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Sorcerer build paths for beginners
May 17th, 2017 at 12:47pm
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Fire/Acid Blaster
Neutral
Stats:..........Level 1 (28 pt build)

Strength............9
Dexterity............8
Constitution.......14
Intelligence........17 (+level ups)
Wisdom.............8
Charisma...........15

Stats:..........Level 1 (32 pt build)

Strength............8
Dexterity............8
Constitution.......15
Intelligence........18 (+level ups)
Wisdom.............8
Charisma...........15


Feat Progression:
Level 1   : Maximize Spell
Level 3   : Empower Spell
Level 6   : Insightful Reflexes
Level 9   : Mental Toughness
Level 12 : Improved Mental Toughness
Level 15 : Quicken Spell
Level 18 : Skill Focus Spellcraft
Level 21 : Epic Mental Toughness
Level 24 : Intensify Spell
Level 26 : Epic Spellpower
Level 27 : Ruin
Level 28 : Hellball
Level 29 : Arcane Pulse
Level 30 : Greater Ruin
Level 30 : Scion of the Plane of Fire

Add Toughness if Human

28 pt Skills:
Code
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Level 1 (Sorcerer)
Skill: Concentration (+4)
Skill: Diplomacy (+2)
Skill: Heal (+2)
Skill: Spellcraft (+4)
Skill: Spot (+1)
Skill: Tumble (+1)
Skill: Use Magic Device (+2)

Level 2 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Heal (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)

Level 3 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Heal (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)

Level 4 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Heal (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)

Level 5 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Heal (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+0.5)

Level 6 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Heal (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)

Level 7 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5) \par Skill: Haggle (+0.5)
Skill: Heal (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)

Level 8 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Heal (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)

Level 9 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Heal (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)

Level 10 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Heal (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)

Level 11 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Heal (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)

Level 12 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+1)
Skill: Heal (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)

Level 13 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+1)
Skill: Heal (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)

Level 14 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+1)
Skill: Heal (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)

Level 15 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+1)
Skill: Heal (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)

Level 16 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+1)
Skill: Heal (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)

Level 17 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+1)
Skill: Heal (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)

Level 18 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+1)
Skill: Heal (+0.5)
Skill: Spellcraft (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)

Level 19 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+1)
Skill: Heal (+0.5)
Skill: Spellcraft (+1)
Skill: \cf2Spot (+0.5)
Skill: Use Magic Device (+0.5)

Level 20 (Sorcerer)
Skill: Balance (+3)
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Spellcraft (+1)
 



Add Bluff if Human/Drow/32 pt
Also add Listen if Human AND 32 pt

Code
Select All
Level 1 (Sorcerer)
Spell (1): Protection from Evil
Spell (1): Magic Missile

Level 2 (Sorcerer)
Spell (1): Shield

Level 3 (Sorcerer)
Spell (1): Jump

Level 4 (Sorcerer)
Spell (2): Scorching Ray

Level 5 (Sorcerer)
Spell (2): Resist Energy 

Level 6 (Sorcerer)
Spell (3): Acid Blast

Level 7 (Sorcerer)
Spell (2): Melf's Acid Arrow
Spell (3): Displacement

Level 8 (Sorcerer)
Spell (4): Wall of Fire

Level 9 (Sorcerer)
Spell (2): Eaqle's Splendor
Spell (3): Chain Missiles
Spell (4): Dimension Door

Level 10 (Sorcerer)
Spell (5): Cloudkill

Level 11 (Sorcerer)
Spell (3): Haste
Spell (4): Acid Rain
Spell (5): Protection from Elements

Level 12 (Sorcerer)
Spell (6): Disintegrate

Level 13 (Sorcerer)
Spell (4): Force Missiles
Spell (5): Teleport
Spell (6): Necrotic Ray

Level 14 (Sorcerer)
Spell (7): Otto's Sphere of Dancing

Level 15 (Sorcerer)
Spell (5): Prismatic Ray
Spell (6): Acid Fog
Spell (7): Delayed Blast Fireball

Level 16 (Sorcerer)
Spell (8): Black Dragon Bolt

Level 17 (Sorcerer)
Spell (8): Power Word: Stun
Spell (7): Invisibility, Mass

Level 18 (Sorcerer)
Spell (9): Meteor Swarm

Level 19 (Sorcerer)
Spell (8): Symbol of Death
Spell (9): Energy Drain

Level 20 (Sorcerer)
Spell (9): Power Word: Kill 


« Last Edit: Jun 1st, 2017 at 12:44pm by 5 Foot Step »  

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Re: Sorcerer build paths for beginners
Reply #1 - May 17th, 2017 at 12:48pm
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Water/Electric Evoker
Neutral
Stats:..........Level 1 (28 pt build)

Strength............8
Dexterity............8
Constitution.......16
Intelligence........10
Wisdom.............8
Charisma...........18 (+level ups)

Stats:..........Level 1 (32 pt build)

Strength............8
Dexterity............8
Constitution.......16
Intelligence........14
Wisdom.............8
Charisma...........18 (+level ups)


Feat Progression:
Level 1   : Maximize Spell
Level 3   : Empower Spell
Level 6   : Force of Personality
Level 9   : Quicken Spell
Level 12 : Heighten Spell
Level 15 : Spell Focus Evocation
Level 18 : Greater Spell Focus Evocation
Level 21 : Great Charisma
Level 24 : Master of Air
Level 26 : Epic Spellpower
Level 27 : Ruin
Level 28 : Hellball
Level 29 : Arcane Pulse
Level 30 : Greater Ruin
Level 30 : Scion of the Plane of Air


Add Spell Penetration if Human

28 pt Skills:Concentration, Spellcraft
Add UMD if Human/drow

32 pt Skills: Concentration, Spellcraft, UMD, Diplomacy
Add Heal if Human/Drow

Code
Select All
Level 1 (Sorcerer)
Spell (1): Niac's Cold Ray
Spell (1): Protection from Evil

Level 2 (Sorcerer)
Spell (1): Shield

Level 3 (Sorcerer)
Spell (1): Jump

Level 4 (Sorcerer)
Spell (2): Electric Loop

Level 5 (Sorcerer)
Spell (2): Invisibility

Level 6 (Sorcerer)
Spell (3): Lightning Bolt

Level 7 (Sorcerer)
Spell (3): Displacement
Spell (2): Web

Level 8 (Sorcerer)
Spell (4): Ice Storm

Level 9 (Sorcerer)
Spell (2): Resist Energy
Spell (3): Frost Lance
Spell (4): Dimension Door

Level 10 (Sorcerer)
Spell (5): Niac's Biting Cold

Level 11 (Sorcerer)
Spell (3): Haste
Spell (4): Solid Fog
Spell (5): Eladar's Electric Surge

Level 12 (Sorcerer)
Spell (6): Chain Lightning

Level 13 (Sorcerer)
Spell (4): Shout
Spell (5): Cyclonic Blast
Spell (6): Necrotic Ray

Level 14 (Sorcerer)
Spell (7): Otto's Sphere of Dancing

Level 15 (Sorcerer)
Spell (5): Ball Lightning
Spell (6): Disintegrate
Spell (7): Protection from Elements, Mass

Level 16 (Sorcerer)
Spell (8): Polar Ray

Level 17 (Sorcerer)
Spell (7): Prismatic Spray
Spell (8): Power Worrd: Stun

Level 18 (Sorcerer)
Spell (9): Wail of the Banshee

Level 19 (Sorcerer)
Spell (8): Greater Shout
Spell (9): Hold Monster, Mass

Level 20 (Sorcerer)
Spell (9): Energy Drain
 

« Last Edit: Jun 1st, 2017 at 12:45pm by 5 Foot Step »  

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Re: Sorcerer build paths for beginners
Reply #2 - May 17th, 2017 at 12:48pm
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Eldritch Knight
Lawful Good
Stats:..........Level 1 (28 pt build)

Strength............16 (+level ups)
Dexterity............8
Constitution.......15
Intelligence........10
Wisdom.............8
Charisma...........15

Stats:..........Level 1 (32 pt build)

Strength............16 (+level ups)
Dexterity............8
Constitution.......16
Intelligence........12
Wisdom.............8
Charisma...........15


Feat Progression:
Level 1   : Single Weapon Fighting
Level 3   : Bastard Sword Proficiency
Level 6   : Maximize Spell
Level 9   : Improved Single Weapon Fighting
Level 12 : Improved Critical Slashing
Level 15 : Greater Single Weapon Fighting
Level 18 : Quicken Spell
Level 21 : Overwhelming Critical
Level 24 : Power Attack
Level 26 : Perfect Two Handed Fighting
Level 27 : Ruin
Level 28 : Perfect Single Weapon Fighting
Level 29 : Arcane Warrior
Level 30 : Greater Ruin
Level 30 : Scion of the Plane of Fire


Add Empower Spell if Human or Dwarf

Skills: Concentration, Balance

Add Spellcraft if Human/Drow/32 pt
Also add Heal if Human AND 32 pt

Code
Select All
Level 1 (Sorcerer)
Spell (1): Shield
Spell (1): Sonic Blast

Level 2 (Sorcerer)
Spell (1): Jump

Level 3 (Sorcerer)
Spell (1): Feather Fall

Level 4 (Sorcerer)
Spell (2): Invisibility

Level 5 (Sorcerer)
Spell (2): Resist Energy

Level 6 (Sorcerer)
Spell (3): Fireball

Level 7 (Sorcerer)
Spell (3): Haste
Spell (2): Scorching Ray

Level 8 (Sorcerer)
Spell (4): Wall of Fire

Level 9 (Sorcerer)
Spell (2): Eagle's Splendor
Spell (4): Dimension Door
Spell (3): Displacement

Level 10 (Sorcerer)
Spell (5): Eladar's Electric Surge

Level 11 (Sorcerer)
Spell (3): Magic Circle Against Evil
Spell (4): Stoneskin
Spell (5): Teleport

Level 12 (Sorcerer)
Spell (6): Greater Heroism

Level 13 (Sorcerer)
Spell (4): Fire Shield
Spell (5): Cloudkill
Spell (6): True Seeing

Level 14 (Sorcerer)
Spell (7): Otto's Sphere of Dancing

Level 15 (Sorcerer)
Spell (5): Niac's Biting Cold
Spell (6): Necrotic Ray
Spell (7): Protection from Elements, Mass

Level 16 (Sorcerer)
Spell (8): Power Word: Stun

Level 17 (Sorcerer)
Spell (7): Waves of Exhaustion
Spell (8):: Symbol of Death

Level 18 (Sorcerer)
Spell (9): Power Word: Kill

Level 19 (Sorcerer)
Spell (8): Otto's Irresistible Dance
Spell (9): Energy Drain

Level 20 (Sorcerer)
Spell (9): Wail of the Banshee
 

« Last Edit: Jun 1st, 2017 at 12:45pm by 5 Foot Step »  

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Re: Sorcerer build paths for beginners
Reply #3 - May 17th, 2017 at 1:16pm
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The only thing different between the two casters might be the spells.
  

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Re: Sorcerer build paths for beginners
Reply #4 - May 17th, 2017 at 1:39pm
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Is there really nothing else a new person could take over skill focus spellcraft? Seems a toughness or anything else would be better...
  
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Re: Sorcerer build paths for beginners
Reply #5 - May 17th, 2017 at 1:44pm
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Sailias wrote on May 17th, 2017 at 1:16pm:
The only thing different between the two casters might be the spells.


I went spam focused on the first one vs DC focused on the second. But yeah, the spell list is the biggest difference.
  

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Re: Sorcerer build paths for beginners
Reply #6 - May 17th, 2017 at 2:04pm
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Honestly, I'd frontload the metamagics, at least before Force of Personality. Maximize + SLAs are huge for low level casters.
  

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Re: Sorcerer build paths for beginners
Reply #7 - May 17th, 2017 at 2:44pm
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Sailias wrote on May 17th, 2017 at 2:04pm:
Honestly, I'd frontload the metamagics, at least before Force of Personality. Maximize + SLAs are huge for low level casters.

Agreed these sorc builds are garbage.
Sorcs have one of the strongest early levels once they have dual burning hands / acid spray maximized and empowered for free.
Additionally lack of spell focus on first build is going to hurt tremendously.

I would NEVER recommend wasting a feat of insightful reflexes on a cha based caster. Take spell pen or spell focus enchant or necro or conj or heighten.

Additionally, while force of personality can be helpful for new players - one less stat to worry about, it isn't worth losing enlarge / heighten or another spell focus.

While a first lifer MIGHT have some difficulty landing dcs in elite even with spell focuses: with picking up any old random loot, he'll be able to land dcs in normal and hard with the focus feats and heighten. This is important for both damage and cc / instakills later - both of which new players need to learn asap. Additionally, if they end up borderline landing dcs in some content, it will give them good positive feedback for learning how to deal with it: target weak saves, learn mobs profiles, etc.

In short while I appreciate what you are trying to do: I could never recommend either of these builds to a new player in good conscience.
  
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Re: Sorcerer build paths for beginners
Reply #8 - May 17th, 2017 at 2:46pm
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Sailias wrote on May 17th, 2017 at 2:04pm:
Honestly, I'd frontload the metamagics, at least before Force of Personality. Maximize + SLAs are huge for low level casters.


Updated OPs.

(Kids these days and their casters who kill mobs with spells at level 1. Get off my lawn.  Cheesy)
  

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Re: Sorcerer build paths for beginners
Reply #9 - May 17th, 2017 at 2:48pm
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hydra wrote on May 17th, 2017 at 2:44pm:
In short while I appreciate what you are trying to do: I could never recommend either of these builds to a new player in good conscience.


Neither would I. What's your point?
  

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Re: Sorcerer build paths for beginners
Reply #10 - May 17th, 2017 at 3:12pm
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Same here, but they're better than the defaults.
  

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Re: Sorcerer build paths for beginners
Reply #11 - May 17th, 2017 at 3:44pm
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Another vote for frontload metamagics.
If you don't have two CL5 SLAs at level 2-3, you're doing it wrong.

Saves are overrated. Why save when you can kill em or at least daze them.

Anyway, what about early spells?

My list (roughly in order):
Expeditious Retreat, Sonic Blast; Jump; Shield, Knock, Scorching Ray, Blur
(Expeditious Retreat/Shield can be wanded but I am lazy)

Oh actually now I recall I fit in Charm Person early for some lowbie reaper fun.
« Last Edit: May 17th, 2017 at 3:46pm by crunch »  
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Re: Sorcerer build paths for beginners
Reply #12 - May 17th, 2017 at 5:25pm
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Sailias wrote on May 17th, 2017 at 1:16pm:
The only thing different between the two casters might be the spells.


Not really.  Earth has a pile of conjuration spells and so any real build with that needs to at least consider both evo and conj focus.  In gear, if not feats.

Sailias wrote on May 17th, 2017 at 2:04pm:
Honestly, I'd frontload the metamagics, at least before Force of Personality. Maximize + SLAs are huge for low level casters.


Agreed.

It should look like this:

Feat Progression:
Level 1   : Maximize Spell
Level 3   : Empower Spell

The note for Human should be to move the feat progression up a step, not to add something stupid.
Remove force of personality, remove insightful reflexes, remove any reference to skill focus, remove any reference to spell penetration.

« Last Edit: May 17th, 2017 at 5:41pm by Frank »  

No, let me be Frank.

Digimonk wrote on Dec 8th, 2016 at 12:39pm:
I've had multiple RoSS rot just from doing the explorer points in Sands across multiple lives since it is exclusive.


Smart players know how to use buyback.

Digimonk wrote on Dec 22nd, 2016 at 1:58pm:
I will not chone.

I did what I did intentionally and while my primary purpose was not to annoy the other Vaulties, I acknowledge that it was a side effect.


Smart people don't elicit "side effects."  They understand in advance the consequences of their actions.
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Re: Sorcerer build paths for beginners
Reply #13 - May 17th, 2017 at 6:51pm
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5 Foot Step wrote on May 17th, 2017 at 12:47pm:
Add Skill Focus

What the fuck? Every time?!
  

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Re: Sorcerer build paths for beginners
Reply #14 - May 18th, 2017 at 8:23am
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Yo, this would be my take.
I think spell pen is helpful for a beginner since vale does have some, but its not too bad if you have past lives or invest a little. Drow content in epics needs it to, cheers!

1, Maximize
1 (if human), Force of Personality
3, Empower
6, Quicken
9, Heighten
12, Spell Penetration
15, Greater Spell Penetration
18, Spell Focus: Evocation
21, Epic Spell Penetration
24, Master of X
27, Enlarge
30, Great Charisma
« Last Edit: May 18th, 2017 at 8:24am by WonderfulFoppyBint »  

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volt_ wrote on Mar 23rd, 2017 at 4:43pm:
Be a container for your genes to control your behavior in order to reproduce
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Re: Sorcerer build paths for beginners
Reply #15 - May 18th, 2017 at 10:41am
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Updated OPs and added EK.
  

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Re: Sorcerer build paths for beginners
Reply #16 - May 18th, 2017 at 11:33am
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I think these are good builds.
It might be a good idea to compile tactics advice. General tips on what spells to use and when, how to move, how to deal with groups of mobs, caster, or archers, etc.
  
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Re: Sorcerer build paths for beginners
Reply #17 - May 19th, 2017 at 1:09am
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I don't play Sorc. nearly as often as I play the (completely fucked) pure Artificer. (Hmm. Maybe if I try pure 20 EK, I'll enjoy Sorc. more, b/c completely fucked?) Anyway, maybe this puts me closer to a newb perspective on Sorc.

I have questions.


For Fire/Acid:

5 Foot Step wrote on May 17th, 2017 at 12:47pm:
Level 6   : Insightful Reflexes

The difference between -1 and +3 to Reflexes. What effect does that have for your average douchey pigeon-toed macho-nerd newb toon in-game, at level 6 and above? Before gearing, I doubt it makes a difference. After gear, I'm not really sure. When it's inside the relevant d20 range, it makes a 50% difference in damage on 20% of Fireballs. How often is +3 going to put you in that range? I'm trying to compare this to the benefit of another metamagic feat.

Heighten might cause a newb to always run out of sp, but its effect on nuker SLAs is pretty good, right? Or is it unnecessary overkill in Heroics, with very little middle ground before it becomes useless in Epics?

Enlarge can make somewhat-hard-to-quantify tactical differences, but still noticeable. Whereas Insightful Reflexes if it makes a difference, that diff. is in the background survivability/frustration factor. Don't stand in traps, though, is still what we want the newb to learn. Don't stand in front of Fireballs. Killing beats dodging.

Extend is mostly QoL, but also mostly useless for a blaster Sorc. Fuck Extend.

Evo. Focus & Spell Pen. Not sure how much a blaster notices these. I don't really notice them. But if they help your spells inside that d20 range of landing, I'd say they're better than Insightful Reflexes, on the principle of killing > dodging. It's much more fun to burn mobs & *ding* than it is to watch your spell fizzle & maybe not die until your next spell fizzles.


5 Foot Step wrote on May 17th, 2017 at 12:47pm:
Level 12 : Force of Personality

I'm on the fence. In the plus, yay, saves calc'd from your prime ability! In the minus, boo, WGAF about Will saves? Cast Prot. from Evil/FOM/Wear spell resistance gear/kill that mob with rays & Enlarged SLAs before it casts.


5 Foot Step wrote on May 17th, 2017 at 12:47pm:
Add Skill Focus Spellcraft if Human

+3 elemental/force/untyped  spell power.

Versus Heighten or Enlarge, I'd go with one of those. What's the damage increase from 3 spell power? More than Heighten? Is it better than Fireballing an extra time b/c of Enlarge before a mob closes?



For Water/Elec:

5 Foot Step wrote on May 17th, 2017 at 12:48pm:
Level 6   : Force of Personality

Enlarge is extra useful for Elec., extending range for both of its first two SLAs. Elec. offers the strongest case imo, for taking Enlarge.

Water, not so much. Enlarge might help Snowball Swarm land before the mobs start moving. Does anyone know how to actually target that fucking spell? Half the time it goes off at your feet; half the time it goes off behind the mobs. This is not determined by chance, however. 100% of the time, it is the opposite of what you want. With an undocumented 2 second delay & a fibbing duration on top of that shitcake, just for ... icing, I guess.


5 Foot Step wrote on May 17th, 2017 at 12:48pm:
Add Skill Focus Spell Penetration if Human

Do the trees allow Spell Pen. enhancements w/o the feat for a prereq.? If so, it might be more beneficial to drop the feat, move Force of Personality to the Human extra, and shuffle Enlarge into the normal feat progression.

Maybe not for Water. Only EK takes less advantage of Enlarge than Water.



Speaking of EK:

Fucked. Completely fucked. God help the idiot who decides to capstone EK*. This path ought to just say, "Don't". Or not exist. Or recommend buying Warlock instead, which EKs better than EK does.


5 Foot Step wrote on May 17th, 2017 at 12:48pm:
Level 9 (Sorcerer)
Spell (2): Eagle's Splendor

That said, kudos to you sir.

But doesn't this mean the 32pt. build can also stay at 15 Cha.? Evening it out isn't really worth more than an extra skill, is it?


*Maybe a triple racial completionist Elf would benefit? (Shhh! I bet it still winds up below average.)
  

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Re: Sorcerer build paths for beginners
Reply #18 - May 22nd, 2017 at 1:05pm
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Revaulting wrote on May 19th, 2017 at 1:09am:
The difference between -1 and +3 to Reflexes. What effect does that have for your average douchey pigeon-toed macho-nerd newb toon in-game, at level 6 and above? Before gearing, I doubt it makes a difference. After gear, I'm not really sure. When it's inside the relevant d20 range, it makes a 50% difference in damage on 20% of Fireballs. How often is +3 going to put you in that range? I'm trying to compare this to the benefit of another metamagic feat.


Reflex saves are a big deal for survivability. Lots of situations where they are unavoidably spammed. This path probably should have main-statted Int, so it should be more than +4, but like you said they might not know that. I may swap it to the 15cha + Eagle's Splendor trick I did for EK.

Revaulting wrote on May 19th, 2017 at 1:09am:
Evo. Focus & Spell Pen. Not sure how much a blaster notices these. I don't really notice them. But if they help your spells inside that d20 range of landing, I'd say they're better than Insightful Reflexes, on the principle of killing > dodging. It's much more fun to burn mobs & *ding* than it is to watch your spell fizzle & maybe not die until your next spell fizzles.

Revaulting wrote on May 19th, 2017 at 1:09am:
Heighten might cause a newb to always run out of sp, but its effect on nuker SLAs is pretty good, right? Or is it unnecessary overkill in Heroics, with very little middle ground before it becomes useless in Epics?


Maybe it's not obvious, but this build is intended to not GAF about DCs. The idea is to focus on no save spells and spells that are useful even when they save while setting them up for Shiradi spam late game if they refuse to TR.

Revaulting wrote on May 19th, 2017 at 1:09am:
Fuck Extend.


Agreed. Learn to remember to rebuff.

Revaulting wrote on May 19th, 2017 at 1:09am:
Enlarge can make somewhat-hard-to-quantify tactical differences, but still noticeable.


Some people seem to like it, But I've only ever found it useful for insta-killing beholders beyond antimagic range and for a build that specializes in spamming super short range spells (E.G. Enchant specced Archmage, I swear you have to be on top of the mob to use Resistable Dance without Enlarge.)

Since we don't invest in DCs in this path, we're not going to be doing those things. We're just blasting, and ray spells automatically get enlarged range anyway and can't be further enlarged. There's still 7ish spells on the list to use at that range.

Revaulting wrote on May 19th, 2017 at 1:09am:
Do the trees allow Spell Pen. enhancements w/o the feat for a prereq.?


Yes. Not that spell pen is really important anyway when you're specialized for damage spells.
Revaulting wrote on May 19th, 2017 at 1:09am:
Speaking of EK:

Fucked. Completely fucked.


Agreed. I was told it had to happen though.

Revaulting wrote on May 19th, 2017 at 1:09am:
But doesn't this mean the 32pt. build can also stay at 15 Cha.? Evening it out isn't really worth more than an extra skill, is it?


Yeah, was probably just lazy of me.

Maybe I can revisit Wis on the Pally with that same trick, but then Pally doesn't force the spells on you the same way...
« Last Edit: May 22nd, 2017 at 1:07pm by 5 Foot Step »  

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Re: Sorcerer build paths for beginners
Reply #19 - May 22nd, 2017 at 2:13pm
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Updated OPs.
  

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Re: Sorcerer build paths for beginners
Reply #20 - May 23rd, 2017 at 11:45pm
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5 Foot Step wrote on May 22nd, 2017 at 1:05pm:
Some people seem to like [enlarge], But I've only ever found it useful for insta-killing beholders beyond antimagic range and for a build that specializes in spamming super short range spells (E.G. Enchant specced Archmage, I swear you have to be on top of the mob to use Resistable Dance without Enlarge.)

Shocking Grasp is just like that, and as an sla it would be enlarged for free.  Your water/electric build will thank you.  Plus enlarged charms are sweet in reapers.

5 Foot Step wrote on May 22nd, 2017 at 1:05pm:
Yes. Not that spell pen is really important anyway when you're specialized for damage spells.

I'm glad you got rid of it.  With zero of the 9 points of spell pen from past lives, wasting a feat on this isn't going to help against anything with resistance.  The same should happen with:
Level 18 : Skill Focus Spellcraft
  

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Digimonk wrote on Dec 8th, 2016 at 12:39pm:
I've had multiple RoSS rot just from doing the explorer points in Sands across multiple lives since it is exclusive.


Smart players know how to use buyback.

Digimonk wrote on Dec 22nd, 2016 at 1:58pm:
I will not chone.

I did what I did intentionally and while my primary purpose was not to annoy the other Vaulties, I acknowledge that it was a side effect.


Smart people don't elicit "side effects."  They understand in advance the consequences of their actions.
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Re: Sorcerer build paths for beginners
Reply #21 - May 24th, 2017 at 9:03am
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A beginner is going to want to experience the variety of the spellbook and will resort to lower level difficulties in order to do this. Let's not do mental Gymnastics here. Depriving them of DCs is retarded.
« Last Edit: May 24th, 2017 at 9:03am by WonderfulFoppyBint »  

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Re: Sorcerer build paths for beginners
Reply #22 - Jun 11th, 2017 at 2:30pm
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It's been a long time since I played a sorcerer.   Probably a stupid question, but why go Intelligence instead of Charisma on an evoker build?  Wouldn't you want the extra spell points from Cha?
  
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Re: Sorcerer build paths for beginners
Reply #23 - Jun 11th, 2017 at 2:41pm
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Digimonk wrote on Jun 11th, 2017 at 2:30pm:
It's been a long time since I played a sorcerer.   Probably a stupid question, but why go Intelligence instead of Charisma on an evoker build?  Wouldn't you want the extra spell points from Cha?

probably a copy/paste error from the OP, but it could be also gayhood and/or retardation
  
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Re: Sorcerer build paths for beginners
Reply #24 - Jun 11th, 2017 at 2:41pm
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Digimonk wrote on Jun 11th, 2017 at 2:30pm:
It's been a long time since I played a sorcerer.   Probably a stupid question, but why go Intelligence instead of Charisma on an evoker build?  Wouldn't you want the extra spell points from Cha?


The evoker is cha based. The blaster is int based for spellcraft, because damage matters and SP do not.
  

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