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Post by tempus on Dec 25, 2007 5:06:17 GMT
There hasnt really been an updated build for a Sorc for awhile. So I decided to post this here. Credits to Mish,Cathedraimaster,Delfestra, for helping me hammer out the spells and foci. This sorc is mainly for the Hell's and thus the spells and foci were chosen for optimal play there. With the advent of hells equipment (ie: caster shields) and evasion in hells being neglegible at best, monk was left out of this build. Radiance Genasi Sorc. 39sorc/1pal (Human, of course ) Starting stats: Str: 8 6 Dex: 8 10 Con: 16 18 Int: 12 14 Cha: 18 24 1. SF. Evo/Gsf Evo 2. 3. Extend Spell 4. 5. 6. SF.Illous 7. 8. 9. Spell Pen. 10. 11. 12. Gsf. Illous 13. 14. 15. G. Spell Pen. 16. 17. 18. SF. Enchant. 19. 20. 21. Gsf. Enchant 22. 23. 24. ESF. Illous/ESF. Evo 25. 26. 27. Esf. Enchant./E. Spell Pen. 28. 29. 30. G> CHA 1./G. CHA 2 31. 32. 33. G. CHA 3 / 4 34. 35. 36. G. CHA 5 / 6 37. 38. 39. G. CHA 7 / 8 40. LL Feats : 1. LL Spell Pen. 2. LL Illous 3. LL Evo 4. LL Enchant 5. Epic G. Ruin 6. G. CHA 9 7. G. CHA 10 Take the Pally lvl. On c-lvl. 40. Use the book for transmutation.. Spells: Level 1: Ice Dagger; Horiz’ Boom; Endure Elements; Expeditious Retreat; grease Level 2: Balagarn's Iron Horn; Ghostly Visage; Combust; Flame Weapon; Melf's Acid Arrow Level 3: Gust of Wind; GMW; Clair/Clair; Displacement Level 4: Elemental shield; Ice Storm; Phantasmal Killer; Wall of Fire Level 5: Mind Fog; Ball Lightening; Energy buffer; Firebrand Level 6: Tenser’s Transformation; Ethereal visage; Bigby’s Level 7: FOD; Great Thunderclap; Bigby’s Grasping Hand Level 8: Greater sanctuary; Bigby’s; Premonition Level 9: Wierd; Meteor swarm; bigby’s crushing hand I would use the artificat “Mystras Sigil” instead of the charisma artifact. (+1 spell penetration perm SR 10+level +1 caster level 1/day for 10 rounds) Amicus
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Post by Raj on Dec 25, 2007 10:20:27 GMT
legendary ench is pointless on that build if you use it only for the gmw, that's bard/cleric/lash/pally/pariah/everybody else job; as you have premonition and clair/clair leg divination is better if you ask me; and swap gmw for mestil breath just to have a better source of acid dmg.
oh and try lower con by 2 points in order to raise dex by 4 and survive some dex checks
note to self: not going to rebuild my own sorc for the 46741784th time just to swap some spells
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Post by zerragon on Dec 25, 2007 12:42:32 GMT
Ugh, dont ask Delf about Sorcerors !!!, she will definatly try to sabotage it Id skip LSF encant as well, +14 is the bards role, or +15 from pariah, and sometimes +16 from clerics. As a sorc, people dont expect you to handle out +14 gmws. Also, the enchant epic is rather pointless atm. Also, I agree with Divination instead of the whole enchant epic. The extra life with all buffs applied is invaluable, and extremely practical. I would also take the lvl 5 bigby instead of Ball lightning. Its very nice to put on Malebranches, Pit fiends, not to mention tears, ichors, worms. I would also change Greater sanctuary (srolls and ghostly visage covers your sanctuary needs) with Horrid whiltihg, which is nice as a source for magic dmg. Though, good to see more sorc players , got mine to Stygia as 3x demi now and love playing it. Went with a ranger level to fit in 5 epics.
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Post by tempus on Dec 25, 2007 13:46:15 GMT
Thank you, for the feedback The LL enchant is for mind fog , the bonus to gmw is just gravy. Mind fog in conjunction with clerics will help them immensely in the hells. Also to note: on my last 10 runs in hell there wasnt a cleric/bard that had better than +13 for the melee builds except for one run. Raj,good idea, I had thought of that as well as for the dex chks; but after considering my past experinces; I find that failing my dex check really isnt much of a problem for me. I'd rather have the extra life to deal with KB and other odds and ends and if I am that close to a male something is wrong, though situations do arise. As to acid breath, I have used it on all of my sorcs up to this point, and i can tell you the best thing about acid breath is the fact that it can break just one section of the epic wall if used properly. Something a ring of burning bands or wand/scroll could do just as effectively. The damage output from acid breath maximized or empowered does not do squat. I could easily replace ball lightening with the lvl 5 bigby's and get electric damage from scintilating sphere in place of clair/clair. I had actually considered nixing gs as a spell and using scrolls for it. However, the duration on the ghostly visage is abysmal, 5-6 rounds if 60 caster lvls. If this were 10 rounds base like the percious ring I'd have done it. But the duration is really to short, esp. when you take into consideration lag-spikes. (I'd really like to see GV reworked to a round per 5 clvls. starting at lvl 50. This would in effect give 10 rounds at lvl 50 and 12 at lvl 60 if a pure caster). Magic damage in the hells is completely useless, unless you want spells to farm dachy or maod. This was also a factor as to why I didnt nix gs in favor of horrid. I also contemplated trying to fit in 5 epics but I decided I was giving up to much to do that. The fith wouldve been necro and I'd have ditched the lvl 9 grabby for wail. Amicus
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Post by Delfestra Ruinvorn on Dec 25, 2007 14:36:20 GMT
Mind fog also helps Weird - with a failed mind fog save, he's have near PM Weird DC in effect. Brrruuutal! And I'm perfectly willing to assist with spell selection. Those poor (pathetic) sorcerers really need a good selection since they're stuck with it.
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Post by mishimayukio on Dec 25, 2007 17:51:07 GMT
Mind fog is extremely synergistic with a turner or DC druid, and a +14 GMW is the most damaging spell in the game because most hells monsters have +14 soak. The fact is very few people actually have +14 GMW. 4 times in the past month have I switched my dexer bard to my caster bard because no one in the party had GMW and I wasnt willing to play a melee without it.
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Post by lala on Dec 25, 2007 20:22:43 GMT
Does anyone know if Ghostly Visage and GS are cancelled by Mindfog effects on spawns? Something to consider that you may find it tricky stopping AI lock on you quickly due to having to cancel Mindfog 1st.
Cheers Lala
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Post by nomsat on Dec 27, 2007 22:30:57 GMT
Is improving your initiative not important for sorcerers any more? I havent played one past 12th on this server, but I am used to pumping their initiatives because of the old addage ... "a good offence is all I need, if my enemies are DEAD, they cant hurt me..."
If you can nuke before they can move, isnt that best?
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Post by tempus on Dec 27, 2007 22:57:42 GMT
GS/ Imp Ivs, both are effected by the clouds effect on spawns, I have not tested GV as of yet but I'm betting it will be the same.
Initiative, is not really a consideration on this server, if one is playing a caster. Maybe, if you were into pvp. But there are so many spawns and those spawns have so many hit-points that intiative means nothing, as it is impossible do that much damage, fast enough to make taking those feats worth-while.
Amicus
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Post by johannhowitzer on Dec 29, 2007 21:00:52 GMT
What Mish said. I wish more casters had a useful Mind Fog; it makes NB'ing the Pit Fiends that much easier. And Delf rightly likes green Pit Fiends. They die in seconds to smashy hands.
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Post by mishimayukio on May 11, 2008 22:50:42 GMT
I recently finished reincarnating my sorceress and thought I should post it here. I originally followed the almost exact same build as Amicus, but since Maze was nerfed (indirectly), I've found it lacking and switched back to necromancy. I also went for higher dex and int at the cost of con, which gives me a good deal more survivability in the form of AC, dex checks, and parry.
Stats shown here are with single demi and cha artifact.
App: 6 Wings: 26 Tail: 219 Size: Medium Move: PC Speed Race: Human (Radiance Genasi) Class: Sorcerer (39) / Paladin (1) (40 HD) Align: Lawful Good Faction: 94 CR: 0
HP: 646/646 AC: 120 BAB: 40 SR: 0 TR: 60 Abil: Str 20/8 (+5) | Dex 28/16 (+9) | Con 28/16 (+9) Abil: Int 30/18 (+10) | Wis 10/10 (+0) | Cha 70/58 (+30) Saves: Fort 80 | Reflex 80 | Will 77 Skills: Conc 122 | Disc 93 | Lis 0 | Par 60 | Spot 0 | Tum 37
Head: Mask of Mystra (illithiditem010) Chest: Wrap of Fistandantilus (rand01332) Boots: Boots of the Axerian Grandmaster (tiam_sor_boots) Arms: Kyrtsay of Kigrada (phsetbracer3) Right Hand: Fan of the Fates (hellsettr001) Left Hand: Rampart of the Pact Primeval (asmoset011) Cloak: Cloak of the Axerian Grandmaster (tiam_sor_cloak) Neck: Amulet of Eramus (randam101) Belt: Belt of the Axerian Grandmaster (tiam_sor_belt) Hide: Player Hide (playerhide)
Subrace: Radiance Genasi
Starting stats (subrace mod): STR 8 (6) DEX 12 (14) CON 12(14) INT 14 (16) WIS 8 (8) CHA 18 (24)
1 Sorcerer (10 HP) Greater Spell Focus (Illusion) Spell Focus (Illusion)
2 Sorcerer (10 HP)
3 Sorcerer (10 HP) Spell Focus (Necromancy)
4 Sorcerer (10 HP) (Charisma +1)
5 Sorcerer (10 HP)
6 Sorcerer (10 HP) Greater Spell Focus (Necromancy)
7 Sorcerer (10 HP)
8 Sorcerer (10 HP) (Charisma +1)
9 Sorcerer (10 HP) Spell Focus (Transmutation)
10 Sorcerer (10 HP)
11 Sorcerer (10 HP)
12 Sorcerer (10 HP) (Charisma +1) Greater Spell Focus (Transmutation)
13 Sorcerer (10 HP)
14 Sorcerer (10 HP)
15 Sorcerer (10 HP) Spell Penetration
16 Sorcerer (10 HP) (Charisma +1)
17 Sorcerer (10 HP)
18 Sorcerer (10 HP) Greater Spell Penetration
19 Sorcerer (10 HP)
20 Sorcerer (10 HP) (Charisma +1)
21 Sorcerer (4 HP) Epic Spell Focus (Necromancy)
22 Sorcerer (4 HP)
23 Sorcerer (4 HP) Epic Spell Focus (Illusion)
24 Sorcerer (4 HP) (Charisma +1) Epic Spell Focus (Transmutation)
25 Sorcerer (4 HP)
26 Sorcerer (4 HP) Epic Spell Penetration
27 Sorcerer (4 HP) Great Charisma I
28 Sorcerer (4 HP) (Charisma +1) Conc +31, Splc +31
29 Sorcerer (4 HP) Great Charisma II
30 Sorcerer (4 HP) Great Charisma III
31 Sorcerer (4 HP)
32 Sorcerer (4 HP) (Charisma +1) Great Charisma IV
33 Sorcerer (4 HP) Great Charisma V
34 Sorcerer (4 HP)
35 Sorcerer (4 HP) Great Charisma VI
36 Sorcerer (4 HP) (Charisma +1) Great Charisma VII
37 Sorcerer (4 HP)
38 Sorcerer (4 HP) Great Charisma VIII
39 Sorcerer (4 HP) Conc +11, Splc +11 Great Charisma IX
40 Paladin (10 HP) (Charisma +1) Conc +1, Disc +43, Lore +41, Parry +43, Tum +21
Spell Focus Tome: Epic Spell Focus (Evocation)
Legendary feats & skills: Tum +9 Lore +22 Conc +20 CrA +39 Splc +21 Great Charisma X Legendary Spell Focus (Evocation) Legendary Spell Focus (Illusion) Legendary Spell Focus (Necromancy) Legendary Spell Focus (Transmutation) Legendary Spell Penetration Epic Spell: Greater Ruin [1/1]
Sorcerer level 0 [6/6]: Acid Splash Daze Electric Jolt Flare Light Ray of Frost Resistance
Sorcerer level 1 [20/20]: Endure Elements Expeditious Retreat Ice Dagger Mage Armor Ray of Enfeeblement
Sorcerer level 2 [20/20]: Bulls Strength Combust Flame Weapon Ghostly Visage Melfs Acid Arrow
Sorcerer level 3 [23/23]: Gust of Wind Keen Edge Negative Energy Burst Slow
Sorcerer level 4 [23/23]: Bestow Curse Elemental Shield Enervation Stoneskin
Sorcerer level 5 [23/23]: Cone of Cold Energy Buffer Firebrand Mestils Acid Sheath
Sorcerer level 6 [35/35]: Bigbys Forceful Hand Ethereal Visage Flesh to stone
Sorcerer level 7 [46/46]: Bigbys Grasping Hand Finger of Death Spell Mantle
Sorcerer level 8 [54/54]: Bigbys Clenched Fist Etherealness Premonition
Sorcerer level 9 [57/57]: Bigbys Crushing Hand Energy Drain Weird
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Post by dodrudon on May 12, 2008 1:48:34 GMT
How was Maze nerfed?
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Post by mishimayukio on May 12, 2008 2:35:53 GMT
Various hells critters had their INT increased, significantly in some cases, shortening the duration of the maze effect.
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Post by tempus on May 12, 2008 17:30:35 GMT
I like the revisions, Mish. I have maze now and am considering reinc. as I do not cast it very often if at all anymore. I thought of drooping enchant and going the necro route as you have listed. I just wonder at choosing these lvl 9 spells: wierd/wail/and MS I think these would work as you can wierd raks/rajas instead of grabbing them. Just like the idea of going pure destructive power on the lvl 9's. What do you think?
Amicus
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Post by mishimayukio on May 12, 2008 17:47:44 GMT
Wail is of limited use in the hells, with FoD you really don't need it. Energy drain on the other hand has to be the best general purpose level 9 spell there is. I like having level 9 hands for the times that you can't rush raks without spawning more monsters.
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