull trap is absolutely mandatory for the sheer damage potential...cast on self, you now can use the dreaded skullfire, which removes the weaknesses of using skulltrap as a ranged damage attack spell...(easy to get caught in blast radius, and in a spell sequencer, unless you are within range, which is very short, it will fizzle..)

also remove magic triples, or flame arrow triples are incredibly useful for combat...contingency is iffy, i don't use it much, specially since the most useful way to use it is to setup protection from magic weapons, imho, but that spell casts so fast its not worth putting into a contingency...

but protection from missiles???!!! that's what stoneskin is for... :cool:


I'm afraid I'll have to disagree on the sequencers. I use sequencers a lot, and minor sequencer is very handy, and available really early - it can be used defensively (blur/mirror image) or offensively (magic missile, chromatic orb, glitterdust, horror, spook, web, yadda yadda yadda).

I take that and trigger, skipping sequencer - only two levels gap from sequencer to trigger, so I'll live with the weaker trigger in the interim.

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Post by UserUnfriendly »

well, to be bluntly honest, i hack in all sequencers, triggers and contingencies in myself, anyway...i want all of them... :D :D :D :p
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Post by FilipeTeles »

i hate contingency and minor spell sequencer..... spell trigger and chain contingency are good some times I take spell sequencer...and when I have ToB Improved Alacrity will be the thing to ignore the low lvl spell sequencers...

and also I have this guide Adahn I don't liked it and it's not a solo sorceror guide......when I read this guides I become almost 100% sure that the best guide is my mind....
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it opens and expand you mind....You should try it......sometimes.....
A Peace of JaH!!!!!
free your mind.......lose yourself in the haze.......
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