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MistressMayhem
09-27-2007, 10:45 AM
I have a lvl 8 Sorc and though she is not my first toon, she is my first caster. For some reason unbeknownst to me, I am not able to take the Mobile Casting Feat, without which I can never take the Improved Cast on the Run Feat. She already has the Combat Casting Feat, but had I known she could not pick up the Mobile Casting Feat, I wouldn't have bothered ensuring her Dex was at 13 (for Impr. Cast on the Run) and could have used those points more wisely. Why can't she pick up Mobile Casting? Is she just SOL? Thanks to all in advance for any assistance!

Xirxx
09-27-2007, 10:50 AM
Prerequisites:

Combat Casting
the ability to cast 2nd level spells
Dexterity 13+.

Looks like she should be good to go.

I tried this in the Character builder and could take it at level 6. I know you said this isn't your first char but your Dex of 13 doesn't include Enhancement bonuses right?

Borror0
09-27-2007, 10:51 AM
I think they removed Improved Mobile Spellcasting a while ago.
Regarding Mobile Spellcasting, you need to be able to cast lv 2 spells (got that) and need 13 Dex (got that).

My guess is... do you have 13 with or without items and enhancements?

Mad_Bombardier
09-27-2007, 10:55 AM
Every caster in the game effectively has Mobile Spellcasting for free (move at half speed while casting). It was one of the game design changes in the 3.x Updates. You can still improve it to full speed while casting by taking 2 feats:

(DEX 13), Combat Casting, Mobile Spellcasting (which now upgrades to movement at 75% speed while casting).

MistressMayhem
09-27-2007, 11:14 AM
2nd lvl spell capable: yes

Combat Casting: yes

DEX 13: yes (there aren't any items uping her DEX, but I do have the Elven Dexterity enchantment that gives her the extra 1 for a total of 13)

So the likely reason I am not being given the option to take Mobile Spellcasting, is that my DEX has an +1 enchantment bringing her to 13. I was unaware that would make a difference (at least it didn't when using a DDO Character Generator). Well, darn! I guess if I want it, I'll have to throw another point on her DEX and I might as well get rid of the Eleven Dex enchantment and use that 1 AP elsewhere. Am I correct?

Xirxx
09-27-2007, 11:14 AM
2nd lvl spell capable: yes

Combat Casting: yes

DEX 13: yes (there aren't any items uping her DEX, but I do have an enchantment (Elven Dexterity) that gives her the extra 1 for a total of 13

So the likely reason I am not being given the option to take Mobile Spellcasting, is that my DEX has an +1 enchantment bringing her to 13. Well, darn! I guess if I want it, I'll have to throw another point on her DEX and I might as well switch out the Eleven Dex enchantment. Am I correct?
correct

Base Stats + Tomes + Attribute at 4, 8, 12 are all that will work for that

Mad_Bombardier
09-27-2007, 11:15 AM
DEX 13: yes (there aren't any items uping her DEX, but I do have an enchantment (Elven Dexterity) that gives her the extra 1 for a total of 13

So the likely reason I am not being given the option to take Mobile Spellcasting, is that my DEX has an +1 enchantment bringing her to 13. Well, darn! I guess if I want it, I'll have to throw another point on her DEX and I might as well switch out the Eleven Dex enchantment. Am I correct?Correct. In order to get Mobile Spellcasting, you will need to add your next level up point to DEX (not recommended for a Sorc) or read a +1 DEX tome.

MistressMayhem
09-27-2007, 11:33 AM
Well, thank you guys very much for your help. Seems like such a waste. I surely would have built her differently had I know that. I won't use her last attribute point on DEX, when it could go to Charisma. Just sucks because it is too late to do much for her now. I have half the mind to just re-create her, but have become somewhat attached. So sad. I'll definitely be taking the Elven Dex off and use the 1 AP elsewhere. Thanks again all.

Mad_Bombardier
09-27-2007, 11:35 AM
I know you just started playing, but you can always hope to find a DEX tome and add the feat later. You will start seeing tomes in level 10+ quests (which includes level 8s on Elite and level 9s on Hard).

tihocan
09-27-2007, 11:55 AM
A +1 dex tome is easy to find. Just stock up on your money (I bought one for 50k plat, usually the good deals are more readily available around 100k plat, and if you're ready to pay 200k you should be able to get one fast).
Just a notice: last time I heard about it, the feat did not actually let you run to full speed, more something like 75%.

Borror0
09-27-2007, 12:03 PM
I was unaware that would make a difference (at least it didn't when using a DDO Character Generator).

Ok, important question: Did the DDO Character Planner (http://www.rjcyberware.com/DDO/) let you pick this feat with only 12 base Dex? If so, we have something important to tell to Ron...

ccheath776
09-27-2007, 12:20 PM
Well, thank you guys very much for your help. Seems like such a waste. I surely would have built her differently had I know that. I won't use her last attribute point on DEX, when it could go to Charisma. Just sucks because it is too late to do much for her now. I have half the mind to just re-create her, but have become somewhat attached. So sad. I'll definitely be taking the Elven Dex off and use the 1 AP elsewhere. Thanks again all.

Ive got four dex tomes if you need an extra one :D

I always want to make sure the newbies feel welcome.

Here is a tip though Whispers "You dont need mobile casting."

You can already cast while running, its not fast but its fine.
Adding mobile casting adds the ability to cast a little faster while running but not much.
My cleric has mobile casting and I dont see too much benefit from it.
You can cast haste on yourself and gain a similar benefit.

Nother question
What is your spell selection look like?

Missing_Minds
09-27-2007, 01:00 PM
I went the mobile casting route with my wizard. bleh. wasted feat. I was taking this route before they got rid of the improved, and tried it again after.

You know how many steps mobile casting gets you compared to not having the feat? 5 more steps. That won't make any difference on any melee mob.

They always advertised that if you took the feat you could move normally when casting. YEAH RIGHT! You are still slowed down. Your movement increases by maybe 20% when casting with it. Not enough to worry about at all. I ditched it and never looked back.

Bobbyd
09-27-2007, 02:45 PM
Unless something major changes..........

I can cast FOD and PK without these just fine as im zerging through the instance.

MistressMayhem
09-27-2007, 02:46 PM
Thanks for the advice everyone. I guess not such a big deal, since Mobile Spellcasting doesn't appear to be that helpful anyhow.

Borror0: Let me verify that before you send up any red flags. I have the DDO Char. Gen. printout at home, so will check it out tonight when I get off of work. It wouldn't be the first time I was mistaken (and it would surely not be the last).

ccheath776: Thanks for the offer. I really do appreciate it, but I have another toon that could afford to get this Sorc a +1 Dex Tome if she really needed it, however per everyones' suggestions, I will likely go with a more helpful Feat. She does, afterall, always have haste. ;-) Besides, if I'm going to drop that kind of plat on this Sorc it will be for a +2 Charisma Tome.

At Lvl 8 this Sorc (TwistedSis) has:
Niac's Cold Ray (1), Shield (1), Prot from Evil (1), "Alternates" (1), False Life (2), Resist Energy (2), Web (2), Fireball (3), Haste (3), Wall of Fire (4)

By Lvl 14 should also have:
Blur (2), Herosim (3), Protection from Energy (3), Stoneskin (4), Ice Storm (4), Phantasmal Killer (4), Cone of Cold (5), Cloud Kill (5), Teleport (5), Otiluke's Freezing Sphere (6), Circle of Death (6), Finger of Death (7)

(Will swap Resist Energy out for something else when I get Prot from Energy.)

I cannot remember all the enchantments off the top of my head, but I know I have Greater Spell Penetration (+2) & Elemental Manipulation III right now.

I love suggestions!

ccheath776
09-27-2007, 04:14 PM
Thanks for the advice everyone. I guess not such a big deal, since Mobile Spellcasting doesn't appear to be that helpful anyhow.

Borror0: Let me verify that before you send up any red flags. I have the DDO Char. Gen. printout at home, so will check it out tonight when I get off of work. It wouldn't be the first time I was mistaken (and it would surely not be the last).

ccheath776: Thanks for the offer. I really do appreciate it, but I have another toon that could afford to get this Sorc a +1 Dex Tome if she really needed it, however per everyones' suggestions, I will likely go with a more helpful Feat. She does, afterall, always have haste. ;-) Besides, if I'm going to drop that kind of plat on this Sorc it will be for a +2 Charisma Tome.

At Lvl 8 this Sorc (TwistedSis) has:
Niac's Cold Ray (1), Shield (1), Prot from Evil (1), "Alternates" (1), False Life (2), Resist Energy (2), Web (2), Fireball (3), Haste (3), Wall of Fire (4)

By Lvl 14 should also have:
Blur (2), Herosim (3), Protection from Energy (3), Stoneskin (4), Ice Storm (4), Phantasmal Killer (4), Cone of Cold (5), Cloud Kill (5), Teleport (5), Otiluke's Freezing Sphere (6), Circle of Death (6), Finger of Death (7)

(Will swap Resist Energy out for something else when I get Prot from Energy.)

I cannot remember all the enchantments off the top of my head, but I know I have Greater Spell Penetration (+2) & Elemental Manipulation III right now.

I love suggestions!

Keep resistence from energy avoid prot energy. Prot is not as effective as it used to be where it made you immune to that type of energy. It now only protects against a certain amount like 150pts then wears off. Better to spend it on something else.
Drop Otilukes and replace with Ottos resistible sphere of dance. Much more effective and draws less agro.
Circle of death drop - For some reason its not working properly I never get it to land and others have said the same. Replace with hold person mass or a symbol of stunning.

Ignore ice storm unless its the only offensive spell you got. - It tends to just tick others off when you cast it because they are effected by the slippery ground just like you. Not to mention it does little to no damage to mobs.

Drop teleport - Not worth the spell slot. You can use scrolls they are cheap to buy. So if you need Teleport just buy scrolls. Replace with Acid fog or Ball lightning.

Mind you this is just my opinion. Pick whatever spells you wish. Just advising thats all.

transtemporal
09-27-2007, 04:24 PM
Well, thank you guys very much for your help. Seems like such a waste. I surely would have built her differently had I know that. I won't use her last attribute point on DEX, when it could go to Charisma. Just sucks because it is too late to do much for her now. I have half the mind to just re-create her, but have become somewhat attached. So sad. I'll definitely be taking the Elven Dex off and use the 1 AP elsewhere. Thanks again all.

Don't be sad, you didn't want that silly feat anyway! If you're a planning on being a nuker and you're worried about stuff smushing you, get a high diplomacy and a fearsome or heavy fortification robe and use that instead of running around, legs akimbo. A nuker should always be dignified, blocking proudly in a firewall or smoking a pipe, while tanks run hither and thither killing stuff that you've accidentally aggroed. Or at the very most, sauntering casually around a tank while he obtains its aggro!

MistressMayhem
09-27-2007, 05:22 PM
Thank you ccheath776. I am more than greatful for the suggestions. Should save me from some painful trial and error. I love that I have a place to go for advice from seasoned players! I'll still expirement since that is half the fun, but I really do appreciate good advice and plan to take you up on it.


Don't be sad, you didn't want that silly feat anyway! If you're a planning on being a nuker and you're worried about stuff smushing you, get a high diplomacy and a fearsome or heavy fortification robe and use that instead of running around, legs akimbo. A nuker should always be dignified, blocking proudly in a firewall or smoking a pipe, while tanks run hither and thither killing stuff that you've accidentally aggroed. Or at the very most, sauntering casually around a tank while he obtains its aggro!

I like the way you think transtemporal. Naturally, my first caster had to be full of firepower. The big issue is, of course, the seriously po'd mob coming to beat the snot out of me! I'm learning, but slowly and all too painfully. Been beefing up Diplomacy, but have yet to notice much of a difference. I would love suggestions on how players have managed to draw dramatically less agro towards their casters whilst still laying down the heavy artillery. I'd love to just sit pretty in my firewall, as opposed to flinging my poor toon from one side of the dungeon to the other like a flying squirell on crack (haste & jump & featherfall). Note: 55 hp (that is with a +5 false life belt & a +2 CON neclace) will go in two mere hits!

Kargon
09-27-2007, 06:19 PM
Drop Otilukes and replace with Ottos resistible sphere of dance. Much more effective and draws less agro.

Kargon want point out that otiluke are silly levamel 6 spell, and ottos dance sphere are levamel 7 spell. so would have to drop finger of death for dancaming sphere, since sorcermermer only get one levamel 7 spell by 14. very tough choice, though kargon so far not regremet take sphere over finger, since kargon max cha and use rapid pk for all instakillaming for now. mmm sorcermermer double cast animatimion rate.

Kargon also had plenty of room for telemaport, very handy for save money and kargon use all time. of course kargon sorcermemrer much more buff and cc spec, kargon only damanage spells at all are scorchaming ray and firemawall and mm. And kargon almost never use mm.

Kargon mostamally use dancaming sphere, pk, firemawall, flesh to stone, haste, jump, nightshield, blur, displace, and greater heroimism with occasionamal web, scorchaming ray, displacemament, and solid fog.

Harncw
09-27-2007, 06:38 PM
Kargon want point out that otiluke are silly levamel 6 spell, and ottos dance sphere are levamel 7 spell. so would have to drop finger of death for dancaming sphere, since sorcermermer only get one levamel 7 spell by 14. very tough choice, though kargon so far not regremet take sphere over finger, since kargon max cha and use rapid pk for all instakillaming for now. mmm sorcermermer double cast animatimion rate.

Kargon also had plenty of room for telemaport, very handy for save money and kargon use all time. of course kargon sorcermemrer much more buff and cc spec, kargon only damanage spells at all are scorchaming ray and firemawall and mm. And kargon almost never use mm.

Kargon mostamally use dancaming sphere, pk, firemawall, flesh to stone, haste, jump, nightshield, blur, displace, and greater heroimism with occasionamal web, scorchaming ray, displacemament, and solid fog.

well said kargononmer

FtS and FoD are both fort saves... and give mellees something to do...

what are you gonna take instead of combat casting and mobile?

my sorc doesnt have MT or IMT... he has toughness! 188 hp

MistressMayhem
09-28-2007, 09:23 AM
At the moment, this sorc has Combat Casting, Spell Penetration & Greater Spell Penetration. At lvl 9 (which should be by tonight or tomorrow) I am thinking about taking Extend Spell or Toughness. I'll likely take whichever one I don't choose at lvl 9, when I get to lvl 12. I'm getting tired of being a little to squishie, so I will propably go with toughness first. Thanks for the suggestion Harncw. I'm still tweaking the enchantments.

Kargon you're funny and strange, but in a good way. I don't know much about Otto's Dance Sphere. Even when I play my higher lvl toon, I don't ever see any upper lvl casters using it. Looks like a fun one to play with though and I wouldn't complain about drawing less agro. Even with toughness, she will only have 120 hp at lvl 14 (w/o enchantments or items). Thank goodness for False Life and CON belts! Hopefully, they will bump her up enough to survive the higher lvl quests.

MistressMayhem
09-28-2007, 10:17 AM
Ok, important question: Did the DDO Character Planner (http://www.rjcyberware.com/DDO/) let you pick this feat with only 12 base Dex? If so, we have something important to tell to Ron...

I guess not... I got on the DDO Character Planner last night and tried to get it to give me the Mobile Casting Feat with only a base CON of 12 and it wouldn't let me. My mistake. Sorry.

transtemporal
09-30-2007, 03:45 PM
The big issue is, of course, the seriously po'd mob coming to beat the snot out of me! I'm learning, but slowly and all too painfully.

Yeah, I know what you mean. You can let the tanks draw the aggro first but sometimes your nukey spells draw the aggro anyway. You can either:

kite them, e.g. run/jump around in circles with a string of squidge-hungry monsters after you, squealing, while you wait for a tank (this only works with melees, casters just run behind you casting spells)
block, hang tough & wait for the cavalry (my sorc has a large +4 shield that he drinks martinis behind). Works best in a firewall
don't draw aggro in the first place by being an instakill or crowd control specialist
All the while spamming diplo like your life depended on it!

An important note on the kiting is not to get too far away from the tanks. I did that in the past a lot and it prevents the tanks from hitting them and getting the aggro back (much to the annoyance of the tanks and my own embarrassment). :)


Been beefing up Diplomacy, but have yet to notice much of a difference.

Since I got an eloquence 10 necklace, I've found this much easier. The add makes all the difference. Thats not to say you need 10 specifically, just that you need some kind of add to balance out the huge amount of damage you're probably doing.


Note: 55 hp (that is with a +5 false life belt & a +2 CON neclace) will go in two mere hits!

55 is a bit scary. I put some of my points into con at the start so that with a +4 belt i have 18 con and 90 hp. With 55 you really need to rely on displacement, heavy fort item, health item, stoneskin and false life to save yo' a$$. Heavy fort is a must for squishies in my opinion, many of the times I've been killed have been due to criticals. One moment I'm up zapping stuff, the next I'm lying on the ground. At the moment I commonly run round with health belt +4, displacement spell, heavy fort robe, false life spell. Don't have stoneskin yet, working on it.

Laprion
09-30-2007, 03:51 PM
just wanted to add this on as i have a caster with mobile casting

and if i could change it (i know i can but meh) i would have done it different

Jump + haste = mobile casting to me now

CSFurious
09-30-2007, 04:19 PM
your current feats are a disaster

you need to take some metamagics & then decide if you want lots of mana via mental toughness feats or spell pen

anyway, your current feats leave you sol at endgame


I have a lvl 8 Sorc and though she is not my first toon, she is my first caster. For some reason unbeknownst to me, I am not able to take the Mobile Casting Feat, without which I can never take the Improved Cast on the Run Feat. She already has the Combat Casting Feat, but had I known she could not pick up the Mobile Casting Feat, I wouldn't have bothered ensuring her Dex was at 13 (for Impr. Cast on the Run) and could have used those points more wisely. Why can't she pick up Mobile Casting? Is she just SOL? Thanks to all in advance for any assistance!

MistressMayhem
10-01-2007, 09:35 AM
transtemporal:

Kite them - I did try this one and it wasn't a huge success for me, even with haste and jump spells. I just got clubbed in the air like a baseball and the tanks we're not very pleased with that approach. I heard a lot of, "If you just hold still we could kill them for you!" I've since given up on this method.

Block, hang tough & wait for calvary - This is working much better. If I just hold still in the firewall (while blocking), the fighters can effectively beat down the baddies while the FW also lays into them. I do take somewhat of a beating, but have had a far better survival rate with this approach. I do have a +5 Heavy Steel Shield I will be transfering to this toon and trying out, as I was told her +4 Mithiral Shield was not nearly effective enough.

Just don't draw agro - While this would certainly be the most reasonable way to all together avoid the beat down from baddies, I'm not sure I'm quite ready to say goodbye to the pyrotechnics. Still having a bit too much fun with the heavy firepower. =-}

You are right. She'll never be worth a lick in a quest if she can't take a few hits. I upped her hp with the toughness feat when she hit lvl 9 and believe she is now at about 90 hp (with +5 False Life belt and +2 CON neclace). I have a +4 CON belt I intend to give her soon, but am having a heck of a time acquiring a +10 False Life item. I've got her wearing +4 Armor Bracers (which eliminates the need for Mage Armor) and use the Extend Spell feat to keep her Shield, Prot. from Evil, Blur, False Life, and Stone Skin constantly on her.


Since I've posted and recieved all the incredible suggestions, I have made many changes to her. Mostly, revamped her feats and enchantments. From the game play this weekend, I feel she is holding her own far better than she was and actually becoming an asset to parties, as apposed to a headache for them. Thank you all for the help!

MistressMayhem
10-01-2007, 09:48 AM
your current feats are a disaster

you need to take some metamagics & then decide if you want lots of mana via mental toughness feats or spell pen

anyway, your current feats leave you sol at endgame

Couldn't agree with you more! None of this was working, but you live and you learn. Here are the changes. Note: the HP, SP, Fort, Reflex & Will are actually different (on account of equipped items).


Character Plan by DDO Character Planner Version 2.70
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 14 Neutral Good Drow Female
(14 Sorcerer)
Hit Points: 120
Spell Points: 1286
BAB: 7\7\12
Fortitude: 6
Reflex: 5
Will: 9

Level 1 (Sorcerer)
Feat: (Selected) Combat Casting
Feat: (Automatic) Attack
Feat: (Automatic) Drow Spell Resistance
Feat: (Automatic) Elven Keen Senses
Feat: (Automatic) Enchantment Save Bonus
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Magical Training
Feat: (Automatic) Martial Weapon Proficiency: Rapier
Feat: (Automatic) Martial Weapon Proficiency: Shortsword
Feat: (Automatic) Simple Weapon Proficiency (ALL)
Feat: (Automatic) Sneak
Feat: (Automatic) Spell Save Bonus (Drow)
Spell (1): Niac's Cold Ray
Spell (1): Shield
Enhancement: Elven Enchantment Resistance I
Enhancement: Sorcerer Concentration I

Level 2 (Sorcerer)
Feat: (Automatic) Defensive Fighting
Spell (1): Protection From Evil
Enhancement: Improved Drow Spell Resistence I
Enhancement: Sorcerer Elemental Manipulation I
Enhancement: Sorcerer Charisma I

Level 3 (Sorcerer)
Feat: (Selected) Spell Penetration
Spell (1): Magic Missle
Enhancement: Sorcerer Lineage of Elements I
Enhancement: Sorcerer Wand Mastery I

Level 4 (Sorcerer)
Ability Raise: CHA
Spell (2): False Life
Enhancement: Sorcerer Concentration II
Enhancement: Sorcerer Elemental Manipulation II
Enhancement: Sorcerer Energy of the Dragonblooded I
Enhancement: Sorcerer Wand Heightening I

Level 5 (Sorcerer)
Spell (2): Web
Enhancement: Sorcerer Spell Penetration I

Level 6 (Sorcerer)
Feat: (Selected) Greater Spell Penetration
Spell (3): Fireball
Enhancement: Sorcerer Charisma II
Enhancement: Sorcerer Wand Mastery II

Level 7 (Sorcerer)
Spell (2): Resist Energy
Spell (3): Haste
Enhancement: Sorcerer Elemental Manipulation III

Level 8 (Sorcerer)
Ability Raise: CHA
Spell (4): Wall of Fire
Enhancement: Sorcerer Concentration III
Enhancement: Sorcerer Lineage of Elements II

Level 9 (Sorcerer)
Feat: (Selected) Toughness
Spell (2): Blur
Spell (3): Heroism
Spell (4): Stoneskin
Enhancement: Sorcerer Spell Penetration II

Level 10 (Sorcerer)
Spell (5): Cone of Cold
Enhancement: Sorcerer Charisma III

Level 11 (Sorcerer)
Spell (3): Magic Circle Against Evil
Spell (4): Phantasmal Killer
Spell (5): Cloudkill
Enhancement: Sorcerer Elemental Manipulation IV

Level 12 (Sorcerer)
Ability Raise: CHA
Feat: (Selected) Extend Spell
Spell (6): Circle of Death
Enhancement: Sorcerer Concentration IV

Level 13 (Sorcerer)
Spell (4): Dimension Door
Spell (5): Summon Monster V
Spell (6): Mass Suggestion
Enhancement: Sorcerer Energy of the Dragonblooded II

Level 14 (Sorcerer)
Spell (7): Otto's Sphere of Dancing
Enhancement: Sorcerer Spell Penetration III



This is what I've been playing around with, but somethings are still in a state of flux. For example, I exchanged Combat Casting for Extend Spell feat this weekend. Maybe I'll pick Combat Casting back up at lvl 12, but haven't noticed any difference in gameplay since I got rid of it and having Extend now was well worth it!

sirgog
10-01-2007, 09:53 AM
Myrmidral doesn't have a huge amount of HP (of the order 150), but stays alive by casting stoneskin, any relevant resist elements (and protection too if needed), then standing inside a firewall, and blocking.

Mobs don't last long in a firewall, generally only long enough to chew through a bit of Stoneskin and about 20hp.

brshelton
10-01-2007, 10:49 AM
My 14.4 Sorc has 174 hp without using a feat for toughness (he has Minos Legen new helm gives you toughness and heavy fort). He wears a +5 con item with a +1 con tome and a +30 false life item. Standing ac of 26 in robes. I get my ac to 35 in +4 mithral twilight fp and replace my napkin with +4 protection item. Kiting is your friend. I find using mouse look works well when kiting and strafe and jump. Stoneskin and Protection from energy are your friends. With lower health damage mitigation is your friend. I'm gonna swap Flesh to Stone for Disintegrate maybe. Only thing is in that new quest Cursed Crypt you need FTs imo for to not kill the silver flame people. Disentegrate might be more usefull though for flesh golems seeing as how you cant touch them with any other spell. I rolled a 20+21 on spell resistance and failed. I took skill focus UMD which combined with cartouche and self buffed Greater Heroism puts me at a 31.5 UMD. Don't take Ottos sphere as a sorc take finger. If you're elf/drow I have some +6 armor bracers with a sleep clickie rr elf/drow ml 13 ill give ya for cheap. Demon Queen belt's roar and Fearsome stack. You'll want the belt and either a fearsome robe or the emerald claw trinket. Given Fearsome doesn't hit undead but roar might.

Scipio
10-01-2007, 03:20 PM
transtemporal:

Kite them - I did try this one and it wasn't a huge success for me, even with haste and jump spells. I just got clubbed in the air like a baseball and the tanks we're not very pleased with that approach. I heard a lot of, "If you just hold still we could kill them for you!" I've since given up on this method.


I prefer to kite the mobs into the fighters. They will often be attacking a mob by my firewall and I just run through the one of the fighters.

CSFurious
10-01-2007, 03:21 PM
drow is the lazy man's 32-pointer

put your chr at 20 & your con at 13, everything else at 10; all level-ups into chr

do you want to be a damage dealer, instakilla, a cc-specialist, or a little bit of everything?

metamagic feats: maximize or empower; heighten is a must; extend or enlarge is optional, but both are useful

other feats: mental toughness & imp mental toughness for lots of mana; spell focus & greater spell focus for certain spells such as pk, fod, or enchantment; or spell pen

you do not need to consider any other feats for your sor

fire/cold spells are the way to go, experiment with everything else & have fun

MistressMayhem
10-01-2007, 04:50 PM
sirgog: That has been the approach I have had the most success with thus far. Still think I should up her HP a bit, but as long as this tactic continues to work, I'll keep doing it.

Scipio: I will give this a try, but am not sure how effective it will be. Unless, the melees stand in a tight line blocking the path to me, most baddies seem to just ease around them and continue straight for me. I'll give it a try though and see if running through the tanks is more effective than soaring over them.

CSFurious: I told people I was interested in building a Sorc and everyone said "DROW." This was my first caster, so I was trying to make it as easy on myself as possible. Her CHR is curently at 24 (with +3 item) and CON is at 12 (with +2 item). I mostly like to dish the elemental (fire/ice) damage, but am not opposed to mixing it up. I'm finding it hard to keep a Sorc extremely well rounded due to the lack of spell slots and time restraints on swapping out spells. So, I tried to still alow for a few self preservation spells (Shield, RE, SS, Prot.Evil & FL). I was just going to flux between the other higher lvl instakills and enchants to get a feel for and, as you said, have some fun with. I only get 5 Feats, so I want to choose wisely. I threw out Combat Casting and haven't noticed any difference. I have noticed a big difference with Spell Penetration & then Greater Spell Penetration. Those two are keepers. I really like Extend, but may try out heighten instead per your suggestion. Toughness has really helped out with the HP issues, but if I can get the new helm from the Orchard, I should be able to swap that out for another feat.

MistressMayhem
10-01-2007, 05:00 PM
If you're elf/drow I have some +6 armor bracers with a sleep clickie rr elf/drow ml 13 ill give ya for cheap.

I'd be willing to make a deal. She won't be ready for those for a bit (still lvl 9), but would be nice for when she's ready to upgrade out of the +4 armor bracers. Everyone has suggested a fear item, but I've yet to pull something she can use. Right now she's just got a Deathblock Robe of Mod.Fort. I have yet to find anything Heavy Fort. on the auction block that I can afford. I know the new Necro 2 (Orchard) could give me the Helm that has Toughness & Heavy Fort., but I honestly don't think she can handle those tapestry runs yet and she wouldn't be able to use until lvl 13 (I think). If she got one, I could then just swap out the Toughness Feat she took for something else, or just allow the two to stack for the extra XP.

transtemporal
10-01-2007, 09:25 PM
You are right. She'll never be worth a lick in a quest if she can't take a few hits. I upped her hp with the toughness feat when she hit lvl 9 and believe she is now at about 90 hp (with +5 False Life belt and +2 CON neclace). I have a +4 CON belt I intend to give her soon, but am having a heck of a time acquiring a +10 False Life item. I've got her wearing +4 Armor Bracers (which eliminates the need for Mage Armor) and use the Extend Spell feat to keep her Shield, Prot. from Evil, Blur, False Life, and Stone Skin constantly on her.


Nice approach Mistress. I was going to post a reply in here about defences and stuff but it got a bit off topic so I've posted it in the user guides section instead. :)