My write up from DDO forums:
https://www.ddo.com/forums/showthread.php/423364-U19-shiradi-WF-sorc-build-prime... Quote:I had several people ask me how to remake their shiradi sorc for U19. While I haven't fleshed out all the gear, it's already more than clear that shiradi sorc is better than ever, even at level 25. I figure I'd start this thread to get the discussion rolling already.
There are basically three possible level splits:
18 sorc/2 paladin
18 sorc/2 monk
18 sorc/2 FvS
18 sorc is absolutely required for wings and meteor swarm. If you're thinking about splashing more, you're probably better off with a different class. Paladin and monk splashes are defensive splashes, with the edge going to paladin in my opinion. FvS is the offensive splash, and ultimately better if you usually play in groups.
Enhancements - paladin version
Warforged (2 AP):
Core: Tier 1 (1 AP)
Tier 1: Inscribed armor (1 AP)
Air Savant (40 AP):
Core: Tier 5 (5 AP)
Tier 1: Electrocution (3 AP), Spell Critical (2 AP)
Tier 2: Efficient Maximize (6 AP), Spell Critical (2 AP)
Tier 3: Efficient Empower (6 AP), Spell Critical (2 AP), Charisma (2 AP)
Tier 4: Feather Falling (2 AP), Spell Critical (2 AP)
Tier 5: Wind Dance (2 AP), Awaken Elemental Weakness (2 AP), Evocation Focus (2 AP), Elemental Diversification: Force (2 AP)
Fire Savant (34 AP):
Core: Tier 5 (5 AP)
Tier 1: Conflagration (3 AP), Spell Critical (2 AP), One with the inferno (3 AP)
Tier 2: Efficient Quicken (6 AP), Spell Critical (2 AP), Fanning the Flames (3 AP), Pierce Fire Resistance (6 AP)
Tier 3: Spell Critical (2 AP)
Tier 4: Spell Critical (2 AP)
4 AP free - level off charisma score, try to put points into fire instead of air as fire is the DPS savant.
Enhancements are generally geared towards maximum DPS and SP efficiency. The obvious savant choices are air and fire due to superior procs. Water and earth are just flat out bad, and I can't imagine anyone seriously considering them over air and fire. This is a big change over pre-expansion, when all savants were basically competitive. Now, you really only have one choice.
Fanning the flames is better than it appears, since it can proc on each damage number in scorching ray and meteor swarm.
Another one of the big changes from pre-expansion is being able to not take SLAs. This is great, since all tier 1 and probably all tier 2 SLAs are basically never worth using for a shiradi, so you can save a ton of AP to put them somewhere else. On the other hand, draconic's will probably rely on them quite heavily.
Enhancements - FvS version
Warforged (2 AP):
Core: Tier 1 (1 AP)
Tier 1: Inscribed armor (1 AP)
Angel of Vengeance (17 AP)
Core: Tier 1 (1 AP)
Tier 1: Scourge (3 AP), Smiting (2 AP)
Tier 2: Just Rewards (3 AP), Smiting (2 AP), Efficient Quicken (6 AP)
Air Savant (40 AP):
Core: Tier 5 (5 AP)
Tier 1: Electrocution (3 AP), Spell Critical (2 AP)
Tier 2: Efficient Maximize (6 AP), Spell Critical (2 AP)
Tier 3: Efficient Empower (6 AP), Spell Critical (2 AP), Charisma (2 AP)
Tier 4: Feather Falling (2 AP), Spell Critical (2 AP)
Tier 5: Wind Dance (2 AP), Awaken Elemental Weakness (2 AP), Evocation Focus (2 AP), Elemental Diversification: Force (2 AP)
Fire Savant (21 AP):
Core: Tier 4 (4 AP)
Tier 1: Conflagration (3 AP), Spell Critical (2 AP), One with the inferno (2 AP)
Tier 2: Spell Critical (2 AP), Pierce Fire Resistance (4 AP)
Tier 3: Spell Critical (2 AP), Charisma (2 AP)
With FvS splash, the goal is to move as much enhancements as possible to Angel of Vengeance, since you get more spellpower per point and honestly the enhancements are just flat out better. You're getting a ton more spellpower thanks to scourge and some extra force crits that you wouldn't have otherwise. With Just Rewards, you're adding a good amount of spell points so you can easily drop fanning the flames too.
Offensive casting:
Single Target:
Magic Missile
Scorching Ray (Force Missiles vs. fire immunes)
Meteor Swarm
Lightning bolt (bosses only)
DoTs
AoE:
Meteor Swarm
Chain Missiles
Energy Burst
Primal Scream
Chain Lightning (optional)
Utility:
Ice Storm
Solid Fog
Generally speaking, you'll be using a combination of single target and AoE for 99% of skirmishes, so it's not essential to have a full rotation of AoE spells. (By full rotation, I mean being able to chain spells indefinitely.) On the other hand, all boss fights require sustained single target DPS, so it's essential to have a full rotation with no downtime. Luckily, you can rotate between MM and Scorching Ray alone. Meteor Swarm is also the best single target DPS spell, however it's costly, so use sparingly as single target DPS.
Lightning bolt should be used only vs bosses. Trash mobs don't survive long enough for conduction to add significant DPS.