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If you're staying Draconic Bloodline, you'll want to hit up the merchants as frequently as you can and buy up every Call Lightning you can find. Though, downside to this is you can never upcast it.
You'll usually have someone, a Cleric, cast Create Water to soak most of the battlefield and just go to town with Call Lightning.
If it is just dragonic, check the artillery tank sorcerer here
https://steamcommunity.com/sharedfiles/filedetails/?id=3124459563
though as you can tell, that works around red dragon origin
For bronze you could mix in tempest cleric 2 to deal maximum damage. Though the stronger build for lightning damage is usually tempest cleric / storm sorcerer rather than dragonic.
General rule of thumb is throw Reveberation gear on the Lightning Sorcerer, throw some Mental Fatigue gear on them. Twin Cast hast. Wet the field, blast away. Can do this as a 12 Sorcerer or 10 Sorcerer / 2 Tempest Cleric.
But they patched this out about 1 year ago, so this wont work.
The Lightning Draconic Bloodline will add literally nothing.
And in general if you arent going for Fire Damage all Draconic Bloodlines suck and are inferior to the Storm Sorcerer!
Draconic Sorcerer:
Level 1: Hit Points, Base Armour Class, 1 Spell
Level 6: Extra Damage to 1 Element + Resistance to this
Level 11: Fly
Storm Sorcerer:
Level 1: Fly (with preconditions but bypasses Opportunity Attacks)
Level 6: Extra Damage on Lightning + Thunder (Reaction), 2 Resistances (Lightning + Thunder), 5 Spells
Level 11: Retaliation Damage
Both can Fly but Storm can do this from level 1 while Draconic needs 11 Levels. If you are going for multi classing you will be only able to Fly on a Storm Sorcerer. It needs you to cast a Level 1 Spell, but if you choose an Ritual Spell (like Disguise Self) then you can use it out of combat for free because Ritual Spells dont cost Spell Slots out of Combat but still trigger the Storm Sorcerer Flight. So basically free flying from Level 1 plus if you do that in comabt by casting a leveled spell (not Eldritch Blast) you can even fly away from Melee Characters without getting an Opportunity Attack (special effect of the Storm Sorcerer).
=> I think overall the Storm Sorcerer Wins here.
Hit Points: Its basically 1-12 Hit Points, its ok but usually nothing that makes or breaks anything.
=> The Draconic Sorcerer wins.
Base Armour Class up to 13. Just use Mage Armour, its basically the same effect and both dont stack.
=> No real benefit.
The one Spell the Draconic Sorcerer gets is usually (with a few exceptions) a standard Spell any Sorcerer can learn and often its even not that great either.
=> Useless.
Extra Damage, the Draconic adds it to every elemental damage of 1 damage type while the Storm Sorcerer gets a reaction to add it in an area around 2 different elements. For Eldritch Blast neither works. For other Cantrips the Draconic Sorcerer wins if its the correct element. For leveled spells its pretty on par and very situational which one wins.
=> I would say its situational and basically on par, no clear winner.
The Draconic gets Resistance to 1 Element of your choice, the Storm Sorcerer gets 2 Elements (Lightning and Thunder). Especially if you consider an Lightning Draconic Bloodline, the Storm Sorcerer is a better choice.
=> The Storm Sorcerer definetly wins, its twice as good!
The 5 Spells the Storm Sorcerer gets are:
1. Call Lightning (great Lightning Spell, especially if you want to save some Spell Slots and it stays strong, because you can upcast it to compete with even Level 6 Spells!) Also the Sorcerer wouldnt have access otherwise. Plus it gets extra damage by being a Storm Sorcerer.
2. Sleet Storm a nice CC spell.
3. Gust of Wind, very situational.
4. Thunderwave, Scales well when upcast and gets the extra Damage of Storm Sorcerer.
5. Create Water, a spell that the Sorcerer otherwise wouldnt learn. But this spell is used properly very strong on anyone who does Lightning or Cold damage because the Damage will be double and as Sorcerer you can even use Create Water + Call Lightning (or another Lightning Spell) for example in the same turn and double the damage + add doubled the extra damage and do the same next turn without even using up an additional spell slot!
Overall: you gain 5 partially good to really good spells on the Sorcerer that has a limited amount of spells which is a huge bonus!
=> A really big win for the Storm Sorcerer!
Level 11, when going with Warlock 2 for Eldritch Blast + Agonizing Blast you wont gain anything because you wont reach level 11 in Sorcerer.
All in all: in general a big win for the Storm Sorcerer, (!)Especially compared to a Lightning Draconic Sorcerer because literally almost anything the Lightning Draconic Sorcerer gives you does the Lightning + Thunder based Storm Sorcerer (that works well with cold, because of create water, too) better.
The only reason you would go Draconic is when you want to do some Fire based Sorcerer, which can be strong, especially considering there is some gear supporting this build but literally any other Draconic Sorcerer is worse.
What you lose from draconic: armor class and hit points and their weird race spell like witch bolt (yucky) or fog (not lighting themed and don't care). It may be slightly better damage to add cha bonus to spell damage vs the lighting sorc version, but its extremely minor from the looks of it.
Teamwork.. get someone on your team using the weapon that casts create water on hit in act 3.
key spells that can shock:
shocking grasp (deny reactions, key to multiple bosses and escaping melee)
chromatic orb (shock flavored)
call lightning (granted, repeated casting)
lightning bolt (hit more guys, but only once)
glyph of warding
two + levels of tempest cleric let you do more damage a few times.
The Charisma added from being Draconic is the same exact damage if you have 22 Charisma as just casting your Lightning/Thunder spells on a group of enemies at Lv12 since you do half your current Sorcerer level as damage in a 6m radius. Which is 6 damage. The former requires the hat that gives +2 Charisma to achieve, the latter just requires being full Lv12 Storm Sorcerer.
good to know. I was unsure if it shocked per die or just once.
For Storm Sorcerer it triggers once per target hit, and each target hit can only be affected by the AoE damage once. So if you have a group of three targets outside of the range of Shatter but can be reached by the 6m of multiple triggers of the Storm passive, they all will get hit with 6 damage once each even if storm is triggered three times.
TL;DR disregard that comment; they’re talking about an interaction that is no longer in the game
2 levels of Warlock - Old one subclass for frighten on crit + repelling blast + agonizing blast
3 levels of rogue - Thief subclass for +1 bonus action
Grab the spell sniper trait
Dump the rest into Sorcerer for the sorcerer points.
Grab quicken spell and whatever other meta magics you want.
Pick up the haste and hex spells
Craft potions of speed - stock up on those ears.
Grab the Boots of stormy clamor, Risky Ring, Potent Robes, Birthright cap, Spineshudder amulet, and spellmight gloves.
Weapons: Look for "reduce the number needed to roll a crit by 1 (This effect can stack)
The result: For 6 sorcery points you can use your bonus actions to unleash 2 more blasts on top of the 2 you get from your base action + speed potion. Making 4 blasts in a single turn.
But I ran out of sorcery points? Turn your spell slots into more points.
On crit the enemy will be frightened and most likely knocked prone from repelling blast. Meaning they will skip their turn cause they do not have the movement speed to get up cause they got frightened.