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Otherwise, you could just respec him into the same thing he usually is but with Fire as the primary Domain and he's suddenly much better.
Hmmm very cool.
What does the Empyreal Sorcerer get you? I tried it once off a guide ages ago and was thoroughly confused, haha. But do you like what you get in tradeoff for what you give up?
You get Wisdom as your casting stat, a few Divine spells and a weaker Channel Positive Energy. I often run groups without Divine casters, and that's exactly the kind of group that can benefit from an Empyreal Sorc.
Usually I go for fire spells and Flame Strike along with Protection spells and buffs to keep with the theme. Mirror Image and such is very welcome vs unarmored Ecclesitheurge.
I’m intrigued.
Curious:
What are some of their divine spells? I do miss things like Bless, Shield of Faith, Archon’s Aura, and other stuff, when I am without a Cleric.
Resist/Protection from Energy I find to be useful in the early levels as you'll have enough spells/day to cover the group if needed. The single target versions of these spells are usually not spells I'll take, but if I have them, I can find uses for them at that point. Like to draw enemy Alchemist bombs away from the group or protect tanks from an Arcane Bomber's bomb splashes or even take on some Wisps a level earlier.
It would be awfully nice if they got Archon's Aura, etc but that would make them too close to a Mystic Theurge without the downsides. Would be a bit too op. Basically, I'd think of Empyreal Sorc as 90% Sorc with just a splash of Divine. In my view, it's more about the "flavor" and how this character is used that makes it feel different vs another Sorcerer.
Given how tough the early game is, I think I missed having Bless for all my battles until Good Hope from Bard level 7. Not OP, but a single spell that gives whole party +1 attack (that stacks with other available bonuses) is pretty efficient at a time when you have limited spell slots.
So that would make a typical sorcerer more well-rounded for sure. I may play around with that to see what else they have. Makes sense they wouldn't have Shield of Faith, and while also not OP does give a clearly stronger bonus that the Rings of Protection available. Curious to see if they also have buffs like Prayer or Burst of Glory for tougher fights. Will probably play around with that.
Just really comes down to what kind of Divine/Arcane split you're looking for in terms of spell selection.
For me early game it’s:
Magic Missile
Control (Grease)
Buffs (level 2 stats but also Bless & Shield of Faith if possible)
From level 5 on, Stinking Cloud makes a Cleric a pretty great mix, especially since its damage can be outsourced to a pet. You also get decent damage spells later on. But prior to level 4 (pet) or 5, the arcane caster can really come through with crucial Magic Missiles to finish off enemies and control spells that totally change a fight from super tough to winnable.
So with that, I guess a Empyreal would let Tristian deal damage and control earlier. Whereas keeping Cleric would get more buffs. Might be able to respec him into a better Cleric, though I’m guessing he has to keep Saranrae & his domains.
As for a party of all one class, I’m not super into that, though I do tend towards melees. Diversity is fun and also covers more bases, buffs/pritections, control spells, etc. ans well also skill checks.
Also any companion who I use for an advisor role, I do keep them strong in that role’s stat (so WIS for Tristian as the Councilor).
Pump up WIS on every 4th. levelup, Push Dex/Con/Wis with Items, good Crowbow.
With his Sorc Levels, pick utility Spells on Spell level 1/2, witch come in handy in almost every battle eg. Grease, Shield, reduce Person, Magic Missile, Blur, Mirror Image, Glitterdust, Burning Arc, Web, resist energy (AFAIR it comes free) etc.
On Spell Level 3+ continue this (Haste/slow etc), but mix in AoE damage spells like Fireball or Stinking Cloud.
Also pick summon Monsters 3/4/5/6/7/8 on every Spell Level (3+) avaible.
Feats: go for (greater) Spell Focus Evocation and Conjuration as well as for Augmented summoning (more robust summons) and superior summoning (+1 summon) . Also go for elemental Focus for the damage Spells you pick. Usually this is fire (also fitting in Tristians scheme), but you could instead go for cold if you prefer snowball, cone of cold, ice storm etc. It is really a matter of taste, but fire fits best. Only make sure that you have 1-2 spells of another Element, in the case you fight something that is immune to your chosen element.
Yes, you missing some healer Levels, but usually it is still enough to keep the party running. And binding the "don't hit often, but when they hit, they do like a Truck" enemys like Cyclopses, owlbears etc. with throwaway summons is a gamechanger....
Interesting, thank you. With Theurge, there is a bit of a delay in spell progression, right? From having to go down two different spellcasters' levels before moving forward? if so, do you find that to be an issue?
From the first Theurge level onwards, you advance your spell level by 1 with each level in both the existing arcane spellcasting class and the existing divine spellcasting class. This means you don't lose anything in terms of spell levels, whether you are level 3 Sorceror+Level 10 Theurge or level 13 Sorceror, the spells are the same (just the other skills from the sorc-tree are missing.)
Compared to a pure cleric, the 4 levels that you first have to invest in Sorceror are missing.
So on Level8 (first Theurge-Level) you have the casting abilitys of a Level 4 Cleric and a Level 5 Sorceror. But it pays off, because on Level 17 you are effectivly cleric/sorc 14/15
But IMO that's not that important that you lack a bit behind. The buffs and spells that you often need are usually levels 1-3, which you already have access to when you start your “second career”. And the sheer Number of low level spells (sorc pool+cleric pool) you can cast as well as the flexibility (cleric and mage in one group member).
What's actually missing is some of the healing abilities of a pure cleric. But since the whole basic idea is that the summons take the heavy damage anyway, it's not so bad if "Cure critical wounds" etc. will only be available later.
Also Tristian is IMO really made for this, because his class (Ecclesitheurge) forbids him to wear armor anyway, so you can easily mix in a wizard/Sorc without a great additional loss.
Only real downfall is his low dex (12). But this is solvable: either a belt of dexterity or gloves: the skeletal trader (friendly random encounter) sells Gloves of Dexterity +2 and Nazarielle makes great gloves as well: steady hand (dex+4) and Lightest Touch (dex+6)