spell experts needed!
Posted: Sat Feb 21, 2004 9:32 am
i have been playing a sorceror since bg2 came out and i love them but now that nwn has come out i am almost 2nd guessing myself now.
the sorceror now has less spells to choose from then before and can pick few spells per level aswell. because of this i have been trying very hard to maximize my spell selection. i have run into some questions, and hope that someone can give me better explainations than what are given online or in the manual.
here it goes
what is the difference between wail of the banshees and weird?
they both are a save or die spell, they both are area wide spells. othere than being from different schools, is there a benefit choosing one over the other?
why choose meteor swarm (instead of delay blast fireball)
both do 20d6 damage (max), both are area wide spells but fireball has the option of not exploding right away.
and if we are talking about maximizing spell damage, incendiary cloud has the best damage available. at 16th level you can cast, it does 4d6 per round (16 rounds min) giving you a 48-384 potential damage if the enemy is kept inside the cloud.
even horrid wilting is better that meteor swarm, it does 1d8 per level (must be 16th level to get) so 16d8 = a potential 128 damage where meteor swarm does 20d6 or 120, and horrid wilting goes up with leveling up.
now if meteor swarm did not hurt allies? that would make a difference.
do what do you spell gurus think?
the sorceror now has less spells to choose from then before and can pick few spells per level aswell. because of this i have been trying very hard to maximize my spell selection. i have run into some questions, and hope that someone can give me better explainations than what are given online or in the manual.
here it goes
what is the difference between wail of the banshees and weird?
they both are a save or die spell, they both are area wide spells. othere than being from different schools, is there a benefit choosing one over the other?
why choose meteor swarm (instead of delay blast fireball)
both do 20d6 damage (max), both are area wide spells but fireball has the option of not exploding right away.
and if we are talking about maximizing spell damage, incendiary cloud has the best damage available. at 16th level you can cast, it does 4d6 per round (16 rounds min) giving you a 48-384 potential damage if the enemy is kept inside the cloud.
even horrid wilting is better that meteor swarm, it does 1d8 per level (must be 16th level to get) so 16d8 = a potential 128 damage where meteor swarm does 20d6 or 120, and horrid wilting goes up with leveling up.
now if meteor swarm did not hurt allies? that would make a difference.
do what do you spell gurus think?