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  1. #1
    Community Member C-Dog's Avatar
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    Default Airhummer - F2P/New-player Drow Bard 2/Sorcerer

    (edit: updated Dec '18)

    (For brand new players, Drow is not hard to earn via Favor, and many have it by the time their first character is Level 6 or so - see this article, etc. That character can then be used as a mule (aka for storage) for this one.)


    A true F2P account won't be going on in to Epics*, so losing the Sorcerer capstone isn't a big deal - hit Level 18, bank 20, TR, repeat. This unexpected build grabs a lot more survivability in exchange for 1 caster level, so I feel is great for someone learning the game and Sorcerer class. (Like me, at least re the latter; a veteran sorcie player will just use DPS and jumping to crush all opposition, but until you learn that dance... this.)

    (* Buying Menace of the Underdark (at least when it's on sale) is highly recommended, especially the better of the 2 versions. So much bang for the buck, and still less than you'd pay for most games. But that's a diff discussion.)

    I think it ~could~ work to 30, but the benefits of Bard 2 become less noticeable beyond Heroics (i.e. in quests of Level 20+), and the loss of the Level 20 capstone will be felt in both DPS and survivability - so doable, but not enthusiastically recommended.


    For comparison with a pure Sorcerer build, see this dependable standard - recommended if that's what you're after.


    What s/he gains w/ Bard 2...
    • Bard survivability: Light armour and shields for defense, plus another +6 PRR/MRR, +15 HP, +60 Spell Points, +1 Con, etc.
    • early emergency CLW (which can consistently heal ~15-20/ later w/ gear boosts, before crits)
    • full ranks in UMD for early Raise Dead/Heal/Resurrection/etc. scrolling (as well as Concentration/Spellcraft)
    • early low ranks in misc utility skills - Jump, Haggle, Swim, etc.
    • some boost to Sonic spells via Perform (Sonic spells do not use Spellcraft)
    • late +1 Evocation DC from Spellsinger Tier 2 (@ Lvl 14)
    • @ end-Heroics, +35% Sprint Boost for true expeditious retreating, faster in-city travel, or just catching up w/ the party. "Fast" is always useful.
    • some other bells and whistles - like 1 use/shrine of Inspire Courage, just for randomness. Every little bit helps your meatwall.
    • With leather armor, a light shield and a sword (instead of a scepter/orb etc.), a very non-standard sorcerer with several unexpected tricks up their sleeve, for those who don't want something totally predictable.

    What s/he gives up...
    • Most 2nd tree Savant enhancements - 90% of the casting enhancements are Electric/Sonic, w/ only a very little Fire boost.
    • Bard 1 means all Sorcerer levels and spells delayed by 1 level until Lvl 15*, then delayed 2 levels compared to a pure build. Again, this drops DPS a bit compared to pure, but the #1 goal is to survive, not try to lead the kill list.

    (* see notes, at bottom)


    • Airhummer
      18/2 Sorcerer/Bard
      True Neutral Drow

      Level Order
      1. Bard. . . . . . 6. Sorcerer. . . .11. Sorcerer. . . .16. Sorcerer
      2. Sorcerer . . . .7. Sorcerer . . . 12. Sorcerer . . . 17. Sorcerer
      3. Sorcerer . . . .8. Sorcerer . . . 13. Sorcerer . . . 18. Sorcerer
      4. Sorcerer . . . .9. Sorcerer . . . 14. Bard. . . . . .19. Sorcerer
      5. Sorcerer . . . 10. Sorcerer . . . 15. Sorcerer . . . 20. Sorcerer


      Stats
      . . . . . . . .28pt . . Level Up
      . . . . . . . .---- . . --------
      Strength. . . . 10. . . .4: CHA
      Dexterity . . . 10. . . .8: CHA
      Constitution. . 12. . . 12: CHA
      Intelligence. . 14. . . 16: CHA
      Wisdom. . . . . .8. . . 20: CHA
      Charisma. . . . 20. . .


      Skills
      . . . . . B .S .S .S .S .S .S .S .S .S .S .S .S .B. S. S. S. S. S. S
      . . . . . 1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19 20
      . . . . .------------------------------------------------------------
      Concent . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1. 1. 1. 1. 1. 1. 23
      Spellcr . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1. 1. 1. 1. 1. 1. 23
      UMD . . . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1. 1. 1. 1. 1. 1. 23
      Perform . 4 . . . . . . . . . . . . . . . . . . .5. . . . . . . . . . .9
      Jump. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
      Haggle. . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
      Swim. . . 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
      Heal. . . 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
      Tumble. . 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
      . . . . .------------------------------------------------------------
      . . . . .32 .4 .4 .4 .4 .4 .4 .4 .4 .4 .4 .4 .4 .8. 4. 4. 4. 4. 4. 4


      Feats
      .1. . . . : Maximize Spell
      .3. . . . : Enlarge Spell
      .6. . . . : Heighten Spell
      .9. . . . : Force of Personality
      12. . . . : Spell Focus: Evocation
      12 Swap. .: Quicken Spell replaces Enlarge Spell
      15. . . . : Greater Spell Focus: Evocation
      18. . . . : Empower Spell

      Spells
      Sorcerer
      1. Jump (2), Shocking Grasp (2), Detect Secret Doors (3), Shield (4)
      2. Web (5), Invisibility (6), Knock (8), Scorching Ray (10) (if not in a guild, make that last "Protection from Energy". Join a Guild.)
      3. Displacement (7), Fireball (8), Haste (10), Chain Missiles (12)
      4. Wall of Fire (9), Dimension Door (10), Stoneskin (12), Fire Shield (15)
      5. Ball Lightning (11), Eladar's Electric Surge (12), Teleport (15), Cyclonic Blast (17)
      6. Chain Lightning (13), Greater Heroism (15), True Seeing (17)
      7. Delayed Blast Fireball (16), Otto's Sphere of Dancing (17), Prismatic Spray (19)
      8. Otto's Irresistible Dance (18), Incendiary Cloud (19)
      9. Meteor Swarm (20)

      Bard
      1. Cure Light Wounds (1), Sonic Blast (14)


      Enhancements (80 AP)
      Air Savant (40 AP)
      • Air Savant, Air Affinity, Greater Air Affinity, Conduction, Light on Your Feet
        1. Shocking Grasp III, Spell Critical, Electrocution II
        2. Efficient Maximize II, Spell Critical
        3. Spell Critical, Charisma
        4. Electric Loop III, Feather Fall, Spell Critical, Charisma
        5. Lightning Bolt III, Awaken Elemental Weakness, Wind Dance, Evocation Focus

      Eldritch Knight (Sorcerer) (15 AP)
      • Eldritch Strike
        1. Toughness III, Battlemage I
        2. Shield Training, Wand and Scroll Mastery III
        3. Arcane Barrier III, Charisma

      Spellsinger (8 AP)
      • Spellsinger
        1. Studies: Magical II, Sonic Blast III
        2. Marigold Crown: Violet

      Fire Savant (6 AP)
      • Fire Savant, Fire Affinity
        1. Burning Hands II, Spell Critical

      Warchanter (6 AP)
      • Skaldic: Constitution
        1. Rough and Ready III, Focused I
        2. Sprint Boost I

      Drow (5 AP)
      • Spell Resistance, Charisma
        1. Arcane Fluidity II

      Leveling Guide
      1. Spl0 Spellsinger; Spl1 Sonic Blast I, II, III
      2. Air0 Air Savant; Air1 Shocking Grasp I, II, III
      3. Air1 Spell Critical; Air1 Electrocution I
      4. Air0 Air Affinity; Air1 Electrocution II; Air2 Spell Critical
      5. Air3 Charisma; Air3 Spell Critical
      6. Air2 Efficient Maximize I, II; Spl1 Studies: Magical I
      7. Reset Spellsinger
        • Air Savant: Greater Air Affinity
          • Electric Loop III
        • Spellsinger: Spellsinger
          1. Sonic Blast III
      8. Air4 Charisma; Air4 Spell Critical; War0 Skaldic: Constitution
      9. Dro0 Spell Resistance; Dro1 Arcane Fluidity I, II; Fir0 Fire Savant
      10. Fir1 Spell Critical; War1 Rough and Ready I, II
      11. War1 Rough and Ready III; Air4 Feather Fall; Air1 Acrobatic I
      12. Reset Spellsinger
        • Air Savant
          • Lightning Bolt III, Awaken Elemental Weakness, Evocation Focus
      13. Air0 Conduction; Air5 Wind Dance; Spl0 Spellsinger; Spl1 Sonic Blast I
      14. Spl1 Sonic Blast II; Spl1 Studies: Magical I, II
      15. Spl2 Marigold Crown: Violet; Fir1 Burning Hands I, II; Fir0 Fire Affinity
      16. Dro0 Charisma; EKs0 Eldritch Strike; EKs1 Toughness I
      17. EKs1 Toughness II, III; EKs1 Battlemage I
      18. EKs2 Shield Training; EKs2 Wand and Scroll Mastery I, II, III
      19. EKs3 Arcane Barrier I, II, III
      20. Air0 Light on Your Feet; EKs3 Charisma; War1 Focused I; War2 Sprint Boost I


    Notes:
    • For new players, Alignment doesn't really matter - "Neutral" just has the most options when it comes to avoiding alignment conflicts with found loot (from chests), and avoiding extra damage from certain anti-aligned attacks, etc. Recommended for starting players, all things equal.
    • 10 Strength, is not huge but points are needed elsewhere; get a Str item asap, or if early Encumbrance is crippling, buy Bull's Str potions in The Marketplace (under the big red central tent) - or just dump all those suits of armor and tower shields you're lugging around. 12 Con is helped via +1 Con from 1 AP in Warchanter core 1 - grab it if you're at an odd-numbered value.
    • If you're leveling from 1, use a 2-handed weapon (great axe is best) for Korthos until your spells can carry you, which might be a couple/few levels. (and see next re Fascinate).
    • Starting @ 4 Perform is enough for Inspire Courage, but it's also enough for Fascinate, which, w/ 20 Charisma, will be great for Level 1, altho' will become less and less reliable every level beyond that as DC's go up but your Perform does not. Grab a Perform item if you're going to use it until you get your spell DPS up.
    • The Air Savant tree also boosts Sonic - hence the various Sonic spells/SLA's.
    • Sonic Blast gets dropped twice to free up those 4 AP for instant, superior SLA's in the Air tree - once in favor of Electric Loop, then again for Lightning Bolt.
    • Bard 2 at Char Level 14 gets you to Sorcie 12 asap for Chain Lightning, the ultimate Electric evocation spell. Moving it earlier hurts too much imo, but delaying later is a "ymmv" thing - there are certainly nice new spells calling at every level.
    • The Eldritch Knight Shield Training is redundant w/ Bard's shield ability, but it also gives you -5% ASF - use a buckler before that, and a small shield after.
    • Take +Cha when you need it depending on your current Gear, when it will even out an "odd numbered" value for Cha. Dump it again if it's not helping. Drow tree is pro'ly cheapest to access/respec.
    • Altho' "Resistant/Immune to Electrical damage" is rare, it is out there - the Fire/Sonic spells will help, but you won't be completely happy about it when you do run across such. However, at Character Level 12 you get Air Tier 5 "Awaken Elemental Weakness", which removes such defenses (for 30 seconds) if they are present.
    • For the Level 12 Feat swap, run the Hall of the Mark quest, then talk to Fred.
    • For the Level 15 Feat, if(?) you find your spells are landing consistently, take Empower for better DPS and delay Greater Evocation until 18.


    I changed some things from the original (and moved that to post, below), based on experience playing this, namely...

    • 2 more points in Strength. It's common for new players to have trouble w/ Encumbrance, and that's who this build is specifically for.I'm not happy about the trade-off, but -1 point in Con won't make a difference as often as being Encumbered will.
    • Dropped 2 from Int, and so also dropped Perform. Not that many Sonic spells to worry about. (2nd life (30 pt) Drow builds will want this back.)
    • Reordered Feats, including Feat swap @ 12. This makes low levels much stronger, and reorganizes before Gianthold. We lose Enlarge, so the Shocking Grasp SLA is no longer ranged, but gain Lightning Bolt, so that's covered. Quicken goes well on all SLA's for faster rotation, and on CLW for in-combat no-fail panic healing.
    • Slightly diff spells. (Merfolks? Really? )
    • AP Leveling Guide - a LOT of the Bard AP's could be plugged in somewhere else, so tweak to suit, but I think this gets the best survivability (spec PRR) asap. But ~something~ has to go last.
    Last edited by C-Dog; 12-10-2018 at 06:29 PM. Reason: improvements to build

  2. #2
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    Quote Originally Posted by C-Dog View Post
    [*] The Eldritch Knight Shield Training is redundant w/ Bard's shield ability, but it also gives you -5% ASF. Spellsword also gives -5%, so you can upgrade from buckler to light shield for more PRR. (Not sure, but if you can slot a -5% Sapphire of Spell Agility slotted into a heavy shield, that should(?) allow that, too. Haven't found a (cheap) sapphire to try it out with yet, but by the written description(?) it should(?) work fine.)[/LIST]
    -5% augment is not an ideal solution as its an ML 12 augment.

    Best solution I found, (esp for a new player), was running Water Works chain till the end reward gives a Mithral Heavy Shield (-5% asf before any enhancements and usable as a craft base). It has the added bonus of being New Crafter friendly since your desired effects are probably a spell power of choice (craft lvl 50, VERY easily reached), and wizardry, deathblock, or false life (all craft level 1) with the materials being easy to obtain. Mithril heavy shields are bound to account so they can be farmed easily with a small investment of time with nearly any level character. Tier 2 EK shield Training would allow use at char lv3. [ML3 crafting is spell power 47 (school specific), and wizardry 41 or false life 8]

    At the same time you can craft a mainhand weapon with spellpower of a 2nd school. If you get close to crafting level 100, you can also add spell lore to your weapon, though that would take longer and there are many other options like challenge gears.

    Additional options (not newb friendly):

    You can craft -5% asf (Lesser Arcane Dexterity). It is a lvl 250 crafting recipe involving epic level ingredients. [Prefix slot available for gloves, trinket, and armor]

    Fanion large shield, inherent 0 ASF (mithril), lv14, greater false life (30), wizardry 200. Requires a complete tome turn in, so many many runs of necro 4 dungeons or a bunch of plat/astral shards to buy the pages off the AH.

    Skyvault tower shield from GH tor, lv 12, 13, and 14. Occasionally found on AH. No ASF, proficiency can be scrolled via master's touch if desired.

  3. #3
    Community Member C-Dog's Avatar
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    All good suggestions, thanks.

    I've run this now to level 17, and the lack of Fire Savant is rarely felt*. With the DC buff, Electric Loop still gets CC effects about 90-95% of the time, and I rarely have to go beyond the 4 SLA's to clean up trash.

    (* Noticeably weaker Walls of Fire when kiting for that trick, and can't use the Electric-immune debuff on every threat in a wave of ochre jellies, but other than that, no real problems to speak of.)
    Last edited by C-Dog; 12-10-2018 at 04:47 PM.

  4. #4
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    Quote Originally Posted by C-Dog View Post
    (For brand new players, Drow is not hard to earn via Favor, and many have it by the time their first character is Level 6 or so - see this article, etc.)


    A true F2P account won't be going on in to Epics*, so losing the Sorcerer capstone isn't a big deal - hit Level 18, bank 20, TR, repeat. This unexpected build grabs a bit more DC and a lot more survivability in exchange for delaying spells 1 level, so I feel is great for someone learning the game and Sorcerer class. (Like me, at least re the latter; a veteran sorcie player will just use DPS and jumping to crush all opposition, but until you learn that dance... this.)

    (* Buying Menace of the Underdark (at least when it's on sale) is highly recommended, especially the better of the 2 versions. So much bang for the buck, and still less than you'd pay for most games. But that's a diff discussion.)

    I think it could work to 30, but the benefits of Bard 2 become less noticeable beyond Heroics (i.e. in quests of Level 20+), and the loss of the Level 20 capstone will be felt in both DPS and survivability - so doable, but not enthusiastically recommended.


    For comparison with a pure Sorcerer build, see this dependable standard - recommended if that's what you're after.


    What s/he gets...
    • Starting 20 Charisma for higher early DC & spellpoints, and Will ST via FoP
    • Bard survivability: Chain armour and shields for defense, +6 PRR/MRR, +60 Spell Points, +1 Con
    • early emergency CLW (which can consistently heal ~15-20/ later w/ gear boosts, before crits)
    • Full ranks in UMD (as well as Concentration/Spellcraft)
    • early low ranks in misc skills - Jump, Haggle, Swim
    • +35% Sprint Boost for true expeditious retreating (or just catching up w/ the party, or whatever. "Fast" is always useful.)
    • late +1 Evocation DC from Spellsinger Tier 2 (@ Lvl 14)
    • some other bells and whistles - like 1 use/shrine of Inspire Courage, just for randomness. Every little bit helps your meatwall.
    • With chain mail, a light/heavy shield and a sword (instead of a scepter/orb etc.), a very non-standard sorcerer with several unexpected tricks up their sleeve, for those who don't want something totally predictable.

    What s/he gives up...
    • most 2nd tree Savant enhancements - 90% of the casting enhancements are Electric/Sonic, w/ only a very little Fire boost.
    • Bard 1 means all levels and spells delayed by 1 level until Lvl 15*, then delayed 2 levels compared to a pure build.

    (* see notes, at bottom)


    • Airhummer
      18/2 Sorcerer/Bard
      True Neutral Drow

      Level Order
      1. Bard. . . . . . 6. Sorcerer. . . .11. Sorcerer. . . .16. Sorcerer
      2. Sorcerer . . . .7. Sorcerer . . . 12. Sorcerer . . . 17. Sorcerer
      3. Sorcerer . . . .8. Sorcerer . . . 13. Sorcerer . . . 18. Sorcerer
      4. Sorcerer . . . .9. Sorcerer . . . 14. Bard. . . . . .19. Sorcerer
      5. Sorcerer . . . 10. Sorcerer . . . 15. Sorcerer . . . 20. Sorcerer


      Stats
      . . . . . . . .28pt . . Level Up
      . . . . . . . .---- . . --------
      Strength. . . . .8. . . .4: CHA
      Dexterity . . . 10. . . .8: CHA
      Constitution. . 13. . . 12: CHA
      Intelligence. . 14. . . 16: CHA
      Wisdom. . . . . .8. . . 20: CHA
      Charisma. . . . 20. . .


      Skills
      . . . . . B .S .S .S .S .S .S .S .S .S .S .S .S .B. S. S. S. S. S. S
      . . . . . 1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19 20
      . . . . .------------------------------------------------------------
      Concent . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1. 1. 1. 1. 1. 1. 23
      Spellcr . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1. 1. 1. 1. 1. 1. 23
      UMD . . . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1. 1. 1. 1. 1. 1. 23
      Haggle. . 4 . . . . . . . . . . . . . . . . . . .5. . . . . . . . . . .9
      Jump. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
      Swim. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
      Perform . 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
      Heal. . . 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
      Tumble. . 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
      . . . . .------------------------------------------------------------
      . . . . .32 .4 .4 .4 .4 .4 .4 .4 .4 .4 .4 .4 .4 .8. 4. 4. 4. 4. 4. 4


      Feats
      .1. . . . : Maximize Spell
      .3. . . . : Force of Personality
      .6. . . . : Heighten Spell
      .9. . . . : Extend Spell
      12. . . . : Quicken Spell
      15. . . . : Spell Focus: Evocation
      18. . . . : ~tbd~ (Greater Spell Focus, Empower Spell, Mental Toughness are just a few options)

      Spells

      Sorcerer
      1. Magic Missile, Jump, Detect Secret Doors, Merfolk's Blessing
      2. Invisibility, Web, Knock, Scorching Ray (alt: Resist Energy if you're not in a Guild. Join a Guild.)
      3. Fireball, Displacement, Haste, Chain Missiles (alt: Protection from Energy)
      4. Wall of Fire, Dimension Door, Stoneskin, Force Missiles (alt: Fire Shield, which also reduces cold or fire damage by 50%)
      5. Ball Lightning, Eladar's Electric Surge, Teleport, Cyclonic Blast ((alt Protection from Elements if you did not take Lvl 3 PfE)
      6. Chain Lightning, Greater Heroism, True Seeing
      7. Delayed Blast Fireball, Otto's Sphere of Dancing, Prismatic Spray
      8. Otto's Irresistible Dance, Incendiary Cloud
      9. Meteor Swarm

      Bard
      1. Cure Light Wounds (& Sonic Blast @ Lvl 14 for more rapid-fire box breaking than just the SS SLA)


      Enhancements (80 AP)
      Air Savant (40 AP)
      • Air Savant, Air Affinity, Greater Air Affinity, Conduction, Light on Your Feet
        1. Shocking Grasp III, Spell Critical, Electrocution III
        2. Spell Critical, Alternating Current III
        3. Spell Critical, Charisma
        4. Electric Loop III, Feather Fall, Spell Critical, Charisma
        5. Lightning Bolt III, Awaken Elemental Weakness, Wind Dance, Evocation Focus

      Fire Savant (6 AP)
      • Fire Savant, Fire Affinity
        1. Burning Hands II, Spell Critical

      Eldritch Knight (Sorcerer) (15 AP)
      • Eldritch Strike, Spellsword: Shock
        1. Toughness III, Battlemage I
        2. Shield Training, Wand and Scroll Mastery II
        3. Arcane Barrier III, Charisma

      Spellsinger (7 AP)
      • Spellsinger
        1. Studies: Magical II, Sonic Blast II
        2. Marigold Crown: Violet (+1 to Evocation DC's)

      Warchanter (6 AP)
      • Skaldic: Constitution
        1. Rough and Ready III , Focused I
        2. Sprint Boost I

      Drow (6 AP)
      • Spell Resistance, Charisma
        1. Arcane Fluidity III (-15% ASF from armor only)


    Notes:
    • For new players, Alignment doesn't really matter - "Neutral" just has the most options when it comes to avoiding alignment conflicts with found loot (from chests), and avoiding extra damage from certain anti-aligned attacks, etc. Recommended for starting players, all things equal.
    • I don't love the low Strength, but points are needed elsewhere; get a Str item asap, or buy Bull's Str potions in The Marketplace (under the big red central tent). 13 Con is helped via +1 Con from 1 AP in Warchanter core 1.
    • If you're leveling from 1, use a 2-handed weapon (great axe is best) for Korthos until you're level 2 and can grab Magic Missile plus the Sonic Blast and/or Shocking Grasp SLA's - and maybe even a while after that (but see next re Fascinate).
    • 3 Perform is just enough for Inspire Courage - ignore it if you prefer (tho' I'm not sure what else you'd put the points into). But it's also enough for Fascinate, which, w/ 20 Charisma, will be great for Level 1, altho' will become less and less reliable every level beyond that. Grab a Perform item if you're going to use it until you get your spell DPS up.
    • The Air Savant tree also boosts Sonic - hence the various Sonic spells/SLA's.
    • Bard 2 at Char Level 14 gets you to Sorcie 12 asap for Chain Lightning, the ultimate electric evocation spell. Moving it earlier hurts too much imo, but delaying later is a "ymmv" thing - there are certainly nice new spells calling at every level.
    • The Eldritch Knight Shield Training is redundant w/ Bard's shield ability, but it also gives you -5% ASF. Spellsword also gives -5%, so you can upgrade from buckler to light shield for more PRR. (Not sure, but if you can slot a -5% Sapphire of Spell Agility slotted into a heavy shield, that should(?) allow that, too. Haven't found a (cheap) sapphire to try it out with yet, but by the written description(?) it should(?) work fine.)
    • Altho' "Resistant/Immune to Electrical damage" is rare, it is out there - the Fire/Sonic spells will help, but you won't be completely happy about it when you do run across such. However, at Character Level 12 you get Air Tier 5 "Awaken Elemental Weakness", which removes such defenses (for 30 seconds) if they are present.
    Hi

    Do you have any advice on where to spend the AP earlier on?

    I am lvl 7 at the moment pure sorc, but find that it is far too squishy (I must be playing it wrong!!) but I am happy to do a +1 reincarnate to be more survivable...

    THanks,

    Bullytt

  5. #5
    Community Member C-Dog's Avatar
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    Glad you posted here - I haven't looked at this in a long time, and probably need to make some changes - not how I'd do it now.

    And you're pure Sorc, right? Not this build? I offered this for exactly the sort of reasons you're experiencing, but I'll throw some stuff out...

    Quote Originally Posted by Bullytt View Post
    Do you have any advice on where to spend the AP earlier on?

    I am lvl 7 at the moment pure sorc, but find that it is far too squishy (I must be playing it wrong!!)...
    Sorcies ~are~ squishy - they're glass cannons who must rely on overwhelming firepower, gunslingers truly living by the motto "kill or be killed". (And if(?) Drow, that -2 Con isn't doing you any favors, altho a -1 Hit Point/Level diff would probably not be a life saver very often.)

    As for playstyle, Sorcies want to (literally!) Jump around a lot too while fighting, so you should ~never~ be standing toe-to-toe with an enemy and trading shots. Even against casters, constantly sliding/jumping left/right will avoid a LOT of their more "blasty" attacks (esp Lightning Bolts), and you'll watch them simply shoot past you, aimed over where you just were.

    Get used to holding down A+S and/or S+D while running backward in circles and aiming w/ your mouse, hitting Tab w/ little finger to change targets, constantly backpedaling and casting while the mobs chase you (later, thru those WoF's).

    (Also, Enemy casters sometimes have a cycle of casting a blast only every other round - if you can hide behind something, you're safe against that, then dodge out, zap once, and dodge back to safety!)

    Grab Displacement asap. -50% miss chance is just money. It's short-lasting, so get in the habit of casting as you're going in to combat, and then recasting as necessary for longer fights. Blur is nice, but Displacement is a lifesaver.


    For AP, basically, get your SLA's asap, and then fill in w/ quick survivability as you can. If you're X+Y, add in the 2nd SLA for a cheap rotation, but concentrate as much as possible (as much as your AP and Tier progression allows) on one "killer" Savant choice. Imo, the obvious choice is Air (for good damage + CC, + Sonic spells/SLA's), but Fire has its benefits as well (namely early AoE). But the idea is to have a rotation of SLA's + Spells that all get fed by your focused school, whatever that is. Secondary SLA's/spells are exactly that, of secondary concern.

    I find that Enlarge is a massive boost to Air Savants, turning Shocking Grasp into a ranged attack (see first point re "never toe-to-toe"!) and extending the wonderful Electric Loop out to max. Having SG at range is a gamechanger. But even w/o Enlarge, the SLA's are your bread-and-butter in your rotation, cheap damage to fill in between the big hammers.

    Pure sorcies don't have all the cheap Bard survivability options above, but do have Eldritch Knight. Shield Mastery gets you a Small Shield = +5 PRR, and (if you want) Light Armor gets you PRR = current BAB (either Leather or Chain, doesn't matter). (If Drow, get just enough Arcane Fluidity to remove all ASF. If non-Drow, your options are more limited.) Plus, imo, sorcies look great in armor + shield.

    And speaking of PRR, make sure you have a Sheltering item. A little PRR goes a long way. Just 10 points = 100/110 = 91% damage, a 9% savings - and that can easily be a life saver. (I find MRR to be a lost cause - "...Frost Lance hits you for 7 billion points of damage..." - -9% isn't going to help that, but otoh it can't hurt.)

    While on gear, you want to make sure you have an Evocation boosting item, as you don't want your targets making saves for half (or no!) damage - search for "blasting" on the AH. You can (rarely!) find +3's by Level 7, so, by now, aim for a +2 at least. And a solid Magnetism/Lightning Lore item in one hand (and Resonating/Resonance Lore (or Fire equiv?) in other).

  6. #6
    Community Member C-Dog's Avatar
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    K, I made what I consider "improvements" to the 1st post, changes listed there.

    Below is the original, for purely archival reasons.

    Code:
    • Airhummer 18/2 Sorcerer/Bard True Neutral Drow Level Order 1. Bard. . . . . . 6. Sorcerer. . . .11. Sorcerer. . . .16. Sorcerer 2. Sorcerer . . . .7. Sorcerer . . . 12. Sorcerer . . . 17. Sorcerer 3. Sorcerer . . . .8. Sorcerer . . . 13. Sorcerer . . . 18. Sorcerer 4. Sorcerer . . . .9. Sorcerer . . . 14. Bard. . . . . .19. Sorcerer 5. Sorcerer . . . 10. Sorcerer . . . 15. Sorcerer . . . 20. Sorcerer Stats . . . . . . . .28pt . . Level Up . . . . . . . .---- . . -------- Strength. . . . .8. . . .4: CHA Dexterity . . . 10. . . .8: CHA Constitution. . 13. . . 12: CHA Intelligence. . 14. . . 16: CHA Wisdom. . . . . .8. . . 20: CHA Charisma. . . . 20. . . Skills . . . . . B .S .S .S .S .S .S .S .S .S .S .S .S .B. S. S. S. S. S. S . . . . . 1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19 20 . . . . .------------------------------------------------------------ Concent . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1. 1. 1. 1. 1. 1. 23 Spellcr . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1. 1. 1. 1. 1. 1. 23 UMD . . . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1. 1. 1. 1. 1. 1. 23 Haggle. . 4 . . . . . . . . . . . . . . . . . . .5. . . . . . . . . . .9 Jump. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Swim. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Perform . 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 Heal. . . 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 Tumble. . 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 . . . . .------------------------------------------------------------ . . . . .32 .4 .4 .4 .4 .4 .4 .4 .4 .4 .4 .4 .4 .8. 4. 4. 4. 4. 4. 4 Feats .1. . . . : Maximize Spell .3. . . . : Force of Personality .6. . . . : Heighten Spell .9. . . . : Extend Spell 12. . . . : Quicken Spell 15. . . . : Spell Focus: Evocation 18. . . . : ~tbd~ (Greater Spell Focus, Empower Spell, Mental Toughness are just a few options) Spells Sorcerer
      1. Magic Missile, Jump, Detect Secret Doors, Merfolk's Blessing
      2. Invisibility, Web, Knock, Scorching Ray (alt: Resist Energy if you're not in a Guild. Join a Guild.)
      3. Fireball, Displacement, Haste, Chain Missiles (alt: Protection from Energy)
      4. Wall of Fire, Dimension Door, Stoneskin, Force Missiles (alt: Fire Shield, which also reduces cold or fire damage by 50%)
      5. Ball Lightning, Eladar's Electric Surge, Teleport, Cyclonic Blast ((alt Protection from Elements if you did not take Lvl 3 PfE)
      6. Chain Lightning, Greater Heroism, True Seeing
      7. Delayed Blast Fireball, Otto's Sphere of Dancing, Prismatic Spray
      8. Otto's Irresistible Dance, Incendiary Cloud
      9. Meteor Swarm
      Bard
      1. Cure Light Wounds (& Sonic Blast @ Lvl 14 for more rapid-fire box breaking than just the SS SLA)
      Enhancements (80 AP) Air Savant (40 AP)
      • Air Savant, Air Affinity, Greater Air Affinity, Conduction, Light on Your Feet
        1. Shocking Grasp III, Spell Critical, Electrocution III
        2. Spell Critical, Alternating Current III
        3. Spell Critical, Charisma
        4. Electric Loop III, Feather Fall, Spell Critical, Charisma
        5. Lightning Bolt III, Awaken Elemental Weakness, Wind Dance, Evocation Focus
      Fire Savant (6 AP)
      • Fire Savant, Fire Affinity
        1. Burning Hands II, Spell Critical
      Eldritch Knight (Sorcerer) (15 AP)
      • Eldritch Strike, Spellsword: Shock
        1. Toughness III, Battlemage I
        2. Shield Training, Wand and Scroll Mastery II
        3. Arcane Barrier III, Charisma
      Spellsinger (7 AP)
      • Spellsinger
        1. Studies: Magical II, Sonic Blast II
        2. Marigold Crown: Violet (+1 to Evocation DC's)
      Warchanter (6 AP)
      • Skaldic: Constitution
        1. Rough and Ready III , Focused I
        2. Sprint Boost I
      Drow (6 AP)
      • Spell Resistance, Charisma
        1. Arcane Fluidity III (-15% ASF from armor only)
    Notes that are diff from new (see 1st post edit) version:[*] I don't love the low Strength, but points are needed elsewhere; get a Str item asap, or buy Bull's Str potions in The Marketplace (under the big red central tent). 13 Con is helped via +1 Con from 1 AP in Warchanter core 1.

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