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5 years ago  ::  Aug 04, 2008 - 9:08PM #11
_metz_
Date Joined: Jan 15, 2007
Posts: 682

Maesto wrote:

Orb of Force is a decent catchall, especially if you combine it with something like guided shot. However, at the higher levels, instead of doing some 50 damage a round, it's usually better to apply some controlling mechanism to the bad guys to mitigate effects to the party. Stopping the party from taking 100 damage, or setting up your fighter to do 200 damage is generally more effective than plinking away for 50 points. Especially in combats against multiple enemies, something like Solid Fog to keep the bad guys coming on one by one is usually a better option. Of course, incorporeals are always annoying... but wall of fire does nice thing to them, half of the time ;-)


Definitely agreed. At APL 14 doing around 50 damage pales in comparison to taking an opponent out of the fight.

Remember, unlike the fighter, as an Arcanist you have controlling options that are far better. Wall of force, solid fog (as Maesto mentioned) Transposing spells etc. The important thing is to communicate with other players about what spells you have and how you like to use them. Then there can be team work.

I know a few casters that spend most of their actions keeping themselves alive, whilst my cleric notes that he could have saved the caster, and the caster could have removed the bad guy that was about to take out half the party...

Remember, Otiluke's resilient sphere is great for stopping yourself being attacked - however, if you then sit in it for five rounds buffing whilst the party is dying, your essentially a wasted slot at the table and aren't providing arcane support. Same goes with damage spells. If instead of orb of force, you could have flown next to the bad guy (assuming no AoOs via anklets or something) then transposed the fighter, who then comes out of delay and full attacks, you are already doing MUCH better...

Also, with the number of Anklets/Quicksilver boots/etc that are around on PCs these days, don't run an Anticipate teleport field WITHOUT telling the party. One party almost died because the player told this to the GM, but NOT to me, and when my Cleric ankleted the party had 3 rounds of fighting a lethal encounter without their divine support.

That caster almost died, hopefully it taught him a lesson.

/rant

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5 years ago  ::  Aug 05, 2008 - 12:25AM #12
twells
Date Joined: May 24, 2006
Posts: 30

Maesto wrote:

Orb of Force is a decent catchall, especially if you combine it with something like guided shot. However, at the higher levels, instead of doing some 50 damage a round, it's usually better to apply some controlling mechanism to the bad guys to mitigate effects to the party. Stopping the party from taking 100 damage, or setting up your fighter to do 200 damage is generally more effective than plinking away for 50 points. Especially in combats against multiple enemies, something like Solid Fog to keep the bad guys coming on one by one is usually a better option. Of course, incorporeals are always annoying... but wall of fire does nice thing to them, half of the time ;-)


I was not saying it was the best option in every situation .. only that it has staying power as a spell where other lower-level damage spells fall off in utility. Sometimes doing 50 damage after the fighter just dealt a few hunderd IS the best option.

I would never recoomend NOT have decent battfield control - just have a means of doing some damage to opponents.

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5 years ago  ::  Aug 05, 2008 - 5:09AM #13
_metz_
Date Joined: Jan 15, 2007
Posts: 682
My rant was more a 'arcane casters need to think about more than just doing damage' related post.

I think Maesto is of a similar opinion, wasn't targeted at any one person, more at the stereotype of non-team casters..
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5 years ago  ::  Aug 05, 2008 - 12:01PM #14
copperwyrmling
Date Joined: Oct 10, 2007
Posts: 235

Maesto wrote:

Orb of Force is a decent catchall, especially if you combine it with something like guided shot. However, at the higher levels, instead of doing some 50 damage a round, it's usually better to apply some controlling mechanism to the bad guys to mitigate effects to the party. Stopping the party from taking 100 damage, or setting up your fighter to do 200 damage is generally more effective than plinking away for 50 points. Especially in combats against multiple enemies, something like Solid Fog to keep the bad guys coming on one by one is usually a better option. Of course, incorporeals are always annoying... but wall of fire does nice thing to them, half of the time ;-)


However, as others have said, sometimes empowered orb of force still is the best option. So long as it does something nothing else in your spell selection does, it's a nice option to have.

It's a pretty good "ready to disrupt casting" spell, for example, especially against demons using spell-like abilities (where readied silence doesn't work and a lot of other spells run into SR/resistance problems). It's also good for just reliable damage when you want to finish off a badly injured enemy (denying them actions altogether is generally better than putting them in a solid fog). Its Medium range is useful, too, for encounters in fairly open terrain. And then there are the tables where you don't have a fighter doing 200 damage/round - where your melee-damage-dealer is a melee rogue without deathstrike bracers, for example, and the encounter is against golems.

I think the last time Azrien used empowered orbs of force was to finish off an APL 14 golem encounter - there were paired golems, the rest of the party had dropped the other one, but both would heal at the start of the round unless both were down. Empowered orb of force x2 (using belt of battle) dropped the second golem and ended the encounter. The time before that was before she got Moonbow, when Empowered Orb of Force was her catchall Medium range spell - she fought the first two encounters in that mod from 200ft away, because they were all grapplemonsters with big reach, and she didn't want to waste actions teleporting out of grapples. I probably should have used empowered orb of force as my ready-to-stop-casting in another recent mod, instead of spiritwall, but I didn't think of it (it was against a demon using spell-likes, and the orb would've hampered the party less than spiritwall did).

It's a nice spell. It's not a must-have, but my L15 sorcerer has gotten quite a lot of good use out of it. Just don't spam it every round for the sake of doing some damage, and you should be okay.

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5 years ago  ::  Aug 05, 2008 - 1:03PM #15
magebeast
Date Joined: Oct 28, 2004
Posts: 130

copperwyrmling wrote:

I think the last time Azrien used empowered orbs of force was to finish off an APL 14 golem encounter - there were paired golems, the rest of the party had dropped the other one, but both would heal at the start of the round unless both were down. Empowered orb of force x2 (using belt of battle) dropped the second golem and ended the encounter.


I remember this encounter! I felt so good because I finally used wall of force to good effect to seperate the second golem from the party, only to discover that we NEEDED to have them both near us.

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5 years ago  ::  Aug 05, 2008 - 2:06PM #16
Maesto
Date Joined: Feb 1, 2006
Posts: 113

copperwyrmling wrote:

However, as others have said, sometimes empowered orb of force still is the best option. So long as it does something nothing else in your spell selection does, it's a nice option to have.


Sure - I know that you've gotten good use out of it, and I know others who have as well (myself included). I did say it's a decent catchall I have seen it's use fall off recently though, probably mostly in the level 14+ region.

I'm trying to remember when the last time I used a L4 orb spell for damage was, though (with my archmage). I've used maximised lesser orbs a few times just for the "we want 40 damage now against unbeatable SR", but I can't actually remember preparing an orb spell since losing elemental mastery. Nor can I remember the last time I prepared an orb of force, let alone cast one.

That said, you can enjoy my shame from a relatively recent module. I had an open 8th level slot and the feat Alacritous Cogitation. Whatever the hell we were fighting was fairly atypical of it's sort; it had 24 hitdice and saves that started at +23 or something silly (they'd laughed at the DC 31 saves I'd thrown at them, and I'd targetted their weak save). The things had perfect flight, fast healing, a truckload of immunities, and were consistently doing 50 damage a round to the entire party (which we were largely unable to mitigate), and we were entirely greater invisible at the time (and furthermore, they were stuck in a freezing fog). The only weakness they had was cold vulnerability, and the best option I could come up with was to alacritously cogitate a Polar Ray and zap him for 19d6 (effectively empowered) (I had a way of penetrating their SR). Thinking back, I should've alacritously cogitated for an empowered orb of cold for 15d6 empowered twice, but it would've ended up being much of a muchness (18% or so edge on the 15d6x2.25 over 19d6*1.5).

Anyway, apologies for derailing the thread ;-) Back on topic, I agree with the suggestion of Empower - metamagics are the playthings of sorcerors; make the most of them. I haven't had experience with Rapid Metamagic yet (I'm still working towards it with my sorceror), but a couple of friends who play sorcerors highly recommend it (and quicken spell at L12). Spellwise, it looks like you've got most of the bases covered already. You've got long range and area damage (fireball), high output damage (empowered scorching ray, or you'll get to that soon), a catch-all "You take damage" with empowered magic missile, and an anti-SR spell with the lesser orb (also empowerable. Seeing a trend here?). I'd suggest that Burning Hands has probably outlived it's usefulness now, however. If you've only just hit level 8, you have a spell swap available, and I'd look at changing Burning Hands for something else. Given that you have Ray of Enfeeblement, Lesser Orb of Sound and Scorching Ray, I'd suggest looking at Guided Shot to increase your chances of hitting with those spells.

Looking towards the next couple of levels, I'd decide if you want to take a teleportation type spell, such as Dimension Door or Teleport. If you want dimdoor, I'd advise taking it at 9th, rather than orb of force or greater invisibility. Being able to shuttle party members around is incredibly powerful. At 10th level, I'd consider using the sorceror spellswap to retrain Mage Armour into something else, too.

Otherwise, go the Perrender ;-)

my 2c,
Jolyon

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5 years ago  ::  Aug 07, 2008 - 6:50AM #17
polalion
Date Joined: Dec 27, 2007
Posts: 9
I already spent my spellswap on that See Invisibility, it used to be a Flaming Sphere (back when I didn't know better). It was also for the Fatespinner prerequisite of knowing a divination spell.

Looks like Empower should be on the top of my list then. Followed by Rapid and Maximize or even Quicken.

Any suggestions for the Level 2 and Level 3 spells? I get one of each next level.
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5 years ago  ::  Aug 07, 2008 - 7:38AM #18
kinevon
Date Joined: Aug 22, 2007
Posts: 1,292

polalion wrote:

Level 2 - 7 - Scorching Ray, Mirror Image, See Invisibility
Level 3 - 6 - Fireball, Fly

Any suggestions for the Level 2 and Level 3 spells? I get one of each next level.


Some suggestions, in no particular order per level:

2nd level:
Glitterdust (Possible blindness, and points out invisibles for the rest of your party)
Resist Energy (Self-explanatory)
Rope Trick (Safe resting place)
Summon Monster II (supposed to be the most cost-effective level for SM)
Web (Lock down the enemy)

3rd level:
Haste (+1 to hit & AC, extra attack; worthwhile if boots of speed are rare/unknown in your area)
Heroism (+2 to hit)
Magic Weapon, Greater (makes a weapon +2)
Protection from Energy (also self-explanatory)
Slow (has a chance of nerfing a large number of enemies)

Personally, with my only character around this level being an archer without boots of speed, I would lean toward Haste for the 3rd level spell. Then again, at only 375 gp per scroll, it might be fine that way. And, of course, if you have an abundance of Beguilers around the same level in your area, that can affect some weighting of spells, since Beguilers cast similarly to Sorcerors, but off a largely predetermined list including spells like Haste...

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5 years ago  ::  Aug 07, 2008 - 11:34PM #19
polalion
Date Joined: Dec 27, 2007
Posts: 9
Thanks.

What about items? Anything anybody thinks I should aim for next?
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