Page 1 of 2 12 LastLast
Results 1 to 20 of 25

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Community Member pappo's Avatar
    Join Date
    May 2006
    Posts
    711

    Default Are Sorc weapons worth it ??

    I have created a Drow Female Sorc who is currently only at lvl 2. She has rapier skill and that helps when enemies get too close,but I know it will not be good later.

    What do the forum members recommend to protect a Sorc or are weapons just a waste of time and I should work towards faster spell casting and let the tanks protect me ?

  2. #2
    Community Member Mhykke's Avatar
    Join Date
    Jan 2007
    Posts
    937

    Default

    Quote Originally Posted by pappo View Post
    I have created a Drow Female Sorc who is currently only at lvl 2. She has rapier skill and that helps when enemies get too close,but I know it will not be good later.

    What do the forum members recommend to protect a Sorc or are weapons just a waste of time and I should work towards faster spell casting and let the tanks protect me ?
    Don't worry about weapons.

    Worry about spells. Tanks won't protect you, you'll protect them.
    Mhykke(Pldn):Mhykkelle(Srcr):Mykkelle(Rngr):Mhykael(Clrc):Mykke(Brbrn):Mhykel(Ftr):
    Mhykelle(Wzrd):Mhyke(Brd):Mykkael(Rgr/Rog/Barb):Mykkel(Rog):Mhykkaelsan(Mnk):Mhykkael(FVS):Mhykkel(Brd):Markas(Ret.Srcr)

  3. #3
    Founder Randolf_Drake's Avatar
    Join Date
    Feb 2006
    Posts
    185

    Default

    If you are a pure sorc, then using melee weapons will not be your best bet evar.

    Burning hands however is usually a great alternative

  4. #4
    Community Member Beherit_Baphomar's Avatar
    Join Date
    Dec 2006
    Posts
    3,149

    Default

    Weapons?
    On a sorc?

    :/

    Self-protection comes from buffs, self healing from scrolls and putting out a lotta damage....fast.

    Dont worry about weapons.

    Unless you've splashed some sort of melee oriented class.

    Yer STR and/or DEX (and BAB) are way too low to worry about smacking things around.
    Binding is Admitting Defeat ~ Yndrofian
    Plook~Squidgie~Eyern~Irnbru~Grotesque
    Of The O.S.D, Argonnessen
    Quote Originally Posted by Grace_ana View Post
    At least I'm not on G-Land.

  5. #5
    Community Member CrimsonEagle's Avatar
    Join Date
    May 2006
    Posts
    647

    Default

    Other than a set of puncturing weapons for held/stoned mobs, about the only thing I carry is potency and such.

    .......Ok, I admit it...once in awhile I pull out a vorpal for fun.

  6. #6
    Community Member ForwardWu's Avatar
    Join Date
    Jul 2006
    Posts
    245

    Default

    Once you level up to 4 (or 6?) grab a fearsome robe....all your enemy will be scared and run away

  7. #7
    Founder Mistinarperadnacles's Avatar
    Join Date
    Feb 2006
    Posts
    251

    Default

    Shocking Grasp and Chill Touch work very well at low levels. Burning Hands also. All much more effective than any melee weapons.

    Especially when carrying some items like Spark and Lightning Lore for Shocking Grasp or Nullification and Void Lore for Chill Touch or Inferno and Fire Lore for Burning Hands.

    A few enhancements in Lineage of Energy will help too.

    Eventually, Potency and Arcane Lore items will replace them, but you'll find better and stronger items at low levels if you pick one element for a few spells.

    Fire is good for Burning Hands and Scorching Ray and Fireball, so you get a bit more use out of the number of spells it will help.

    I did like Shocking Grasp though, with Superior Lightning Lore and Greater Spark I was hitting things for 80 odd damage on fairly regular criticals.

  8. #8
    Community Member Emili's Avatar
    Join Date
    Apr 2006
    Posts
    5,756

    Default


    I once saw a sorc use a dagger to open a letter... other then that what else would they use it for? Now a superior combustion dagger <- that is usable.
    Last edited by Emili; 12-16-2008 at 02:04 PM.
    A Baker's dozen in the Prophets of the New Republic and Fallen Heroes.
    Abaigeal(TrBd25), Ailiae(TrDrd2), Ambyre(Rgr25), Amilia(Pl20), Einin(TrRgr25), Emili(TrFgt25), Heathier(TrClc22), Kynah(TrMnk25), Meallach(Brb25), Misbehaven(TrArt22), Myara(Rog22), Rosewood(TrBd25) and Sgail(TrWiz20) little somethings with flavour 'n favour

  9. #9
    Founder Arianrhod's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    As others have mentioned -

    Weapons for sorcerors aren't really for hitting things with. Look for Power weapons (trinkets are better, but weapons are likely to be cheaper/have lower level requirements), Fire lore, Ice Lore, Enchantment, Conjuration (depends on what spells you have, of course...at low levels I like Ice Lore in one hand and Conjuration in the other for Niac's Cold Ray). If you use a Power weapon, be sure to equip it just before shrining, and switch to something more useful (like Potency) once you've used up the extra spellpoints. The most useful weapon you're likely to find for quite some time will be the highest level Superior Potency weapon you can equip. Note that Potency doesn't stack with Combustion and the like, but you might have, say, Superior Potency I and Superior Combustion III - the combustion only helps your fire spells, while Potency works on any, but I only covers first level spells and III covers 3rd level spells (so with both you're boosting both your Niacs' Cold Ray and your Fireball, for example)

    Lastly - not much of a concern for sorcerors, but it might be worthwhile to carry around a missile weapon of some kind for times when you want to do something but don't feel like wasting spellpoints. A returning shuriken is convenient for a drow (good for smashing exploding barrels from range); doesn't really do any damage, but gives you something to do when casting spells would be wasteful or overkill. Also, if you prefer shield-blocking to jumping around like a maniac when you have aggro, a light mithral shield, while not much protection, will at least not cause Arcane Spell Failure.
    Last edited by Arianrhod; 12-16-2008 at 02:01 PM.

  10. #10
    Community Member
    Join Date
    Mar 2006
    Posts
    883

    Default

    so far weapons on sorcerers are pretty lame. i tend to go with a crossbow as occassionally things get out of my spell range or i don't want to waste the mana.

    another option for things within spell range are wands. unless you are spec'd for increase damage from wands they are going to not deal a lot of damage. that being said i tend to hold on to the following wands when i can find them. i use the following especially if i don't want to waste mana depending on what level your caster is. the only good thing about them is you don't have to worry about missing your target most of the time like a melee attack.

    wand of melf's acid arrow (3rd)
    wand of chill touch (5th)
    wand of shocking grasp (5th)
    wand of force missiles (7th)
    wand of lightning bolt (8th)
    wand of magic missiles (9th)
    wand of fireball (10th)
    wand of scorching ray (11th)

    even at lower levels, things tend to save vs a wand of fireballs, wand of lightning bolt or a wand of shocking grasp so i tend to stay with the ones that i know will do damage. wands of magic missiles have low damage output.

    i would say the best wands are force missiles, chill touch, scorching ray and melf's acid arrow depending. searing light also hits and there is usually no save but it is a divine wand. but they pale in comparison to a spell.

    typically if things are on top of me as a sorcerer i will use the a wand and tumble away immediately after. there is no point in sticking around because of the cool down time on wands.

    i have often thought if my caster could be effective with a rapier using Tenser's Transformation or Divine Power clickies because surprisingly i find myself meleeing more then i would guess. she typically goes with Dreamsplitter, but i am thinking of possibly finding some rapier she can use alone with Divine Power or Tenser's so she can hit things.

    on one caster i took weapon finesse and two weapon fighting and it seems to work well when she dual wields wounding weapons or treasons or greensteel weapons, but that's two feats that sorcerers usually can't afford to give up.

    wizards have a better time at taking feats like that because they get free metamagic feats, i have thought of making a drow wizards for that reason.

    generally speaking though, you don't want to be in a long drawn out melee situation. even if you are pretty good with a rapier.

  11. #11
    Community Member pappo's Avatar
    Join Date
    May 2006
    Posts
    711

    Default

    Quote Originally Posted by Mistinarperadnacles View Post
    Especially when carrying some items like Spark and Lightning Lore for Shocking Grasp or Nullification and Void Lore for Chill Touch or Inferno and Fire Lore for Burning Hands.
    What do you mean by Spark and Lightning Lore for Shocking Grasp or Nullification and Void Lore for Chill Touch or Inferno and Fire Lore ?

    Are those potions or items you get and wear ?

  12. #12
    Community Member
    Join Date
    Mar 2006
    Posts
    883

    Default

    Quote Originally Posted by pappo View Post
    What do you mean by Spark and Lightning Lore for Shocking Grasp or Nullification and Void Lore for Chill Touch or Inferno and Fire Lore ?

    Are those potions or items you get and wear ?
    all lore items (fire, void, ice, acid, etc.) give you a chance to critically hit with a spell to increase damage output.

  13. #13
    Community Member Emili's Avatar
    Join Date
    Apr 2006
    Posts
    5,756

    Default

    Quote Originally Posted by drachine View Post
    all lore items (fire, void, ice, acid, etc.) give you a chance to critically hit with a spell to increase damage output.
    ... as stated above, coupled with potency or specific multiplier weapon (ie combustion) and you're good to go... ie.) When not carrying potency/spell pene weapons in each hand Sgail will use combustion/fire lore or whatever element/energy combo for the spells she's about to use. These things all stack with the enhancements you may have.
    A Baker's dozen in the Prophets of the New Republic and Fallen Heroes.
    Abaigeal(TrBd25), Ailiae(TrDrd2), Ambyre(Rgr25), Amilia(Pl20), Einin(TrRgr25), Emili(TrFgt25), Heathier(TrClc22), Kynah(TrMnk25), Meallach(Brb25), Misbehaven(TrArt22), Myara(Rog22), Rosewood(TrBd25) and Sgail(TrWiz20) little somethings with flavour 'n favour

  14. #14
    Community Member pappo's Avatar
    Join Date
    May 2006
    Posts
    711

    Default

    Quote Originally Posted by drachine View Post
    all lore items (fire, void, ice, acid, etc.) give you a chance to critically hit with a spell to increase damage output.
    Ok, I saw in the auction the scepters of lore and conjuration and bought myself a Improved Glaciation III and Spell Penetration II scepter.
    What about potions to enhance the spells ? I am carrying Niac's spell, so will a Superior Freeze III and Greater Nihil III potions stack or are they just redundant ?

  15. #15
    Community Member Mindspat's Avatar
    Join Date
    Mar 2006
    Posts
    1,153

    Default

    Quote Originally Posted by pappo View Post
    What do the forum members recommend to protect a Sorc or are weapons just a waste of time and I should work towards faster spell casting and let the tanks protect me ?
    Diplomacy dumps agro onto others and is grossly underused. This skill will compliment when someone actually uses Intimidate. My suggestion is to try spamming diplomacy when you're in a full party to see how it functions. The times I don't use diplo are when there's only 1 or 2 others around me who are squishy.

    If you like the playstyle with using a melee weapon you're bound to end up using LOTS of tool bars and weapon sets.

    Staying pure classed Sorcerer will eventually develop problems hitting mobs. Divine Power is available as a clicky effect that's vastly superior to Tensor's Transformation. A clicky effect of DP will last 40 seconds, give you +6 str, BAB will equal the same level fighter and you will be able to cast spells. My opinion is this spell should never have been allowed to appear on items, but I love it!

    A rapier could benefit from an increased toHit if the character has Weapon Finnesse. The problem with this is you're not going to be doing much melee damage and will need to take an altenate approach to combat. I've found using melee debuff's is extremely beneficial and most people quickly discard things like rapiers of Cursespewing of Destruction or Cursespewing of Shattermantle; simple finnessible weapons are equally useful. Another nice rapier to get is Strength Sapping since the exhaustive effects stack with Waves of Exhaustion, Waves of Fatigue and Ray of Exhaustion. There's also the obvious WoP which would compliment any build like this.

    edit: I commonly show better then +48 toHit on the last chain of swings when using Divine Power.
    "Nuke 'm or Die!"

  16. #16
    Community Member Talon_Moonshadow's Avatar
    Join Date
    Apr 2006
    Posts
    9,033

    Default

    Weapons are not necessary.......however......

    At low lvls, there are times when you will be out of SP. And there are times when meleeing just makes more sense. Or when spells do not work.

    Note that all those great buffs, can help you survive as a light tank for quite awhile.

    My Wizard has a high Dex and wep finesse. I melee quite a bit to save SP.....or when I'm out.

    I don't do a lot of damage, but at least IMO I'm doing something other than standing around.

    I find that a wizard's slow castiing time, many times mean that when I finally get a spell off everything is dead.........so if it's not a big fight, I just wait a moment for someone else to get agro, then jump in swinging.

    Works well IMO. If nothing else, I'll swing a paralyser around and help that way.

    But in general, if you have SP on your Sorc, you almost never need weapons.

    Still I recommend holding onto really good ones that you can use.....if you have the backpack space.
    I gave up a life of farming to become an Adventurer.

    Quote Originally Posted by Jandric View Post
    ..., but I honestly think the solution is to group with less whiny people.

  17. #17
    Community Member Aeneas's Avatar
    Join Date
    Mar 2006
    Posts
    2,264

    Default

    If you're really set on swinging something around, go drow, take the attack bonus enhancements, and pick up precision and weapon finesse. As long as you have a halfway decent dex you can use W/P ss's and rapiers reasonably well and maybe pick your spots instead of blowing mana on fleshy trash mobs.

    Maybe a 14 sorc/2 monk lawful good drow with Major concentration in dex and charisma, and minor concentrations in con and wisdom while dumping int and str. You could achieve a decent AC, nuke, and woundy woundy when appropriate.

    Seems sorta flavor of the monthy for me, but it's an idea.
    READ ME NEW PLAYERS!!!
    Aeneas - Boosterseat - Eulogy - Diminutive - Moths

  18. #18
    Community Member
    Join Date
    Mar 2006
    Posts
    883

    Default meleeing in shroud

    well now i melee in shroud part 1 simply because fingering everything is generally not possible. what i do is i zone in an melee like all the other tanks do. but after everyone is on the portal and i'm soloing THEN i finger of death and phantasmal killer everything until there is only one melee opponent left (always finger the casters) and then i just beat him down with wounders, fire shield, (was using hold person for a while, but i find even with extend it might be long enough), and usually they go down quick.

  19. #19
    Hero Propane's Avatar
    Join Date
    Mar 2006
    Posts
    0

    Default Heavy Splash

    I currently run a 12 sor/4 ranger and it is a blast - high dex is good for ac (with bracers and good robe) and hitting with finess weapons, plus not to bad with a bow... as for the DP clicky - I have 4 boots with 5 charges... SS of cure, wounding, etc are not too hard to come by... when the cap goes to 20, I wil go 16/6 - many shot and improved 2 weapon!

    I went drow - but am considering try this build again with elf (more bow stuff). May go 2 rang/2fighter for many shot at lower level...
    Sarlona - Guildmaster - Brotherhood of Redemption - ddoborguild.com - 2016 & 2017 Players Council --- Alts: Acetylene, Antimematter, CNG, Dilithium Crystal, EMF, EMPulse, Exothermic, Geothermal, Hexane, Hexyne, Hydropower, JA, Kerosene, LPG, Natural Gas, Nuclearpower, Propane, Solarpannel, Tidalpower, WASOB, Waulter, Windpower, Woodpile

  20. #20
    Founder Solmage's Avatar
    Join Date
    Feb 2006
    Posts
    1,147

    Default

    It can be amusing to use puncturing picks (or, for that matter, high burst picks if you'd rather not kill stuff as quickly) and then use debuffs like touch of idiocy to make the creatures get auto critted from your picks. I used to do this and then charge into melee (with displacement) and have everyone shake their heads in disbelief as I tore the poor duergar apart

    (Obviously, it works well with flesh to stone and hold monster too)

    Another good weapon to carry is a returning weapon for when you need to shoot switches and such. I like to carry a curse spewer since I can also use it to curse stone statues that I need to keep as stone to stop re-spawns. On that note, the dream spitter (drains levels on crit) from the reaver also comes in handy.

    Other than that, the only other weapons I have an use for with my caster are holy or anarchic (burst) picks of greater construct bane for the shroud portals. They work rather well.
    Devs: Thanks for making Druids available to VIPs without the pack. This more than anything, has made me want to buy the pack.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload