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Standing Stone Games | Official Site
MMORPG | Setting:Fantasy | Status:Final  (rel 02/28/06)  | Pub:Daybreak Games
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Alpha Journal #5: Playing the Sorcerer

Posted by Jon Wood on Oct 28, 2005  | Comments

Alpha Journal #5: Playing the Sorcerer - MMORPG.com

Last time out, Turbine's Alpha Journal entry told us all about life as a cleric in the Alpha test of their new game Dungeons and Dragons Online: Stormreach. This time out, the Alpha player in question lets us in on the wild world of sorcery. The journal itself seems to provide a pretty good overview of life as a sorcerer in this game.

With so many choices of characters out there, I decided I wanted to play something a little bit different from the crowd - a sorcerer who concentrates on the undead. As a nod to one of my real-life D&D characters, I'm playing a halfling sorcerer who focuses almost exclusively on necromancy spells. This is giving me a solid opportunity to see just how well that school really works in the heat of DDO combat and gives me a chance to use a specific combination of spells other than things such as Mage Armor and Burning Hands.

Sorcerers have the advantage of having lots and lots of spell points and being able to use any of their known spells at will. The downside is you're limited in spell selection, and you earn higher level spells more slowly. That means that for the first few levels you're going to have only two or three first level spells to use. So since you can cast those spells many, many times a mission, you need to make the best use of them you can.

The level 1 necromancy spells, and my little guy's main arsenal, are Chill Touch, Ray of Enfeeblement and Cause Fear. Each spell is quite powerful in its own way, and combined can affect any creature out there.

Chill Touch is particularly nasty. In DDO, this spell does a single high damage attack on living creatures, and against undead causes no damage but makes them panic and retreat from the caster. One Chill Touch can take out many low level monsters in one hit, making short work of scores of kobolds, spiders and other baddies. Against undead the fear effect means you can pummel the horror at will without fear of retribution. The main limitation for the spell is that it doesn't work on constructs like iron guardians, and its short range makes it hard to land if your intended target is chasing someone else.

When Chill Touch isn't going to do the job, Cause Fear works great on low level living creatures. The panic effect forces them to slowly back away from you and stop attacking. This is especially good against enemy casters, who are so terrified they are unable to cast spells for the duration. Cause Fear's limitations are that it only works on living creatures, and only up to a certain level of creature. If you fight something particularly high level, undead or a construct, it's no good...

To read the rest of this journal entry, click here.

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