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It was an incredibly fun and satisfying campaign.
There's a lot of good enchantment-related items--some of which are easy to miss--they will help you A LOT so I'd recommend looking them up ahead of time.
reason for that is early game enemies have high spell resistance.... and I dont take spell penetration feats on my sorcerer.... dont need to as an azata and gear I can find later on
I tend to play blaster sorcerer / enchanter combo....
early game I use snowball for damage mostly since it can be empowered and intensified... which scorching ray cant be intensified.... and snowball doesnt need a spell resistance check to hit... the only save is the stun for 1 round...
I also use selective grease and selective web usually together if im in a fight... grease is great if they fail... but web is gonna slow them down regardless if they arent immune to ground effects... that means enemies arent gonna be able to just walk up to my group and attack in same turn
also with my sorcerer I like to go seeker for the extra feats and trickery bonus making my sorcerer great for those checks... picking up elemental bloodline I can convert all spell to my element so I can pick mythic feat ascendant element to do my full damage.... then I pick sorcerous reflex at mythic rank 2 so that I can cast my spells faster that qualify for the feat... and by time I reach mythic rank 3 i'd have more gear with spell pen and DC increase to my enchantment spells that I can pop off heightened hideous laughter with best jokes... and I get favorable magic before zippy magic just so my saves are harder to make...
i ran a similar build with a witch, and when it worked, it was amazing. but illusion/enchant azata builds never work as well as you think they're going to. playable on core, but you're going to run into stretches where you're just sort of standing in the back doing nothing.
edit= a lot of great gear for this build, though. your DCs should be ridiculous.
thats why I like to focus on enchant / evocation.....
I can alternate between enchantment and damage just fine
I dont know about unfair.... I only play on normal
but there is a lot of gear to be gained end of Act 2 and beginning of Act 3 that greatly helps with enchantment spells...
starting in Act 1....
staff of coercion.... +1 DC for spells you cast with a will saving throw
headband of charisma +2.... +1 DC
so +2 DC through gear by end of Act 1
Act 2....
robe of inevitability.... +2 spell pen
ring of chaotic fascination.... +2 DC for enchantment spells
so +4 DC total so far to enchantment spells.... and +2 to spell pen....
start of Act 3...
you can go around shopping a bit for more gear before leaving the city...
glass amulet of clarity.... +2 DC for mind affecting spells
+4 headband of charisma.... +2 DC
mindmasters eyes... +1 DC of Enchantment spells
ring of pyromania.... +2 spell penetration
so by then your sitting with
+4 headband of charisma... +2 DC
mindmasters eyes... +1 DC
ring of pyromania.... +2 spell pen
ring of chaotic fascination... +2 DC
robe of inevitability... +2 spell pen
staff of coercion... +1 DC
thats +6 DC and +4 spell pen... which of course your level will also be higher for spell resistance checks.... your charisma will be higher from leveling... and if you took spell focus feats or the mythic feat to increase those bonuses... or spell penetration feats...
thats why I delay my enchantment stuff till beginning of Act 3.....
I like seeker sorcerer so take elemental bloodline first to convert all damage into my elemental bloodline.... mythic rank 1 get ascendant element and now all my damage can be converted and bypass elemental resistances.... turn my acid splash cantrip into my damaging cantrip because its a conjuration spell that doesnt require a spell resistance check...
with point black shot and precise shot early on I dont suffer the -4 penalty to hit into melee.... and gain a +1 to attack and +1 to damage rolls for enemies I target within 30 ft.... which cantrips range is that so will always get those bonuses...
add on the gloves of neophyte from tavernkeeper in Act 1 that add +1 damage per die to lvl 1 spells and cantrips.... which it also affects level 1 spells that have metamagic applied to them.... so works on snowball quite well
toss in a draconic bloodline to match your damage type for another +1 damage per die
and you can get all those online before finishing Act 1.... no -4 penalty.... a +1 to hit and damage from feats... +1 from gloves... +1 from dragon bloodline... so 1d3 cantrip now deals 4-6 damage
in comparison a heavy crossbow deals 1d10 damage..... and targets normal enemy AC... which your sorcerer has the lowest progression of BAB to hit....
acid splash however is touch AC making your BAB more useful to use it.... plus no spell resistance check makes it more consistent damage...
so the tradeoff is cantrip does more minimum damage, hits more consistently, no damage reduction if ascendant element.... while heavy crossbow would deal less minimum damage but 3 higher maximum damage, and longer range, but higher chance to miss and still suffer enemy resistances to that damage type....
and later on if you get enduring spells and greater enduring spells you can kinda make your own cantrips :P..... in Act 3 blackwater you can find stormlords bracers... which has a bunch of spells you can slot into your sorcerer spellbook.... one of which is call lightning storm... you can extend it to 24 hours and it'll deal 5d6 damage... also you can apply metamagic before casting it and it'll retain that for the 24 hour duration... so that 5d6 bolstered with maximize metamagic rod will now be a 40 damage cantrip basically....
and much later on you can get rainbow starfall from Azata to do the same but at higher damage... its 1d6 per 3 caster levels of damage
thats why I like to do enchantment and evocation together.... you only need a few enchantment spells and a few evocation spells and you can use metamagic to slot them for higher levels....
my main damage for attack spells is snowball early game for its no spell resistance check... but I have it slotted with a combination of metamagic to have it fill spell slots 1-5... and hellfire ray is slotted from 6-9.... and thats it for my single target spells pretty much.... I get a scorching ray for free from elemental bloodline but it requires a spell resistance check which early game its pretty high to reach without feats for it.... and snowball can be intensified unlike scorching ray.... so a lvl 2 snowball intensified is 10d6 by level 10.... vs a lvl 2 normal scorching ray that deals 12d6 and requires a spell resistance check..... plus snowball benefits from gloves of neophyte so 10d6 would be 10d6 + 10.... you also get a few lesser empowered rods in Act 2 so you can stack that on top the intensified, bolstered snowballs you already have for even more damage.... and if you pick sorcerous reflex early on like mythic rank 2.... you can be casting level 2 spells quickened at start of turn by level 8.... which is right around time your in lost chapel...
also as a crossblooded sorcerer.... your spell progression may be delayed... but your spells arent.... as in when a sorcerer gains a new level of spells crossblooded doesnt gain any of the new spells when their first unlocked.... but you still get spells per day of that spell level... meaning you can slot metamagic on your spells to fill in that empty portion of your spellbook... which is mostly what you do anyways slotting weaker spells into stronger ones with metamagic
also you can slot in your spellbook with items that give spells for free.... like red salamander ring you can buy in Act 2.... just put on the ring and apply metamagic to those spells in your spellbook and take the ring off.... all the ones you applied metamagic to will remain in your spellbook.... great way to pick up fireball and hellfire ray without learning them yourself...