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Grenfell
09-14-2007, 06:00 PM
So I know the default is to go down fire/cold for Firewall, Scorching Ray, Fireball, and Cone of Cold...

But given the speed of Sorc casting, has anyone done a Force spec sorceror for MM/Force Missile? Or is that silly with many things showing up with Shield now? (Isn't Disintegrate force?)

What about Lightning spec for Lightning Bolt, Ball Lightning, and Chain Lightning?

Pros and Cons of each line?

/gren

Borror0
09-14-2007, 06:14 PM
Disentegrate in untyped.

Aspenor
09-14-2007, 06:47 PM
Not long ago the devs nerfed first level spell cooldowns for sorcs. Their MM is much weaker due to the fact htey cant dump massive amounts of mana as quickly using it.

FunnyCide
09-16-2007, 01:21 PM
Both of my Sorcerer's are specc'ed for Fire/Cold and Acid/Electric. I know I spread my AP a bit thin by doing it that way but so many things have fire resistance at the higher levels and I like still being able to see the red numbers.

For lightning I took shocking grasp, lighting bolt, and chain lightning and I also have Melf's Acid Arrow. It's nice seeing 30-50 pts a tick of the arrow on a boss. ^_^

Also I feel doing it this way I keep myself maybe a little more 'versitile.'

Henrieta
09-16-2007, 01:52 PM
Try the acid/elec AP lines with the max crits lineage. If you have potency and lore items (extend and maximize help), each of those little melf's acid arrows could be doing over 100 damage in total over their 6-24 second durations. Not too bad for bosses, concealed enemies or when you are on the run. Something I've tried when I became bored of using fire and cold spells. Also, the casting time for acid rain is going to be reduced with the update I believe. Doesn't acid fog slow undead as well? Might be useful for the coming update...Now I'm wondering if there is something redeeming about the Shout spell...besides doing that amazing 5d6 damage, does it deafen enemy casters causing some spell failure percentage?

Perceval418
09-25-2007, 04:53 PM
So I know the default is to go down fire/cold for Firewall, Scorching Ray, Fireball, and Cone of Cold...

But given the speed of Sorc casting, has anyone done a Force spec sorceror for MM/Force Missile? Or is that silly with many things showing up with Shield now? (Isn't Disintegrate force?)

What about Lightning spec for Lightning Bolt, Ball Lightning, and Chain Lightning?

Pros and Cons of each line?

/gren

From what i can tell you always have some extra AP that your forced to put into other things. So i take the Force Crit and Damange Enhancement for some of those points, and carry a Superior Kinetic Scepter. But MM is mostly useless and pointless except against mobs that resist everything else, which in most cases the fighters can kill.

I mean at level 12 youll have 5 Missles: 1d6 per
1d6 x 5 = 30dmg
Enhancement = +50% = 45dmg
Superior Potency = +50% = 60dmg
Superior Lore = 2.5% Crit with Lore/Crit Enhancement = Max 135dmg for 10SP
I think thats right, unless it stacks differently.

Either way, for 15 SP and Scorching Ray, you do a guaranteed 100-300dmg per cast. And fireball for 20sp you do about that to a group of mobs.

Most things that resist your other DPS spells are things fighters kill anyways, like golems- and they just smite em. The main exception is Undead, but you just need a bit of Necromancy under your belt to remain useful in those quests (Halt Undead/Death to Undead, etc...)

Mad_Bombardier
09-25-2007, 05:22 PM
I mean at level 12 youll have 5 Missles: 1d3+2 each
Enhancement = +40% = 7dmg each
Superior Potency = +50% = 9dmg each
Superior Lore = 2.75x Crit with Lore/Crit Enhancement = Max 24dmg each
x 5 missles = 120dmg for 10SP
I think thats right, unless it stacks differently.It stacks differently; missles are boosted individually and round fractions/decimals down. End result is slightly less damage than you quoted.

MrCow
09-25-2007, 06:44 PM
Edit: Made a mistake... ignore me =)