![]() Sacred Flame – SOS cantrip that doesn’t require line-of-sight & made better by 1 cleric subclass Guidance – only really useful for lockpicking, which we can bypass with the Knock spell Shadow Dagger – Sacred Flame for wizards & sorcerers with a better saveĭancing Lights – light cantrip that is longer range but requires concentration Ray of Frost – fire bolt with better dmg type & slows enemies, but has lower range Sparkle – BA cantrip to light up to 3 surfaces programmed to interact with itĪnnoying Bee – strong cantrip against bosses to help get rid of annoying concentration spellsįire Bolt – decent ranged dmg cantrip for most of the game Dropping torches does similar effectĬhill Touch – attack cantrip with long range that stops healing & regen of target Light – free torches in the game, able to abuse free action system in the game to provide extra stationary lighted sources in a combat area. I also use some abbreviations because I am lazy in this post, with a jargon index at the end. As a TLDW post for a 3.5 hour video on YouTube, this isn't going to have everything. If you want to know those specifics, including who has access to what spells, see the extra links section at the end that has all of that information detailed out for you. This post on Reddit won’t go into the specifics of every spell. Verbal, Somatic, & Material components of spells not considered for this tier list Until the end or beginning of the enemy’s next turnġ0 minutes (multiple combats w/o a short rest)ġ hour (definitely multiple combat w/o a short rest)Ĩ hours (multi-combat spell even with short restsĢ4 hours (available until you take a long rest) Until end of your turn or beginning of your next turn ![]() If AoE or PBAoE – does it have friendly fire? Hurt/Debuff enemies, or Assist/Buff your party? If it automatically applies, it immediately goes up a tier.įor spells with saves – is it a save every round, or just one save? One save spells, or save spells that saving does not stop the spell from refreshing each round, are ranked higher. If it doesn’t need any of that to cast, it immediately goes up a tier Spells that only do damage normally top-out here, as damage alone doesn’t scale into harder difficulties like other effects.Ĭ-Tier Spells (**) – Useful in limited situations, requiring foreknowledge or RNG to be reliable.į-Tier Spells (*) – Spells that serve no purpose in the game, have more effective cheaper/easier methods to do the same thing, or spells that I just don’t like (yes, I am a human). S-Tier Spells (*****) – Useful in nearly any situation, or have utility hard to find elsewhereĪ-Tier Spells (****) – Useful in most encounters, or highly benefits some subclassesī-Tier Spells (***) – Useful in many encounters. See my Jargon section at the end for shorthand abbreviations I use in this post. I am just one person, with my set ways on how I approach Cataclysm difficulty in a single-player story with how extensive a spell list we have in this game, there will be nuances I miss and aspects in my biases that will be different vs many others in this community. Hi everyone! I’ve played full release Solasta quite a bit now, and now I have finally compiled what is my (mostly) comprehensive subjective spells tier list.
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