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View Full Version : Re-Built Elemental Sorc Trees / Ideas for Sorcerer Pass (Not EK)



SoVeryBelgian
12-27-2017, 01:44 AM
Hello everyone. Nonviolence here again, with Sorc ideas!
Sorcerer is one of my favorite classes, but I feel with the addition of Reaper and a lack of DCs, it really falls behind Warlock and often even Wizard (Which at least have CCs). For regular players like myself (who aren't probros or minmaxers with every PL and great equips) it can be a little bit of a letdown the closer you get to cap, and if you skipped out on maximize and empower to boost your DCs, your damage doesn't hold up very well.

http://i63.tinypic.com/zwcjh0.png

I tried to update the Enhancement Trees by reducing wasted AP and removing the Metamagic Boosters in favor of a multiselector; Most importantly, I added Unique Tier 5 Spells relevant to each element type and it's related spell specialization (Evocation for Fire and Lightning, Transmutation for Water, Conjuration for Acid) as well as updating the Tier 5 CON to DC spells and actually making them useful.

TIER 1 : Left side to Right side

Spell-Like Ability : Earth (Acid Arrow), Ice (Niac's Cold Ray), Fire (Burning Hands), Air (Electric Loop). COOLDOWN 8 / 6 / 4 Sec -- SPELL COST 10 / 6 / 2 SP 1 AP x 3
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Skill Bonuses : Earth (Stability : +1/2/3 Concentration and Spellsight), Ice (Fluidity : +1/2/3 Tumble and Spellsight), Fire (Intensity +1/2/3 Intimidation and Spellsight), Air (Acrobatic +1/2/3 Jump and Spellsight). 1 AP x 3
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One with the (x) : Earth (Soil : +3/9/12 stacking Acid Resist), Ice (Waves : +3/9/12 stacking Cold Resist), Fire (Inferno : +3/9/12 stacking Fire Resist), Air (Storm : +3/9/12 stacking Electric Resist). 1 AP x 3
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Spell Criticals : Same as before, 2% per tier in Earth, Ice, Fire and Air. 2 AP
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Spell Stacking : Same as before. 1 AP x 3

TIER 2 : Left side to Right side

Draconic Spell Augmentation : Same for all, MULTISELECTOR for Empower Spell or Quicken Spell. REDUCES COST by 3 SP / 6 SP. 2 AP x 2
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Rage of (x) : Earth (The Mountains : +10 Acid Spellpower, 10% Elemental Bypass), Ice (The Seas : +10 Cold Spellpower, 10% Elemental Bypass), Fire (The Mantle : +10 Fire Spellpower, 10% Elemetal Bypass), Air (The Skies : +10 Electric Spellpower, 10% Elemental Bypass). 2 AP
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Spell Criticals : Same as before. 2 AP
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Temporary Spell Points : Same as before. 1 AP x 3

TIER 3 : Left side to Right side

Spell-Like Ability : Earth (Acid Blast), Fire (Fireball), Ice (Frost Lance), Air (Lightning Bolt). COOLDOWN 15 / 10 / 5 Sec -- SPELL COST 12 / 8 / 6 SP 1 AP x 3
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Draconic Spell Augmentation : Same for all, MULTISELECTOR for Maximize Spell or Heighten Spell. REDUCES COST by 6 SP / 10 SP or 4 SP / 8 SP. 2 AP x 2
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Spell Penetration : Earth (Melting Spells : +2 Spell Penetration, 1d6 Acid Damage per Caster Level (Max 15) on Harmful Spellcast, Scales with 50% Spellpower), Fire (Burning Spells : +2 Spell Penetration, 1d6 Fire Damage per Caster Level (Max 15) on Harmful Spellcast, Scales with 50% Spellpower), Ice (Freezing Spells : +2 Spell Penetration, 1d6 Cold Damage per Caster Level (Max 15) on Harmful Spellcast, Scales with 50% Spellpower), Air (Shocking Spells : +2 Spell Penetration, 1d6 Electric Damage per Caster Level (Max 15) on Harmful Spellcast, Scales with 50% Spellpower). 2 AP
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Spell Criticals : Same as before. 2 AP
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Pick Ability Bonus : Same as before, +2 to CHA or STR, CON, WIS or DEX. 2 AP

TIER 4 : Left side to Right side

Elemental Bonus : Earth (Essence of Stone : 25% Stacking Fort, +Immunity to Trip Effects), Fire (Essence of Flames : Can Cast Spells while Raged, +Immunity to Fatigue), Ice (Essence of Frost : Underwater Action, +Immunity to Slippery Surfaces (not web), Air (Essence of Wind : Toggle Featherfall + 10% Stacking Movement Speed.). 1 AP x 2
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Spell Criticals : Same as before. 2 AP
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Pick Ability Bonus : Same as before, +2 to CHA or STR, CON, WIS or DEX. 2 AP

TIER 5 : Left side to Right side

So here I tried to make a unique set of spells that work off the elemental powers and mesh well with Spell Focuses, and even allow for some Sorc CC.

Spell Like Ability : Earth (Liquefaction : Cone Spell, 1d6+3 Untyped Damage per Caster Level (Max 20) + Trip Effect (6 sec) to all hit DC is 10 + Sorc Level + CHA Bonuses + Conjuration Bonuses).
I imagined this like the tremor spell Bear Druids get but not many use. The ground would shake, enemies would take damage and fall down
Spell Like Ability : Fire (Magma Orb : Orb Spell, 1d3+3 Fire Damage and 1d3+3 Bludgeon Damage per Caster Level (Max 20), DC is 10 + Sorc Level + CHA Bonuses + Evocation Bonuses).
This one would like an Rune Arm's exploding Cannon Shot and work the same way, meshes with Fire Sorcs blast em' all spells.
Spell Like Ability : Ice (Crystal Field : Field Spell 1d3+3 Ice Damage and 1d3+3 Piercing Damage per Caster Level (Max 20), DC is 10 + Sorc Level + CHA Bonuses + Transmutation Bonuses).
You know the Frost Renders' ability to make those Ice Spikes out of the ground? Something like that with both Pierce and Ice Damage that persists like Ice Storm or Firewall.
Spell Like Ability : Air (Plasma Bolt : Chain Spell 1d3+3 Electric Damage per Caster Level (Max 20) + Paralysis Effect (6 sec) 5% Chance to all hit, DC is 10 + Sorc Level + CHA Bonuses + Evocation Bonuses).
Basically Chain Lightning with a chance to Paralyze mobs w/o save. Won't work on mobs unaffected by Paralysis, but damage will still go through.
2 AP *Cooldown could be 22/19/15 Sec and SP cost 17/13/10.
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Awaken Elemental Weakness : Same as before. 2 AP
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Unique Class Spell : Earth (Earthgrasp : Single Target Hold Person, Works on all Corporeal Mobs, DC is now 10 + Sorcerer Level + CHA Bonuses NO Spell Focus Bonus, NO Metamagic). Cooldown 30 sec. 60 SP.
Makes it relevant for Heroic, but not overpowered.
Unique Class Spell : Fire (Heat Death : Single Target FoD, Works on all Corporeal Mobs, DC is now 10 + Sorcerer Level + CHA Bonuses NO Spell Focus Bonus, NO Metamagic). Cooldown 30 sec. 60 SP.
Changed to insta-kill because 2k damage and CON determining DC was pointless to use.
Unique Class Spell : Ice (Icy Prison : Single Target Hold Person, Works on all Corporeal Mobs, DC is now 10 + Sorcerer Level + CHA Bonuses NO Spell Focus Bonus, NO Metamagic). Cooldown 30 sec. 60 SP.
Turns a single target to Ice, works like all related effects, Adamantine DR breaks etc.
Unique Class Spell : Air (Wind Dance : Same as before.)
2 AP
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Spell Focus : Same for all +2 to either Evocation, Conjuration or Transmutation. 2 AP
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Spell Power Boost :
Earth : Acidic Turmoil : +10/13/17 Acid Spellpower +3/6/10 Force Spellpower
Fire : Fury of Molten Earth : +10/13/17 Fire Spellpower +3/6/10 Force Spellpower
Ice : Howl of Frozen Winds : +10/13/17 Ice Spellpower +3/6/10 Force Spellpower
Air : Thunderous Roar : +10/13/17 Electric Spellpower +3/6/10 Force Spellpower
2 AP

And lastly, with the Core abilities, I'd leave them alone, except for the capstone, which definitely feels a little restrictive.

Elemental Apotheosis : You become an Elemental of (x), gaining 100% Fortification, and are treated as a natural force, unaffected by Repair Spells. You gain +30 to your relevant Spellpower, +3 Caster Level with Relevant Spells and +3 to Caster Level Maximum. You become DIAMETRICALLY OPPOSED to your Opposite Element and can no longer cast those spells.
Innate Capstone : +2 Charisma, +10 Relevant Spellpower, +1 Caster Level/Max Caster Level with Relevant Spells, -1 Caster Level/Max Caster Level with Opposite Element Spells.

And that's all. Do tell what ye think of the changes with regard to balance.

SoVeryBelgian
07-02-2018, 07:54 PM
Bumpin' thread in anticipation of Sorc Pass after Divines are finished. Will post an EK tree idea in a bit, editing post.