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  1. #1
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    Default Other Sorceror Trees?

    IIRC, Sorceror was originally planned to have six trees (the four Savants, of which you could only take one), Acolyte of the Skin, and another (Wild Mage?).

    Are the other trees appearing later?

    It seems silly to have just the Savants, as they get abilities that cancel each other out (bonuses and penalties to opposing elements).

    Geoff.

  2. #2
    Community Member irnimnode's Avatar
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    I was wondering about this myself and that is a good question will they come later.. or have they been done away with?

  3. #3
    Community Member Jaid314's Avatar
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    i've somewhat given up on sorcerers ever actually having more than one PrE (or, in this case, "tree").

    there has been absolutely zero indication that they've actually had that as any sort of real goal now for quite some time. everything they've done suggests to me that they think of sorcerers as being nukers, and nothing more.

    which is a shame, because that playstyle really doesn't appeal to me in the slightest, but i really like sorcerers. my first character was a sorcerer, and TRing to wizard (initially to build up some past lives) was almost painful... and with each update, i feel less and less desire to ever go back to being a sorcerer, because somewhere along the way someone decided that sorcerers aren't allowed to do anything but nuke.

    apparently it's not bad enough that with every update, more sources of SP (which are not doubled) are added, sorcerer casting speed and stamina becomes less important, and we get five fewer feats. apparently sorcerers also need to be completely unable to function as anything other than a nuker by a complete and utter lack of enhancements too. the supposed max CL increases the PrEs we do get don't even work, and sorcerers are actually going to have less spell power than wizards to boot. our old capstone was a joke, became even more of a joke when it was converted to 20% spellpower, and the new capstone... meh.

    it's just downright disappointing, and boring. we get mostly the same things, except at a higher cost, and less versatility is possible.

    not like savants are even relevant any more. by the time you get your capstone, nobody cares any more because everyone is running shiradi champion and completely ignoring the existence of elemental damage anyways. if the devs introduced a new PrE that had absolutely nothing in it other than increasing force/untyped damage, you would probably never see a single elemental savant past level 20. it wouldn't even need any SLAs, or increased spell points... all it would need is a ratio better than the pathetic .75 spell power per point invested in the line.

    so yeah... savant is basically just something you pick for levelling up. better pick a race with an interesting line, because you won't need much (if any) of the savant abilities once you hit 20.

  4. #4
    Hero knockcocker's Avatar
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    Quote Originally Posted by Jaid314 View Post
    i've somewhat given up on sorcerers ever actually having more than one PrE (or, in this case, "tree").

    there has been absolutely zero indication that they've actually had that as any sort of real goal now for quite some time. everything they've done suggests to me that they think of sorcerers as being nukers, and nothing more.

    which is a shame, because that playstyle really doesn't appeal to me in the slightest, but i really like sorcerers. my first character was a sorcerer, and TRing to wizard (initially to build up some past lives) was almost painful... and with each update, i feel less and less desire to ever go back to being a sorcerer, because somewhere along the way someone decided that sorcerers aren't allowed to do anything but nuke.

    apparently it's not bad enough that with every update, more sources of SP (which are not doubled) are added, sorcerer casting speed and stamina becomes less important, and we get five fewer feats. apparently sorcerers also need to be completely unable to function as anything other than a nuker by a complete and utter lack of enhancements too. the supposed max CL increases the PrEs we do get don't even work, and sorcerers are actually going to have less spell power than wizards to boot. our old capstone was a joke, became even more of a joke when it was converted to 20% spellpower, and the new capstone... meh.

    it's just downright disappointing, and boring. we get mostly the same things, except at a higher cost, and less versatility is possible.

    not like savants are even relevant any more. by the time you get your capstone, nobody cares any more because everyone is running shiradi champion and completely ignoring the existence of elemental damage anyways. if the devs introduced a new PrE that had absolutely nothing in it other than increasing force/untyped damage, you would probably never see a single elemental savant past level 20. it wouldn't even need any SLAs, or increased spell points... all it would need is a ratio better than the pathetic .75 spell power per point invested in the line.

    so yeah... savant is basically just something you pick for levelling up. better pick a race with an interesting line, because you won't need much (if any) of the savant abilities once you hit 20.
    Unfortunately, they are also terrible nukers. If this goes live then multiclassing will be the only
    way to get a semi-viable toon.

    I had great fun on Lammania with an 8Sorc/6FVS/6Wiz split specializing in fire/force/light. Add in Shiradi
    Champion so that DCs are fairly irrelevant and pump int and con. Massive spellpower, Sorcerer casting
    speed on MM/CM/FM and Scorching Ray - Scourge and Conflagration ticking along, very cheap maximise
    etc. The only 'weakness' was healing as I only had cure serious - some (i.e. any) healing amp gear would
    have helped massively there though. It's stupid that such a deep split ends up having more spellpower (e.g.
    in Fire) than pure savant would. A lot more...

  5. #5
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    Turbine is headed towards some serious trouble:

    DC casting has been deemed too hard to bother with
    Level 7-9 spells have been deemed mostly inferior to lower spells (with a very few exceptions)
    Spell pen has been deemed irrelevant
    Casting level caps plus augmentation means that even deep splashes max out effective casting level

    One possible answer to many of these would be to go back through the level 7-9 spells and remove any casting level cap for any of those spells, and maybe add penalty's to the mob's saves for those specific spells (or call it additional bonus to the spell's DC... same difference).

  6. #6
    Community Member Wizza's Avatar
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    Quote Originally Posted by Ancient View Post
    Turbine is headed towards some serious trouble:

    DC casting has been deemed too hard to bother with
    Level 7-9 spells have been deemed mostly inferior to lower spells (with a very few exceptions)
    Spell pen has been deemed irrelevant
    Casting level caps plus augmentation means that even deep splashes max out effective casting level

    One possible answer to many of these would be to go back through the level 7-9 spells and remove any casting level cap for any of those spells, and maybe add penalty's to the mob's saves for those specific spells (or call it additional bonus to the spell's DC... same difference).
    Give us Alcolyte of the Skin already. We don't care about DC casting issues (hint: we do actually), at least we would have had something new by now. I was honestly disappointed when I saw no other pre for Sorcerers.

    Give us Alcolyte of the Skin.

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