View Full Version : 49 Sorcerer returning to game
wrexsole
08-17-2017, 02:00 AM
so i have been away for a long time and recently returning. Still getting my bearings and wanted to make sure i am still doing everything right. trying to remember how high i need to take the minor spell circles. was going to shoot for 140 and swap back over to minor elemental. Currently i am fighting in bonespear tower and have a 269 CS.
Stats: Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 59 (4) ... 59 (4)
Constitution (CON): 55 (-3) ... 55 (-3)
Dexterity (DEX): 74 (22) ... 74 (22)
Agility (AGL): 76 (18) ... 76 (18)
Discipline (DIS): 95 (12) ... 95 (12)
Aura (AUR): 100 (35) ... 105 (37)
Logic (LOG): 96 (23) ... 96 (23)
Intuition (INT): 76 (18) ... 76 (18)
Wisdom (WIS): 100 (30) ... 105 (32)
Influence (INF): 76 (8) ... 76 (8)
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 40 8
Physical Fitness...................| 130 35
Arcane Symbols.....................| 151 51
Magic Item Use.....................| 151 51
Spell Aiming.......................| 202 102
Harness Power......................| 151 51
Elemental Mana Control.............| 151 51
Spirit Mana Control................| 151 51
Sorcerous Lore - Demonology........| 150 50
Sorcerous Lore - Necromancy........| 5 1
Perception.........................| 151 51
Climbing...........................| 120 30
Swimming...........................| 120 30
Spell Lists
Minor Elemental....................| 30
Spell Lists
Minor Spiritual....................| 38
Spell Lists
Sorcerer...........................| 52
Tgo01
08-17-2017, 02:09 AM
First thing's first...gimmie all your silver.
Also what armor you wearing? Better not be anything above full leather because armor hindrance is literally the devil. If so you can take armor use down to 4 ranks, but if you're wearing icky doubles then 8 is fine.
Keep PF maxed because it helps a lot with maneuvers.
Other than that you're looking pretty good. Getting to 140 couldn't hurt since you're so close anyways, after that you can leave minor spirit spell ranks at 40 until you've gotten a ll of the MnE and sorc spell ranks you want. Max sorc CS is 162 sorc ranks, 73 MnE and 67 MnS. If you want to go the max CS route that is.
drauz
08-17-2017, 02:15 AM
Doubles are pretty standard for sorcerers
Tgo01
08-17-2017, 02:17 AM
Doubles are pretty standard for sorcerers
ARMOR HINDRANCE IS THE DEVIL!!
drauz
08-17-2017, 02:20 AM
ARMOR HINDRANCE IS THE DEVIL!!
https://i.imgflip.com/ubge7.jpg?a417264
wrexsole
08-17-2017, 02:31 AM
i am wearing double right now, only get hit with the 2% hindrance once in a while. From readings im starting to 1x PF for maneuvers. way back when when i use to play the goal was maxing health and didnt have much for maneuvers back then.
Tgo01
08-17-2017, 02:35 AM
i am wearing double right now, only get hit with the 2% hindrance once in a while.
666!!!
From readings im starting to 1x PF for maneuvers. way back when when i use to play the goal was maxing health and didnt have much for maneuvers back then.
I'm thinking the last time you played the game was called GS3 :p
drauz
08-17-2017, 03:05 AM
This is my current training:
(at level 81), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 40 8 will probably never get anymore
Physical Fitness...................| 183 83 |1x
Arcane Symbols.....................| 183 83 |1x
Magic Item Use.....................| 183 83 |1x
Spell Aiming.......................| 266 166 |2x
Harness Power......................| 181 81 |1x -1 rank
Elemental Mana Control.............| 183 83 | 1x
Spirit Mana Control................| 183 83 | 1x
Sorcerous Lore - Necromancy........| 177 77 | whatever I feel like
Perception.........................| 130 35 | trying to get to 1x
Climbing...........................| 111 27 |whatever I feel like
Swimming...........................| 62 13 |working towards 1x
Spell Lists
Minor Elemental....................| 55 |.66x
Spell Lists
Minor Spiritual....................| 50 |.66x
Spell Lists
Sorcerer...........................| 102 |1x + 21 ranks
If I were you I would get some more ranks in Sorcerer circle and keep 400s and 100s to .66 of your level.
Roiken
08-17-2017, 07:31 AM
For me getting to 75 ranks in MnE would be more important than 140 for the benefit of 425 and constant ds from 430. I've found that messing with 2x spell aiming before cap for spells you hardly need to use is to costly. Going heavy on demon lore rather than necro is an oddity too but to each their own as it's a non deal breaker for anything. Good luck and save up those bounty points for a fixstat cause you'll want it if you keep playing him.
my little sorcerer
(at level 94), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Physical Fitness...................| 195 95
Arcane Symbols.....................| 195 95
Magic Item Use.....................| 195 95
Spell Aiming.......................| 199 99(Keeping this almost like level so that eventually getting to 2x wont be such a pita)
Harness Power......................| 225 125(had this at just 1x but longer hunts for heirlooms and what not it got annoying to have to split it between hunts fried or not)
Elemental Mana Control.............| 196 96
Spirit Mana Control................| 196 96
Sorcerous Lore - Necromancy........| 162 62
Perception.........................| 195 95
Climbing...........................| 140 40
Swimming...........................| 161 61
Spell Lists
Minor Elemental....................| 75
Spell Lists
Minor Spiritual....................| 40
Spell Lists
Sorcerer...........................| 130
and This is how Roiken has his current skills
(at level 100), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Combat Maneuvers...................| 201 101
Multi Opponent Combat..............| 50 10
Physical Fitness...................| 201 101
Arcane Symbols.....................| 204 104
Magic Item Use.....................| 218 118
Spell Aiming.......................| 302 202
Harness Power......................| 343 243
Elemental Mana Control.............| 228 128
Spirit Mana Control................| 214 114
Elemental Lore - Air...............| 74 16
Elemental Lore - Earth.............| 74 16
Elemental Lore - Fire..............| 74 16
Elemental Lore - Water.............| 74 16
Spiritual Lore - Summoning.........| 120 30
Sorcerous Lore - Demonology........| 180 80
Sorcerous Lore - Necromancy........| 203 103
Survival...........................| 20 4
Perception.........................| 201 101
Climbing...........................| 160 60
Swimming...........................| 160 60
Spell Lists
Minor Elemental....................| 76
Spell Lists
Minor Spiritual....................| 57
Spell Lists
Sorcerer...........................| 170
Roiken
08-17-2017, 07:31 AM
:banghead:
beldannon5
08-17-2017, 07:42 AM
so is spell aim really big early on. My sorcerer is 48 and I trained away from spell aim when I used my fixskill. Is it more a preference on spell aim or cs?
drauz
08-17-2017, 07:43 AM
so is spell aim really big early on. My sorcerer is 48 and I trained away from spell aim when I used my fixskill. Is it more a preference on spell aim or cs?
I use it to disable creatures and for DR.
708 a right arm and they aren't doing a whole lot.
Implosion for DR.
Roiken
08-17-2017, 07:52 AM
Give a little take a little, 705 stuns most things long enough for you to kill them, I guess it comes down to how afraid you are of that right arm.
wrexsole
08-17-2017, 01:27 PM
thanks everyone for the tips. For my demon ranks i read its good to take to 52 and then go necro lore forever. I went demon first because i thought demons might be helpful but they are illegal in town and no one is ever around to learn guild illusion ranks. i hardly use spells that require the spell aim currently so i will probally slow down on the trains in that. ill try and catch my sorcerer base up to the 25 above my level. I read about the fixstat potion but it seems like it is something that will take forever to get a hold of. Is there a way to see how many bounty points you have?
Maerit
08-17-2017, 01:53 PM
I personally feel sorcerer goals should be:
1. Train as many spell ranks as you can to have 425 by level 25 and be at least 1x in Sorcerer spell ranks at the same time.
2. Train up to 120 in MnS while maintaining at least 1x in Sorcerer spell ranks at the same time.
3. Train level + 21 Sorcerer spell ranks.
4. 1x into Necromancy lore. Demon lore does not significantly impact your ability to hunt or kill targets - necromancy does.
5. Get MnE to 76 ranks while maintaining +21 Sorcerer Spell Ranks
6. Get MnS to 64 ranks while maintaining +21 Sorcerer Spell Ranks
Once all that is done would be the ideal time to invest into Spell Aiming, Demon Lore, CMAN (for defense reasons), and other tertiary skills (FA/Survival). Of course, this assumes your normal training plan includes all the fundamental skills (1x PT/Perception/EMC/SMC/AS/MIU/HP - some Armor Training, .5x in Climb/Swim -- etc)
- Don't bother with spell aiming unless you really really have a hard-on for 708 and 720.
- Replace 708 with 709 or 703 depending on what you're using it for. 708 aimed at the legs - 709 works just as well. 708 aimed at the right arm to block casting - 703 does this just as well. For capped hunting areas, I only bother with disables if there's more than 1 target in the room. Otherwise - 711x3 - move on (the RT from 711 keeps a target disabled). If the room has more than 1 target, then I lay down a 709 and 703 on the room. Stops them from moving, stops them from casting, and I'm free to go about my killing business without much risk.
Demon lore is something of a "luxury" lore. It will improve the chances of your 712 activating, but the activation criteria for 712 is very crappy. You must be stunned, and you must take physical damage from an AS based attack for 712 to activate. If you're stunned, you're probably still going to have high enough DS to avoid being hit by AS attacks, so while stunned you're going to die from a maneuver - not AS attacks (bandits being the obvious exception most of the time). In which case, 712 isn't going to flare, so you're not gaining much benefit from the opportunity - plus it still works most of the time without any demon lore anyway...
Other than that, you get the SMR bonus from 704 self-cast - which is cool, but not measurable and the phase weight limit increase, which is a great benefit to have... after you cap!
Necro lore is the lore to train 1x for because it increases the potency of combat spells (709, 711, 716, and 730) along with giving your cash machine a boost (735). Nothing Demon lore does can compare.
Allereli
08-17-2017, 02:07 PM
It seems wasteful to train CMAN for defense reasons but not bother with spell aim for 708, which provides a much cheaper option for disabling and more benefits.
+21 spell ranks is never necessary, it's overkill if you want to do other things. It is fully possible and fun to be almost 1x in both necro and demon lore before cap, have summoning lore, and skin/forage.
Demon lore is excellent for both 712 and Phase (boxes and maneuver benefit) pre-cap
Maerit
08-17-2017, 02:39 PM
It seems wasteful to train CMAN for defense reasons but not bother with spell aim for 708, which provides a much cheaper option for disabling and more benefits.
+21 spell ranks is never necessary, it's overkill if you want to do other things. It is fully possible and fun to be almost 1x in both necro and demon lore before cap, have summoning lore, and skin/forage.
Demon lore is excellent for both 712 and Phase (boxes and maneuver benefit) pre-cap
No one is suggesting taking CMAN before Spell Aiming or Demon Lore. It's just one of those things you don't ever need, but which is nice to have once you have the TPs to learn.
Learning +21 spell ranks is proven to be the most TP efficient way to max out Sorcerer CS pre-cap. Once you go over +21 ranks in Sorcerer spells, you'll hit diminishing returns hard, but those 21 ranks are something like an additional +10 CS. CS is king for sorcerers. You know this, I don't know why but I feel the need to explain.
The higher your CS, the higher your warding margin, the more damage you deal. This is true with 711, 705, 702.
It also makes spells that you may rely on more reliable. 709 is improved with spell ranks. 717 is dramatically different with just +10 CS (tried and tested on thousands of opponents in the DR arena).
Demon Lore is excellent for 712 - but 712 itself is NOT excellent. My sorcerer is level 99, and I can count on one hand the number of times where 712 could have activated in the past year. It just isn't a common scenario for a sorcerer. How many times are you getting stunned while having DS low enough to be struck by a physical - non-maneuver - non-spell attack? Something has to swing their weapon at you, deal damage, while you're stunned. Just isn't really a common situation for a pure hunting in guarded stance...
Phasing boxes is cool, but using scroll infusion for 509 and 606 scrolls + 511 is just as good and saves you a ton of TPs. It's a luxury.
Allereli
08-17-2017, 02:54 PM
Learning +21 spell ranks is proven to be the most TP efficient way to max out Sorcerer CS pre-cap. Once you go over +21 ranks in Sorcerer spells, you'll hit diminishing returns hard, but those 21 ranks are something like an additional +10 CS. CS is king for sorcerers. You know this, I don't know why but I feel the need to explain.
you don't need to explain. my opinion is to give a different point of view since you save everything save hunting for post-cap.
There's simply no need to have max CS pre-cap. I never said that having +21 didn't max CS, I said it is possible to have fun and do a lot of other things without it.
fun is not luxury if you find phasing boxes, scroll infusion, foraging, and/or skinning, etc. fun. Fun is the point, and max CS is very one-dimensional, which to me is not fun.
save the cookie cutters for the cookies.
Maerit
08-17-2017, 03:08 PM
Mutant builds are fun, but I usually point people to practical builds when they're asking for advice on how to "properly train" a character after returning from a long hiatus. If someone needs to be told how to create a "fun" build, then they're doing it wrong!
Also - OP - Scroll Infusion. Learn it, and you'll love it!
Allereli
08-17-2017, 03:39 PM
Mutant builds are fun, but I usually point people to practical builds when they're asking for advice on how to "properly train" a character after returning from a long hiatus.
proper training does not need to be as high as +21 to be viable. I'll say it over and over, every time you argue it I'll be there to say it's not how it has to be. Mutant is going unarmed combat. Getting lores for magical abilities is not.
drauz
08-17-2017, 07:58 PM
proper training does not need to be as high as +21 to be viable. I'll say it over and over, every time you argue it I'll be there to say it's not how it has to be. Mutant is going unarmed combat. Getting lores for magical abilities is not.
Its the cookie cutter build. Its the common build. It seems to be what the OP was looking for. You can make almost anything "work". You could be a lockpicking sorcerer.
Allereli
08-17-2017, 08:22 PM
Its the cookie cutter build. Its the common build. It seems to be what the OP was looking for. You can make almost anything "work". You could be a lockpicking sorcerer.
as I stated, training magic skills other than spell research should be considered normal, not an experiment. +21 is overkill when you can do so many other things with the points BEFORE cap. The poster asked if he was fine, not specially a one-dimensional build.
Malisai
08-17-2017, 08:32 PM
Your training looks fine. Its practically the same as I had while leveling, but i was in fulls. Doubles are fine to wear. Most sorcerers choose between fulls or doubles.
I would expect there will be a good amount of people to say to drop spell aim, I liked it for 708 and 720.
It wouldnt hurt to train your spells to level+20, but i didnt do that either.
So basically, i used this training until right until cap, then i fixskilled into closer to 3x spells and then brought other skills back up.
Lemonkyst
08-17-2017, 08:58 PM
I use spell aim for 713 which is really nice once you have a curse. I didn't train in it all until mid 90's with so many other things to train in. I only mention this because in the previous posts mentioning spell aim, 713 was ignored. 713 is fantastic for swarms. I dislike 709 because it is not player friendly. I went with 105 necro and 97 demon lore. I may move that around a little. Was nice while mastering guild skills, but I sadly don't utilize the demon side of sorcery.
.
Roiken
08-17-2017, 10:10 PM
hehe some of you guys make this out like it's a science.. it's really not hard sorcerer train in spells kill stuff and you are fried.. I will say that 715 in guarded to reduce td helped a lot more than 708 and 703.. Just like every thing it all depends on where you go and what you hunt.. some of the critters are easier but have no loot .. I liked bonespear it was great.
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