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cronuss
06-02-2008, 01:18 PM
I've been playing GS off and on for 13 years, and main character has always been my Sorcerer.

He's only level 41, but he's still always been my favorite and main character.

This post is for 2 reasons.

1) To rant because I'm angry.
2) Because perhaps I'm missing something or people disagree with me. I'm open to suggestions.


Of course, back in the day, I had the old MD and the old DC. While they were maybe a bit overpowered, it was nice to have the feeling that my spells should be feared in some way. After all, I'm a sorcerer of

dark and destructive magic.

Nowadays, I feel like the weakest character in the game (except maybe Paladins?).

I miss playing my sorcerer and I want to play him more and level him up... but next to my other characters I feel there's no good reason to.


I have a Cleric and Wizard, and both of them pack more punch with most of their spells than my Sorcerer does.


Hell, my Cleric is trained as a 2H weapon user. Besides being able to swing with a consistent 260 AS at level 29 (whereas my Sorcerers bolt AS is only 230 with maxed spell aiming), and still have smite, 306, 312, 317,etc.

Speaking of 306 (holy bolt), my Clerics bolt AS is about 230 as well because of his AS boosting spells.

With sym of courage I can get it to about 260 AS. Compared to my Sorcerer's puny 230 AS at level 41.

Smite versus Mana Disrupt: Smite does more consistent (and visable) damage, and I have the chance of infusions and insta-kills. MD usually plinks for minor damage with laughable little crits. Even stance off

with 2 open hands, I don't do a ton of damage or crits with MD (though it is improved). MD basically depresses me. It honestly feels like I'm a warrior attacking with only a dagger... that's EXACTLY what it feels like.

Fervant Reproach vs 705/711/etc: My cleric hits consistently for over 200 damage with FR (312) against like-leveled critters. Compared to 705, which hits for anywhere from 50-150 or so on like-level critters... sometimes I get up to 180 or so damage if I'm really lucky.

317 vs 719: Pretty equal seeming, except 317 does much more consistant damage, works on non-magical targets, and costs less mana.

319 vs 720: 319 is really powerful, especially with lores. However, obviously, this is one place the Sorc wins out. Implosion is great, usually. However, hunting with implosion means spending a lot of mana and also not getting any treasure. It's also HORRIBLE against critters above your level.

as far as the debate of, "sorcs have more types of attacks"... well, not much. my cleric has a 260 weapon AS, 260 bolt AS, 160 cleric CS. He has warding attacks, disabling spells, weapon attacks, bolt attacks, etc. Only thing lacking is a good manuever attack, like implosion.

Wizard

409 vs 702: wizards have a higher elemental CS than sorceres do, which makes 409 a very very deadly spell... its very similar to the old MD. not fair, and insulting to sorcerers. not to mention rapid fire...

wizard bolts and rewards for spell aiming training far surpass that of the sorcerer. why do they get so much more for their training than we do?

im not going to get too deep into the comparisons here, but when i cast one of my many attack spells with my wizard, i feel a bit of evil glee at the damage im doing. my sorcerer NEVER feels that anymore.



empaths bone shatter, IMO, is better and more dangerous/powerful/fearing than 702 and 705. and empaths get their own bolt spell as well! HILARIOUS. and they can always just sit around and get free exp while socializing for FREE... more than free, actually, they get thousands of coins to do it as well. on the other hand, my sorcerer needs to spend tens of thousands of coins on ingredients and tools to infuse scrolls and imbed items, yet I don't get a single point of exp out of it and can even die doing it. my wife has an empath and watching her use bone shatter, empathic assault, etc, just makes me sad. how can an empath strike more destruction and fear into an enemy than a sorcerer? gimme a break!



I feel like my sorcerer has been reverted to a class that NEEDS a permant pet (animate? demon?) to help fight, or needs a new overhaul on its spells. Our main attack spells have been so watered down and removed of all critical effects that hunting now feels like I'm swinging daggers at the critters without using ambush.

Either give us very long duration animates and combat demons, or give us our powerful spells back. This is just ridiculous.

anyone agree?
disagree?

Asha
06-02-2008, 01:22 PM
Alright there is a very simple answer here.
You have to level to cap or at least 95.

There were times I felt almost the same as you do but when my character hit plane 5 of the Rift I couldn't believe how utterly incredible / powerful end game sorcerer are.
Then in OTF I just laughed my way through hunting.
I just used to fry and then some in less than a minute. Griffins crying and screaming just sealed it for me.

Oh after DC on Ithzir.

cronuss
06-02-2008, 01:32 PM
Alright there is a very simple answer here.
You have to level to cap or at least 95.

There were times I felt almost the same as you do but when my character hit plane 5 of the Rift I couldn't believe how utterly incredible / powerful end game sorcerer are.
Then in OTF I just laughed my way through hunting.
I just used to fry and then some in less than a minute. Griffins crying and screaming just sealed it for me.

Oh after DC on Ithzir.

One problem with that... you're saying that the entire journey of playing my sorcerer, from level 41-95, is going to suck until I get to the end. That isn't exactly all that reassuring, since most of my playtime will be the journey and not the end.

Anyway... I'm curious:

Can you show me some examples of how your sorcerer kickass ass at 95+ in comparison to other classes?

Any good DC hits, etc?

Isn't MD still garbage, though?

Casting 706 and 720 at everything your level and below may be powerful, but it's boring...

Sean
06-02-2008, 01:38 PM
Smite versus Mana Disrupt: Smite does more consistent (and visable) damage, and I have the chance of infusions and insta-kills. MD usually plinks for minor damage with laughable little crits. Even stance off

302 also cost 2x mana when used against the opposite alignment.


Fervant Reproach vs 705/711/etc: My cleric hits consistently for over 200 damage with FR (312) against like-leveled critters. Compared to 705, which hits for anywhere from 50-150 or so on like-level critters... sometimes I get up to 180 or so damage if I'm really lucky.

I don't know much about 711 but if you're comparing a level 5 spell to a level 12 spell that you have to charge up in RT to truly be effective I find it hard to be empathetic.

Allereli
06-02-2008, 01:49 PM
At 41, go into the sheruvian monastery, use ewave and open maelstrom, get another sorcerer to join you and cast his/her own. It's a shit load of fun, just stay south of the arch, the training arena is my favorite room, but there's a few more that swarm as well. I wish I could still cash hunt there. It's one of the few places you can really use open maelstrom, take advantage of it.

cronuss
06-02-2008, 01:50 PM
At 41, go into the sheruvian monastery, use ewave and open maelstrom, get another sorcerer to join you and cast his/her own. It's a shit load of fun, just stay south of the arch, the training arena is my favorite room, but there's a few more that swarm as well. I wish I could still cash hunt there. It's one of the few places you can really use open maelstrom, take advantage of it.

hmm, i'll give it a try

ive been hunting skeletal lords and skeletal warhorses at varunar

its been okay... the manuevers hurt, and i usually jus t706 and 702,702,705,702,etc... or just 720 over and over

TheWitch
06-02-2008, 02:23 PM
I think saying 95+ is exagerating, but honestly from about 45 or so on, I felt like it was better than under 45.

Sorcerers were too powerful and they were over-neutered to compensate. I played back in the day too, and yea, I miss me some 298,285 point damage on DC as well.

Unfortunately or fortunately, however you happen to want to look at it (segue into Jesse the cheerleader), the current guru of sorcerers has a very specific vision - which does not inlude power but stupid bells and whistles and a bunch of shit to carry around. And he's largely MIA.

We have cooooooool spells with a bunch of RP possibility and unique features, like sanct breaking. But yea, the power is lacking at lower levels, without a doubt.

Having said that, no you do NOT need an animate or a demon. First of all, don't try to compete in the AS department - as you've seen you'll just piss yourself off. You can't, without a lot of outside help, match the AS of the other pures.

Second, pick your prey. If you want to feel powerful, don't fight something that is specifically designed to hand you your ass, ie lords and warhorses. Find something to fight that's not drunk on CMAN power. The bog in Vaalor comes to mind, as does the Moor in Illistim - followed by trali, vor'taz, the glacier, ogres, the temple, the tower and finally OTF if you like the nations.

Try something easier and learn the spells better because honestly, while it is not GS3 we are playing here, sorcerers are still a force to be reckoned with when they're played to their strengths.

Fallen
06-02-2008, 02:48 PM
The only thing sorcerers lack right now are the ability to make their attack spells more powerful via lores and mana controls, a mass CS based damage spell, and a bolt spell in their own circle.

A capstone spell would be nice, but we are likely going to be the last ones to get theirs.

Bothra
06-02-2008, 04:12 PM
At 41, go into the sheruvian monastery, use ewave and open maelstrom, get another sorcerer to join you and cast his/her own. It's a shit load of fun, just stay south of the arch, the training arena is my favorite room, but there's a few more that swarm as well. I wish I could still cash hunt there. It's one of the few places you can really use open maelstrom, take advantage of it.

Do you mean you can use open maelstrom effectively because they swarm? I always avoid open maelstrom because I just end up hitting another player and then have to deal with the aftermath. What's your advice for dealing with other players?

Allereli
06-02-2008, 04:30 PM
Do you mean you can use open maelstrom effectively because they swarm? I always avoid open maelstrom because I just end up hitting another player and then have to deal with the aftermath. What's your advice for dealing with other players?

There aren't many people that hunt in there since it's a total bitch to get rescued from. Do a sweep of the place if you want before hand, the amulet net in there is contained so send a thought out

Allereli
06-02-2008, 04:49 PM
here, dug up a log:

J>
[Monastery, Training Arena]
At first glance, this massive room looks like an open air courtyard found in many strongholds. After a few moments, however, subtle differences can be seen. The light illuminating this room comes from dozens of large globes suspended from the ceiling two stories above your head. The floor is covered with dirt and grass, with a few spots worn away to reveal the stone underneath. Three doors lead west, and a curtain hangs on the eastern wall. You also see a Sheruvian monk, a Sheruvian monk, a Sheruvian initiate, a Sheruvian monk, a Sheruvian initiate and a dented spoon.
Also here: Akaylas
Obvious exits: north, northeast, south, northwest
J>
Akaylas traces a simple rune while intoning a short, mystical phrase...
J>
Akaylas gestures.
A wave of dark ethereal ripples moves outward from Akaylas.
A Sheruvian monk is buffeted by the dark ethereal waves and is knocked to the ground.
A Sheruvian monk is buffeted by the dark ethereal waves and is knocked to the ground.
A Sheruvian initiate is buffeted by the dark ethereal waves and is knocked to the ground.
A Sheruvian monk is buffeted by the dark ethereal waves and is knocked to the ground.
A Sheruvian initiate is buffeted by the dark ethereal waves and is knocked to the ground.
J>
A stooped and wizened gnoll arrives.
J>
Your disk arrives, following you dutifully.

Akaylas traces a sign that contorts in the air while he forcefully incants a dark invocation...
J>cast
A Sheruvian monk just came through an iron-bound heavy modwir door.
J>
Akaylas gestures.
A stiff breeze begins to swirl around Akaylas.
J>
Akaylas traces a simple rune while intoning a short, mystical phrase...
J>
Akaylas gestures.
A wave of dark ethereal ripples moves outward from Akaylas.
A Sheruvian monk is buffeted by the dark ethereal waves and is knocked to the ground.
J>
A Sheruvian initiate just came through an iron-bound heavy modwir door.
J>
A Sheruvian initiate stands up with a grunt.
A Sheruvian initiate leaps to its feet, its eyes darting around looking for trouble.
J>pre 710
You trace an intricate sign that contorts in the air while forcefully invoking Energy Maelstrom...
Your spell is ready.
J>cast
You gesture.
A stiff breeze begins to swirl around you.
Cast Roundtime 3 Seconds.
J>
A Sheruvian monk stands up with a grunt.
A Sheruvian monk leaps to its feet, its eyes darting around looking for trouble.
J>
A Sheruvian monk stands up with a grunt.
A Sheruvian monk leaps to its feet, its eyes darting around looking for trouble.
J>
A Sheruvian initiate swings a black steel jeddart-axe at Akaylas!
In the nick of time, Akaylas interposes his villswood staff between himself and the blow!
J>
Akaylas traces a simple rune while intoning a short, mystical phrase...
J>
Akaylas gestures.
A wave of dark ethereal ripples moves outward from Akaylas.
A Sheruvian initiate is buffeted by the dark ethereal waves and is knocked to the ground.
A Sheruvian monk is buffeted by the dark ethereal waves.
A Sheruvian monk is buffeted by the dark ethereal waves and is knocked to the ground.
A Sheruvian monk is buffeted by the dark ethereal waves and is knocked to the ground.
A Sheruvian initiate is buffeted by the dark ethereal waves and is knocked to the ground.
J>l
[Monastery, Training Arena]
At first glance, this massive room looks like an open air courtyard found in many strongholds. After a few moments, however, subtle differences can be seen. The light illuminating this room comes from dozens of large globes suspended from the ceiling two stories above your head. The floor is covered with dirt and grass, with a few spots worn away to reveal the stone underneath. Three doors lead west, and a curtain hangs on the eastern wall. You also see a raging tempest, a Sheruvian initiate that is lying down, a raging tempest, a Sheruvian monk that is lying down, the Allereli disk, the Akaylas disk, a stooped and wizened gnoll, a Sheruvian monk that is lying down, a Sheruvian monk that is lying down, a Sheruvian initiate that is lying down, a Sheruvian monk that is lying down, a Sheruvian initiate that is lying down and a dented spoon.
Also here: Akaylas
Obvious exits: north, northeast, south, northwest
J>705
Voodoo '705' to 'INCANT 705'.
You trace an intricate sign that contorts in the air while forcefully invoking Disintegrate...
Your spell is ready.
You gesture at a Sheruvian monk.
CS: +253 - TD: +164 + CvA: +25 + d100: +99 == +213
Warding failed!
A dull grey beam snakes out toward the Sheruvian monk!
... 76 points of damage!
... 40 points of damage!
Deep hole created in chest, removing several useful arteries!
Blood gushes wildly!
The Sheruvian monk is stunned!
Cast Roundtime 3 Seconds.
J>
The winds swirl and intensify around Akaylas, while dark clouds gather overhead.
J>
A Sheruvian monk stands up with a grunt.
A Sheruvian monk leaps to its feet, its eyes darting around looking for trouble.
J>702
Voodoo '702' to 'INCANT 702'.
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
You gesture at a Sheruvian monk.
CS: +253 - TD: +164 + CvA: +25 + d100: +3 == +117
Warding failed!
A painful blow.
... 10 points of damage!
You snap the tendons in the Sheruvian monk's foot. Looks painful.
Cast Roundtime 3 Seconds.
J>
A Sheruvian monk stands up with a grunt.
A Sheruvian monk leaps to its feet, its eyes darting around looking for trouble.
J>
A Sheruvian initiate stands up with a grunt.
A Sheruvian initiate leaps to its feet, its eyes darting around looking for trouble.
J>
Akaylas traces a simple rune while intoning a short, mystical phrase...
J>
Akaylas gestures.
A wave of dark ethereal ripples moves outward from Akaylas.
A Sheruvian monk is buffeted by the dark ethereal waves.
A Sheruvian monk is buffeted by the dark ethereal waves.
A Sheruvian monk is buffeted by the dark ethereal waves and is knocked to the ground.
A Sheruvian initiate is buffeted by the dark ethereal waves and is knocked to the ground.
A Sheruvian monk is buffeted by the dark ethereal waves and is knocked to the ground.
J>702
Voodoo '702' to 'INCANT 702'.
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
You gesture at a Sheruvian monk.
CS: +253 - TD: +164 + CvA: +25 + d100: +73 == +187
Warding failed!
Massive internal disruption.
... 30 points of damage!
Bones shatter in the Sheruvian monk's leg!
The Sheruvian monk screams emotionlessly one last time and lies still.
Cast Roundtime 3 Seconds.
J>lt
You search the Sheruvian monk.
It had some black velvet robes, a black steel jeddart-axe.
It had 66 silvers on it.
You gather the remaining 66 coins.
It had a deep purple amethyst on it!
You pick up a deep purple amethyst.
Interesting, it carried a rose-marrow potion on it.
It had nothing else of value.
A Sheruvian monk's body is engulfed in a brilliant crimson aura. When your eyes clear, nothing remains of it but dust.
J>
The winds swirl and intensify all around you, but you remain safely in the calm at the eye of the storm.
J>
The winds form into a sinister vortex surrounding Akaylas.
J>.g ame
[Script g is running, Esc to cancel, Shift-Esc to pause]
>open my mantle
>put my ame in my mantle
You open a formal ruby red mantle.
J>close my mantle
[script done]
You put a deep purple amethyst in your ruby red mantle.
J>
You close a formal ruby red mantle.
J>
Violent winds rip through the area!
A Sheruvian initiate is struck by flying debris!
... 20 points of damage!
Good blow to left hand!
The Sheruvian initiate is stunned!
A Sheruvian monk is struck by flying debris!
... 25 points of damage!
Strong blow to left leg breaks it!
The Sheruvian monk is stunned!
A Sheruvian monk is struck by flying debris!
... 35 points of damage!
Hard blow to chest breaking ribs!
Hard to breathe!
The Sheruvian monk is stunned!
A Sheruvian initiate is struck by flying debris!
... 25 points of damage!
Strong blow to left leg breaks it!
The Sheruvian initiate is stunned!
A Sheruvian monk is struck by flying debris!
... 25 points of damage!
Strong blow breaks neck!
The Sheruvian monk screams emotionlessly one last time and lies still.
A Sheruvian initiate is struck by flying debris!
... 35 points of damage!
Hard blow to the Sheruvian initiate's back causes it to cry out in pain!
The Sheruvian initiate is stunned!
J>
A Sheruvian monk just came through an iron-bound heavy modwir door.
J>
A vortex of air fills the area, blasting everything in its path, but where you stand the air is still.
J>laugh
You laugh out loud!
J>
Akaylas searches a Sheruvian monk.
Akaylas gathers the remaining coins.
A Sheruvian monk's body is engulfed in a brilliant crimson aura. When your eyes clear, nothing remains of it but dust.
J>
Large hailstones whip through the area!
A Sheruvian monk is pelted by hailstones!
... 30 points of damage!
Mighty swing separates head from shoulders.
The Sheruvian monk falls to the ground and lies still.
A Sheruvian initiate is pelted by hailstones!
... 25 points of damage!
Left leg mangled horribly.
The Sheruvian initiate is stunned!
A Sheruvian monk is pelted by hailstones!
... 20 points of damage!
Left elbow smashed into a thousand pieces.
A Sheruvian monk is pelted by hailstones!
... 25 points of damage!
Shield arm mangled horribly.
A Sheruvian initiate is pelted by hailstones!
... 25 points of damage!
Right hand mangled horribly.
A Sheruvian initiate is pelted by hailstones!
... 20 points of damage!
Left elbow smashed into a thousand pieces.
J>lt
You search the Sheruvian monk.
It had some black velvet robes, a black steel jeddart-axe.
It didn't carry any silver.
It had nothing else of value.
A Sheruvian monk's body is engulfed in a brilliant crimson aura. When your eyes clear, nothing remains of it but dust.
J>
Akaylas says, "Going to sleep."
J>
Brilliant flashes of lightning surround you!
A lightning bolt arcs out at a Sheruvian initiate!
... 30 points of damage!
Terrible shock to neck fuses larynx shut. A painful death follows.
The Sheruvian initiate screams emotionlessly one last time and lies still.
A lightning bolt arcs out at a Sheruvian monk!
... 20 points of damage!
Nasty jolt to chest causes heart to skip a beat!
A lightning bolt arcs out at a Sheruvian monk!
... 20 points of damage!
Heavy shock gives the Sheruvian monk fits!
A lightning bolt arcs out at a Sheruvian initiate!
... 30 points of damage!
Horrid jolt of electricity illuminates kidneys!
A lightning bolt arcs out at a Sheruvian initiate!
... 20 points of damage!
Nasty jolt to chest causes heart to skip a beat!
J>lt
Akaylas lies down.
J>
You search the Sheruvian initiate.
It had a black steel jeddart-axe, some black velvet robes.
It carried a badly damaged modwir trunk on it!
You pick up a badly damaged modwir trunk.
A Sheruvian initiate's body is engulfed in a brilliant crimson aura. When your eyes clear, nothing remains of it but dust.
J>lt
J>
Could not find a valid target to loot.
J>
Violent winds rip through the area!
A Sheruvian monk is struck by flying debris!
... 20 points of damage!
Good blow to back!
A Sheruvian monk is struck by flying debris!
... 20 points of damage!
Good blow to the abdomen!
A Sheruvian initiate is struck by flying debris!
... 30 points of damage!
Hard strike to left leg breaking tendons and bone!
A Sheruvian initiate is struck by flying debris!
... 20 points of damage!
Good blow to left leg!
J>disk tru
Your trunk won't fit in the Allereli disk.
J>
Brilliant flashes of lightning surround you!
A lightning bolt arcs out at a Sheruvian monk!
... 25 points of damage!
Heavy jolt to right eye chars the optic nerve. Now that's pain!
A lightning bolt arcs out at a Sheruvian monk!
... 10 points of damage!
Heavy spark to chest. Bet that hurts.
A lightning bolt arcs out at a Sheruvian initiate!
... 15 points of damage!
Heavy shock to chest illuminates ribcage. Cool!
A lightning bolt arcs out at a Sheruvian initiate!
... 20 points of damage!
Nasty jolt to chest causes heart to skip a beat!
J>put tru in akay disk
You put a badly damaged modwir trunk in the Akaylas disk.
J>
(Akaylas snores softly.)
J>
Large hailstones whip through the area!
A Sheruvian monk is pelted by hailstones!
... 20 points of damage!
Skull cracks in several places.
A Sheruvian monk is pelted by hailstones!
... 25 points of damage!
Left leg mangled horribly.
A Sheruvian initiate is pelted by hailstones!
... 25 points of damage!
Neck broken.
The Sheruvian initiate twitches several times before dying.
The Sheruvian initiate screams emotionlessly one last time and lies still.
A Sheruvian initiate is pelted by hailstones!
... 20 points of damage!
Right elbow smashed into a thousand pieces.
J>
Brilliant flashes of lightning surround you!
A lightning bolt arcs out at a Sheruvian monk!
... 15 points of damage!
Arcing strand of electricity jolts across a Sheruvian monk's back. Pretty.
A lightning bolt arcs out at a Sheruvian monk!
... 30 points of damage!
Stunning arc of electricity fuses left leg at knee.
A lightning bolt arcs out at a Sheruvian initiate!
... 25 points of damage!
Nasty shock to left leg stiffens joints. Nice and painful.
J>'silly
J>
Speaking in Guildspeak, you say, "Silly."
J>lt
You search the Sheruvian initiate.
It had a black steel jeddart-axe, some black velvet robes.
It didn't carry any silver.
It had nothing else of value.
A Sheruvian initiate's body is engulfed in a brilliant crimson aura. When your eyes clear, nothing remains of it but dust.
J>lt
Large hailstones whip through the area!
A Sheruvian monk is pelted by hailstones!
... 20 points of damage!
Left hand smashed into a pulpy mass.
A Sheruvian monk is pelted by hailstones!
... 20 points of damage!
Flesh ripped from back, muscles exposed.
A Sheruvian initiate is pelted by hailstones!
... 15 points of damage!
Blow to chest causes the Sheruvian initiate's heart to skip a beat.
J>
The Sheruvian monk's eyes fill with hatred as it struggles to regain control!
J>lt
Could not find a valid target to loot.
J>
Could not find a valid target to loot.
J>
Brilliant flashes of lightning surround you!
A lightning bolt arcs out at a Sheruvian monk!
... 25 points of damage!
Heavy jolt to left eye severs optic nerve. Now that's pain!
The Sheruvian monk is stunned!
A lightning bolt arcs out at a Sheruvian monk!
... 50 points of damage!
Electrical charge toasts foe! You get a sharp whiff of burning hair.
The Sheruvian monk screams emotionlessly one last time and lies still.
A lightning bolt arcs out at a Sheruvian initiate!
... 30 points of damage!
Stunning arc of electricity fuses left hand at wrist.
J>lt
You search the Sheruvian monk.
It had some black velvet robes, a black steel jeddart-axe.
It carried a sturdy modwir strongbox on it!
You pick up a sturdy modwir strongbox.
A Sheruvian monk's body is engulfed in a brilliant crimson aura. When your eyes clear, nothing remains of it but dust.
J>
Violent winds rip through the area!
A Sheruvian monk is struck by flying debris!
... 20 points of damage!
Good blow to right arm!
A Sheruvian initiate is struck by flying debris!
... 25 points of damage!
Strong blow to right arm breaks it!
The initiate's black steel jeddart-axe falls to the ground.
The Sheruvian initiate is stunned!
J>
J>lt
J>
Could not find a valid target to loot.
J>
Brilliant flashes of lightning surround you!
A lightning bolt arcs out at a Sheruvian monk!
... 20 points of damage!
Nasty jolt to abdomen makes a Sheruvian monk's stomach turn. Urp.
A lightning bolt arcs out at a Sheruvian initiate!
... 25 points of damage!
Horrid jolt to forehead amplifies brain waves. You hear the Sheruvian initiate scream in your head.
The Sheruvian initiate screams emotionlessly one last time and lies still.
J>
Akaylas searches a Sheruvian initiate.
A Sheruvian initiate's body is engulfed in a brilliant crimson aura. When your eyes clear, nothing remains of it but dust.
J>put str in akay disk
You put a sturdy modwir strongbox in the Akaylas disk.
J>
Akaylas stands up.
J>lt
J>
Violent winds rip through the area!
A Sheruvian monk is struck by flying debris!
... 25 points of damage!
Strong blow to chest!
The Sheruvian monk screams emotionlessly one last time and lies still.
J>lt
J>
You search the Sheruvian monk.
It had some black velvet robes, a black steel jeddart-axe.
It had 340 silvers on it.
You gather the remaining 340 coins.
It had nothing else of value.
A Sheruvian monk's body is engulfed in a brilliant crimson aura. When your eyes clear, nothing remains of it but dust.
J>
Could not find a valid target to loot.
J>
Brilliant flashes of lightning surround you!
J>l
[Monastery, Training Arena]
At first glance, this massive room looks like an open air courtyard found in many strongholds. After a few moments, however, subtle differences can be seen. The light illuminating this room comes from dozens of large globes suspended from the ceiling two stories above your head. The floor is covered with dirt and grass, with a few spots worn away to reveal the stone underneath. Three doors lead west, and a curtain hangs on the eastern wall. You also see a black steel jeddart-axe, some black velvet robes, some black velvet robes, a black steel jeddart-axe, a black steel jeddart-axe, some black velvet robes, some black velvet robes, a black steel jeddart-axe, some black velvet robes, a black steel jeddart-axe, a black steel jeddart-axe, some black velvet robes, a black steel jeddart-axe, some black velvet robes, a rose-marrow potion, a black steel jeddart-axe, some black velvet robes, a raging tempest, a raging tempest, the Allereli disk, the Akaylas disk, a stooped and wizened gnoll and a dented spoon.
Also here: Akaylas
Obvious exits: north, northeast, south, northwest

Numbers
06-02-2008, 05:48 PM
I much prefer the old sorcerers to the new. Probably one of the reasons I canceled my account.

Like TheWitch said, in compensation for getting reamed up the ass during growing pains, sorcerers got a bunch of frilly spells with bells and whistles that require you to lug a bunch of shit around.

Honestly, the GM's can take away minor summoning, animate (in its current shit state), and scroll infusion if it meant they gave the old MD and DC back.

cronuss
06-03-2008, 10:37 PM
Thanks for the advice and responses.

I'm still frustrated... I feel massively underpowered compared to even other class.

My spells have become BORING.

Maybe I'll snap out of it... dunno.

Thanks

(allereli, can you take me off ignore in psinet? didnt mean to piss you off...)

cronuss
06-03-2008, 10:40 PM
what do you guys train in?

i had huka telling me to go 20+ ranks above my level in sorc spells

how and why? that seems like a minor boost to CS and thats it... for a LOT of TPs

i already cant afford lores and have a shitty MAL because of it





(at level 41), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 40 8
Physical Fitness...................| 82 18
Arcane Symbols.....................| 143 43
Magic Item Use.....................| 143 43
Spell Aiming.......................| 186 86
Harness Power......................| 148 48
Elemental Mana Control.............| 143 43
Spirit Mana Control................| 143 43
Sorcerous Lore - Demonology........| 58 12
Sorcerous Lore - Necromancy........| 126 33
Perception.........................| 25 5
Climbing...........................| 70 15
Swimming...........................| 70 15
Pickpocketing......................| 5 1

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

Spell Lists
Minor Spirit.......................| 30

Spell Lists
Sorcerer...........................| 41

Fallen
06-03-2008, 10:43 PM
Going 20 spell ranks above your current level maximizes the benefits for overtraining for CS. Any higher and diminishing returns make it less appealing. Along with the CS boost you will also see duration increases in 712, which doesn't mean much, but it is nice. You will also see boosts to your secondary circle, if slight.

Lores are meh. You can make a pretty wicked sorcerer without a single rank of lores.

cronuss
06-03-2008, 10:45 PM
Going 20 spell ranks above your current level maximizes the benefits for overtraining for CS. Any higher and diminishing returns make it less appealing. Along with the CS boost you will also see duration increases in 712, which doesn't mean much, but it is nice. You will also see boosts to your secondary circle, if slight.

Lores are meh. You can make a pretty wicked sorcerer without a single rank of lores.

what about animate? demons? rifting? basically all our new spells :\

Fallen
06-03-2008, 10:57 PM
If you want combat power, lores have very little direct affect on those spells outside of pain infliction.

Allereli
06-03-2008, 11:02 PM
Sorry, you don't listen and you cry before you try anything. I had a shit time getting home and don't feel like listening to crap, I'll take you off tomorrow. Don't feel left out, I have a lot of people on ignore.

Anferis
06-03-2008, 11:18 PM
I'm finding being below 45 pretty easy in Ta'Vaalor hunting tree spirits and frenzied monks. Sure sometimes they'll completely BS me and knock me over into offensive with that spell as soon as I walk in the room, the proceed to boil my head off. You know, five times a day at least. That's all part of it I guess and then again you'd be hunting different things than tree spirits so you'd probably have better luck.

cronuss
06-09-2008, 09:09 PM
If you want combat power, lores have very little direct affect on those spells outside of pain infliction.


with no necromancy lore, wont your best animate still be 30 levels below you?

Numbers
06-09-2008, 09:12 PM
The only way you'll get any decent duration out of an animate is if you double in necro. And even then the duration sucks balls for the effort required for the spell.

Renian
06-09-2008, 09:23 PM
I'm still frustrated... I feel massively underpowered compared to even other class.


Sorcerers are the most powerful class in the game. If you still feel like a weakling, I highly suggest befriending a wizard friend to rapid fire you.

Have you seen a sorcerer run around with rapid fire 702? It's like the only time rape is funny.

Paradii
06-10-2008, 01:13 AM
Sorcerers are the most powerful class in the game. If you still feel like a weakling, I highly suggest befriending a wizard friend to rapid fire you.

Have you seen a sorcerer run around with rapid fire 702? It's like the only time rape is funny.

This is the other time rape is funny.

http://www.youtube.com/watch?v=3zvTRQr7ns8

radamanthys
06-10-2008, 04:43 AM
Have you seen a sorcerer run around with rapid fire 702? It's like the only time rape is funny.

Fuck. I just spit shit out.

Fallen
06-10-2008, 08:10 AM
with no necromancy lore, wont your best animate still be 30 levels below you?

MAL (Maximum Animatable Level) starts out at Your level - 10. So with no lore the max level you will be able to animate something is 10 levels below yours.

I'm telling you, for a sorcerer to realize a lot of power the best way to proceed is to maximize CS. Lores are worthless for pure power outside of Elemental lores for DC, but that's IMO a waste of points.

2x Spell Aim
1x Both Mana Controls
1.5x Harness Power
2.5x Spells
2x Arcane Symbols
1-2x MIU

Join COL for wracking, get robes, infuse a ton of scrolls for defense as you're going to suffer in that department as a runestaff user, and stay at 0 encumbrance.

Sorcerers are built around the old concept that CS = win.

cronuss
06-16-2008, 08:37 PM
MAL (Maximum Animatable Level) starts out at Your level - 10. So with no lore the max level you will be able to animate something is 10 levels below yours.

I'm telling you, for a sorcerer to realize a lot of power the best way to proceed is to maximize CS. Lores are worthless for pure power outside of Elemental lores for DC, but that's IMO a waste of points.

2x Spell Aim
1x Both Mana Controls
1.5x Harness Power
2.5x Spells
2x Arcane Symbols
1-2x MIU

Join COL for wracking, get robes, infuse a ton of scrolls for defense as you're going to suffer in that department as a runestaff user, and stay at 0 encumbrance.

Sorcerers are built around the old concept that CS = win.

A few questions:

1) Why 2x Arcane Symbols? Why 1.5x Harness Power? Why up to 2x MIU?

I thought both of those were typical to 1x... especially Arcane Symbols and MIU. What do you get for the extra points?

2) What do you mean get robes? Is this something new? I've always just worn a greatcloak over my 4x crit(or dmg) padded double leather.

3) What about perception, swimming/climbing, etc? I just pumped those up because I couldn't get to certain hunting areas.

4) As you will see below, I'm already above 2.5x spells, except I put a lot into the other circles cause I wanted spells 130 and 430 as soon as possible. Are you saying to drop ALL lores completely? I'm having trouble finding the points to do what you suggest, as I'm already stretched too thin on points... though removing lores will help...


Cronuss (at level 42), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 30 6
Physical Fitness...................| 82 18
Arcane Symbols.....................| 144 44
Magic Item Use.....................| 144 44
Spell Aiming.......................| 186 86
Harness Power......................| 148 48
Elemental Mana Control.............| 144 44
Spirit Mana Control................| 144 44
Sorcerous Lore - Demonology........| 58 12
Sorcerous Lore - Necromancy........| 120 30
Perception.........................| 117 29
Climbing...........................| 70 15
Swimming...........................| 86 19
Pickpocketing......................| 5 1

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

Spell Lists
Minor Spirit.......................| 30

Spell Lists
Sorcerer...........................| 46

radamanthys
06-16-2008, 09:22 PM
Why robes and not fulls? Doubles have the hinderance factor, which I completely get. Is there a difference in spell damage/CS between robes and fulls?

Or are you just talking about trading in the 4 or so points of armor use?

cronuss
06-18-2008, 02:02 AM
Why robes and not fulls? Doubles have the hinderance factor, which I completely get. Is there a difference in spell damage/CS between robes and fulls?

Or are you just talking about trading in the 4 or so points of armor use?

Still wondering...

radamanthys
06-18-2008, 02:21 AM
Me too, heh.

Fallen
06-18-2008, 07:28 AM
Missed this, so I will go line for line

1) Why 2x Arcane Symbols? Why 1.5x Harness Power? Why up to 2x MIU? >>

As a sissy stick user you're going to need a ton of magical ranks to keep your DS high. On top of that, if you don't have lores, you're going to have extra points to throw around. These are alternatives to Lores which will prove useful.

<<I thought both of those were typical to 1x... especially Arcane Symbols and MIU. What do you get for the extra points?>>

Duration mainly, and increased use of Scroll infusion. At 2x MIU I receive just over 2 hours off a rub of a small statue, and 1 hour and 7 minutes off of a strength rod. Harness power's benefits should be obvious. More mana.

<<<2) What do you mean get robes? Is this something new? I've always just worn a greatcloak over my 4x crit(or dmg) padded double leather. >>

The whole part of the design was to spend as many points into getting "raw power" as possible. Maximize CS by overtraining in the circle. That is expensive, and cutting back on tertiary skills is one way to gain those points. Fulls or doubles are fine too.

I personally go either all in or all out in terms of armor. Either I am going to wear the highest ASG I can and eat the hindrance, or wear the lowest ASG I can, have 0 hindrance, and no maneuver penalty. You could wear highly enchanted robes with temp ranger resistance and still be in fairly good shape. As long as your DS was very high, it would take multiple maneuvers to take you down.

<<3) What about perception, swimming/climbing, etc? I just pumped those up because I couldn't get to certain hunting areas.>>

I always 1xed perception, but that is a luxury. 20 ranks or so is all that is really needed when coupled with Presence(402). As for Swimming/Climbing, that completely depends on where you plan to hunt. With the ability to skill swap constantly, unless you travel the world constantly, get what you need for your current area and don't worry about it.

<<4) As you will see below, I'm already above 2.5x spells, except I put a lot into the other circles cause I wanted spells 130 and 430 as soon as possible. Are you saying to drop ALL lores completely? I'm having trouble finding the points to do what you suggest, as I'm already stretched too thin on points... though removing lores will help...>>

Yeah, we were discussing the uselessness of lores in terms of raw power. If you want more power, get more CS.


<<< Cronuss (at level 42), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 30 6
Physical Fitness...................| 82 18
Arcane Symbols.....................| 144 44
Magic Item Use.....................| 144 44
Spell Aiming.......................| 186 86
Harness Power......................| 148 48
Elemental Mana Control.............| 144 44
Spirit Mana Control................| 144 44
Sorcerous Lore - Demonology........| 58 12
Sorcerous Lore - Necromancy........| 120 30
Perception.........................| 117 29
Climbing...........................| 70 15
Swimming...........................| 86 19
Pickpocketing......................| 5 1

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

Spell Lists
Minor Spirit.......................| 30

Spell Lists
Sorcerer...........................| 46 >>>>

You need 8 ranks of armor use for min maneuver penalties in doubles, I mentioned dropping all of the Necro and Demonology ranks, and the PP rank. Drop down to 20 ranks of perception. Stop training in the other circles, and 2x/3x sorcerer and you will see your CS shoot up fairly quickly. Your goal would be to maintain 20 ranks above your current level for a maximum affect of overtraining for CS.

Once you're able to do that, you could go back and start filling in tertiary skills, or go for WOF, or more ranks of Minor Elemental for 425/430 bonuses.

cronuss
06-18-2008, 05:07 PM
What do you mean by this:

<<<<With the ability to skill swap constantly, unless you travel the world constantly, get what you need for your current area and don't worry about it.>>>>

Skill swap constantly? How?

Fallen
06-18-2008, 05:32 PM
1x a year Fixskills, fixskills potions from the guild, and skill migration.