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Delarock
04-25-2011, 12:47 AM
Name: Delarock Ky'Thyryus Race: Human Profession: Sorcerer (shown as: Warlock)
Gender: Male Age: 29 Expr: 7572580 Level: 100
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 100 (30) ... 100 (30)
Constitution (CON): 100 (25) ... 100 (25)
Dexterity (DEX): 100 (25) ... 100 (25)
Agility (AGI): 100 (25) ... 100 (25)
Discipline (DIS): 100 (25) ... 100 (25)
Aura (AUR): 100 (25) ... 100 (25)
Logic (LOG): 100 (30) ... 100 (30)
Intuition (INT): 100 (30) ... 100 (30)
Wisdom (WIS): 100 (25) ... 100 (25)
Influence (INF): 79 (14) ... 79 (14)



Delarock (at level 100), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 40 8
Physical Fitness...................| 166 66
Arcane Symbols.....................| 201 101
Magic Item Use.....................| 201 101
Spell Aiming.......................| 302 202
Harness Power......................| 201 101
Elemental Mana Control.............| 201 101
Spirit Mana Control................| 201 101
Spiritual Lore - Summoning.........| 90 20
Sorcerous Lore - Demonology........| 140 40
Sorcerous Lore - Necromancy........| 160 60
Survival...........................| 130 35
Perception.........................| 201 101
Climbing...........................| 130 35
Swimming...........................| 160 60
First Aid..........................| 160 60

Spell Lists
Minor Elemental....................| 65

Spell Lists
Minor Spirit.......................| 51

Spell Lists
Sorcerer...........................| 121

What should I work on?

-Del

Axhinde
04-25-2011, 12:54 AM
Work on not hunting in guarded.

3x spells seems to work good also.

Morph
04-25-2011, 01:05 AM
CM for disarm defense.

Fallen
04-25-2011, 01:52 AM
Armor Use..........................| 40 8 - 21 ranks for LBP if you want to move up to Scale.
Physical Fitness...................| 166 66 - 101 ranks for best maneuver protection
Arcane Symbols.....................| 201 101 - 202 ranks for max scroll duration and the ability to charge any spell to max
Magic Item Use.....................| 201 101 - 202 ranks for max Small statue duration (2 hours per rub), and unlocking any scroll without setting yourself on fire.
Spell Aiming.......................| 302 202 - Done
Harness Power......................| 201 101 - Meeeeh
Elemental Mana Control.............| 201 101 - Bring one of these up to either 110 or 120 (I can't remember) for better mana returns
Spirit Mana Control................| 201 101 - See above
Spiritual Lore - Summoning.........| 90 20 - Lots of potential here. 30 ranks for backtrace/next realm locate, 40 for Instand hiding from 106, 50/75 for extra charges to area web, 60 for adjacent realm locate, 80 for Minimum duration and ability to cast indoors on 125, 90 ranks to locate anywhere
Sorcerous Lore - Demonology........| 140 40 - Breaks for 704: 42, 52, 63, 75, 88, 102, 117, etc Break for 740 Interrealm failure: 48, 60, 72, 84, 96, 108, 120 Breaks for 740 Extra person Intrarealm: 60, 80, 100, 120 etc
Sorcerous Lore - Necromancy........| 160 60 - better RT/Health loss from 711
Survival...........................| 130 35 - Meh
Perception.........................| 201 101 - 202 ranks for best maneuver protection
Climbing...........................| 130 35 - 50 to climb nearly everywhere easily
Swimming...........................| 160 60 - 101 for best defense against drown maneuvers and tough swims
First Aid..........................| 160 60 - meh

Spell Lists
Minor Elemental....................| 65 - Big one here, 73 for max CS, 75 for max bolt AS

Spell Lists
Minor Spirit.......................| 51 - 1 more than I have

Spell Lists
Sorcerer...........................| 121 - Same as me

Delarock
04-25-2011, 09:15 AM
Thanks guys.

-Del

AnticorRifling
04-25-2011, 09:35 AM
3 legit responses and no one said work on getting laid. Sounds like the PC has a case of the Mondays.

Buckwheet
04-25-2011, 09:44 AM
3 legit responses and no one said work on getting laid. Sounds like the PC has a case of the Mondays.

And here I was thinking you would say "re-roll into a warmage."

You disappoint.

WRoss
04-25-2011, 09:50 AM
And here I was thinking you would say "re-roll into a warmage."

You disappoint.

Reroll into a warpath.

mgoddess
04-25-2011, 01:40 PM
Survival...........................| 130 35 - Meh
Survival helps defend against bandit traps/ambushes, correct?

Buckwheet
04-25-2011, 01:42 PM
It does.

Personally, at cap, bandits for a pure is just asking for punishment unless you have some pretty nice gear.

So if you plan on going the easy route of Nelemar or OTF you can skip the survival.

Fallen
04-25-2011, 02:04 PM
Agreed. You will be locked in rt whether you have 1x survival or none. You'd be better off putting the points in miu, arcane symbols, and perception to help against bandits. CDefense and a moonstone cube does wonders as well. You will still get hit, but the rt will be far more manageable.

Delarock
04-25-2011, 03:37 PM
Anyone do any research into necro lore? I have a feeling that from a hunting standpoint, 60 is more than enough to put things in RT from Pain. Will I do more damage with more ranks?

Lore wise, I think summoning has good benefits with fire spirit so I might work on that.

When it comes to MIU/AS, which would you recommend first? I find myself using scrolls more and more often. What'll it take to get up to doing heroism reliably?

So exciting... these post-cap goals.

-Del

Kid Danger
04-25-2011, 04:01 PM
3 legit responses and no one said work on getting laid. Sounds like the PC has a case of the Mondays.

Was gonna say work on your 401K. You're not getting any younger.

whiteflash
04-25-2011, 04:14 PM
Anyone do any research into necro lore? I have a feeling that from a hunting standpoint, 60 is more than enough to put things in RT from Pain. Will I do more damage with more ranks?

Lore wise, I think summoning has good benefits with fire spirit so I might work on that.

When it comes to MIU/AS, which would you recommend first? I find myself using scrolls more and more often. What'll it take to get up to doing heroism reliably?

So exciting... these post-cap goals.

-Del

RE pain damage/rt. Really depends on the endrolls you are generating with pain vs your intended target. Since pain max's at 35% damage and 7s RT, extra training beyond 0.3x just reduces your endroll requirement for that threshold from 166 down to 141 at 1x necro. 6s RT/32%dmg goes from 138-165 endroll to 127-140 from .3x to 1x. All this info taken straight from krakii, so whoever did that research, you rule.

Just train in what makes your preferred hunting style more fun imo, or your char more fun to YOU. Wanna charge/use scrolls more, AS. Wanna cast harder, spells! Wanna use bolts better, lore! Post cap is fun like that, congrats on getting to it.

Fallen
04-25-2011, 04:26 PM
Anyone do any research into necro lore? I have a feeling that from a hunting standpoint, 60 is more than enough to put things in RT from Pain. Will I do more damage with more ranks?

Lore wise, I think summoning has good benefits with fire spirit so I might work on that.

When it comes to MIU/AS, which would you recommend first? I find myself using scrolls more and more often. What'll it take to get up to doing heroism reliably?

So exciting... these post-cap goals.

-Del

Definitely train in Arcane Symbols before MIU. You will have to infuse a scroll multiple times, especially when you are near the maximum amount of charges. Each INFUSE attempt is a skill check based primarily around your Arcane Symbols ranks. Whereas the MIU check only comes in unlocking a scroll with the appropriate rune. There is risk of actually killing yourself at this step, but it is small, and at 1x, you should be able to unlock the vast majority of spells safely. For tough spells, basically anything above the 15th level, or anything above the 10th level for Arcane spells, look for a public, or CHE Workshop to give you an edge.

Both MIU and Arcane Symbols extend the duration of your spells, but the bulk of your outside spell usage should be stemming from scrolls, not magical items, due to Scroll Infusion. It is very awesome to be able to invoke 503, 913, and 613 and have them all last 2 hours off of a single activation.

crb
04-25-2011, 06:32 PM
Where do you hunt?

IF you hunt OTF, put more into spirit summoning lore. Web bolt is the best griffin disabler, invaluable there.

Otherwise, max out your PF first, and then start working on CM, sprinkling in your AS and MIU work as well, getting those up to 2x, and even out your mana controls. Your higher one should always be divisible by 10, your weaker one by 20.

Delarock
04-25-2011, 08:55 PM
While we're here... does anyone have the spell thresholds handy? I should get X sorcerer spells, Y MnE, and Z MnS?

-Del

whiteflash
04-25-2011, 11:00 PM
While we're here... does anyone have the spell thresholds handy? I should get X sorcerer spells, Y MnE, and Z MnS?

-Del

I believe max sorcerer CS is:

162 sorcerer
73 minor elemental
68 minor spirit

Morph
04-25-2011, 11:10 PM
162 sorc, 77 ele and 64 spirit also works. I think it results in 2 less DS, and 2 more elemental TD, but I could be wrong on that part.

Fallen
04-25-2011, 11:39 PM
Unless you REALLY enjoy grinding, I would stay away from immediately taking on a post-cap goal like 3x spells. It can be quite daunting to hunt that much and at times see no tangible gains. Don't get me wrong, many go right for it, but i've also seen the attempt burn a few people out. I would suggest starting with a fun, easy skill first. You can always dump your points back into spells come a fixskills at some later point.

Delarock
04-25-2011, 11:48 PM
Yeah i'm not going to go crazy with the 3x spells, but I am going to try and reach the threshhold with MnE. Not quite sure yet. Thanks for that, and thanks for the tip!

-Del

crb
04-26-2011, 12:37 PM
The thresholds for sorcerer cs in the minor circle at 64, 67, and 77, 425 notwithstanding.

I personally did 147, 78, 78. Here is why.

If you're going to do 400s to 75, 76 is +1 DS/TD, so attractive, then 77 is +1 sorc CS, and 78 is another +1 DS/TD

For the 100s, in addition to better area web CS, going to 77, instead of 67, is +10 DS, which is obviously like a 2x DB item. Then 78 is another +2 DS.

I also did not get to full 3x spells until 18 million experience, well after I'd done things like 100 ranks in CM. So, like Evarin, I would not focus on that right away.

Fallen
04-26-2011, 12:51 PM
That's an awesome breakdown. What's your CS? I may steal that.

crb
04-26-2011, 03:21 PM
533 enhanced, and as a dwarf. delf would be 546 with the same enhancives.

Fallen
04-26-2011, 03:41 PM
Man..that's a lot of TPs for 12 CS. I'd have to do the minors first to 78 each then switch to something fun again.

crb
04-26-2011, 03:44 PM
I broke my triple training into periods of 10 spell ranks at a time.

Swami71
04-26-2011, 03:48 PM
I'd go for the 3x spells first. 162 Sorc/77 MnE/64 MnS will give you the max CS which I think is harder to come by then DS. Shield/Brawl unless you need to have a runestaff for the look of it. Shield/brawl is better and cheaper than learning cmans. Then get your demonology up for phasing boxes. That should keep you busy for awhile. ;)

Wyrmx
04-26-2011, 03:58 PM
I'd go for the 3x spells first. 162 Sorc/77 MnE/64 MnS will give you the max CS which I think is harder to come by then DS. Shield/Brawl unless you need to have a runestaff for the look of it. Shield/brawl is better and cheaper than learning cmans. Then get your demonology up for phasing boxes. That should keep you busy for awhile. ;)

Went this route as well and like it. Would like to compare td since i'm a DE to see if its worth raising MnS.

crb
04-26-2011, 08:27 PM
CS is certainly harder to come by, but it is also far less necessary. 511 is the CS you need to have a 100% chance to hit everything in OTF for instance.

But do you have the DS to survive if you're disarmed, prone, in offensive, and partially dispelled? Can never have enough DS IMO.

I suppose if I was around 30m exp and was 1x dodge and 1x shield and 1x brawl and also had a 3 slot (at least) greatshield to use my fusion orbs with... I might swap paths over and go for the little more CS.

Fallen
04-26-2011, 08:48 PM
OTF is a bad example for CS requirements. The Temple, Grimswarm, and especially the Rift have much higher CS demands.

zhelas
04-26-2011, 08:54 PM
OTF is a bad example for CS requirements. The Temple, Grimswarm, and especially the Rift have much higher CS demands.

511 would work fairly well in Nelemar. The real challenge you have in there are the sentries but 703 715 fixes that.

Fallen
04-26-2011, 08:58 PM
I find 100% auto-ward for all standard genning creatures (meaning non ancient/grizzled) the goal for any Cap/post-cap hunting area.

Delarock
04-26-2011, 09:46 PM
My natural CS is 503. I have little problem hunting anything except sentries. It becomes more of a mana issue with them, since I'm in Voln. I might switch back to CoL... Maybe I'll bump that up my list instead of all of this spending TP's.

I tried going to shield use when I used my fixstats. It was horrific. To have the same DS as Runestaff, you need to be roughly .5x brawl and 1x shield?

-Del

Fallen
04-26-2011, 09:55 PM
Depends on stance and shield size/enchant. Try comparing Offensive DS. That's the one that counts, anyways.

whiteflash
04-26-2011, 11:39 PM
I don't know how anyone tolerates casting at things multiple times when you don't have to. Did that for too much xp.

This is why you triple spells...

>incant 717
You trace an intricate sign that contorts in the air while forcefully invoking Evil Eye...
Your spell is ready.
You gesture at a triton combatant.
You stare at a triton combatant.
CS: +552 - TD: +369 + CvA: +20 + d100: +36 == +239
Warding failed!
The triton combatant looks at you in utter terror!
The triton combatant drops its brine-stained parma.
The triton combatant drops its silvery blue trident.
The triton combatant lets out a blood curdling scream!
The triton combatant collapses, gurgling once with a wrathful look on her face before expiring.
Cast Roundtime 3 Seconds.

>incant 717
You trace an intricate sign that contorts in the air while forcefully invoking Evil Eye...
Your spell is ready.
You gesture at a triton radical.
You stare at a triton radical.
CS: +552 - TD: +405 + CvA: +25 + d100: +37 == +209
Warding failed!
The triton radical looks at you in utter terror!
The triton radical drops its bronze scaling fork.
The triton radical lets out a blood curdling scream!
The triton radical collapses, gurgling once with a wrathful look on his face before expiring.
The dully illuminated mantle protecting a triton radical begins to falter, then completely fades away.
A white glow rushes away from a triton radical.
The dull golden nimbus fades from around a triton radical.
The brilliant aura fades away from a triton radical.
The very powerful look leaves a triton radical.
The white light leaves a triton radical.
Cast Roundtime 3 Seconds.

>dc
You trace an intricate sign that contorts in the air while forcefully invoking Dark Catalyst...
Your spell is ready.
You gesture at a murky soul siphon.
CS: +552 - TD: +462 + CvA: +25 + d100: +51 == +166
Warding failed!
... and hits for 29 points of damage!
A murky soul siphon is suddenly engulfed in flames of pure essence!
... 70 points of damage!
Flame burns through a murky soul siphon's abdomen. Greasy smoke billows forth.
The soul siphon twitches and writhes spasmodically before collapsing to the ground.
The bright luminescence fades from around a murky soul siphon.
The brilliant luminescence fades from around a murky soul siphon.
A murky soul siphon glances around, looking a bit less confident.
You feel 4 mana surge into you!
Cast Roundtime 3 Seconds.

rolfard
04-27-2011, 05:43 PM
having a stock 540 CS (with 425 up) is what endgame is all about for a sorcerer, having lived through all of the nerfs since 1996, I recognize that the profession is about power first, everything else second.

The post right before here proves it, having instant, immediate, with without fail deaths on "power word death" (evil eye) gives you the feeling of a sorcerer who has made it. Additionally, every invasion, grizzled, nasty critter that shows is going to have untouchable TD or barely touchable so maxing your "weapon" should be first on your list.

What is the most common 1st in all professions? Their weapon skill, spell aiming, or in this case, a sorcerers CS. Yes you will lose out on having the best utilities, the best DS, etc (and yes a runestaff in defensive is hard to match, but check that offensive DS, shields alone in offensive with only 40 ranks in shield and an 8x shield will be greater than a runestaff.

zhelas
04-27-2011, 10:27 PM
Capped... What should I work on?

The real answer to this question is.. Work on anything you want. You have made it to cap. You have lots of time in your retirement to train in anything you want.

Do you like to work on scrolls? Do you want a shield brawl build? Heck do you want to pick pockets? The playing field is wide open to you.

Shoot some folks use a bow or a two handed weapon.

I personally would love to have a maxed CS. But 64 Physical points per rank... IS too time consuming for me at the moment.

Swami71
04-27-2011, 11:03 PM
I personally would love to have a maxed CS. But 64 Physical points per rank... IS too time consuming for me at the moment.

Didn't you do alchemy?

zhelas
04-28-2011, 12:35 AM
Didn't you do alchemy?

Nope! I thought about it, bought the items. Went to the guild and then we had the period when many sorcerers quit. Some of them just got frustrated with the mechanics of alchemy and the time one has to invest in it.

rolfard
05-01-2011, 09:36 PM
"Dumbass - the CS of a corpse aint much. Lag, swarms, etc all smoke your dumbass. Add in non-CS spells like Focused Implosion, and CS is meaningless since you won't care about money when capped."

Instead of rep, say it here...

I'm pretty sure that while spell aiming factors into focused implode, the extra sorcerer spell ranks should also assist in focused implode.

rolfard
05-01-2011, 09:37 PM
and why won't i care about money when capped?

Mike
05-01-2011, 09:41 PM
Doing bitches.