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RegaliaVX
02-23-2010, 01:23 PM
I'm a relatively new player and recently got my sorc to lv 17. Having just got the Vale pack, I realized my regular (and pretty much only) damage spells are MM, fireball, WoF, cone of cold and polar ray (which has kinda crappy damage right now since I have nothing to augment a lv 8 spell).

So, with the new capstone working and chain lightning 'apparently' working, I thought I'd swap in some lightning spells for more damage options and tweak my enhancements a bit. Getting ball lightning wasnt too hard, took out Hold Monster since I plan to get Mass Hold in a level or so.

What I have a problem with are the lv6 spells. These are my spells currently:
Flesh to Stone
Disintegrate
Greater Heroism

My question is basically...which one is best to give up for chain lightning? They all seem pretty good to me...:(

FtS - I find it good for casters (unless they can be insta-killed) and sometimes preventing things from respawning like in madstone crater.

Disintegrate - Was struggling with golems and blackbones till I got it...made Tempest Spine, a couple other quests and running in the Orchard much more fun. However, I'd like to know if it's important in the region of lv 18-20. Is there a need?

GH - Very nice extra buff, nice plus to UMD and saves, also the +17 hp (currently) doesnt hurt. However, should I let this take up a slot, or scroll it? Is the 11 minutes from a scroll too short? Will the 9hp less from a scroll at lv 20 be of any major significance?

Lastly, is the dancing ball worth getting? Do things still get affected in endgame quests? My other lv 7 is currently Waves.

Thanks in advance for any insight into my dilemma. :)

ddoer
02-23-2010, 01:48 PM
drop GH and use scroll.

techguru
02-23-2010, 03:37 PM
I had the same question a while back but I decided to keep GH since I am the primary buffer in my static groups and 30+ GH are nice.
At higher level you can have both but I now have both but I am not overly impressed with chain lighting.

Goldeneye
02-23-2010, 03:46 PM
Chain Lighting is ok, not the best. I would drop flesh to stone just to test it out.
My sorc carries:

Disintegrate - good straight damage, though I have the triple glacier set for super polar rays.... possibly swap this for mass suggestion
Greater Heroism - everyone always asks for it, so it's expensive to scroll
Flesh to Stone - great against enemies like in prey on the hunter, tor, and other monster w/ death ward. also lots of fun




View my full spell list here (http://i148.photobucket.com/albums/s36/Faction3/VelkroSpellList.jpg)
view my sorc build here (http://forums.ddo.com/showthread.php?t=230660)

dread333
02-26-2010, 02:11 PM
Really depends on what type of build you're going for, if your a fire/ice build I'd stay away from lighting all together, you may take some flack from others you group with if you drop the gh, since its pretty popular and also useful for yourself, and flesh to stone is almost mandatory in some cases, such as crimson hive...you might get away with scrolls for that, not sure what the time and save would be on those, if you really want the lightning I'd loose the disintegrate ;) good luck

Mentor61
02-26-2010, 02:12 PM
I'm a relatively new player and recently got my sorc to lv 17. Having just got the Vale pack, I realized my regular (and pretty much only) damage spells are MM, fireball, WoF, cone of cold and polar ray (which has kinda crappy damage right now since I have nothing to augment a lv 8 spell).

So, with the new capstone working and chain lightning 'apparently' working, I thought I'd swap in some lightning spells for more damage options and tweak my enhancements a bit. Getting ball lightning wasnt too hard, took out Hold Monster since I plan to get Mass Hold in a level or so.

What I have a problem with are the lv6 spells. These are my spells currently:
Flesh to Stone
Disintegrate
Greater Heroism

My question is basically...which one is best to give up for chain lightning? They all seem pretty good to me...:(

FtS - I find it good for casters (unless they can be insta-killed) and sometimes preventing things from respawning like in madstone crater.

Disintegrate - Was struggling with golems and blackbones till I got it...made Tempest Spine, a couple other quests and running in the Orchard much more fun. However, I'd like to know if it's important in the region of lv 18-20. Is there a need?

GH - Very nice extra buff, nice plus to UMD and saves, also the +17 hp (currently) doesnt hurt. However, should I let this take up a slot, or scroll it? Is the 11 minutes from a scroll too short? Will the 9hp less from a scroll at lv 20 be of any major significance?

Lastly, is the dancing ball worth getting? Do things still get affected in endgame quests? My other lv 7 is currently Waves.

Thanks in advance for any insight into my dilemma. :)



Flesh to stone is now useless.Problem fixed.

shagath
02-26-2010, 07:40 PM
Flesh to stone is now useless.Problem fixed.Hmm, how? I just picked FtS and I'm already loving it. :)

drachine
02-27-2010, 09:57 PM
not a fan of chain lightning animation and targeting

i have the following 6th level spells

Disintegrate
Flesh to Stone
Otiluke's Freezing Sphere

Otiluke's is way better then Cone of Cold which I also can't stand the animation, plus it has a long range

for lightning spells i carry

Ball Lightning

which has very fast animation. love it

Shade
02-27-2010, 11:30 PM
I still find acid fog to be fairly useful despite the recent nerfs.

I use for it for several situations:
ToD:
Guarenteed fast Orthon agro, keeps them off the healers, thus keeping the tanks alive.
VoN1 Epic:
Knocks out Trolls regeneration ability, while slowing them a small amount. Combining it with waves of exhaust results in a very solid slowdown, great for kiting them thru walls of fire. (Some trolls here feature fire resistance, but no acid, so its ideal)
DQ:
Deals small amounts of damage to the gnolls, ensuring you hold their agro for a good period of time, keeping them off critical party members.

Not the most effective killing spell, but it has it's uses.

Other then that I make heavy use of flesh to stone.

Disintegrate I find I rarely use given the current boost to elemental spell damage. But it is still important for the rare situation.

shagath
03-02-2010, 08:01 PM
Disintegrate I find I rarely use given the current boost to elemental spell damage. But it is still important for the rare situation.I'm at lvl 14 and I really have no other way of stopping clay golems(that I know of) than disintegrate. This also drops backbones pretty nicely.

I tried picking up prismatic ray and spray for these to get rid of disintegrate but those just aren't doing the job very well. Clay golems are immune to prismatic (sp)rays and MM is just too low damage. Prismatic spray only kills some of the blackbones. I wouldn't drop disintegrate before getting to know other ways of dealing with these monsters.

xtchizobr
03-03-2010, 08:54 AM
you don't need both Ball Lightning and Chain Lightning. 5d6 (at level 20) is not worth giving up a level 6 slot for. you need Greater Heroism, and you need disintegrate. FtS i'm pretty meh about, and would recommend that you swap it out in favor of Mass Suggestion.