@@user-yr8ge3fz8o yeah maybe they thought it ruined the balance or some shit. But in a single player ONLY game who tf cares about balance? Or they could just make the game harder too
@@user-yr8ge3fz8oI thought the same, but that wouldn’t really work with warfarer. Core skills are tied to the weapons themselves, so there’s no real way to implement a cross-weapon core skill without overriding the existing core skills like anodyne or galvanize
Yeah I agree completely. I also wish they brought in the many skills they have in DD1. I miss Ingle, I miss manual spell targeting, and I miss all the funny and cool debilitation spells.
I love sorcerer, but it got shafted so hard in DD2. Playing with a difficulty mod, it's the only vocation I've had trouble with solo (aside from trickster obv). They really should've given the vocation more spell slots or a better utility ability or something because without one it feels like you're forced into playing one specific way, especially if you're solo
My biggest complaint is how badly they nerfed the default magic bolt attacks. Using them is like throwing Pennie’s at a bear. In reality, the bear is a goblin
@@edr8065my god why is this not talked about more? The basic attack 1. Feels like shit; 2. Has absolutely no difference when enchanted with an element; and 3. Has a somehow even more underwhelming focus bolt. As well, can we also talk about how we lost both Sorcerer’s force push (which was fun as hell to break boxes with) and Magick agent? Which, while not as effective, was super cool to look at when combined with Necromancy (which is also not in DD2)? DD1 sorcerer may not win in practicality, but it sure as hell beats the crap out of DD2 sorcerer in terms of fun and variety
They finally made bolide worthwhile and all it took was making it actually hit things Still gonna spam maelstrom though lol Ive been hooked on the funni tornado since DD1
A few additions to Frigor, it's a hybrid spell of Ice + Physical so it can deal with golems and scales with strength + magick well. It also creates x2 mini ice blocks that can be used to throw at enemies for decent damage. It can also be used as a mobility tool to reach high places.
I really think sorcerer got downgraded in dd2 because they removed a number of big spells and also there are only 4 slots. I didnt like the idea of changing bolide to meteoron. I miss gicel. You have an augment for debilitations but that could have been very useful with miasma and even petrifaction. 2 big spells while in dd1, you have gicel and fulmination. Seism is not even considered a big spell anymore considering that it's not a maister skill. Augral flare is overwhelming but not grand. It is strong but i didnt feel like it commanding the elements. It's like they added a spell that simply explodes. Levin became a bread and butter skill when it supposed to be just a starting spell. I hate the fact that im still using that for quick kills. Core skills are a joke except for levitate. They have done it right with levitate. At least in dd1, boon changes the normal skill animations.
Hagol is a favorite of mine. Kills group mobs relatively quick, anything else gets slowed down, and makes it really easy to charge augural flare. Using Anathema and the debilitation chance augment against drakes is a wonderful combo as the constant hits make it relatively easy to silence them. Spellhold is great to keep a pocket maelstrom or meteoron as a delete button or to cast right after a normal maelstrom or meteoron cast. If Celestial Paean is up then you can have two maelstrom out while you're charging a third. I'm not sure about Seism scaling off of strength though it definitely does physical damage.
NGL while I'm super glad about the improved accuracy of meteor, visually improved maelstrom and the ridiculous flare, I really miss the gicel, miasma and the lightning whip that turns you into a melee sorcerer. They removed so many spells from the previous game and makes me wonder if they intend to add those back in the future DLC......
The spells that appear on mage as well are good, because you can upgrade them and when you switch to sorcerer, you have some decently upgraded skills already unlocked while you grind out Discipline for your new stuff. They also let you stay powerful if you need to change back to mage because you need to rethink a stratagy that a sorcerer can't pull off.
both seism and maelstrom might deal physical damage but they are still spells and as such scale from magic not strength... they exist to give sorcs a physical damage option for enemies immune to magic... magic archer has something similar with that ice ball skill a magic attack that does physical damage.
That's what I would assume, but Seism is really weird. Maelstrom clearly scales with magick but for how high level I am Seism does extremely low damage. It is really odd. On golems it looks amazing, but that's because breaking a gem does all their health. I don't know, something about it seems off.
I’d like to say that the overlapping spells feels actually like a benefit when it comes to warfarer. Having Frigor and Levin on a magic focused Warfarer means that you have a ton of utility covered just from those two spells and opens you up to a lot of flexibility as you can get anodyne and Galvanize without sacrificing how many skills you can use with either. Slapping augural flare or a mage support buff can make you feel like a nice mixed caster, or even lets you have say a third weapon with relative easy as you can just as easily have the support and utility of the magic vocations with your favorite delete button skill from other vocations without limiting what you have a good matchup against.
In new game plus you can visit the dragons forge and upgrade your ability so it takes much less stamina to cast. I can cast two tornadoes and still have energy lol.
Idk if it was mentioned, but Cyclops are weak to lightning and if your warrior pawn knocks it over, place a thunder mine by its head. High Levin is better for damaging cyclops, but it's pretty good on a downed cyclops by its head
Sadly missed the live testing, but it ended up being a very nice list. Only thing I really disagree with is Thundermine. I think Thundermine is only worth it for solo play, since only then you need the stagger it provides. With a tank pawn it's not only a useless slot, but actively lowers your dps, because it flings enemies around, which causes your melee pawns to keep walking after them and ranged pawns to miss attacks. For a similar reason I personally prefer Hagol over Frigor, since I only cast Frost magic for the AoE and use Maister Skills vs drakes instead. But that's a playstyle difference and your ranking makes sense as well. Love Sorc, just really wish it had more different skills to choose from and ground targeting was still a thing. There's so much wasted potential here....
The only one I don't agree with is Seism. It's always good crowd control in my experience. It has never left crowds alive and hits both ground and airborne targets. The strength scaling also doesn't bother me because it always deals a ton of damage since there a lot of eruptions. And it always staggers/ interrupts large foes.
Meteoron and Maelstrom being so insanely strong to one-shot even the last bosses and the Dragon himself. DD2 can be trampled by running 3 sorcerer pawns using both of these spells + Spell hold for extra quick casts. Gonig Warrior or Fighter to draw aggro so they can cast freely and nothing in the game is a threat anymore. Meanwhile, Arc of Might got nerfed in multiple ways. Sorcerer and Thief got so much love from the developers that they even get 2 ultimate skills. Ofc Thief just breaks the game with regular skills.
Actually this raises a question for me: Is augural/prescient flare dependant on the damage you do to the orb, or is it simply how many times you hit it?
Wait so Siesm deals physical damage based on strength? So let's say I started out leveling up as fighter rank 10, warrior rank 10, archer rank 10 and then theif rank 10. My strength stat would be way higher than my magic stat at that point because of how stat growth works? So would that mean if I started sorcerer at that point Siesm would technically deal better damage until my magic stat "caught up" because my strength would be just that much higher?
maybe, maybe not. First and foremost, not entirely sure it does scale off str. He's probably mistaken - i think it's just a low damage, high stagger skill he assumed was str scaling because of low dmg, and that it's physical, not magic dmg. Secondly, no, your str stat wouldn't be 'way higher'. Your base str would indeed be higher. Then, being a sorcerer would boost your mag by either 30 or 50 from your 'base' stats, which would likely make most, if not all, of that difference up. Then, your archistaff would add another 100+ magic... It's practically impossible to get enough str to outpace even low end sorc weapon, because you get low str and high mag 'rolls' for stat gains, even as a warrior. Saw my warrior pawn get like 2 str and 4 mag one level... And you're not getting to like 200 str, hitting a bit of a soft cap, and only have 50 mag, presumably. And third... still no. Some spells will just have better 'base' damage. If you're familiar wity pokemon, the 'weight' of stat vs skill, you could think it as multiplication. 60 power phys skill with 50 attack, versus 90 power special skill with 40 special attack - first one's 300, second's 360. Bigger stat didn't match the better move. Again with the pokemon, quick attack isn't strong but has some extra utility making it stick around a bit longer than tackle - that's probably schism. Stagger + good for magically resistant foes, not a health bar deleter, like how thundermine's defensive but not super strong.
yeah, i'm planning on a magic wayfarer later on, and i figured mage staff for anodyne (or just healing items or a spear skill), flare, and magic bow skills, after i get bored of sorc and magic archer.
Pawns are notorious for trying to spam the maister skills until they literally fall over so be warned. But I always equip one though. Outside of that two of the elemental spells as well as Augural flare and always do great damage
liked the video just not sure i agree with the placements other than the top 3, virtually every single sorcerer i've ever seen run the same loadout, Augural Flare, Levin, and the 2 Maister Skills, the other skills just aren't as practical as this loadout, Levin being able to fully load an Augural Flare from halfway across the map is just too valuable to be placed behind frigor
I almost miss Exequy, but It made playing sorcerer too easy. Any group of enemies I came across just got smited by dark magic from 30 feet away, or in BBI I just sent it down halls and around corners to kill tough enemies without them aggroing on me.
From my experience it will disappear if you don't attack it fast enough or deal enough damage to proc several clusters. So it's like a go faster kind of mechanic I guess.
@@SheenShots I played with it quite a bit on warfarer but then suddenly the the flare dissappeared instantly. And I really mean in a second or so. Mainly on blight dragons but on other enemies too. It was the reason why I stopped using it.
There are two rings that when combined reduce cast time for maelstrom and metereon by 3 seconds. Ring of Articulacy Ring of Recitation Cast time goes from 10 seconds to 7 seconds, but you need both for this benefit.
...why do you mention low damage as a downside of hagol and seism when their purpose is explicitly crowd control? Like, who in their right mind would think of killing a drake just with hagol!
Well hagol is for crowd control and has the downside of lower damage. Seism is not for crowd control at all like I mentioned in the video and also deals lower damage. And I fought a dragon to test the damage Like I said in the video. In conclusion, because it is an accurate statement.
@@SheenShots Seism is for stagger, so low damage shouldn't be a problem. It has higher stagger than mountain breaker, rating it low because of low damage is absurd
Spell hold should have been a core skill
Didn’t even consider that, yeah that would be a game changer
mods hopefully
Fr. Same with warfarer rearmament. Idk how the devs decided to cut the skill slots in half and didnt think to transition QoL skills into core skills
@@user-yr8ge3fz8o yeah maybe they thought it ruined the balance or some shit. But in a single player ONLY game who tf cares about balance? Or they could just make the game harder too
@@user-yr8ge3fz8oI thought the same, but that wouldn’t really work with warfarer. Core skills are tied to the weapons themselves, so there’s no real way to implement a cross-weapon core skill without overriding the existing core skills like anodyne or galvanize
Yeah I agree completely. I also wish they brought in the many skills they have in DD1. I miss Ingle, I miss manual spell targeting, and I miss all the funny and cool debilitation spells.
The torpor spell man. And gicel.
I love sorcerer, but it got shafted so hard in DD2. Playing with a difficulty mod, it's the only vocation I've had trouble with solo (aside from trickster obv). They really should've given the vocation more spell slots or a better utility ability or something because without one it feels like you're forced into playing one specific way, especially if you're solo
fr i miss all the spells from DDDA
My biggest complaint is how badly they nerfed the default magic bolt attacks. Using them is like throwing Pennie’s at a bear. In reality, the bear is a goblin
@@edr8065my god why is this not talked about more? The basic attack 1. Feels like shit; 2. Has absolutely no difference when enchanted with an element; and 3. Has a somehow even more underwhelming focus bolt.
As well, can we also talk about how we lost both Sorcerer’s force push (which was fun as hell to break boxes with) and Magick agent? Which, while not as effective, was super cool to look at when combined with Necromancy (which is also not in DD2)?
DD1 sorcerer may not win in practicality, but it sure as hell beats the crap out of DD2 sorcerer in terms of fun and variety
They finally made bolide worthwhile and all it took was making it actually hit things
Still gonna spam maelstrom though lol Ive been hooked on the funni tornado since DD1
A few additions to Frigor, it's a hybrid spell of Ice + Physical so it can deal with golems and scales with strength + magick well. It also creates x2 mini ice blocks that can be used to throw at enemies for decent damage. It can also be used as a mobility tool to reach high places.
Where can I get this info if a spell scales with Strength and/or Magic?
I really think sorcerer got downgraded in dd2 because they removed a number of big spells and also there are only 4 slots.
I didnt like the idea of changing bolide to meteoron. I miss gicel. You have an augment for debilitations but that could have been very useful with miasma and even petrifaction. 2 big spells while in dd1, you have gicel and fulmination. Seism is not even considered a big spell anymore considering that it's not a maister skill. Augral flare is overwhelming but not grand. It is strong but i didnt feel like it commanding the elements. It's like they added a spell that simply explodes. Levin became a bread and butter skill when it supposed to be just a starting spell. I hate the fact that im still using that for quick kills.
Core skills are a joke except for levitate. They have done it right with levitate. At least in dd1, boon changes the normal skill animations.
Hagol is a favorite of mine. Kills group mobs relatively quick, anything else gets slowed down, and makes it really easy to charge augural flare. Using Anathema and the debilitation chance augment against drakes is a wonderful combo as the constant hits make it relatively easy to silence them. Spellhold is great to keep a pocket maelstrom or meteoron as a delete button or to cast right after a normal maelstrom or meteoron cast. If Celestial Paean is up then you can have two maelstrom out while you're charging a third. I'm not sure about Seism scaling off of strength though it definitely does physical damage.
NGL while I'm super glad about the improved accuracy of meteor, visually improved maelstrom and the ridiculous flare, I really miss the gicel, miasma and the lightning whip that turns you into a melee sorcerer. They removed so many spells from the previous game and makes me wonder if they intend to add those back in the future DLC......
The spells that appear on mage as well are good, because you can upgrade them and when you switch to sorcerer, you have some decently upgraded skills already unlocked while you grind out Discipline for your new stuff. They also let you stay powerful if you need to change back to mage because you need to rethink a stratagy that a sorcerer can't pull off.
Miss my lightning whip....
Flashbacks to BBI full party of LIGHTNING WHIPS
Right? I waited for years for this game for what?
both seism and maelstrom might deal physical damage but they are still spells and as such scale from magic not strength... they exist to give sorcs a physical damage option for enemies immune to magic... magic archer has something similar with that ice ball skill a magic attack that does physical damage.
That's what I would assume, but Seism is really weird. Maelstrom clearly scales with magick but for how high level I am Seism does extremely low damage. It is really odd. On golems it looks amazing, but that's because breaking a gem does all their health. I don't know, something about it seems off.
I’d like to say that the overlapping spells feels actually like a benefit when it comes to warfarer. Having Frigor and Levin on a magic focused Warfarer means that you have a ton of utility covered just from those two spells and opens you up to a lot of flexibility as you can get anodyne and Galvanize without sacrificing how many skills you can use with either. Slapping augural flare or a mage support buff can make you feel like a nice mixed caster, or even lets you have say a third weapon with relative easy as you can just as easily have the support and utility of the magic vocations with your favorite delete button skill from other vocations without limiting what you have a good matchup against.
I would play sorceror way more if Meteoron and Maelstrom didn't tank my FPS so badly
In new game plus you can visit the dragons forge and upgrade your ability so it takes much less stamina to cast. I can cast two tornadoes and still have energy lol.
"Just look at this summoning animation man"
12:00 **shows their arisen get flung into last week** yeah thats something lol
Some of the times I get flung around I can't even be mad because it looks ridiculous lol
@@SheenShots same lmfao, this game stagger and knockdowns are quite insane
I don’t bother with thundermine myself. Having subtilety from the thief vocation means I’m usually unmolested and can focus on damage output.
Idk if it was mentioned, but Cyclops are weak to lightning and if your warrior pawn knocks it over, place a thunder mine by its head. High Levin is better for damaging cyclops, but it's pretty good on a downed cyclops by its head
These are great, hope we get one for each class
Sadly missed the live testing, but it ended up being a very nice list. Only thing I really disagree with is Thundermine.
I think Thundermine is only worth it for solo play, since only then you need the stagger it provides. With a tank pawn it's not only a useless slot, but actively lowers your dps, because it flings enemies around, which causes your melee pawns to keep walking after them and ranged pawns to miss attacks.
For a similar reason I personally prefer Hagol over Frigor, since I only cast Frost magic for the AoE and use Maister Skills vs drakes instead. But that's a playstyle difference and your ranking makes sense as well.
Love Sorc, just really wish it had more different skills to choose from and ground targeting was still a thing. There's so much wasted potential here....
The only one I don't agree with is Seism. It's always good crowd control in my experience. It has never left crowds alive and hits both ground and airborne targets.
The strength scaling also doesn't bother me because it always deals a ton of damage since there a lot of eruptions. And it always staggers/ interrupts large foes.
Meteoron and Maelstrom being so insanely strong to one-shot even the last bosses and the Dragon himself. DD2 can be trampled by running 3 sorcerer pawns using both of these spells + Spell hold for extra quick casts. Gonig Warrior or Fighter to draw aggro so they can cast freely and nothing in the game is a threat anymore.
Meanwhile, Arc of Might got nerfed in multiple ways. Sorcerer and Thief got so much love from the developers that they even get 2 ultimate skills. Ofc Thief just breaks the game with regular skills.
It’s the only class i use in dogma it’s my favourite I don’t use other class
Sorcerer and Spearhand were my favorites, so I get where you’re coming from.
Spearhand is definitely worth a try
Yes!! Great video 💯/💯
🤘🐔🤘
Actually this raises a question for me: Is augural/prescient flare dependant on the damage you do to the orb, or is it simply how many times you hit it?
I’m almost positive that it’s about how many hits it takes as opposed to the damage done, I could be wrong though
5:50
Wait... you can HOLD Galvanize? 😭😭😭
yeah lmao
What have you been doing? 💀
No way the best Golem crusher in the game gets that low, Scism is nutty.
it's only good until you get the master skills tbh, Maelstrom annihilates golems
The MainPawn refuse to use Decanter.
Even if it's the only move the Pawn got in the slot.
Is Decanter holy damage?
As much as I love the game, damn the DD2 team for leaving so much information out of the game.
I believe it is, if the icon color is golden then it’s holy
finding things out for yourself is bad!
I think I’ll run my new game plus with hagol, frigor, meteron, and augural or spellhold for double meteron, Ice magic ftw.
Wait so Siesm deals physical damage based on strength? So let's say I started out leveling up as fighter rank 10, warrior rank 10, archer rank 10 and then theif rank 10.
My strength stat would be way higher than my magic stat at that point because of how stat growth works?
So would that mean if I started sorcerer at that point Siesm would technically deal better damage until my magic stat "caught up" because my strength would be just that much higher?
maybe, maybe not.
First and foremost, not entirely sure it does scale off str. He's probably mistaken - i think it's just a low damage, high stagger skill he assumed was str scaling because of low dmg, and that it's physical, not magic dmg.
Secondly, no, your str stat wouldn't be 'way higher'. Your base str would indeed be higher. Then, being a sorcerer would boost your mag by either 30 or 50 from your 'base' stats, which would likely make most, if not all, of that difference up.
Then, your archistaff would add another 100+ magic... It's practically impossible to get enough str to outpace even low end sorc weapon, because you get low str and high mag 'rolls' for stat gains, even as a warrior. Saw my warrior pawn get like 2 str and 4 mag one level... And you're not getting to like 200 str, hitting a bit of a soft cap, and only have 50 mag, presumably.
And third... still no. Some spells will just have better 'base' damage. If you're familiar wity pokemon, the 'weight' of stat vs skill, you could think it as multiplication. 60 power phys skill with 50 attack, versus 90 power special skill with 40 special attack - first one's 300, second's 360. Bigger stat didn't match the better move.
Again with the pokemon, quick attack isn't strong but has some extra utility making it stick around a bit longer than tackle - that's probably schism. Stagger + good for magically resistant foes, not a health bar deleter, like how thundermine's defensive but not super strong.
Augural Flare + any multi hitting magic archer shot = Bye, bye, have a great day! 👋
yeah, i'm planning on a magic wayfarer later on, and i figured mage staff for anodyne (or just healing items or a spear skill), flare, and magic bow skills, after i get bored of sorc and magic archer.
What would you suggest running on a pawn?
Pawns are notorious for trying to spam the maister skills until they literally fall over so be warned. But I always equip one though. Outside of that two of the elemental spells as well as Augural flare and always do great damage
liked the video just not sure i agree with the placements other than the top 3, virtually every single sorcerer i've ever seen run the same loadout, Augural Flare, Levin, and the 2 Maister Skills, the other skills just aren't as practical as this loadout, Levin being able to fully load an Augural Flare from halfway across the map is just too valuable to be placed behind frigor
given it's not levin doing the hefty lifting, nah. That IS, however, why flare is first.
I almost miss Exequy, but It made playing sorcerer too easy. Any group of enemies I came across just got smited by dark magic from 30 feet away, or in BBI I just sent it down halls and around corners to kill tough enemies without them aggroing on me.
Hagol is great to hit augural flame.
13:56
Which cloak is this?
Expeditioner's Cloak.
Do passive next
The spells in this game are boring. I don’t think they altered the game enough since DD1.
Does anyone know why the flare sometimes dissappeares instantly?
From my experience it will disappear if you don't attack it fast enough or deal enough damage to proc several clusters. So it's like a go faster kind of mechanic I guess.
@@SheenShots I played with it quite a bit on warfarer but then suddenly the the flare dissappeared instantly. And I really mean in a second or so. Mainly on blight dragons but on other enemies too. It was the reason why I stopped using it.
I miss lassitude and miasma.
There are two rings that when combined reduce cast time for maelstrom and metereon by 3 seconds.
Ring of Articulacy
Ring of Recitation
Cast time goes from 10 seconds to 7 seconds, but you need both for this benefit.
How about 2 rings of recitation
@@jacobpatterson4381 dunno haven't tried them yet.
Do they cut down more than 3 seconds on maeter skill cast time?
They should add more 😂😂😂
All the best skills are in ddda
...why do you mention low damage as a downside of hagol and seism when their purpose is explicitly crowd control? Like, who in their right mind would think of killing a drake just with hagol!
Well hagol is for crowd control and has the downside of lower damage. Seism is not for crowd control at all like I mentioned in the video and also deals lower damage. And I fought a dragon to test the damage Like I said in the video. In conclusion, because it is an accurate statement.
@@SheenShots Seism is for stagger, so low damage shouldn't be a problem. It has higher stagger than mountain breaker, rating it low because of low damage is absurd
@@SheenShotsseism is supposed to be for stagger
Flagration sucks, give me ingle back!
Now do Warfarer, lol
They nerfed seism *sadface