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  1. #1
    Community Member jreinoehl2's Avatar
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    Default Endgame fire sorc build-Atom Bomb

    Fire sorc build for endgame, using spell crit combined with divine crusader ED. Need some help. Also good in Heroics.

    Lv 30 True Neutral Human

    Base stats(at lv 1):

    Str-9 Don't really need
    Dex-13 Need for Mobile Spellcasting feat, reflex saves
    Con-18 Everyone needs hp's, fort saves, higher Heat Death DC. may actually be more important than cha.
    Int-9 could trade for dex, skill points, spellcraft
    Wis-9 Will saves until force of personality
    Cha-18 Need for sp and casting spells in general, hellball dc

    Level up abilitys in con or cha, if u want hp, higher HD dc and fort save do con, cha for sp and hellball dc

    Feats
    Heroic
    1- Human- combat casting*
    2- mobile spellcasting
    3- eschew
    4- mental toughness
    5- improved mental toughness
    6- force of personality
    7- quicken/evocation focus
    8- empower/maximize/greater evocation focus
    Epic
    1-epic mental toughness
    2- wellspring of power
    3- epic dr
    4- intensify spell/embolden spell/arcane insight/master of fire/epic spell focus
    Epic destiny
    1- arcane - fire spellpower
    2- arcane - hellball
    3- primal or arcane- dreamscape
    Special
    Draconic vitality- favor
    Legendary- fire scion

    Skill points
    Spellcraft,concentration, and balance

    Enhancements
    Human base
    Defense Boost
    T1
    Don't count me out 3/3


    EK
    Base
    Eldritch strike
    Spellsword:Fire
    T1
    Improved Mage Armor 3/3
    Toughness 3/3
    T2
    Improved shield 3/3
    Light armor proficiency 1/1
    T3
    Arcane Barrier 3/3
    Elemental rsistance 3/3
    CHA 1/1
    T4
    Medium armor proficiency 1/1
    CHA 1/1

    Fire Savant
    Base
    Fire Savant 1/1
    Fire Affinity 1/1
    Greater fire affinity 1/1
    Immolation 1/1
    Elemental Persistence 1/1
    Elemental Apotheosis:Fire 1/1
    T1
    One with the inferno 3/3
    Spell crit fire 1/1
    Conflagration 3/3
    T2
    Efficient Quicken 3/3(can be swapped for human healing amp)
    Pierce Fire Resistance 3/3
    Spell Critical fire II 1/1
    T3
    Efficiant Metamagic 3/3(can be swapped for heal amp)
    Spell Crit fire III 1/1
    CHA 1/1
    T4
    Fire guard 1/1
    Spell critical fire IV 1/1
    CHA 1/1
    T5
    Awaken elemental weakness fire 1/1
    Heat death 1/1
    Evocation focus 1/1


    * if you have completionist, put that in there

    Epic Destiny
    Divne Crusader
    T1
    CHA 1/1
    Interrogation 1/1
    Purge the wicked 1/1
    T2
    Consecration 3/3
    Flames of purity 3/3
    T3
    Empyrean Magic 1/1
    Sacred ground 1/1
    T4
    Crusade 1/1
    No regret 1/1
    T5
    Castigation 1/1
    Heavenly Presence 1/1
    T6
    Celestial Bombardment 3/3

    Twists
    1- rejuvenation cocoon
    2- energy sheath-fire(scales with spell power, fire is most common enemy spell so it blocks)
    3- maybe spell power from draconic, or caster level

    Main playstyle will be using scorching ray to start, then move to firewall, fireball, delayed fireball, meteor swarm(if u want to, not that great of a spell). Upon hitting level 12, Heat death oneshots almost every heroic elite boss, especially if heat weakness is used beforehand. In epics, the strength will lie in the ~70% critical chance and fire scion will improve that damage, and will be intensified by high fire spell power and highly increased caster level on fire spells. The Celestial Bombardment and Hellball abilities will be the major damage dealers in the epics, but delayed blast fireball, incindentary cloud, firewall, and scorching ray are also good. The Medium armor proficiency combined with the reduced penalty to arcane spell failure from the EK tree combined with the full BAB from the Divine Crusader tree will allow for higher prr, combined with other miscellaneous bonus from things like improved shield, fire elemental form, scion of fire, and divine epic past lives or PDK past lives. Other temporary prr boosts include human defense boost, and +10prr and -25% dmg when health falls below 50%. The Celestial Sage Breastplate(the endgame armor for this class) would have no ASF(with asf reduction augment) and also provide an additional 38 prr. At level 30, under optimal conditions, this means 188 prr w/o epic divine past lives or pdk past lives, with is 224. Mrr is low at 48, but energy sheath fire and improved shield will take away enemy caster's most deadly weapons. Energy criticals is a highly recommended epic past life feat, as is colors of the queen. Divine and martial pas lives would work best as power over life and death, and fortification.(celestial form, epic dr, and legendary boots of devil commander make up other 45 dr)

    BEST EQUIPMENT**

    Head-Epic Helm of Red Dragon
    Primary- Any proficient TOEE caster weapon
    Secondary- Golden orb of death
    Armor- Breastplate of the celestial sage w/asf augment
    Ring 1- Legendary Brazenband
    Ring 2 - Ward Token
    Boots- Legendary Boots of the devil commander
    Belt- Epic Belt of thoughtful remembrance
    Bracers- Epic Ethereal Bracers
    Cloak- Countenance
    Hands- Gauntlents of the arcane soldier
    Goggles- LGS with all fire crit dmg upgrades
    Neck- Shroud of ardent
    Trinket- Epic Litany of the Dead
    And lots of golems hearts, and a meridian fragment


    **This is my opinion. These may not actually be the best. You can still do fine even without many of the things on the list. Also, do not be disappointed even it you have NONE of these items, as they are all EXTREMELY rare and valuable. The only things that are seriously helpful are the TOEE caster weapon and the celestial sage armor, and both can be acquired through free to play. Most others are rare raid drops.
    Last edited by jreinoehl2; 04-24-2016 at 03:13 AM.

  2. #2
    Community Member jreinoehl2's Avatar
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    how the spell critical will work-
    magical training -5%
    mental toughness -1%
    improved mental toughness -1%
    epic mental toughness -1%
    Energy criticals -9%
    Spell critical Fire I - 2%
    Spell critical Fire II - 2%
    Spell critical Fire III - 2%
    Spell critical Fire IV - 2%
    Fire elemental form - 2%
    TOEE caster weapon - 23%
    Golden orb of death- 5%
    Interrogation - 1%
    Empyrean magic - 10% max
    =66% or 2/3 are crits

    * if u REALLY want, get the ToD set for a +2% stacking, and then max is 68%

    How spell extra dmg will work
    +25% extra dmg from fire scion
    +20% LGS T1
    +10% LGS T2
    +5% LGS T3
    =+60%
    +100% (normal crit)
    so 160% dmg on crit, and ((1.6 x regular dmg) + regular dmg) would be actual dmg on crit
    but LGS is hard to get, so 25% is an ok compromise

    spell power calculations...ick. all those enhancement points.
    Last edited by jreinoehl2; 04-24-2016 at 02:18 AM.

  3. #3
    Community Member Hobgoblin's Avatar
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    i was waiting to post to see if you reserved more, but first off -


    i think you underestimate int on a sorc. it is not just skill points any more! it also gives you a bonus to spellcraft which gives you more damage.

    i also dont see much use for combat casting - quicken takes care of most of your needs in combat

    i would dump dex, and pump int - drop combat casting and pick up insight reflexes.

  4. #4
    Community Member jreinoehl2's Avatar
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    Quote Originally Posted by Hobgoblin View Post
    i was waiting to post to see if you reserved more, but first off -


    i think you underestimate int on a sorc. it is not just skill points any more! it also gives you a bonus to spellcraft which gives you more damage.

    i also dont see much use for combat casting - quicken takes care of most of your needs in combat

    i would dump dex, and pump int - drop combat casting and pick up insight reflexes.
    but would that much of a difference actually effect spellcraft by much? just thinking put a few in for the feat wich isn't bad, would a +1 modifier instead of a -1 be that much of a drop? a +1 int tome could help get it up to a 0 mod, and higher tomes would affect it greater in the future.

  5. #5
    Community Member Hobgoblin's Avatar
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    Quote Originally Posted by jreinoehl2 View Post
    but would that much of a difference actually effect spellcraft by much? just thinking put a few in for the feat wich isn't bad, would a +1 modifier instead of a -1 be that much of a drop? a +1 int tome could help get it up to a 0 mod, and higher tomes would affect it greater in the future.
    it of course depends on your gear, but it is a damage increase -

    just as an example - you dump dex, dump str, and have a 14 int instead of a 9. that takes you from -1 to a +2 for a net gain of 3.

    you also gain the extra skill points so you can max umd, conc, spellcraft, and balance of the top of my head

    its up to you and your play style of course.

    also - i just noticed this, but why eschew?

  6. #6
    Community Member jreinoehl2's Avatar
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    Quote Originally Posted by Hobgoblin View Post
    it of course depends on your gear, but it is a damage increase -

    just as an example - you dump dex, dump str, and have a 14 int instead of a 9. that takes you from -1 to a +2 for a net gain of 3.

    you also gain the extra skill points so you can max umd, conc, spellcraft, and balance of the top of my head

    its up to you and your play style of course.

    also - i just noticed this, but why eschew?
    I hate buying materials. I suppose its not NECCESARY but...:P

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