Svrtr wrote: Tue Jul 05, 2022 4:47 pm
If they are having innate inability to kill someone with the single best burst opener in the game that does ~450 damage including in time stop, while having about 30 minutes of concurrent 60 AC (14 CHA mod 18 casts for a bit under 27 minutes, then 2 recharges at 10 and 20), while managing to maintain more than 400 hp, while having rather great saves across the board?
It is CBT to level certainly, getting to 30, but to say div sorc is weak and overrated is a rather... difficult to put into words statement. Corner sneaking is strong so ranger sorc is pretty alright, but div sorc just gets so much more even with the feat and stat tax, and calling div dip "Just the dip that doesn't have stealth" is an incredible bad faith statement
Edit: Actually sorc even became relatively better with healing pots now being more finite in their chugging nature with the sobriety loss limiting how many you can have, especially on characters with 14 base CON while you're a sorc who has 60 AC and 16 base CON
Edit Again: But Ill fully admit... div sorc is immensely boring. Incredibly so. And awful to level and get div shield so late
That AC image doesn't really tell the full story, however. 60 is not some huge, impregnable amount when you have no expertise; old school 20/7/3 weapon masters in adamantine FP/tower shield got more than that in improved expertise, and I don't think anyone would try to claim that they were some hugely tanky class. 60 (or even the 63 or so that non-monk PMs get nowadays) is enough to give you a little more survivability while you play like a regular ac-less mage, but you are still very mortal in a world where optimal single-hand weapon masters get 52 AB under their own power.
And like I said, there's a lot of very important context on that 60 AC figure. Namely: You have to crater your INT/CON to get the 13 strength you need for this. If you're human, you're probably looking at 14-16 con (If you're non-human you probably don't have enough feats to do this build without dropping something pretty crucial). 16 con means you're sitting at 408 HP without toughness, and you can't fit toughness without dropping something fairly important to the build (and that 450 HP combo you mentioned) as well.
Ironically, this sort of sorcerer is really vulnerable to getting dumpster'd by other mages because of how little health it has.
As well, that's assuming you go 16 con as a human. Doing that means you have a total of 162 skill points. 30 of that gets put into 15 cc'd tumble ranks, another 15 goes into parry, 33 into concentration, 33 into discipline, which leaves you with 51 to play with. Me personally, I'd want to get ahold of both lore and some spellcraft at that point - lore to try and get WoF scrolls in case of conduit (which has enough AB to threaten you), and spellcraft so that you can try to counterspell folks reliably (Since you do need to make spellcraft checks to counterspell). No hide/ms, no leadership, no other skills that are well worth having on a mage.
And at the end of the day, Mr Optimal Weapon Master can still run up and drop you from full health to dead in a flurry if he gets lucky on his crits, between his opening flurry and whirlwind attack.
Div Sorcerer has its place, but using it to become Mr. Unkillable Mage Man isn't one of them in today's Arelith.
(Frankly, the real reason I'd be wary about buffing sorcerer is still the age old sorcerer-wizard balance and how close wizard is to being worthless at the moment, but that's another topic)
Edit: Actually, forgot about epic spells having a hard spellcraft requirement. Probably not enough lore for WoF scrolls in that case, but enjoy the 20ish ranks of bluff or whatever, I guess.