View Full Version : Post-Cap Goals
Tanderick
06-06-2017, 10:44 AM
What are some common post-cap sorcerer goals?
Driving Sorcerer spell ranks up further? Work on combat maneuvers? Elemental Lores?
I have a forest gnome sorcerer that, approaching cap, is in doubles, working on the +50-whatever sorcerer, no spell aim, 1x MIU/AS/HP, 1.5x Necro lore (Rotflares). Mainly use 702/3/9/19.
Maneuver defense feels to be my biggest weakness now. What are the CMANs recommended? Disarm, Feint, Cdef?
Would love to hear everyone's thoughts.
Thanks!
Stolis
06-06-2017, 10:54 AM
All depends where you hunt. When I hit cap, I finished off the 10 or so ranks of PF I was missing. Right now I'm working on combat maneuvers because cap stuff disarms and even though I use a cheap ebladed runestaff to be safe, it's nice not dying or almost dying when getting disarmed. The 5 second RT is way better than the 20. Once I hit rank 5 in disarm, I'll likely go cunning defense since that's basically +3 to every cman defense. That should get me to 90 ranks, and I guess I'll find something for the last 10 just out of spite.
After that, I'll probably go spell circle, then maybe dodge or harness power. Too many choices!
Allereli
06-06-2017, 11:00 AM
posting your actual current training would help (vs. the summary)
at 18 mil xp I still have 0 cman and 0 dodging.
Do you have PT at 1x? how about perception? Do you make use of 319 items/scrolls? Have you considered training up Demonology for SMR defense bonus?
Maerit
06-06-2017, 11:29 AM
Do you make use of 319 items/scrolls? Have you considered training up Demonology for SMR defense bonus?
Did they change 319? I thought the activation was based off Cleric spell circle training. Now it just says:
A successful outcome will result when a flare occurs. Flare activation is determined by a hidden warding check with the attacker receiving a +TD modifier equal to (target level ÷ 5).
In the past, it was said that 319 was not very useful for non-clerics because the flare activation was substantially lower for non-clerics...
Allereli
06-06-2017, 11:33 AM
In the past, it was said that 319 was not very useful for non-clerics because the flare activation was substantially lower for non-clerics...
Even with the nerf I find it very useful.
Tanderick
06-06-2017, 11:44 AM
Berbels (at level 92), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 40 8
Physical Fitness...................| 193 93
Arcane Symbols.....................| 193 93
Magic Item Use.....................| 193 93
Harness Power......................| 192 92
Elemental Mana Control.............| 193 93
Spirit Mana Control................| 193 93
Sorcerous Lore - Demonology........| 10 2
Sorcerous Lore - Necromancy........| 240 140
Perception.........................| 193 93
Climbing...........................| 150 50
Swimming...........................| 160 60
Trading............................| 130 35
Spell Lists
Minor Elemental....................| 62
Spell Lists
Minor Spiritual....................| 44
Spell Lists
Sorcerer...........................| 124
CS is 475
Gearwise: NerveRotstaff or Ethereal, ethereal doubles.
Maerit
06-06-2017, 12:02 PM
I recommend spell ranks. You could pump that CS up a bit for capped hunting areas. At 95, my sorcerer has 495-500 CS depending on whether I charge my fusion armor, and it makes it easy to ward most things in Nelemar. However, there are still targets in there (greater water elementals, sentries and the magus) that I need 715 if I want to take them out. That's with 139 ranks in sorcerer spells and a bit more MnE/MnS training (and hes' a dark elf). He's only 1x in sorc lores though.
As a gnome, you're going to need to work a little harder than a DE to get the CS up, and it will definitely help.
Beyond that, you could also consider 2x in AS for the added scroll infusion benefits. That's a fairly easy goal, and has considerable advantages (longer duration from invoked spells, better infusion success). Of course CM is great for everyone, but very costly and a long road for pures.
Fallen
06-06-2017, 12:40 PM
Berbels (at level 92), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 40 8
Physical Fitness...................| 193 93
Arcane Symbols.....................| 193 93
Magic Item Use.....................| 193 93
Harness Power......................| 192 92
Elemental Mana Control.............| 193 93
Spirit Mana Control................| 193 93
Sorcerous Lore - Demonology........| 10 2
Sorcerous Lore - Necromancy........| 240 140
Perception.........................| 193 93
Climbing...........................| 150 50
Swimming...........................| 160 60
Trading............................| 130 35
Spell Lists
Minor Elemental....................| 62
Spell Lists
Minor Spiritual....................| 44
Spell Lists
Sorcerer...........................| 124
CS is 475
Gearwise: NerveRotstaff or Ethereal, ethereal doubles.
Getting to at least 50 ranks of Demonology has some nice benefits, though I understand Sorcerers like having lots of Necromancy for various pursuits (Ensorcell, Animate Dead, etc)
50 ranks gives you a 95% chance of Cloak of Shadows retribution, for instance. While it won't activate for the vast majority of CMANs, it will help you should you be left stunned by one. Being able to phase away weight would also help with general maneuver defense. 52 ranks gives you 26 pounds worth of Phase power. As a Gnome, this may prove to be quite useful.
nindon
06-06-2017, 08:26 PM
Your To-Do list:
Finish tripling in spells. How you allocate those spell ranks is a topic of much debate (hint: for many people, the answer is MnS 64, MnE 77, Sor 162).
Double spell aiming, if you haven't already.
Finish PT, if you haven't already.
Get at least 3 ranks of MOC.
Single in CM (5 ranks of disarm and 5 ranks of cunning defense).
Finish Sorcerer lores (don't get me started on how to allocate the ranks).
Fully double in AS, MIU, EMC and SMC.
Finish elemental lores (no matter your attunement, I suggest 52 ranks of air and 50 ranks of each of the others).
Double in harness power, if you haven't already.
Finish spirit lores (181 ranks of summoning and 21 ranks of blessing).
Finish singling in perception, climbing, swimming, first aid and survival.
Double in perception and first aid.
Triple in harness power.
Single in dodging.
Double in survival.
Overtrain in armor. It's debatable and complicated, but by the time you get to it, somebody will have figured it out.
Finish singling in MOC.
Either subjugate the world or train in picking locks.
I'm a fan of training in rotation, instead of doing all of one skill at a time. For example, you might rotate between CM, lores and ancillary magic skills, perhaps 4 ranks of lore followed by one rank of CM followed by one rank each of AS, MIU, EMC and SMC.
There's also the possibility of training in a weapon type and/or shield or even brawling.
Finish Sorcerer lores (don't get me started on how to allocate the ranks).
But how do you allocate those ranks?
Maerit
08-24-2018, 02:47 PM
100 necro / 102 demon lore (unless you're one of the .1% that owns some kind of rotflares)
And 171 if you do.
..and why 21 ranks in blessings?
Also how much xp does Nindon have to have enough points for all this stuff?
nindon
08-25-2018, 07:01 AM
But how do you allocate those ranks?
You got me started! I have 122 demon and 80 necro. I stopped necro at 80 because that was a good stopping point for 735 energy collection. The main reason for more demon ranks is to phase larger boxes with 704. It also supposedly makes 704 more effective against maneuvers.
..and why 21 ranks in blessings?
Also how much xp does Nindon have to have enough points for all this stuff?
I haven't finished everything on the list. I should finish with items 14, 15 and 16 by the end of this year. The end is in sight.
Three reasons for 21 blessing lores: It helps a tiny bit with several minor spirit spells (104, 105, 107, 115, 117). It helps bolt AS slightly when using spells 307 and 215. And, finally, the benefit of continued spirit summoning ranks after 180 is minuscule.
Figure your DF with web bolt at 181 spirt summoning ranks and consider that you will web the target 100% of the time.
khorpulent
08-27-2018, 04:20 PM
Why at least 3 ranks in MOC? Are we assuming that there are sorcs out there actually casting ball spells?
Roiken
08-30-2018, 11:05 PM
3 is on the lower side of MOC i'd suggest at least 10, and quite a few sorcerers use bolt spells, I pretty much do all of my reim hunting as well as group bandits using 713
Dantx
09-01-2018, 06:02 PM
100 necro / 102 demon lore (unless you're one of the .1% that owns some kind of rotflares)
I think this is the best split.
You get sacrifice infest (which is cool but not needed) but more importantly, you get max 711 endrolls. 102 ranks of demon is also the exact spot to stop for the threshold for phase until the next bonus.
I have yet to see any conclusive evidence that demonology lore helps with SMRv2, despite an explicit GM post stating it does (please someone prove me wrong on this) and I do have 102 ranks of demon lore.
Why at least 3 ranks in MOC? Are we assuming that there are sorcs out there actually casting ball spells?
MOC is really good for offsetting FoF which can become a problem since almost every capped area can disable / RT you and can swarm. I personally recommend 10 ranks just for this.
A lot of nindon's list is debatable based on where you hunt, but I think it's a decent list in general.
Darcthundar
09-11-2018, 07:24 AM
Also how much xp does Nindon have to have enough points for all this stuff?
I do not know how much xp Nindon has, but I have completed most everything on the list. I also have shield/brawling and trading maxxed. So my best guesstimate is just under 44m xp. I know they have significantly nerfed shield/runestaff, but I can still get mid 600's DS and I like the added enhancives.
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