Post by desocupado on Dec 24, 2012 14:34:59 GMT
Changelog:
v2 - Removed a few low level damage spells - for Mage armor (Balor ac+9), Expeditious Retreat, Confusion
v1 - Previous build with Shocking Grasp, Corrosive Grasp and Ice Storm
Well this is my current Sorcerer build, basically it packs more instant killing spells than other similar Radiance Genasi builds and has proven to be useful in any area of the mod, and helpful in almost any party composition, so first on the overview:
Overview:
Requirement
Recommended items
Stats
Str 08 -2/subrace
Dex 14 +2/subrace
Con 14 +2/subrace
Int 10 +2/subrace
Wis 08
Cha 18 +6/subrace +2/artifact +20/level +10/feats +2/paragon +4/Demigod
Feat selection // Total: 7+7+7 +6/epic_sorcerer +1/human +3/subrace +3/tome = 34 (at 60)
16 - LSFx4 Pen Nec Trans Enchant
3 ESFx1 Illusion (tome)
10 Chax10
5 Misc: Silence Empower Maximize Ruin Extra-9th
Paragon feats
3 PSF Necromancy Trans Enchantment
1 PSK Enchantment
1 LSF Illusion
1 Para Spell Penetration
Spell Selection - Use the spell in parenthesis if you don't have gear to substitute them
[1] Endure Elements - Protection from Alignment - Mage Armor - Grease - Sleep - Expeditious Retreat
[2] Darkness - Vocalize - Ghostly Visage - Combust - Flame Weapon - Shock Weapon
[3] Keen - Greater Magic Weapon - Clarity - Displacement - Slow
[4] Evaard's black tentacles - Confusion - Bestow Curse - Remove curse - Vortex of Teeth
[5] Flensing - Mind Fog - Energy Buffer - Lesser Spell Mantle - Break Enchantment
[6] Circle of Death - Ethereal Visage - Undeath to Death - Disintegrate
[7] Banishment - Rebuke - Reverse Gravity - Finger of Death
[8] Mass Charm (Premonition) - Antipathy - Mass Blind/Deafness - Horrid Wilting
[9] Mordenkein's Disjunction - Powerword Kill - Energy Drain - Weird - Dominate Monster.
Choosen Enchantment School spells overview
Since this is the greatest difference between this and a cookie cutter sorcerer (they get Evocation school instead and are fearsome damage dealers, especially for bosses) I'll review the spells:
Damage Spell usage
Help I need
1 - Evaluate the real use of the missing spells for the build
2 - Improve spell selection
v2 - Removed a few low level damage spells - for Mage armor (Balor ac+9), Expeditious Retreat, Confusion
v1 - Previous build with Shocking Grasp, Corrosive Grasp and Ice Storm
Well this is my current Sorcerer build, basically it packs more instant killing spells than other similar Radiance Genasi builds and has proven to be useful in any area of the mod, and helpful in almost any party composition, so first on the overview:
Overview:
- PSF Enchantment Necromancy Transmutation and Spell penetration. PSK Enchantment.
- LSF Illusion and Greater Ruin (Illusion has to wait till Paragon levels for LSF, but mind fog makes up for the DC easily)
- Almost no elemental damage (No evocation/conjuration or Karsus)
- Used to have Decent Physical and Exotic damage (Reverse Gravity, Flensing, Evaard's tentacles, Vortex of Teeth, Rebuke, Horrid Wilting, Finger of Death and Superior Balor) //Nerfed spells
- Has a handy Spell for nearly every enemy and almost all arcane instant killers (lacking sunburst and gust) - need a Symbul's EGO for best effect
- High party utility: GMW+15 Keen, Displacement, Mind Fog, Flame Weapon, Shock Weapon, Remove Curse, break Enchantment and Clarity. Also packs the Epics: Death of Magic, Transmutate Barrier and Starfire. Another useful factor is the Paragon Spell "Otiluke's Refracting Field" granting the party 50% kickback damage reduction for 6 turns.
- Packs several enemy disable spells: Sleep, Slow, Confusion, Mass Blindness and Deafness, Antipathy and Dominate Monster
Requirement
- Radiance Genasi
Recommended items
- Symbul's Ego (for gust of Wind, Evaard's Tentacles, Banishment and PWK)
- Charisma Artifact
- Time stop/BBoD Wands/Gear
- Immunity gear fo Silence (to replace Vocalize) and Amnesia
- Soul Jar (For better use of Energy Drain)
- FoM 45+ on some item (to remove Expeditious Retreat)
Stats
Str 08 -2/subrace
Dex 14 +2/subrace
Con 14 +2/subrace
Int 10 +2/subrace
Wis 08
Cha 18 +6/subrace +2/artifact +20/level +10/feats +2/paragon +4/Demigod
Feat selection // Total: 7+7+7 +6/epic_sorcerer +1/human +3/subrace +3/tome = 34 (at 60)
16 - LSFx4 Pen Nec Trans Enchant
3 ESFx1 Illusion (tome)
10 Chax10
5 Misc: Silence Empower Maximize Ruin Extra-9th
Paragon feats
3 PSF Necromancy Trans Enchantment
1 PSK Enchantment
1 LSF Illusion
1 Para Spell Penetration
Spell Selection - Use the spell in parenthesis if you don't have gear to substitute them
[1] Endure Elements - Protection from Alignment - Mage Armor - Grease - Sleep - Expeditious Retreat
[2] Darkness - Vocalize - Ghostly Visage - Combust - Flame Weapon - Shock Weapon
[3] Keen - Greater Magic Weapon - Clarity - Displacement - Slow
[4] Evaard's black tentacles - Confusion - Bestow Curse - Remove curse - Vortex of Teeth
[5] Flensing - Mind Fog - Energy Buffer - Lesser Spell Mantle - Break Enchantment
[6] Circle of Death - Ethereal Visage - Undeath to Death - Disintegrate
[7] Banishment - Rebuke - Reverse Gravity - Finger of Death
[8] Mass Charm (Premonition) - Antipathy - Mass Blind/Deafness - Horrid Wilting
[9] Mordenkein's Disjunction - Powerword Kill - Energy Drain - Weird - Dominate Monster.
Choosen Enchantment School spells overview
Since this is the greatest difference between this and a cookie cutter sorcerer (they get Evocation school instead and are fearsome damage dealers, especially for bosses) I'll review the spells:
- Sleep (1)- This spell can disable Abyssal ants (use Mind fog to increase the DC)
- Charm Person (1?) - This spell actually causes daze can be use on Lemures and perhaps some other targets.
- Greater Magic Weapon (3) Grants +15 enhancement bonus, allowing you to buff all secondary weapons for everyone in party, unlike the a Cleric's IoF
- Confusion (4) - Some mobs that can be dominated can also be confused (allowing you to get a few extra "tanks")
- Mind Fog (5) - This spell is really strong, for yourself, it improves the success of Vortex of Teeth, Weird, Mass Blind/Deafness, Antipathy and Rebuke. For the other party members, it's most notable effect is on Turning.
- Antipathy (8) - This spell has a nasty side effect of making enemies run away, but can be used to disable nasty foes like Fummes, saving the party form a lot of Vulnerability inflection.
- Mass Blindness/Deafness (8) - This spell ignores SR, making it land on some interesting foes. While many enemies have Listen 60, it is unlikely that all of them also have blind fight. Also, this spell should be able to shutdown gaze attacks. Avoid using this spell before curse song is used (and refrain from using it if persuade/taunt would be more beneficial)
- Mass Charm (8) - Deals area wide Daze, affects Orthons, Ice Fiends (?) and some other targets. It`s a good spell for Hive.
- Rebuke(8) - This spell allows you to kill some enemies that Weird can't. Helions and lots of critters in abyss being to prime examples. Can also be empowered for noticeable Magic damage. Abyssal Drake and Babau are notable targets for it.
- Dominate Monster (9) - This spell can be set to either control (like Charm Animal or the Cleric Evocation Epic) or Maze (like a forcecage) - very useful and a good replacement for Bigby Crushing Hand, since the mazed enemy doesn't produce KB.
- Ensnare True Denizen (epic spell) - The Superior Balor is a powerful tank, and is responsible for between 20% to 50% of your damage - dealing 10-12d6 Fire, Divine and Positive damage with 2 weapons and buff-able with Keen, Flame weapon. Use Displacement to give it concealment for more durability. Lasts CL/2 rounds
- Otiluke's Refracting Field (Paragon Spell) - A very underrated spell, providing 50% kickback damage for the party for 6 turns - under it's effects even Lemorian Screams, Jovoc and, perhaps, Machines are safe to beat (as long as the party watches vulnerability infliction).
Damage Spell usage
- Maximized Flensing - put it on any tough target ASSAP (unless slash immune)
- Maximized Vortex of Teeth - Damage soup for about any target - mind fog ensures good DC
- Maximized Evaard's Tentacles - with symbul's + curse song it land well enough. cast as soon as area/party kickback mobs are down (or if PSK Enchant is up)
- Empower Reverse Gravity / Regular Reverse Gravity (use the regular one to save up level 9 slots) - this is the signature damage spell
- Combust can provide Fire damage
Help I need
1 - Evaluate the real use of the missing spells for the build
2 - Improve spell selection