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Draconic isn't going fill the same niche as Shock Arcanist even when everything is working properly. The point is more to be a tankier Arcane caster.
Some people constantly whining about Sorcerers are still going to whine about them after they're fixed, I guarantee it. Partly because they're using them wrong and/or have different expectations about Sorcerers from other games.
If 5e Sorcerer are so low in lists there's certainly a reason.
But the point of this thread isn't to whine, it is to ask for explanations of their strength because they seem weak. I don't whine yet but will certainly if I don't get good answers making sense
For already whining about people whining about sorcerers but clearly nobody want play them, you are just at the other side, not better positioned as you probably think.
Anyway it seems I got some valid answers already for Sorc plus, so I don't whine, so you are plain wrong to whine I'm whining because I don't whine as I got answers that seem valid, and the worse is it's you that whine here, and you complain about whiners... Common, you are complaining about yourself, rather pointless don't you think?
Your poorly written answers are a riot to read, as always. The most amusing part is that I literally just told you how to make good use of a Sorcerer and you ignored it.
And I wasn't really referring to you as the "whiner". You haven't been ranting almost daily about Sorcerers as if TA killed your dog, lol.
As for Draconic's tankiness: having Mage Armor memorized and using it is a large cost in the early game especially (doubly especially in Solasta, where we have one of the more possibly challenging fights at level 2). When travelling, you'll always have higher AC even when surprised vs casting Mage Armor. Having Shield as your level 1 origin spell makes you considerably tanky. And I'm not understanding your logic about having resistance against an element. If you're fire, which you probably would want to be, you have resistance against a common type of damage.
Further, Misty Step helps you get out of danger or out of melee so you can use a ranged attack/spell. Counterspell can prevent enemy spells. And Greater Invisibility makes you untargetable even by bosses. Everything they get makes them tankier, prevents damage, and/or lets them survive better/longer.
It's kind of like people talking about Dragon Disciple vs Sorcerer in BG2 and saying "fewer spells makes DD terrible". DD is one of the best tanks in the game - I'd probably argue literally the best tank and I usually use one in my LoB playthroughs because they're that strong. DD/Draconic isn't for people who just want to do damage and nothing else with their arcane caster. They can cover all tanking needs *and* do impressive damage on top of that.
Don't complain about others if you can't bear their reactions, facepalm. I found fun the pointless exchange, and you made it unfun, gee, you are good to break mood I bet.
Otherwise yeah I quoted your explanations as those that did others before. For Sorc tanky, well I would have more to argue but you aren't in the mood to argue, so ok.
Simply untrue, but it depends on how you use them.
Further, comparing Wizard to Sorcerer isn't the point here. You can have both and you probably want to have both in Solasta.
We're talking about the strengths of Sorcerers and how to make use of them. In this particular case, we're talking about what natural strengths Draconic has, so I'm not sure where you're getting "Wizard vs Sorcerer" in general.
...
The Sorcery Points are a feature of the Sorcerer class. No other class gets them. If you're saying the cost of metamagic Empower Spell is "too high" compared to the other benefits of using Sorcery Points, it only reflects on the relative value of Empower vs. converting SPs to spell slots, not the value of the Sorcerer vs. the Wizard (which does not get Sorcery Points at all).
In other words, using Sorcery Points to get more spell slots is another benefit of the Sorcerer that the Wizard doesn't have. So saying it's better than Empower has no bearing on the Sorcerer vs. Wizard argument.
Apart from what was previously said, your math is very weird. Empower Spell is not used in "10% chance of failing damage rolls". On a d6, for instance, a "failed" roll is anything below average (3.5), so 1, 2 and 3. That's 50% of the rolls. Empower in Solasta (if it were not bugged) would reroll 1 and 2, so the worst 33% of the rolls. This would translate in a difficult to quantify, but noticeable boost to damage - on top of the Draconic Sorcerer's permanent +5 (CHA bonus) to damage for spells of his element.
Most of those spells are utility, and you shouldn't have only 1 Arcane caster in a party. When your Wizard(s) take care of utilites/rituals, and your Cleric(s) of defensive spells, the Sorcerer is free to use his spell slots purely for blasting. And Sorcery Points allow him to increase damage of his spells or increase the number of spell slots compared to the Wizard.
In other words, rather than having more spells known that I would never use anyway, I'd rather have a bigger bonus to the damage of the attack spells I will always use.
No, that's +5 (extra damage from 20 Charisma) turns into (becomes) +25 (extra damage when an AOE or multiple ray spell hits 5 targets). 25 = 5*5. Six targets would mean +30 damage, and so on. In other words, the Charisma bonus is applied not once per round, but every time your spell hits a target. More hits = more extra damage per round.
Wizard Arcane Traditions in Solasta are Shock Arcanist, Loremaster and Green Mage. Only Shock Arcanist focuses on damage, and his bonuses apply to any Evocation spell, not just particular elements. There are also no feats in Solasta that give bonuses for elemental spellcasting, so Wizards can't specialise in an element.
Clerics have Elemental Domains, but they are actually worse for damage than the Battle Domain.
I think both have a place in the game, sorcerers are still a caster who is good at one type of situation, although they lost some of the power that made them good in 3.5E with the 5E rule set. Wizards are still your utility knife that can be adapted to different situations with a wide range of spells you can slot.
sorcerers have the same spellslots, just less flexibility (also can use sorcery points to increase his spells to compensate for arcane recovery)
mana painter recovers half points on short rest and every short rest can get a free point
draconic is broken op atm, cha on dmg should work only one time on multi-hit spells like scorching ray (and working on every aoe's target is legit albeit strong)
child of the rift is even more broken than draconic after getting the hp to sorcery point skill (as long as you have potions you have infinite sorcery points and spellslots thx to greater restoration)
the fact that an OP subclass like shock arcanist does more damage than 2 out of 3 sorcerer subclasses (if you ignore metamagic) only shows that shock arcanist was a mistake
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/tips-tactics/59394-strongest-and-weakest-classes-poll
Top 3 strongest classes: Wizard, Paladin, Cleric.
Top 3 Weakest classes: Ranger, Monk, Sorcerer.
https://mythcreants.com/blog/dd-5e-classes-ranked-from-worst-to-best/
A blog but still:
Wizard: 1
Sorcerer: 6
You can go on and you won't find any list putting Sorcerer close to Wizard.
but it changes drastically in videogames tho, both here and in BG3 the ranger is the best melee class after paladin (and paladin is slightly better just cause of burst)
sorcerer is the best mage in solasta if you have identify covered
an even stronger mage than sorcerer would be warlock, even if all he does is spamming eldritch blast and short rest spells, people are overrating spell versatility in a combat-only game