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I see the few special abilities through sorcerer points added with level up, with 1 point per level up and working quite like spell slots, it looks like a pointless joke, as I wrote, a player that want challenge himself by playing a weak class. One almost make me laugh, spell with one target increased to two targets? Lol is there any? Or the low RNG chance to restore one spell point, looks like a good joke.
Mana Painter also offers some interesting tactical possibilities with Heightened Entangle.
Sorcerers are still weak but they still bring some possibilities to the game.
For the Draconic Sorcerer, the Charisma to damage at all times for spells of a certain element is a very powerful ability. Yes, Shock Arcanist gets that and also proficiency bonus to spell damage, but only for 1 minute per long rest, while Draconic Sorcerer gets the bonus all day long.
Empower Spell that rerolls 1's and 2's and only costs 1 SP is a very decent boost to damage (for calculations on tabletop Empower see e.g. https://www.reddit.com/r/dndnext/comments/9lp79w/i_did_some_mathgraphs_on_the_effectiveness_of_the/ )
The defensive bonuses are obviously less important for an offensive caster, but still nothing to snooze at (AC increase equal to free +2 leather armor from level 1, hp increase equal to +2 Con, Resistance to your element for 1 hr per SP).
Plus all the usual Sorc shenanigans like twinning Greater Invisibility or Haste, etc.
The Shock Arcanist would still probably be ahead in terms of pure burst damage, but Sorc would offer an interesting addition to a party.
Meanwhile, though, in its bugged state the Sorc is mechanically weak and, as you said, only good for challenge or novelty.
When has Sorcerer ever dominated the Wizard? In 3/3.5 the Wizard was leaps and bounds ahead in terms of power. In 5e despite Wizards being severely gimped the Sorcerer still only gains advantage through multiclassing (Sorlock), but a multiclassed Wizard is also very powerful (Storm Cleric + Loremaster Wizard = big bang).
For the bonus on damages, I doubt it works for magic missile. Hence +4 damages doesn't look that big, even less when compared to wize specialized in an element et getting more damages increase.
The cost is "free" since you get Sorcery Points as part of the class abilities. So by using Metamagic you're not strictly losing anything compared to other classes.
Of course not, MM is force damage, not elemental. But there are plenty of other spells that work (or should work, if not for the bug) - Firebolt, Scorching Ray, Fireball, Flaming Sphere etc.
+5, since you've obviously maxed your casting stat. And that +5 turns to +25 when you cast Scorching Ray as a 4th level spell, or when your Fireball hits 5 targets.
Wizards don't specialise in elements in Solasta..
As I said, the Shock Arcanist might still get an edge over an unbugged Sorc in terms of burst DPR. However, the Sorc also has other abilities going for it (like Twinned spell, or higher defense for Draconic, or the diplomatic abilities, being the only class with Charisma main stat), which at least make it an interesting option. But not in its bugged state, of course.
First point of view, forget other classes, stick to Sorcerer point of view, use a sorc point is like use a spell point, there's a cost and only long rest can restore it. In this case you use it in case of 10% chance of failing damages roll. That's a weird bet, 10 points spend and you didn't even get a sum of 100% chance of to get an extra cast for 10 spells cast. That's a negative bargain.
Second point of view, compare with wizard, the 10 sorc point cost at level 10 is a huge weakness in amount of usable spells. There' a cost and it is very high.
Well 5 turns is long, for fireball, ok.
Mmm that's cleric? Fire, and so on? I can't check now, but I doubt.
Not this one, but perhaps I make a confusion with cleric.