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Thread: Fixstating My Sorcerer

  1. #21

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    (at level 46), your current skill bonuses and ranks (including all modifiers) are:
    Skill Name | Current Current
    | Bonus Ranks
    Physical Fitness...................| 148 48
    Magic Item Use.....................| 50 10
    Harness Power......................| 146 46
    Elemental Mana Control.............| 90 20
    Sorcerous Lore - Demonology........| 147 47
    Sorcerous Lore - Necromancy........| 5 1
    Perception.........................| 90 20
    Climbing...........................| 148 48
    Trading............................| 120 30

    Spell Lists
    Minor Elemental....................| 30

    Spell Lists
    Minor Spiritual....................| 16

    Spell Lists
    Sorcerer...........................| 86

    Race: Forest Gnome Profession: Sorcerer (not shown)
    Gender: Male Age: 0 Expr: 2222172 Level: 46
    Normal (Bonus) ... Enhanced (Bonus)
    Strength (STR): 95 (12) ... 95 (12)
    Constitution (CON): 89 (29) ... 89 (29)
    Dexterity (DEX): 85 (22) ... 85 (22)
    Agility (AGI): 88 (29) ... 88 (29)
    Discipline (DIS): 82 (21) ... 82 (21)
    Aura (AUR): 78 (14) ... 78 (14)
    Logic (LOG): 82 (21) ... 82 (21)
    Intuition (INT): 86 (18) ... 86 (18)
    Wisdom (WIS): 82 (21) ... 82 (21)
    Influence (INF): 61 (0) ... 61 (0)

    Pretty bare bones on the training but it works for me, he has plenty of DS, I only picked up the 10 ranks of MIU for dull coins. Only really uses 702 to hunt with right now but if I wanted to he could be 2x in harness power and use 705 to hunt a bit faster, of course I'd stop HP at 100 ranks if I did that. You don't need AS/MIU or anything for runestaff ranks. You want more DS train in MnS, once you get 120 you get 2 DS every even rank, one from 102 and another from 120. I'd agree with people save your fixstat for later and just tweak your training. If you want other skills you can obviously cut back on the sorcerer spells to get them. Train how you want for the skills you want to use though and don't listen to other people, especially about idiotic things like runestaff ranks.

  2. #22

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    What kind of gear do you use that that gives you enough DS? Because that spec looks awesome.

  3. #23

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    For a good while he had just a 4x flaring runestaff and 4x full leathers. A few levels back I upgraded his armor to some 10x fulls though. He died once to some very bad luck before the upgrade, having the higher enchanted armor may have saved his life then but I haven't seen the chain of events repeated itself to really confirm or deny that theory. Even without me to fund him though he has earned enough silver to have 6-7x gear himself, I hold off on a higher enchant runestaff because I'm enchanting him a fusion one.

  4. #24

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    I thought it was buried in the mechanics regarding the 8 ranks of magic per level to properly use a runestaff? Anything less would reduce your parry chances and lower your DS was my understanding. Is that not right?
    A Vvrael witch shudders, her form suddenly contracting convulsively.
    The ground beneath your feet suddenly frosts and rumbles violently!
    [SMR result: 93 (Open d100: -32, Bonus: 61)]
    You dodge out of the way!
    !SPR>sta
    ...wait 4 seconds.
    !SPR>
    Icy stalagmites burst from the ground beneath you!
    [SMR result: 213 (Open d100: 88, Bonus: 61)]
    ... 55 points of damage!
    Incredible strike pierces your heart and runs you clean through!

    It seems you have died, my friend.

  5. #25

    Default

    Having 8 magic ranks per level just means it gives you the same parry DS as someone who was trained 1x in THW +10 phantom ranks. Every rank of THW gives you .3 offensive parry DS and 1.05 DS in defensive stance and I guess it would be .9 in guarded. So, having those 8 ranks per level is just a guideline, at roughly 5 ranks a level my sorcerer does have less runestaff DS but it obviously isn't really hurting him and if DS was an issue it would be simple enough to get to 120 sooner, use a small statue, or get some common outside spells. After 8 ranks a level you start seeing some diminishing returns.

    You can find the runestaff DS formula on KP.
    http://www.krakiipedia.org/wiki/Runestaff

    Using the formula my sorcerer is missing out on 11.2 ranks of parry DS compared to someone who is a full 8x in magical skills. In guarded that is a difference of 10 DS and in offensive the difference is only 3 DS.
    Last edited by Jeril; 08-30-2013 at 06:15 PM.

  6. #26

    Default

    All my opinion.
    I am still a noob 24/7.
    I'm sure you already have your answers, there is some great advice in here already.

    Armor Use................................| 40 8 (0 for robes, 4 for full, 8 for doubles you pick)
    Multi Opponent Combat..............| 15 3 Take to 0
    Physical Fitness.........................| 126 33 1x, some people keep this around 24/25 for max HP and adjust hunting strategies to non maneuvers.

    Arcane Symbols........................| 126 33 1x

    Magic Item Use.........................| 126 33 1x

    Spell Aiming.............................| 166 66 0x-2x
    If you don't bolt, you can try taking this to 0x and upping your HP or Spell ranks for max CS.
    I generally run with 102 up so I don't bolt... Balefire blows. I keep the ranks up for Implode.


    Harness Power..........................| 126 33 1x-1.5x
    Overtraining HP is majorly diminished and not recommended. Some people just have to have more mana.
    Try finding a hunting partner so every kill doesn't take as many casts.

    Elemental Mana Control.............| 126 33 1x
    Spirit Mana Control....................| 126 33 1x

    Sorcerous Lore - Demonology........| 40 8 take down to 0 unless you have some crazy RP reason.
    http://www.krakiipedia.org/wiki/Sorc...re,_Demonology
    The main plan in this was to get Rifting, with all the nifty ways of travel its more of a later on in life goal to get that up IMO

    Sorcerous Lore - Necromancy........| 105 25 .5x-.75x
    Lores are tough on early trains, necromancy is nice with ensorcelling and pain.
    Pain is a bit tough on the mana but the forced RT as you get higher is nice, as well as the full death in 3 casts if you can ward it.

    Survival...................................| 74 16 Take to 0

    Perception...............................| 78 17 Take to .5x or 1x depending on what you hunt.
    Climbing..................................| 96 22 .5x
    Swimming................................| 96 22 .5x
    These all can be .5x and you'll be alright, unless you have some crazy place you want to hunt that requires it.

    First Aid....................................| 74 16 Take to 0
    Trading.....................................| 30 6 Take to 0

    Spell Lists
    Minor Elemental....................| 20
    You want 425 for added CS, every 2 trains after that gives you 1 CS with 425. I'd work this up to 25, and keep it around .75x your level.

    Spell Lists
    Minor Spiritual....................| 14
    Up to 120 and freeze it.

    Spell Lists
    Sorcerer...........................| 38
    Get this up to 21 over your level ASAP. This is your meat and potatoes.

    General hunting strats,
    711 is great with lores. The problem is it is uber expensive at early trains and you're not going to ward as hard as you can at cap/higher trains.
    11 mana a piece, around your level you're just around 100 mana.

    That's 3 things dead, I think not.

    Use 702/705 as your general grind spells. If something isn't warding well, hunt something else. Watch your CVA.
    Don't be afraid to hop towns.

    703/410/706/711 when used appropriately can really save your ass. Something casting? Find a way to stop it. Something disarming? Blow off its arm. Carry the sorc wands on you and find a wizard to duplicate, check the pawnshop tables.

    Try to hunt with a partner, it'll help with your mana per kill and overall make things a lot easier as a pure until you can self sustain. I think I really picked up around 40 like most pures.

  7. #27
    Join Date
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    Default

    Chuck Testa'ing that post.


    Quote Originally Posted by Dranock View Post
    Spell Aiming.............................| 166 66 0x-2x
    If you don't bolt, you can try taking this to 0x and upping your HP or Spell ranks for max CS.
    I generally run with 102 up so I don't bolt... Balefire blows. I keep the ranks up for Implode.

    False, 102 does not impact bolts. It's a great spell for wizards.

    Quote Originally Posted by Dranock View Post
    Climbing..................................| 96 22 .5x
    Swimming................................| 96 22 .5x
    Need 50 ranks of both for later hunting grounds... 50 ranks by 80 or so... but usually you use the additional TP you natural stat growth to cover

    Quote Originally Posted by Dranock View Post
    You want 425 for added CS, every 2 trains after that gives you 1 CS with 425. I'd work this up to 25, and keep it around .75x your level.
    Nope... Sorc circle is considered hybrid, and only obtains half the benefit from 425, so it's 1 CS every 4 ranks. So you're looking at a max of .35 CS per rank in MnE... Thats why I didn't chime in with Jeril's +40 ranks in Sorc with only 430 in MnE.

    Quote Originally Posted by Dranock View Post
    Sorcerer...........................| 38
    Get this up to 21 over your level ASAP. This is your meat and potatoes.
    Also not sure why 21 over the level... 20 over level is +.75 per rank... that 21st rank is .5

    Quote Originally Posted by Dranock View Post
    General hunting strats,
    711 is great with lores. The problem is it is uber expensive at early trains and you're not going to ward as hard as you can at cap/higher trains.
    11 mana a piece, around your level you're just around 100 mana.
    Wouldn't that necessitate more Harness Power... which you were saying NO to earlier?
    Last edited by Whirlin; 08-30-2013 at 08:21 PM. Reason: added pictures... because all posts need pictures.


    >forage for snapdragon stalk
    d100(Open): -251
    You stumble about in a fruitless attempt at foraging.

    1/6/2014: Setheve completes the promotion ritual and says, "Congratulations, Whirlin, for achieving Guild Master status! We trust you'll serve your guild well."
    1/11/2014: Grandmaster Alchemist
    1/14/2014: Capped, and got Loralaii killed by a GM.
    7/11/2016: Founded the Hand of the Arkati
    9/20/2016: T5 on my bow (Thanks to Isola)... Managed as far as T4 myself.

  8. Default Example of 711 against Illokes

    An example of how 711 kept the elder from striking back further.

    [Thanatoph Bowels, East Lobe]
    Cracked stone flooring thrusts up sharply at odd angles, as though a massive upheaval wracked this structure. Moss and lichen thrive along the edges of the jutting pieces, drinking from the damp surroundings. Smooth, ridged tracks cut into the clay exposed underneath the broken stone, the result of collected moisture running off in rivulets. You also see an Illoke elder.
    Obvious exits: southeast, south, southwest, northwest
    >
    An Illoke elder swings an enormous stalagmite at you!
    AS: +413 vs DS: +500 with AvD: +35 + d100 roll: +33 = -19
    A clean miss.
    >.c 11 elder
    [Script c is running, Esc to cancel, Shift-Esc to pause]
    >prep 711
    >cast elder
    [script done]
    You trace an intricate sign that contorts in the air while forcefully invoking Pain...
    Your spell is ready.
    >
    You gesture at an Illoke elder.
    CS: +460 - TD: +386 + CvA: +25 + d100: +78 == +177
    Warding failed!
    An Illoke elder contorts in excruciating agony!
    (+7 sec roundtime!)
    (35% max health damage!)

    ** Necrotic energy from your ebonwood staff overflows into you! **

    You feel energized!
    Cast Roundtime 3 Seconds.
    >.c 11 elder
    [Script c is running, Esc to cancel, Shift-Esc to pause]
    >prep 711
    >cast elder
    [script done]
    You trace an intricate sign that contorts in the air while forcefully invoking Pain...
    Your spell is ready.
    >
    You gesture at an Illoke elder.
    CS: +463 - TD: +386 + CvA: +25 + d100: +86 == +188
    Warding failed!
    You feel the unnatural surge of necrotic power wane away.
    An Illoke elder contorts in excruciating agony!
    (+7 sec roundtime!)
    (35% max health damage!)
    Cast Roundtime 3 Seconds.
    >.c 11 elder
    [Script c is running, Esc to cancel, Shift-Esc to pause]
    >prep 711
    >cast elder
    [script done]
    You trace an intricate sign that contorts in the air while forcefully invoking Pain...
    Your spell is ready.
    >
    You gesture at an Illoke elder.
    CS: +460 - TD: +386 + CvA: +25 + d100: +58 == +157
    Warding failed!
    An Illoke elder contorts in excruciating agony!
    (+7 sec roundtime!)
    (35% max health damage!)
    The Illoke elder rumbles in agony as he teeters for a moment, then tumbles to the ground with a thundering crash!
    The Illoke elder shudders one last time before lying still.
    An Illoke elder glances around, looking a bit less confident.
    The brilliant luminescence fades from around an Illoke elder.
    A luminescent aura fades from around an Illoke elder.
    The glowing specks of energy surrounding an Illoke elder suddenly shoot off in all directions, then quickly fade away.
    Cast Roundtime 3 Seconds.
    >search
    Out of the corner of your eye, you see an ancient Illoke elder approaching. He must be the creature that you've been tasked to kill!
    >
    You search the Illoke elder.
    You discard the elder's useless equipment.
    He carried a sturdy steel chest on him!
    An Illoke elder's body shudders and crumbles into itself in a mass of rough grey stone.
    >
    A small verdant will-o'-wisp obliviously flits out from inside your acorn amulet, hovering around the ebonwood staff in your right hand and retreats back inside the amulet.
    >,c 15 eld
    Please rephrase that command.
    >
    An ancient Illoke elder thunders, "Let the Lord of Stone crush his foes with his terrible might!"
    An ancient Illoke elder swings an enormous stalagmite at you!
    AS: +451 vs DS: +500 with AvD: +35 + d100 roll: +3 = -11
    A clean miss.
    >.c 19 eld
    [Script c is running, Esc to cancel, Shift-Esc to pause]
    >prep 719
    >cast eld
    [script done]
    You trace an intricate sign that contorts in the air while forcefully invoking Dark Catalyst...
    Your spell is ready.
    >
    You gesture at an ancient Illoke elder.
    CS: +460 - TD: +412 + CvA: +25 + d100: +93 == +166
    Warding failed!
    ... and hits for 29 points of damage!
    An ancient Illoke elder is suddenly engulfed in flames of pure essence!
    The heat wafts over the Illoke elder with little effect.
    The intense cold contacts the Illoke elder's hot skin with a sharp hiss!
    ... 5 points of damage!
    Light shock to back. That stings!
    ... 75 points of damage!
    Left leg collapses as the bones turn to dust!
    The Illoke elder rumbles in agony as he teeters for a moment, then tumbles to the ground with a thundering crash!
    You feel 4 mana surge into you!
    Cast Roundtime 3 Seconds.
    >
    The Illoke elder cries out in agony as his skin shatters!
    ... 30 points of damage!
    Stubs right hand finger.
    ... 30 points of damage!
    Blow grazes left arm lightly.
    >.c 15 elder
    [Script c is running, Esc to cancel, Shift-Esc to pause]
    >prep 715
    >cast elder
    [script done]
    You trace an intricate sign that contorts in the air while forcefully invoking Curse...
    Your spell is ready.
    >
    You gesture at an ancient Illoke elder.
    A thread of brackish blue magic issues forth from you toward the Illoke elder. It coils itself around him, whirling malevolently before disappearing within his body.
    An ancient Illoke elder shakes slightly and looks very vulnerable!
    Cast Roundtime 3 Seconds.
    >
    An ancient Illoke elder bellows, "Feel the wrath of Illoke, little one!"
    An ancient Illoke elder swings an enormous stalagmite at you!
    You barely manage to fend off the attack with your staff!
    >.c 11 elder
    [Script c is running, Esc to cancel, Shift-Esc to pause]
    >prep 711
    >cast elder
    [script done]
    You trace an intricate sign that contorts in the air while forcefully invoking Pain...
    Your spell is ready.
    >
    You gesture at an ancient Illoke elder.
    CS: +460 - TD: +388 + CvA: +25 + d100: +66 == +163
    Warding failed!
    An ancient Illoke elder contorts in excruciating agony!
    (+7 sec roundtime!)
    (35% max health damage!)
    Cast Roundtime 3 Seconds.
    >.c 11 elder
    [Script c is running, Esc to cancel, Shift-Esc to pause]
    >prep 711
    >cast elder
    [script done]
    You trace an intricate sign that contorts in the air while forcefully invoking Pain...
    Your spell is ready.
    >
    You gesture at an ancient Illoke elder.
    CS: +460 - TD: +388 + CvA: +25 + d100: +97 == +194
    Warding failed!
    An ancient Illoke elder contorts in excruciating agony!
    (+7 sec roundtime!)
    (35% max health damage!)
    Cast Roundtime 3 Seconds.
    >.c 11 elder
    [Script c is running, Esc to cancel, Shift-Esc to pause]
    >prep 711
    >cast elder
    [script done]
    You trace an intricate sign that contorts in the air while forcefully invoking Pain...
    Your spell is ready.
    >
    You gesture at an ancient Illoke elder.
    CS: +460 - TD: +388 + CvA: +25 + d100: +59 == +156
    Warding failed!
    An ancient Illoke elder contorts in excruciating agony!
    (+7 sec roundtime!)
    (35% max health damage!)

    [You have completed this portion of your Adventurer's Guild task.]
    The Illoke elder grumbles in pain one last time before lying still.
    An ancient Illoke elder glances around, looking a bit less confident.
    The brilliant luminescence fades from around an ancient Illoke elder.
    The Illoke elder appears a bit less vulnerable.
    Cast Roundtime 3 Seconds.
    >search
    You search the Illoke elder.
    You discard the elder's useless equipment.
    He had 704 silvers on him.
    You gather the remaining 704 coins.
    Roundtime: 1 sec.
    He had a golden topaz on him!
    Interesting, he carried a smooth bone wand on him.
    He had nothing else of value.
    An ancient Illoke elder's body shudders and crumbles into itself in a mass of rough grey stone.
    R>get top
    You pick up a golden topaz.
    >stow top
    You put a golden topaz in your glyph-covered backpack.
    >get wand
    You pick up a smooth bone wand.
    >stow wand
    You put a smooth bone wand in your glyph-covered backpack.

  9. #29

    Default

    Yeah, I knew I got some things wrong in there. I don't play my sorc much anymore. Typed it up in a hurry!

    You're right and I am wrong.

  10. #30

    Default

    A lot of great training advice here, so I appreciate it. This is the plan I have come up with based on what was posted so far. If you see where improvements can be made, then by all means tear this post apart and let me know.

    AU: 8 ranks (doubles)
    MOC: Dropped
    PF: 1x
    Climbing: 0.5x - The Climbing and Swimming will be brought up to appropriate levels when needed, but for now I'm just 0.5xing
    Swimming: 0.5x
    Percep: 1x
    AS: 1x - I'm on the fence about this one. If you guys really think it isn't necessary, it would free up some points, but I am working on infusing scrolls. This is the main motivation for keeping it
    MIU: 1x - Also on the fence here. I don't use embeddables, so I suspect I can drop it, but it feels weird not having it...
    HP: 1x - I don't see the need to overtrain in this and agree that the return on investment isn't high enough
    SA: Dropped - I may pick this up later if I feel like bolting, but my preferred hunting style is warding, so...
    EMC: I like the suggestion of making 30 ranks at 30 trains, 40 ranks and 40 trains, etc. I have it set up in the Tsoran Spreadsheet to make sure this happens. Basically, from level 35 - 40, I will double in this to pick up those ten ranks at the next decade.
    SMC: 24 ranks, and will most likely keep it here. Just to maximize the mana share with spiritual pures
    MnE: I have 25 ranks right now. Will pick up the other 5 ranks at level 33, 34, and 35.
    MnS: I have 15 ranks now. I will work my way up to 30 ranks eventually.
    Sorcerer: I managed to get 52 ranks, which is level + 20. I have the spreadsheet worked out so that beginning at level 43, I start tripling so that I can get up to level + 60 at level 62. The reason why this starts at level 43 is because at level 42, I'll have both MnE and MnS at 30 ranks. Up to level 43, I will be at level + 20, so still getting the most benefit.
    Lores: I have dropped these completely. I figure by the time I'm ready to pick this up, I'll have another fixskill and can figure out how to fit it in then.
    Last edited by Wheelerm; 08-31-2013 at 09:04 PM.
    A Vvrael witch shudders, her form suddenly contracting convulsively.
    The ground beneath your feet suddenly frosts and rumbles violently!
    [SMR result: 93 (Open d100: -32, Bonus: 61)]
    You dodge out of the way!
    !SPR>sta
    ...wait 4 seconds.
    !SPR>
    Icy stalagmites burst from the ground beneath you!
    [SMR result: 213 (Open d100: 88, Bonus: 61)]
    ... 55 points of damage!
    Incredible strike pierces your heart and runs you clean through!

    It seems you have died, my friend.

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