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  1. #721
    Community Member Saravis's Avatar
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    Quote Originally Posted by stockwizard5 View Post
    You going to spend 121 seconds to prep a Mob before casting a special ability at -5 DC? And that's if it even is effected by anything :O
    Nah you would do a process of escalation.
    Something like this:
    heat death -> weakness > spells > weakness > spells > weakness > heat > weakness > spells > weakness > heat

    And from there you hit mostly spells, with an occasional weakness to keep it up, and heat when its off cooldown.

    This would be the fire Savant's strategy against high HP bosses that aren't immune to fire. So like DQ or Sorjeck or whoever.

    Edit: Also something that I thought of that would be very nice and very simple, I imagine the Weakness Curse is going to have a symbol above the head of the target, could you please have it so that icon blinks when the count is getting down to like 5 seconds or so. Would help a whole lot.
    Last edited by Saravis; 03-18-2011 at 08:45 PM.

  2. #722
    Community Member stille_nacht's Avatar
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    wow, if this is actually works, there will be barely any wizards left o-O,

    this is the "caster" i wanted, a magic user whose burst dps is absolutely unsurpassed, who is considered potential top boss damage, while melees have about equal damage but over a wider period of time, i would tr my wizard into a sorc in a second as soon as dps vids come out

    meanwhile, wizards will be stuck throwing mass holds and being able to heal themselves with negative energy.

    AKA sorcs= cool dps magic
    Wizards= niche crowd holding magic
    Last edited by stille_nacht; 03-18-2011 at 08:51 PM.
    adversity is something we face every day - for a true test, give someone power

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  3. #723
    Community Member Junts's Avatar
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    Quote Originally Posted by Kralael View Post
    Omg first after Eladrin :P

    So, as it looks, regarding actual epics:
    CC:
    - Earth (earthgrab, 12 secs duration, 15 secs cooldown)
    - Ice (Icy Prison, 30 secs duration, 60 secs cooldown)

    Regarding personnal DPS:
    - Ice : Low cost Niacs and Frostlance.
    - Fire : Low Cost Scorching ray, UBER DPS LONG COOLDOWN Heat Death.*

    Regarding party DPS:
    - Air (+75% to all lightning (if WAI)).

    Regarding utility:
    - Air (abundant step).


    *Which will never land on epic bosses due to the fact that its a ''modified'' DC Fort save. (DC 10 + Caster Con Mod + Sorc level). So usually between 35-40.

    You might want to reasses your grasp of caster constitution scores: a 30 + con mod will mean that most casters have a dc of 42-44.

    You realize 18 con/18 cha is how sorcerors are made, right?

  4. #724
    Community Member stille_nacht's Avatar
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    wait a second.... are they trying to make dwarves top sorcs? o_O

    why is it not CHA mod?
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  5. #725
    Community Member Geonis's Avatar
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    Quote Originally Posted by Junts View Post
    You might want to reasses your grasp of caster constitution scores: a 30 + con mod will mean that most casters have a dc of 42-44.

    You realize 18 con/18 cha is how sorcerors are made, right?
    And where are your casters getting 34+ Con ?
    Hi, I play Generic Fantasy RPG Online, formerly known as DDO.

  6. #726
    Community Member Jaid314's Avatar
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    Quote Originally Posted by Requiro View Post
    Again: Epic... will... get... overhaul... in... Update 9...

    No one know what how affect this spell damagers...

    Wait for Lamannia tests to complain.
    Quote Originally Posted by stockwizard5 View Post
    I don't have to wait - whatever happens to Epic happens (and we know some of it) but I can compare it to spells, costs, DCs, etc that WE ALREADY HAVE with some simple excel action and we lose more than we gain (well other than flying which is way cool but that wasn't the point of all this - was it).
    we *do* know some things.

    we know that wizards will be able to just finger of death/wail/etc the mobs. we know that the saves on epic mobs are increasing (but not by how much... guaranteed not to exceed 10, since it's the removal of part of the minion debuff, which was 10 points though. not that that's terribly reassuring), and that the ability to hit those save DCs on a sorcerer are not. we know that sorcerers are not going to have the feats available to put towards increasing their DCs on most crowd control and instakill spells, with the exception of web and trap the soul (conjuration).

    Quote Originally Posted by stille_nacht View Post
    wow, if this is actually works, there will be barely any wizards left o-O, this is the "caster" i wanted, a magic user whose burst dps is absolutely unsurpassed, who is considered potential top boss damage, while melees have about equal damage but over a wider period of time, i would tr my wizard into a sorc in a second as soon as dps vids come out
    there will be plenty of wizards left. they'll still have similar damage on most targets... perhaps a bit lower, but not far behind (especially the extremely well-geared ones). they'll probably also have a much easier time landing a mass hold to allow them to add +50% to their spell damage (one of the listed new changes; no more autocrit from hold, instead it's 'just' +50% to all incoming damage when a mob is helpless). hopefully, even with these changes, sorcerers will be able to remain top spell dps in most situations. however, do remember that the curse is basically useless against anything that doesn't have hit points measured in the hundreds of thousands.

  7. #727
    Community Member Jaid314's Avatar
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    Quote Originally Posted by Geonis View Post
    And where are your casters getting 34+ Con ?
    16 base + 6 item + 2 tome + 2 rage + 2 yugo pot seems most likely. but you're quite right that isn't giving 34+ unless you assume stuff like 18 base (entirely possible), add in human/helf +1, another +2 for +4 tome, and +3 from full epic abishai set...

  8. #728
    Community Member stille_nacht's Avatar
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    wait wait wait, what is the rational behind making Constitution the determining factor for these dc things? o-O

    i thought sorcerors drew magic power from charisma...
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  9. #729
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    Quote Originally Posted by stille_nacht View Post
    wait wait wait, what is the rational behind making Constitution the determining factor for these dc things? o-O

    i thought sorcerors drew magic power from charisma...
    That's normal for Sorcerers, but these are powers like those of an Elemental, which are driven by the creature's body. For example a Fire Elemental's fireball DC is from Constitution (just like a dragon's breath attack or scorpion's poison tail is Constitution DC).

    You'll like it when Ravager comes out and includes Charisma DCs on a Barb specialty...

  10. #730
    Community Member stille_nacht's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    That's normal for Sorcerers, but these are powers like those of an Elemental, which are driven by the creature's body. For example a Fire Elemental's fireball DC is from Constitution (just like a dragon's breath attack or scorpion's poison tail is Constitution DC).
    oh i see.... it still feels kinda... wonky to have sorceror's based off the hp stat :/, dwarven casters are the new dps magic i guess ?
    adversity is something we face every day - for a true test, give someone power

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  11. #731
    Founder & Hero Vordax's Avatar
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    Quote Originally Posted by Trillea View Post
    curse..curse..curse..curse..curse..You hit Sor'Jek for 3,500 points of fire damage!

    I *will* do this at some point or another!

    Can the special abilities crit? Are they enhanced by eardweller?
    The 2000 damage is to living creatures only. So Sor'jek is immune, unless your planning on running Tempest Spine at level 18.

    Vordax

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  12. #732

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    Quote Originally Posted by Roziel_Longblade View Post
    The DC for the SLA should only be 5 or so behind your primary DC. That still aint bad for extra burst damage from a PrE. If 5 curses are on the mob before using Heat Death that is 3.5k extra damage in one shot. That kind of damage should not work on every target.

    Not sure how this can be sold as sux.
    Explain to me how you are you are going to use this in an encounter, let start with a non boss encounter with say five mobs.

    You have a Tank holding Aggro. A healer healing, A Bard singing songs, and two additional Melees.
    The two melees are doing DPS in say the mid 200s. Mobs now have say 1500 HP. You are going to cast what a curse... The problem is by the time you prep a target the Melees are going to take down the target. Now you could get luck and prep the last mob, but that's not really how DDO works unfortunately.

    So lets talk about a Mini Boss, say something with 10K HP. Okay you are going to use Fire... Humm how many mini bosses are there that aren't immune to fire and that makes this really worth while?

    Okay lets move on to end bosses, okay there are what main boss, see above, one, maybe three.

    The problem is these sound great but don't work in the current system, or even what Eladrin has described as the revamped epic. In getting you through a quest you are better off having a more flexible Wizard who can do better crowd control and throw out some (little bit) of DPS to aid the party.

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  13. #733
    Community Member Saravis's Avatar
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    Quote Originally Posted by Vordax View Post
    The 2000 damage is to living creatures only. So Sor'jek is immune, unless your planning on running Tempest Spine at level 18.

    Vordax
    What!? Sigh, darn it you're right, certainly limiting usability aren't they.

  14. #734
    Community Member Junts's Avatar
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    Quote Originally Posted by Geonis View Post
    And where are your casters getting 34+ Con ?
    My sorc's got:

    18 base
    1 human
    1 litany
    6 item
    3 exceptional
    2 rage
    2 yugo
    2 tome
    --

    thats 35, 37 with a yugo pot, 38 with any +3 or +4 tome.

    and Im human. warforged sorcs have 3 more con than I do...thats over 40.

    That's how you make a decent sorceror on this game.

  15. #735
    Community Member PopeJual's Avatar
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    Quote Originally Posted by Geonis View Post
    And where are your casters getting 34+ Con ?
    18 Base
    +2 Tome
    +6 item
    +1 Exceptional
    +2 Exceptional
    +2 Ship buff
    +2 Yugo potion
    +2 Rage
    Total = 35

    Get yourself a +3 Con tome on a 20th completion or a +7 Con item and that's 36.

    If you're a Human or Half Elf, you can take +1 Cha and +1 Con enhancements with the +3 tome and +7 Con item for 38 Con.

  16. #736
    Community Member asphodeli's Avatar
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    Quote Originally Posted by Eladrin View Post
    Sorcerer Air Savant III
    Prereqs:
    Level 18 Sorcerer, Sorcerer Air Savant II, Storm Manipulation VII, Charged Spellcasting V, Deadly Shocks V, and either Sorcerer Improved Empowering II, Sorcerer Improved Maximizing II, or Greater Dragonmark of Storm
    Cost: 2 AP
    Benefit: You have completed your elemental mastery over lightning. You gain an additional +2 caster levels when casting air or electrical spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your acid or earth spells. Your electrical resistance grows to 15 points and you now bypass 15 points of electrical resistance of opponents. You can cast the Lightning Bolt spell as a spell-like ability. You are now immune to most knockdown effects (but not slippery surfaces), can leap through the air with incredible grace, and an additional +2 bonus to the Tumble skill.
    Inherent Lightning Bolt
    Benefit:
    You are able to cast Lightning Bolt as a spell-like ability. (Cost: 6 sp, 6 sec cooldown)

    Wind Dance
    Benefit:
    You leap through the air, propelled by a gust of wind. (Cost: 5 sp; Abundant Step effect, 6 sec cooldown)

    Sorcerer Earth Savant III
    Prereqs:
    Level 18 Sorcerer, Sorcerer Earth Savant II, Acid Manipulation VII, Corrosive Spellcasting V, Deadly Acid V, and either Sorcerer Improved Empowering II or Sorcerer Improved Maximizing II
    Cost: 2 AP
    Benefit: You have completed your elemental mastery over acid. You gain an additional +2 caster levels when casting acid and earth spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your air and electricity spells. Your acid resistance grows to 15 points and you now bypass 15 points of acid resistance of opponents. You can cast the Acid Blast spell as a spell-like ability. You also gain the ability to cause earthen hands to grab your opponent rendering them helpless and dealing bludgeoning damage, and an additional +2 bonus to the Balance skill.
    Inherent Acid Blast
    Benefit:
    You are able to cast Acid Blast as a spell-like ability. (Cost: 6 sp, 6 sec cooldown)

    Earthgrab
    Benefit:
    Earthen hands grasp your foe, rendering them helpless and dealing bludgeoning damage over time on a failed Reflex save (DC: 10 + Constution Modifier + Sorcerer Level). (Cost: 15 sp, 15 sec cooldown, 12 sec duration)

    Sorcerer Fire Savant III
    Prereqs:
    Level 18 Sorcerer, Sorcerer Fire Savant II, Flame Manipulation VII, Combustive Spellcasting V, Deadly Flame V, and either Sorcerer Improved Empowering II or Sorcerer Improved Maximizing II
    Cost: 2 AP
    Benefit: You have completed your elemental mastery over flame. You gain an additional +2 caster levels when casting fire spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your cold or water spells. Your fire resistance grows to 15 points and you now bypass 15 points of fire resistance of opponents. You can cast the Fireball spell as a spell-like ability. You gain the ability to raise the internal temperature of a living creature to a horrifying degree, and an additional +2 bonus to the Intimidate skill.
    Inherent Fireball
    Benefit:
    You are able to cast Fireball as a spell-like ability. (Cost: 6 sp, 6 sec cooldown)

    Heat Death
    Benefit:
    You raise the internal temperature of a living target to lethal levels. The target must succeed on a Fortitude save (DC: 10 + Constitution Modifier + Sorcerer Level) or take 2000 points of fire damage as its blood (or other internal fluid) boils in a horrific manner. Fire creatures are immune to this effect. (Cost: 50 sp, 60 sec cooldown)
    Sorcerer Water Savant III
    Prereqs:
    Level 18 Sorcerer, Sorcerer Water Savant II, Frost Manipulation VII, Glacial Spellcasting V, Deadly Ice V, and either Sorcerer Improved Empowering II or Sorcerer Improved Maximizing II
    Cost: 2 AP
    Benefit: You have completed your elemental mastery over ice. You gain an additional +2 caster levels when casting cold or water spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your fire spells. Your cold resistance grows to 15 points and you now bypass 15 points of cold resistance of opponents. You can cast the Frost Lance spell as a spell-like ability. You also gain the ability to attempt to lock an opponent in an Icy Prison, dealing cold damage and may freeze them in place, and an additional +2 bonus to the Swim skill.
    Inherent Frost Lance
    Benefit:
    You are able to cast Frost Lance as a spell-like ability. (Cost: 6 sp, 6 sec cooldown)

    Icy Prison
    Benefit:
    You deal 500 cold damage to your opponent, with a Fortitude save (DC: 10 + Constution Modifier + Sorcerer Level) for half damage, and an additional Reflex save or be encased in ice. Ice creatures are immune to this effect, and the target gets occasional saves to attempt to escape.. (Cost: 25 sp, 60 sec cooldown, 30 sec duration)
    *nosebleeds*
    - I've been to so many raids, but I wouldn't call myself a vet, since I have yet to try out different strategies, tactics and classes in raids.
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  17. #737
    Community Member asphodeli's Avatar
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    Quote Originally Posted by stille_nacht View Post
    wait wait wait, what is the rational behind making Constitution the determining factor for these dc things? o-O

    i thought sorcerors drew magic power from charisma...
    maybe its a subtle hint on the age-old adage of "CON is not a dumpstat"
    - I've been to so many raids, but I wouldn't call myself a vet, since I have yet to try out different strategies, tactics and classes in raids.
    - Main in sig, alts: Frostiee, Aliciae, Amandae

  18. #738
    Community Member sweez's Avatar
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    Wind Dance
    Benefit: You leap through the air, propelled by a gust of wind. (Cost: 5 sp; Abundant Step effect, 6 sec cooldown)
    Oh no you didn't.
    Comfortably [d|n]umb

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  19. #739
    Community Member PopeJual's Avatar
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    Quote Originally Posted by stille_nacht View Post
    wait wait wait, what is the rational behind making Constitution the determining factor for these dc things? o-O

    i thought sorcerors drew magic power from charisma...
    My theory: Eladrin is trying to encourage people to go Half Elf or Human since he's tired of seeing so many Drizz'tt Do'Blastermageurdens.

  20. #740
    Community Member Seliana's Avatar
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    Quote Originally Posted by Geonis View Post
    And where are your casters getting 34+ Con ?
    Smart kittens will use a Scourge Choker for that.

    Warforged Sorcerer: Fire Savant III

    20 Base
    5 Levels
    2 Warforged Con Enhancement
    4 Tome
    7 Item
    3 Exceptional
    1 Litany
    2 Rage Spell
    8 Scourge Choker triple-proc'ed
    2 Ship Buffs
    2 Yugo Pot
    ---
    56 Con

    DC 53 Flaming Death: 3500 Fire Damage

    Just imagine smacking the Abashai Devastator in cold dragon form..... 7000!
    Last edited by Seliana; 03-18-2011 at 09:46 PM.
    Daydream - the Pwnage of Cannith

    Quote Originally Posted by Barazon View Post
    What about lava and deep lava? By your logic, rogues should get a reflex save for swimming in it, as long as they keeps moving!

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