View Full Version : Spell ranks for earthen fury primary build
Donquix
06-13-2017, 07:53 PM
Curious: what all have folks who played around with earthen fury at 303 spell ranks decided to stop at for distribution?
I'm at 75 MnE, 100 MjE, approaching 121 wiz. Honestly it doesn't really matter in a practical sense at this point, things explode, I fry quick and rarely if ever die. I had originally planned on just dumping the rest into wiz because hey...why the hell not get some extra oomph on enchant casts. That would end up at 75 MnE, 100 MjE, and 128 Wiz.
I would have a kickass weapon fire CS too. Fuck yeah. This is with water lore primary btw, because again...why the fuck not.
Whirlin
06-13-2017, 09:09 PM
I'm only going 100/78/100, and then putting down spell research for a little while I think... May go up to 2x lores, hit some disarm protection CMANs, a few ranks of MoC, or just some other miscelaneous crap. As a halfling, my CS is never gonna be that amazing, and 100 ranks in WIZ is an incredibly powerful 917
Donquix
06-13-2017, 10:43 PM
I'm only going 100/78/100, and then putting down spell research for a little while I think... May go up to 2x lores, hit some disarm protection CMANs, a few ranks of MoC, or just some other miscelaneous crap. As a halfling, my CS is never gonna be that amazing, and 100 ranks in WIZ is an incredibly powerful 917
Yeah, honestly i'm just dumping shitloads of points away I don't need. I feel like up to ~110 in wiz was worth it for higher level things like shapers. That's anecdotal, i didn't track it very effectively. At this point it's just OCD to get to 303 ranks. I'll be happy when it's done and I can start picking up something else. Either survival/trading for QoL, or more lore. At 1x water lore now, i'd like to pick up ~60 earth for the 2x core tap per minute. Hunting the sanctum a lot so being able to double dip for that sweet sweet 50 mana to kill 10 things in the room an extra time per minute would be pretty clutch, not to mention the extra padding if I get hit with an errant lurker acid ball, bandits, etc.
Not sure what to do with the remaining 40ish ranks of lore I'd have after the 100+60, it would be nice to increase the chances of the extra 917 hit but I'd also be tempted to go into air for the haste benefits. Basically be trading 8% RT redux for 8% chance for the extra strong 917 flare.
Whirlin
06-14-2017, 08:27 AM
Yeah, honestly i'm just dumping shitloads of points away I don't need. I feel like up to ~110 in wiz was worth it for higher level things like shapers. That's anecdotal, i didn't track it very effectively. At this point it's just OCD to get to 303 ranks. I'll be happy when it's done and I can start picking up something else. Either survival/trading for QoL, or more lore. At 1x water lore now, i'd like to pick up ~60 earth for the 2x core tap per minute. Hunting the sanctum a lot so being able to double dip for that sweet sweet 50 mana to kill 10 things in the room an extra time per minute would be pretty clutch, not to mention the extra padding if I get hit with an errant lurker acid ball, bandits, etc.
Not sure what to do with the remaining 40ish ranks of lore I'd have after the 100+60, it would be nice to increase the chances of the extra 917 hit but I'd also be tempted to go into air for the haste benefits. Basically be trading 8% RT redux for 8% chance for the extra strong 917 flare.
I dunno, I wouldn't worry about 2x core tap til maybe after I've 3x Harness Power... It's an amazing ability, but super expensive.
Furthermore, if you are looking for core tapping, I'd probably convert the water to fire, just from a 950 AS buff perspective. I still really can't validate water lore as a training path compared to the raw damage output potential of fire.
But, you're basically experiencing what many of us have been saying for a while... Once a wizard is 3x spells (or hell, even 278 at this point), everything is so incredibly marginal returns at best to our core hunting abilities. It's a problem across the pure/square landscape.
Whirlin
06-14-2017, 08:31 AM
I'd also be tempted to go into air for the haste benefits.
So, I've done out the math, and due to rounding, I would not recommend going any less than 55 ranks. 55 ranks will end up yielding -1 RT on every even induced RT >6, and 60 ranks would yield -1 RT on base 4 RT to bring it down to 1s. Before that, you're looking at some RT reductions of like, RT induced that's divisible by 7 due to rounding works out.
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