View Full Version : New to sorc, So questions
Karkneevol
06-02-2017, 02:57 AM
Im still well under 20 So i can change as needed at 19.. And thats what im askin about now....
Need a basic guideline Here is what i was gonna go with
Keep 4 ranks armor Just for fulls... Do i need or SHOULD i go doubles?
Was going to 1x PF for life
Was going to 1x AS, MIU, And Harness power to actual level for life
Foregoing spell aiming.. I like CS casting.. Good ol 702 right? So i hear
Spell Training is the most thing i need help in...Should i go all sorc for the CS? Train up to what in MnS and Mne For max benefiet of a cs caster?
Lores im also open too.. one necro rest demon? Do i need religion? Spirit summoning for a reason?
GOing to .5x in climb and swim untill about 30 ranks and then stop.. I know i can do alot less.. But its nice to have...
And i would like to 1x survival... Or atleast maybe .5x?
i know there is the wiki n whatnot out there, But i would much rather get an Experienced opinion from a experienced Sorcerer... Everyone knows that the best way... Ty very much for replies
remember Asking for training for when i hit right before 20 to pure cast CS I know it will be hard... Specially set stats like i did for growth.. Like i did my empath Im willin to take that road...
Stolis
06-02-2017, 11:10 AM
Fulls will work for now, but you would probably want to go doubles at some point for the head and neck coverage. Somewhat useful against shots to those areas.
SA is pretty useful for focused implosion, but by not going that route, you'll save a lot of TP's over the trainings.
Spell training: Little bit of personal preference here. You could go MnS till 107, then MnE till 414 bring it all the way to 430, then catch up MnS to 120 or 130. Really all your choice from that point.
Lores: I wound up going .5 in necro and demon. I rarely call demons, but demon lore is pretty useful for cloak of shadows, demon summoning obviously, and planar shifting. Necro is useful for sacrificing (super useful when out of mana) grasp of the grave and extra arms, more pestilence attacks when used as a spell on yourself for defense, animating people or creatures, as well as ensorcelling. You don't need religion or spirit summoning at all.
Climbing and swimming, you're gonna eventually want 50/50 as you hit upper levels. Your call how you do it, just look ahead to your upcoming hunting areas and figure out when you need minimum ranks for that area.
Survival, I wouldn't. Good for foraging for alchemy if you want to torture yourself down that route, sure. I had 59 ranks and got rid of them all during the last fixskill.
Allereli
06-02-2017, 11:12 AM
I love my survival ranks. No regrets about not doing +21 sorc spells over level.
Stolis
06-02-2017, 11:31 AM
I love my survival ranks. No regrets about not doing +21 sorc spells over level.
I didn't find much use for the survival ranks, but I also don't skin creatures or hunt the confluence. I'll add them all back as a post cap goal but for now, it's not at all a priority.
Personally though I'd go the SA route as that can be useful on stuff that you just can't hit or you need dead quick.
Allereli
06-02-2017, 11:36 AM
Survival helps with more than skinning and foraging. The environmental protections are extremely underrated.
Stolis
06-02-2017, 12:17 PM
True, unless the area doesn't try and beat you up like if you were in Pinefar etc. I haven't noticed the 59 ranks gone so for me, not a biggie to lose.
Malisai
06-02-2017, 12:40 PM
My sorcerer has been in fulls from 0 to cap and still uses fulls. The only reason id switch to doubles is if a godly set of doubles was offered to me. However, doubles does offer more protection. Personal choice. The main factor is if you dont care about the spell failure.
1x PF is useful if you can work it in. I leveled to 75-80 with 24 ranks, and then was 1x by cap.
Spell aim is a personal choice. I love it. Others think its a waste. Why I took SA was mainly for 708 and 720. However, its an all or nothing. 2x or dont train it.
Spell training. Its pretty easy to fit in 2.3-2.5x spell training. get your sorcerer spell ranks to +21 level if you can. Its not needed though. You can hunt until near cap at 1x level (i did just fine doing that).
1x HP is fine.
30 ranks climb/swim worked fine for me. How much when depends on where you hunt (I picked up 15 climb early because i hunted in RR). I didnt get more than 30 ranks until post cap.
Survival - Personal choice. Some people really like it, i dont bother with it.
For lores. hands down, Necro is better. having said that, since lores have been introduced my sorcerer trained all demon lore and no necro lore. Im sure someone can chime in with the recommended necro lore training. I know some people take some demon lore, but im not sure how much.
Fallen
06-02-2017, 12:46 PM
Im still well under 20 So i can change as needed at 19.. And thats what im askin about now....
Need a basic guideline Here is what i was gonna go with
Keep 4 ranks armor Just for fulls... Do i need or SHOULD i go doubles?
Was going to 1x PF for life
Was going to 1x AS, MIU, And Harness power to actual level for life
Foregoing spell aiming.. I like CS casting.. Good ol 702 right? So i hear
Spell Training is the most thing i need help in...Should i go all sorc for the CS? Train up to what in MnS and Mne For max benefiet of a cs caster?
Lores im also open too.. one necro rest demon? Do i need religion? Spirit summoning for a reason?
GOing to .5x in climb and swim untill about 30 ranks and then stop.. I know i can do alot less.. But its nice to have...
And i would like to 1x survival... Or atleast maybe .5x?
i know there is the wiki n whatnot out there, But i would much rather get an Experienced opinion from a experienced Sorcerer... Everyone knows that the best way... Ty very much for replies
remember Asking for training for when i hit right before 20 to pure cast CS I know it will be hard... Specially set stats like i did for growth.. Like i did my empath Im willin to take that road...
I'd suggest aiming for 1x Perception if you have the points. It is a factor in (Non-CMAN) maneuver defense and it pretty cheap. I also agree with you on 1xing Physical Fitness for life. Again, useful against maneuvers.
https://gswiki.play.net/Perception
https://gswiki.play.net/Standard_maneuver_roll
For armor, double leathers could give you full coverage, which would allow you to wear a helmet, aventail, and leg greaves. While you could do that in full leathers, you'd be missing out on the added protection that double leather provides, while taking on the penalties. If you were looking to get nice enhancives for those slots, it may be worthwhile to jump up to double leathers.
For lores. hands down, Necro is better. having said that, since lores have been introduced my sorcerer trained all demon lore and no necro lore. Im sure someone can chime in with the recommended necro lore training. I know some people take some demon lore, but im not sure how much.
50 ranks grants Cloak of Shadows it's highest chance for retribution, 95%.
52 ranks gives you an extra 2 pounds of worth of Phase weight (26 pounds)
I'd suggest stopping there, but I could be wrong.
https://gswiki.play.net/Cloak_of_Shadows_(712)
https://gswiki.play.net/Phase_(704)
Rhovan
06-13-2017, 02:24 PM
Anyone care to share some thoughts on mana control? I'm 1x in spiritual, but only .25x in elemental as I haven't seen much point in pushing it so far. It's generally recommended, but I don't really see why.
Fallen
06-13-2017, 02:43 PM
Anyone care to share some thoughts on mana control? I'm 1x in spiritual, but only .25x in elemental as I haven't seen much point in pushing it so far. It's generally recommended, but I don't really see why.
1. It makes your mana pulses bigger: "
If this is your primary mana control skill, then you will receive a bonus of one mana (https://gswiki.play.net/Mana) per pulse for every ten (10) ranks. For Hybrid (multi-Realm) professions, your "primary" realm for mana control is defined as "that one--of the two of which you are a Hybrid--in which you have the most ranks of Mana Control."
If this is your secondary mana control skill--you are a Hybrid (multi-Realm) profession and this is the Realm in which you have fewer ranks of Mana Control--then you will receive a bonus of one (1) mana (https://gswiki.play.net/Mana) per pulse for every twenty (20) ranks."
2. It is a cheap magical rank for Runestaff defense. It's easier to give the link to the whole wiki if you want to research exactly how Runestaff DS is calculated: https://gswiki.play.net/Runestaff
3. It is useful for several Sorcerer spells including Focused Implosion, Dark Catalyst, and especially Scroll Infusion.
720 - "Training in Elemental Mana Control (https://gswiki.play.net/Elemental_Mana_Control) and Spiritual Mana Control (https://gswiki.play.net/Spiritual_Mana_Control) will reduce the mana cost to a minimum of 14. Against a like-leveled opponent, 1x combined MC ranks will cause the spell to cost 18 mana. 2x combined MC ranks will net a cost of 16 mana per cast. Hunting targets above one's own level will increase the mana per cast, counteracting this effect. The cost cannot exceed 20 mana."
719 - "The amount of mana returned is modified by training in Elemental Mana Control (https://gswiki.play.net/Elemental_Mana_Control) and Spiritual Mana Control (https://gswiki.play.net/Spiritual_Mana_Control)."
714 - "Mana Control training does not help infusion succeed, but does reduce the mana cost necessary for a given spell (see below). Infusing in a magical workshop (https://gswiki.play.net/Magical_workshop) garners a bonus to success."
Edit:
4. I almost forgot about Multicasting and Mana Spellups! I've been out of the game too long.
Multicasting - "Finally, every 25 ranks trained in an appropriate Mana Control sphere will grant a character an additional multicast (https://gswiki.play.net/Multicast). When casting defensive spells (self cast or on others), the number of times to cast that spell may be specified and the cast will last the duration as if that spell had been cast the number of specified times. The mana cost is the same as if the spell had been cast as many times as specified, but the cast roundtime remains at 3 seconds."
Mana Spellup - With the Mana Spellup ability, a caster can instantly selfcast (https://gswiki.play.net/Selfcast) all known standard duration, stacking buff spells (i.e., notWall of Force (140) (https://gswiki.play.net/Wall_of_Force_(140)) or Wizard Shield (919) (https://gswiki.play.net/Wizard_Shield_(919))) at zero mana cost for a single cast. This ability may be used once per day for every 25 ranks of their profession's primary Mana Control skill. Uses per day reset at midnight game time (ET).
For hybrid professions like sorcerers (elemental/spiritual hybrid), both mana control skills add to the number uses per day. The higher trained of the two counts for full ranks, the lesser counts for half ranks. If both are equal, one counts fully, the other for half.
nindon
06-13-2017, 07:23 PM
Mana disrupt! You can see on the wiki (https://gswiki.play.net/Mana_Disruption_(702)) how mana control ranks affect the percentage chance for 702 temporarily to dispel a defensive spell on the target. You can use the rank thresholds shown on the wiki to get just enough ranks to increase your percentage. A small increase in that percentage would be valuable on a spell that you cast very often.
At higher levels, it is important for 713 and for difficult ensorcelling projects.
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