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  1. #1
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    Default Need Help LRing my sorc to the new enhacement sistem

    Right, so i have been off the game for about a month but i came back to see how the new system was working and it seems pretty sweet for most of the classes i play BUT i must admmit i'm having a bit of a hard time with my sorcerer.

    To be honest, the savant stuff is really cool, being able to cast Emp+max frost lance for 6 sp is quite sweet. But what with the whole spellcraft skill, i will be needing to LR, so i figured i might as well rethink my build and i'd like some advice on it:

    As of now i'm a 15 Human Ice Savant with Eletric for backup. I'm f2p, don't have monk, fvs or warforged avaible. My playstyle is pretty straight foward, displacement, web, dancing ball and nuke.

    So let's go by bits:
    1- Race:

    Ok, from what i could see about races at a quick glance, there's 3 viable options : Warforged, Elf and Human.

    -Human would give me an extra feat (and it was very helpful on early levels) , but with the pre-reqs gone from the savant lines an extra feat doesn't seem so relevant now. The human enhancement line offers the possibility for : +1 Con, +1 Cha, +30% healing amp and the extended uncounciousness range, for a total of 15 points.

    - Elf enhancement line seems to have some perks too though: Feywild tap (5 clickies of temporary sp, anyone knows whether it's a fixed value or a percentage from your total? on my ranger it gives about 70sp, so at worse it would still give me an extra 350 sp per rest), +100 sp and +3 spell pen, 4 points going to waste on useless enhances to fill up the tree, for a total of 16 points. Down side is the lower constitution.

    -Warforged: right, so take into account that i'm a first lifer and i have no time or intention of TRing this sorcerer. The ehancement lines for wf looks pretty avarage, and i would only be taking it for the self-healing. On the other hand, that's spell slots and sp i'd be spending on keeping myself alive, which (after a couple of year playing flshie sorcerers and squishy rogues) is something i can handle just fine with my current spell selection and a couple of emergency wands. Also, downside is i'd need to spend TP points to get it, and i'd rahter purchase some new packs instead.

    2- Savant:

    What is the savant of the moment? i hear fire is a good choice once again, with eletric coming to a close second, but what are those conclusions based on? As far as level 16-20 is corncerned fire is just no good what with Vale of twilignt and all, but on epic levels... Well, i just don't know. The only epic pack i've got is GH, so which savant you guys think is the best choice for level 20+?

    3- Feats: Now that the prereq is gone, what are the best feats/splashes for a fleshie?(aside from monk and fvs) as far as i can think Empower, maximize, extend and the spell pen line, toughness and the Spell Focus line, but since i'm going dps anyways just how necessary is Spen on epic? the only few that comes is the DoT spells on boss but without epic gear i'm in doubt as to wheter or not the spell pen feats would actually make a big enought difference against the epic spell resistance. Any thoughts?

    I think that's all my questions for now. thank you for taking the time to read this and any suggestion is apreciated.
    Last edited by Posgildenlow; 08-24-2013 at 09:14 AM.

  2. #2
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    Quote Originally Posted by Posgildenlow View Post
    I think that's all my questions for now. thank you for taking the time to read this and any suggestion is apreciated.
    It's a moot point since you cannot change race with an LR. Racial enhancements dont matter anyway unless you're making a flavor build. Every point spent in the racial tree is less spellpower and other sorc goodies for you.

    Savant - you are correct, Fire and Air currently have an edge over water and earth.

    Feats - Beyond maximize, empower, heighten, and quicken it doesnt much matter. Toughness if you want more HP (you probably do). Up to you and your playstyle really.

  3. #3
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    I see. Was under the impression that the heart of wood turbine gave us would allow you to change race as well but fair enought, no point arguing over race then. Guess i'll go fire/air after 20 then. Ty for the help

  4. #4
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    Quote Originally Posted by Posgildenlow View Post
    I see. Was under the impression that the heart of wood turbine gave us would allow you to change race as well but fair enought, no point arguing over race then. Guess i'll go fire/air after 20 then. Ty for the help
    Oh, and you don't need spell penetration for dps at all really. And don't forget to put enough points into INT to max spellcraft and concentration.

  5. #5
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    Default Drow Sorc 18 /Monk 2 Splash

    And what about a Drow Sorc/Monk Splash?

    Should work fine with these PL .
    +3 PL Sorc
    +3 PL Wiz
    +3 PL Wiz

    Drow:
    +2 Racial Cha (20 pt Cha)
    +2 Cha (tree)
    2/+4/+6 saves vs. Enchantments. Rank 3: You also gain +1 Enchantment spell DC

    Monk:
    2 Extra Feats (2xToughness) 27hp x 2 = 54HP
    Defensive Strikes (Shintao) --> PPR
    Iron Skin (Shintao) --> PPR
    Animal Forms (Henshin) (Way of the Patient Tortoise) --> +1 Con +5Hp

  6. #6
    Community Member HastyPudding's Avatar
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    Quote Originally Posted by Zorham View Post
    And what about a Drow Sorc/Monk Splash?

    Should work fine with these PL .
    +3 PL Sorc
    +3 PL Wiz
    +3 PL Wiz

    Drow:
    +2 Racial Cha (20 pt Cha)
    +2 Cha (tree)
    2/+4/+6 saves vs. Enchantments. Rank 3: You also gain +1 Enchantment spell DC

    Monk:
    2 Extra Feats (2xToughness) 27hp x 2 = 54HP
    Defensive Strikes (Shintao) --> PPR
    Iron Skin (Shintao) --> PPR
    Animal Forms (Henshin) (Way of the Patient Tortoise) --> +1 Con +5Hp
    1 - A far as fleshie sorcerers go, they got the shaft in the expansion, due to the sorcerer's lack of scroll/wand mastery enhancements, making it harder to heal themselves. Drow, elf, and human would be okay, but half-elf can get some self-healing out of cleric dilettante. If you wanted a more survivable sorcerer, also consider 2 paladin levels for divine grace; I was never keen on monk splashes for sorcerers, as sorcerers don't have much use for insightful reflexes like wizards, do. Evasion is useless without the reflexes to back it up.

    2 - I can understand drow for more charisma, but why waste points for +1 enchantment DC that could be better spent gaining spellpower and caster levels in the sorcerer trees? Enchantment spells are not so common that I would spend points in the drow/elf enhancements for it unless I was a wizard.

    3 - Don't think 3 AP for +1 concentration and +5 HP is worth it.

    4 - The only time you should ever get toughness more than once is a fighter with way too many open feats. Even something like dodge (since you won't be wearing armor and have a 25% dodge cap) would be more useful.

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