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Miscast
01-13-2009, 01:52 AM
I got 104 Sorcerer spell ranks, 49 elemental and 49 spirit. Should I still train in Sorcerer spells to max my Sorcerer CS? Or one of the other circles?


>skill
Miscast (at level 100), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 40 8
Combat Maneuvers...................| 201 101
Physical Fitness...................| 96 22
Dodging............................| 124 32
Arcane Symbols.....................| 302 202
Magic Item Use.....................| 201 101
Spell Aiming.......................| 201 101
Harness Power......................| 201 101
Elemental Mana Control.............| 201 101
Spirit Mana Control................| 201 101
Sorcerous Lore - Demonology........| 150 50
Perception.........................| 201 101
Climbing...........................| 90 20
Swimming...........................| 153 53
Spell Lists
Minor Elemental....................| 49
Spell Lists
Minor Spirit.......................| 49
Spell Lists
Sorcerer...........................| 104
(Use SKILLS BASE to display unmodified ranks and goals)

Celephais
01-13-2009, 07:38 AM
If you do train one of the other circles, MinorElemental will increase the power of 425. But I do think you need to overtrain Sorc circle first for the most CS.

Swami71
01-13-2009, 07:45 AM
I think the max CS setup for a sorcerer is 75 MnE, 67 or 68 MnS, and 161 or 160 Sorcerer.

conair4022
01-13-2009, 09:04 PM
enhancive makes trainning in minor spirit a nice option, cost for the last
few CS points from sorc is way too high to justify.
Last time I check, max enhancive yield about 17 CS points.

So, get those minS benefits. train minE up to the bonus from true strike/guard.

Fallen
01-15-2009, 09:25 AM
A few suggestions. To answer your original question skip to the bottom of the post.

1. If you took the time to get 101 combat maneuver ranks I would highly suggest going 1x Physical Fitness. It proves a tangible benefit against most maneuver attacks, as well as general maneuver checks such as climbing/swimming.

2. Spell aiming, as you have shown by not having it, is certainly not needed beyond 1x. HOWEVER, it sure is fun. Being able to use Fire spirit, any number of bolting wands, as well as strengthening your focused implosion and focused limb disrupt helps to round out your arsinal quite nicely. The recent updates to web make bolting quite attractive for disabling as well. All bolt spells are great during invasions as these creature's TD's are usually stupidly high.

3. As your build looks to be for straight hunting prowess, I will not go into too much detail into lores. However, your Pain Infliction, one of our most powerful spells will be lacking due to your complete lack of necromancy ranks. Even if you don't play with AD, having 50 ranks of Necro will give you a significant boost to the spell. Having atleast 1 rank will allow you to get returns on Blood Burst.

SPELLS

The biggest bang for your TP buck will come in the form of 74 ranks of Minor Elemental ranks due to Elemental Targetting (425). The benefits from these ranks slightly outweigh those of training sorcerer spell ranks to 120, where diminishing returns start to kick in as the 400's circle will also be giving you DS, and other tertiary benefits. I would go up to 74 Elemental ranks, then 120 sorcerer ranks, then 68 Minor Spiritual, then dump the rest into sorcerer. Though as others have noted, those last few CS points past 120 sorcerer ranks are a real waste. Outside of invasions you will have a high enough CS to hit just about anything short of a fumble, and those extra points could be put into getting more mana, lores, or other skills to better strengthen your character.

Mtenda
01-16-2009, 10:24 AM
So is it 74 or 75 MnE ranks for max CS bonus?

Fallen
01-16-2009, 10:27 AM
74 for max benefit to Sorcerer CS, 75 for everything else.

Miscast
01-16-2009, 11:10 AM
Domo arigato!

TheWitch
01-16-2009, 03:55 PM
I believe it's actually 76 for max benefit from 425.

It used to be 75, and in one of those "fixes" we all love so much, a rounding error or some shit was fixed and it's now 76.

FWIW, I intend to split things as follows, on my way to 3x spells:
80 MnE
80 MnS
143 Sorcerer

You'll find your CS with the minor circle spell sucks, partially because of the CS penalty we're saddled with. My calculations lead me to stop at 80 in both circles, at which point the warding margin for 118 on a base level griffin will be 12%. I can live with that.

I am not, however, in any hurry for those additional 23 700 ranks I have beyond what I already have. Seriously low return on investment.

Swami71
01-16-2009, 05:06 PM
A bug in the accrual calculation for the bonus from Minor Elemental spell ranks beyond 25 has been fixed. The bonus can be calculated as ((E-MnE - 25) / 2), where E-MnE is the caster's effective Minor Elemental spell ranks limited by their level.

The net result of this change shifts the levels at which an additional bonus accrues from even (26, 28, 30, etc.) levels to odd (27, 29, 31, etc.) levels, capping at 75 MnE Ranks.

Note that players currently with an even number of Minor Elemental spell ranks will experience a 'loss' of one (1) point of Attack Strength and one (1) point of Elemental Casting Strength.

75 right?

TheWitch
01-16-2009, 05:12 PM
Assuming that's the post announcing the fix, I stand corrected.

Danical
01-16-2009, 05:37 PM
Why the christ do you have 32 ranks of dodge?

You could drop those 32 ranks of dodge and have exactly 30 more spells. With those 30 spells you could probably net the amount of DS you get from those 32 ranks of dodge but at the same time have a TON more benefit.

With those points I would get your MnE to 75 and MnS to 53. Then I would raise MnS to 66. Then get 120 Sorc.

I would definitely get 1x PT though.

Fallen
01-16-2009, 05:49 PM
I didn't even see the dodge training. Heh, yeah. Should definitely ditch that crap until the maneuver nerf rolls in.

Fallen
01-16-2009, 05:51 PM
A bug in the accrual calculation for the bonus from Minor Elemental spell ranks beyond 25 has been fixed. The bonus can be calculated as ((E-MnE - 25) / 2), where E-MnE is the caster's effective Minor Elemental spell ranks limited by their level.

The net result of this change shifts the levels at which an additional bonus accrues from even (26, 28, 30, etc.) levels to odd (27, 29, 31, etc.) levels, capping at 75 MnE Ranks.

Note that players currently with an even number of Minor Elemental spell ranks will experience a 'loss' of one (1) point of Attack Strength and one (1) point of Elemental Casting Strength.

75 right?

I am 90% sure that extra rank does NOT add to sorc CS. I went from 74 to 75 in the test instance and my CS did not increase. If it DOES give you a bonus, you're talking about less than a full 1.0

Izzy
01-16-2009, 06:03 PM
A bug in the accrual calculation for the bonus from Minor Elemental spell ranks beyond 25 has been fixed. The bonus can be calculated as ((E-MnE - 25) / 2), where E-MnE is the caster's effective Minor Elemental spell ranks limited by their level.

The net result of this change shifts the levels at which an additional bonus accrues from even (26, 28, 30, etc.) levels to odd (27, 29, 31, etc.) levels, capping at 75 MnE Ranks.

Note that players currently with an even number of Minor Elemental spell ranks will experience a 'loss' of one (1) point of Attack Strength and one (1) point of Elemental Casting Strength.

75 right?

It does provide a bonus to all other spell Casting Strength (+13, plus the number of Spell Ranks above 25 that the caster knows in the Minor Elemental Circle divided by 4), to a maximum of +25.

It would seem to me the sorcerers bonus maxes out at 73 ranks.
13 base + 12 max over that (to reach 25 max). Therefore (12*4) 48 ranks over the base 25.

conair4022
01-16-2009, 07:45 PM
someone also pointed out the split of Sorc 149, MinS 77, MinE 77
you get the additional TD bonus of minE and DS bonus of MinS and it all comes out to CS535 AS bolt 380. 2x spell aim a must now!
so is spirit summoning lore! And if ya an enhancive monkey, you get the boost to shore up some shortcomings in Cap until you have the Tpt to built it up.

Danical
01-16-2009, 08:33 PM
Stop at 74 or 75 MnE and 66 MnS. You get shitty CS returns from MnS past 66.

Miscast
01-17-2009, 12:15 PM
I didn't even see the dodge training. Heh, yeah. Should definitely ditch that crap until the maneuver nerf rolls in.
Maneuver nerf?

Fallen
01-17-2009, 12:26 PM
Once maneuvers start taking dodge into account pures are going to be at a disadvantage. It is the most expensive skill in which to train. Even if all pures will have a set amount of phantom ranks made available to them, we will never short of million's of EXP worth of post-cap experience be able to catch up.

That, and all pures can only 1x Dodge, while maneuvers will likely factor in that semi's can 2x, and squares 3x. You can bet they will be designed and updated accordingly.

Miscast
01-17-2009, 12:28 PM
Okay thanks. And that blows.

Fallen
01-17-2009, 12:30 PM
Okay thanks. And that blows.

Well, Squares need love. Especially rogues, who are likely the heaviest trainers in dodge. They will eventually have their ability to hide in heavy armor nerfed. They need something to make up for it.

My advice? Look into padding, atleast for your head/neck. Masterful or better.