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  1. #21
    Community Member Duhboy's Avatar
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    I remember way back when sorcs used to do massive amounts of damage through their spells because of the crit multiplier as well as having the fire and cold lines as one and lightning and acid lines as one. Now the only casters that are worth their salt especially in high reaper are DC casters because you do so little damage in it to were in the end DC is the way to go.

  2. #22
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    The only change necessary is for people to realize they aren't tanks or dps, and to instead play sorcs as heal-supports.

    You just twist consecrate+sacred ground, renewal, and cocoon into EA, and toss CC, some instant kills, and healing in raids and are then relevant. Add a /2 FvS splash for Close Wounds SLA, and have a solid wisdom for healing hands/Mass Frog and you will be interchangeable with any other healer-support like warlock or FvS.
    Last edited by Tilomere; 09-01-2018 at 08:19 PM.

  3. #23
    Community Member cave_diver's Avatar
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    Currently happy with my end game sorc but I play a strictly DC focused in EA high skulls. I love the faster casting time and and spell point pool.


    But that said I can understand for those that want to play nukers at end game, completely pointless at the moment.
    Main toons: IronThatcher (Melee Ranger), Mehhh (DC Sorc)...pion of HS...zug zug
    Quote Originally Posted by Tesrali View Post
    Go munt your grandma while wearing my freeway mitt!

  4. #24
    Community Member Tahlee's Avatar
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    Default -Make Nuking in High Reaper a possibility :)

    Quote Originally Posted by cave_diver View Post
    Currently happy with my end game sorc but I play a strictly DC focused in EA high skulls. I love the faster casting time and and spell point pool.


    But that said I can understand for those that want to play nukers at end game, completely pointless at the moment.
    "How does SGS think sorcerers should be played? Look at the 4 elemental trees for the sorcerer and how literally everything in this tree screams DPS." I agree with the OP that this is the case and whilst a DC casting /support role is perfectly feasible It doesn't match what I feel sorcerers are about.

    The main hurdle seems to be how to make Nuking in High Reaper possible/comparable to other DPS without being ridiculous out of that area. Having Dots like Niacs and Eladrin on the same cool down as Arcane Pulse and using the reaper caster tree to reduce the impact of damage reduction through the use of spell crit multipliers might be a way.

    By all means put long timers on the use of mnemonic pots to limit abuse.
    The Master of .... feat originally gave higher bonuses to caster levels this could be tweaked to help the way spell damage scales into epic.
    perhaps you could add feats like the Otto's Irresistable Power Sentient weapon bonus : "When you activate the epic feats Arcane Insight or Wellspring of Power your Spell Point Cost for all spells is reduced to 0 for 10 seconds. " to help mitigate the large cost of blowing things up in a sustainable way.
    I have always felt Sorcs met the archtype of the Nuker it would be nice if they could DPS doing this in a more sucessful way in Reaper without being OP elsewhere.

    Yours Truly,
    Tahlee

  5. #25
    Community Member cave_diver's Avatar
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    Quote Originally Posted by Tahlee View Post
    "How does SGS think sorcerers should be played? Look at the 4 elemental trees for the sorcerer and how literally everything in this tree screams DP
    I agree with you 100% on this. I play my sorc like a wizard which really and have 0 DPS....really not the theme behind a sorc.
    Main toons: IronThatcher (Melee Ranger), Mehhh (DC Sorc)...pion of HS...zug zug
    Quote Originally Posted by Tesrali View Post
    Go munt your grandma while wearing my freeway mitt!

  6. #26
    Community Member Peter_Principle's Avatar
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    If melee and ranged builds typically do useful amounts of damage in Reaper difficulties and caster DPS builds do not do a useful amount of damage, wouldn't the simplest solution be to just turn down the damage nerf for spell casters in Reaper difficulties so the three are on par?
    FYI, when I summon an earth elemental, it's not a "he," it's a "she." And her name is Pebbles.

  7. #27
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    Quote Originally Posted by Peter_Principle View Post
    If melee and ranged builds typically do useful amounts of damage in Reaper difficulties and caster DPS builds do not do a useful amount of damage, wouldn't the simplest solution be to just turn down the damage nerf for spell casters in Reaper difficulties so the three are on par?
    Which is precisely why SSG won't do it

  8. #28
    Community Member janave's Avatar
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    Default Gear will be tricky

    Looking forward to Sorcerer gear when the class gets an update. I am curious, since both Wizard and Warlock now scales bonuses better than Sorcs for spell damage.

    Unless items come with UMD:300 or be a Sorcerer :P

  9. #29
    Community Member HuneyMunster's Avatar
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    During the cloaks preview severlin talked about giving sorcerers warlocks 50% spell crit multipliers. Though this would make little difference for dps in higher skulls even with all the damage metas and 1k spell spell power and 85% crit damage with lgs item would still not be competitive. Even with 7k spell point I ran low often in high reaper and don't want that buggy mess that fvs got for spell points that require a re-log every time you die to get them back (same with their hp feat).

  10. #30
    Community Member Zeklijan's Avatar
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    There's many ways SSG can go with this, if they don't plan to make magical DPS any better soon, at least we should get a DC caster related tree. That would put the sorcerer at 6 trees but I have to say that honestly, Elemental trees could be merged 2 in 1 and it wouldnt hurt anyone or anything without breaking the game balance. It would offer more options without actually increasing the damage directly. Items already are paired electricity/ice and fire/acid anyway. It wouldn't make a huge difference

  11. #31
    Community Member Zeklijan's Avatar
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    Made significant changes to the main thread, but not in this one because I needed to change the title to be more inclusive.

    you can find it here https://www.ddo.com/forums/showthrea...91#post6144091
    Sorcerer Pass Discussion and Ideas, found here:
    https://www.ddo.com/forums/showthrea...91#post6144091

  12. #32
    Community Member Singular's Avatar
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    Quote Originally Posted by cave_diver View Post
    Currently happy with my end game sorc but I play a strictly DC focused in EA high skulls. I love the faster casting time and and spell point pool.


    But that said I can understand for those that want to play nukers at end game, completely pointless at the moment.
    Yeah, holy. I just updated my dps sorc to get both of the Ravenloft bonuses, getting its lightning spell power to 1000. In low reaper and EEs, it pours out the dps and does very well. In high reaper, it's nearly useless. I think my sorc adds some 5% damage overall to the melees' kills, lol

  13. #33
    Community Member Singular's Avatar
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    Quote Originally Posted by HuneyMunster View Post
    During the cloaks preview severlin talked about giving sorcerers warlocks 50% spell crit multipliers. Though this would make little difference for dps in higher skulls even with all the damage metas and 1k spell spell power and 85% crit damage with lgs item would still not be competitive. Even with 7k spell point I ran low often in high reaper and don't want that buggy mess that fvs got for spell points that require a re-log every time you die to get them back (same with their hp feat).
    It would be far better if they just decreased the penalty on dps casting in high reaper. What's the point in increasing the crit multiplier? So we can go from doing 25 hp dam with a lightning spell to 100? Yay. In EEs or low reaper, my energy blast can crit for up to 30k (very rarely, usually 8k or so) and in high reaper, the most I've seen is 1k maybe. Usually around 500 hp damage. So the only thing an increase in crits would do is make EEs and maybe low reapers super easy for casters while still leaving us with being useless in high reaper.

    Seriously, they just need to address the damage penalties. No big changes would then be required.

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