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Thread: Air Savant Tree

  1. #1

    Default Air Savant Tree

    Sorcerer: Air Savant Tree

    You gain 0.75 Universal spell Power per point spent in this tree.

    When I use electric, it really means: Electric, Sonic, and Air
    SP = Spell Power
    CL = Caster Level
    MCL = Max Caster Level

    For the Tiers, I am omitting the 5/10/20/30 points in tree, and Sorc 1/2/3/4/5 requirements.


    Core Abilities:
    Air Savant
    +5 Electric SP
    +1 Electric CL
    -5 Acid SP
    -1 Acid CL

    Air Affinity
    Req: Sorc 3, Air Savant, Elemental Savant 1, 5 points in tree
    Cost: 2
    +5 Electric SP
    +1 Electric CL
    -5 Acid SP
    -1 Acid CL

    Greater Air Affinity
    Req: Sorc 6, Air Affinity, Elemental Savant 1, 10 points in tree
    Cost: 2
    +5 Electric SP
    +1 Electric CL
    +1 Electric MCL
    -5 Acid SP
    -1 Acid CL

    Conduction
    Req: Sorc 12, Greater Air Affinity, Elemental Savant 1, 20 points in tree
    Cost: 2
    +5 Electric SP
    +1 Electric CL
    +1 Electric MCL
    -5 Acid SP
    -1 Acid CL
    On Electric Critical, target gains: Vulnerable (takes 2% more damage, up 10 stacks, decays 1 at a time, 6s

    dudation)


    Light on your Feet
    Req: Sorc 18, Conduction, Elemental Savant 1, 30 points in tree
    Cost: 2
    +5 Electric SP
    +1 Electric CL
    +1 Electric MCL
    -5 Acid SP
    -1 Acid CL
    Immunity to most knockdown effects

    Elemental Apothesis: Air
    Req: Sorc 20, 40 points in tree, Elemental Savant 1
    Cost: 2
    Passive:
    +5 Electric SP
    +1 Electric CL
    +1 Electric MCL
    -5 Acid SP
    -1 Acid CL
    +2 Charisma

    Active: 50 spell point cost, 3 sec cooldown, Permanent Duration
    Transform into an air elemental.
    +1 Electric CL
    +1 Electric MCL
    +10 Racial Electric Resist
    +3% Dodge
    -10 Acid Resist
    -3 Acid, Fire, Water caster levels and max caster levels

    TIER 1:
    Shocking Grasp SLA
    Cost: 1, 3 Ranks
    Shocking grasp SLA, cooldown and cost varies with rank
    Rank 1: 12s/4sp
    Rank 2: 8s/3sp
    Rank 3: 4s/2sp

    Acrobatic
    Cost 1, 3 ranks
    +2 Tumble, Jump, Balance per rank

    One with the Storm
    Cost: 2, 3 ranks
    3,6,10 Electric resist (no sonic)

    Spell Crit: Electric I
    +2% electric critical

    Electrocution
    Cost: 1, 3 ranks
    Whenever you cast an electric spell, gain +3 electric spell power for 6 s, stacks up to 3/6/10 times

    TIER 2:
    Efficient Metamagic Selector
    Cost: 2, 3 ranks
    Reduces costs on one of Maximize, Empower, Quicken, or Enlarge
    Maximize: 3/6/9
    Empower: 2/4/6
    Quicken and Enlarge: 1/2/4


    Peirce Electric Resistence
    Req: One with the Storm 1/2/3
    Cost 2, 3 ranks
    Ignore 5/10/15 of the target's electric resistance

    Spell Crit: Electric II
    +2% electric critical

    Alternating Current
    Req: Electrocution 1/2/3
    Cost: 1, 3 ranks
    10/20/30% chance to gain 3 temporary spell points when casting an Electric Spell

    TIER 3:
    Efficient Metamagic Selector
    Req: The previous Efficient Metamagic Selector
    Cost: 2, 3 ranks
    Reduces costs on one of Maximize, Empower, Quicken, or Enlarge
    Maximize: 3/6/9
    Empower: 2/4/6
    Quicken and Enlarge: 1/2/4

    Spell Pen
    Cost: 2
    +1 spell pen, only one 1 rank of this

    Spell Crit: Electric III
    +2% electric critical

    Attribute: Charisma or Dex
    Cost: 2

    TIER 4:
    Electric Loop SLA
    Cost: 1, 3 Ranks
    Req: Shocking Grasp SLA (1/2/3)
    Cooldown and cost varies with rank
    Rank 1: 15s/8sp
    Rank 2: 10s/6sp
    Rank 3: 5s/4sp

    Efficient Heighten
    Req: Both of the efficient meta-magic selectors
    Cost: 2, 2 ranks
    -1 spell point cost per rank per level heightened

    Feather Falling Toggle
    Cost: 2

    Spell Crit: Electric IV
    +2% electric critical

    Attribute: Charisma or Dex
    Req: Previous Attribute
    Cost: 2

    TIER 5:
    Lightning Bolt SLA
    Cost: 1, 3 Ranks
    Req: Electric Loop SLA (1/2/3)
    Cooldown and cost varies with rank
    Rank 1: 18s/12sp
    Rank 2: 12s/8sp
    Rank 3: 6s/6sp

    Awaken Elemental Weakness: Electric
    Cost: 2
    Activation cost: 5 spell points
    Target takes 15% more electric damage. No duration listed, persumably 30s like on live.

    Wind Dance
    Cost: 2
    Req: Feather Falling Toggle
    Wings. Just like live

    Evocation Focus
    Cost: 2
    +1 Evo DCs



    The Earth and Fire trees are extremely similar, just a few minor variations. I may try to post them a bit later. Notably, I don't see any way to get Scroll & Wand mastery on a sorcerer at the moment.

  2. #2
    Community Member voodoogroves's Avatar
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    Default

    Er ... no sonic boosts?
    Ghallanda - now with fewer alts and more ghostbane

  3. #3

    Default

    Quote Originally Posted by voodoogroves View Post
    Er ... no sonic boosts?
    I noted at the top, that by Electric I was including Electric and sonic, since all the boosts to one in the tree apply to the other, except for the resistances. They are there.

  4. #4
    Community Member SealedInSong's Avatar
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    Default Was very excited about elemental transformation

    But now that my flavor excitement has worn off, I have to say that losing 3 CL on all elemental schools except air, which gets +1 and 3% dodge seems pretty weak. It should at least be an equal boost of +3 air CL, and possibly grant an SLA like cyclonic blast or even gust of wind. A special air elemental knockback ability would be nice too.

    Also, has anyone tried unarmed combat in it? Because that has to look awesome, right?

    ...

    Anyway, very glad to see that's there, and situationally it does seem like something I'd use unlike Cleric's pacificism toggle which I have no intention of ever using.
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  5. #5
    Community Member SealedInSong's Avatar
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    Default

    Conduction
    Req: Sorc 12, Greater Air Affinity, Elemental Savant 1, 20 points in tree
    Cost: 2
    +5 Electric SP
    +1 Electric CL
    +1 Electric MCL
    -5 Acid SP
    -1 Acid CL
    On Electric Critical, target gains: Vulnerable (takes 2% more damage, up 10 stacks, decays 1 at a time, 6s duration)

    Very neat and behooves all savants to get their critical chance as high as possible (as if they didn't have enough incentive).
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  6. #6
    Community Member Shade's Avatar
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    Default

    Yea I didn't even notice the -CLs AND MCL for all schools, wow, that capstone is so terrible.

    It's more of a nerf then anything good.

    Bleh, on live its bad enough savant is already argueably the WORST pre in the entire game, offering essentially essentially zero damage increase at endgame, and imo not even worth taking if not for its one useful addition (wind dance).

    But now they take the self-nerfs steps forward and add further neg CLs and even now penalties to spell power.

    Wow. Just terrible.

    And yea the air form looks cool. Shame so often the artists work goes to waste since the game design is so off the wall that the ability is not even worth considering.

    Much rather the old (which was already proxy nerfed with the SP changes), at least functional capstone, then this junk. The cosmetic effect isnt worth the self nerfs, let alone the waste of APs.
    Last edited by Shade; 04-18-2013 at 10:33 PM.

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