Storm Sorcerer: Bowling with the gods

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Bowling With The Gods
a Sorcerer build

Build Explanation:

It's all about gathering enemies from a rather large kill zone, and then carpet bombing them with the big, kill everyone spells while not hitting your allies, for several consecutive rounds.

Key Components:
-Rolling Echo (Voice of Thunder PP encounter power)
-Mark of Storm
-Superior implement Quickbeam staff

How they work together:

It's quite simple, rolling echo, in conjunction with mark of storms allows you to slide then push your opponents into a cluster that is adjacent, but not mixed in with your allies. They can then be AoE'd without fear of hitting an ally.

Thanks to the forceful feature of the quickbeam staff, your rolling echo is able to slide 2 and push 2. This in combination with resounding thunder and the AP feature of the Voice of Thunder PP, you can create a kill zone that is 9x6 large (anything 2+ squares behind the origin can not be brought forward). Arcane reach helps to position the origin on both the first and second instance of rolling echo, in order to get ideal kill zone coverage.

sample positioning

#=opponents
A=Allies
o=origin

XXXXXXXX2
XXX1XXXAX
3XAXXXXXX
XXXXXXXX5
XXXXXXXX
X6XXXXXXX
XAXXXXXXX
XXXXXXXXX
XXXXXXXXX

After Slide2
XXXXXXXXX
XX31XX2AX
XXAXXX5XX
XXX6XXXXX
XXXXXXXX
XXXXXXXXX
XAXXXXXXX
XXXXXXXXX
XXXXXXXXX

After Push2
XXX352XXX
XXX16XXAX
XXAXXXXXX
XXXXXXXXX
XXXXXXXX
XXXXXXXXX
XAXXXXXXX
XXXXXXXXX
XXXXXXXXX


After clustering them up so nicely (ether as the first attack in a first round action point sequence, or as a free attack on the second round (the effect of rolling echo)), you can easily drop an area burst1 on #5 without any worry of hurting your allies, and if that effect includes a prone or slow effect (such as Whirlwind, thunder bomb, thunderstrike or rhythm of disorientation), in combination with another slide2, the opponents will be limited in which targets they can get to and/or attack.


Common Tactics:

This works particularly well early paragon (and only gets better as you level) with a turn 1 rolling echo to start the cluster (ideally positioning as many opponents as possible adjacent to allies that can handle the pressure for a turn (to restrict their movement)), followed by a second round free echo, an AP standard action thunder bomb to slow opponents and followed up with a thundering Gust to push most of the opponents so far away, they won't be able to do anything but move (leave some for your melee's to play with). As you level, the spell options only improve.

Regardless of whether you AP or not, the combination of clustering with a free rolling echo, followed by a slow or prone, plus slide2, will very likely result in your opponents still being positioned for a turn three AoE burst that also won't catch your allies (because they ether had to stand up adjacent to an ally or charge only the allies you want them to (due to prone/slow and your positioning him out of reach of others), and charging requires a direct route, they can't charge to a guys back). This often results in a turn 3 AoE that will catch, at least most of your opponents, if not all again (or it results in a whole lot of lost actions on your opponents part getting out of burst area).

Other Considerations:

It should be noted, due to the reliance on an ally who can take the hits (to hold the cluster in place), the fact rolling echo is a close burst and combined with the very large kill zone, a high initiative is not required, and may actually result in you delaying your action when you roll high, though you don't want to go too far down the initiative list due to your defenses. Thankfully, due to the focus on dex as a secondary stat, you'll likely be at a reasonable spot on the initiative order.

This build also makes a lot of use out of the Drow's cloud of darkness feature, both for turn 1-2 defense and offense, as well as a stagging ground for it's reasonable stealth skill (even better with a barkground that grants it as a class skill). The build generally needs a bit of item support in order to maintain some degree of concealment, to remain hidden once the cloud of darkness drops at the end of round two, but there are a plethora of options for doing just that. Additional defensive options include deep shroud, glacial armour and avatars of chaos, plus the storm soul encounter class feature.

Other then a need for a concealment item and the quickbeam superior implement, the builds item needs are pretty generic, IE improve defense, improve offense, improve stealth.

Builds (CB):

Level11

====== Created Using Wizards of the Coast D&D Character Builder ======
Mad Bowler, level 11
Drow, Sorcerer, Voice of Thunder
Spell Source: Storm Magic
Versatile Expertise: Versatile Expertise (Staff)
Versatile Expertise: Versatile Expertise (Light Blade)
Darkfire: Darkfire Charisma

FINAL ABILITY SCORES
Str 15, Con 14, Dex 19, Int 11, Wis 9, Cha 21.

STARTING ABILITY SCORES
Str 14, Con 13, Dex 14, Int 10, Wis 8, Cha 16.


AC: 23 Fort: 19 Reflex: 21 Will: 24
HP: 76 Surges: 8 Surge Value: 19

TRAINED SKILLS
Arcana +10, Bluff +15, Dungeoneering +9, Intimidate +17, Acrobatics +14

UNTRAINED SKILLS
Diplomacy +10, Endurance +7, Heal +4, History +5, Insight +4, Nature +4, Perception +4, Religion +5, Stealth +13, Streetwise +10, Thievery +11, Athletics +9

FEATS
Level 1: Armor Proficiency (Leather)
Level 2: Staff Expertise (HotFL)
Level 4: Mark of Storm
Level 6: Superior Implement Training (Quickbeam staff)
Level 8: Dual Implement Spellcaster
Level 10: Bardic Dilettante
Level 11: Resounding Thunder

POWERS
Sorcerer at-will 1: Storm Walk
Sorcerer at-will 1: Blazing Starfall
Sorcerer encounter 1: Whirlwind
Sorcerer daily 1: Howling Tempest
Sorcerer utility 2: Deep Shroud
Sorcerer encounter 3: Thundering Gust
Sorcerer daily 5: Glacial Armor
Sorcerer utility 6: Lightning Shift
Sorcerer encounter 7: Thunder Bomb
Sorcerer daily 9: Thunder Leap
Sorcerer utility 10: Maiden's Waking

====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Items Level 11 = 32,000

Lvl11 ShadowDancer's Gloves 9,000
Lvl9 ShadowDancers Cloak +2 4,200
Lvl8 Quickbeam Staff of Ruin 3,400
Lvl8 Harsh Songblade Dagger +2 3,400
Lvl7 Veteran's Armour +2 2,600
Lvl7 Boots of the Fencing Master 2,600
Lvl6 Stalwart Belt 1,800
Lvl6 Savage mask 1,800
Lvl3 Executioners Bracers 680
Lvl3 Sibery's Shard of the Mage 680x2 1360

Total 30,840

Level 21
====== Created Using Wizards of the Coast D&D Character Builder ======
Mad Bowler, level 21
Drow, Sorcerer, Voice of Thunder, Eternal Seeker
Spell Source: Storm Magic
Versatile Expertise: Versatile Expertise (Staff)
Versatile Expertise: Versatile Expertise (Light Blade)
Arcane Admixture Damage Type: Arcane Admixture Thunder
Arcane Implement Proficiency: Arcane Implement Proficiency (Staff)
Darkfire: Darkfire Charisma
Arcane Admixture Power: Blazing Starfall

FINAL ABILITY SCORES
Str 16, Con 15, Dex 22, Int 12, Wis 10, Cha 24.

STARTING ABILITY SCORES
Str 14, Con 13, Dex 14, Int 10, Wis 8, Cha 16.


AC: 32 Fort: 27 Reflex: 33 Will: 34
HP: 127 Surges: 8 Surge Value: 31

TRAINED SKILLS
Arcana +16, Bluff +22, Dungeoneering +15, Intimidate +24, Acrobatics +21

UNTRAINED SKILLS
Diplomacy +17, Endurance +12, Heal +10, History +11, Insight +10, Nature +10, Perception +10, Religion +11, Stealth +22, Streetwise +17, Thievery +16, Athletics +13

FEATS
Level 1: Armor Proficiency (Leather)
Level 2: Staff Expertise (HotFL)
Level 4: Mark of Storm
Level 6: Superior Implement Training (Quickbeam staff)
Level 8: Dual Implement Spellcaster
Level 10: Bardic Dilettante
Level 11: Resounding Thunder
Level 12: Arcane Reach
Level 14: Tempest Magic
Level 16: Arcane Admixture
Level 18: War Wizardry
Level 20: Improved Defenses (HotFL)
Level 21: Sorcerer Implement Expertise

POWERS
Sorcerer at-will 1: Storm Walk
Sorcerer at-will 1: Blazing Starfall
Sorcerer encounter 1: Whirlwind
Sorcerer daily 1: Howling Tempest
Sorcerer utility 2: Deep Shroud
Sorcerer encounter 3: Thundering Gust
Sorcerer daily 5: Glacial Armor
Sorcerer utility 6: Lightning Shift
Sorcerer encounter 7: Thunder Bomb
Sorcerer daily 9: Thunder Leap
Sorcerer utility 10: Maiden's Waking
Sorcerer encounter 13: Primordial Storm (replaces Whirlwind)
Sorcerer daily 15: Lightning Daggers (replaces Howling Tempest)
Sorcerer utility 16: Avatars of Chaos
Sorcerer encounter 17: Thunderstroke (replaces Primordial Storm)
Sorcerer daily 19: Prismatic Explosion (replaces Glacial Armor)


====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Items Level 21=800,000

Lvl21 Baldric of Valour 225,000
Lvl19 Snakeskin Armour of Dark Deeds +4 105,000
Lvl18 Quickbeam Staff of Ruin +4 85,000
Lvl18 Serpentine bracers 85,000
Lvl17 Harmonic Songblade +4 65,000
Lvl17 Piwafwi +4 65,000
Lvl16 Chameleon Ring 45,000
Lvl15 Ring of the Dragonborn Emperor 25,000
Lvl14 Helm of Able Defense 21,000
Lvl14 Gauntlets of Blood 21,000
Lvl13 Sibery's Shard of the Mage 17,000
Lvl12 Stone of Storms 13,000
Lvl11 Dice of Auspicious Fortune 9,000
Lvl11 Boots of Dancing 9,000

Total 790,000

Level30
====== Created Using Wizards of the Coast D&D Character Builder ======
Mad Bowler, level 30
Drow, Sorcerer, Voice of Thunder, Eternal Seeker
Spell Source: Storm Magic
Versatile Expertise: Versatile Expertise (Staff)
Versatile Expertise: Versatile Expertise (Light Blade)
Arcane Admixture Damage Type: Arcane Admixture Thunder
Arcane Implement Proficiency: Arcane Implement Proficiency (Staff)
Arcane Admixture II: Arcane Admixture Thunder II
Seeking Destiny: Keeper's Prescience
Darkfire: Darkfire Charisma
Arcane Admixture Power: Blazing Starfall
Quickened Spellcasting: Blazing Starfall
Arcane Admixture II: Prismatic Explosion
Trusted Spellcasting: Rolling Echo

FINAL ABILITY SCORES
Str 16, Con 15, Dex 24, Int 12, Wis 10, Cha 26.

STARTING ABILITY SCORES
Str 14, Con 13, Dex 14, Int 10, Wis 8, Cha 16.


AC: 41 Fort: 36 Reflex: 44 Will: 44
HP: 172 Surges: 8 Surge Value: 43

TRAINED SKILLS
Arcana +21, Bluff +28, Dungeoneering +20, Intimidate +30, Acrobatics +27

UNTRAINED SKILLS
Diplomacy +23, Endurance +17, Heal +15, History +16, Insight +15, Nature +15, Perception +15, Religion +16, Stealth +36, Streetwise +23, Thievery +22, Athletics +18

FEATS
Level 1: Armor Proficiency (Leather)
Level 2: Staff Expertise (HotFL)
Level 4: Mark of Storm
Level 6: Superior Implement Training (Quickbeam staff)
Level 8: Dual Implement Spellcaster
Level 10: Bardic Dilettante
Level 11: Resounding Thunder
Level 12: Arcane Reach
Level 14: Tempest Magic
Level 16: Arcane Admixture
Level 18: War Wizardry (Retrained at 23 for Echo's of Thunder)
Level 20: Improved Defenses (HotFL)
Level 21: Sorcerer Implement Expertise
Level 22: Sorcerous Flux
Level 23 Retraining: Echo's of thunder (Replaces War Wizardry)
Level 24: Quickened Spellcasting
Level 26: Arcane Admixture II
Level 28: Fury of the Storm
Level 30: Trusted Spellcasting (Rolling Echo)

POWERS
Seeker's Lore: Rune of the Hero's Resolve
Sorcerer at-will 1: Blazing Starfall
Sorcerer at-will 1: Storm Walk
Sorcerer encounter 1: Whirlwind
Sorcerer daily 1: Howling Tempest
Sorcerer utility 2: Deep Shroud
Sorcerer encounter 3: Thundering Gust
Sorcerer daily 5: Glacial Armor
Sorcerer utility 6: Lightning Shift
Sorcerer encounter 7: Thunder Bomb
Sorcerer daily 9: Thunder Leap
Sorcerer utility 10: Maiden's Waking
Sorcerer encounter 13: Primordial Storm (replaces Whirlwind)
Sorcerer daily 15: Lightning Daggers (replaces Howling Tempest)
Sorcerer utility 16: Avatars of Chaos
Sorcerer encounter 17: Thunderstroke (replaces Primordial Storm)
Sorcerer daily 19: Prismatic Explosion (replaces Glacial Armor)
Sorcerer utility 22: Dominant Winds
Sorcerer encounter 23: Rhythm of Disorientation (replaces Primordial Storm)
Sorcerer daily 25: Wrathful Vapors (replaces Lightning Daggers)
Sorcerer encounter 27: Thunder Pulse (replaces Thundering Gust)
Sorcerer daily 29: Perfect Front (replaces Thunder Leap)

====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Items Level 30=14,625,000

lvl29 Ring of Free Time 2,625,000
Lvl28 Quickbeam Staff of Ruin 2,125,000
Lvl28 ShadowFlow Armour 2,125,000
Lvl27 Shadow Band 1,625,000
Lvl27 Piwafwi 1,625,000
Lvl27 Harmonic Songblade 1,625,000
Lvl26 Solitaire (Violet) 1,125,000
Lvl24 Gauntlets of Blood 525,000
Lvl23 Sibery's Shard of the Mage (epic) 425,000
Lvl21 baldric of valour 225,000
Lvl18 Boots or Quickness 85,000
Lvl18 Serpentine Bracers 85,000
Lvl14 helm of Able Defense 21,000
Lvl12 Stone of Storms 13,000
Lvl11 Dice of Auspicious Fortune 9,000

Total: 14,263,000


Breakdown of Attack Bonus's (+32)
+8 Charisma
+15 Half Level
+6 Enhancement
+3 feat (versatile)

Breakdown of Damage (for thunder powers +51)
+8 Charisma
+6 Enhancement
+6 Off hand enhancement
+11 Storm Power
+3 feat (tempest Magic) (thunder/lightning only)
+2 Booming Words (PP) (thunder only)
+4 Superior implement-Quickbeam Staff (thunder only)
+5 Shard
+6 item (staff of Ruin)

Conditional:
+3 if i'm Bloodied
+6 if target is bloodied
+1D8 While Hidden from target

Crit = +60 damage (6D10 maximized (Fury of the Storm)


Sample encounter sequences:

Lvl11 basic sequence

+9 Initiative (May require delaying until battlefield sets into more ideal arangment)

Turn 1:

Move: into ideal Close Blast position (If required)
Minor: Cloud of Darkness (drow)

Standard Action: Rolling Echo- +15 vs Fort (with CA from Darkness) Close burst3 (2 naturally +1 resounding thunder)

- 2D6+1D6+21 (slide Targets 2 squares (1 from Mark of Storm, increased by 1 via Quickbeam Staff forceful traint) then pushed by 2 (1 from Rolling Echo +1 Via quickbeam Staff) into a cluster)

Average 31.5 Damage/Target Hit.

Turn 2

Free Action: Rolling Echo- +15 vs Fort (with CA from Darkness) Close burst3 (2 naturally +1 Resounding thunder )

- 2D6+1D6+21 (slide Targets 2 squares (1 from Mark of Storm, increased by 1 via Quickbeam Staff forceful traint) then pushed by 2 (1 from Rolling Echo +1 Via quickbeam Staff) into a cluster)

Average 31.5 Damage/Target Hit.

Standard Action: Thunder Bomb- +15 vs Fort (With CA)Area Burst2 (1 Natural +1 from Resounding Thunder) within 10.

-2D8+1D6+21 (slide targets 2 squares then slow (origin Target is Immobalized)).

Average 33.5 Damage/Target hit.

Move Action: Use stealth skill while in Cloud of Darknes to remain hiden after it ends in order to maintain defenses and get CA advantage next round

Potential Average damage (not including crits) is 96.5 Damage/target to all targets in the 7x5 kill zone. Additionally, most melee opponents in the combo will be slowed and 3+ squares away, certainly limiting the targets they can charge, leaving them open to another burst next turn and potentially denying them an action for the turn.

Adding in a couple dailies, such as deep shroud + thunder leap in place of thunder bomb would add a potential 24.5 damage for a total 121 Damage/target.

Note: Highest HP on a L11 Standard Monster: 144 (Bulezau)

Lvl11 Encounter Nova

+9 Initiative (May require delaying until battlefield sets into more ideal arangment)

Turn 1:

Move: into ideal Close Blast position (If required) (This becomes easier with Arcane reach at lvl12)
Minor: Cloud of Darkness (drow)

Action Point: If power used using Action point is a close thunder attack, Increase Burst area by 1 or blast area by 2. +1 Item bonus to Attack/Defense until end of next turn (veteran's armour)

Standard Action (Action Point): Rolling Echo- +16 vs Fort (with CA) Close burst4 (2 naturally +1 resounding thunder +1 voice of thunder)

- 2D6+1D6+21 (slide Targets 2 squares (1 from Mark of Storm, increased by 1 via Quickbeam Staff forceful traint) then pushed by 2 (1 from Rolling Echo +1 Via quickbeam Staff) into a cluster)

Average 31.5 Damage/Target Hit.

Standard Action: Thunder Bomb- +16 vs Fort (With CA)Area Burst2 (1 Natural +1 from Resounding Thunder) within 10.

-2D8+1D6+21 (slide targets 2 squares then slow (origin Target is Immobalized)).

Average 33.5 Damage/Target hit.

Turn 2

Free Action: Rolling Echo- +16 vs Fort (with CA) Close burst3 (2 naturally +1 Resounding thunder)

- 2D6+1D6+21 (slide Targets 2 squares then pushed by 2 into a cluster)

Average 31.5 Damage/Target Hit.

Move Action (if required): Use stealth skill with item granting concealment to sneak into blast position and maintain CA  (Arcane reach will change this at level 12). If movement isn't required to get into party friendly blast position, the move action is performed at the end of the turn, maintaining CA for turn 3

Standard Action: Thundering Gust- +16 vs Fort (With CA)Close blast 4 (3 Natural +1 from Resounding Thunder).

-1D10+1D6+21 (slide targets 2 squares then slide another 1+Dex mod(4)).

Average 29 Damage/Target hit.

Potential Average damage is 125.5 Damage/target to all targets in the 9x6 kill zone. Additionally, most melee opponents in the combo will be 7+ squares away, limiting who they can charge and possibly leaving them open to another burst next turn.


Lvl30 basic Sequence

+22 Initiative (May require delaying until battlefield sets into more ideal arangment)

Turn 1:

Free Action: Roll Spare D20 (keepers prescience (seeking Destiny))
Move: into ideal Close Blast position (If required)
Minor: Cloud of Darkness (drow)

Standard Action: Rolling Echo- +34 vs Fort (with CA from Darkness) Close burst3 (2 naturally +1 resounding thunder) within 2 (arcane reach)

- 2D6+1D8+51 (slide Targets 2 squares (1 from Mark of Storm, increased by 1 via Quickbeam Staff forceful traint) then pushed by 2 (1 from Rolling Echo +1 Via quickbeam Staff) into a cluster)

Average 62.5 Damage/Target Hit.

Turn 2

Free Action: Roll Spare D20 (keepers prescience (seeking Destiny))

Free Action: Rolling Echo- +34 vs Fort (with CA from Darkness) Close burst3 (2 naturally +1 resounding thunder) within 2 (arcane reach).

- 2D6+1D8+54 (slide Targets 2 squares (1 from Mark of Storm, increased by 1 via Quickbeam Staff forceful traint) then pushed by 2 (1 from Rolling Echo +1 Via quickbeam Staff) into a cluster)

Average 65.5Damage/Target Hit. (+6 Damage to Any Bloodied Targets)

Standard Action: Thunder Bomb- +34 vs Fort (With CA)Area Burst2 (1 Natural +1 from Resounding Thunder) within 10.

-2D8+1D8+54 (slide targets 2 squares + slow (origin Target is Immobalized)).

Average 67.5Damage/Target hit. (+6 Damage to Any Bloodied Targets)

Minor Action: Quickened Blazing Starfall- +34 vs Reflex (With CA) Area Burst2 (1 natural +1 Resounding Thunder) within 10

-2D4+1D8+54 (slide targets 2 squares)

Average 63.5 Damage/Target hit. (+6 Damage to Any Bloodied Targets)

Move Action: Use stealth skill (+36) while in Cloud of Darknes to remain hiden after it ends in order to maintain defenses and get CA advantage next round

Potential Average damage (not including crits/Bloodied target bonus) is 259 Damage/target to all targets in the 7x5 kill zone. Additionally, all/most melee opponents in the combo will be slowed and 4+ squares away, potentially denying them an action for the turn, and certainly limiting the targets they can charge, leaving them open to another burst next turn.

Alternatively, you can start adding in dailies when you don't have an action point to spend, for example, using Wrathful Vapors instead of thunder bomb, against just four targets, will result in 198 additional damage, for a total of 457 Damage/target (but no slow) (even more as you add more targets). If you instead used Rune of the Hero's Resolve and ether Rhythm of Disorientation or thunder pulse, you'll be adding ether 62 damage + prone + free MBA for allies (for a total of 321Damage/target),  or 69 damage + prone + pushed a massive distance (For a total of 328damage/target).

Note: Highest HP on a L30 Standard Monster: 339 (Giant Squid)

Lvl30 encounter nova

+22 Initiative (May require delaying until battlefield sets into more ideal arrangement)

Turn 1:

Free Action: Roll Spare D20 (keepers prescience (seeking Destiny))
Move: into ideal Close Blast position (If required)
Minor: Cloud of Darkness (drow)

Action Point (if the increased burst size is required, if not, hold off the AP till after first attack in case a crit occurs to trigger Solitaire): Grant additional standard action next turn. If power used using Action point is A close thunder attack, Increase Burst area by 1 or blast area by 2. +3 to Saves/+1 Attack/+1 Defenses (Baldric of Valor)

Standard Action (from Action point): Rolling Echo- +35 vs Fort (with CA from Darkness and +1 From Baldric) Close burst4 (2 naturally +1 Resounding thunder +1 AP feature) within 2 (arcane reach)

- 2D6+1D8+51 (slide Targets 2 squares (1 from Mark of Storm, increased by 1 via Quickbeam Staff forceful traint) then pushed by 2 (1 from Rolling Echo +1 Via quickbeam Staff) into a cluster)

Average 62.5 Damage/Target Hit.

Standard Action (normal): Rhythm of Distortion- +35 vs will (with CA) Area Burst3 (2 natural +1 Resounding Thunder) within 10

1D6+1D8+54 (Knock prone, Grant Adjacent Allies Melee basic Attack and Slide2 (Mark Of Storm + Staff)

Average 62 Damage/Target hit. (+6 Damage to Any Bloodied Targets)


Turn 2

Free Action: Roll Spare D20 (keepers prescience (seeking Destiny))

Free Action: Rolling Echo- +35 vs Fort (with CA from Darkness)Close burst3 (2 naturally +1 Resounding thunder) within 2 (arcane reach).

- 2D6+1D8+54 (slide Targets 2 squares (1 from Mark of Storm, increased by 1 via Quickbeam Staff forceful traint) then pushed by 2 (1 from Rolling Echo +1 Via quickbeam Staff) into a cluster)

Average 65.5Damage/Target Hit. (+6 Damage to Any Bloodied Targets)

Standard Action (normal Standard): Thunder Bomb- +35 vs Fort (With CA)Area Burst2 (1 Natural +1 from Resounding Thunder) within 10.

-2D8+1D8+54 (slide targets 2 squares + slow (origin Target is Immobilized).

Average 67.5Damage/Target hit. (+6 Damage to Any Bloodied Targets)

Minor Action: Quickened Blazing Starfall- +35 vs Reflex (With CA) Area Burst2 (1 natural +1 Resounding Thunder) within 10

-2D4+1D8+54 (slide targets 2 squares)

Average 63.5 Damage/Target hit. (+6 Damage to Any Bloodied Targets)

Standard Action (Free due to eternal action): Thunder Pulse- +35 vs Fort (with CA)Close burst4

-3D6+1D8+54 (slide targets 2 squares, Push 9 Squares and Knock prone (choose not to push all targets, leave 1-2 for melee allies) those pushed are out of melee/charge range due to slow+prone. Actions lost.)

Average 69 Damage/Target hit. (+6 Damage to Any Bloodied Targets)

Move Action: Use stealth skill (+36) while in Cloud of Darkness to remain hidden after it ends in order to maintain defenses and get CA advantage next round

Potential Average damage (not including crits/Bloodied target bonus) is 387 Damage/target (+ a free MBA for all your melee allies). Additionally, all/most melee opponents in the combo lose an action at the end of the combo due to being prone, slowed and 11+ squares away (and will likely also need to charge the following round (thus potentially reducing their effectiveness even further)). Just make sure to leave your own melees some survivors to beat on.

Lvl30 daily combo

+22 Initiative (May require delaying until battlefield sets into more ideal arrangement)

Turn 1:

Free Action: Roll Spare D20 (keepers prescience (seeking Destiny))
Move: into ideal Close Blast position (If required) and adjacent to an ally
Minor: Cloud of Darkness (drow)
Free Action: Ring of Free Time
Minor (from ring): Perfect Front

Action Point (if the increased burst size is required, if not, hold off the AP till after first attack in case a crit occurs to trigger Solitaire): Grant additional standard action next turn. If power used using Action point is A close thunder attack, Increase Burst area by 1 or blast area by 2. +3 to Saves/+1 Attack/+1 Defenses (Baldric of Valor)

Standard Action (from Action point): Rolling Echo- +35 vs Fort (with CA from Darkness and +1 From Baldric and reroll (perfect Front))Close burst4 (2 naturally +1 rolling thunder +1 AP feature) within 2 (arcane reach)

- 2D6+1D8+51 (slide Targets 2 squares (1 from Mark of Storm, increased by 1 via Quickbeam Staff forceful trait) then pushed by 2 (1 from Rolling Echo +1 Via quickbeam Staff) into a cluster)

Average 62.5 Damage/Target Hit.

Standard Action (normal): Rhythm of Distortion- +35 vs will (with CA and +1 From baldric  and reroll (perfect Front)) Area Burst3 (2 natural +1 Resounding Thunder) within 10

-1D6+1D8+54 (Knock prone, Grant Adjacent Allies Melee basic Attack and Slide2 (Mark Of Storm + Staff)

Average 62 Damage/Target hit. (+6 Damage to Any Bloodied Targets)


Turn 2

Free Action: Roll Spare D20 (keepers prescience (seeking Destiny))

Free Action: Rolling Echo- +35 vs Fort (with CA from Darkness and +1 From baldric)Close burst3 (2 naturally +1 rolling thunder) within 2 (arcane reach). (Should Get most/all the same targets, due to Prone + Adjacent Allies)

- 2D6+1D8+54 (slide Targets 2 squares (1 from Mark of Storm, increased by 1 via Quickbeam Staff forceful traint) then pushed by 2 (1 from Rolling Echo +1 Via quickbeam Staff) into a cluster)

Average 65.5Damage/Target Hit. (+6 Damage to Any Bloodied Targets)

Move: Adjacent To ally but still within Cloud of Darkness (if required. See Condition**)

Standard Action (normal Standard): Wrathful Vapors- +35 vs Reflex (With CA and +1 From baldric  and reroll (perfect Front))Area Burst3 (2 Natural +1 from Resounding Thunder) within 20.

-3D6+1D8+54 (Adjacent Opponents Take 2D6+1D8+54)

Average 69Damage/Target hit on initial hit. (+6 Damage to Any Bloodied Targets) (+ secondary hits average 65.5damage (+6 Damage to Any Bloodied Targets)... This results in an added +131/target assuming 3 Targets, 196.5/target assuming 4 or 5 Targets (5th Target will take an additional 65.5), 6 targets results in 4 taking 196.5/target and 2 taking 327.5/target, 7 targets results in 2 taking 196.5, 4 taking 263 and 1 taking 394) Assuming 4 Targets, average =265.5Damage/Target

Minor Action: Rune of Hero's Resolve

Standard Action (from Rune of Hero's Resolve): Prismatic Explosion- +35 vs reflex (With CA and +1 From baldric  and reroll (perfect Front)) Area burst 2 (1 natural +1 Resounding Thunder) within 10

-3D12+1D8+54 (Radom Additional effect)

Average 78Damage/Target (+6 Damage to Any Bloodied Targets)

Standard Action (Free due to eternal action): Thunder Pulse- +35 vs Fort (with CA)Close burst4

-3D6+1D8+54 (slide targets 2 squares, Push 9 Squares and Knock prone (choose not to push all targets, leave 1-2 for melee allies) those pushed are out of melee/charge range due to slow+prone. Actions lost.)

Average 69 Damage/Target hit. (+6 Damage to Any Bloodied Targets)



**Conditional (any 1st round Crit, Second round rolling Echo Crit, milestone Achieved or ally ending their turn within the cloud of darkness will result in being able to take the bellow minor Action)

Minor/Move Action: Quickened Blazing Starfall- +35 vs Reflex (With CA) Area Burst2 (1 natural +1 Resounding Thunder) within 10

-2D4+1D8+54 (slide targets 2 squares)

Average 63.5 Damage/Target hit. (+6 Damage to Any Bloodied Targets)

Potential Average damage (not including crits/Bloodied target bonus) is 602.5Damage/target (+ a free MBA for all your melee allies) (666Damage/target if additional Second round minor can be taken). Additionally, all/most melee opponents in the combo lose an action at the end of the combo due to being prone, slowed and 11+ squares away (and will likely also need to charge the following round (thus potentially reducing their effectiveness even further)). Just make sure to leave your own melees some survivors to beat on.

That shown, it seems rather excessive to me and so, I'd rather keep my wrathful vapors for a combat I don't have an AP for. Likewise, Rune of hero's Resolve works best on a combat with no AP's. Ether of these two options can allow this build to put out about 300damage/target during the first two rounds even in combats where AP's aren't spent. meaning this character can maintain a potential 320damage+ to all targets during the first 2 rounds of combat every combat for the first 5 encounters (7 if his turn 1 rolling echo triggers the solitaire). Wiping out most standard monsters and bloodying and incapacitating most elites


I know I come off as Hostile and abrasive. It is not my intention to do so, I am just a very emotionally driven individual. I apologize if I come off as such to you and ask that you please don't take it personally, as I can assure you, it is not intended as such. ---------------------------------------------------------
duel colour
You are Red/Blue!
You are Red/Blue!
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
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D&D Home Page - What Monster Are You? - D&D Compendium

Storm Sorcerer: Bowling with the gods
There are some things here that I really like a lot. I don't think it's quite at a place where most people would want to pick it up and run with it in live, 1-30 campaigns, LFR, etc, but I don't think you're far off, either.

Here are some comments, suggestions, etc, numbered to help keep me organized:

1. One of the most simple things you could do to make this more of a 'straight play' build is simply reorganize the feat progression. Push Unarmored Agility and Versatile Expertise into much earlier slots, for example. Those are some very basic, 'bread-and-butter' feats, so putting those two in with your Superior Implement prof as the first 3 feats taken makes it more campaign friendly.

2. Putting the situation with your defenses into perspective:

If an L30 enemy is +35 to hit vs NADs, they hit your Fort on a '2'-- and only miss a 100% hit chance because nat '1' is an auto miss.

Now... you have Cloud of Darkness marked as a T1 'out', and that is absolutely one of my favorite T1 powers in the game right now, for exactly this purpose. But... here's what the impact of your defenses is on that-- with the -5 to hit you due to Cloud, an L30 bad guy still generally hits your Fort on a '4'.

While you can avoid this somewhat by going (minor) Cloud, (move) shift 1/stealth, this requires that you move after you Cloud, which limits your turn sequence options.

The moral of the story is basically this: I would really recommend considering dropping some feats to make room for Improved Defenses (which will bump all 3 of your NADs by 3 points), and possibly some of the Epic NAD feats.

You may also consider Improved Initiative early, with a retrain into Superior Initiative. This enables you to avoid a lot of attacks with Cloud + Stealth.

Ultimately, addressing these types of things are what will take this from being perceived as a 'theoretical' build vs a 'practical Op' build with a very nice right hook.

3. One of my specific 'loves' with this is the 9 x 5 kill box w/ prone + slide.

To be frank, the potential to wipe out the entire kill box is awesome, no question. But... since it's not 100% reliable (not a knock-- whose is? Dice can kill the best laid plans), the way that I look at this as a likely outcome is... frontline is pushed back a long way + prone, and there are a lot of bloody or dead targets on the grid.

That's a great situation to be able to generate for the good guys!

4. I also love that you have a way to avoid pasting allies with your party unfriendly attacks, rather than banking on War Wizardry. I ****ing hate War Wizardry. That feat causes a lot of headaches. Thank you for planning on making this guy's stuff usable-- and at a reasonably early level, no less.

There are some things here that I really like a lot. I don't think it's quite at a place where most people would want to pick it up and run with it in live, 1-30 campaigns, LFR, etc, but I don't think you're far off, either.

Here are some comments, suggestions, etc, numbered to help keep me organized:

1. One of the most simple things you could do to make this more of a 'straight play' build is simply reorganize the feat progression. Push Unarmored Agility and Versatile Expertise into much earlier slots, for example. Those are some very basic, 'bread-and-butter' feats, so putting those two in with your Superior Implement prof as the first 3 feats taken makes it more campaign friendly.



Yeah, If I was to play this character, I'd be starting it at level 11, so the heroic teir feat order wasn't a big concern for me. As to Versatile expertise, I think the only feat I could honestly trade out to put it any earlier would be ether unarmoured agility (don't like this idea) or tempest Magic (which is a real posibility, very likely in fact). The reason I held of is that, as nice as +1 to hit is, the other feats offer more (with the exception of tempest magic, which I simply missed. I guess I had blinders on).


2. Putting the situation with your defenses into perspective:



Yeah, I acknowledge my defenses as a problem area. Reflex being my biggest concern (given that area attacks ignore concealment and the bulk of ranged attacks (single target or area) are AC (single target, cloud helps), reflex or will.


Now... you have Cloud of Darkness marked as a T1 'out', and that is absolutely one of my favorite T1 powers in the game right now, for exactly this purpose. But... here's what the impact of your defenses is on that-- with the -5 to hit you due to Cloud, an L30 bad guy still generally hits your Fort on a '4'.

While you can avoid this somewhat by going (minor) Cloud, (move) shift 1/stealth, this requires that you move after you Cloud, which limits your turn sequence options.



Storm's embrace could theoretically help with this, a crit allows me to move as an effect of the crit. Perhaps a set of fencing master boots would also work (using ring of free time to get a minor action, then using that minor with boots for a shift.)


The moral of the story is basically this: I would really recommend considering dropping some feats to make room for Improved Defenses (which will bump all 3 of your NADs by 3 points), and possibly some of the Epic NAD feats.



I've been questioning the value of Fury of the storm and war wizardry, perhaps those would be an alternative. What feat did you have in mind that grants +3 to all NAD's? (Robust defense is only +2)


You may also consider Improved Initiative early, with a retrain into Superior Initiative. This enables you to avoid a lot of attacks with Cloud + Stealth.



Due to rolling echo being a close burst and Rhythm of Disorientation requiring allies be adjacent, I will generally not want to go first, I feel my initiative at +27 should be sufficient enough to go early enough in the round. Additionally, in my game, enemies tend to start out more spread out then then end up by the end of the round (due to closing in on the group).


3. One of my specific 'loves' with this is the 9 x 5 kill box w/ prone + slide.

To be frank, the potential to wipe out the entire kill box is awesome, no question. But... since it's not 100% reliable (not a knock-- whose is? Dice can kill the best laid plans), the way that I look at this as a likely outcome is... frontline is pushed back a long way + prone, and there are a lot of bloody or dead targets on the grid.



Pre-epic, your (sort of) right. The first round you roll your attack rolls for rolling echo, then determine where your mark of storm will slide everyone to cluster (this can theoretically be closer to someone you missed, Pushed even closer or into a formation that allows for ideal party unfriendly spell use). The second round rolling echo gets the benefit of arcane reach for planting the origin idealy to accomidate for where you clustered people first round (plus their moves). The distance push doesn't come until the end of the second round, and you really don't want to push everyone away anyways or your own melee's will have nothing to do (so a miss isn't that bad on that power). The chances of not getting everyone (or even most targets) is still pretty slim.

Come epic, you get sorcerer's flux at level 22 (to trade a low roll on a must hit target for a high roll on a meh, a miss is ok target (or switching rolls to hopefully match a high roll to a high fort target and a lower roll to hit a low fort target). (level 30 gives you Seeking Destiny: Keeper's Prescience to get a free dice roll at the start of each turn that you can trade for a roll you don't like). Additionally, your second attack on turn 1 (lvl 23's Rhythm of Disorientation) is also party friendly, plus it's burst 3 area is large enough that even if you miss a couple targets with rolling echo, you should still be able to cluster all targets tight enough to all get hit, unless the targets are litterally on opposite edges of the grid, then the Mark's ability to slide on this second attack can help position as desired.

--------------------

My biggest concern with this guy (beyond adding more defenses and more accuracy) is his gear, I'm not very good with picking out gear (and don't have compendium to do theme search's).
I know I come off as Hostile and abrasive. It is not my intention to do so, I am just a very emotionally driven individual. I apologize if I come off as such to you and ask that you please don't take it personally, as I can assure you, it is not intended as such. ---------------------------------------------------------
duel colour
You are Red/Blue!
You are Red/Blue!
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
--------

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D&D Home Page - What Monster Are You? - D&D Compendium

Storm Sorcerer: Bowling with the gods
Edit: Removed level 16 snapshot, as I've made too many changes, it's no longer accurate
I know I come off as Hostile and abrasive. It is not my intention to do so, I am just a very emotionally driven individual. I apologize if I come off as such to you and ask that you please don't take it personally, as I can assure you, it is not intended as such. ---------------------------------------------------------
duel colour
You are Red/Blue!
You are Red/Blue!
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
--------

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D&D Home Page - What Monster Are You? - D&D Compendium

Storm Sorcerer: Bowling with the gods
Going Lyrandar Wind-Rider would give you a +1 to hit and +2 damage with both lightning and thunder powers (rather than Voice of Thunder's +1 to damage on thunder powers only) at the expense of not having any PP powers with those keywords innately.
Wishlist: -Alternate ability bonuses for pre-PHB3 races -Lots more superior implements or an official customization rule -Monk multiclass feat that grants Unarmed Combatant
Going Lyrandar Wind-Rider would give you a +1 to hit and +2 damage with both lightning and thunder powers (rather than Voice of Thunder's +1 to damage on thunder powers only) at the expense of not having any PP powers with those keywords innately.



Voice of thunder actually grants +2 damage (though at 16th level), not +1. As all my encounter powers are thunder, that's the important type for me. Voice of Thunder also provides the key power, rolling echo, without which clustering opponents becomes much more difficult. Getting +1 to hit (and +2 damage on a couple of my dailies) and yet more ways of gaining flight isn't worth losing rolling echo, let alone having an encounter and daily power that benefits from neither my thunder based damage bonus's, from my storm power (they aren't arcane), from my off hand enhancement, nor from my resounding thunder feat (for a total lvl 30 loss of 26 damage and increased area size on my PP encounter and daily).
I know I come off as Hostile and abrasive. It is not my intention to do so, I am just a very emotionally driven individual. I apologize if I come off as such to you and ask that you please don't take it personally, as I can assure you, it is not intended as such. ---------------------------------------------------------
duel colour
You are Red/Blue!
You are Red/Blue!
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
--------

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D&D Home Page - What Monster Are You? - D&D Compendium

Storm Sorcerer: Bowling with the gods
I'm considering sticking with the leather armour, and going with Swordwing armour rather then Starleather. It sacrifices 1 point of AC for 2 points of reflex, with the acknowledgment that attacks that target AC are usually affected by the various concealments, while attacks that ignore concealment are rarely vs AC/Fort and more often against reflex and will. This change (plus adding Robust defenses) will result in a 44 reflex/will, meaning an opponents with +35 vs Nads needs a 9 or higher to hit me with area/close attacks (and will need a 6+ for fort attacks adding total concealment) and +37 vs AC will require an 10 (after Total Concealment/ 7 with concealment).

I'd appreciate peoples opinions of this (also applies to +4 enhancement level armours like snakeskin).

With this in mind, I think I want to keep the Baldric of Valor, the +1 to hit and all defenses with an action point till the end of the next turn are too useful (and I have Deep Shroud, glacial armour and Avatar of chaos as defensive options for combats that aren't expidited by the AP combo).

I'd still appreciate any advice on equipment, particularly on the boots/neck slots and wonderous items, though replacing these would require some other gear to provide an item bonus to stealth and a bonus to reflex (and an item that grants a power bonus to stealth would also be nice if one exists).
I know I come off as Hostile and abrasive. It is not my intention to do so, I am just a very emotionally driven individual. I apologize if I come off as such to you and ask that you please don't take it personally, as I can assure you, it is not intended as such. ---------------------------------------------------------
duel colour
You are Red/Blue!
You are Red/Blue!
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
--------

6.jpg
D&D Home Page - What Monster Are You? - D&D Compendium

Storm Sorcerer: Bowling with the gods
reworked the first post to better reflect common build formating (lvl11/21 snapshots) and some changes made due to suggestions, examining other builds and/or re-examining the build from lower level perspective.
I know I come off as Hostile and abrasive. It is not my intention to do so, I am just a very emotionally driven individual. I apologize if I come off as such to you and ask that you please don't take it personally, as I can assure you, it is not intended as such. ---------------------------------------------------------
duel colour
You are Red/Blue!
You are Red/Blue!
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
--------

6.jpg
D&D Home Page - What Monster Are You? - D&D Compendium

Storm Sorcerer: Bowling with the gods
Additional Reformating, plus added encounter sequences for lvl11.
I know I come off as Hostile and abrasive. It is not my intention to do so, I am just a very emotionally driven individual. I apologize if I come off as such to you and ask that you please don't take it personally, as I can assure you, it is not intended as such. ---------------------------------------------------------
duel colour
You are Red/Blue!
You are Red/Blue!
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
--------

6.jpg
D&D Home Page - What Monster Are You? - D&D Compendium

Storm Sorcerer: Bowling with the gods
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