Thanks
ya lightning anywhere near endgame sucks. The reflex saves are ridiculous. Id prolly choose fire before lightning. Least the blast spell would do force dmg.
Builds pretty straight up for a mage. Max cha, max con. If you have extra toss em into str. Unless you had more then 32 and went helf then toss em into whatever dili you were aiming for. Put any and all points into cha. Personally sorc's feats are few in number already. Can't beat that extra golden one a human gets.
After that it's all about gear and spells. Gearwise aim to have a +6 or higher stat item of con, cha, and str.(Id say wis to if you don't take force of personality.) And always have the highest spell point item you can find on you which eventually will be archmagi for 200sp sorc400sp. Find and equip a greater false life item. Find and equip a heavy fort item/deathblock.
Other equipment is basically whatever you can get. I know I max hp to the fullest along with sp so I picked up that minos helm for an extra 20hp.
Clickies. Clickies will make you a god, especially at lower levels. Superior (element) 3 minute clickies. These give you 75% dmg boost to a spells element. Mainly until you hit around 12 it's fire. Next is major lore. Always have whatever element your going for in a major lore. That's an extra 9% to that element. You could go superior potency itemes but the problem is 1. It takes to long to get em for the lv. and 2. it's 50% ur losing a whole 25% of spell dmg.
You get some major fire lore and superior inferno clickies that reach the spell lv of fireball and ur a badass to anything especially the undead in delera's. Hit empower and maximize and the whole room just dies before you.
Ok next is spells. dmg is great but remember you don't want **** to get to you. But ya got good spells like wall of fire you can kite those suckers through. But to do that you need your god mode spells. These are blur/displacement (take em both, blur for long runs, displacement for you when you don't wanna be hit.) stoneskin for that 10 DR. resist energy, and protection from energy, jump.
Theirs others but these are you big guns. These spells flip melee the bird. They flip that annoying **** melfs arrow the bird. They flip traps the bird when you gotta maneuver em. And most of all, they make you not dead.
As far as feats.
toughness
mental toughness (I like to have a big **** mana pool. Because when the **** hits the fan, mana's what it takes to blast ur way out with max and empower.
maximize
empower
heighten (this is a must once you reach 12. Though it shows itself a lil before then.)
evocation
greater evocation
This last one can go wherever. Some like to take spell pen. personally unless you got a wiz past life in there, ive found cc doesn't really mean a **** in end game epics for sorc's. Outside of epic in raids disco ball usually comes through for me since I switch to cc settup for it.
You could improve your umd skill with it by I think 3. Or extend is useful for epics mainly cause melee definitely require displacement alot. All up to you.
Through avarice, evil smiles; through insanity, it sings.