View Full Version : Sorcere noob
aesec
03-29-2012, 04:59 PM
Hello gemstone forums! I'm a newbie sorcerer who could use some serious advice and help. This is my first time playing gemstone ( i played another version of this game called DragonRealms which is quite different) and i was wondering if there is a sorcerer beginners guide or a mentor program maybe?..after reading some of these posts I realize im lost. In the other MUD I played necromancers wanted to train as many combats as possible (ranged weapons,heavy edge,medium edge,blunt,etc.) as well as magic...some of the posts I've read talk about sorcerers not using weapons except maybe a ranged weapon (bow)...any advice or help would be greatly appreciated.
Gelston
03-29-2012, 05:36 PM
We do have mentors in GS, you can find them via DIR Silverwood and the ringing the bell. I'm not sure if a formal Sorcerer's Guide has been written in a long time... There are some out there but they are likely from the 90s, early 2000s.
As far as weapons, well, you definitely won't beable to earn a lot of weapon styles like you listed above. I wouldn't recommend a beginner(other than in their first 30 days when you can migrate the skills away) going a weapon route, as it isn't exactly "easy".
The best thing I can tell you, and what I find the best way to learn is, when you learn a new spell use it a few times. Hunting. Look up what the spell is/does on krakiipedia. I will say however, that a pure isn't the easiest profession to start off with. A warrior is probably them simplest in terms of learning the basic game, perhaps something else like a ranger if you want to throw a few spells in.
aesec
03-29-2012, 10:15 PM
Im not too worried about the difficulty...im mostly lost with what am i supposed to put my physical and mental points that the game gives me towards
Jymamon
03-30-2012, 09:03 AM
As Gelston mentioned, Krakiipedia is a good starting place. http://www.krakiipedia.org/wiki/Sorcerer
Assuming you want to be casting sorcerer (you can go the weapon route, but sorcerers are the worst choice for that), you'll want something like:
Non-magical skills:
1x Physical training at least until your hit points are maxed. I'd plan to eventually bring this up to 1x for life, but it is something you can skimp on after you have max hit points to free up points for more magical skills.
Up to 8 ranks in Armor Use.
- 0 Ranks will let you wear robes or light leather.
- 4 Ranks will let you were full leather
- 8 Ranks will let you were reinforced or double leather
Early on, I'd stay with 0 ranks until you have some points to blow then go up to 4 ranks for full leather. Staring at reinforced leathers, you have a chance for spell failure. See the Krakiipedia article on armor for the exact numbers and decide if you can live with that. It is a small chance for socerers, and wearing double leather isn't uncommon.)
~5 ranks in each climb and swim will be enough for a while. You'll want to pick up more later.
0.5 - 1x Perception. You can stop around 20 ranks and be fine for travelling to most areas, but more will help you defend against maneuvers. I'd plan to get this to 1x later in your training (level 40+) and keep it there, but you can definitely skimp on it early when TPs are tighter.
Magical skills:
1x Harness Power (not counting level 0)
1x Elemental Mana Control
1x Spiritual Mana Control
2x or more (preferably 2.5x+) in spells. More is better as your primary hunting method is going to be warding and training spells the way to increase that.
- Keep your socerer spell ranks at least at 1x
- Early on, your other circles will mostly be used for their defense spells:
- - 101, 102, 103, 107
- - 401, 406, 414
(Try to plan for learning 425 at level 25 as it will give you an added boost to your warding results.)
2x Arcane symbols
1x Magic Item Use
1 rank sorcerous lore, necromancy. This'll let you get some health back when you use 701. Not critical, but a nice boost on occasion.
Whatever points you have left should be going into more magical skills for the most part. For more offense, spend it in sorcerer spell ranks. For more defense, spend it in the cheapest magical skills to increase your runestaff defense.
That should get you through your first 30 days well enough to get a feel for the game and a better understanding of where you might want to vary from my suggestions. Also, spend some time going through the old posts here as training questions of all types come up fairly often on the boards.
Gibreficul
04-02-2012, 03:12 PM
Krakii the CS formula.
Outside of a few spells that are often less than desirable for whatever reason, a sorcerer's entire arsenal revolves around their CS. More sorcerer spell ranks will give more sorcerer circle CS. Being at least 1x in sorcerer spells, and preferably, at some point, level+21 ranks is a good goal to maintain, along with trying to keep as close to 1x in Minor Elemental as you can up to level 73, (when 425's Sorc CS bonus caps out.)
The other option is a spell aiming build, and heavy reliance on 710 and 720, which is exactly what some people want, and exactly what others don't want. (720 hunting works, but I personally don't like it.)
Outside of the spell ranks, 1x harness power (minimum), 24+ ranks in EMC and SMC (Minimums) .5x in MIU/AS (minimums). I also suggest 1x PF and 40 perception ranks. Armor... 4-8 ranks depending on what you're wearing.
My minimums are low because they're leaving the option to 3x spell ranks. I went that path on my sorcerer, and other than a few speed bumps along the way, it was pretty enjoyable from 0-cap.
aesec
04-05-2012, 02:49 PM
Thank you both for your responses about tp's...the problem i've noticed is at level 4 im currently getting approximatley 60 ptp's and 40 mtp's...Im trying to stick to the 2x spell aiming, 1x sorc lore for cs and also trying to stay on target to get 425 at level 25...that means i need to be getting one MnE spell every level to reach that goal. Im having a hard time keeping up with the routine with the amount of tp's im receiving...as you get higher levels do you get more tp's?
Wheelerm
04-05-2012, 05:45 PM
I have a guide I found a long time ago when I played a sorcerer. It was so helpful, I kept it for when I start another one. If you pm me your email, I'll send it to you. So much has changed that others here might be interested and or willing to help you tweak what you have done, but this should at least get you started.
You will also get a fixskills very soon. I would not use it until you have read what I send you and then post what you took from it to see if some of the experts here can help you finalize your build.
Hope this helps.
Jymamon
04-07-2012, 07:11 AM
Thank you both for your responses about tp's...the problem i've noticed is at level 4 im currently getting approximatley 60 ptp's and 40 mtp's...Im trying to stick to the 2x spell aiming, 1x sorc lore for cs and also trying to stay on target to get 425 at level 25...that means i need to be getting one MnE spell every level to reach that goal. Im having a hard time keeping up with the routine with the amount of tp's im receiving...as you get higher levels do you get more tp's?
Lores aren't helping your CS. Other than the 1 rank of necromancy lore I like to have, I'd ignore these entirely until you have some extra TPs, then decide where you want to go with them. Your CS is helped by learning more spell ranks, particularly spell ranks in the circle you're casting. (701 and then 702 are your mainstays for a bit, so more ranks in the Sorcerer Circle.)
Similarly, you won't really have any use for Spell Aiming (other than how it helps with runestaff defense) until you learn 708. Even then, it's not particularly worthwhile until much later when you have the mana to cast higher level spells more often. Unless you're not able to get your 8-11 magical skill ranks without it, I wouldn't suggest putting points here for a while.
Yes, you'll slowly get more TPs per level as your stats increase. You can find the exact formula on krakiipedia [http://www.krakiipedia.org/wiki/Training_points] and/or find a copy of Tsoran's training spreadsheet [Bobmuhthol hosts a copy at http://www.cmnservicesgroup.com/tsoran/trainer.html - requires Excel or a compatible program] which you can use to see how both your stats and TPs will grow as you level.
mgoddess
04-07-2012, 11:14 AM
Similarly, you won't really have any use for Spell Aiming (other than how it helps with runestaff defense)
Spell Aiming is also useful for using bolting wands (aka, silver, iron, golden, slender blue, crystal, etc), especially if you're trying to go pure (not swinging) from the start.
Gibreficul
04-07-2012, 03:32 PM
Spell Aiming is also useful for using bolting wands (aka, silver, iron, golden, slender blue, crystal, etc), especially if you're trying to go pure (not swinging) from the start.
FIRST... Swinging from the start as a sorcerer is STUPID. There's no good reason to swing for 30 days, or even a day with a sorcerer. Second, assume you're going "pure" from the start, the last wands you want to see are the bolt wands... You want CS wands! (Bloodwood, twisted, thanot, and... something else.) The ones that cast your native spells. Having those SA ranks is only taking TPs away from spell ranks, which is CS, which is your power. (I don't use wands on ANY characters, they seem like an unnecessary crutch, and more trouble than they're worth to me.)
Jymamon mentioned.. 8-11 magic ranks per level. Yea, ignore that too... bad advice. If you go with max spell ranks, you'll have WAY less than 8 per level, but your defense won't matter because your SPELL BONUSES MORE THAN MAKE UP FOR THE LACK OF RUNESTAFF PARRY RANKS. Also, there is no "minimum" to get runestaff defense from magic ranks, and it's on a "depreciating returns" sliding scale for how much each rank actually helps. My 8.2 mil exp sorcerer is BARELY at 8x runestaff ranks per level... after picking up 2 skills all the way from 0-101 ranks post-cap. That's right, when he capped he was UNDER 6x "magic ranks" per level, and his defense was perfectly fine.
(Is it me, or am I disagreeing with and rebutting damn near all the advice given here?)
Gibreficul
04-07-2012, 03:35 PM
Spell Aiming is also useful for using bolting wands (aka, silver, iron, golden, slender blue, crystal, etc), especially if you're trying to go pure (not swinging) from the start.
FIRST... Swinging from the start as a sorcerer is STUPID. There's no good reason to swing for 30 days, or even a day with a sorcerer. Second, assume you're going "pure" from the start, the last wands you want to see are the bolt wands... You want CS wands! (Bloodwood, twisted, thanot, and... something else.) The ones that cast your native spells. Having those SA ranks is only taking TPs away from spell ranks, which is CS, which is your power. (I don't use wands on ANY characters, they seem like an unnecessary crutch, and more trouble than they're worth to me.) One last reason I don't prefer Spell Aim/Bolting on a sorcerer is that it requires going to offensive stance, and a sorcerer is much better off hunting in guarded with CS spells.
Jymamon mentioned.. 8-11 magic ranks per level. Yea, ignore that too... bad advice. If you go with max spell ranks, you'll have WAY less than 8 per level, but your defense won't matter because your SPELL BONUSES MORE THAN MAKE UP FOR THE LACK OF RUNESTAFF PARRY RANKS. Also, there is no "minimum" to get runestaff defense from magic ranks, and it's on a "depreciating returns" sliding scale for how much each rank actually helps. My 8.2 mil exp sorcerer is BARELY at 8x runestaff ranks per level... after picking up 2 skills all the way from 0-101 ranks post-cap. That's right, when he capped he was UNDER 6x "magic ranks" per level, and his defense was perfectly fine.
(Is it me, or am I disagreeing with and rebutting damn near all the advice given here?)
Jymamon
04-07-2012, 05:08 PM
(Is it me, or am I disagreeing with and rebutting damn near all the advice given here?)
You're advice might be just fine for someone who already knows the game and the systems and has a particular end goal in mind. That's not the OP who is just learning the game. Maxing CS is fine if you know what you're doing and are willing to live with the sacrifices. It's also completely unnecessary. My sorc is doing quite fine at 97 soloing warcamps with a mere 6 Sorcerer ranks over level (which he only recently bothered getting).
Gelston
04-07-2012, 08:03 PM
Spell aim is just fine to have, and I'd recommend it. Balefire, FI, Limb Disruption. Yes, you want spell aiming.
You're advice might be just fine for someone who already knows the game and the systems and has a particular end goal in mind. That's not the OP who is just learning the game. Maxing CS is fine if you know what you're doing and are willing to live with the sacrifices. It's also completely unnecessary. My sorc is doing quite fine at 97 soloing warcamps with a mere 6 Sorcerer ranks over level (which he only recently bothered getting).
You take that back. Everyone knows that Gibreficul is in the top 5 gemstone players of all time.
whiteflash
04-08-2012, 12:06 AM
FIRST... Swinging from the start as a sorcerer is STUPID.
(Is it me, or am I disagreeing with and rebutting damn near all the advice given here?)
Leaps and bounds easier to 30 day with a weapon. Ignore rude 'advice' above.
You take that back. Everyone knows that Gibreficul is in the top 5 gemstone players of all time.
Dylan, Dylan, Dylan, Dylan, and Dylan.
Don't be mad because Gib knows how to sorcere better than you.
Gibreficul
04-08-2012, 01:48 AM
Spell aim is just fine to have, and I'd recommend it. Balefire, FI, Limb Disruption. Yes, you want spell aiming.
No, YOU want spell aiming. A new sorcerer wants CS so 65% of their first 20 profession based spells have a chance of working. Sorcerers need like, 6 skills to be successful. Spell ranks, harness power, PF ranks, Climb, swim and perception. Everything else is "extra." There's no running away from that plain simple fact.
Add in that the spells you mentioned... Balefire is expensive, and totally avoidable with EBP mechanics, Limb Disruption requires a 141+ endroll to "explode" a limb, so all the spell aiming in the world isn't going to do a damn bit of difference if you don't have the CS to achieve that, and i think suggesting focused implode to a sorcerer that's... level 4, as a hunting option is not only ignorant, but totally overlooking the fact that this person probably NEEDS to find loot when they hunt.
You're advice might be just fine for someone who already knows the game and the systems and has a particular end goal in mind. That's not the OP who is just learning the game. Maxing CS is fine if you know what you're doing and are willing to live with the sacrifices. It's also completely unnecessary. My sorc is doing quite fine at 97 soloing warcamps with a mere 6 Sorcerer ranks over level (which he only recently bothered getting).
I'm not sure what exactly I sacrifice from maxing sorcerer CS. I did, however, see that if I flipped that over, and I sacrificed CS for tertiary buff skills, that my hunting effectiveness and loot production would decline.
May i add that any profession that intends to hunt in warcamps will typically have some "special modifications" from the mainline builds. Adding GoS to the conversation certainly isn't simplifying the conversation, which I'd think should be the goal with a new player. Just sayin... and for your level 97 sorcerer... :clap: I have a good time tossing 111 and 1110 around with my empath.
Leaps and bounds easier to 30 day with a weapon. Ignore rude 'advice' above.
And I boldly disagree. A sorcerer lacks any good AS buffs (curse star, I think, seems like a pain in the ass to maintain), and the ability to 2x weapons, and CM is rudely expensive. It requires some patience, and some under hunting, but it's not at all impossible, or even that difficult to be a "pure" sorcerer out of the gates. 701 kills rats pretty quick, that gets you to level 2, and 702 works wonders channeled in more offensive stances.
Telling a "new" player to use a build that by design the profession isn't supposed to be successful with is asinine. Play with variations of builds that make sense to continue past that 30 days so you know what you're doing when you can't just flip skills on the fly.
One more time, in case you didn't hear me...
LEARN YOUR SPELLS
MAX CS
FUCK SPELL AIMING
:mackey: Hmmmkay
:deadhorse:
Gelston
04-08-2012, 01:50 AM
When is the last time you brought up a sorcerer from level 0 without supporting characters?
Wheelerm
04-08-2012, 02:29 AM
I did it with the help of the guide I sent him. Never even held a weapon. Hopefully he'll read it and ask questions about what he read so that you all can give specific advice.
Gelston
04-08-2012, 02:36 AM
With GS4 and being able to instantly migrate skills in your first 30 days, swinging a weapon is generally the best and easiest way to go. Anyone that says otherwise is a masochist or has other characters to help. Hell, even in GS3 when staves didn't exist, swinging at the beginning was still the way to go, because you don't have enough mana to fry. Regardless of whether or not you are maximizing CS or not.
Wheelerm
04-08-2012, 02:39 AM
Extremely valid point. I did not have the mana to fry, but turning bounties helped on that front a lot. And, yes, it was extremely slow going for about the first 10 to 12 levels
Jymamon
04-08-2012, 03:30 AM
I'm not sure what exactly I sacrifice from maxing sorcerer CS.
Aren't you the one I heard on Shattered lnet wondering if your capped sorcerer might finally have enough AS to infuse? Is infusing required? No, of course not. Is it damn handy, hell yes.
my hunting effectiveness and loot production would decline.
Then perhaps you're doing it wrong?
May i add that any profession that intends to hunt in warcamps will typically have some "special modifications" from the mainline builds
See comment above about doing it wrong.
Adding GoS to the conversation certainly isn't simplifying the conversation
Leave it to you to miss the point. Mentioning warcamps wasn't a suggestion a new player should dive right into them (though, at level 3 they're pretty much a cake walk), but a point that he's hunting at level, not in his mid-late nineties and going after beings and gremlins. What level was your sorc in Shattered when I still heard you talking about having to run to the Aquaducts in OTF? I seem to remember hearing about that and then about how he capped and I was only around for 30 days.
Telling a "new" player to use a build that by design the profession isn't supposed to be successful with is asinine. Play with variations of builds that make sense to continue past that 30 days so you know what you're doing when you can't just flip skills on the fly.
Despite your complete lack of social skills, I actually agree with this. For an experienced player starting a new pure, swining is a good way to go. (Though you're completely wrong about it not working for a sorcerer.) For a shiny new player, though, learning the ropes of their profession and the game is more than enough, I think. I doubt the OP expects to level as fast as a veteran player that's starting a new character.
IGNORE GIB
Fixed that for you.
Gibreficul
04-08-2012, 05:45 AM
When is the last time you brought up a sorcerer from level 0 without supporting characters?
Technically, other than a few levels here and there... I did it in Shattered... so started at level 0 2 years ago? Maybe 3. As for support... I had... a rogue to pick my boxes... sometimes there was an empath, other times I stayed secluded from the chaos and was on my own with herbs. I did without wizard spells for at least the first 30 days, after that, I did have a constant disk/503/509 spellup... at least usually. If I didn't, oh well, I went out self spelled. Sometimes my 2 hunters were in different towns completely. What MA hunting I managed consisted of my 2 hunters knowing to "group up" if they both entered a room while hunting with valid critters in there... after that room, they broke back up... So I'm not sure where all this "support" you're talking about is coming from... Is armored evasion THAT big of a deal? (really)
As for the "from level 0" part... being a "pure" out of the gates wasn't that difficult. The first thing I did was forget bulk spellup scripts like "waggle" exist. My "spellup" was on a per-hunt basis, 1 cast of each spell per, if the duration left called for it. Once I got a few hunts in, those durations were stacked and in turn I had more mana to hunt with. Establishing that initial "fried" mind status sometimes took a solid hour... But once I got there, I could sustain it so long as I didn't get killed. (I play "pure" wizards out of the gates the same way.) For the record, my sorcerer made it 0-cap with 4x runestaffs, and 5x (yea, high end there) reinforced leathers. So don't even try to tell me I had help from "uber gear."
With GS4 and being able to instantly migrate skills in your first 30 days, swinging a weapon is generally the best and easiest way to go. Anyone that says otherwise is a masochist or has other characters to help. Hell, even in GS3 when staves didn't exist, swinging at the beginning was still the way to go, because you don't have enough mana to fry. Regardless of whether or not you are maximizing CS or not.
See above. My way exploits a sorcerer's power. Your way exploits the early game's weakness. My way will demonstrate at least the lower level spells, and their function to the new player. Your way will require them to learn how to 'stance dance' hunt and relearn everything after 30 days. The HUGE number of underhunted undeads, and a sorcerer's ability to hunt them without much modification to what would otherwise be "normal" hunting practices, for me at least, makes my way stand as a bit better option.
Extremely valid point. I did not have the mana to fry, but turning bounties helped on that front a lot. And, yes, it was extremely slow going for about the first 10 to 12 levels
That's just the grind of lower level pures. The payoff is later in the game when you're a monster!
Gelston
04-08-2012, 05:52 AM
The early game's weakness is the easiest way. A sorcerer's power early game is nill. The entire thing you are preaching though requires the guy to know WTF he is doing, which he doesn't. He is brand new to the game. I'd say it is safe to say you know how to play GS. He doesn't. The BIGGEST problem with your statements though, is you sit there and call other people's tried and true methods stupid. Stop being so abrasive. The shit works and it is easier.
BTW, the pay off for learning SA is later in the game when you are a monster.
Gibreficul
04-09-2012, 01:21 AM
The early game's weakness is the easiest way. A sorcerer's power early game is nill. The entire thing you are preaching though requires the guy to know WTF he is doing, which he doesn't. He is brand new to the game. I'd say it is safe to say you know how to play GS. He doesn't. The BIGGEST problem with your statements though, is you sit there and call other people's tried and true methods stupid. Stop being so abrasive. The shit works and it is easier.
BTW, the pay off for learning SA is later in the game when you are a monster.
:deadhorse:
Someone has to play devil's advocate with you "swing for 30 days" people, ESPECIALLY in the PURE folders. I'm just not convinced it's good advice for a NEW player to Gemstone, from DragonRealms, playing a sorcerer, to be told to swing a weapon... ever, especially after they know spell 102.
Since the player is new... they should be doing what the profession they selected is designed to do. They should not be forcing "easy mode" to start out because the end result is a harder learning curve when they actually do have to start using their spells, and playing their profession how it was designed to be played. I can see maybe 5 levels of swinging at rats just to get established. After that... I still boldly disagree with the "swinging is the easiest way" generalization, ESPECIALLY if learning the game is part of the intent for the character.
Your second statement got bolded because it proved my whole point of this thread. SA isn't worth it early on. That's why I put 1x Spell Aiming as my second post-cap goal. (1x MIU was first.) I'm having a good time imploding water elementals. As much as I'm drooling over lores, I think 2x aiming will take priority so I can just wipe out the GWEs too.
Gelston
04-09-2012, 02:06 AM
I think the biggest part of learning the game is actually wanting to take the time to stay with the game and find it interesting. I know if I'm sitting around not getting fried because I have to keep running back to wait on mana I'll be pretty annoyed. Having that weapon is a very good thing. You learn the BASE mechanics for it swinging and can ease into spell casting and not take an hour to fry. Within your first 30 days you should beable to grasp basic principals and know what spells you do and do not like at your 30 days and when you DO switch to pure, you'll be just fine.
Basically, training like a GS3 sorcerer for the first thirty days is the best way to learn the game in my opinion. You are entitled to yours aswell. (And by later in game, I mean SA is paying off around the 40s, which really isn't later.) Keeping open 4, potentially 5, attack methods is always a great idea with minimal loss of TPs and STILL being able to maximize your sorcerer CS.
And on top of that, give my your rogue guild script. Thanks.
Gibreficul
04-09-2012, 04:03 AM
And on top of that, give my your rogue guild script. Thanks.
Hit me up on LNet (Baswab) sometime and I'll upload it to the repo for ya to grab. (Got no problems with that....)
Gizmo
04-09-2012, 10:08 AM
Hit me up on LNet (Baswab) sometime and I'll upload it to the repo for ya to grab. (Got no problems with that....)
I'll give it to him if you want so you don't have to upload it.
Murkshev
04-09-2012, 12:31 PM
When I came back to Gemstone in 2007, everything had changed. I had played a rogue back in 96-97. I made my sorcerer towards the end of 07.
I didn't have anything other than old memories of GS3 and lots of printed out Tsoran's maps laying around everywhere. I didn't have Psinet or Lich. I had never had a pure based character before either. I kept my sorcerer in Icemule from level 0 to level 54. I distinctly remember killing myself once with blood burst.
Yes, lower levels as a sorcerer and a new player are tough if you follow the ideal way to develop the character. I know I died a lot when I was still learning how to play a pure. Also I had a hard time making all the macros, and had learned about the advanced features that Stormfront has that the old Wizard front end didn't have. I am glad that I didn't spend my first 30 days trying to level up my sorcerer by swinging at creatures. Cause what happens is that those new sorcerers get to level 20 and have little to no idea what a typical sorcerer should have at leasted trained in for magical skills. Their questions end up here in these forums, or in game when they meet a sorcerer that has more levels than them for advice.
I learned about the many different paths that a sorcerer can train in. Its really a personal preference to what you train in, how you hunt and how fast you advance.
I will say you don't have to overtrain for your spell ranks. Its good if you do, but its not required.
I am always open to responding to questions. PM me or if you see me in game, talk to me on Lich.
MrMortimur
04-09-2012, 05:59 PM
Been working with Aesec a little in game, now that he knows he can use GOALS to instantly move ranks of stuff around for his first 30 days I think life got a lot better. I gave him a backpack with a claid, dozen charged statues, and a variety of charged wands with instructions on how and where you might use them. He found he didn't even like swinging at stuff, but the wands sure helped with the low mana pool. He's a cool guy so far as I've seen, throw some spells on him or say hello when you see him. Kinda fun for me as a longtime player to meet someone completely new as they try and figure out how elanthia works.
Lochiven
Wheelerm
04-09-2012, 07:36 PM
Hit me up on LNet (Baswab) sometime and I'll upload it to the repo for ya to grab. (Got no problems with that....)
Man, can I get a copy of that, too?
Gibreficul
04-10-2012, 04:55 AM
Man, can I get a copy of that, too?
Maybe... it's a bit of a mess right now, literally half of it (3 out of six skills) don't work. Subdue, Stunman, LFM tasks do work... if you're still interested, find me on LNet (Baswab) and we'll see what I can do for ya.
aesec
04-18-2012, 02:12 AM
ok so I went to tsoran's stat cruncher to try to set my stats so I would cap by 100. I am an erithrian sorcerer and the stats I entered into the cruncher were:
Con-78
Dex-70
Dis-43
Log-59
Int-70
Str-91
Agi-82
Int-56
Wis-62
Aur-49
and the cruncher says at level 100 my stats would be:
Con-96
Dex-98
Dis-95
Log-100
Int-98
Str-100
Agi-100
Inf-94
Wis-100
Aur-100
My question is does this seem right?...I know people have said the road to getting capped is goin to be tough but 49 aura seems like its going to miserable for me as a sorcerer (especially since wisdom and aura affect CS)...so any input would be appreciated. Thanks.
Gelston
04-18-2012, 02:24 AM
Probably a better idea to maximize for level 50 or so, then when you get closer to cap fixstat to level 100 stats.
Gibreficul
04-18-2012, 10:08 AM
My question is does this seem right?...I know people have said the road to getting capped is goin to be tough but 49 aura seems like its going to miserable for me as a sorcerer (especially since wisdom and aura affect CS)...so any input would be appreciated. Thanks.
You've got a 979 total at cap, which is pretty good.
The low aura sucks early on, but it's set low because it grows fast. Figure every other level or so... it's going up.
My input is that I set my stats for cap before 30 days was up, and I ground my way to cap by maxing CS. (2x SA and imploding everything seemed boring and wrong.) Having capped, no regrets on how I did it, I'm happy to have saved the coin/BPs that a fixstats would cost. I will say, I did under-hunt an awful lot.
Fallen
04-18-2012, 10:17 AM
Probably a better idea to maximize for level 50 or so, then when you get closer to cap fixstat to level 100 stats.
This, except shoot for maximizing at 75 as opposed to 50. Fixstat into all 100's but for Inf or something stupid.
Wheelerm
04-18-2012, 01:39 PM
Maybe... it's a bit of a mess right now, literally half of it (3 out of six skills) don't work. Subdue, Stunman, LFM tasks do work... if you're still interested, find me on LNet (Baswab) and we'll see what I can do for ya.
Thanks a lot. I'll try to hit you up this weekend.
aesec
04-18-2012, 09:06 PM
ok so is it real important that all my stats are as close to 100 as possible?...can i lower influence so i can raise other stats without having a negative impact? or should i just try to get all stats as close to 100 as possible incliding influence?
Gibreficul
04-22-2012, 05:45 PM
ok so is it real important that all my stats are as close to 100 as possible?...can i lower influence so i can raise other stats without having a negative impact? or should i just try to get all stats as close to 100 as possible incliding influence?
Really depends on the race. Against my better judgement... I did...
Race: Dwarf Profession: Sorcerer (not shown)
Gender: Male Age: 0 Expr: 8614533 Level: 100
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 100 (35) ... 100 (35)
Constitution (CON): 79 (29) ... 79 (29)
Dexterity (DEX): 100 (25) ... 100 (25)
Agility (AGI): 100 (20) ... 100 (20)
Discipline (DIS): 100 (35) ... 100 (35)
Aura (AUR): 100 (15) ... 100 (15)
Logic (LOG): 100 (30) ... 100 (30)
Intuition (INT): 98 (24) ... 98 (24)
Wisdom (WIS): 100 (25) ... 100 (25)
Influence (INF): 100 (15) ... 100 (15)
Mana: 336 Silver: 10
I wouldn't suggest CON being that low on any race that doesn't have a nice bonus applied to it already. I focused as much on stat bonuses as overall stats to decide what should, could, and would be sacrificed in my stat selection.
:club:
moongiftgiver
04-23-2012, 07:12 PM
Where would everyone suggest a 57 shield wielding sorc try hunting? No need for great loot, maximize on really easy and less deaths and not Teras.
Gibreficul
04-23-2012, 07:25 PM
Where would everyone suggest a 57 shield wielding sorc try hunting? No need for great loot, maximize on really easy and less deaths and not Teras.
Eidolons in Bonespear are level 55, undead sorcerer based things. They roll around with Dybbuks(48) and Waern(49). Regardless, if you're a sorcerer that hasn't at least given that area a shot... I strongly suggest it. I ended up there later than I would've liked with my sorcerer, regrettably. I had a great time in that area. You can probably move right on to wind wraiths from there if you're looking for easy and boring.
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