View Full Version : Help with my sorcerer please
AestheticDeath
04-23-2006, 08:46 PM
Hey guys, just came back to GS for a look around, and I am dabbling with the new system. I played with it a little bit while I was in GS3, but before the actual swap to GS4. I pretty much screwed myself by leaving the stats the way they are before leaving. I had assumed I would get another chance to change them. Anyhow I noticed I have a fixskills at the moment, and was thinking about trying a new set of skills before the fixskills next month.
So, any recommendations would be appreciated.
Basically I trained him according to the way I played in GS3, I am hunting using energy maelstrom at the moment and it works well enough. Though I will soon outgrow my current hunting area at hooded figures, and need to move onto something else, perhaps kiramon?
Race: Dwarf Profession: Sorcerer (not shown)
Gender: Male Age: 90 Expr: 1237322 Level: 33
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 86 (28) ... 86 (28)
Constitution (CON): 81 (30) ... 79 (29)
Dexterity (DEX): 71 (10) ... 71 (10)
Agility (AGI): 70 (5) ... 70 (5)
Discipline (DIS): 100 (35) ... 100 (35)
Aura (AUR): 100 (15) ... 100 (15)
Logic (LOG): 64 (12) ... 64 (12)
Intuition (INT): 65 (7) ... 65 (7)
Wisdom (WIS): 100 (25) ... 100 (25)
Influence (INF): 44 (-13) ... 44 (-13)
Mana: 115
(at level 33), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Shield Use.........................| 130 35
Brawling...........................| 130 35
Physical Fitness...................| 90 20
Arcane Symbols.....................| 130 35
Magic Item Use.....................| 130 35
Spell Aiming.......................| 170 70
Harness Power......................| 142 42
Elemental Mana Control.............| 130 35
Spirit Mana Control................| 130 35
Stalking and Hiding................| 90 20
Perception.........................| 130 35
Climbing...........................| 20 4
Swimming...........................| 20 4
Spell Lists
Minor Elemental....................| 20
Spell Lists
Minor Spirit.......................| 30
Spell Lists
Sorcerer...........................| 20
Training Points: 13 Phy 0 Mnt (162 Phy converted to Mnt)
Got Impatient without the help and decided on this...
(at level 33), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Physical Fitness...................| 90 20
Arcane Symbols.....................| 130 35
Magic Item Use.....................| 130 35
Spell Aiming.......................| 170 70
Harness Power......................| 170 70
Elemental Mana Control.............| 170 70
Spirit Mana Control................| 170 70
Perception.........................| 108 26
Climbing...........................| 20 4
Swimming...........................| 20 4
Spell Lists
Minor Elemental....................| 30
Spell Lists
Minor Spirit.......................| 20
Spell Lists
Sorcerer...........................| 20
Training Points: 1 Phy 0 Mnt (1084 Phy converted to Mnt)
Things2Come
04-23-2006, 09:43 PM
Didn't you used to play a capped sorcerer?
AestheticDeath
04-23-2006, 09:55 PM
Hmm, nope. Guess you got me confused with someone else. Although I did play a few other older sorcerers, and other professions. I was a buyer/seller at one point, and played around with several different high lvl characters to get a feel for what I liked or disliked. Anyhow all I have right now are a few of the low lvl characters I made for myself. This being the oldest I had at the point I quit.
I wound up screwing around with the other characters, and hanging out on the boulder too often to be able to spend much time leveling my own characters. I was too caught up in trying to have fun, rather than race to a high level.
Things2Come
04-23-2006, 10:13 PM
I thought you used to be Jenovadeath for some reason.
AestheticDeath
04-23-2006, 10:22 PM
Oh nope.. never played that one.
Necromancer
04-23-2006, 11:17 PM
JD's player has always been the same
J
Things2Come
04-23-2006, 11:22 PM
I thought he was bought and sold several times?
AestheticDeath
04-24-2006, 12:49 AM
Is there anyway to get implosion under 14 mana? Or get more then 3 mana return on DC?
Can some sorcerers perhaps post their training training paths and a few hunts they have recently had? Id like to get some more insight on how certain things work for everyone. Whether you triple train spells and hunt with CS based spells, or use maelstrom/implode and wether you guys for the runestaff or the shield/weapon combo.
Double spell aiming to have focused implosion cost the minimum of 16 mana and to make your FI as devastating as it can be.
The more ranks you have in the various mana controls (spiritual and elemental), affects the amount of mana you're likely to have returned to you from DC.
I use a runestave since I have so many ranks in magical lores, spells and whatnot. Plus it's the easiest way to gain DS while training in spells, sorcerous lores, mana controls, MIU or AS.
There's nothing wrong with going shield + weapon / brawling. But there's guys here who have better experience of this route (Evarin, Arkans ((wherever he is)) Syberus or Jonty).
Tripling spells is not as effective anymore. The CS gains have become expensive to the point where it's not worth it. But like I said.. the more you train in magical ranks the better runestave DS you'll have. It's really up to you.
At your train focused maelstrom is good. Use it twice (or three times) on a critter if you feel it needs speeding up as it makes for more effective damage.
I won't post a log of my sorcerer hunting as he's at the end game now, and the way he hunted at your train compared to now differs a lot.
You should be using 702 to batter critters piece by piece. Not fast but eventually effective. 701 with Necromancy sorcerous lores will return blood to you from the critter, or simply drain its blood till it dies.
703 anything that's able to cast something that'll end your hunt before it get's a chance to cast it's spell. 704 creatures which are non-corporeal to make them crittable with spells such as 702.
705 is a little more expensive than 702 but the damage can be greater. Also with both these spells you can channel them with open hands to have them even more devastating.
Those are the basics, and I'm positive Necromancer or Evarin will chime in to point out anything else.
I haven't had my coffee yet.
Liberi Fatali
04-24-2006, 08:33 AM
I thought he was bought and sold several times?
It's dumb fucks like this that give capped people a bad name.
Remind me to put my rainbow in your apple pie, you cute little kitten stud.
Sean of the Thread
04-24-2006, 08:42 AM
I personally enjoy brawling/shield.
zhelas
04-24-2006, 08:58 AM
Is there anyway to get implosion under 14 mana? Or get more then 3 mana return on DC?
Can some sorcerers perhaps post their training training paths and a few hunts they have recently had? Id like to get some more insight on how certain things work for everyone. Whether you triple train spells and hunt with CS based spells, or use maelstrom/implode and wether you guys for the runestaff or the shield/weapon combo.
Eh..I have no shame...since this is my last week in the lands. Here is Zhelas.
Race: Dark Elf Profession: Sorcerer (Post name shown as: Necromancer)
Level: 57 Gender: Male Age: 472
Experience:
Experience: 3267197 Next level at: 3278000 exp. Exp. until next lvl: 10803
Fame: 9212777 Deeds: 35 Deaths this level: 0
Your mind is as clear as a bell.
Wealth:
Silvers: 500 coins
Skills:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 40 8
Physical Fitness...................| 102 24
Arcane Symbols.....................| 158 58
Magic Item Use.....................| 158 58
Spell Aiming.......................| 216 116
Harness Power......................| 158 58
Elemental Mana Control.............| 158 58
Spirit Mana Control................| 158 58
Sorcerous Lore - Demonology........| 150 50
Sorcerous Lore - Necromancy........| 164 64
Perception.........................| 158 58
Climbing...........................| 120 30
Swimming...........................| 120 30
Spell Lists
Minor Elemental....................| 40
Spell Lists
Minor Spirit.......................| 26
Spell Lists
Sorcerer...........................| 57
Stats: Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 78 (14) ... 78 (14)
Constitution (CON): 65 (2) ... 65 (2)
Dexterity (DEX): 84 (27) ... 84 (27)
Agility (AGL): 73 (16) ... 73 (16)
Discipline (DIS): 97 (13) ... 97 (13)
Aura (AUR): 100 (35) ... 100 (35)
Logic (LOG): 91 (20) ... 91 (20)
Intuition (INT): 79 (19) ... 79 (19)
Wisdom (WIS): 99 (29) ... 99 (29)
Influence (INF): 79 (9) ... 79 (9)
He does well and has been on Teras hunting Pyros. The spell pain 711 is sick. Love that spell. The training in lores really has allowed me to fully appreciate all of the spells at our finger tips. Attending some of the workshops that Querthose, Mekthros and others have put on has really helped me relearn sorcerery with all the new changes.
Good luck to you in this profession, it is alot of fun.
Zhelas
PS. Thanks Jesse, Drew, Fallen and the many others who have helped me when I have had questions concerning GS4.
Peace
Liberi Fatali
04-24-2006, 12:03 PM
info
Name: Jenovadeath Nattak Race: Dark Elf Profession: Sorcerer (not shown)
Gender: Male Age: 3003 Expr: 8079281 Level: 100
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 100 (25) ... 100 (25)
Constitution (CON): 68 (4) ... 45 (-7)
Dexterity (DEX): 100 (35) ... 100 (35)
Agility (AGI): 100 (30) ... 100 (30)
Discipline (DIS): 100 (15) ... 100 (15)
Aura (AUR): 100 (35) ... 100 (35)
Logic (LOG): 100 (25) ... 100 (25)
Intuition (INT): 100 (30) ... 100 (30)
Wisdom (WIS): 100 (30) ... 100 (30)
Influence (INF): 100 (20) ... 100 (20)
Mana: 99 Silver: 1411
>skill
Jenovadeath (at level 100), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 90 20
Shield Use.........................| 201 101
Combat Maneuvers...................| 40 8
Edged Weapons......................| 201 101
Physical Fitness...................| 99 23
Arcane Symbols.....................| 201 101
Magic Item Use.....................| 150 50
Spell Aiming.......................| 302 202
Harness Power......................| 253 153
Elemental Mana Control.............| 186 86
Spirit Mana Control................| 186 86
Sorcerous Lore - Demonology........| 160 60
Sorcerous Lore - Necromancy........| 185 85
Perception.........................| 50 10
Climbing...........................| 117 29
Swimming...........................| 105 25
Spell Lists
Minor Elemental....................| 69
Spell Lists
Minor Spirit.......................| 40
Spell Lists
Sorcerer...........................| 102
Here's a few clips from my last hunt. This is typically how I take care of each creature.
>nw
[Old Ta'Faendryl, West]
The ground here is uneven, liberally littered with stones and blocks that have fallen from the surrounding building walls. Flaked off bits and pieces of granite have been ground into the dirt by the long term pressure of passing hooves, feet and paws. You also see an Ithzir herald, a twisted crystal-tipped staff and a spiral-hafted handaxe.
Obvious paths: northeast, southeast, west
>cmd hera
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
You channel at an Ithzir herald.
CS: +496 - TD: +391 + CvA: +9 + d100: +84 == +198
Warding failed!
Target reels from brutal strike.
... 30 points of damage!
The Ithzir herald's thumb explodes in a shower of flesh and bone fragments.
The Ithzir herald is stunned!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>chan 705 hera
You trace an intricate sign that contorts in the air while forcefully invoking Disintegrate...
Your spell is ready.
>
You channel at an Ithzir herald.
CS: +496 - TD: +391 + CvA: +9 + d100: +26 == +140
Warding failed!
A dull grey beam snakes out toward the Ithzir herald!
... 65 points of damage!
... 20 points of damage!
Strike to head vaporizes ear!
Can you hear me now?
... 28 points of damage!
Various bits of the Ithzir herald melt away!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>sacri hera
>
You focus your inner thoughts, channeling a part of your spirit as you initiate a link with the Ithzir herald. You feel drained!
Steeling your thoughts, you begin to draw energy from your victim.
The herald contorts in agony, her mouth open in a silent scream!
Your senses tingle, then become awash in a flood of power as the life leaves your hapless foe!
The Ithzir herald clutches at her wounds as she falls, the life fading from her eyes.
The tingling sensation and sense of security leaves an Ithzir herald.
The brilliant luminescence fades from around an Ithzir herald.
The silvery luminescence fades from around an Ithzir herald.
The bright luminescence fades from around an Ithzir herald.
You feel 111 mana surge into you!
Roundtime: 10 sec.
>
>e
[Old Ta'Faendryl, River Bend]
A huge pile of refuse, broken stone and rotting vegetation blocks the road to the east and spills down along the edge of the river. A strong, musty odor of decay rises from the jumbled pile. You also see a war griffin that is flying around.
Obvious paths: west
>718 griffin
You trace an intricate sign that contorts in the air while forcefully invoking Torment...
Your spell is ready.
>
You gesture at a war griffin.
CS: +496 - TD: +430 + CvA: +25 + d100: +67 == +158
Warding failed!
You glare malevolently at a war griffin.
You feel a dark force suddenly summoned between you and a war griffin.
Cast Roundtime 3 Seconds.
>
An Ithzir adept walks in, her eyes narrowed in thought.
>719 adept
You trace an intricate sign that contorts in the air while forcefully invoking Dark Catalyst...
Your spell is ready.
>
You gesture at an Ithzir adept.
CS: +496 - TD: +422 + CvA: +19 + d100: +88 == +181
Warding failed!
... and hits for 34 points of damage!
An Ithzir adept is suddenly engulfed in flames of pure essence!
... 45 points of damage!
Unbelievable heat melts an Ithzir adept's hand down to the wrist.
The adept's crystal-tipped staff falls to the ground.
The Ithzir adept is stunned!
... 25 points of damage!
Icy blast freezes the Ithzir adept's left hand!
... 55 points of damage!
Powerful blast reduces the Ithzir adept to a smoldering pile of ash!
The Ithzir adept falls to the ground in a crumpled heap.
The Ithzir adept no longer bristles with energy.
The glowing specks of energy surrounding an Ithzir adept suddenly shoot off in all directions, then quickly fade away.
The tingling sensation and sense of security leaves an Ithzir adept.
The brilliant luminescence fades from around an Ithzir adept.
An Ithzir adept becomes solid again.
The shimmering multicolored sphere fades from around an Ithzir adept.
The bright luminescence fades from around an Ithzir adept.
The silvery luminescence fades from around an Ithzir adept.
You feel 5 mana surge into you!
Cast Roundtime 3 Seconds.
>
A war griffin swoops down from high overhead!
A war griffin rakes at you with a razor-sharp claw!
AS: +437 vs DS: +533 with AvD: +29 + d100 roll: +8 = -59
A clean miss.
A war griffin rakes at you with a razor-sharp claw!
AS: +437 vs DS: +533 with AvD: +29 + d100 roll: +28 = -39
A clean miss.
>search adept
You feel a dark force lash out at your opponent!
CS: +496 - TD: +374 + CvA: +25 + d100: +96 == +243
Warding failed!
A war griffin is engulfed in an eerie, dark haze!
It flinches in pain!
... 75 points of damage!
Wicked slash slices open the war griffin's chest!
Heart and lungs pureed!
Sickening!
The war griffin crashes to the ground, motionless.
You feel the presence take the war griffin's life.
>
An Ithzir seer walks in, calmly surveying the surroundings.
>
You search the Ithzir adept.
You discard the adept's useless equipment.
She didn't carry any silver.
She had an uncut maernstrike diamond on her!
She had nothing else of value.
An Ithzir adept's body shimmers slightly, then fades from view like a dissipating phantom.
>search griffin
You search the war griffin.
It had a white opal on it!
It had nothing else of value.
The war griffin decays into a pile of feathers and fur.
>720 seer
You trace an intricate sign that contorts in the air while forcefully invoking Implosion...
Your spell is ready.
>
You gesture at an Ithzir seer.
A void rips open in the area, directly above an Ithzir seer!
Rather abrupt decompression causes an Ithzir seer to explode!
Billions and billions of tiny seer bits shower everything.
Quite severely dead.
A single item, about 7 feet from the void, was picked up and sucked toward the blackness. The item did more mutilation to the corpse. The void disappears without further incident.
Cast Roundtime 3 Seconds.
w
[Old Ta'Faendryl, River Edge]
The end of the road crumbles into a swiftly moving river. The water churns and grumbles around the foundations of the ancient ruins of homes that once graced its edge. You also see an Ithzir seer, an Ithzir janissary, an Ithzir adept, a curved silvery blade, a twisted crystal-tipped staff, a twisted crystal-tipped staff, a twisted crystal-tipped staff, a twisted crystal-tipped staff and a twisted crystal-tipped staff.
Obvious paths: east, south
>You can't go there.
>l
[Old Ta'Faendryl, River Edge]
The end of the road crumbles into a swiftly moving river. The water churns and grumbles around the foundations of the ancient ruins of homes that once graced its edge. You also see an Ithzir seer, an Ithzir janissary, an Ithzir adept, a curved silvery blade, a twisted crystal-tipped staff, a twisted crystal-tipped staff, a twisted crystal-tipped staff, a twisted crystal-tipped staff and a twisted crystal-tipped staff.
Obvious paths: east, south
>410
You trace a simple rune while intoning the mystical phrase for Elemental Wave...
Your spell is ready.
>
You gesture.
A wave of dark ethereal ripples moves outward from you.
An Ithzir seer is buffeted by the dark ethereal waves and is knocked to the ground.
An Ithzir janissary is buffeted by the dark ethereal waves and is knocked to the ground.
An Ithzir adept is buffeted by the dark ethereal waves and is knocked to the ground.
Cast Roundtime 3 Seconds.
>710 seer
You trace an intricate sign that contorts in the air while forcefully invoking Energy Maelstrom...
Your spell is ready.
>
You gesture at an Ithzir seer.
A stiff breeze begins to swirl around an Ithzir seer.
Cast Roundtime 3 Seconds.
>710 adept
You trace an intricate sign that contorts in the air while forcefully invoking Energy Maelstrom...
Your spell is ready.
>
You gesture at an Ithzir adept.
A stiff breeze begins to swirl around an Ithzir adept.
Cast Roundtime 3 Seconds.
>
The translucent sphere fades from around an Ithzir adept.
>710 janiss
You trace an intricate sign that contorts in the air while forcefully invoking Energy Maelstrom...
Your spell is ready.
>
You gesture at an Ithzir janissary.
A stiff breeze begins to swirl around an Ithzir janissary.
Cast Roundtime 3 Seconds.
>
An Ithzir adept stands up with a grunt.
>get longs
You remove a malevolent, bile-green onyx and veniom-hilted longsword splattered with the blood of gremlin-slayers from in your dark claret cape.
>
An Ithzir janissary rises to her feet, her green eyes blazing!
>stance d
You move into a defensive stance, ready to fend off an attack.
>
The winds swirl and intensify around an Ithzir seer, while dark clouds gather over its head.
>
The winds swirl and intensify around an Ithzir adept, while dark clouds gather over its head.
>
An Ithzir janissary reaches down and jerks an Ithzir seer upright.
>
An Ithzir adept swings a twisted crystal-tipped staff at you!
With extreme effort, you block the attack with your shield!
>
An Ithzir seer closes her eyes and bows her head slightly.
>
The winds swirl and intensify around an Ithzir janissary, while dark clouds gather over its head.
>
The winds form into a sinister vortex surrounding an Ithzir seer.
>
The winds form into a sinister vortex surrounding an Ithzir adept.
>
Violent winds tighten around an Ithzir seer.
... 50 points of damage!
Every bone in the right arm shattered and scattered about!
The seer's crystal-tipped staff falls to the ground.
>
An Ithzir janissary swings a spiral-hafted handaxe at you!
AS: +416 vs DS: +711 with AvD: +38 + d100 roll: +100 = -157
A clean miss.
>
The winds form into a sinister vortex surrounding an Ithzir janissary.
>
An Ithzir adept closes her eyes while incanting an alien phrase.
>
Violent winds tighten around an Ithzir adept.
... 70 points of damage!
Strike to chest causes a large gaping hole!
The Ithzir adept falls to the ground in a crumpled heap.
The Ithzir adept no longer bristles with energy.
The glowing specks of energy surrounding an Ithzir adept suddenly shoot off in all directions, then quickly fade away.
The tingling sensation and sense of security leaves an Ithzir adept.
The brilliant luminescence fades from around an Ithzir adept.
An Ithzir adept becomes solid again.
The shimmering multicolored sphere fades from around an Ithzir adept.
The bright luminescence fades from around an Ithzir adept.
The silvery luminescence fades from around an Ithzir adept.
The storm subsides and the air is calm again around an Ithzir adept.
>
Brilliant flashes of lightning surround an Ithzir seer.
... 55 points of damage!
Powerful blast reduces the Ithzir seer to a smoldering pile of ash!
The Ithzir seer clutches at her wounds as she falls, the life fading from her eyes.
The opalescent aura fades from around an Ithzir seer.
The deep blue glow leaves an Ithzir seer.
The Ithzir seer no longer bristles with energy.
The dim aura fades from around an Ithzir seer.
The powerful look leaves an Ithzir seer.
An Ithzir seer seems to lose an aura of confidence.
The light blue glow leaves an Ithzir seer.
The wall of force disappears from around an Ithzir seer.
The guiding force leaves an Ithzir seer.
The storm subsides and the air is calm again around an Ithzir seer.
>
Large hailstones pound relentlessly on an Ithzir janissary.
... 55 points of damage!
Incredible blast shatters head into a red spray.
The Ithzir janissary clutches at her wounds as she falls, the life fading from her eyes.
The storm subsides and the air is calm again around an Ithzir janissary.
>l
[Old Ta'Faendryl, River Edge]
The end of the road crumbles into a swiftly moving river. The water churns and grumbles around the foundations of the ancient ruins of homes that once graced its edge. You also see a twisted crystal-tipped staff, an Ithzir seer that appears dead, an Ithzir janissary that appears dead, an Ithzir adept that appears dead, a curved silvery blade, a twisted crystal-tipped staff, a twisted crystal-tipped staff, a twisted crystal-tipped staff, a twisted crystal-tipped staff and a twisted crystal-tipped staff.
Obvious paths: east, south
>loot
You search the Ithzir seer.
You discard the seer's useless equipment.
She didn't carry any silver.
She had nothing of interest.
An Ithzir seer's body shimmers slightly, then fades from view like a dissipating phantom.
>loot
You search the Ithzir janissary.
She had a spiral-hafted handaxe, a polished steel shield.
You discard the janissary's remaining useless equipment.
She had 160 silvers on her.
You gather the remaining 160 coins.
She had nothing else of value.
An Ithzir janissary's body shimmers slightly, then fades from view like a dissipating phantom.
>loot
You search the Ithzir adept.
She had a twisted crystal-tipped staff.
You discard the adept's remaining useless equipment.
She didn't carry any silver.
She had nothing else of value.
An Ithzir adept's body shimmers slightly, then fades from view like a dissipating phantom.
>stow right
You put a malevolent, bile-green onyx and veniom-hilted longsword splattered with the blood of gremlin-slayers in your dark claret cape.
>stance o
You move into an offensive stance, ready for battle.
Sean of the Thread
04-24-2006, 12:19 PM
You put a malevolent, bile-green onyx and veniom-hilted longsword splattered with the blood of gremlin-slayers in your dark claret cape.
NOOOOOOOOOOOOOOOOO MY EYEZZZZ THEY BURN!!! NOOOOOOOOOOOooo
Make it stop!
Except at 100, aim for a better CS. It's the 75 Magic ranks in MnE and then just upping your Sorcerer circle after that as far as it'll go which'll help.
I won't be happy till my CS is nicely over 500.
Can't remember if it's 520 I'm aiming for.
Also. . look into firespirit. It's just amazing.
Necromancer
04-24-2006, 01:44 PM
glad to have been able to help.
zhelas
04-24-2006, 01:55 PM
Except at 100, aim for a better CS. It's the 75 Magic ranks in MnE and then just upping your Sorcerer circle after that as far as it'll go which'll help.
I won't be happy till my CS is nicely over 500.
Can't remember if it's 520 I'm aiming for.
Also. . look into firespirit. It's just amazing.
What he said.
Whether you use Shield/brawl, Shield/Weapon, or use a Runestaff all paths are viable. It really just depends on how you see your Sorcerer. I personally use a Runestaff but that was my choice. Back in the GS3 days i was a shield and blade wielder. I fixed skills to a Runestaff when I came back. Grant it when I get disarmed it sucks but that was my choice to follow that path. It is also true that Runestaves are greatly over priced. So if you have a great shield then that may be the way to go.
Good Luck to you
Zhelas
radamanthys
04-24-2006, 02:37 PM
You remove a malevolent, bile-green onyx and veniom-hilted longsword splattered with the blood of gremlin-slayers from in your dark claret cape.
That sword makes written language cry.
Stanley Burrell
04-24-2006, 03:06 PM
Race: Dwarf Profession: Sorcerer
Ostracizing an entire race of people ftl.
zhelas
04-24-2006, 04:21 PM
Race: Dwarf Profession: Sorcerer
Ostracizing an entire race of people ftl.
No not one of the Kilt wearing Grunting finger wagglers?
AestheticDeath
04-24-2006, 10:30 PM
Thanks guys. That has helped, and hopefully more people will chime in some. I had already used fixskills to try the runestaff major magic path, but I am almost sure I will be going back to the shield/brawling I favored from GS3. As far as right now, the only thing I gained from the new training plan, was more mana, and less DS. Most everything else was unchanged.
Also someone said min of 16 for implosion, I am getting 14 mana implosions.
AestheticDeath
04-24-2006, 10:33 PM
A hooded figure gestures at you!
CS: +168 - TD: +186 + CvA: +12 + d100: +96 - +15 == +75
Warded off!
A blood red haze eddies and swirls around you before it dissipates.
>
A hooded figure swings a morning star at you!
AS: +219 vs DS: +302 with AvD: +32 + d100 roll: +4 = -47
A clean miss.
>
[The Broken Lands, South Hall]
Incandescent globes hung from the ceiling cast gloomy lights on the large stone chair at the south end of the room, deepening the shadows of the bas relief above it. The floor is pitted and marred by long deep gouges. You also see a tightly focused tempest, a hooded figure, a tightly focused tempest and a hooded figure.
Obvious exits: north, east, west
>
The winds swirl and intensify around a hooded figure, while dark clouds gather over its head.
>
The winds swirl and intensify around a hooded figure, while dark clouds gather over its head.
>
A hooded figure swings a quarter staff at you!
You barely manage to fend off the attack with your staff!
>
A hooded figure swings a morning star at you!
AS: +219 vs DS: +282 with AvD: +32 + d100 roll: +95 = +64
A clean miss.
>
The winds form into a sinister vortex surrounding a hooded figure.
>
The winds form into a sinister vortex surrounding a hooded figure.
Anyone know why my DS changed all of a sudden?
AestheticDeath
04-24-2006, 10:35 PM
oh yeah .. all I did was look, I didnt move between rooms.
And how come my sacrifice isnt working?
Things2Come
04-24-2006, 10:38 PM
There are two creatures swinging at you. Welcome to FoF combat thanks to Warden.
mgoddess
04-24-2006, 10:38 PM
I'd say Force-on-Force...but at 20 DS, I don't know for sure. Did you change stance at all or have any spells/signs drop (probably not, if that was an unchanged log)?
AestheticDeath
04-24-2006, 10:44 PM
It was unchanged, so I suppose its FoF... new thing on me. I will definatly be getting off the runestaff next fixskills. Wont be able to survive otherwise, since I just use 4x gear.
Dalcoe
04-24-2006, 11:31 PM
Can you not sacrifice at all? Even when the target is prepped for it? (low health, stunned)
If those are true, only thing I could think of is that you haven't been taught Sacrifice since returning.
I hunt Figures quite often so if needed I'd be willing to teach you. If you want me to, look for Imael in game.
AestheticDeath
04-25-2006, 12:16 AM
OK i just got one to work.. first and only so far. All I tried on were stunned. I didnt know about the low health thing.... Perhaps I will experiment with that.
Sean of the Thread
04-25-2006, 01:21 AM
Don't fuck with sacrifice unless you have to as a get fried tactic... now if your a treasure hunter.. thats a different story. You should be able to get fried without using it non end game without a problem.
info
Name: Jenovadeath Nattak Race: Dark Elf Profession: Sorcerer (not shown)
Gender: Male Age: 3003 Expr: 8079281 Level: 100
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 100 (25) ... 100 (25)
Constitution (CON): 68 (4) ... 45 (-7)
Dexterity (DEX): 100 (35) ... 100 (35)
Agility (AGI): 100 (30) ... 100 (30)
Discipline (DIS): 100 (15) ... 100 (15)
Aura (AUR): 100 (35) ... 100 (35)
Logic (LOG): 100 (25) ... 100 (25)
Intuition (INT): 100 (30) ... 100 (30)
Wisdom (WIS): 100 (30) ... 100 (30)
Influence (INF): 100 (20) ... 100 (20)
Mana: 99 Silver: 1411
Is your Constitution always that low or have you just died a number of times recently? Cause mine is at 74.
He's died loads cos he's a btch with a tiny CS... :)
Everyone has different statistics though I.I. You should see mine, they suck monkey bag.
AestheticDeath
04-25-2006, 09:40 AM
OK, so Jenovadeath posted his skills with 86 ranks of each elemental and spirit mana sharing, DCed a target and got 5 mana back. My DC at fully doubled share in both circles, gives me at most 3 mana on like lvl creatures so far.
So does it have something to do with warding or level difference?
No, it's totally nothing to do with warding or level difference.
Training in mana shares helps (though I haven't seen the figures) and that's all there is.
He's died loads cos he's a btch with a tiny CS... :)
Everyone has different statistics though I.I. You should see mine, they suck monkey bag.
Well, obviously everyone has different statistics, but his should be identical to mine...
Race: Dark Elf Profession: Sorcerer (shown as: Warlock)
Gender: Male Age: 1253 Expr: 9555272 Level: 100
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 100 (25) ... 100 (25)
Constitution (CON): 74 (7) ... 74 (7)
Dexterity (DEX): 100 (35) ... 100 (35)
Agility (AGI): 100 (30) ... 100 (30)
Discipline (DIS): 100 (15) ... 100 (15)
Aura (AUR): 100 (35) ... 100 (35)
Logic (LOG): 100 (25) ... 100 (25)
Intuition (INT): 100 (30) ... 100 (30)
Wisdom (WIS): 100 (30) ... 100 (30)
Influence (INF): 100 (20) ... 100 (20)
That's all I was saying.
Darcthundar
05-16-2006, 06:40 AM
Race: Dark Elf Profession: Sorcerer (shown as: Warlock)
Gender: Male Age: 1253 Expr: 9555272 Level: 100
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 100 (25) ... 100 (25)
Constitution (CON): 74 (7) ... 74 (7)
Dexterity (DEX): 100 (35) ... 100 (35)
Agility (AGI): 100 (30) ... 100 (30)
Discipline (DIS): 100 (15) ... 100 (15)
Aura (AUR): 100 (35) ... 100 (35)
Logic (LOG): 100 (25) ... 100 (25)
Intuition (INT): 100 (30) ... 100 (30)
Wisdom (WIS): 100 (30) ... 100 (30)
Influence (INF): 100 (20) ... 100 (20)
Although I like to see a lot of 100's in the stats at the end game, I would have rather seen a 100 in constitution. Especially since constitution in probably one of the most valuable stat. Of course this is only my opinion and I base this on Gemstone documentation as follows:
Constitution
Constitution is a measure of the physical durability of a character. It helps with disease, critical hits, and affects the maximum number of Health Points a player can receive. It also affects a number of other things including encumbrance and some maneuver checks. Constitution does not affect a character's stun and Hit Point recovery rate.
It seems that constitution affects nearly everything that kills a capped sorcerer: Critical hits, encumberance, manuevers and health points. It is bad enough that dark elves have a negative to bonus to stat, but to lose an additional 13 bonus points for 100's in the rest of the stats to me, is unwise.
I realize there is nothing you can do about it now, I am just posting this so that a new player may think the risks are also not worth the taking.
Janarth
05-16-2006, 01:33 PM
Double spell aiming to have focused implosion cost the minimum of 16 mana and to make your FI as devastating as it can be.
The more ranks you have in the various mana controls (spiritual and elemental), affects the amount of mana you're likely to have returned to you from DC.
I use a runestave since I have so many ranks in magical lores, spells and whatnot. Plus it's the easiest way to gain DS while training in spells, sorcerous lores, mana controls, MIU or AS.
There's nothing wrong with going shield + weapon / brawling. But there's guys here who have better experience of this route (Evarin, Arkans ((wherever he is)) Syberus or Jonty).
Tripling spells is not as effective anymore. The CS gains have become expensive to the point where it's not worth it. But like I said.. the more you train in magical ranks the better runestave DS you'll have. It's really up to you.
At your train focused maelstrom is good. Use it twice (or three times) on a critter if you feel it needs speeding up as it makes for more effective damage.
To be clear, spell aiming has no effect on mana cost of implosion. If you double both spiritual and elemental mana controls, you can get a 14 mana focused implosion, but that much TPs for 2 mana difference doesn't seem worth it to me. I get decent DC returns with 1x in each control, and that is the baseline for sorcerers (as based on the fact that 740 is structured the same as 930, except 740 uses ranks of mana share compared to ranks of 900s).
While runestaff is the easiest way to get DS, its far from the best, although it is cheapest. Just consider though that one disarm will leave you with NO parry DS, and no shield DS either. My Sorcerer is a brawling/shield sorcerer, which is fairly expensive, but I laugh at disarm and even in aggressive stances, I can generate considerable DS. This is especially advantageous because certain sorcerer spells take stance into account when channeled now, such as 702 and 705, which the above poster already expanded upon.
My recomendation is to 1x each mana control, 2x spell aim, 1x shield, 1x a weapon (edged, brawl, blunt), 1x sorc for life, 1x sorc lore (doing 2 demon lore, than 1 necro until 50 demon, then all necro), get 8 ranks of armor for doubles, 1x HP. 1x AS, 0.5x MIU and spend the rest on 100s and 400s.
Lores are great, but at 16 mtps, I'm not doubling in it. The reason I do 2 demon then one necro was I wanted to improve my 712 and 718 ASAP. Getting your cloak to be reliable is a must for survival and 718 is a great spell starting in about your 30s.
You're welcome to use a runestaff, but you'll have a tough time with disarms and any combat manuevers that put you in offensive (you lose all your parry DS).
AestheticDeath
05-16-2006, 08:03 PM
Thats just about the training plan I had worked out. Though I dont think I will go for doubles. I always liked full coverage for my guys, but Id rather my caster have 0% spell hindrance. I get royally pissed off when things fail like that. And sometimes it gets bad, like rolling a 1-5 3-4 times in a row for a failure. Absolutelty hate it. And I have not really decided on lores. I dont like the amount of ranks they give you for lores. It affects my wizard more then the sorcerer, but it still doesn't make me happy.
Can you explain more about the role 712 and 718 play in your hunting routines? Basically I use 712 just for AC atm, I havent messed with the retribution affect. And I dont use 718 much at all.
Although I like to see a lot of 100's in the stats at the end game, I would have rather seen a 100 in constitution. Especially since constitution in probably one of the most valuable stat. Of course this is only my opinion and I base this on Gemstone documentation as follows:
Constitution
Constitution is a measure of the physical durability of a character. It helps with disease, critical hits, and affects the maximum number of Health Points a player can receive. It also affects a number of other things including encumbrance and some maneuver checks. Constitution does not affect a character's stun and Hit Point recovery rate.
It seems that constitution affects nearly everything that kills a capped sorcerer: Critical hits, encumberance, manuevers and health points. It is bad enough that dark elves have a negative to bonus to stat, but to lose an additional 13 bonus points for 100's in the rest of the stats to me, is unwise.
I realize there is nothing you can do about it now, I am just posting this so that a new player may think the risks are also not worth the taking.
I can't say that it really matters to me, I very rarely die and when I do it's never from a crit. If I was to do it over again, I'd do the same thing.
Janarth
05-19-2006, 10:46 AM
712 is great..basically; when you have enough control to use it, it will cast the spell you programmed in at anything that hits you while you're stunned. If you're skilled, put 130 in there and you should always live, provided the first hit doesn't kill you, only stun you, and you live through the second (and don't fail the 712 %).
I personally put in 706, because I can considerably ward the stuff I hunt, but they do have some nasty manuevers. Usually, if that happens, and I get charged and knocked over and stunned, the hits I take will be nicks, but my cloak will stun everything that nicks me. Thing is, the chance of failure of retribution is controlled by demon skill and bounded at the low end by 5% failure with 50 ranks demon lore. Someone else can give you the formula, but I think its a flat curve (not like mana share, where 24 ranks gets you to 100%, but another 10 ranks only gets like another 20%).
As well, demon lore is like crit weighting for spells when using 718, and makes you less likely to spike the targets TD if you have multiple 718s running or a spell prepped. I love using 718 against stuff because its a guarunteed kill for 18 mana as long as you can ward it reliably, and most stuff that is immune to stuns/knockdowns is handled nicely by 718. A great example are black forest boars: They don't stun, have 400 hps and usually are tough to crit kill via 702. 719 doesn't really work as they are not magical, and even if you blow up two limbs, they keep coming (and thats 16 mana right there). Instead, I cast 718, go stance advanced, and have a 1% chance of failure (the fumble) and they get for like 60 damage every ten seconds, and usually are knocked over, forcing them to waste a round on standing. Very nice.
Demon lore is also nice for summoning and 740.
Necro lore is also handy though, but its not as scaled, which is why I said to do 2 demon then one necro until you get 50 demon, then all necro. 711 is a great spell with considerable necro lore, but you won't have the mana to use it as a staple hunting tool till about 50-60, at which point you'll be stocking up on necro lore. As well, in the early days, those handful of ranks of necro lore will allow you to suck blood from stuff via 701, just enough to avoid carrying around acantha leaf (and me being voln, I'll ignore bleeders and just put some 701s on a handful of critters).
Thats just my MO - compile other people's and decide what works best with your style.
Janarth
05-19-2006, 10:50 AM
As well, my sorcerer is only 62 - I can only speak for the first 62 trains, though I have pretty good knowledge of the older hunting areas because a lot of people I know are capped (damn break I took...).
MrFeature
05-19-2006, 12:42 PM
Your sorc. is beyond help. It's time you retired it and took up knitting and playing the accordion.
Here's a good one for you. (http://www.amazon.com/gp/product/B000B9H2OM/qid=1148053343/sr=1-4/ref=sr_1_4/104-1938862-6726348?%5Fencoding=UTF8&s=musical-instruments&v=glance&n=11091801)
AestheticDeath
05-19-2006, 08:00 PM
Who might you be speaking to MrFeature?
MrFeature
05-20-2006, 01:42 PM
You?
Sean of the Thread
05-20-2006, 01:45 PM
Mr. Feature you lack skillz in the pwnzor department at every level. Please return to Mexico before you further embarrass yourself.
AestheticDeath
06-13-2006, 09:26 PM
Can anyone tell me the range limits with the long translucent chalk for the spell 740?
Numbers
06-13-2006, 09:53 PM
Long chalk is intra-realm.
Each realm has a corresponding color. I believe there's a chart on krakiipedia.
As long as the rune of the room you're in is in the same realm (color) of the rune of the room you're going to, the long chalk will work. So, if you're in the Landing, use the long chalk if you want to go from, say, the crypt to TSC.
Stubby chalk is inter-realm, and can be used for any distance, regardless of realm. So, if you want to go from Teras to Illistim, use that.
AestheticDeath
06-13-2006, 10:19 PM
Awesome, thanks! Also I had another question... can a sorcerer use more than one of the leather books to copy locations into?
Numbers
06-13-2006, 10:26 PM
You can only be bonded to one book at a time. You bond to a book by rubbing the crystal in the summoning chamber in the guilds. You can only write new runes to bound books.
You can use as many books as you want, but once you unbind yourself from one book by binding yourself to a new one, you can't rebind yourself to the old book, so you'll never be able to write to it again. You can, however, still use it to draw circles and patterns.
Keep in mind, though, that a single book can hold 200 runes. 10 pages with 20 runes each. Flip and turn the book to change pages. So, it would take a lot of effort to fill up an entire book.
Kainen
06-13-2006, 10:28 PM
Awesome, thanks! Also I had another question... can a sorcerer use more than one of the leather books to copy locations into?
No, because you have to be bonded to the book to be able to copy patterns into it and you can be bound to only one book at a time. However, books that you are no longer bound to still work. (you can still use the patterns in them)
AestheticDeath
06-13-2006, 10:37 PM
o.. didnt even try to turn the pages. :(
Thanks again
oh ... is there a way to copy a location to a certain page and # setting?
Numbers
06-13-2006, 10:43 PM
Nope.
So, it's best if you enter your runes into the book in an organized manner. I keep mine organized by devoting different pages for different realms. All my WL patterns are on page 1, Illistim page 2, Teras page 3, etc.
AestheticDeath
06-13-2006, 10:49 PM
Ah, so you can at least order the pages.
Again, I appreciate the timely response.
Kainen
06-14-2006, 02:20 PM
Also, you might want to have one page for your most used patterns.
AestheticDeath
06-15-2006, 07:52 PM
incant 719
You trace an intricate sign that contorts in the air while forcefully invoking Dark Catalyst...
Your spell is ready.
You gesture at a lost soul.
CS: +4xx - TD: +3xx + CvA: +15 + d100: +26 == +124
Warding failed!
... and hits for 21 points of damage!
A lost soul is suddenly engulfed in flames of pure essence!
... 30 points of damage!
Hard strike shatters arm into vapor.
The arm reforms before your eyes!
The lost soul shrugs off the cold.
... 30 points of damage!
... 35 points of damage!
Your attack whistles right through the lost soul's face.
Dimples!
You feel 11 mana surge into you!
Cast Roundtime 3 Seconds.
OK this is the most I have seen return from DC, since GS3. I'd love for someone to tell me the actual factors in 719s mana return. Anyone have a concrete formula?
I've never ever seen a factual equation for it.
I hunted using DC when doubled in elemental and spiritual lores and from a soul the most I got back was 13 mana.
I now have 50 in spiritual lore and today got 11 back from DCing a Herald.
I know that I had more returned, more frequently when doubled.
But it's just not significant enough to justify training in it for DC.
By the time you're Rift age it doesn't really matter anyway.
BTW, a tip.. even though they fade out on the off chance when you cast at them..
DC pwnes them when you do NOT phase them before hand.
No idea why, but they're almost as hard against casting as Vaesps when turned into corporeal.
AestheticDeath
06-15-2006, 11:25 PM
OK back to the rune books.
You can sense pattern while holding a book to record the rooms location.
Is there anyway to tell which rooms can/can't be recorded without using sense pattern with a book in hand?
Xandalf
06-16-2006, 02:37 PM
Is there anyway to tell which rooms can/can't be recorded without using sense pattern with a book in hand?
Not really. But basically any room that would give you a significant benefit or bypasses a significant puzzle/limitation cannot be sensed. For example.. any room in or near the rift. Any room in or near OTF. Any room in the CHE's. And so on.
zhelas
06-16-2006, 06:23 PM
I try and associate it with the gold rings. Example: you can't ring into Darkstone but you can ring out. Same rules applay to 740 in Darkstone. In solhaven, there are rooms where you can't set your ring to that spot most likely you will not be able to use your book and 740 back to it.
Zhelas
AestheticDeath
06-16-2006, 07:15 PM
Gotcha, so using a ring in the room, should allow you to write it in a book, and whatnot.
OK.
Thanks again!
AestheticDeath
06-19-2006, 10:39 PM
How many ranks of demon lore do you need to survive 718? And to use it effectively? Is it in any way related to the level or TD of your opponent?
Numbers
06-19-2006, 11:35 PM
You don't need Demonology to survive 718. However, Demonology will reduce the penalty for having a spell prepped when 718 strikes. It also lets you have more 718's running at once. It's supposed to also increase 718 damage, but tests have shown that's not true.
http://www.krakiipedia.org/wiki/718 will have any additional info you may need.
AestheticDeath
06-19-2006, 11:49 PM
So me dying using 718 with no demon lore was an accident ? just low roll or something?
Numbers
06-19-2006, 11:51 PM
What stance were you in? Did you have a spell prepped when 718 made a strike?
It could have been a low roll. If your target wards a 718 strike, it'll rebound to you.
AestheticDeath
06-20-2006, 12:00 AM
guarded, no spell prepped... it did strike at me... but my TD was way low.. or the CS was higher then norm, i dont recall which
AestheticDeath
06-20-2006, 12:01 AM
Also, does 717, have to have an endroll of 200+ to kill?
Numbers
06-20-2006, 12:05 AM
I dunno. I'd have to see a log of the actual death to be able to tell you exactly what went wrong.
As for 717, yes, you need an endroll of 200 to kill. In other words, it's completely worthless as a like-level hunting spell.
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