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Thread: Post-Cap Goals

  1. Default Post-Cap Goals

    What are some common post-cap sorcerer goals?

    Driving Sorcerer spell ranks up further? Work on combat maneuvers? Elemental Lores?

    I have a forest gnome sorcerer that, approaching cap, is in doubles, working on the +50-whatever sorcerer, no spell aim, 1x MIU/AS/HP, 1.5x Necro lore (Rotflares). Mainly use 702/3/9/19.

    Maneuver defense feels to be my biggest weakness now. What are the CMANs recommended? Disarm, Feint, Cdef?

    Would love to hear everyone's thoughts.

    Thanks!

  2. #2

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    All depends where you hunt. When I hit cap, I finished off the 10 or so ranks of PF I was missing. Right now I'm working on combat maneuvers because cap stuff disarms and even though I use a cheap ebladed runestaff to be safe, it's nice not dying or almost dying when getting disarmed. The 5 second RT is way better than the 20. Once I hit rank 5 in disarm, I'll likely go cunning defense since that's basically +3 to every cman defense. That should get me to 90 ranks, and I guess I'll find something for the last 10 just out of spite.

    After that, I'll probably go spell circle, then maybe dodge or harness power. Too many choices!

  3. #3

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    posting your actual current training would help (vs. the summary)

    at 18 mil xp I still have 0 cman and 0 dodging.

    Do you have PT at 1x? how about perception? Do you make use of 319 items/scrolls? Have you considered training up Demonology for SMR defense bonus?
    Last edited by Allereli; 06-06-2017 at 11:00 AM.
    PB: One day you'll need this number: 988.

  4. #4

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    Quote Originally Posted by Allereli View Post
    Do you make use of 319 items/scrolls? Have you considered training up Demonology for SMR defense bonus?
    Did they change 319? I thought the activation was based off Cleric spell circle training. Now it just says:

    A successful outcome will result when a flare occurs. Flare activation is determined by a hidden warding check with the attacker receiving a +TD modifier equal to (target level ÷ 5).
    In the past, it was said that 319 was not very useful for non-clerics because the flare activation was substantially lower for non-clerics...

  5. #5

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    Quote Originally Posted by Maerit View Post
    In the past, it was said that 319 was not very useful for non-clerics because the flare activation was substantially lower for non-clerics...
    Even with the nerf I find it very useful.
    PB: One day you'll need this number: 988.

  6. Default

    Berbels (at level 92), your current skill bonuses and ranks (including all modifiers) are:
    Skill Name | Current Current
    | Bonus Ranks
    Armor Use..........................| 40 8
    Physical Fitness...................| 193 93
    Arcane Symbols.....................| 193 93
    Magic Item Use.....................| 193 93
    Harness Power......................| 192 92
    Elemental Mana Control.............| 193 93
    Spirit Mana Control................| 193 93
    Sorcerous Lore - Demonology........| 10 2
    Sorcerous Lore - Necromancy........| 240 140
    Perception.........................| 193 93
    Climbing...........................| 150 50
    Swimming...........................| 160 60
    Trading............................| 130 35

    Spell Lists
    Minor Elemental....................| 62

    Spell Lists
    Minor Spiritual....................| 44

    Spell Lists
    Sorcerer...........................| 124


    CS is 475

    Gearwise: NerveRotstaff or Ethereal, ethereal doubles.
    Last edited by Tanderick; 06-06-2017 at 11:47 AM.

  7. #7

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    I recommend spell ranks. You could pump that CS up a bit for capped hunting areas. At 95, my sorcerer has 495-500 CS depending on whether I charge my fusion armor, and it makes it easy to ward most things in Nelemar. However, there are still targets in there (greater water elementals, sentries and the magus) that I need 715 if I want to take them out. That's with 139 ranks in sorcerer spells and a bit more MnE/MnS training (and hes' a dark elf). He's only 1x in sorc lores though.

    As a gnome, you're going to need to work a little harder than a DE to get the CS up, and it will definitely help.

    Beyond that, you could also consider 2x in AS for the added scroll infusion benefits. That's a fairly easy goal, and has considerable advantages (longer duration from invoked spells, better infusion success). Of course CM is great for everyone, but very costly and a long road for pures.

  8. #8
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    Default

    Quote Originally Posted by Tanderick View Post
    Berbels (at level 92), your current skill bonuses and ranks (including all modifiers) are:
    Skill Name | Current Current
    | Bonus Ranks
    Armor Use..........................| 40 8
    Physical Fitness...................| 193 93
    Arcane Symbols.....................| 193 93
    Magic Item Use.....................| 193 93
    Harness Power......................| 192 92
    Elemental Mana Control.............| 193 93
    Spirit Mana Control................| 193 93
    Sorcerous Lore - Demonology........| 10 2
    Sorcerous Lore - Necromancy........| 240 140
    Perception.........................| 193 93
    Climbing...........................| 150 50
    Swimming...........................| 160 60
    Trading............................| 130 35

    Spell Lists
    Minor Elemental....................| 62

    Spell Lists
    Minor Spiritual....................| 44

    Spell Lists
    Sorcerer...........................| 124


    CS is 475

    Gearwise: NerveRotstaff or Ethereal, ethereal doubles.
    Getting to at least 50 ranks of Demonology has some nice benefits, though I understand Sorcerers like having lots of Necromancy for various pursuits (Ensorcell, Animate Dead, etc)

    50 ranks gives you a 95% chance of Cloak of Shadows retribution, for instance. While it won't activate for the vast majority of CMANs, it will help you should you be left stunned by one. Being able to phase away weight would also help with general maneuver defense. 52 ranks gives you 26 pounds worth of Phase power. As a Gnome, this may prove to be quite useful.
    Last edited by Fallen; 06-06-2017 at 12:42 PM.
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  9. #9

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    Your To-Do list:

    1. Finish tripling in spells. How you allocate those spell ranks is a topic of much debate (hint: for many people, the answer is MnS 64, MnE 77, Sor 162).
    2. Double spell aiming, if you haven't already.
    3. Finish PT, if you haven't already.
    4. Get at least 3 ranks of MOC.
    5. Single in CM (5 ranks of disarm and 5 ranks of cunning defense).
    6. Finish Sorcerer lores (don't get me started on how to allocate the ranks).
    7. Fully double in AS, MIU, EMC and SMC.
    8. Finish elemental lores (no matter your attunement, I suggest 52 ranks of air and 50 ranks of each of the others).
    9. Double in harness power, if you haven't already.
    10. Finish spirit lores (181 ranks of summoning and 21 ranks of blessing).
    11. Finish singling in perception, climbing, swimming, first aid and survival.
    12. Double in perception and first aid.
    13. Triple in harness power.
    14. Single in dodging.
    15. Double in survival.
    16. Overtrain in armor. It's debatable and complicated, but by the time you get to it, somebody will have figured it out.
    17. Finish singling in MOC.
    18. Either subjugate the world or train in picking locks.


    I'm a fan of training in rotation, instead of doing all of one skill at a time. For example, you might rotate between CM, lores and ancillary magic skills, perhaps 4 ranks of lore followed by one rank of CM followed by one rank each of AS, MIU, EMC and SMC.

    There's also the possibility of training in a weapon type and/or shield or even brawling.
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  10. #10

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    Quote Originally Posted by nindon View Post
    Finish Sorcerer lores (don't get me started on how to allocate the ranks).
    But how do you allocate those ranks?

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