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Thread: Sorcerer Tree

  1. #1
    Community Member Strambotica's Avatar
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    Default Sorcerer Tree

    Based on this post, got the idea of improve a bit the Sorcerer's Trees.

    Since they are really good in Heroic, but no so good in Epics.. (Uff.. and if you try in Reaper, bye bye mana in the first fight.... but this need to be work more in reaper tree than here :P)

    This will be a LONG post, since im writing all to check some details that could miss.

    Notes:
    - would prefer as a Tier 5: Your "Electric, Sonic and Air/Acid and Earth/Fire/Ice and Water Spells" have no maximum caster level.. But probably devs will not like the idea, that's why I wrote the plan B in the trees.
    - Initially i had thought about putting the new lvl 9 spell at tier 5. BUT... re-reading everything... thought that was to OP.
    - This was planned using the spells that already exists, but maybe new ones could be good, since there is not spells for all the elements in all spell level.


    PS: sorry if to much wrong typing, was a lot of copy paste, and sorry for bad english :P

    EDIT:
    Version 1.1
    Air Savant
    • Cores
      • Core 1: Air Savant: Every point you spend in the Air Savant enhancement tree provides +1 Universal Spell Power.
        Passive: +10 Electric and Sonic Spell Power, +1 Caster Level when casting Electric, Sonic, and Air spells. -10 Acid Spell Power, -1 Caster Level when casting Acid and Earth spells. Selecting this enhancement will prevent you from spending points in the Earth Savant enhancement tree.

      • Core 2: Air Affinity: Passive: +10 Electric and Sonic Spell Power, +1 Caster Level when casting Electric, Sonic and Air spells. +1 Maximum Caster Level when casting Electric, Sonic, and Air spells. -10 Acid Spell Power, -1 Caster Level when casting Acid and Earth spells

      • Core 3: Greater Air Affinity: Passive: +10 Electric and Sonic Spell Power, +1 Caster Level when casting Electric, Sonic, and Air spells. +1 Maximum Caster Level when casting Electric, Sonic, and Air spells. -10 Acid Spell Power, -1 Caster Level when casting Acid and Earth spells

      • Core 4: Call Lightning Storm: Spell Like Ability (Activation Cost 8, Cooldown 7 seconds.)
        Conduction: Passive: On Electric or Sonic Spell Cast: Your target randomly gains zero, one, or two stacks of Vulnerable (Target takes 1% more damage for 10 seconds . This effect stacks up to 20 times, and loses one stack on expiration.). +10 Electric and Sonic Spell Power, +1 Caster Level when casting Electric, Sonic, and Air spells. +1 Maximum Caster Level when casting Electric, Sonic, and Air spells. -10 Acid Spell Power, -1 Caster Level when casting Acid and Earth spells

      • Core 5: Chain Lightning: Spell Like Ability (Activation Cost 10, Cooldown 8 seconds).
        Light on your Feet. Passive: Immunity to most knockdown effects. +10 Electric and Sonic Spell Power, +1 Caster Level when casting Electric, Sonic, and Air spells. +1 Maximum Caster Level when casting Electric, Sonic, and Air spells. -10 Acid Spell Power, -1 Caster Level when casting Acid and Earth spells

      • Core 6: Elemental Apotheosis Air: Activate this ability to transform into an Air Elemental.
        While in elemental form, you gain +100% fortification. If you are a Warforged, you are no longer considered a Living Construct, and so are immune to Repair spells, but can be healed normally by Positive Energy spells.
        While in Air Elemental Form, you also gain an additional +20 Electric and Sonic Spell Power, +6% Electric and Sonic Spell Critical Chance and a +1 bonus to caster level and max caster level for air, electrical and sonic spells, but your Water, earth and fire spells have a -3 penalty to caster level and max caster level. You also gain a +10 racial bonus to electrical resistance, +20 Physical Resistance Rating, you run 20% faster, +3% dodge chance and a -10 penalty to acid resistance. While in Elemental Form your spells also cost an additional 10% Spell Points to cast.
        You also gain the following passive benefits, even while not in elemental form: +4 Charisma. +50 Electric and Sonic Spell Power. +2 Caster Level when casting Electric, Sonic, and Air spells. +2 Maximum Caster Level when casting Electric, Sonic, and Air spells. -10 Acid Spell Power. -1 Caster Level when casting Acid and Earth spells.
        When your Electric spells strike creature that is resistance or immune to that damage type they will become vulnerable for the next strike.

    • Tier 1
      • Shocking Grasp: Spell Like Ability (Activation Cost: 4/3/2 Spell Points. Cooldown: 8/6/4 seconds.)
      • Acrobatic: You gain +2/+4/+6 to your Tumble, Jump and Balance skills. Rank 3: In Addition, your chance to Dodge enemy attacks is increased by 1%.
      • One with the Storm: You gain a +3/+6/+10 bonus to your Electricity Resistance.
      • Spell Critical I: Your Electric and Sonic damage spells have an additional 2% chance to critically hit
      • Electrocution: Whenever you cast an Electric or Sonic damage spell, you gain +5 to your Electric and Sonic Spell Power for 6 seconds. This stacks up to 1/3/5 times.

    • Tier 2

      • Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
        • Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
        • Efficient Enlarge: Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points.
        • Efficient Maximize: Using the Maximize Spell Metamagic costs you 4/8/12 fewer Spell Points.
        • Efficient Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.

      • Pierce Electric Resistance: Your Electric and Sonic spells now bypass 5/10/15 points of your target's resistance to those damage types, if any.
      • Spell Critical II: Your Electric and Sonic damage spells have an additional 2% chance to critically hit
      • Alternating Current: Whenever you cast an Electric or Sonic damage spell, you have a 10%/20%/30% chance to gain 3 Temporary Spell Points.

    • Tier 3

      • Efficient Metamagic: Choose another Metamagic feat. Reduce the spell point cost of using that Metamagic. (You can't choose the same one you chose at Tier 2)
      • You add +1/2 to your Caster Level check to overcome an enemy's Spell Resistance
      • Spell Critical III: Your Electric and Sonic damage spells have an additional 2% chance to critically hit
      • Charisma or Dexterity +1.

    • Tier 4
      • Electric Loop: Spell Like Ability (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.
      • Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2/3 fewer Spell Points per heightened level.
      • Feather Fall: You gain Feather Falling, and may toggle it on or off at will. (Cooldown: 3 seconds)
      • Spell Critical IV: Your Electric and Sonic damage spells have an additional 2% chance to critically hit
      • Charisma or Dexterity +1.

    • Tier 5
      • Lightning Bolt: Spell Like Ability (Activation Cost: 12/8/6. Cooldown: 18/12/6 seconds.)
      • Awaken Elemental Weakness: Electric: You are able to curse an enemy, increasing Electric damage they take by 15%. When cast on a creature that is immune to that tree's Element, it makes them vulnerable to that element for a short period of time. (Activation Cost: 5 Spell Points. Cooldown: 20 seconds.)
      • Wind Dance: You leap through the air, propelled by a gust of wind. Uses of this ability recharge at a rate of one every 15 seconds in private areas, and 3 seconds in town. (Activation Cost: 10 Spell Points. Cooldown: 3 seconds.)
      • Evocation Focus: You have trained extensively in Evocation magic, granting a +3 bonus to your spell DCs of that school.
      • Elemental Diversification. +2 to all Spells DC and Choose one:
        • Power of Flame: You have extensively practiced with Fire magic, granting an additional +15 Fire Spell Power.
        • Power of Force: You have extensively practiced with Force magic, granting an additional +10 Force Spell Power.
        • Power of Frost: You have extensively practiced with Cold magic, granting an additional +15 Cold Spell Power.



    Earth Savant
    • Cores
      • Core 1: Earth Savant: Every point you spend in the Earth Savant enhancement tree provides +1 Universal Spell Power.
        Passive: +10 Acid Spell Power. +1 Caster Level when casting Acid and Earth spells. -10 Electric and Sonic Spell Power. -1 Caster Level when casting Electric, Sonic, and Air spells. Selecting this enhancement will prevent you from spending points in the Air Savant enhancement tree.

      • Core 2: Earth Affinity: Passive: +10 Acid Spell Power. +1 Caster Level when casting Acid and Earth spells.+1 Maximum Caster Level when casting Acid and Earth spells. -10 Electric and Sonic Spell Power. -1 Caster Level when casting Electric, Sonic, and Air spells.

      • Core 3: Greater Earth Affinity: Passive: +10 Acid Spell Power. +1 Caster Level when casting Acid and Earth spells. +1 Maximum Caster Level when casting Acid and Earth spells. -10 Electric and Sonic Spell Power. -1 Caster Level when casting Electric, Sonic, and Air spells.

      • Core 4: Acid Rain: Spell Like Ability (Activation Cost 8, Cooldown 7 seconds.)
        Crumbling: Passive: On Acid Spell Cast: Your target gains one stack of Armor Destruction. +10 Acid Spell Power. +1 Caster Level when casting Acid and Earth spells. +1 Maximum Caster Level when casting Acid and Earth spells. -10 Electric and Sonic Spell Power. -1 Caster Level when casting Electric, Sonic, and Air spells.

      • Core 5: Black Bolt (Activation Cost 10, Cooldown 8 seconds.)
        One with Stone: Passive: Immunity to petrification. +10 Acid Spell Power. +1 Caster Level when casting Acid and Earth spells. +1 Maximum Caster Level when casting Acid and Earth spells. -10 Electric and Sonic Spell Power. -1 Caster Level when casting Electric, Sonic, and Air spells.

      • Core 6: Elemental Apotheosis: Earth: An earth savant in elemental form. Activate this ability to transform into an Earth Elemental.
        While in elemental form, you gain +100% fortification. If you are a Warforged, you are no longer considered a Living Construct, and so are immune to Repair spells, but can be healed normally by Positive Energy spells.
        While in Earth Elemental Form, you also gain an additional +20 Acid Spell Power, +6% Acid Spell Critical Chance and a +1 bonus to caster level and max caster level for Acid and Earth, but your air, fire and water spells have a -3 penalty to caster level and max caster level. You also gain a +10 racial bonus to acid resistance, +25 Physical Resistance Rating, +2 Maximum Caster Level when casting Acid and Earth spells[/B][/COLOR]. -10 Electric and Sonic Spell Power. -1 Caster Level when casting Electric, Sonic, and Air spells.
        You also gain the following passive benefits, even while not in elemental form: +4 Charisma. +50 Acid Spell Power. +2 Caster Level when casting Acid and Earth spells. +2 Maximum Caster Level when casting Acid and Earth spells. -10 Electric and Sonic Spell Power. -1 Caster Level when casting Electric, Sonic and Air spells.
        When your Acid spells strike creature that is resistance or immune to that damage type they will become vulnerable for the next strike.

    • Tier 1
      • Acid Spray: Spell Like Ability (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
      • Stability: You gain +2/+4/+6 to your Balance and Concentration skills. Rank 3: as well as +1 to your Fortitude Saving Throw
      • One with the Soil: You gain a +3/+6/+10 bonus to your Acid Resistance.
      • Spell Critical: Acid I: Your Acid damage spells have an additional 2% chance to critically hit.
      • Erosion: Whenever you cast an Acid damage spell, you gain +5 to your Acid Spell Power for 6 seconds. This stacks up to 1/3/5 times.

    • Tier 2

      • Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
        • Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
        • Efficient Enlarge: Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points.
        • Efficient Maximize: Using the Maximize Spell Metamagic costs you 4/8/12 fewer Spell Points.
        • Efficient Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.

      • Pierce Acid Resistance: Your Acid damage spells now bypass 5/10/15 pointsof your target's resistance to those damage types, if any.
      • Spell Critical: Acid II: Your Acid damage spells have an additional 2% chance to critically hit.
      • Devouring Earth: Whenever you cast an Acid damage spell, you have a 10%/20%/30% chance to gain 3 Temporary Spell Points.

    • Tier 3

      • Efficient Metamagic: Choose another Metamagic feat. Reduce the spell point cost of using that Metamagic.
      • You add +1/2 to your Caster Level check to overcome an enemy's Spell Resistance
      • Spell Critical: Acid III: Your Acid damage spells have an additional 2% chance to critically hit.
      • Charisma or Constitution +1

    • Tier 4
      • Melf's Acid Arrow: Spell Like Ability (Activation Cost: 8/6/4 Spell Points. Cooldown 15/10/5 seconds.)
      • Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2/3 fewer Spell Points per heightened level.
      • Earthen Armor: Gain a +1/+2 stacking bonus to your Armor Class.
      • Spell Critical: Acid IV: Your Acid damage spells have an additional 2% chance to critically hit.
      • Charisma or Constitution +1

    • Tier 5
      • Acid Blast: Spell Like Ability (Activation Cost 12/8/6 Spell Points. Cooldown 18/12/6 seconds.)
      • Awaken Elemental Weakness: Acid: You are able to curse an enemy, increasing Acid damage they take by 15%. When cast on a creature that is immune to that tree's Element, it makes them vulnerable to that element for a short period of time. (Activation Cost: 5 Spell Points. Cooldown: 20 seconds.)
      • Earthgrab: Earthen hands grasp your foe, rendering them helpless and dealing bludgeoning damage over time on a failed Reflex save (DC: 10 + Charisma Modifier + Sorcerer Level). (Activation Cost: 15 Spell Points. Cooldown: 15 seconds.)
      • Conjuration Focus: You have trained extensively in Conjuration magic, granting a +3 bonus to your spell DCs of that school.
      • Elemental Diversification. +2 to all Spells DC and Choose one:
        • Power of Flame: You have extensively practiced with Fire magic, granting an additional +15 Fire Spell Power.
        • Power of Force: You have extensively practiced with Force magic, granting an additional +10 Force Spell Power.
        • Power of Frost: You have extensively practiced with Cold magic, granting an additional +15 Cold Spell Power.



    Fire Savant
    • Cores
      • Core 1: Fire Savant: Every point you spend in the Fire Savant enhancement tree provides +1 Universal Spell Power. Passive: +10 Fire Spell Power.+1 Caster Level when casting Fire spells. -10 Cold Spell Power. -1 Caster Level when casting Cold or Water spells. Selecting this enhancement will prevent you from spending points in the Water Savant enhancement tree.

      • Core 2: Fire Affinity: Passive: +10 Fire Spell Power. +1 Caster Level when casting Fire spells. +1 Maximum Caster Level when casting Fire spells.-10 Cold Spell Power. -1 Caster Level when casting Cold or Water spells.

      • Core 3: Greater Fire Affinity: Passive: +10 Fire Spell Power. +1 Caster Level when casting Fire spells. +1 Maximum Caster Level when casting Fire spells. -10 Cold Spell Power. -1 Caster Level when casting Cold or Water spells.

      • Core 4: Wall of Fire: Spell Like Ability (Activation Cost 8, Cooldown 7 seconds.)
        Immolation: Passive: On Fire Spell Cast: Your target gains one stack of Burning (Target takes 1d6 fire damage every 2 seconds for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.). +10 Fire Spell Power. +1 Caster Level when casting Fire spells. +1 Maximum Caster Level when casting Fire spells. -10 Cold Spell Power. -1 Caster Level when casting Cold or Water spells.

      • Core 5: Delayed Blast Fireball: Spell Like Ability (Activation Cost 10, Cooldown 8 seconds.)
        Elemental Persistence: Immunity to Paralysis. +10 Fire Spell Power. +1 Caster Level when casting Fire spells. +1 Maximum Caster Level when casting Fire spells. -10 Cold Spell Power. -1 Caster Level when casting Cold or Water spells.

      • Core 6: Elemental Apotheosis: Fire: Activate this ability to transform into a Fire Elemental.
        While in elemental form, you gain +100% fortification. If you are a Warforged, you are no longer considered a Living Construct, and so are immune to Repair spells, but can be healed normally by Positive Energy spells.
        While in Fire Elemental Form, you also gain an addicional +20 Fire Spell Power, +6% Fire Spell Critical Chance, and a +1 bonus caster level and max caster level, but your air, earth and water spells have -3 penalty to caster level and max caster level. You also gain a +10 racial bonus to fire resistance, +20 Physical Resistance Rating, Regeneration( Recovers 1 hit point per 30 seconds.), and a -10 penalty to cold resistance. While in Elemental Form your spells also cost an additional 10% Spell Points to cast.
        You also gain the following passive benefits, even while not in elemental form: +4 Charisma. +50 Fire Spell Power. +2 Caster Level when casting Fire spells. +2 Maximum Caster Level when casting Fire spells. -10 Cold Spell Power. -1 Caster Level when casting Cold or Water spells.
        When your Fire spells strike creature that is resistance or immune to that damage type they will become vulnerable for the next strike.

    • Tier 1
      • Burning Hands: Spell Like Ability (Activation Cost: 4/3/2 Spell Points, Cooldown: 12/8/4 seconds.).
      • Intensity: You gain +2/+4/+6 to your Haggle and Intimidation skills. Rank 3: as well as +1 to your Will Saving Throw.
      • One with the Inferno: You gain a +3/+6/+10 bonus to your Fire Resistance.
      • Your Fire damage spells have an additional 2% chance to critically hit.
      • Conflagration: Whenever you cast a Fire damage spell, you gain +5 to your Fire Spell Power for 6 seconds. This stacks up to 1/3/5 times.

    • Tier 2

      • Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
        • Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
        • Efficient Enlarge: Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points.
        • Efficient Maximize: Using the Maximize Spell Metamagic costs you 4/8/12 fewer Spell Points.
        • Efficient Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.

      • Pierce Fire Resistance: Your Fire damage spells now bypass 5/10/15 points of your target's resistance to those damage types, if any.
      • Spell Critical: Fire II: Your Fire damage spells have an additional 2% chance to critically hit.
      • Fanning the Flames: Whenever you cast a Fire damage spell, you have a 10%/20%/30% chance to gain 3 Temporary Spell Points.

    • Tier 3

      • Efficient Metamagic: Choose another Metamagic feat. Reduce the spell point cost of using that Metamagic.
      • You add +1/2 to your Caster Level check to overcome an enemy's Spell Resistance
      • Spell Critical: Fire III: Your Fire damage spells have an additional 2% chance to critically hit.
      • Charisma or Stregth +1

    • Tier 4
      • Scorch: Spell Like Ability (Activation Cost 8/6/4, Cooldown 15/10/5).
      • Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2 fewer Spell Points per heightened level.
      • Fire Guard: Enemies that attack you in melee take 3d6 Fire damage.
      • Spell Critical: Fire IV: Your Fire damage spells have an additional 2% chance to critically hit.
      • Charisma or Strength +1

    • Tier 5
      • Fire Ball: Spell Like Ability (Activation Cost 12/8/6, Cooldown 18/12/6 seconds.).
      • Awaken Elemental Weakness: Fire: You are able to curse an enemy, increasing Fire damage they take by 15%.When cast on a creature that is immune to that tree's Element, it makes them vulnerable to that element for a short period of time. (Activation Cost: 5 Spell Points. Cooldown: 20 seconds.)
      • Heat Death: You raise the internal temperature of a living target to lethal levels. The target must succeed on a Fortitude save (DC: 10 + Charisma Modifier + Sorcerer Level) or take 2,000 points of fire damage as its blood (or other internal fluid) boils in a horrific manner. Fire creatures are immune to this effect. (Activation Cost: 50 Spell Points. Cooldown: 1 minute.) Scale with 100% Spell Power. Allowed metamagic: Maximize, Empower, Quicken, Heighten, Embolden and Intensify.
      • Evocation Focus: You have trained extensively in Evocation magic, granting a +3 bonus to your spell DCs of that school.
      • Elemental Diversification. +2 to all Spells DC and Choose one:
        • Power of Acid: You have extensively practiced with Acid magic, granting an additional +15 Acid Spell Power.
        • Power of Force: You have extensively practiced with Force magic, granting an additional +10 Force Spell Power.
        • Power of Lightning: You have extensively practiced with Electric magic, granting an additional +15 Electric Spell Power.



    Water Savant
    • Cores
      • Core 1: Water Savant: Every point you spend in the Water Savant enhancement tree provides +1 Universal Spell Power.. Passive: +10 Cold Spell Power. +1 Caster Level when casting Cold or Water spells. -10 Fire Spell Power. -1 Caster Level when casting Fire spells. Selecting this enhancement will prevent you from spending points in the Fire Savant enhancement tree.

      • Core 2: Water Affinity: Passive: +10 Cold Spell Power. +1 Caster Level when casting Cold or Water spells. +1 Maximum Caster Level when casting Cold or Water spells. -10 Fire Spell Power. -1 Caster Level when casting Fire spells.

      • Core 3: Greater Water Affinity: Passive: +10 Cold Spell Power. +1 Caster Level when casting Cold or Water spells. +1 Maximum Caster Level when casting Cold or Water spells. -10 Fire Spell Power. -1 Caster Level when casting Fire spells.

      • Core 4: Ice Storm: Spell Like Ability (Activation Cost 8, Cooldown 7 seconds.)
        Hypothermia: Passive: 50% Chance On Cold Spell Cast: Your target gains one stack of Lethargy for 10 seconds (-1 to all Saving Throws. Non-bosses also move and attack 5% slower. Works on creatures immune to cold. This effect stacks up to 5 times. All stacks are removed when the timer expires.). Passive: +10 Cold Spell Power. +1 Caster Level when casting Cold or Water spells. +1 Maximum Caster Level when casting Cold or Water spells. -10 Fire Spell Power. -1 Caster Level when casting Fire spells.

      • Core 5: Otiluke's Freezing Sphere: Spell Like Ability (Activation Cost 10, Cooldown 8 seconds.)
        Elemental Persistence: Passive: Immune to paralysis. +10 Cold Spell Power. +1 Caster Level when casting Cold or Water spells. +1 Maximum Caster Level when casting Cold or Water spells. -10 Fire Spell Power. -1 Caster Level when casting Fire spells.

      • Core 6: Elemental Apotheosis: Water: Activate this ability to transform into a Water Elemental.
        While in elemental form, you gain +100% fortification. If you are a Warforged, you are no longer considered a Living Construct, and so are immune to Repair spells, but can be healed normally by Positive Energy spells.
        While in Water Elemental Form, you also gain an addicional +20 Cold Spell Power, +6% Cold Spell Critical Chance, and a +1 bonus to caster level and max caster level for cold and water spells, but your air, earth and fire spells have a -3 penalty to caster level and max caster level. You also gain +10 racial bonus to cold resistance, +20 Physical Resistance Rating, +20 swim, +20 Magical Resistance Rating and a -10 penalty to fire resistance. While in Elemental Form your spells also cost an additional 10% Spell Points to cast.
        You also gain the following passive benefits, even while not in elemental form: +4 Charisma. +50 Cold Spell Power. +2 Caster Level when casting Cold or Water spells. +2 Maximum Caster Level when casting Cold or Water spells. -10 Fire Spell Power. -1 Caster Level when casting Fire spells.
        When your Cold spells strike creature that is resistance or immune to that damage type they will become vulnerable for the next strike.

    • Tier 1
      • Cold Ray: Spell Like Ability: Niac's Cold Ray (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
      • You gain +2/+4/+6 to your Tumble and Swim skills. Rank 3: as well as +1 to your Reflex Saving Throw.
      • One with the Waves: You gain a +3/+6/+10 bonus to your Cold Resistance.
      • Spell Critical: Cold I: Your Cold damage spells have an additional 2% chance to critically hit.
      • Hoarfrost: Whenever you cast a Cold damage spell, you gain +5 to your Cold Spell Power for 6 seconds. This stacks up to 1/3/5 times.

    • Tier 2

      • Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
        • Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
        • Efficient Enlarge: Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points.
        • Efficient Maximize: Using the Maximize Spell Metamagic costs you 4/8/12 fewer Spell Points.
        • Efficient Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.

      • Pierce Cold Resistance: Your Cold damage spells now bypass 5/10/15 points of your target's resistance to those damage types, if any.
      • Spell Critical: Cold II: Your Cold damage spells have an additional 2% chance to critically hit.
      • Absolute Zero: Whenever you cast a Cold damage spell, you have a 10%/20%/30% chance to gain 3 Temporary Spell Points.

    • Tier 3

      • Efficient Metamagic: Choose another Metamagic feat. Reduce the spell point cost of using that Metamagic.
      • You add +1/2 to your Caster Level check to overcome an enemy's Spell Resistance
      • Spell Critical: Cold III: Your Cold damage spells have an additional 2% chance to critically hit.
      • Charisma or Wisdom +1.

    • Tier 4
      • Snowball Swarm: Spell Like Ability: Snowball Swarm. (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/12/5 seconds.)
      • Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2/3 fewer Spell Points per heightened level.
      • Water Breathing: You are no longer able to drown.
      • Spell Critical: Cold IV: Your Cold damage spells have an additional 2% chance to critically hit.
      • Charisma or Wisdom +1.

    • Tier 5
      • Frost Lance: Spell Like Ability: Frost Lance. (Activation Cost: 12/8/6 Spell Points. Cooldown: 18/12/6 seconds.)
      • Awaken Elemental Weakness: Cold: You are able to curse an enemy, increasing Cold damage they take by 15%. When cast on a creature that is immune to that tree's Element, it makes them vulnerable to that element for a short period of time. (Activation Cost: 5 Spell Points. Cooldown: 20 seconds.)
      • Icy Prison: You deal 500 cold damage to your opponent, with a Fortitude save (DC: 10 + Charisma Modifier + Sorcerer Level) for half damage, and an additional Reflex save or be encased in ice. Ice creatures are immune to this effect, and the targets gets occasional saves to attempt to escape. (Activation Cost: 25 Spell Points. Cooldown: 1 minute.) Scale with 100% Spell Power. Allowed metamagic: Maximize, Empower, Quicken, Heighten, Embolden and Intensify.
      • Evocation Focus: You have trained extensively in Evocation magic, granting a +3 bonus to your spell DCs of that school.
      • Elemental Diversification. +2 to all Spells DC and Choose one:
        • Power of Acid: You have extensively practiced with Acid magic, granting an additional +15 Acid Spell Power.
        • Power of Force: You have extensively practiced with Force magic, granting an additional +10 Force Spell Power.
        • Power of Lightning: You have extensively practiced with Electric magic, granting an additional +15 Electric Spell Power.


    Thanks for reading all this ^^.
    Last edited by Strambotica; 06-20-2019 at 05:12 AM.

  2. #2
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    Many, if not most of your changes would make sorcerers better in heroics, where they most certainly don't need any help.

    Giving access to 3rd level spells as a tier 3 ability is enormous power, but I don't think it would go too high, given that Angel of Vengeance got that much and we're not seeing anything weird from their side.

    The higher up spell-likes, however, break balance quite a bit. If you want to give 5th level or higher spells as spell-likes, you should probably be granting those in the cores, spacing them out instead of granting almost all of them within the first quarter of a Sorcerer's heroic life.

    Firewall, Acid Rain, Ice Storm should all be within 4th cores. Giving lightning sorcs Call Lightning Storm here might work, so there would be no direct damage spell in this zone, all spells that'll deal their damage over a duration.

    Then, at 18th, 6th cores unlock Delayed Blast Fireball, Chain Lightning, Freezing Sphere and Black Dragon Bolt.

    Put the current Core 5 immunities as actual T5 abilities instead. Give the passive debuffs as T4 abilities.

  3. #3
    Community Member Strambotica's Avatar
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    Thanks for the reply.
    Actually, i like the idea of the SLA in the Cores. I try to avoid higher lvl spells in here for that reason.
    (will edit/fix it later, my lvling group is waiting for me)

  4. #4
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    Default other idea

    i will prfer a sorcerer tree like this:

    one elem tree for air/fire/water/acid (sonic?) with the idea to boost nuked sorcerer
    one dc tree more géneralist with the idea to boost dc
    one defense/attack tree with the idea to help various builds as multiclasses or like eld knight.

    valdomir

  5. #5
    Community Member Lonnbeimnech's Avatar
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    What I would like to see, get rid of the SLAs and replace it with 5 tiers of;

    Elemental familiarity

    T1 Fire: Fire spells you cast cost 5% fewer sp 1/3
    T1 Electric: Electric/Sonic spells you cast cost 5% fewer sp 1/3
    T1 Water: Ice spells you cast cost 5% fewer sp 1/3
    T1 Earth: Acid spells you cast cost 5% fewer sp 1/3

    T2 Fire: Fire spells you cast cost 5% fewer sp 1/3
    T2 Electric: Electric/Sonic spells you cast cost 5% fewer sp 1/3
    T2 Water: Ice spells you cast cost 5% fewer sp 1/3
    T2 Earth: Acid spells you cast cost 5% fewer sp 1/3

    T3 Fire: Fire spells you cast cost 5% fewer sp 1/3
    T3 Electric: Electric/Sonic spells you cast cost 5% fewer sp 1/3
    T3 Water: Ice spells you cast cost 5% fewer sp 1/3
    T3 Earth: Acid spells you cast cost 5% fewer sp 1/3

    T4 Fire: Fire spells you cast cost 5% fewer sp 1/3
    T4 Electric: Electric/Sonic spells you cast cost 5% fewer sp 1/3
    T4 Water: Ice spells you cast cost 5% fewer sp 1/3
    T4 Earth: Acid spells you cast cost 5% fewer sp 1/3

    T5 Fire: Fire spells you cast cost 10% fewer sp 1/3
    T5 Electric: Electric/Sonic spells you cast cost 10% fewer sp 1/3
    T5 Water: Ice spells you cast cost 10% fewer sp 1/3
    T5 Earth: Acid spells you cast cost 10% fewer sp 1/3


    so for 15 ap a water savant would get a 90% reduction in the cost of ice spells, but no slas
    a fire savant would get 90% reduction in the cost of fire spells, but no slas, etc

  6. #6
    Community Member Strambotica's Avatar
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    The thing with the SLA is that you have more option of spells.

    For example for Water Savant:
    · Iceberg: 9 seconds
    · Polar Ray: 3.25 seconds
    · Otiluke’s Freezing Sphere: 2.75 seconds
    · Niac’s Biting Cold: 10 seconds
    · Frost Lance: 2 seconds.
    · Freezing bolt: 3.5 seconds
    · Niac’s Cold Ray: 1.5 seconds (used to avoid this one for low dmg)
    · Cone of Cold: 2.5 seconds (situational for the range)

    So, adding some SLA gives you:
    · More options of spells in the rotation, derived from the cooldown
    · You can use many Metamagic on it without the big activation cost.

    BUT agree that the no SLA need some help with the activation cost with metamagic. At the moment, if you want to low spell point cost, you need to spend 16 AP for some Efficient Metamagic (choose 2 + heighten). (I never took them because the cost on AP).

    Maybe if instead of the Efficient Metamagic, put the fewer x% cost. (BUT, that don’t affect SLA).
    · Put some random x%, dunno how to balance it.
    · And could be only 10 AP instead of 16.

    • Tier 2
      • Magical Efficiency: You take a 5/10% racial discount to the Spell Points cost of your (Electric, Sonic and Air/Acid and Earth/Fire/Ice and Water) Spells.
    • Tier 3
      • Magical Efficiency: You take a 5/10% racial discount to the Spell Points cost of your (Electric, Sonic and Air/Acid and Earth/Fire/Ice and Water) Spells.
    • Tier 4
      • Magical Efficiency: You take a 10% racial discount to the Spell Points cost of your (Electric, Sonic and Air/Acid and Earth/Fire/Ice and Water) Spells.

  7. #7
    Community Member Strambotica's Avatar
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    Quote Originally Posted by deredriel View Post
    i will prfer a sorcerer tree like this:

    one elem tree for air/fire/water/acid (sonic?) with the idea to boost nuked sorcerer
    one dc tree more géneralist with the idea to boost dc
    one defense/attack tree with the idea to help various builds as multiclasses or like eld knight.

    valdomir
    Love the ideas.
    · Sonic one could be fun, if the Sonic Spell got some love from part of the devs (atm they are CC but o most zero damage).
    · Agree that Sorcerer need more DC, for that reason i start to moving things around the tree.
    · Usually put some AP on EK only for Medium Armor an some defense. If you thinking on melee/defense EK is your tree, if you want to attack go for a Savant.

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