View Full Version : Cheapes Sorcerer DS Source
Faent
02-16-2009, 04:45 PM
What's the cheapest way for a sorcerer to boost their DS? I'm poor, but I have to do something to make it harder for Troll Kings to whip my ass. I need a DB item, damnit, but I can't afford that.
Kitsun
02-16-2009, 04:47 PM
Small statues, scroll infusion...
Methais
02-16-2009, 04:48 PM
What's the cheapest way for a sorcerer to boost their DS? I'm poor, but I have to do something to make it harder for Troll Kings to whip my ass. I need a DB item, damnit, but I can't afford that.
Hunt something else.
Allereli
02-16-2009, 04:57 PM
defender runestaff, scrolls, train in supplementary magical skills instead of just getting spell ranks.
Faent
02-16-2009, 05:05 PM
Hunt something else.
Way to be maximally unhelpful.
Faent
02-16-2009, 05:13 PM
Maybe I should respond to these suggestions in detail in order to (hopefully) improve future suggestions.
Small statues, scroll infusion...
Yes, I need to stock up on more small statues. I should start advertising for them. I run through them pretty quickly.
I suppose there's scroll infusion. I'm not thrilled about that, but I should probably try and employ it more. I was hoping there would be some non-hellish ways of adding DS. I hate this skill almost as much as I hate alchemy.
train in supplementary magical skills instead of just getting spell ranks. -Allereli
Doesn't apply. I've never trained for CS.
My little rogue boosted his ranged AS by +8 with two armbands for 100K. That's cheap AS! A couple such modifications on the DS end would make Faent a lot happier.
I presume highly enchanted leathers are far cheaper than highly enchanted runestaves. Are they the cheapest highly enchanted DS sources? How much would 10X light leathers with no other mods run?
If I could add about +25 DS somehow and then use small statues, I'd be pretty immune to frothing TKs. That's what I'm going for. Immunity. Otherwise, hunting down there takes too long.
Methais
02-16-2009, 05:17 PM
Get a cleric to bless some gems with some DS spells.
Allereli
02-16-2009, 05:49 PM
all scrolls/self, didn't even cast everything:
101: Spirit Warding I - 1h 42:18 remaining. [+10STD, +10BoltDS]
102: Spirit Barrier - 1h 43:21 remaining. [-39PhysAS, +39DS]
103: Spirit Defense - 35:57 remaining. [+10DS]
104: Disease Resist - 2h 08:41 remaining.
105: Poison Resist - 2h 08:38 remaining.
107: Spirit Warding II - 1h 43:10 remaining. [+25STD, +25BoltDS]
112: Water Walking - 1h 43:35 remaining.
120: Lesser Shroud - 1h 43:57 remaining. [+20STD, +25DS, +25BoltDS]
202: Spirit Shield - 44:23 remaining. [+10DS]
207: Purify Air - 44:28 remaining.
303: Prayer of Protection - 40:34 remaining. [+10DS]
401: Elemental Defense I - 1h 24:10 remaining. [+5DS, +5ETD]
406: Elemental Defense II - 1h 25:00 remaining. [+10DS, +10ETD]
414: Elemental Defense III - 1h 25:48 remaining. [+20DS, +15ETD]
425: Elemental Targeting - 38:42 remaining. [+39AS, +39ECS]
430: Elemental Barrier - 38:39 remaining. [+27DS, +27ETD]
503: Thurfel's Ward - 1h 15:58 remaining. [+20DS]
507: Elemental Deflection - 21:07 remaining. [+20DS]
509: Strength - 35:24 remaining. [+15Str, +15PhysAS]
601: Natural Colors - 25:44 remaining. [+10DS]
602: Resist Elements - 1h 15:28 remaining. [+15BoltDS]
606: Phoen's Strength - 43:54 remaining. [+10AS]
613: Self Control - 1h 16:37 remaining. [+20PhysDS, +10STD]
618: Mobility - 40:47 remaining. [+20Dodging]
712: Cloak of Shadows - 1h 44:44 remaining. [+102DS, +27SorcTD]
905: Prismatic Guard - 21:12 remaining. [+5PhysDS, +20BoltDS]
911: Mass Blur - 40:52 remaining. [+20Dodging]
913: Melgorehn's Aura - 1h 16:47 remaining. [+10DS, +20ETD]
[+65STD, +95BoltDS, -24PhysAS, +318DS, +77ETD, +49AS, +39ECS, +15Str, +25PhysDS, +40Dodging, +27SorcTD]
Sean of the Thread
02-16-2009, 05:50 PM
Statues and scroll infusion for sure. I assume you're using the small park or wherever they do mass spells now days as well.
I used to scroll infuse like a mother fucker. If you're specced for it or know a sorc that can do it for you stock up on whatever you can. It's cheap and it rocks.
m444w
02-16-2009, 11:53 PM
Learn to leg them with limb disruption/ewave first, and then use disentigration or whatever other stupid sorc spells there are that do alot of damage. Stance dancing helps too... I'm not sure how you're having DS problems as a caster unless you're uphunting by 30 levels.
Swami71
02-17-2009, 12:06 AM
What's the cheapest way for a sorcerer to boost their DS? I'm poor, but I have to do something to make it harder for Troll Kings to whip my ass. I need a DB item, damnit, but I can't afford that.
What spell ranks do you have? MnS gives good boost to DS. As a sorcerer DS really shouldn't be an issue. Casting from stance guarded. Maneuvers are usually the problem.
TheWitch
02-17-2009, 05:49 AM
Don't bother spending a load of money on a high enchant runestaff, unless its a defender. Get some 7x or better fulls.
Not taking advantage of scroll infusion is crazy, especially if you're having DS problems. It is the solution, period. And yea, you need some rocks and stuff to carry around, but for all our spells the cost vs. benefit ratio on 714 is definintely in our favor. As opposed to say, 730.
And, you don't have to infuse the scrolls to use them. Just use them like people used to before 714.
conair4022
02-17-2009, 08:26 AM
hunting TK with arrows? EvilEye ... basic sorc 101 against TK ... okay, thats your rogue, not you ...
hold on ... leg a TK? ya nuts? never leg a TK ... sheesh
maybe the problem is you are not doing well, cause ya not a sorc? don't train for CS???? ...
Bah! betcha you don't have TrueGuard yet, thats why, and stock up on small statue? those are ya basic DS bread&buttah
no 120, no 425, no 430, you suck big time!
Get a cleric to cast 202 and 303 in a gem for you, those last for a while and you can fit a lot of charges in the gem.
zhelas
02-17-2009, 10:27 AM
but I have to do something to make it harder for Troll Kings to whip my ass.
Have you trained at all in Necromancy(.75x to 1x)? If so the spell 711 could be your best friend. If you can successfully cast against them and get the result excruciating pain. This will put them into hard round time and they can't attack you! Yahoo!!!
Peer into the next room and try to get them one vs one. If more show up move away.
Don't disrupt limbs, unless you want to build a crazy army down there.
The other DS advice is great. That place also stinks since spells drop off because of the nature of the place.
Fallen
02-17-2009, 10:33 AM
Curse + 413 + 717 = Death? Or do they still struggle for life if you get the insta-kill via Evil Eye? How about web bolt and implosion? Wait for them to swing, jump to offensive and use web bolt to web them, then implode them.
Fire will halt their ability to regenerate. If you use Fire Spirit you can halt their ability to heal for a time, then 702/705 them to death. If you can't bolt, you could try making area webs in the room then setting them on fire.
You might also want to try dragging an animate in there with a weapon with fire flares. Give the creature a lance and E-blade it until it has fire flares. If it is having trouble gaining enough AS you can always cast strength at the animate via a scroll.
Allereli
02-17-2009, 10:35 AM
That place also stinks since spells drop off because of the nature of the place.
They don't drop down in the dungeon, at least not that I can recall happening recently (I was in Kiramon the other day)
zhelas
02-17-2009, 10:46 AM
They don't drop down in the dungeon, at least not that I can recall happening recently (I was in Kiramon the other day)
You are probably right. I think if you are in that resting area just outside of the TKs the spells will drop randomly when the area has that magical surge.
It has been ages since I have been in there collecting TK blood since I collected a ton of it ages ago.
Honestly TKs aren't too bad. All the advice above works well, depending on your hunting style.
If mana is an issue. Make some imbedded wands and rods.. etc.
yesicj
02-17-2009, 12:03 PM
Spells definitely drop in Kiramon.
conair4022
02-17-2009, 06:26 PM
DUH! wait until fixskill? ... how do you by choice not trainning for CS, you are basically gonna rely on everything but your sorc spell DS base.
I still don't get the basic of not trainning for 120 but you rather buy small statues????
HUH! really, even when I had the elemental bow, I put just about everything into skills that add to range AS, but I still made sure that I got all the DS spells available.
I am just perplexed, stunned even ... mortified!
thefarmer
02-17-2009, 07:00 PM
Don't bother spending a load of money on a high enchant runestaff, unless its a defender. Get some 7x or better fulls.
Not taking advantage of scroll infusion is crazy, especially if you're having DS problems. It is the solution, period. And yea, you need some rocks and stuff to carry around, but for all our spells the cost vs. benefit ratio on 714 is definintely in our favor. As opposed to say, 730.
And, you don't have to infuse the scrolls to use them. Just use them like people used to before 714.
:yeahthat:
2hd Paladin, about 75 here, not fully tanked up.. it's just the first result that showed up in a search.
>magic
Usage: MAGIC [LIST | RESET | PERSON | SET <Spell#> <Minutes> | REMOVE <Spell#>]
The following spells are currently active:
101: Spirit Warding I - 3h 32:57 remaining. [+10STD, +10BoltDS]
103: Spirit Defense - 34:31 remaining. [+10DS]
107: Spirit Warding II - 3h 31:42 remaining. [+25STD, +25BoltDS]
115: Fasthr's Reward - 9:00 remaining.
120: Lesser Shroud - 3h 32:33 remaining. [+20STD, +15DS, +15BoltDS]
202: Spirit Shield - 25:38 remaining. [+10DS]
211: Bravery - 32:27 remaining. [+15AS]
215: Heroism - 32:22 remaining. [+27AS]
303: Prayer of Protection - 32:08 remaining. [+10DS]
313: Prayer - 12:06 remaining. [+10STD, 0DS]
401: Elemental Defense I - 42:50 remaining. [+5DS, +5ETD]
406: Elemental Defense II - 43:00 remaining. [+10DS, +10ETD]
414: Elemental Defense III - 1h 51:17 remaining. [+20DS, +15ETD]
503: Thurfel's Ward - 42:55 remaining. [+20DS]
507: Elemental Deflection - 24:54 remaining. [+20DS]
508: Elemental Bias - 29:53 remaining. [+20ETD]
509: Strength - 43:13 remaining. [+15Str, +15PhysAS]
601: Natural Colors - 3h 18:16 remaining. [+10DS]
606: Phoen's Strength - 37:37 remaining. [+10AS]
618: Mobility - 46:21 remaining. [+20Dodging]
712: Cloak of Shadows - 34:43 remaining. [+25DS, +20SorcTD]
905: Prismatic Guard - 24:30 remaining. [+5PhysDS, +20BoltDS]
911: Mass Blur - 2h 57:11 remaining. [+20Dodging]
913: Melgorehn's Aura - 32:01 remaining. [+10DS, +20ETD]
1119: Strength of Will - 32:27 remaining. [+12STD, +12DS]
1601: Mantle of Faith - 47:53 remaining. [+10DS, +10STD]
1605: Arm of the Arkati - 8:35 remaining. [+11%DF]
1606: Dauntless - 47:50 remaining. [+10AS]
1610: Higher Vision - 1h 17:33 remaining. [+24DS]
1611: Patron's Blessing - 1h 17:30 remaining. [+36Cman]
1613: Divine Vengeance - 59:16 remaining.
1616: Vigor - 2h 38:10 remaining. [+10CON, +26MaxHP]
1618: Guard the Meek - 23:16 remaining. [+20PhysDS]
Courage: Symbol of Courage - 9:47 remaining. [+26AS]
SymProt: Symbol of Protection - 38:33 remaining. [+26DS]
Total: [+87STD, +70BoltDS, +237DS, +88AS, +70ETD, +15Str, +15PhysAS, +40Dodging, +20SorcTD, +25PhysDS, +11%DF, +36Cman, +10CON, +26MaxHP]
m444w
02-17-2009, 11:38 PM
hold on ... leg a TK? ya nuts? never leg a TK ... sheesh
No, i'm not nuts.
If you leg them and then use 410 they are completely incapacitated (along with the limb which you can clean up with a single cast of 702 I would surmise) and then prone and will try to regrow their legs and stand up first instead of froth and smash your pansy sorc ass.
Fallen
02-17-2009, 11:54 PM
That's pretty close to being fully spelled, Farmer. Missing 207, 219, 307, 310, 602, 613 and a statue. Not including alchemy crap, dispel fodder, and must-be-grouped spells. (i'm not counting 513)
Solhaven invasions, I take it?
conair4022
02-19-2009, 12:43 AM
No, i'm not nuts.
If you leg them and then use 410 they are completely incapacitated (along with the limb which you can clean up with a single cast of 702 I would surmise) and then prone and will try to regrow their legs and stand up first instead of froth and smash your pansy sorc ass.
basic sorc 101 evileye hunting TKs - one step. 17 mana. sure kill!
your mucky mucky tactics 708, 410, 702, so where is the kill shot?
702? 705? again? how much mana do you need to get rid of one TK?
bring back that moo moo avatar, its the only thing i look forward to
Fallen
02-19-2009, 07:24 AM
basic sorc 101 evileye hunting TKs - one step. 17 mana. sure kill!
your mucky mucky tactics 708, 410, 702, so where is the kill shot?
702? 705? again? how much mana do you need to get rid of one TK?
bring back that moo moo avatar, its the only thing i look forward to
You're assuming that you can generate the needed endroll to kill a TK with every shot. That means you're either underhunting, have close to 2.5x spells, or are using Curse.
Their TDs are low, fallen.
If he's uphunting he'll still get them to sit the fuck down.
He should be Shield and brawl though at that train.
zhelas
02-19-2009, 07:44 AM
You're assuming that you can generate the needed endroll to kill a TK with every shot. That means you're either underhunting, have close to 2.5x spells, or are using Curse.
Agreed.
717 isn't the greatest spell in our arsenal and neither is FI
Below is results of 717 with the endrolls. As mentioned above under hunting, 2.5x spell training and probably casting 715 prior to casting 717 will give you the desired results of a one shot kill on a more consistant basis.
101-124 Causes target to flee one room away in a random direction No Stun; Incurs 10 seconds of hard RT
125 Causes the target to fall to the ground. Creatures will drop items in their hands. Stance will be reduced to neutral. Results in a stun. Stuns for 12 seconds
126-174 Same as previous Stun equal to previous plus 1 second every 2 endroll points. (13 seconds at 126, 14 seconds at 128, etc)
175-198 Causes the target to flee for their life out of the area. Creature targets will be considered dead, though no body will be left behind. Player targets will immediately flee to the next town. If the target is missing either two legs or a leg and the opposing arm, it will instead be knocked unconscious due to its inability to flee. No resulting stun
199+ Targets dies No resulting stun
With an Eye Spy (707) eye active, one may cast this spell unfocused and remotely. This will target some or all possible targets (creatures and players) in the same room as the eye. The actual number of targets subject to this unfocused version of the spell is randomly determined. When cast remotely, this spell is slightly weaker, and all targets receive a TD bonus of 25.
zhelas
02-19-2009, 07:46 AM
Their TDs are low, fallen.
If he's uphunting he'll still get them to sit the fuck down.
He should be Shield and brawl though at that train.
That I don't remember but shoot it has been over 3 years since I have collected TK blood.
Fallen
02-19-2009, 07:49 AM
That I don't remember but shoot it has been over 3 years since I have collected TK blood.
You need to achieve over a 200 endroll to get a corpse to loot, or you go home each hunt with nothing but EXP to show for it. Boo to that. Evil Eye would be so much better if its disabling effects weren't stun based. Every damn creature in the game shakes stuns in some way or another.
lol I was considering posting my hunt earlier.
I just 717 and 720'd everything. For fun.
No loot.
I got right mad at watching my empath mate crush square bones on like 2 casts and realised I could fuck them all no problem. No 705, no 702.
I wanted to say something on the officials about giving us a break, loot wise.
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