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Thread: WF Feats

  1. #1
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    Default WF Feats

    we get 7 feats *1,3,6,9,12,15,18*

    what feats would be considered nobrainers...must haves as a minimuum *ones you wouldnt even want to think about playing a sorcerer without*

    im trying to get combat casting and mobile spell casting into the 7 *have no problem rerolling after level 6 if its not for me* as im not the biggest fan of hoping i can get my fingers to work precisely right at the exact moment i need them too.

  2. #2
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    dont be shy, post what you think is most needed/wanted

    im thinking maximize, empower, spell penetration pretty much needed

    choices im thinking of: *besides the 2 previously mentioned*

    Extend *buffs like displacement*

    Heighten

    Greater Spell Penetration

    Quicken *not sure on this with Sorc fast casting times and mobile casting*

  3. #3
    Founder Freeman's Avatar
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    Combat Casting and Mobile Spellcasting are NOT worth taking, particularly on a WF. For any sorc, I'd recommend (In no particular order) Maximize, Empower, Extend, Heighten, Spell Pen, Greater Spell Pen, and Toughness.
    Freeman - Human Bard - Thelanis Fulfilling my duty to the ladies of Stormreach
    Yuvben(Halfling Rogue), Acana(Drow Sorcerer), Walket(Human Cleric), Mahoukami (WF Wizard), Knicapper(Horc Fighter), Pyetr(Human Bard), Mazinger (WF Barb), and Belcar(Halfling Ranger).

  4. #4
    Community Member rezo's Avatar
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    I when with this on my toon,

    1.) mental toughness
    3.) empower
    6.) Extend
    9.) improve mental toughness
    12.) Heighten
    15.) Spell Penetration
    18.) Greater Spell Penetration
    Quote Originally Posted by Shade View Post
    No one that throws together a bunch of numbers and calls it fact is going to give you and real accurate answer, there's too many variables and it's all biased towards there own personal outlooks on how it should be, not how it is. Numbers are too easy to manipulate.
    So sad but true.

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    Quote Originally Posted by rezo View Post
    I when with this on my toon,

    1.) mental toughness
    3.) empower
    6.) Extend
    9.) improve mental toughness
    12.) Heighten
    15.) Spell Penetration
    18.) Greater Spell Penetration
    Lose mental toughnes and Improved Menal toughness. Add maximize and quicken. Sorcs have plenty of spell points, the two mental toughness feats are a waste imho.

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    curious why you say combat and mobile casting arent needed especially as a warfroged?

    from what i have read at high levels either you want mobile casting or you want to learn and hope to cast while jumping as i stated i dont like playing hoping something works. *big reason im asking all these questions*

    but the way you stated it im very curious why being WF makes a difference in taking them as opposed to say a human

  7. #7
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by Anklenibbler View Post
    curious why you say combat and mobile casting arent needed especially as a warfroged?
    Sorcs cast fast enough they are less likely to be interupted. When you think you will be and can't afford to be, you have the sp to turn on quicken.

    Mobil casting isn't needed because you can cast while moving (slowly) or you can jump and cast mid air without any lost of cast/movement speed (its a trick but you learn it)

    As for WF making a difference, it wouldn't, except for the fact WF tend to have slightly higher con which means slightly higher concentration skill already.

  8. #8
    Bwest Fwiends Memnir's Avatar
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    My newest Sorc has Spell Focus: Evocation.
    I've not heard of too many Sorcs with it (although it's gaining in popularity) and I have to say I will never make a nuke-casting Sorc w/o it ever again.
    Exit, pursued by a bear. ~ William Shakespeare (stage direction from The Winter's Tale)

    .60284.

  9. #9
    Community Member Gorbadoc's Avatar
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    You'll quickly discover that not all good warforged sorcs are alike. Here's my list of feats I wish I had on my sorc:

    Heighten
    Maximize
    Empower
    Enlarge
    Spell Pen
    Greater Spell Pen
    Extend
    Quicken
    Toughness

    You'll notice that there are nine feats. In actual practice, I have all the above except Quicken and Toughness.

    Since about level 12, I never turn Heighten off. Without it, my lower-level spell slots would be near-useless.

    Maximize and Empower both create noteworthy jumps in my damage output. I assume that most top-level sorcs have both turned on at all times; that their damage with any spell is always +250% on top of whatever their enhancements and Potency item give. If you can't afford to take both, take Maximize. If you don't take either, that's a conscientious decision on your part to specialize in something other than damage so much so that you're willing to deal 2/5 as much damage as most sorcs.

    Enlarge is semi-controversial. I love it, and I constantly look for times when I can make good use of it. I find many such uses. Other people don't, and I don't hold that against them.

    Spell Penetration and Greater Spell Penetration are must-haves if you want anything resembling reliability when you need to beat spell resistance in high-level content. Some people's answer to this is to never need to beat spell resistance; if a monster has SR, they just use DPS spells and/or effect spells that have a save but no resistance opportunity. For example: Glitterdust. I've heard of people taking Spell Focus: Evocation, since most damage spells can't be blocked by spell resistance.

    Extend is used by everyone and their mother while buffing. You don't technically need it, but it does make buffs and area duration spells more efficient (e.g. I'll Extend Glitterdust when I know a fight will take a while and involve a lot of moving around).

    Quicken is one of the feats I skipped. It has its appeal; sometimes you just REALLY want to be able to not fail your concentration check on that Reconstruct even if you do get hit by those devils that are chasing you. My answer is less-than-satisfying; I try not to wind up in the situation where I'm getting hit so hard. Playing smart helps, but there are still instances where Quicken would help.

    Toughness should be obvious enough; you know the value of survivability on a sorc, hence why you went warforged. I just decided that I had enough survivability without it. Maybe the game will try to convince me otherwise when I start doing Epic content.

  10. #10
    Founder Freeman's Avatar
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    Quote Originally Posted by Lorien_the_First_One View Post
    Sorcs cast fast enough they are less likely to be interupted. When you think you will be and can't afford to be, you have the sp to turn on quicken.

    Mobil casting isn't needed because you can cast while moving (slowly) or you can jump and cast mid air without any lost of cast/movement speed (its a trick but you learn it)

    As for WF making a difference, it wouldn't, except for the fact WF tend to have slightly higher con which means slightly higher concentration skill already.
    Agreed. Every character generally learns to jump while performing some activity, casting spells, using wands, drinking potions, or just trying to get that frackin' Spider-Kobold that decided to climb the wall. If you take Mobile Spellcasting, you will still slow down some, so jumping would still be preferable. You would be using up a feat slow and possibly build points(Since you need a Dex of 13) to gain an ability that is worse than using the jump button.

    The main reason not to take Combat Casting or Mobile Spellcasting is because there is a long list of feats that will benefit you more than either of those two, and sorcs are already pressed for feats.

    And yes, I mentioned WF because they usually start with 2-4 more Con than other races, which translates to +1-+2 higher Concentration anyway.
    Freeman - Human Bard - Thelanis Fulfilling my duty to the ladies of Stormreach
    Yuvben(Halfling Rogue), Acana(Drow Sorcerer), Walket(Human Cleric), Mahoukami (WF Wizard), Knicapper(Horc Fighter), Pyetr(Human Bard), Mazinger (WF Barb), and Belcar(Halfling Ranger).

  11. #11
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    As this is a thread about feats for a WF sorc, i thought i throw my own question in rather than make a new thread:

    I've heard that Mithril body can be a worthwhile choice for WF casters, as the ASF can easily be removed through enhancements and things, but they never said anything about the penalties for not being proficient with light armour. are they big enough to make it a problem?

  12. #12
    Bwest Fwiends Memnir's Avatar
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    Every WF arcane caster will have to deal with the spell failure that their bodies create.

    Compsite Body (no armor feat) - 5%
    Mithril Body (light armor) - 15%
    Adamantine Body (heavy armor) - 35%

    The ASF can be lowered with the racial Enhancement called Inscribed Armor.
    Inscribed Armor I - taken at 2nd level, reduces ASF by 5%
    Inscribed Armor II - taken at 6th level, reduces ASF by 10%
    Incribed Armor III - taken at 10th level - reduces ASF by 15%

    That is total reduction - not stacking.
    So, a WF caster with Inscribed I and no Body feat will have no spell fail at all - but it would take tilll level 6 to have no spell fail at all if they took Mithril Body.

    IMHO - not worth it if your making a non-melee caster.
    Exit, pursued by a bear. ~ William Shakespeare (stage direction from The Winter's Tale)

    .60284.

  13. #13
    Community Member Arctigis's Avatar
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    Quote Originally Posted by Memnir View Post
    Every WF arcane caster will have to deal with the spell failure that their bodies create.

    Compsite Body (no armor feat) - 5%
    Mithril Body (light armor) - 15%
    Adamantine Body (heavy armor) - 35%

    The ASF can be lowered with the racial Enhancement called Inscribed Armor.
    Inscribed Armor I - taken at 2nd level, reduces ASF by 5%
    Inscribed Armor II - taken at 6th level, reduces ASF by 10%
    Incribed Armor III - taken at 10th level - reduces ASF by 15%

    That is total reduction - not stacking.
    So, a WF caster with Inscribed I and no Body feat will have no spell fail at all - but it would take tilll level 6 to have no spell fail at all if they took Mithril Body.

    IMHO - not worth it if your making a non-melee caster.
    It looks cool with the right docent, but that's the only real benefit IMO. I'd recommend just forgetting
    about AC on a WF and concentrate on making things dead.

    Must have feats (IMO):
    Maxmise, empower, heighten, extend

    The rest, you can tailor around how you want to play.

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