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radamanthys
02-01-2008, 01:04 PM
Okey. I said something earler about wondering about MoC, whether it was worth it. Basically, I'm gaining TPs at this point, with an odd sense of not knowing where to put them. I know there are many viable places, but the question is: where?

Radamanthys (at level 40), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 20 4
Physical Fitness...................| 102 24
Arcane Symbols.....................| 142 42
Magic Item Use.....................| 142 42
Spell Aiming.......................| 184 84
Harness Power......................| 151 51
Elemental Mana Control.............| 142 42
Spirit Mana Control................| 142 42
Sorcerous Lore - Demonology........| 140 40
Sorcerous Lore - Necromancy........| 5 1
Perception.........................| 142 42
Climbing...........................| 50 10
Swimming...........................| 50 10

Spell Lists
Minor Elemental....................| 30

Spell Lists
Minor Spirit.......................| 20

Spell Lists
Sorcerer...........................| 40
Training Points: 646 Phy 0 Mnt (508 Phy converted to Mnt)

Runestaff user, 13.5 ranks per level. My CS is 226. My DS is around 360, I think- but it fluctuates like crazy- never could really figure that out sometimes. (Without psinet, my spellup script was out of date, and I was hunting fine without lesser shroud. Silly me.)

I have a couple choices:
10 ranks of MoC to negate 1 critter.
10 more ranks of sorcerer spells for +8 CS
5 ranks of MnE to get Major Ewave, 5 ranks of Sorcerer spells. +5 CS, +2 DS
5 ranks of MnE to get Major Ewave, 5 of MnS to get Call Lightning. +3 CS +5 DS
10 ranks of MnS to get Call Lightning and Spirit Guide +3 CS +10 DS
33 ranks of Harness power to fully 2x. (I stopped training it at... 25 looks like. a fixskills would return me 144 PTP, not worth it). Runestaff defense goes up a little bit.
42 ranks of another lore, to fully 1x. (Spirit summoning, or so)

Or even something else altogether. Plus, even after spending these TPs, I couldn't fully 3x spells until about level 51.

I'm looking for suggestions, since things are getting interesting around my level. Not really sure what I'm in for. The things that usually kill me are: being knocked down, FoF, Hard Roundtime from things, and maneuvers/abilities. Straight attempts to punch me in the face are usually pretty moot, unless something is far above me.

zhelas
02-01-2008, 01:27 PM
Personally I would up your Necromancy lore. Even if you are not interested in animating creatures the Necromancy lore effects the following spells.

Blood Burst (701) (not sure on the formula but a helpful spell and can save you if you are bleeding.)

Limb Disruption (708) (This is extremely helpful.. No limbs.. they can't attack..or cast. Also you are 2x in spell aiming which will help you target the limbs you want to blow off. A room full of animated limbs creates great chaos!)

Pain (711) (One of the best spells in our arsenal..If the creature is not stunnable, you can put them into hard round time)
The threshold of endroll required to obtain each level of pain infliction is reduced by training necromancy. A minimum of 0.3 ranks per level is required to enable the maximum effect (35% health loss & 7 sec RT), which is acheived at endrolls of 166 or greater. 1x will reduce the necessary endroll to 141+.
Disease (716) (eh I never use it)
The speed and potency of the disease is increased by this lore.

Animate Dead (730) (another favorite but if it isn't your style to spend time collecting the components that is okay... however it can be extremely helpful when you find a dead body.. I don't like dragging corpses... plus you can make them dance)

I am currently 1x in HP and I do fine especially since I am not a member of Voln. My other society skills help keep me full of mana. Don't forget your Sacrifice helps you get your mana back.

At 76 trains.
Sorcerer Spell Circle is 77
Minor Spirit Circle 40
Minor Elemental Circle 53

My CS is 390 If you can't hit it with your spells don't forget to curse it.

You are right about everything being a personal choice. Remember being a Pure you are vulnerable to combat maneuvers. Hunt smart, run from swarms if you can't crowd control. Get the first strike in.

I don't have any combat maneuvers. If or when I get to 100 I may look into them.

Peace

Zhelas

TheWitch
02-02-2008, 10:31 AM
Of the options you're considering, piling up spell ranks would be my first choice and what I did at that level. Not so much for the CS, but for the added DS benefits, longer spell duration for defensive spells, etc.

They're 64 per, though, I realize. Necro is also a good recommendation, or the SLSummoning. The spirit lore review makes it all the more enticing.

I wouldn't bother with HP, at 40 and up you'll start to see mana issues go away. It's a lot of TP's for one stinkin mana point, too.

You might want to think about fire lore, just a few ranks. It makes for a beautiful first round crit death from DC.

MOC, forget it. What is it, 40 TP's per rank? IMO, that's a big fat waste when we have 709 and 411, not to mention remote 717, 435, 118 area, 111, etc. CMAN's, meh, I has em. 4M post cap. Don't bother, seriously, and if you really want to, get disarm.

All that said, you'll really have to try hard to break yourself at this point, and from 40-45 on its smooooooooth sailing.

radamanthys
02-02-2008, 12:20 PM
I'm finding myself way more viable recently. Even was able to actually survive for a while in the recent invasion and up my "Strongest foe". Made me bouncy to hunt next to people way stronger than Rada... he's usually so shy, hehe. Such a bookworm, he is.

I'm at 2.2x on spells, and it's expensive. I won't balance to 2x until 50. I haven't really been able to use DC effectively... well, ever. It's just too mana-intensive. I'm voln- didn't know about the other society until way too late. I have over 150 spins on the globe in favor at this point, and Voln saves my ass from decay more often than not. I very much enjoy it.

Which spell list would I start with? I have enough TPs for 10 ranks at this point. Spirit guide would be nice to have, but so would the 8 CS from the sorcerer circle.
However... I could drop MnE by 25, increase sorcerer ranks to 55. That would give me a +10 CS boost. I wish there was a list of the max TD and CvA of critters, so I could make a rough estimate of how well I'll be doing- maybe I'll start one, hehe.

Along those lines, the Max Sorcerer CS at level 100 would be 540? (DE w/ 161 sorcerer ranks, 75 MnE, 66 MnS?). It makes sense... 300 from level, 25 from MnE, 18 from MnS, 135 from Sorc, 33 from natural Stats, and 28 from 425. Just curious.

zhelas
02-02-2008, 12:44 PM
A good test to see if that +8 will really help you is to use a heavy quarts orb with your current training path. They give you +10 to your CS. There really isn't much of a difference between +8 and +10. If hunting is easier sure make that change.

2.2x on spells is not bad. Most folks are between 2.2x and 2.33x. You can do more but you will be limiting yourself to be just a power hunter. That is fine if that is what you want to do. I use Curse quite a bit and FI when I can't hit creatures.

If you are just looking to max your CS in the future you don't need 75 ranks in MnE. Being a Sorcerer you only need 73 unless things have recently changed.

This would get you the highest Sorcerer CS:

AU Bonus: 35
WI Bonus: 30
Sorc: 162
MnE: 73
MnS: 68
CS: 517(Approximate)
+25(425) = 542

You don't need to get 75 MnE ranks to get the max for the sorcerer circle.

What ever you choose when it comes to the spell circles that is your personal choice. At your training level I went and got 140. Now I solely focus on MnE and Sorcerer Circle. Once I get 73 ranks in MnE I will probably put all my training in my Sorcerer Circle.

If you ever decide to leave the service of the wench Lorminstra, there is a society reset. Most folks I know who are still in her service 1.5x at the most with HP. But the extra cost with HP is not worth it. Sacrifice is the savior there.

TheWitch
02-03-2008, 09:07 AM
If you're voln, go with the 400's or 700's. Spirit guide is a bit redundant to Sym of Return.

Dunno where you are, but if you're in the Nations, the Black Moor absolutely rocks at your level for favor. You'll fry, the globe will spin uncountably very fast, and the treasure is decent for undead.

You may need a couple more ranks of climbing for that, but I SO loved that hunting ground at that level. Also Voln, fyi.

Stanley Burrell
02-03-2008, 09:11 AM
At least one more harness power rank because even numbers look better.

FinisWolf
02-03-2008, 03:34 PM
For me it's way to obvious where your tp's should be going.

Level 30 Sorcerer:

Your spell lists:
Minor Spiritual...30
Minor Elemental...30
Sorcerer Base.....30

Minor Spirit is stopping here for a bit, Minor Elemental is going to 75 ranks singled each level, and the rest of my 3X spells is getting dumped into Sorcerer until I am 60 over current level then singling Sorcerer, also at that time spells will go back to Minor Spirit till 140 is reached.

Easy as pie. But that's me, and not alot of folks are willing to push that hard for the CS gains of overtraining spells (I say overtraining because it is cost prohibitive.)

Finis