Results 1 to 2 of 2
  1. #1
    Community Member
    Join Date
    Aug 2013
    Posts
    187

    Default Tier 5 Sorcerer Spells Mainly earth grab

    I have a few questions about the final spells that sorcerer get and how the scale into end game. I am only level 9 but I land my earth grab regularly in level 8-11 elite quests. I am not sure however how long this will last. Is the DC only sorc level +10+ const modifier? my build actually uses high const and str so I would probably have higher const than an average sorc but I don't think the spell could keep up with DC checks on const alone.

    does earth grab count as conjuration? does heat death count as evocation? spell focus mods work on these moves?

    what are ways to lower reflex saves? I know there -5 on thick fog no save, up to -5 reflex on weapon suffix, up to -3 reflex from waves of exhaustion, and dex damage weapons could lower reflex a few more points but it would take much longer than any of the others listed.

    What other ways would there be to lower reflexes or increase earthgrab's chance of landing? Are these tier 5 savant spells even viable when you get to end game? I really like earth grab at the moment. if it lands its a free kill and can give me a helpless buff on red names. It's also really cheap and works like an SLA so no cost for using meta magics.

    Lastly does earth grab get % crit from acid lore or the earth savant tree?

  2. #2
    Community Member
    Join Date
    Jan 2012
    Posts
    87

    Default

    Quote Originally Posted by Exiledtyrant View Post
    I have a few questions about the final spells that sorcerer get and how the scale into end game. I am only level 9 but I land my earth grab regularly in level 8-11 elite quests. I am not sure however how long this will last. Is the DC only sorc level +10+ const modifier? my build actually uses high const and str so I would probably have higher const than an average sorc but I don't think the spell could keep up with DC checks on const alone.

    does earth grab count as conjuration? does heat death count as evocation? spell focus mods work on these moves?

    what are ways to lower reflex saves? I know there -5 on thick fog no save, up to -5 reflex on weapon suffix, up to -3 reflex from waves of exhaustion, and dex damage weapons could lower reflex a few more points but it would take much longer than any of the others listed.

    What other ways would there be to lower reflexes or increase earthgrab's chance of landing? Are these tier 5 savant spells even viable when you get to end game? I really like earth grab at the moment. if it lands its a free kill and can give me a helpless buff on red names. It's also really cheap and works like an SLA so no cost for using meta magics.

    Lastly does earth grab get % crit from acid lore or the earth savant tree?
    I play as a capped earth savant. This is my experience with earth grab.
    Earth grab DC is not boosted by any spell focus or % crit from acid lore. It does not belong to any spell school. It's DC is affected only by your con stat.
    With con in the mid 30s, on EN/EH, without any debuffs, it works reliably on low reflex saves mobs (fighters and wizards), and works occasionally (5-10% chance) on high reflex saves mobs (archers and rogues).
    On EE, it works occasionally on low reflex save mobs, never on high saves mobs.
    With some debuffs, you can get the chance up to 30%. Just enough to make it barely worthwhile.
    I like wail of banshee, or energy drain, both no save decrease in levels, will drop reflex saves from 2-10 points
    Waves of exhaustion also works, but targeting is a little tricky.
    Solid fog may work, but there are too many good level 4 spells to choose from, and mobs tend to move out of the fog anyway.
    Just my 2 cents

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload