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Uh... nope. Everything you wrote makes perfect sense to me. In fact, I share your opinion. Not on the 5/7 but on everything else. Personally I think you cannot go by "internet guides". Those are made mostly by people who do know little more than clickbait and most likely just copy & pasted from one source again and again like a bad copied jpg.
Because of that I have switched from that 6/6 to 2/10 warlock and for sorceress I prefer Tempest Cleric 1()2) / sorc 10 for the free spell and the lightning empowerment
With the warlock route you can do more in terms of melee, but 5/7 sorcadin like you imagine sounds solid.
there's basically 3 main builds of Sorcadin
The ratios of Sorcerer/paladin levels are
1) 10/2 for sorcerers that occasionally smite for lots of damage
2) 7/5 for damage dealing paladins with lots of smites
3) 6/6 for tanky frontline that still smites a lot.
The reason why aura of protection is so good is because there are a lot of save or suck/die spells that effect your frontline (this kinda normally happens due to friendly fire). THe most common one is ice floor which effectively stuns anyone who can't make their saves.
But if you're already have a tanky frontline person, there's no need to double that role so you get 5 pal/7sorc to smite twice in one turn.
If you just want a sorcerror that can occasionally choose to kill one specific guy every now and then you go 2 Pal/10 sorc
1. It doesn't have constitution saving throw proficiency unless you start as a sorc. If you start as a sorc you don't get all of the armor proficiencies that paladin gets. Constitution saving throw proficiency is important because it determines your ability to continue concentrating on a spell after getting hit.
2. It will either lack the strength to hit things very consistently or the charisma to make your disabling spells stick. You are splitting your ability points, and one of them will suffer. You won't be able to count on landing hold monster with a 16 charisma. Your cone of cold and cloud kill may only do half damage. Your telekinesis will probably be ignored. And you only get two feats to improve attributes to try to make it work.
It also does not have an extra attack. That means you would miss two attack chances every round when hasted.
6/6 pala/sorc is really about making your character more resilient. Aura of protection means you rarely are going to get blinded, slowed, confused, or charmed. It can also save half the damage from a fireball, for you, AND your fighter buddy. You give up one tier 4 spell, but that's all you are giving up from level 7 sorc.
I kind of think that upcasting smites is a bit of a meme at this point. People make some fun youtube vids of a smite doing hundreds of damage to a boss with a single hit and don't talk about using the damage multiplying abilities in the game. ANY ability will hit like a truck when it is doing 4x normal damage. And smite isn't even the best thing to go all in with either. Did you know you can kill Balthazar in one round with a fully specced and prepped eldritch blast build? That's a pretty good meme that doesn't even require spell slots (just metamagic, haste, illithid powers, late game equipment, a specific multiclass combination, and setting up in the turns before that by holding Balthazar and applying hex).
Yep. There's so many spike builds out there built on damage multipliers which by and large can be used once per long rest. Meaning that after they unloaded their one time damage splash they are ready for a nap. And if they miss, well...