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Griffin is easy to kill. I can walk out in most encounters with victory and still have 100% health anytime. Spam high palladium and let your sorc meteron or maelstrom whatever on the screen. Usually, you can come out unscathed.
The only thing that seemed odd was that it took 4 casts of Meteoron to down it. THAT MANY? Must have missed a half over half the hits. Got 1100 magic on my Sorc and I one shot those things...even with a mod that gives them 2x hp and nerfs my damage by 20%.
That is how stupid Sorcs are.
I've explained the problem I have getting Maelstrom until NG+, but I've got Augural Flare as a fallback for indoor fights. And, I'll verify that it helps with the likes of Lichs. But, I've already had it said by many players that they can handle them fine without a Holy attack spell.
I do appreciate your help in explaining some of this. I can now see the way to making my Sorcerer very viable in DD2. Regarding my desire to see Sorcerer in DD2 be more like DD1, I'm going to have to think on that a bit, before I say more. My thinking coming into DD2 was like my thinking coming into DD1. For fights,I tend very much to look for elemental weakness of different enemy types, and cast the correct spell. In DD1, that worked well to a large part. In DD2, it seems like I can't look so much to elemental weakness for combat tactics.
Thats a solid take away. With the absence of Dark attribute, and the holy/dark affinity to help, weakness exploiting is for sure a good help, but its not the catch-all that it was in DD:DA.
Glad you were able to make your way up north to the elf village. Lots of good stuff up there for magic vocations.
I've debated in my head, back and forth, the options that Sorcs have in DD2 vs DD:DA. I can say I'm disappointed that the raw number of spells is less, but at the same time I look at what we have in DD2, and the list seems more tailor fit to dealing the largest hits that you can. A glass cannon. As such, I'm not disappointed, as it does what it seems to be designed to do.
For that video, yes. Thats the type of experience many Sorc players were having. As he states in the opening, it almost seems like its an oversight, something they just didnt think about. There doesnt seem to be a damage cap on it, and since its proc'd on hits, people quickly put two and two together and suddenly "SORC OP!" people started flooding to the steam forums.
I am a bit curious as to some of the choices they made in the game. I dont think there is a bad vocation (besides trickster, garbage vocation), so I question what their goals were. Is the game hard? To a point, but then it becomes trivial. Do vocations have a unique identity? For the most part. Mage/Sorc are just separate branches of the same theme. So if thats the case, why do other vocations not have a branching/advanced version (like in DD:DA)?
I'm not upset by these choices, but if I could sit down with them with a cup of coffee and chat for an hour or two, I would be interested in hearing their thought process.
I agree with pretty much all this.
RIP Gicel, my favorite spell.
Also, I miss charging up the spells farther, which was removed in DD2. Having the tactical thought process of risk vs reward of taking a couple extra seconds to boost it, or throw it now.
Granted, I wish they worked different a bit. Like I wish Gicel shot more ice lances, instead of just recasting the spell several times. But whatever.
I do think that Thundermine is really solid, but loses its luster later in the game. Sure it helps vs goblins and harpies and such. But anything bigger basically ignores it outright, and it doesn't do enough damage to use against anything that doesn't stagger from it.
In general, I noticed that this game doesnt actually have as many skills as I expected.