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  1. #21
    Community Member Yargore's Avatar
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    Quote Originally Posted by Arctigis View Post
    On what do you base this?

    Acid Blast is simply superior to Fireball for the all the content where they are both applicable. Acid Spray is,
    IMO, superior to burning hands for the same reason. Very little is immune or even has resistance to acid.

    Shocking grasp does as much damage per SP as Niac's (unless your Niac's never gets saved - which I don't
    believe).

    You don't have to wait for mobs to die with Melf's - you can hit them then go and do something else. Like I
    said, it''s fire and forget.

    Having done both, I can say that pre-WoF, with my playstyle, it was far quicker and SP efficient to go
    acid and electric.
    Very little is immune to fire aswell.

    You leave out scorching ray from your little comparison, but that's a very nice spell. No save and apart from shiocking grasp it's a ranged spell, so you don't have to run up to the mobs.
    An ogre! yea lets go in melee range and kill it! :P

    There is nothing quicker about elec/acid, being able to do full damage to fire immunes sound great in theory. But at those levels you meet very few, and you can do snowball swarm or niacs for double damage against them.

  2. #22
    Community Member Arctigis's Avatar
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    Quote Originally Posted by Yargore View Post
    Very little is immune to fire aswell.

    You leave out scorching ray from your little comparison, but that's a very nice spell. No save and apart from shiocking grasp it's a ranged spell, so you don't have to run up to the mobs.
    An ogre! yea lets go in melee range and kill it! :P
    As we're talking L2 spells, not L1 vs. L2, I'll use Melf's and go and do something else whilst it dies :P

    I did mention SR. It's not worth having before L7, very slow to cast which causes awkward targeting.

    There is nothing quicker about elec/acid, being able to do full damage to fire immunes sound great in theory. But at those levels you meet very few, and you can do snowball swarm or niacs for double damage against them.
    Well, IME, having done this very recently, it was quicker and easier. No amount of wrangling is going to
    change that reality. There's not a huge difference tbh, however, I preferred a a spell with no-save at
    L1 (SG) - given this, the natural synergy was then Acid/Electric. There is no disadvantage to taking Acid
    Blast over Fireball. The aforementioned advantages still stand.

  3. #23
    Community Member Yargore's Avatar
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    Quote Originally Posted by Arctigis View Post
    As we're talking L2 spells, not L1 vs. L2, I'll use Melf's and go and do something else whilst it dies :P

    I did mention SR. It's not worth having before L7, very slow to cast which causes awkward targeting.



    Well, IME, having done this very recently, it was quicker and easier. No amount of wrangling is going to
    change that reality. There's not a huge difference tbh, however, I preferred a a spell with no-save at
    L1 (SG) - given this, the natural synergy was then Acid/Electric. There is no disadvantage to taking Acid
    Blast over Fireball. The aforementioned advantages still stand.
    The disadvantage is no scorching ray, the rest is more or less equal. But as you can't use properly anyways...

  4. #24
    Community Member Wizzly_Bear's Avatar
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    Quote Originally Posted by Yargore View Post
    The disadvantage is no scorching ray, the rest is more or less equal. But as you can't use properly anyways...
    why cant you have scorching ray?


    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    Level 6  Warforged Male
    (6 Sorcerer) 
     
    Level 1 (Sorcerer)
    Feat: (Selected) Empower Spell
    
     
    Level 3 (Sorcerer)
    Feat: (Selected) Maximize Spell
     
    Level 6 (Sorcerer)
    Feat: (Selected) Toughness
    Enhancement: Sorcerer Improved Empowering I
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Sorcerer Lineage of Energy I
    Enhancement: Sorcerer Lineage of Elements I
    Enhancement: Sorcerer Lineage of Deadly Energy I
    Enhancement: Sorcerer Lineage of Deadly Elements I
    Enhancement: Sorcerer Energy Manipulation I
    Enhancement: Sorcerer Energy Manipulation II
    Enhancement: Sorcerer Elemental Manipulation I
    Enhancement: Sorcerer Elemental Manipulation II
    Enhancement: Sorcerer Charisma I
    Enhancement: Sorcerer Wand Mastery I
    Enhancement: Sorcerer Wand Mastery II
    Enhancement: Warforged Inscribed Armor I
    level 6, max acid/elec and max fire/ice, and even with improved max and empower and toughness.

  5. #25
    Community Member TheJusticar's Avatar
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    Quote Originally Posted by SINIBYTE View Post
    Just pump CHA, and CON and blast everything in front of me?
    Not so fast, my kind sir. I highly recommend reading Aspenor's unabridged text as to how, in general, to play a sorcerer before you build a WF sorc go nilly-willy thinking you're invincible. There's a lot of play style and tactics involved. Thinking you can just mow through droves of mobs is not generally the case. And though at end game WF sorcs are one of the best solo builds it does require quite a bit of skill and nuance.

  6. #26
    Community Member Yargore's Avatar
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    Quote Originally Posted by Wizzly_Bear View Post
    why cant you have scorching ray?


    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    Level 6  Warforged Male
    (6 Sorcerer) 
     
    Level 1 (Sorcerer)
    Feat: (Selected) Empower Spell
    
     
    Level 3 (Sorcerer)
    Feat: (Selected) Maximize Spell
     
    Level 6 (Sorcerer)
    Feat: (Selected) Toughness
    Enhancement: Sorcerer Improved Empowering I
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Sorcerer Lineage of Energy I
    Enhancement: Sorcerer Lineage of Elements I
    Enhancement: Sorcerer Lineage of Deadly Energy I
    Enhancement: Sorcerer Lineage of Deadly Elements I
    Enhancement: Sorcerer Energy Manipulation I
    Enhancement: Sorcerer Energy Manipulation II
    Enhancement: Sorcerer Elemental Manipulation I
    Enhancement: Sorcerer Elemental Manipulation II
    Enhancement: Sorcerer Charisma I
    Enhancement: Sorcerer Wand Mastery I
    Enhancement: Sorcerer Wand Mastery II
    Enhancement: Warforged Inscribed Armor I
    level 6, max acid/elec and max fire/ice, and even with improved max and empower and toughness.
    You could have had improved max and emp II. At least by rank IV of level 6.

  7. #27
    Community Member Individual's Avatar
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    The main argument for going Fire/Cold over Acid/Electric is that you don't have to swap all of your spells around once/if you specialize your enhancements more towards Firewall, Cone of Cold and Polar Ray, which most DPS casters use as their bread and butter.

  8. #28
    Community Member LookingForABentoBox's Avatar
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    Why is cha a dump stat, wouldn't those few extra points of UMD come in useful?
    Argonnessen mains: Pinku, Ohtaku

  9. #29
    Community Member Wizzly_Bear's Avatar
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    Quote Originally Posted by Yargore View Post
    You could have had improved max and emp II. At least by rank IV of level 6.
    even the first rank is a waste, but 2 ranks? either learn some conservation, learn how to nuke whole groups at once, or drink a pot. APs are much more valuable than SPs.

  10. #30
    Community Member Wizzly_Bear's Avatar
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    Quote Originally Posted by LookingForABentoBox View Post
    Why is cha a dump stat, wouldn't those few extra points of UMD come in useful?
    a WF wizard doesn't need UMD. and even if they decide they want some, my base 6 charisma wizard can toss heal scrolls at 75% without using any charisma type pots and has only a +1 in tome slot, not that he would ever carry them or use them though.

  11. #31
    Community Member LookingForABentoBox's Avatar
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    Quote Originally Posted by Wizzly_Bear View Post
    a WF wizard doesn't need UMD. and even if they decide they want some, my base 6 charisma wizard can toss heal scrolls at 75% without using any charisma type pots and has only a +1 in tome slot, not that he would ever carry them or use them though.
    What about raise dead and race-specific items?
    Argonnessen mains: Pinku, Ohtaku

  12. #32
    Community Member Wizzly_Bear's Avatar
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    Quote Originally Posted by lookingforabentobox View Post
    what About Raise Dead And Race-specific Items?
    edit: nm, I was looking at my final build notes that include TR bonuses.

    current UMD with gloves, +1 tome, gh, and +9 weapon = 28. 100% raise dead is 31 so I'm at 85% currently with no pot usage, but if I really cared about the scrolls I could easily chug a pot to get 31 or higher. I do have a gs raise for cleric death though.
    Last edited by Wizzly_Bear; 11-18-2009 at 11:50 AM.

  13. #33
    Community Member Yargore's Avatar
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    Quote Originally Posted by Wizzly_Bear View Post
    even the first rank is a waste, but 2 ranks? either learn some conservation, learn how to nuke whole groups at once, or drink a pot. APs are much more valuable than SPs.
    lol.
    At midlevels, it really makes a difference.

  14. #34
    Community Member Arctigis's Avatar
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    Quote Originally Posted by Yargore View Post
    The disadvantage is no scorching ray, the rest is more or less equal. But as you can't use properly anyways...
    Aren't we a 'hotshot' - when have we grouped to enable you to imply that I can't play? You want to disagree
    that SR has a very slow cast time?

    As I have already explained, SR is not a good spell until L7 at the earliest. Hence it's no disadvantage to not
    have it. Melf's gives far superior total damage. If you're running with a bunch of twinked melees holding
    you up then you're probably right. Solo, Melf's > SR until L11.

    IMO and IME of course.

    That's all I'll say on the subject.

  15. #35
    Community Member Montrose's Avatar
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    Quote Originally Posted by TheJusticar View Post
    Not so fast, my kind sir. I highly recommend reading Aspenor's unabridged text as to how, in general, to play a sorcerer before you build a WF sorc go nilly-willy thinking you're invincible. There's a lot of play style and tactics involved. Thinking you can just mow through droves of mobs is not generally the case. And though at end game WF sorcs are one of the best solo builds it does require quite a bit of skill and nuance.
    No, it really doesn't.

    Unless by "skill and nuance" you mean "displace and polar ray"
    You may know me as: Gannot, Gonnet, Gunnet, Ginnet, Gaxxat, Gennot, Gannut, Gxnnxt, Horseface, Izzayhay, Pailmaster, Artifactual, Gynnet and/or Barred. What? I like alts.

  16. #36
    Community Member Absolute-Omniscience's Avatar
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    Quote Originally Posted by Arctigis View Post
    Aren't we a 'hotshot' - when have we grouped to enable you to imply that I can't play? You want to disagree
    that SR has a very slow cast time?
    You said:
    "very slow to cast which causes awkward targeting."
    But it doesn't cause awkward targeting if you know how to use it.


    Quote Originally Posted by Arctigis View Post
    As I have already explained, SR is not a good spell until L7 at the earliest. Hence it's no disadvantage to not
    have it. Melf's gives far superior total damage. If you're running with a bunch of twinked melees holding
    you up then you're probably right. Solo, Melf's > SR until L11.
    Except you forget one crucial detail, scorching ray is instant, melfs takes a minute to damage em. You run past the whole quests, come to boss, cast scorhing once or twice, and be done with it.

    You keep saying you've done it recently with acid / elec, and it was "faster". Then I ask, faster than what? Your previous 2 year old time? All I know is that I easily push level 10 in one day together with Yar, two manning it all ofcourse.

    Fire / cold, is a superior combo, as the only spells you'll really need except CC before level 6, is scorching ray.

    1>4 = hypno + run past + charm here and there + niacs the dungeon bosses (if needed)
    4>6 = hypno + run past + scorching ray the boss
    6>8 = fireball everything
    8>vale = Firewall everything + fireballs
    Active
    EU player since release, US player since the summer of 2009.

  17. #37
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    Quote Originally Posted by Absolute-Omniscience View Post
    You keep saying you've done it recently with acid / elec, and it was "faster". Then I ask, faster than what? Your previous 2 year old time? All I know is that I easily push level 10 in one day together with Yar, two manning it all ofcourse.

    Fire / cold, is a superior combo, as the only spells you'll really need except CC before level 6, is scorching ray.

    1>4 = hypno + run past + charm here and there + niacs the dungeon bosses (if needed)
    4>6 = hypno + run past + scorching ray the boss
    6>8 = fireball everything
    8>vale = Firewall everything + fireballs
    So, why do you play this game? Is this in any way fun?

  18. #38
    Community Member Club'in's Avatar
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    Quote Originally Posted by Yargore View Post
    lol.
    At midlevels, it really makes a difference.
    Have you really done the math on this? Mid-levels? Really? If you maximize every damage spell you toss out (probably not the best plan), saving a couple spell points per cast will then allow you to cast, what, one or two more spells before your mana bar is empty? Upper levels, where the savings may result in three or more additional spells able to be cast (and you're running out of things to spend action point on), yes, more valuable, but at mid-levels?

  19. #39
    Community Member Absolute-Omniscience's Avatar
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    Quote Originally Posted by MagicianBlade View Post
    So, why do you play this game? Is this in any way fun?
    You have no idea.
    Rushing like this is so **** fun it's amazing.
    Active
    EU player since release, US player since the summer of 2009.

  20. #40
    Community Member Yargore's Avatar
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    Quote Originally Posted by Club'in View Post
    Have you really done the math on this? Mid-levels? Really? If you maximize every damage spell you toss out (probably not the best plan), saving a couple spell points per cast will then allow you to cast, what, one or two more spells before your mana bar is empty? Upper levels, where the savings may result in three or more additional spells able to be cast (and you're running out of things to spend action point on), yes, more valuable, but at mid-levels?
    Saving 10 SP from every spell you cast is pretty nice if you ask me.

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