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allen
04-21-2005, 08:02 AM
Just had a question about sorcerors. Spell aiming helps only for implosion correct? And what helps raise CS, just sorc spell ranks?

Asha
04-21-2005, 08:07 AM
Spell aiming helps focused implosion, also it helps keep your CS up when aiming limb disrupt.
Train in spells to raise CS.

Soon someone will post the formula for CS and when/if this baffles the shit out of you just remember this.. Train once every level in Sorc sphere, and then mix between minor elemental and minor spirit. I think you should concentrate on minor elemental shpere the most (like 3/4) becouse of the CS bonus 425, elemental targeting gives.

At least 2 spell trainings per level.



[Edited on 4-21-2005 by Drayal]

Sean of the Thread
04-21-2005, 08:23 AM
Don't forget my favorite.. 111 supa FIRE SPIRIT!!!111!

I would go for 425 first as well.

Asha
04-21-2005, 08:24 AM
I've never used that spell, except for fun.

Sean of the Thread
04-21-2005, 08:25 AM
I use it OTF ALL the time in all its greatness. Group hunting especially. I really fry me up some critters with it.

[Edited on 4-21-2005 by Xyelin]

Asha
04-21-2005, 08:27 AM
please please please post a log of this for me?

I don't believe how a sorcerer can make it viable as a staple hunting spell, when 719 would murder anything which casts and 711 would murder anything which didn't (as long as you go necro lore, the only one worth training in).
Edited to add : All from guarded, which is the blessing of being a sorc.

[Edited on 4-21-2005 by Drayal]

Sean of the Thread
04-21-2005, 08:36 AM
Your wish is my command.

A twisted being claws at you!
AS: +396 vs DS: +507 with AvD: +36 + d100 roll: +84 = +9
A clean miss.
>708 being left leg
*** TypoHelp: Converted "708 being left leg" to PREP 708 and CAST being left leg

You trace an intricate sign that contorts in the air while forcefully invoking Limb Disruption...
Your spell is ready.
You gesture at a twisted being.
CS: +404 - TD: +365 + CvA: +25 + d100: +84 == +148
Warding failed!
The twisted being's left leg explodes!
The twisted being cries out in pain as it falls to the ground with a mangled left leg!
The twisted being is stunned!
>prep 111
> stance off
> cast being
> stance def
You utter a light chant and raise your hands, beckoning the lesser spirits to aid you with the Fire Spirit spell...
Your spell is ready.
You are now in an offensive stance.
You gesture at a twisted being.
You hurl a roaring ball of fire at a twisted being!
AS: +421 vs DS: +191 with AvD: +44 + d100 roll: +72 = +346
... and hit for 136 points of damage!
Fire completely surrounds a twisted being. Blood boils and heart stops.
A twisted being lets out a final, shrill shriek and dies.
The very powerful look leaves a twisted being.
The white light leaves a twisted being.
The deep blue glow leaves a twisted being.
The light blue glow leaves a twisted being.
The powerful look leaves a twisted being.
The twisted being appears a bit less vulnerable.
The roaring ball of fire strikes a twisted being, blossoming into a much larger sphere of flame upon impact.
Cast Roundtime 3 Seconds.
Cast Round Time in effect: Setting stance to guarded.
>cackle
You cackle!
>loot
You search the twisted being.
It had 516 silvers on it.
You gather the remaining 516 coins.
It had a fiery jacinth on it!
It had nothing else of value.
A twisted being falls apart into a pile of dust which quickly scatters.
>get jacin
> put jacin in my cloak
You pick up a fiery jacinth.
You put a fiery jacinth in your leather cloak.
A festering taint arrives, bringing in a rancid odor.

[Edited on 4-21-2005 by Xyelin]

Sean of the Thread
04-21-2005, 08:39 AM
>prep 111
> stance off
> cast grem
> stance def
Wait 1 sec.
You are now in an offensive stance.
You don't have a spell prepared!
Cast Round Time in effect: Setting stance to guarded.
>prep 111
> stance off
> cast grem
> stance def
You utter a light chant and raise your hands, beckoning the lesser spirits to aid you with the Fire Spirit spell...
Your spell is ready.
You are now in an offensive stance.
You gesture at a gremlock.
You hurl a roaring ball of fire at a gremlock!
AS: +421 vs DS: +205 with AvD: +57 + d100 roll: +82 = +355
... and hit for 105 points of damage!
Fire burns through neck and destroys carotid artery. Painfully bloody way to die.
A gremlock's eyes roll up as he dies.
The roaring ball of fire strikes a gremlock, blossoming into a much larger sphere of flame upon impact.
Cast Roundtime 3 Seconds.
Cast Round Time in effect: Setting stance to guarded.
>loot
You search the gremlock.
It had a ragged knapsack.
You discard the gremlock's remaining useless equipment.
It carried a corroded gold coffer with it!
A gremlock runs in and grabs a hold of the dead gremlock and drags him off.
>look

Asha
04-21-2005, 08:43 AM
I'm currently changing my macro's.
:heart:

allen
04-21-2005, 08:43 AM
Thanks, had double in spell aiming for implode and fire spirit...but they don't seem to be so effective on Teras, the fire spirit atleast. Thanks for the info

Asha
04-21-2005, 08:45 AM
Teras has mainly a fire element to the whole island.

What are hunting dude?

Sean of the Thread
04-21-2005, 08:56 AM
Originally posted by allen
Thanks, had double in spell aiming for implode and fire spirit...but they don't seem to be so effective on Teras, the fire spirit atleast. Thanks for the info

Stunning and knocking down things is your friend. Usually a shot of 708 to the leg first if you can. Then smack down with 111. The thing in OTF is alot of shit has high TD so this combo was costing me 11+8 = 19 mana as opposed to 715 th en 719 or watever to take shit down. 111 is specially good in group hunts as the ball starts bouncing around hitting lots of shit in the swarm. With 2 other sorcs in a group we were a fry team.

allen
04-21-2005, 09:07 AM
Hunting in mages, just imploding em, it sucks tho cuz most the time ya can't search anything. Might just migrate to using 700 circle.

Asha
04-21-2005, 09:20 AM
Hunt Rift, not mages, man.

Syberus
04-21-2005, 12:56 PM
Course you get to use all those nice wizard wands too...

allen
04-21-2005, 07:27 PM
That's true, and do you guys know exactly what the 2 sorcerous lores exactly do? I'm nearly singled in each of them, was wondering if I should just take them off and get more spell ranks...

Trinitis
05-14-2005, 03:32 PM
Originally posted by allen
That's true, and do you guys know exactly what the 2 sorcerous lores exactly do? I'm nearly singled in each of them, was wondering if I should just take them off and get more spell ranks...

The lores do take effect on some spells. Demon helps with summoning demons, of course. It also helps with Cloak of Shadows, Torment, and I think Evil eye.

Necro allows one to animate the dead, and helps with blood burst (which I still use at level 70), limb disrupt, and a few other spells.

Some of the above may be off, as I'm currently not feeling well and suffering from lack of sleep. But you get the general idea.

Xandalf
05-14-2005, 06:55 PM
Originally posted by Drayal
please please please post a log of this for me?

I don't believe how a sorcerer can make it viable as a staple hunting spell, when 719 would murder anything which casts and 711 would murder anything which didn't (as long as you go necro lore, the only one worth training in).
Edited to add : All from guarded, which is the blessing of being a sorc.

[Edited on 4-21-2005 by Drayal]

Virilneus, capped dwarf sorcerer, used this as his primary hunting spell. He has about 100 ranks in spirit summoning, and the spell is simply devastating for him. VERY effective when used correctly.

Xandalf
05-14-2005, 06:58 PM
Originally posted by allen
That's true, and do you guys know exactly what the 2 sorcerous lores exactly do? I'm nearly singled in each of them, was wondering if I should just take them off and get more spell ranks...

Demonology is used for the CoS retribution effect, an increase in Torment's effectivness (both damage and the number running), as well as with summoning.

Necromancy helps with blood burst HP regen, limb disruption animating limbs, disease damage, animates, but is most useful with Pain.

As for which one to train in, it is a matter of persona opinion. Some 2x in one, some 1x in both, some 1x in one and some get no lores at all. It just depends on what you want your sorcerer to be.

Sean of the Thread
05-14-2005, 07:26 PM
Originally posted by Xandalf

Originally posted by Drayal
please please please post a log of this for me?

I don't believe how a sorcerer can make it viable as a staple hunting spell, when 719 would murder anything which casts and 711 would murder anything which didn't (as long as you go necro lore, the only one worth training in).
Edited to add : All from guarded, which is the blessing of being a sorc.

[Edited on 4-21-2005 by Drayal]

Virilneus, capped dwarf sorcerer, used this as his primary hunting spell. He has about 100 ranks in spirit summoning, and the spell is simply devastating for him. VERY effective when used correctly.

Xyelin concurs. The player of Xyelin and the character. I always got a giggle when hunting and someone strides by to see me toss a fireball. 111 is the bomb..literally.

drigore
07-26-2005, 05:24 AM
Since no one else posted the actual formula. This might have changed minorly, since I've gotten it.

CS is calculated by the following:

CS = (level x 3) + primary spell circle bonus + secondary spell circle 1 + secondary spell circle 2 + stat bonus

-----------------------------
Primary spell circle bonus: (round normally)
Ranks up to level: 1CS/rank
Ranks 1-20 above level: .75CS/rank
Ranks 21-60 above level: .5CS/rank
Ranks 61-100 above level: .25CS/rank
Ranks 101 -? above level: .125CS/rank

-----------------------------
Secondary circle bonuses:
Ranks up to 2/3 level: .33333CS/rank (round up)
Ranks above 2/3 level: .1CS/rank

-----------------------------
Stat bonus:
AU for elemental casters
WI for spiritual casters
(AU+WI)/2 for sorcerers (round up)

CS example:
Ernest is a level 20 dark elf sorcerer with 7 spiritual spells, 25 sorcery spells and 10 elemental spells, a 30 Wisdom bonus and a 35 Aura bonus. Let's figure out his CS.

CS = (level x 3) + primary spell circle bonus + secondary spell circle 1 + secondary spell circle 2 + stat bonus

Level is 3 x 20 = 60.

Primary spell circle bonus is (20 x 1) + (5*.75) = 23.75, since he knows 5 spells above his level. Round this normally, for Ernest to 24.

Secondary spell circle 1 is his spiritual spells. (7 x .333) = 2.33 or 3 in this case. (always rounded up)

Secondary spell circle 2 is his elemental spells. (10 x .333) = 3.33 or 4 in this case. (always rounded up)

Stat bonus is (30+35)/2 = 32.5 or 33 in this case (always round up).

So Ernest's CS with a sorcery spell is:
60 + 24 + 3 + 4 + 33 = 124 CS.

That's directly from the QRS.