Sor spell selection...(not again!)
Posted: Tue Jun 22, 2004 9:34 am
Although I am new as a Gamebanshee member, I have been contemplating on sor posts for a long time.
I'm planning on creating a Sorceror. He should be able to do solo and work in a party at the same time(solo takes priority though).
This message was originally directed to cheese-master Userunfriendly and to the infamous spell master Xyx. However, I also hope that other users can comment on the spell selections I've made, including the ones that I wrote "no doubts", because on sor's spell selection, I just can't be sure on anything...The final choice comes at the moment when the least doubts exist.
Several doubts strikes me, and I'd like to have your opinion on that(if you have time and are interested).
Level 1, small doubts: Magic Missle, Chromatic Orb, Identify, Spook, Shield(if blur not chosen)-Friends(if it really benefits me)-Charm Person(for the fun)
On level 2, I chose Mirror Image, Blur, Web, knock and resist fear. But I heard that Melf's arrow disrupts spell casting. Should I replace it with Blur? All others seems to be indispensible.
On Level 3, little doubts:
Skull Trap, haste, MMM, flame arrow(good combat spell without hurting self), dispel-remove magic? Vampire touch is also good but...no room for it.
I know that remove magic is certainly better than dispel magic when soloing. But have you tried using Contingency-Dispel magic on self, while under insect plague? If it works, dispel magic seems to be a better option than remove magic.
Level 4, no doubts: Stone skin, greater Malison, Minor spell sequencer, teleport field, wizard's eye.
Level 5, no doubts: Animated dead (too good to forego), sunfire (ignore magic res), breach, spell immunity, lower res. Chaos is also good, but it's dispensible. Cloudkill is provided by wands.
On level 6, I choose Contingency, Mislead, PWM (those are indispensible) and True sight, deathspell. But I also want improved haste, which can be casted on Planers to double their combat prowness...I also like tensler transformation....which will come quite in handy when using the Shapeshift spell. But sacrificing True sight and deathspell will be very painful in solo...can you help me out of this maze?
On level 7, I have chosen Project Image! Spell Sequencer, Ruby Ray, Massinvisibility and Powerword: stun.
I have the option of dumping powerword stun for Mordenkainen's sword(which is quite tempting...). And use the level 8 spell: Symbol Stun to compensate the loss of Powerword: stun. The symbol also acts as a trap, which can be useful and safe before facing big battles.
On level 8 I have Simi! Abi! Spell Trigger, Incendiary Cloud and Powerword Blind. Either one(or which one?) of the last two can be sacrificed for Symbol Stun.
Level 9: No doubts: Time stop, Chaincontingency, wish, Imprisonment, Powerword:kill (Shapechange, if tensler is chosen). I didn't choose spell trap, because it's provided by the staff of magi, and I would prefer recharging spells using the "Wish" way.
Mu
I'm planning on creating a Sorceror. He should be able to do solo and work in a party at the same time(solo takes priority though).
This message was originally directed to cheese-master Userunfriendly and to the infamous spell master Xyx. However, I also hope that other users can comment on the spell selections I've made, including the ones that I wrote "no doubts", because on sor's spell selection, I just can't be sure on anything...The final choice comes at the moment when the least doubts exist.
Several doubts strikes me, and I'd like to have your opinion on that(if you have time and are interested).
Level 1, small doubts: Magic Missle, Chromatic Orb, Identify, Spook, Shield(if blur not chosen)-Friends(if it really benefits me)-Charm Person(for the fun)
On level 2, I chose Mirror Image, Blur, Web, knock and resist fear. But I heard that Melf's arrow disrupts spell casting. Should I replace it with Blur? All others seems to be indispensible.
On Level 3, little doubts:
Skull Trap, haste, MMM, flame arrow(good combat spell without hurting self), dispel-remove magic? Vampire touch is also good but...no room for it.
I know that remove magic is certainly better than dispel magic when soloing. But have you tried using Contingency-Dispel magic on self, while under insect plague? If it works, dispel magic seems to be a better option than remove magic.
Level 4, no doubts: Stone skin, greater Malison, Minor spell sequencer, teleport field, wizard's eye.
Level 5, no doubts: Animated dead (too good to forego), sunfire (ignore magic res), breach, spell immunity, lower res. Chaos is also good, but it's dispensible. Cloudkill is provided by wands.
On level 6, I choose Contingency, Mislead, PWM (those are indispensible) and True sight, deathspell. But I also want improved haste, which can be casted on Planers to double their combat prowness...I also like tensler transformation....which will come quite in handy when using the Shapeshift spell. But sacrificing True sight and deathspell will be very painful in solo...can you help me out of this maze?
On level 7, I have chosen Project Image! Spell Sequencer, Ruby Ray, Massinvisibility and Powerword: stun.
I have the option of dumping powerword stun for Mordenkainen's sword(which is quite tempting...). And use the level 8 spell: Symbol Stun to compensate the loss of Powerword: stun. The symbol also acts as a trap, which can be useful and safe before facing big battles.
On level 8 I have Simi! Abi! Spell Trigger, Incendiary Cloud and Powerword Blind. Either one(or which one?) of the last two can be sacrificed for Symbol Stun.
Level 9: No doubts: Time stop, Chaincontingency, wish, Imprisonment, Powerword:kill (Shapechange, if tensler is chosen). I didn't choose spell trap, because it's provided by the staff of magi, and I would prefer recharging spells using the "Wish" way.
Mu