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JustDan
09-12-2011, 09:21 AM
So... I recently (finally) acquired a character who used to belong to a very close friend of mine. This character meant a lot to her, and she was so upset when she had to sell out. The character drifted a bit, finally ending up inactive, but I finally was able to swing a deal to bring it back active.

I spent Saturday night and Sunday trolling the boards, culling data, and went ahead and used my fixskill to get to shield/brawl, and I've been hunting Nelemar.


Race: Human Profession: Sorcerer (not shown)
Age: 32 Expr: 17022110 Level: 100
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 100 (30) ... 100 (30)
Constitution (CON): 100 (25) ... 100 (25)
Dexterity (DEX): 99 (24) ... 99 (24)
Agility (AGI): 91 (20) ... 91 (20)
Discipline (DIS): 100 (25) ... 100 (25)
Aura (AUR): 100 (25) ... 107 (28)
Logic (LOG): 100 (30) ... 101 (30)
Intuition (INT): 94 (27) ... 94 (27)
Wisdom (WIS): 100 (25) ... 106 (28)
Influence (INF): 90 (20) ... 90 (20)


(at level 100), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 40 8
Shield Use.........................| 201 101
Combat Maneuvers...................| 201 101
Brawling...........................| 201 101
Physical Fitness...................| 201 101
Arcane Symbols.....................| 219 119
Magic Item Use.....................| 201 101
Spell Aiming.......................| 302 202
Harness Power......................| 302 202
Elemental Mana Control.............| 200 100
Spirit Mana Control................| 200 100
Spiritual Lore - Summoning.........| 90 20
Sorcerous Lore - Demonology........| 154 54
Sorcerous Lore - Necromancy........| 132 36
Perception.........................| 201 101
Climbing...........................| 160 60
Swimming...........................| 201 101

Spell Lists
Minor Elemental....................| 78

Spell Lists
Minor Spirit.......................| 78

Spell Lists
Sorcerer...........................| 147
Training Points: 1 Phy 0 Mnt (2704 Phy converted to Mnt)

Somewhere in my research I found a post where one of you fine upstanding individuals laid out tactics for all the Nelemar critters... and I'll be damned if I can find it again. Here's what I'm doing now:

Dissemblers: 711, then 702 until dead
Combatants: 708 right arm, then 702 until dead
Defenders, 711, 711, then 705 until dead
Sirens: 719, then 702 if needed
Radicals: 703, 708 right arm, then 702 until dead
GWE: 703, 720 until dead (though usually just avoid them)
Maguses: 708 right arm, 702 until dead
Sentries: 703, 711, 711, 705 until dead

I know that 717 is a popular choice, but the "drop my stuff and run off screaming" isn't my preference. I need boxes for my rogue, and treasure is good, as I had to empty the coffers recently. I'm not using 118 at all, though I'm 2x spell aim and 20 summoning lore. Similarly, I'm not using 111 at all, either. Should I be, in Nelemar? Is there a tactic I'm missing completely? I'm at a 520-ish CS (540 with a rubbed orb, which is how I'm usually rolling).

So far the only thing I've died to (twice) is an open roll from a charging defender. Not much I can do about that. I'm at 101 CM ranks, but no padded armor as of yet.

Played around with Scroll Infusion and I LOVE it. Extremely useful, and just fun. Have yet to animate anyone (or anything), or to summon a demon. Rocking 54 ranks of demonology and, I think, 36 ranks of Necromancy. Is that enough to play with either of those systems? Are they worth it?

And, finally, I've been putting TPs into getting to 2x Arcane Symbols, since I enjoy playing with 714. What would y'all recommend I work on?

Asha
09-12-2011, 09:41 AM
Dissemblers: 719
Combatants: 717
Defenders, 711, 711, then 705 until dead
Sirens: 719, then 702 if needed
Radicals: 708 right arm, then 719 or just 719
GWE: 720 (usually just avoid them)
Maguses: 719
Sentries: 703, 711, 711, 705 until dead

Fixed your tactics dude.
All I can offer you while I'm at work and on my phone

Fallen
09-12-2011, 10:17 AM
Drayal's advice looks spot on.


Played around with Scroll Infusion and I LOVE it. Extremely useful, and just fun. Have yet to animate anyone (or anything), or to summon a demon. Rocking 54 ranks of demonology and, I think, 36 ranks of Necromancy. Is that enough to play with either of those systems? Are they worth it?

Your durations for creatures in the Temple will be absolutely miserable with that amount of lore. You can animate players to your heart's content, though. Truthfully, with all the effort of collecting blood and moonflowers and what not, I wouldn't bother except for roleplay.

Demonology...well, you CAN make it worthwhile, I suppose, for holding an extra box or two or some mana. They are too mostly for roleplay, or for sanct breaking if you're big into CvC.


And, finally, I've been putting TPs into getting to 2x Arcane Symbols, since I enjoy playing with 714. What would y'all recommend I work on?
2x Arcane Symbols for max duration and infusing of odd scrolls (The 1700's circle is a bitch), 2x MIU for cheap magical ranks towards runestaff defense, unlocking for scroll infusion, and maximizing small statue duration.

That should keep you busy for a while.

zhelas
09-12-2011, 10:18 AM
Be careful of using 719 on Dissemblers and Magus 99% of the ones you will be encountering are located in water.......and using 719 in water may lead to undesirable consequences.


I know that 717 is a popular choice, but the "drop my stuff and run off screaming" isn't my preference. I need boxes for my rogue, and treasure is good, as I had to empty the coffers recently. I'm not using 118 at all, though I'm 2x spell aim and 20 summoning lore. Similarly, I'm not using 111 at all, either. Should I be, in Nelemar? Is there a tactic I'm missing completely? I'm at a 520-ish CS (540 with a rubbed orb, which is how I'm usually rolling)

I would use 717 when you have your CS around 540 with the orb.

As for 111, 118, 20 ranks of summoning lore, and 2x spell aim?

2x spell aim will help with focused implosion and reducing the CS penalty with aimed 708. As for the others? If you are ONLY going to hunt Nelemar, I don't see the need for bolt spells except to be more well rounded.

111/118 combo works nicely in OTF. Web bolting works nicely against flying creatures. The more summoning lores you have will lead to them being entangled. Bolt spells are nice in invasions (especially since many invasion creatures have INSANELY high TDs versus sorcerer spells).

Find a warrior have them add piercing protection to your armor. This will save your behind from the charge attacks when they hit you.

Reltov420
09-12-2011, 10:20 AM
66 MnS, 75 Mne, 162 sorcerer ranks for better CS. Also, edged weapons instead of brawling nets you a bit better DS, and saves you 800 some TPs. Depends how important having an open hand it for you.

zhelas
09-12-2011, 10:22 AM
...... Truthfully, with all the effort of collecting blood and moonflowers and what not, I wouldn't bother except for roleplay..

This makes me sad. The only reason I am keeping 100 ranks of necro is for 711.... Animating a creature...though cool looking is a pain in the ass.... :(

Asha
09-12-2011, 10:23 AM
You only need 50 for 711 max benefits

Asha
09-12-2011, 10:24 AM
Oh and good call with the warrior spike protection!

zhelas
09-12-2011, 10:25 AM
66 MnS, 75 Mne, 162 sorcerer ranks for better CS. Also, edged weapons instead of brawling nets you a bit better DS, and saves you 800 some TPs. Depends how important having an open hand it for you.

I assume you have 5 ranks of disarm.... That being said... how much DS do you lose when some son of a bitch gets lucky and disarms you?

This is why, when Zhelas gets the points, he will switch to shield brawl.

zhelas
09-12-2011, 10:27 AM
You only need 50 for 711 max benefits

With a 540 CS, I would agree with this statement... but with the 515 CS that Zhelas has, I prefer the end roll of 141 to get excruciating pain.

JustDan
09-12-2011, 10:57 AM
I appreciate all the input. I went shield/brawl because the idea of losing a runestaff to disarm makes the baby Jesus cry. I've got 5 ranks of disarm, 4 ranks of feint, and 1 rank of cunning defense, for my 101 CMs.

So far I haven't really had any issues to speak of. Still trying to work on my macros and scripts to be more efficient. Opening boxes is a pain in the ass. Until I get him fixskilled, my rogue isn't much use as a picker-slave, so I've been using him to disarm, then popping them. Mithril and enruned, though, I can't do much about, so I'm paying the locksmith his blood money.

I like the 2x spell aim, though I salivate at the idea of dropping all those TPs and getting ranks in the "fun" stuff. I do want to be viable in invasions, though. I can't envision leaving Nelemar any time soon, but I might get a wild hair and wanna check out the other areas, and I want to be versatile enough to survive in them.

2x Scroll use, then 2x MIU... then I can work on the fun skills. In a year or so. ::chuckles::

crb
09-12-2011, 11:16 AM
bolt spells are also good against grizzled critters, their TD is often jacked up, but their DS remains pretty easy to hit.

audioserf
09-12-2011, 11:23 AM
Since you're brawl/shield, why do you have disarm? I assume you use a brawling weapon for extra DS?

I'd re-purpose my CM to 5 CDef, 5 Feint if I were you. CDef will do you more good than Disarm if you're carrying a shield.

JustDan
09-12-2011, 11:40 AM
Since you're brawl/shield, why do you have disarm? I assume you use a brawling weapon for extra DS?

I'd re-purpose my CM to 5 CDef, 5 Feint if I were you. CDef will do you more good than Disarm if you're carrying a shield.

I wanted to leave my options open, if I should come across a runestaff that's too good not to use. Though I agree with you, and I'll probably use a CM potion to take care of that at some point.

Fallen
09-12-2011, 01:28 PM
I use brawling weapons as a sorcerer for the enhancives. Get a nice Wisdom or Aura bonus one to get your CS up, or use one with +Spirit or +Spirit Regen. If you're disarmed the creatures wont even bother with them, heh. Brawling weapons suck.

whiteflash
09-12-2011, 01:50 PM
I don't have much to add, everyone who has commented has sound mechanics.

Your set up looks great, I'd probably drop some of the extra mana share/AS/MIU to get fully 3x spells to max sorc CS, but that is just me.

Only reason to do that is to get your sorc CS up to 540-550, then you can simply 717 everything. Sirens/combats/magus/dissemblers/lesser elementals/radicals all die ~80-100% of the time with a 550 CS, and if you don't kill or make run the non-stunable critters are now brutally stunned.

711/705 defenders (with your CM I'd just 705 them 2-3x), 703/705 for sentries, 703/720 greaters and you only die from the odd instant charge/water horn blast/instant gib from a prepped critter.

Glad you got your friends char back, 17m xp looks fun.

audioserf
09-12-2011, 02:12 PM
The character already has a full 303 spell ranks. They're just not distributed in such as fashion as to maximize sorceror base CS.

JustDan
09-12-2011, 02:22 PM
I don't have much to add, everyone who has commented has sound mechanics.

Your set up looks great, I'd probably drop some of the extra mana share/AS/MIU to get fully 3x spells to max sorc CS, but that is just me.

Only reason to do that is to get your sorc CS up to 540-550, then you can simply 717 everything. Sirens/combats/magus/dissemblers/lesser elementals/radicals all die ~80-100% of the time with a 550 CS, and if you don't kill or make run the non-stunable critters are now brutally stunned.

711/705 defenders (with your CM I'd just 705 them 2-3x), 703/705 for sentries, 703/720 greaters and you only die from the odd instant charge/water horn blast/instant gib from a prepped critter.

Glad you got your friends char back, 17m xp looks fun.

Hrm... well... I went for this:


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.

Because from what I know anecdotally, Virilneus has done roughly a metric shit-ton of research into sorcerers. Was this a bad move on my part? I'm about 60k away from a fixskills on this character, and I'm open to re-doing it if it's something I screwed up.

whiteflash
09-12-2011, 02:24 PM
The character already has a full 303 spell ranks. They're just not distributed in such as fashion as to maximize sorceror base CS.

Gah, I'm retarded, you are right. I change my comment to switch to max CS...

So used to 162 ranks that if I don't see that I'm like, not full spells!

Fallen
09-12-2011, 02:47 PM
You can raise your CS a ton with enhancives. I wouldn't worry about it.

whiteflash
09-12-2011, 02:54 PM
You can raise your CS a ton with enhancives. I wouldn't worry about it.

Must...maximize CS...

Truth be told it probably doesn't matter that much. Only reason I care is due to hunting liches in the scatter, if they cast major ewave I die about 90% of the time. Even with my enhancives and an orb casting at 565 I STILL miss 5-15% of casts. Hell I switched to full leathers from doubles because that damn 2% was getting me in trouble.

With 17m and your set up, you will have no issues hunting ANYTHING in the style you please. Some of us just want our epeen to be as big as possible.

crb
09-12-2011, 04:34 PM
I have always preferred defensive builds. And as I dwarf I've grown up never expecting to be tops with CS, so it isn't that important to me.

You want the defense to be able to be prone, in offensive, with no gear out (or partially dispelled) and still be unhittable.

Plus, then you get to these invasions with critters with 800 or 900 AS, and you want to be able to participate.

Riltus
09-12-2011, 05:36 PM
I believe a spell distribution of 67 MnS (23), 77 MnE (24) and 159 Sorcerer (135) will net you 1 more CS than 66 (22), 75 (23) , 162 (136). Bonus to CS in parantheses.

Edited to fix bonus values.

Mark

Fallen
09-12-2011, 06:37 PM
Instead of Corrupt Essence, use Elemental or Spiritual Dispel on the liches to stop them from casting. Circumvent that warding roll issue entirely.

Reltov420
09-12-2011, 07:19 PM
Instead of Corrupt Essence, use Elemental or Spiritual Dispel on the liches to stop them from casting. Circumvent that warding roll issue entirely.

Liches are immune to spells under level 10. Dispel is far the better choice, Though I find they quite often die to DC on the first cast.

Wyrmx
09-12-2011, 08:44 PM
I went the shield/brawl route and have been very happy with it. I've got my cs at 557 with enhansives and Nelemar is a breeze. Drayal's approach is the best IMO as well.

Good luck with whatever you decide, with that many TPs to play with you should be fine.

whiteflash
09-13-2011, 12:47 PM
Instead of Corrupt Essence, use Elemental or Spiritual Dispel on the liches to stop them from casting. Circumvent that warding roll issue entirely.

They often times will cast within the time that it takes my script to cast dispels repeatedly can hit it (119/417), this is NOT a safe way to hunt them. Use this tactic mainly for the ancients which often have TDs that are in the 540's. Imploding just has no style! However regular and ancients will prep and cast within my soft RT casting 417 and 119 over and over. You just want to stun them, and with a 565 CS you WILL MISS CASTS. Granted, this is like the one critter in game you really want that huge of a CS, but if you cast 515-525, you will find the scatter a frustrating place.

However, crb does have a point about defense...

A burly dwarven captain swings an onyx-hilted heavy claidhmore at you!
AS: +871 vs DS: +552 with AvD: +34 + d100 roll: +24 = +377
... and hits for 157 points of damage!
Solid strike caves your skull in, resulting in instant death!
The tingling sensation and sense of security leaves you.
The subdued warmth embracing you fades along with the spiritual force surrounding your arms.
The white light leaves you.
The very powerful look leaves you.
The brilliant luminescence fades from around you.
The light blue glow leaves you.
The deep blue glow leaves you.
You feel less confident than before.
A dark shadow seems to detach itself from your body, swiftly dissipating into the air.
Your bolstered defenses fade with the soft glow about you.
You lose your extra internal fortitude.
The powerful look leaves you.
The air calms down around you.
The silvery luminescence fades from around you.
You notice your blood flow go back to normal.
Your senses are no longer as sharp.
The bright luminescence fades from around you.
You sense that you are losing control of a bi-taloned dark green grik'mlar and will need to send it back soon.
Your SIGN OF STAUNCHING is no longer effective.
The misty halo fades from you.

Mumblz
09-13-2011, 10:45 PM
yah, because another 12 DS is going to make a difference on that endroll

whiteflash
09-13-2011, 11:52 PM
yah, because another 12 DS is going to make a difference on that endroll

Was referring to his comment about having insane defense for invasions, or in this case, pissing off the GM and their storyline.

With 17m xp you get to be 1x weapon, 1x CM, and all is good, only 6.5m to go!

Lord Orbstar
03-25-2012, 02:08 AM
Tag

Gibreficul
03-26-2012, 04:26 AM
My newly capped dwarf sorc has been hunting nelemar since level 92... Not much has changed. He has 25 demon ranks... He's got 0 spell aiming, and 3x spells... his first post-cap goal was to max MIU, which he had next to 0 ranks of at level 99. Soooo, here goes.


Dissemblers - Check for muck, if no muck, 719, 705, if muck, 717, 705.
Executioners - 717, 705, sometimes 708 if they both survive and break the stun from 717. Same goes for combatants and radicals.
Combatants, 717, 705.
Defenders, 704, 708 (up to twice if it doesn't fall over) and then 705 cause i'm stupid like that, probably should use 702 since it's phased.
Radicals, 717, 705.
Sirens are 719 if no muck, 706 + 705 if there is muck.
Magus get double dispelled, then hit with 719, and 705 to finish.
Sentries get 703, a shot of 719, and finished with 705.

I'll be avoiding elementals until I'm 2x spell aim and can focus implode them reliably.

Jonty
03-26-2012, 11:08 AM
My newly capped dwarf sorc has been hunting nelemar since level 92... Not much has changed. He has 25 demon ranks... He's got 0 spell aiming, and 3x spells... his first post-cap goal was to max MIU, which he had next to 0 ranks of at level 99. Soooo, here goes.



I'll be avoiding elementals until I'm 2x spell aim and can focus implode them reliably.

What's the reasoning behind 2x MIU?

JustDan
03-26-2012, 01:36 PM
My newly capped dwarf sorc has been hunting nelemar since level 92... Not much has changed. He has 25 demon ranks... He's got 0 spell aiming, and 3x spells... his first post-cap goal was to max MIU, which he had next to 0 ranks of at level 99. Soooo, here goes.



I'll be avoiding elementals until I'm 2x spell aim and can focus implode them reliably.

711 is your friend against both magus and defenders. Keeps them in RT and does great damage, and preserves the skin (on the magus) in perfect condition if you're into that sort of thing.

rolfard
03-26-2012, 06:22 PM
Defenders: using 705 *after* 704 is inferior. for defenders just got straight for the 705 open casts
Magus: limb disrupt (right arm)
Radicals: 719, or limb disrupt (right arm) if i'm not hunting
Combatants: 717
Executioners: 702 one shot kills enough
Dissemblers: 702 one shot kills enough
Siren: 719 or 702
GWE: 720 720 720
Sentries: 703 pain pain pain

2x MIU will make your small statues last longer and will open up scroll infusion (unlocking)

Gibreficul
03-27-2012, 07:55 AM
What's the reasoning behind 2x MIU?

I meant 1x... mostly for infusing, side effect of cheap runestaff DS ranks.

Speaking of infusing, my sorc still sucks at it... I guess EMC at 50 and SMC at 40 ranks is my current roadblock. Damn requirements.

I should be sleeping.....

Kronius
03-27-2012, 08:00 AM
I meant 1x... mostly for infusing, side effect of cheap runestaff DS ranks.

Speaking of infusing, my sorc still sucks at it... I guess EMC at 50 and SMC at 40 ranks is my current roadblock. Damn requirements.

I should be sleeping.....

My sorc in prime is almost 1.5x miu, 1x AS and .5x MCs and can't infuse for shit.

it's bullshit.

Xzean
03-27-2012, 09:39 PM
Really Kron? So is there no reason to go above 35 or whatever in MIU/AS and 27 or whatever in MCs?

Delarock
03-28-2012, 04:41 AM
Since I find myself playing more and more...

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...................| 170 70
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....................| 66

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

Spell Lists
Sorcerer...........................| 122


Anyone wanna suggest any goals? I've hoarded a bunch of TP's because I was considering going the shield route, but I think I've decided against that.

-Del

Fallen
03-28-2012, 08:44 AM
Minor Elemental to 73 - 75. For something a bit smaller, you could train Demonology to hit benchmarks for various spells. Right now you're still not at the minimum for Cloak of Shadows retribution backlash reduction. You want to be at atleast 50, but 52 is a better stopping point for being able to phase 26 pound boxes. Also, getting Physical Fitness to 101 ranks should be an immediate goal.

Buckwheet
03-28-2012, 09:02 AM
Since we are all talking about it I figured I would throw my stuff up!



Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 40 8
Shield Use.........................| 201 101
Brawling...........................| 201 101
Physical Fitness...................| 201 101
Arcane Symbols.....................| 201 101
Magic Item Use.....................| 201 101
Harness Power......................| 201 101
Elemental Mana Control.............| 210 110
Spirit Mana Control................| 201 101
Sorcerous Lore - Demonology........| 152 52
Perception.........................| 201 101
Climbing...........................| 140 40
Swimming...........................| 140 40

Spell Lists
Minor Elemental....................| 73

Spell Lists
Minor Spirit.......................| 50

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


I don't do Nelemar as I am an OTF slut. So a nice breakdown of OTF would be helpful. I am thinking with the May fixskill of going back to a runestaff, but not 100% sure.

Edit: I just broke 8m xp on him.

Fallen
03-28-2012, 09:10 AM
If you're not interested in Necromancy for Pain Infliction (It is awesome against Griffins BTW) I would go up to nearly 1x in Demonology for the Phasing goodness. Being able to fill every container with boxes and not be encumbered it pretty awesome. 88 or 102 ranks of Demonology will allow you to phase 32/34 pound boxes respectively. This is a smart move for power hunters.

http://carabele.com/odds/LoreBenefits.htm

You don't have any spell aiming. Now that you're pretty much out of other core skills, this might be a good skill to start training. Bolting is fun and useful in certain circumstances, but you're missing Focused implosion, which is a great tool to have in your arsenal. If you pick up a bit of Multi-Opponent Combat (I would suggest as a +5 ranks enhancive) you can stun a whole room and kill an enemy in 1 shot. Quite nice.

If you're looking to expand your Adventurer's guild skills, you could take up survival. With your perception, the spell of Presence, and a bit of survival training finding herbs will be quite easy. Skinning is a longer road, but it is also doable. I tended to keep 50 ranks of skinning and just bought griffin talons from playershops for immediate saturations during XXX and what not.

A few ideas trying to keep in mind you haven't expressed any interests like infusion or playing with new spells via Spiritual lore: Summoning, etc.

Buckwheet
03-28-2012, 09:42 AM
Thanks for the tips. I really have no interest in summoning or infusion at this point. I figure I need to get into a position where I can kill things as efficiently as possible and have the higher side of defensive skills before I take on the auxiliary skills.

So my primary goal is to make sure I am not vulnerable and the secondary goal is to increase killing speed and reducing the time I am in the field. Once I get those done then I figure I can play around.

Fallen
03-28-2012, 10:25 AM
Then I would suggest more demonology unless you don't pick up boxes. Beyond that you can always get more CS via spells, CM training to help against maneuvers, or dodge. CMAN training is especially useful if you do bandit tasks, assuming you're training in CMAN Defense. It obviously won't stop you from being able to be hit, but it keeps RTs from their attacks down to a reasonable level.

Delarock
03-28-2012, 02:50 PM
Minor Elemental to 73 - 75. For something a bit smaller, you could train Demonology to hit benchmarks for various spells. Right now you're still not at the minimum for Cloak of Shadows retribution backlash reduction. You want to be at atleast 50, but 52 is a better stopping point for being able to phase 26 pound boxes. Also, getting Physical Fitness to 101 ranks should be an immediate goal.

How much DS would I lose going from 51 MnS to 42 MnS and bringing Mne from 66 to 75?

-Del

Jonty
03-28-2012, 02:55 PM
You gain +1 DS for 102 and 120 per two MnS ranks. So take that away. And you gain +1 DS and eTD for every two ranks in MnE. So add that.

Gibreficul
03-28-2012, 07:08 PM
Thanks for the tips. I really have no interest in summoning or infusion at this point. I figure I need to get into a position where I can kill things as efficiently as possible and have the higher side of defensive skills before I take on the auxiliary skills.

So my primary goal is to make sure I am not vulnerable and the secondary goal is to increase killing speed and reducing the time I am in the field. Once I get those done then I figure I can play around.

Spell ranks.

Spell ranks.

Spell ranks.

That will give you both of your "goals" and then you can work on tertiary skills. (your defensive spells gain power with spell ranks, and your CS gains power as well.) Nothing faster than 717/loot against the stuff that has low TDs.

Runestaff DS ranks are a joke... get the spell bonuses. Those don't go away when you're disarmed.

Gibreficul
04-10-2012, 07:18 AM
I don't do Nelemar as I am an OTF slut. So a nice breakdown of OTF would be helpful. I am thinking with the May fixskill of going back to a runestaff, but not 100% sure.

Edit: I just broke 8m xp on him.

Griffins, 711
Ithzir, 719

Lord Orbstar
04-23-2012, 12:47 AM
What do you think about taking 101 ranks in dodge? I know have the sorceror an was wondering if it is worth it. i would have to drop the magic use and skills that help with scroll infusion and drop my ability to skin (first aid and survival).

Ceyrin
04-23-2012, 07:41 AM
What do you think about taking 101 ranks in dodge? I know have the sorceror an was wondering if it is worth it. i would have to drop the magic use and skills that help with scroll infusion and drop my ability to skin (first aid and survival).

I think any pure that can make this sacrifice post-cap should. It's much easier/faster to regain those skills piecemeal than trying to get 60PTP per rank of dodge.

Wyrmx
04-23-2012, 08:47 AM
I think any pure that can make this sacrifice post-cap should. It's much easier/faster to regain those skills piecemeal than trying to get 60PTP per rank of dodge.

I just started training in dodge at 2.5X post cap, i expect it will take quite some time given the tpt's needed but i'm pretty comfortable with the rest of my training at this point. I don't plan on dropping anything else to get there.

Allereli
04-23-2012, 10:40 AM
Has anyone gotten blessings lore for scroll spells? even at 1/3, with 200 ranks that would provide a considerable bonus for a lot of spells.

Fallen
04-23-2012, 12:58 PM
I thought about it, but I trained up so much Summoning lore that the cost of going over 1x in Spiritual lores wasn't worth it.

Lord Orbstar
04-23-2012, 01:39 PM
sure would be nice if there was a character skill calculator for post cap use. Tsorans character sheet breaks down at 18 million experience (unless I am doing it wrong!)