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  1. #1
    Community Member Dream_Marauder's Avatar
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    Default Flashfire: Your Input Requested

    I'm getting ready to TR into a sorcerer. Just wanted to do a basic nuker (went with air savant since it gives you both electric and sonic, instead of just one element, and fire savant for a backup). I'm using warforged for self-healing with repair spells, and plan to stick mostly with fully-meta'd SLAs, switching to other spells as the situation warrants. I'd love to get some good feedback. Anything that I'm using that will not pay off? Anything particularly good that I'm missing? Your help is appreciated, thanks.
    Flashfire
    Sorcerer 20
    True Neutral Warforged


    Flashfire
    Sorcerer 20
    True Neutral Warforged


    Stats
    . . . . . . . .36pt . . Tome . . Level Up
    . . . . . . . .---- . . ---- . . --------
    Strength. . . . 12. . . .+6. . . .4: CHA
    Dexterity . . . .8. . . .+6. . . .8: CHA
    Constitution. . 18. . . .+6. . . 12: CHA
    Intelligence. . 14. . . .+6. . . 16: CHA
    Wisdom. . . . . .6. . . .+6. . . 20: CHA
    Charisma. . . . 16. . . .+6. . . 24: CHA
    . . . . . . . . . . . . . . . . .28: CHA


    Skills
    . . . . . 1. 2. 3. 4. 5. 6. 7. 8. 9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Concent . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Spellcr . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Repair. . 2. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. . .11
    Jump. . . . . . . . . . . . ½. ½. ½. ½. ½. ½. ½. ½. 1. 1. 1. 1. 1. 2. 11
    UMD . . . 2. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. . .11
    . . . . .------------------------------------------------------------
    . . . . .16. 4. 4. 4. 4. 4. 5. 5. 5. 5. 5. 5. 5. 5. 6. 6. 6. 6. 6. 6



    Feats

    .1. . . . : Maximize Spell
    .3. . . . : Empower Spell
    .6. . . . : Mithral Body
    .9. . . . : Quicken Spell
    12. . . . : Heighten Spell
    15. . . . : Past Life: Wizard
    18. . . . : Spell Focus: Evocation
    21 Epic . : Force of Personality
    24 Epic . : Master of: Air
    26 Destiny: Epic Spell Power: Electricity
    27 Epic . : Master of: Fire
    28 Destiny: Hellball
    29 Destiny: Arcane Pulse
    30 Epic . : Intensify Spell
    30 Legend : Scion of: Plane of Fire


    Spells

    1. Jump, Shield, Repair Light Damage, Sonic Blast
    2. Invisibility, Knock, Repair Moderate Damage, Scorching Ray
    3. Haste, Fireball, Repair Serious Damage, Chain Missiles
    4. Repair Critical Damage, Shout, Dimension Door, Wall of Fire
    5. Ball Lightning, Teleport, Cyclonic Blast, Eladar's Electric Surge
    6. Greater Heroism, Reconstruct, Chain Lightning
    7. Delayed Blast Fireball, Greater Teleport, Mass Protection from Elements
    8. Incendiary Cloud, Greater Shout, Sunburst
    9. Meteor Swarm, Power Word: Kill, Mordenkainen's Disjunction


    Enhancements (80 AP)

    Air Savant (45 AP)
    • Air Savant, Air Affinity, Greater Air Affinity, Conduction, Light on Your Feet, Elemental Apotheosis
      1. Shocking Grasp III, Spell Critical
      2. Efficient Maximize III, Spell Critical
      3. Efficient Empower III, Spell Critical, Charisma
      4. Electric Loop III, Spell Critical, Charisma
      5. Lightning Bolt III, Awaken Elemental Weakness, Evocation Focus, Power of Flame

    Fire Savant (25 AP)
    • Fire Savant, Fire Affinity, Greater Fire Affinity, Immolation
      1. Burning Hands III, Spell Critical, Conflagration III
      2. Efficient Quicken III, Spell Critical
      3. Spell Critical
      4. Scorch III

    Warforged (10 AP)
    • Improved Fortification
      1. Mechanist III, Inscribed Armor III


    Destiny (24 AP)

    Draconic Incarnation
    1. Energy Sheath: Electricity III, Charisma
    2. Out with bang: Electricity III, Precise: Evocation I, Charisma
    3. Dragon Heritage: Blue III, Charisma
    4. Energy Burst: Electricity III, Secondary Specialty: Red II, Spell Knowledge III

    Twists of Fate (18 fate points)
    1. School Familiarity (Tier 4 Magister)
    2. School Specialist: Evocation (Tier 2 Magister)
    3. Endless Faith (Tier 1 Exalted)
    Last edited by Dream_Marauder; 06-21-2016 at 10:05 AM.

  2. #2
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    Looks like you have not updated spell list yet, listing a bunch of acid spells. Drop those to pick up Sonic Blast, Scorching Ray, maybe later Shout and Greater Shout.

    Also, not sure how important are the early Repair spells, you could probably more easily and effectively heal via Repair Serious Wounds potions.

  3. #3
    Community Member Loromir's Avatar
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    I agree with everything that cru said...and will add. Do you really need the mass repair spells? Almost everyone in game self heals now. Maybe those could be changed for something more useful.
    Leader of Legion of Eberron on Cannith.

    Characters: Loromir & Baldomir....among others.

  4. #4
    Community Member Dream_Marauder's Avatar
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    Thanks for the feedback on spells to both of you. I am updating the original post with a new/improved spell list.

  5. #5
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    If you are sticking with SLAs, why go higher than the max caster level of your slas? Why not multiclass with arti, druid, or wiz for more spell power, more slas, crit/crit multiplier, and undead form?

    Also I'd move mithral body to 6. You won't have BaB to get much prr out of it early, and the AC isn't needed that early.

  6. #6
    Community Member Dream_Marauder's Avatar
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    Quote Originally Posted by Tilomere View Post
    If you are sticking with SLAs, why go higher than the max caster level of your slas? Why not multiclass with arti, druid, or wiz for more spell power, more slas, crit/crit multiplier, and undead form?

    Also I'd move mithral body to 6. You won't have BaB to get much prr out of it early, and the AC isn't needed that early.
    Master of Air and Fire will give me a +10 bonus to max cl with the spells that I get from Air and Fire savant. I'm not sure how much I'll be using the capstone ability from air savant, since I won't be able to repair heal, but the passive bonuses are still good on their own. Between the two trees, I'll have 5 SLAs (all affected by the +10 max cl), and don't see being able to afford many more. That sounds like a good tip on mithral body though - I will fix the order for those feats. Thanks!

  7. #7
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    Few more spell comments:
    Horrid Wilting is fun, but it's necromancy and a water spell (you will have penalties to CL from fire cores. I guess being in arcane destiny will offset the penalties a bit)
    Candidates for taking: cyclonic blast, sunburst, prismatic spray; enervation, necrotic ray, energy drain, wail; PWStun, OID, perhaps some other enchantment spell.
    But I guess you will see how your spells work for you and you can then adjust.

  8. #8
    Community Member Dream_Marauder's Avatar
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    Quote Originally Posted by cru121 View Post
    Few more spell comments:
    Horrid Wilting is fun, but it's necromancy and a water spell (you will have penalties to CL from fire cores. I guess being in arcane destiny will offset the penalties a bit)
    Candidates for taking: cyclonic blast, sunburst, prismatic spray; enervation, necrotic ray, energy drain, wail; PWStun, OID, perhaps some other enchantment spell.
    But I guess you will see how your spells work for you and you can then adjust.
    Hadn't thought of Horrid wilting as a water spell, but I guess it is. It still may be worthwhile to try, since it appears (at least on paper) to do a lot more damage than sunburst. Still, updating the build with it. I also had missed cyclonic blast, and am adding that as well. Some of the other spells mentioned seem like they would not be as useful if I'm not focused more on building my DCs other than evo, and I've had the opportunity to play with them on my wiz life at any rate. Thanks a lot for the help!

  9. #9
    Community Member Dream_Marauder's Avatar
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    Quote Originally Posted by Tilomere View Post
    If you are sticking with SLAs, why go higher than the max caster level of your slas? Why not multiclass with arti, druid, or wiz for more spell power, more slas, crit/crit multiplier, and undead form?
    I was revisiting this idea and came up with the below alteration to the build. I had forgotten about the CL boost from the draconic incarnation destiny, so this would take care of maxing my sorc potential. I added 2 arty levels - giving me repair as an in-class skill, (same for UMD, but I still had to steal points from this to pay for repair). I did not have enough points to max the skills I wanted and still take trapping skills unfortunately. I gained rune arm use, but lost the air savant capstone. (Putting that one point into arcanotech, I broke even on lightning spell power, gained .25 universal spell power, lost 10 sonic, gained 10 acid, lost 2 cha, CL and MCL for air/lightning/sonic spells, and lost the option to use air elemental apotheosis form)

    At this point I'm thinking, I'd probably still rather go pure. I feel like I'd be losing enough that the gains would not be so worthwhile.

    Flashfire with Arty tendancies
    18/2 Sorcerer/Artificer
    True Neutral Warforged


    Level Order

    1. Artificer . . . 6. Sorcerer. . . .11. Sorcerer. . . .16. Sorcerer
    2. Sorcerer . . . .7. Sorcerer . . . 12. Sorcerer . . . 17. Sorcerer
    3. Sorcerer . . . .8. Sorcerer . . . 13. Sorcerer . . . 18. Sorcerer
    4. Sorcerer . . . .9. Artificer . . .14. Sorcerer. . . .19. Sorcerer
    5. Sorcerer . . . 10. Sorcerer . . . 15. Sorcerer . . . 20. Sorcerer



    Stats
    . . . . . . . .36pt . . Tome . . Level Up
    . . . . . . . .---- . . ---- . . --------
    Strength. . . . 12. . . .+6. . . .4: CHA
    Dexterity . . . .8. . . .+6. . . .8: CHA
    Constitution. . 18. . . .+6. . . 12: CHA
    Intelligence. . 14. . . .+6. . . 16: CHA
    Wisdom. . . . . .6. . . .+6. . . 20: CHA
    Charisma. . . . 16. . . .+6. . . 24: CHA
    . . . . . . . . . . . . . . . . .28: CHA


    Skills
    . . . . . A .S .S .S .S .S .S .S .A. S. S. S. S. S. S. S. S. S. S. S
    . . . . . 1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Concent . 4 .1 .1 .1 .1 .1 .1 .1 . . 1. 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Repair. . 4 .½ .½ .½ .½ .½ .½ .1 .4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Spellcr . 4 .1 .1 .1 .1 .1 .1 .1 . . 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    UMD . . . 4 .½ .½ .½ .½ .½ .1 .½ .3. . . . . . . . . . . . . . . . . .11
    Jump. . . . . . . . . . . . . . . . . . . .½ .½ .½ .1 .1 .1 .1 .1 .½ . 7
    Disable . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Search. . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    . . . . .------------------------------------------------------------
    . . . . .24 .4 .4 .4 .4 .4 .5 .5 .7. 5. 5. 5. 5. 5. 6. 6. 6. 6. 6. 5
    . . . . .24 .4 .4 .4 .4 .4 .5 .5 .7. 5. 5. 5. 5. 5. 6. 6. 6. 6. 6. 6



    Feats

    .1. . . . : Maximize Spell
    .3. . . . : Empower Spell
    .6. . . . : Mithral Body
    .9. . . . : Quicken Spell
    12. . . . : Heighten Spell
    15. . . . : Past Life: Wizard
    18. . . . : Spell Focus: Evocation
    21 Epic . : Force of Personality
    24 Epic . : Master of: Air
    26 Destiny: Epic Spell Power: Electricity
    27 Epic . : Master of: Fire
    28 Destiny: Hellball
    29 Destiny: Arcane Pulse
    30 Epic . : Intensify Spell
    30 Legend : Scion of: Plane of Fire


    Spells

    Sorcerer
    1. Jump, Shield, Repair Light Damage, Sonic Blast
    2. Invisibility, Knock, Repair Moderate Damage, Scorching Ray
    3. Haste, Fireball, Repair Serious Damage, Chain Missiles
    4. Repair Critical Damage, Shout, Dimension Door, Wall of Fire
    5. Ball Lightning, Teleport, Cyclonic Blast, Eladar's Electric Surge
    6. Greater Heroism, Reconstruct, Chain Lightning
    7. Delayed Blast Fireball, Greater Teleport, Mass Protection from Elements
    8. Incendiary Cloud, Greater Shout
    9. Meteor Swarm

    Artificer
    1. Conjure Bolts, Enchant Armor, Enchant Weapons


    Enhancements (80 AP)

    Air Savant (44 AP)
    • Air Savant, Air Affinity, Greater Air Affinity, Conduction, Light on Your Feet
      1. Shocking Grasp III, Spell Critical
      2. Efficient Maximize III, Spell Critical
      3. Efficient Empower III, Spell Critical, Charisma
      4. Electric Loop III, Spell Critical, Charisma
      5. Lightning Bolt III, Awaken Elemental Weakness, Evocation Focus, Power of Flame

    Fire Savant (25 AP)
    • Fire Savant, Fire Affinity, Greater Fire Affinity, Immolation
      1. Burning Hands III, Spell Critical, Conflagration III
      2. Efficient Quicken III, Spell Critical
      3. Spell Critical
      4. Scorch III

    Warforged (10 AP)
    • Improved Fortification
      1. Mechanist III, Inscribed Armor III

    Arcanotechnician (1 AP)
    • Arcanotechnician


    Destiny (24 AP)

    Draconic Incarnation
    1. Energy Sheath: Electricity III, Charisma
    2. Out with bang: Electricity III, Precise: Evocation I, Charisma
    3. Dragon Heritage: Blue III, Charisma
    4. Energy Burst: Electricity III, Secondary Specialty: Red II, Spell Knowledge III

    Twists of Fate (18 fate points)
    1. School Familiarity (Tier 4 Magister)
    2. School Specialist: Evocation (Tier 2 Magister)
    3. Endless Faith (Tier 1 Exalted)

  10. #10
    Community Member Loromir's Avatar
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    Quote Originally Posted by Dream_Marauder View Post
    Hadn't thought of Horrid wilting as a water spell, but I guess it is. It still may be worthwhile to try, since it appears (at least on paper) to do a lot more damage than sunburst. Still, updating the build with it. I also had missed cyclonic blast, and am adding that as well. Some of the other spells mentioned seem like they would not be as useful if I'm not focused more on building my DCs other than evo, and I've had the opportunity to play with them on my wiz life at any rate. Thanks a lot for the help!
    The added benefit of Sunburst is that it blinds mobs...and blind mobs can't do much to hurt you. I don't use Sunburst as a DPS spell myself (Except against undead and shdows)...I think of it more as a crowd control spell.
    Leader of Legion of Eberron on Cannith.

    Characters: Loromir & Baldomir....among others.

  11. #11
    Community Member Dream_Marauder's Avatar
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    Quote Originally Posted by kinggartk View Post
    The added benefit of Sunburst is that it blinds mobs...and blind mobs can't do much to hurt you. I don't use Sunburst as a DPS spell myself (Except against undead and shdows)...I think of it more as a crowd control spell.
    That is true. Incendiary cloud also blinds mobs, but it's quite a bit more expensive. Sunburst would probably be better for fights that you don't anticipate will last as long.

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