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jreinoehl2
04-23-2016, 11:55 PM
Fire sorc build for endgame, using spell crit combined with divine crusader ED. Need some help. Also good in Heroics.

Lv 30 True Neutral Human

Base stats(at lv 1):

Str-9 Don't really need
Dex-13 Need for Mobile Spellcasting feat, reflex saves
Con-18 Everyone needs hp's, fort saves, higher Heat Death DC. may actually be more important than cha.
Int-9 could trade for dex, skill points, spellcraft
Wis-9 Will saves until force of personality
Cha-18 Need for sp and casting spells in general, hellball dc

Level up abilitys in con or cha, if u want hp, higher HD dc and fort save do con, cha for sp and hellball dc

Feats
Heroic
1- Human- combat casting*
2- mobile spellcasting
3- eschew
4- mental toughness
5- improved mental toughness
6- force of personality
7- quicken/evocation focus
8- empower/maximize/greater evocation focus
Epic
1-epic mental toughness
2- wellspring of power
3- epic dr
4- intensify spell/embolden spell/arcane insight/master of fire/epic spell focus
Epic destiny
1- arcane - fire spellpower
2- arcane - hellball
3- primal or arcane- dreamscape
Special
Draconic vitality- favor
Legendary- fire scion

Skill points
Spellcraft,concentration, and balance

Enhancements
Human base
Defense Boost
T1
Don't count me out 3/3


EK
Base
Eldritch strike
Spellsword:Fire
T1
Improved Mage Armor 3/3
Toughness 3/3
T2
Improved shield 3/3
Light armor proficiency 1/1
T3
Arcane Barrier 3/3
Elemental rsistance 3/3
CHA 1/1
T4
Medium armor proficiency 1/1
CHA 1/1

Fire Savant
Base
Fire Savant 1/1
Fire Affinity 1/1
Greater fire affinity 1/1
Immolation 1/1
Elemental Persistence 1/1
Elemental Apotheosis:Fire 1/1
T1
One with the inferno 3/3
Spell crit fire 1/1
Conflagration 3/3
T2
Efficient Quicken 3/3(can be swapped for human healing amp)
Pierce Fire Resistance 3/3
Spell Critical fire II 1/1
T3
Efficiant Metamagic 3/3(can be swapped for heal amp)
Spell Crit fire III 1/1
CHA 1/1
T4
Fire guard 1/1
Spell critical fire IV 1/1
CHA 1/1
T5
Awaken elemental weakness fire 1/1
Heat death 1/1
Evocation focus 1/1


* if you have completionist, put that in there

Epic Destiny
Divne Crusader
T1
CHA 1/1
Interrogation 1/1
Purge the wicked 1/1
T2
Consecration 3/3
Flames of purity 3/3
T3
Empyrean Magic 1/1
Sacred ground 1/1
T4
Crusade 1/1
No regret 1/1
T5
Castigation 1/1
Heavenly Presence 1/1
T6
Celestial Bombardment 3/3

Twists
1- rejuvenation cocoon
2- energy sheath-fire(scales with spell power, fire is most common enemy spell so it blocks)
3- maybe spell power from draconic, or caster level

Main playstyle will be using scorching ray to start, then move to firewall, fireball, delayed fireball, meteor swarm(if u want to, not that great of a spell). Upon hitting level 12, Heat death oneshots almost every heroic elite boss, especially if heat weakness is used beforehand. In epics, the strength will lie in the ~70% critical chance and fire scion will improve that damage, and will be intensified by high fire spell power and highly increased caster level on fire spells. The Celestial Bombardment and Hellball abilities will be the major damage dealers in the epics, but delayed blast fireball, incindentary cloud, firewall, and scorching ray are also good. The Medium armor proficiency combined with the reduced penalty to arcane spell failure from the EK tree combined with the full BAB from the Divine Crusader tree will allow for higher prr, combined with other miscellaneous bonus from things like improved shield, fire elemental form, scion of fire, and divine epic past lives or PDK past lives. Other temporary prr boosts include human defense boost, and +10prr and -25% dmg when health falls below 50%. The Celestial Sage Breastplate(the endgame armor for this class) would have no ASF(with asf reduction augment) and also provide an additional 38 prr. At level 30, under optimal conditions, this means 188 prr w/o epic divine past lives or pdk past lives, with is 224. Mrr is low at 48, but energy sheath fire and improved shield will take away enemy caster's most deadly weapons. Energy criticals is a highly recommended epic past life feat, as is colors of the queen. Divine and martial pas lives would work best as power over life and death, and fortification.(celestial form, epic dr, and legendary boots of devil commander make up other 45 dr)

BEST EQUIPMENT**

Head-Epic Helm of Red Dragon
Primary- Any proficient TOEE caster weapon
Secondary- Golden orb of death
Armor- Breastplate of the celestial sage w/asf augment
Ring 1- Legendary Brazenband
Ring 2 - Ward Token
Boots- Legendary Boots of the devil commander
Belt- Epic Belt of thoughtful remembrance
Bracers- Epic Ethereal Bracers
Cloak- Countenance
Hands- Gauntlents of the arcane soldier
Goggles- LGS with all fire crit dmg upgrades
Neck- Shroud of ardent
Trinket- Epic Litany of the Dead
And lots of golems hearts, and a meridian fragment


**This is my opinion. These may not actually be the best. You can still do fine even without many of the things on the list. Also, do not be disappointed even it you have NONE of these items, as they are all EXTREMELY rare and valuable. The only things that are seriously helpful are the TOEE caster weapon and the celestial sage armor, and both can be acquired through free to play. Most others are rare raid drops.

jreinoehl2
04-24-2016, 12:17 AM
how the spell critical will work-
magical training -5%
mental toughness -1%
improved mental toughness -1%
epic mental toughness -1%
Energy criticals -9%
Spell critical Fire I - 2%
Spell critical Fire II - 2%
Spell critical Fire III - 2%
Spell critical Fire IV - 2%
Fire elemental form - 2%
TOEE caster weapon - 23%
Golden orb of death- 5%
Interrogation - 1%
Empyrean magic - 10% max
=66% or 2/3 are crits

* if u REALLY want, get the ToD set for a +2% stacking, and then max is 68%

How spell extra dmg will work
+25% extra dmg from fire scion
+20% LGS T1
+10% LGS T2
+5% LGS T3
=+60%
+100% (normal crit)
so 160% dmg on crit, and ((1.6 x regular dmg) + regular dmg) would be actual dmg on crit
but LGS is hard to get, so 25% is an ok compromise

spell power calculations...ick. all those enhancement points.

Hobgoblin
04-24-2016, 12:20 AM
i was waiting to post to see if you reserved more, but first off -


i think you underestimate int on a sorc. it is not just skill points any more! it also gives you a bonus to spellcraft which gives you more damage.

i also dont see much use for combat casting - quicken takes care of most of your needs in combat

i would dump dex, and pump int - drop combat casting and pick up insight reflexes.

jreinoehl2
04-24-2016, 01:23 AM
i was waiting to post to see if you reserved more, but first off -


i think you underestimate int on a sorc. it is not just skill points any more! it also gives you a bonus to spellcraft which gives you more damage.

i also dont see much use for combat casting - quicken takes care of most of your needs in combat

i would dump dex, and pump int - drop combat casting and pick up insight reflexes.

but would that much of a difference actually effect spellcraft by much? just thinking put a few in for the feat wich isn't bad, would a +1 modifier instead of a -1 be that much of a drop? a +1 int tome could help get it up to a 0 mod, and higher tomes would affect it greater in the future.

Hobgoblin
04-24-2016, 01:32 AM
but would that much of a difference actually effect spellcraft by much? just thinking put a few in for the feat wich isn't bad, would a +1 modifier instead of a -1 be that much of a drop? a +1 int tome could help get it up to a 0 mod, and higher tomes would affect it greater in the future.

it of course depends on your gear, but it is a damage increase -

just as an example - you dump dex, dump str, and have a 14 int instead of a 9. that takes you from -1 to a +2 for a net gain of 3.

you also gain the extra skill points so you can max umd, conc, spellcraft, and balance of the top of my head

its up to you and your play style of course.

also - i just noticed this, but why eschew?

jreinoehl2
04-24-2016, 01:37 AM
it of course depends on your gear, but it is a damage increase -

just as an example - you dump dex, dump str, and have a 14 int instead of a 9. that takes you from -1 to a +2 for a net gain of 3.

you also gain the extra skill points so you can max umd, conc, spellcraft, and balance of the top of my head

its up to you and your play style of course.

also - i just noticed this, but why eschew?

I hate buying materials. I suppose its not NECCESARY but...:P