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Flag anomalousman March 20, 2009 4:38 AM PDT
This is an attempt to build a solid, multiple-attacking chaos sorcerer. Sorcerer do tons of damage with only a few key feats, but they're fragile. Particularly since they seem to like getting up close and personal. The feats for both variants are extremely tight, so only the methods that worked best in testing have survived in these builds.

The chaos sorcerer stays back initially, and then steps forward when it's safe. At range or close up, he/she gets great mileage out of chaos bolt and its tendency to jump around. Wild spellfury triggers each time it jumps. His at-wills are very powerful due to feat support, so they are used primarily. Dailies and encounters are more situational, or used for debuffs/disruption.

Chaos Sorcerer Daggermaster Show
Chaos Sorcerer / Daggermaster / Demigod

Chaos Sorcerer, L1 Show

Race: Halfling
Class: Sorcerer
Spell Source: Chaos Magic

Ability Scores, with racial adjustments:
Str 12 (+1)
Con 12 (+1)
Dex 18 (+4)
Int 10 (+0)
Wis 8 (-1)
Cha 18 (+4)

HP: 24; Bloodied: 12; Surges: 7 (6 HP)
AC/Fort/Ref/Will: 16/11/14/16
Initiative: +4; Speed: 6

Chaos Bolt: +4 vs. Will, 1d10+8

At-will Powers: Chaos Bolt, Burning Spray
Encounter Powers: Second Chance, Bedeviling Burst
Daily Powers: Dazzling Ray

Skills: Arcana (+5), Bluff (+9), Intimidate (+9), Diplomacy (+9)
Feats: Armour Proficiency (Leather)

Gear: dagger, leather armour, standard adventurer's kit, 84 gp


Levels 2-10 Show

L2. +5 HP, +1 to all level-dependent abilities, new feat: Implement Expertise (daggers), new utility power: Focused Chaos

L3. +5 HP, new encounter power: Ice Dragon's Teeth

L4. +5 HP, +1 to all level-dependent abilities, +1 Dex (19), +1 Cha (19), new feat: Toughness

L5. +5 HP, new daily power: Thunder Leap

L6. +10 HP, +1 to all level-dependent abilities, new feat: White Lotus Riposte, new utility power: Swift Escape, replace Burning Spray with Acid Orb

L7. +5 HP, new encounter power: Thunder Bomb

L8. +5 HP, +1 to all level-dependent abilities, +1 Dex (20), +1 Cha (20), new feat: Sneak of Shadows

L9. +5 HP, new daily power: Howling Hurricane

L10. +5 HP, +1 to all level-dependent abilities, new feat: Sorcerous Blade Channeling, new utility power: Narrow Escape


Chaos Sorcerer, L11 Show

Race: Halfling
Class: Sorcerer
Spell Source: Chaos Magic
Paragon Path: Daggermaster

Ability Scores, with racial adjustments:
Str 13 (+1)
Con 13 (+1)
Dex 21 (+5)
Int 11 (+0)
Wis 9 (-1)
Cha 21 (+5)

HP: 85; Bloodied: 42; Surges: 7 (21 HP)
AC/Fort/Ref/Will: 26/19/23/24
Initiative: +10; Speed: 6

Chaos Bolt (melee): +15 vs. Will, 1d10+17 [if attacked: 5 psychic damage and immediate Reaction to repeat]
Chaos Bolt, Critical: 27+6d10 [if attacked: 5 psychic damage and immediate Reaction to repeat]

At-will Powers: Chaos Bolt, Acid Orb
Encounter Powers: Second Chance, Bedeviling Burst, Critical Opportunity, Ice Dragon's Teeth, Thunder Bomb
Daily Powers: Dazzling Ray, Thunder Leap, Howling Hurricane
Utility Powers: Focused Chaos,Swift Escape, Narrow Escape

Skills: Arcana (+10), Bluff (+15), Intimidate (+15), Diplomacy (+15), Thievery (+17)
Feats: Sneak of Shadows, White Lotus Riposte, Toughness, Implement Expertise, Sorcerous blade channeling, Armour Proficiency (Leather), White Lotus Master Riposte

Gear:
+3 bloodiron dagger
+1 mage's parrying dagger
+3 shadowflow drowmesh armor
+2 cloak of resistance
Belt of vim +1
Boots of the fencing master
Headband of intellect
Iron armbands of power +2
Standard adventurer's kit


Levels 12-20 Show

L12. +5 HP, +1 to all level-dependent abilities, new feat: Wild Spellfury, new utility power: Meditation of the Blade

L13. +5 HP, new encounter power: Mind Hammer (replaces Bedeviling Burst)

L14. +5 HP, +1 to all level-dependent abilities, +1 Dex (22), +1 Cha (22), new feat: Weapon Focus (light blades)

L15. +5 HP, new daily power: Hostility Charm (replaces Dazzling Ray)

L16. +5 HP, +1 to all level-dependent abilities, new feat: Dual Implement Spellcaster, new utility power: Avatars Of Chaos

L17. +5 HP, new encounter power: Thunder Summons (replaces Ice Dragon's Teeth)

L18. +5 HP, +1 to all level-dependent abilities, +1 Dex (23), +1 Cha (23), new feat: Two-Weapon Fighting

L19. +5 HP, new daily power: Prismatic Explosion (replaces Howling Hurricane)

L20. +5 HP, +1 to all level-dependent abilities, new feat: Two-Weapon Defense, new daily power: Deep Dagger Wound


Chaos Sorcerer, L21 Show

Race: Halfling
Class: Sorcerer
Spell Source: Chaos Magic
Paragon Path: Daggermaster
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 14 (+2)
Con 14 (+2)
Dex 26 (+8)
Int 12 (+1)
Wis 10 (+0)
Cha 26 (+8)

HP: 151; Bloodied: 75; Surges: 8 (37 HP)
AC/Fort/Ref/Will: 37/30/36/36
Initiative: +18; Speed: 7

Chaos Bolt: +26 vs. Will, 2d10r1+35 [+4 melee, if attacked: 8 psychic damage and immediate Reaction to repeat]
Chaos Bolt, Critical: 55+12d10r1 +at-will [+4 melee, if attacked: 8 psychic damage and immediate Reaction to repeat]

At-will Powers: Chaos Bolt, Acid Orb
Encounter Powers: Second Chance, Mind Hammer, Critical Opportunity, Thunder Summons, Thunder Bomb
Daily Powers: Hostility Charm, Thunder Leap, Prismatic Explosion, Deep Dagger Wound
Utility Powers: Focused Chaos,Swift Escape, Narrow Escape, Meditation of the Blade, Avatars Of Chaos

Skills: Arcana (+16), Bluff (+23), Intimidate (+23), Diplomacy (+23), Thievery (+25)
Feats: Sneak of Shadows, Weapon Focus (light blades), Toughness, Implement Expertise, Sorcerous blade channeling, Armour Proficiency (Leather), Ruthless Spellfury, White Lotus Master Riposte, Two-Weapon Fighting, Two-Weapon Defense, Dual Implement Spellcaster, White Lotus Riposte, Robust Defences

Gear:
+5 bloodiron dagger
+3 staff of ruin
Headband of Intellect
+5 shadowflow anathema armor
+4 brooch of vitality
Gauntlets of Destruction
Boots of Striding
Belt of vim +2
Iron armbands of power +4
War ring
Standard adventurer's kit



Levels 22-29 Show

L22. +5 HP, +1 to all level-dependent abilities, new feat: Wild Spellfury, new utility power: Wind Shape

L23. +5 HP, new encounter power: Sun and Stars (replaces Thunder Bomb), retrain Focused Chaos to Elemental Shift

L24. +5 HP, +1 to all level-dependent abilities, +1 Dex (27), +1 Cha (27), new feat: Epic Resurgence

L25. +5 HP daily replace, new daily power: Words of Chaos (replaces Thunder Leap)

L26. +5 HP, +1 to all level-dependent abilities, new feat: Epic Will, new utility power: Divine Regeneration

L27. +5 HP, new encounter power: Chaos Infusion (replaces Mind Hammer)

L28. +5 HP, +1 to all level-dependent abilities, +1 Dex (28), +1 Cha (28), new feat: Quickened Spellcasting (CB)

L29. +5 HP, new daily power: Mind Tide (replaces Thunder Leap)


Chaos Sorcerer, L30 Show

Race: Halfling
Class: Sorcerer
Spell Source: Chaos Magic
Paragon Path: Daggermaster
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 14 (+2)
Con 14 (+2)
Dex 28 (+9)
Int 12 (+1)
Wis 10 (+0)
Cha 28 (+9)

HP: 206; Bloodied: 103; Surges: 8 (50 HP)
AC/Fort/Ref/Will: 45/42/47/50
Initiative: +29; Speed: 6 (teleport)

Chaos Bolt (minor 1/encounter): +34 vs. Will, 2d10r1+44 [+15 melee, If attacked: 9 psychic damage and immediate Reaction to repeat]
Chaos Bolt, Critical: 64+12d10r1 + at-will [+15 melee, If attacked: 9 psychic damage and immediate Reaction to repeat]

At-will Powers: Chaos Bolt, Acid Orb
Encounter Powers: Second Chance, Chaos Infusion, Critical Opportunity, Thunder Summons, Sun and Stars
Daily Powers: Mind Tide, Hostility Charm, Prismatic Explosion, Deep Dagger Wound
Utility Powers: Elemental Shift,Swift Escape, Narrow Escape, Meditation of the Blade, Avatars Of Chaos, Wind Shape, Divine Regeneration

Skills: Arcana (+21), Bluff (+29), Intimidate (+29), Diplomacy (+29), Thievery (+31)
Feats: Sneak of Shadows, Weapon Focus (light blades), Toughness, Implement Expertise, Sorcerous blade channeling, Armour Proficiency (Leather), Wild Spellfury, Quickened Spellfury, Two-Weapon Fighting, Two-Weapon Defense, Dual Implement Spellcaster, Ruthless Spellfury, White Lotus Riposte, Robust Defenses, Epic Will, White Lotus Master Riposte, Epic Reflexes, Epic Fortitude

Gear:
+6 bloodiron dagger
Headband of Intellect
+6 staff of ruin
+6 shadowflow starleather armor
+6 brooch of vitality
Gauntlets of Destruction
Boots of teleportation
Belt of vim +3
Eye of awareness
Iron armbands of power +6
Nullifying ring
Shadow band
Standard adventurer's kit




Some have suggested that I switch from rogue to ranger to drop daggermaster and gain Spitting Cobra Stance. Both are so good that it was a tempting swap. But now with hybrid builds, you can have both.

Sorcerous Blade Channeling/Wild Spellfury/White Lotus x2
are replaced by
Hybrid Talent/Echoes of Thunder/Resounding Thunder/Fury of the Storm

At-wills are not as powerful, as we've lost the all-round goodness of Chaos Bolt. This means that we've dumped the White Lotus feats as well. Why the switch? Because Fury of the Storm belongs on a bloodiron-wielding daggermaster. We're keeping Ruthless Spellfury for now, as Acid Orb will be triggered by our stance. SBC and Wild Spellfury were always going anyway, as we're just not that interested in being in melee any more. It should be hard to close with this sorcerer. He shifts and teleports. And zaps you if you approach.

Storm Sorcerer Daggermaster with Ranger Show
Sorcerer|Ranger (rogue) / Daggermaster / Demigod

Storm Sorcerer, L1 Show

Race: Halfling
Class: Sorcerer | Ranger

Ability Scores, with racial adjustments:
Str 8 (-1)
Con 12 (+1)
Dex 18 (+4)
Int 10 (+0)
Wis 12 (+1)
Cha 18 (+4)

HP: 24; Bloodied: 12; Surges: 7 (6 HP)
AC/Fort/Ref/Will: 16/11/15/15
Initiative: +4; Speed: 6

Acid Orb: +4 vs. Ref, 1d10+8
Nimble Strike: +7 vs AC, 1d4+4
Quarry: 1d6

At-will Powers: Nimble Strike, Acid Orb, Hunter's Quarry
Encounter Powers: Second Chance, Thundering Roar
Daily Powers: Howling Tempest

Skills: Acrobatics (+11), Bluff (+9), Stealth (+9), Diplomacy (+9)
Feats: Armour Proficiency (Leather)

Gear: 5 daggers, leather armour, standard adventurer's kit, 79 gp


Levels 2-10 Show

L2. +5 HP, +1 to all level-dependent abilities, new feat: Hybrid Talent (Storm Soul), new utility power: Yield Ground

L3. +5 HP, new encounter power: Disruptive Strike

L4. +10 HP, +1 to all level-dependent abilities, +1 Dex (19), +1 Cha (19), new feat: Toughness

L5. +5 HP, new daily power: Spitting Cobra Stance

L6. +5 HP, +1 to all level-dependent abilities, new feat: Focussed Expertise (light blades), new utility power: Lightning Shift

L7. +5 HP, new encounter power: Thunder Bomb

L8. +5 HP, +1 to all level-dependent abilities, +1 Dex (20), +1 Cha (20), new feat: Sneak of Shadows

L9. +5 HP, new daily power: Howling Hurricane

L10. +5 HP, +1 to all level-dependent abilities, new feat: Weapon Focus (light blades), new utility power: Narrow Escape


Storm Sorcerer, L11 Show

Race: Halfling
Class: Sorcerer | Ranger / Rogue
Paragon Path: Daggermaster

Ability Scores, with racial adjustments:
Str 9 (-1)
Con 13 (+1)
Dex 21 (+5)
Int 11 (+0)
Wis 13 (+1)
Cha 21 (+5)

HP: 85; Bloodied: 42; Surges: 7 (21 HP)
AC/Fort/Ref/Will: 26/19/24/23
Initiative: +10; Speed: 6

Acid Orb: +14 vs. Ref, 1d10+19 [+2/previous turn hit with thunder]
Acid Orb (critical): 29 + 6d10 [+2/previous turn hit with thunder]
Nimble Strike: +17 vs AC, 1d4+10 [+2/previous turn hit with thunder]
Quarry: 2d6

At-will Powers: Nimble Strike, Acid Orb, Hunter's Quarry
Encounter Powers: Second Chance, Thundering Roar, Critical Opportunity, Disruptive Strike, Thunder Bomb
Daily Powers: Howling Tempest, Spitting Cobra Stance, Howling Hurricane
Utility Powers: Yield Ground, Lightning Shift, Narrow Escape

Skills: Acrobatics (+17), Bluff (+15), Stealth (+15), Diplomacy (+15), Thievery (+17)
Feats: Sneak of Shadows, Hybrid Talent (Storm Soul), Toughness, Focussed Expertise (light blades), Weapon Focus (light blades), Armour Proficiency (Leather), Echoes of Thunder

Gear:
+3 bloodiron dagger
+1 mage's parrying dagger
+3 shadowflow drowmesh armor
+2 cloak of resistance
Belt of vim +1
Boots of the fencing master
Salve of Power
Bracers of the Perfect Shot +2
Standard adventurer's kit


Levels 12-20 Show

L12. +5 HP, +1 to all level-dependent abilities, new feat: Resounding Thunder, new utility power: Meditation of the Blade

L13. +5 HP, new encounter power: Primordial Storm (replaces Thundering Roar)

L14. +5 HP, +1 to all level-dependent abilities, +1 Dex (22), +1 Cha (22), new feat: Dual Implement Spellcaster

L15. +5 HP, new daily power: Lightning Daggers (replaces Howling Tempest)

L16. +5 HP, +1 to all level-dependent abilities, new feat: Two-Weapon Fighting, new utility power: Avatars Of Chaos

L17. +5 HP, new encounter power: Pounding Barrage (replaces Disruptive Strike)

L18. +5 HP, +1 to all level-dependent abilities, +1 Dex (23), +1 Cha (23), new feat: Two-Weapon Defense

L19. +5 HP, new daily power: none

L20. +5 HP, +1 to all level-dependent abilities, new feat: Paragon Defenses, new daily power: Deep Dagger Wound


Storm Sorcerer, L21 Show

Race: Halfling
Class: Sorcerer | Ranger / Rogue
Paragon Path: Daggermaster
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 10 (+0)
Con 14 (+2)
Dex 26 (+8)
Int 12 (+1)
Wis 14 (+2)
Cha 26 (+8)

HP: 151; Bloodied: 75; Surges: 8 (37 HP)
AC/Fort/Ref/Will: 37/30/37/35
Initiative: +18; Speed: 7

Acid Orb: +25 vs. Ref, 2d10+39 [+3/previous turn hit with thunder]
Acid Orb (critical): 179 [+3/previous turn hit with thunder]
Nimble Strike: +28 vs AC, 2d4+17 [+3/previous turn hit with thunder]
Quarry: 3d6

At-will Powers: Nimble Strike, Acid Orb, Hunter's Quarry
Encounter Powers: Second Chance, Primordial Storm, Critical Opportunity, Pounding Barrage, Thunder Bomb
Daily Powers: Lightning Daggers, Spitting Cobra Stance, Howling Hurricane, Deep Dagger Wound
Utility Powers: Yield Ground, Lightning Shift, Narrow Escape, Meditation of the Blade, Avatars Of Chaos

Skills: Acrobatics (+25), Bluff (+23), Stealth (+23), Diplomacy (+23), Thievery (+25)
Feats: Sneak of Shadows, Hybrid Talent (Storm Magic), Toughness, Focussed Expertise (light blades), Weapon Focus (light blades), Armour Proficiency (Leather), Echoes of Thunder, Resounding Thunder, Two-Weapon Fighting, Two-Weapon Defense, Dual Implement Spellcaster, Fury of the Storm, Robust Defences

Gear:
+5 bloodiron dagger
+3 staff of ruin
+5 shadowflow anathema armor
+4 brooch of vitality
Boots of Striding
Belt of vim +2
Salve of Power
Bracers of the Perfect Shot +4
War ring
Standard adventurer's kit



Levels 22-29 Show

L22. +5 HP, +1 to all level-dependent abilities, new feat: Ruthless Spellfury, new utility power: Wind Shape

L23. +5 HP, new encounter power: none

L24. +5 HP, +1 to all level-dependent abilities, +1 Dex (27), +1 Cha (27), new feat: Epic Resurgence

L25. +5 HP daily replace, new daily power: Wrathful Vapours (replaces Howling Hurricane)

L26. +5 HP, +1 to all level-dependent abilities, new feat: Epic Will, new utility power: Divine Regeneration

L27. +5 HP, new encounter power: Thunder Pulse (replaces Thunder Bomb)

L28. +5 HP, +1 to all level-dependent abilities, +1 Dex (28), +1 Cha (28), new feat: Quickened Spellcasting (AO)

L29. +5 HP, new daily power: Hellish Firestorm (replaces Lightning Daggers), retrain Lightning Shift to Sudden Scales


Storm Sorcerer, L30 Show

Race: Halfling
Class: Sorcerer | Ranger / Rogue
Paragon Path: Daggermaster
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 10 (+0)
Con 14 (+2)
Dex 28 (+9)
Int 12 (+1)
Wis 14 (+2)
Cha 28 (+9)

HP: 206; Bloodied: 103; Surges: 8 (50 HP)
AC/Fort/Ref/Will: 45/42/48/49
Initiative: +29; Speed: 6 (teleport)

Acid Orb: +33 vs. Ref, 2d10+50 [+3/previous turn hit with thunder]
Acid Orb (critical): 190 + at-will [+3/previous turn hit with thunder]
Nimble Strike: +36 vs AC, 2d4+19 [+3/previous turn hit with thunder]
Quarry: 3d6

At-will Powers: Nimble Strike, Acid Orb, Hunter's Quarry
Encounter Powers: Second Chance, Primordial Storm, Critical Opportunity, Pounding Barrage, Thunder Pulse
Daily Powers: Hellish Firestorm, Spitting Cobra Stance, Wrathful Vapours, Deep Dagger Wound
Utility Powers: Crucial Advice, Sudden Scales, Narrow Escape, Meditation of the Blade, Avatars Of Chaos, Wind Shape, Divine Regeneration

Skills: Acrobatics (+31), Bluff (+29), Stealth (+29), Diplomacy (+29), Thievery (+31)
Feats: Sneak of Shadows, Hybrid Talent (Storm Magic), Toughness, Focussed Expertise (light blades), Weapon Focus (light blades), Armour Proficiency (Leather), Echoes of Thunder, Resounding Thunder, Two-Weapon Fighting, Two-Weapon Defense, Dual Implement Spellcaster, Fury of the Storm, Robust Defences, Ruthless Spellfury, Epic Will, Quickened Spellcasting (AO), Epic Reflexes, Epic Fortitude

Gear:
+6 bloodiron dagger
+6 staff of ruin
+6 shadowflow starleather armor
+6 brooch of vitality
Boots of teleportation
Belt of vim +3
Eye of awareness
Salve of Power
Bracers of the Perfect Shot +6
Nullifying ring
Shadow band
Standard adventurer's kit




I may have lost control. Here is a hybrid version of the original halfling sorcerer daggermaster, allowing a deeper blend of the sorcerer and rogue classes. This time with Storm Soul rather than Wild Soul, but this is a simple power swap for sorcs. The occasional rogue power is extremely good, actually. I think I prefer this to the ranger version, despite the greatness of Spitting Cobra Stance.

I think I also prefer this to the non-hybrid version that came first. Swapping back to chaos magic is as straightforward as swapping those power choices for these.

Wild Soul gets: White Lotus Riposte, White Lotus Master Riposte, Wild Spellfury // Chaos Bolt, and more psychic attacks
Storm Soul gets: Resounding Thunder, Echoes of Thunder, Fury of the Storm // More thunder attacks
In other words, "your ghost may walk, you lover of trees, down an English lane, if you know what I mean."

You could also chose the White Lotus pair instead of TWF and TWD.

Storm Sorcerer Daggermaster Show
Sorcerer|Rogue / Daggermaster / Demigod

Storm Sorcerer, L1 Show

Race: Halfling
Class: Sorcerer | Rogue

Ability Scores, with racial adjustments:
Str 10 (+0)
Con 12 (+1)
Dex 18 (+4)
Int 12 (+1)
Wis 8 (-1)
Cha 18 (+4)

HP: 24; Bloodied: 12; Surges: 7 (6 HP)
AC/Fort/Ref/Will: 16/11/15/15
Initiative: +4; Speed: 6

Blazing Starfall: +4 vs. Ref, 1d4+8
Sly Flourish: +7 vs AC, 1d4+8
Sneak Attack: 2d6

At-will Powers: Sly Flourish, Blazing Starfall
Encounter Powers: Second Chance, Thundering Roar
Daily Powers: Blinding Barrage

Skills: Acrobatics (+11), Bluff (+9), Stealth (+9), Diplomacy (+9), Thievery (+11)
Feats: Armour Proficiency (Leather)

Gear: 5 daggers, leather armour, standard adventurer's kit, 79 gp


Levels 2-10 Show

L2. +5 HP, +1 to all level-dependent abilities, new feat: Hybrid Talent (Storm Soul), new utility power: Tumble

L3. +5 HP, new encounter power: Low Slash

L4. +10 HP, +1 to all level-dependent abilities, +1 Dex (19), +1 Cha (19), new feat: Toughness

L5. +5 HP, new daily power: Thunder Leap

L6. +5 HP, +1 to all level-dependent abilities, new feat: Focussed Expertise (light blades), new utility power: Lightning Shift, retrain Tumble to Sneak in the Attack

L7. +5 HP, new encounter power: Thunder Bomb

L8. +5 HP, +1 to all level-dependent abilities, +1 Dex (20), +1 Cha (20), new feat: Weapon Focus (light blades)

L9. +5 HP, new daily power: Howling Hurricane

L10. +5 HP, +1 to all level-dependent abilities, new feat: Echoes of Thunder, new utility power: Shadow Stride


Storm Sorcerer, L11 Show

Race: Halfling
Class: Sorcerer | Rogue
Paragon Path: Daggermaster

Ability Scores, with racial adjustments:
Str 10 (+0)
Con 13 (+1)
Dex 21 (+5)
Int 13 (+1)
Wis 9 (-1)
Cha 21 (+5)

HP: 85; Bloodied: 42; Surges: 7 (21 HP)
AC/Fort/Ref/Will: 26/19/24/23
Initiative: +10; Speed: 6

Blazing Starfall: +14 vs. Ref, 1d4+17 [+2/previous turn hit with thunder]
Blazing Starfall (critical): 21 + 6d10 [+2/previous turn hit with thunder]
Sly Flourish: +17 vs AC, 1d4+15 [+2 melee, +2/previous turn hit with thunder]
Sneak Attack: 3d6

At-will Powers: Sly Flourish, Acid Orb
Encounter Powers: Second Chance, Thundering Roar, Critical Opportunity, Low Slash, Thunder Bomb
Daily Powers: Blinding Barrage, Thunder Leap, Howling Hurricane
Utility Powers: Sneak in the Attack, Lightning Shift, Shadow Stride

Skills: Acrobatics (+17), Bluff (+15), Stealth (+15), Diplomacy (+15), Thievery (+17)
Feats: Hybrid Talent (Storm Soul), Toughness, Focussed Expertise (light blades), Weapon Focus (light blades), Armour Proficiency (Leather), Echoes of Thunder, Resounding Thunder

Gear:
+3 bloodiron dagger
+1 mage's parrying dagger
+3 shadowflow drowmesh armor
+2 cloak of resistance
Belt of vim +1
Boots of the fencing master
Salve of Power
Iron Armbands of Power +2
Standard adventurer's kit


Levels 12-20 Show

L12. +5 HP, +1 to all level-dependent abilities, new feat: Arcane Admixture (Blazing Starfall, Thunder), new utility power: Meditation of the Blade, retrain Acid Orb to Blazing Starfall

L13. +5 HP, new encounter power: Primordial Storm (replaces Thundering Roar)

L14. +5 HP, +1 to all level-dependent abilities, +1 Dex (22), +1 Cha (22), new feat: Dual Implement Spellcaster

L15. +5 HP, new daily power: Lightning Daggers (replaces Howling Hurricane)

L16. +5 HP, +1 to all level-dependent abilities, new feat: Two-Weapon Fighting, new utility power: Avatars Of Chaos

L17. +5 HP, new encounter power: Stunning Strike (replaces Low Slash)

L18. +5 HP, +1 to all level-dependent abilities, +1 Dex (23), +1 Cha (23), new feat: Two-Weapon Defense

L19. +5 HP, new daily power: Feinting Flurry (replaces blinding Barrage)

L20. +5 HP, +1 to all level-dependent abilities, new feat: Paragon Defenses, new daily power: Deep Dagger Wound


Storm Sorcerer, L21 Show

Race: Halfling
Class: Sorcerer | Rogue
Paragon Path: Daggermaster
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 12 (+1)
Con 14 (+2)
Dex 26 (+8)
Int 14 (+2)
Wis 10 (+0)
Cha 26 (+8)

HP: 151; Bloodied: 75; Surges: 8 (37 HP)
AC/Fort/Ref/Will: 37/30/37/35
Initiative: +22; Speed: 7

Blazing Starfall: +25 vs. Ref, 2d4+35 [+3/previous turn hit with thunder]
Blazing Starfall (critical): 163 [+3/previous turn hit with thunder]
Sly Flourish: +28 vs AC, 2d4+25 [+4 melee, +3/previous turn hit with thunder]
Sneak Attack: 5d6

At-will Powers: Sly Flourish, Blazing Starfall
Encounter Powers: Second Chance, Primordial Storm, Critical Opportunity, Stunning Strike, Thunder Bomb
Daily Powers: Feinting Flurry, Lightning Daggers, Thunder Leap, Deep Dagger Wound
Utility Powers: Sneak in the Attack, Lightning Shift, Shadow Stride, Meditation of the Blade, Avatars Of Chaos

Skills: Acrobatics (+25), Bluff (+23), Stealth (+23), Diplomacy (+23), Thievery (+25)
Feats: Arcane Admixture (Blazing Starfall, Thunder), Hybrid Talent (Storm Magic), Toughness, Focussed Expertise (light blades), Weapon Focus (light blades), Armour Proficiency (Leather), Echoes of Thunder, Resounding Thunder, Two-Weapon Fighting, Two-Weapon Defense, Dual Implement Spellcaster, Fury of the Storm, Robust Defences

Gear:
+5 bloodiron dagger
+3 staff of ruin
+5 shadowflow anathema armor
+4 brooch of vitality
Boots of Striding
Belt of vim +2
Iron Armbands of Power +4
War ring
Standard adventurer's kit



Levels 22-29 Show

L22. +5 HP, +1 to all level-dependent abilities, new feat: Ruthless Spellfury, new utility power: Hide From The Light

L23. +5 HP, new encounter power: Steel Entrapment (replaces Stunning Strike

L24. +5 HP, +1 to all level-dependent abilities, +1 Dex (27), +1 Cha (27), new feat: Epic Reflexes

L25. +5 HP daily replace, new daily power: Wrathful Vapours (replaces Thunder Leap)

L26. +5 HP, +1 to all level-dependent abilities, new feat: Epic Will, new utility power: Divine Regeneration

L27. +5 HP, new encounter power: Thunder Pulse (replaces Thunder Bomb)

L28. +5 HP, +1 to all level-dependent abilities, +1 Dex (28), +1 Cha (28), new feat: Quickened Spellcasting (BS)

L29. +5 HP, new daily power: Deathweaving Strike (replaces Feinting Flurry), retrain Lightning Shift to Sudden Scales


Storm Sorcerer, L30 Show

Race: Halfling
Class: Sorcerer | Rogue
Paragon Path: Daggermaster
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 10 (+0)
Con 14 (+2)
Dex 28 (+9)
Int 12 (+1)
Wis 14 (+2)
Cha 28 (+9)

HP: 206; Bloodied: 103; Surges: 8 (50 HP)
AC/Fort/Ref/Will: 45/42/48/49
Initiative: +29; Speed: 6 (teleport)

Blazing Starfall: +33 vs. Ref, 2d4+44 [+3/previous turn hit with thunder]
Blazing Starfall (critical): 172 + at-will [+3/previous turn hit with thunder]
Sly Flourish: +36 vs AC, 2d4+28 [+6 melee, +3/previous turn hit with thunder]
Sneak Attack: 5d6

At-will Powers: Sly Flourish, Blazing Starfall
Encounter Powers: Second Chance, Primordial Storm, Critical Opportunity,Steel Entrapment, Thunder Bomb
Daily Powers: Deathweaving Strike, Lightning Daggers, Wrathful Vapours , Deep Dagger Wound
Utility Powers: Sneak in the Attack, Sudden Scales, Shadow Stride, Meditation of the Blade, Avatars Of Chaos, Hide From The Light, Divine Regeneration

Skills: Acrobatics (+31), Bluff (+29), Stealth (+29), Diplomacy (+29), Thievery (+31)
Feats: Arcane Admixture (Acid Orb, Thunder), Hybrid Talent (Storm Magic), Toughness, Focussed Expertise (light blades), Weapon Focus (light blades), Armour Proficiency (Leather), Echoes of Thunder, Resounding Thunder, Two-Weapon Fighting, Two-Weapon Defense, Dual Implement Spellcaster, Fury of the Storm, Robust Defences, Ruthless Spellfury, Epic Will, Quickened Spellcasting (BS), Epic Reflexes, Epic Fortitude

Gear:
+6 bloodiron dagger
+6 staff of ruin
+6 shadowflow starleather armor
+6 brooch of vitality
Boots of teleportation
Belt of vim +3
Eye of awareness
Iron Armbands of Power +6
Nullifying ring
Shadow band
Standard adventurer's kit




...or, without any hybrid rules at all, we have:

Storm Sorcerer Daggermaster Show
Storm Sorcerer / Daggermaster / Demigod

Background: Criminal (stealth as class skill)
Storm Sorcerer, L1 Show

Race: Halfling
Class: Sorcerer
Spell Source: Storm Magic

Ability Scores, with racial adjustments:
Str 10 (+0)
Con 12 (+1)
Dex 18 (+4)
Int 12 (+1)
Wis 8 (-1)
Cha 18 (+4)

HP: 24; Bloodied: 12; Surges: 7 (6 HP)
AC/Fort/Ref/Will: 16/11/14/16
Initiative: +4; Speed: 6

Blazing Starfall: +4 vs. Ref, 1d4+8
Sneak Attack: 2d6

At-will Powers: Blazing Starfall, Burning Spray
Encounter Powers: Second Chance, Thundering Roar
Daily Powers: Howling Tempest

Skills: Arcana (+6), Bluff (+9), Stealth (+9), Diplomacy (+9), Thievery (+11)
Feats: Sneak of Shadows

Gear: dagger, leather armour, standard adventurer's kit, 84 gp


Levels 2-10 Show

L2. +5 HP, +1 to all level-dependent abilities, new feat: Armour Proficiency (Leather), new utility power: Unseen Aid

L3. +5 HP, new encounter power: Thundering Gust

L4. +5 HP, +1 to all level-dependent abilities, +1 Dex (19), +1 Cha (19), new feat: Toughness

L5. +5 HP, new daily power: Thunder Leap

L6. +10 HP, +1 to all level-dependent abilities, new feat: Focussed Expertise (daggers), new utility power: Lightning Shift

L7. +5 HP, new encounter power: Thunder Bomb

L8. +5 HP, +1 to all level-dependent abilities, +1 Dex (20), +1 Cha (20), new feat: Echoes of Thunder

L9. +5 HP, new daily power: Howling Hurricane

L10. +5 HP, +1 to all level-dependent abilities, new feat: Improved Initiative, new utility power: Narrow Escape


Storm Sorcerer, L11 Show

Race: Halfling
Class: Sorcerer
Spell Source: Storm Magic
Paragon Path: Daggermaster

Ability Scores, with racial adjustments:
Str 11 (+0)
Con 13 (+1)
Dex 21 (+5)
Int 13 (+1)
Wis 9 (-1)
Cha 21 (+5)

HP: 85; Bloodied: 42; Surges: 7 (21 HP)
AC/Fort/Ref/Will: 25/19/23/24
Initiative: +10; Speed: 6

Blazing Starfall: +14 vs. Ref, 1d4+16 [+2/hit with thunder since last turn]
Blazing Starfall (Critical): 20+6d10 [+2/hit with thunder since last turn]
Sneak Attack: 3d6

At-will Powers: Blazing Starfall, Burning Spray
Encounter Powers: Second Chance, Thundering Roar, Critical Opportunity, Thundering Gust, Thunder Bomb
Daily Powers: Howling Tempest, Thunder Leap, Howling Hurricane
Utility Powers: Unseen Aid, Lightning Shift, Narrow Escape

Skills: Arcana (+11), Bluff (+15), Stealth (+15), Diplomacy (+15), Thievery (+17)
Feats: Sneak of Shadows, Toughness, Focussed Expertise, Echoes of Thunder, Armour Proficiency (Leather), Arcane Admixture (Blazing Starfall, Thunder), Resounding Thunder

Gear:
+3 bloodiron dagger
+1 staff of ruin
+3 shadowflow drowmesh armor
+2 cloak of resistance
Belt of vim +1
Boots of the fencing master
Standard adventurer's kit


Levels 12-20 Show

L12. +5 HP, +1 to all level-dependent abilities, new feat: Dual Implement Spellcaster, new utility power: Meditation of the Blade

L13. +5 HP, new encounter power: Primordial Storm (replaces Thundering Roar)

L14. +5 HP, +1 to all level-dependent abilities, +1 Dex (22), +1 Cha (22), new feat: Weapon Focus (light blades)

L15. +5 HP, new daily power: Lightning Daggers (replaces Howling Tempest)

L16. +5 HP, +1 to all level-dependent abilities, new feat: Paragon Defenses, new utility power: Avatars Of Chaos

L17. +5 HP, new encounter power: Thunderstroke (replaces Thundering Gust)

L18. +5 HP, +1 to all level-dependent abilities, +1 Dex (23), +1 Cha (23), new feat: Two-Weapon Fighting

L19. +5 HP, new daily power: Crashing Winds (replaces Howling Hurricane)

L20. +5 HP, +1 to all level-dependent abilities, new feat: Two-Weapon Defense, new daily power: Deep Dagger Wound


Storm Sorcerer, L21 Show

Race: Halfling
Class: Sorcerer
Spell Source: Storm Magic
Paragon Path: Daggermaster
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 12 (+1)
Con 14 (+2)
Dex 26 (+8)
Int 14 (+2)
Wis 10 (+0)
Cha 26 (+8)

HP: 151; Bloodied: 75; Surges: 8 (37 HP)
AC/Fort/Ref/Will: 37/30/36/36
Initiative: +18; Speed: 7

Blazing Starfall: +25 vs. Ref, 2d4+35 [+3/hit with thunder since last turn]
Blazing Starfall (Critical): 183 [+3/hit with thunder since last turn]
Sneak Attack: 5d6

At-will Powers: Blazing Starfall, Burning Spray
Encounter Powers: Second Chance, Primordial Storm, Critical Opportunity, Thunderstroke, Thunder Bomb
Daily Powers: Lightning Daggers, Thunder Leap, Crashing Winds
Utility Powers: Unseen Aid, Lightning Shift, Narrow Escape, Meditation of the Blade, Avatars Of Chaos

Skills: Arcana (+17), Bluff (+23), Stealth (+23), Diplomacy (+23), Thievery (+25)
Feats: Sneak of Shadows, Weapon Focus (light blades), Toughness, Focussed Expertise, Echoes of Thunder, Arcane Admixture (Blazing Starfall, Thunder), Armour Proficiency (Leather), Two-Weapon Fighting, Two-Weapon Defense, Dual Implement Spellcaster, Resounding Thunder, Fury of the Storm, Robust Defences

Gear:
+5 bloodiron dagger
+3 staff of ruin
+5 shadowflow anathema armor
+4 brooch of vitality
Boots of Striding
Belt of vim +2
War Ring
War Ring
Standard adventurer's kit



Levels 22-29 Show

L22. +5 HP, +1 to all level-dependent abilities, new feat: Ruthless Spellfury, new utility power: Dragon Fear

L23. +5 HP, new encounter power: none

L24. +5 HP, +1 to all level-dependent abilities, +1 Dex (27), +1 Cha (27), new feat: Epic Resurgence

L25. +5 HP daily replace, new daily power: Wrathful Vapours (replaces Crashing Winds)

L26. +5 HP, +1 to all level-dependent abilities, new feat: Quickened Spellcasting (BS), new utility power: Divine Regeneration

L27. +5 HP, new encounter power: Thunder Pulse (replaces Thunder Bomb)

L28. +5 HP, +1 to all level-dependent abilities, +1 Dex (28), +1 Cha (28), new feat: Epic Reflexes

L29. +5 HP, new daily power: Hellish Firestorm (replaces Thunder Leap), retrain Lightning Shift to Sudden Scales


Storm Sorcerer, L30 Show

Race: Halfling
Class: Sorcerer
Spell Source: Storm Magic
Paragon Path: Daggermaster
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 12 (+1)
Con 14 (+2)
Dex 28 (+9)
Int 14 (+2)
Wis 10 (+0)
Cha 28 (+9)

HP: 206; Bloodied: 103; Surges: 8 (50 HP)
AC/Fort/Ref/Will: 45/42/47/50
Initiative: +29; Speed: 6 (teleport)

Blazing Starfall: +33 vs. Ref, 2d4+44 [+3/hit with thunder since last turn]
Blazing Starfall (Critical): 172 + at-will [+3/hit with thunder since last turn]
Sneak Attack: 5d6

At-will Powers: Blazing Starfall, Burning Spray
Encounter Powers: Second Chance, Primordial Storm, Critical Opportunity, Thunderstroke, Thunder Bomb
Daily Powers: Lightning Daggers, Hellish Firestorm, Wrathful Vapours
Utility Powers: Unseen Aid, Sudden Scales, Narrow Escape, Meditation of the Blade, Avatars Of Chaos, Dragon Fear, Divine Regeneration

Skills: Arcana (+22), Bluff (+29), Stealth (+29), Diplomacy (+29), Thievery (+31)
Feats: Sneak of Shadows, Weapon Focus (light blades), Toughness, Focussed Expertise, Armour Proficiency (Leather), Echoes of Thunder, Arcane Admixture (Blazing Starfall, Thunder), Two-Weapon Fighting, Two-Weapon Defense, Dual Implement Spellcaster, Resounding Thunder, Fury of the Storm, Ruthless Spellfury, Robust Defenses, Epic Will, Quickened Spellcasting (BS), Epic Reflexes, Epic Fortitude

Gear:
+6 bloodiron dagger
+6 staff of ruin
+6 shadowflow starleather armor
+6 brooch of vitality
Boots of teleportation
Belt of vim +3
Eye of awareness
Nullifying ring
Shadow band
Standard adventurer's kit






The archetypical dragon sorcerer is clearly a dragonborn. The archetypical PP is Dragonsoul Heir, although I came within a whisker of choosing Kensei or Dragon Guardian instead. This build, like the Chaos sorcerer build, is built to be much tougher than the average striker, and to mix it up in and around the front lines.

And this character is really tough. Huge defense boosts and temp HP everywhere in paragon. He/she has a lot of close burst/blast powers, so getting in close to the action is quite important. Pushing adds a handy damage boost. Would like to get room for lasting frost into the build, but feats are very tight.

Good variant: Take MC Ranger instead of Fighter, and take the level 5 daily Spitting Cobra Stance with the MC feat that replaces Draconic Arrogance. This reduces your damage for most strikes by 5-18 per hit, but in certain moderately common circumstances, gives you many more attacks per round. If taking this option, watch that you can pick your battles to use the stance, and get Salves of Power to get more attempts per day. Also consider rings of ramming to really keep yourself clear. This tactic might be used to keep enemies off a fragile party member if you don't need protecting yourself, but make sure you place yourself so that it triggers often.

Dragon Sorcerer Dragonsoul Heir Show
Dragon Sorcerer/Dragonsoul Heir/Demigod

Dragon Sorcerer, L1 Show

Race: Dragonborn (cold)
Class: Sorcerer
Spell Source: Dragon (cold)

Ability Scores, with racial adjustments:
Str 18 (+4)
Con 12 (+1)
Dex 12 (+1)
Int 10 (+0)
Wis 8 (-1)
Cha 18 (+4)

HP: 24; Bloodied: 12; Surges: 7 (7 HP)
AC/Fort/Ref/Will: 16/14/11/16
Initiative: +1; Speed: 6

Dragonfrost: +4 vs. Fortitude, 1d8+8+push (+1/+0 bloodied)

At-will Powers: Burning Spray, Dragonfrost
Encounter Powers: Dragon Breath, Bedeviling Burst
Daily Powers: Lightning Breath

Skills: Arcana (+5), Endurance (+6), Diplomacy (+9), Intimidate (+11)
Feats: Armour Proficiency (Leather)

Gear: dagger, leather armour, standard adventurer's kit, 84 gp


Levels 2-10 Show

L2. +5 HP, +1 to all level-dependent abilities, new feat: Reaper's Touch, new utility power: Elemental Shift

L3. +5 HP, new encounter power: Ice Dragon's Teeth

L4. +5 HP, +1 to all level-dependent abilities, +1 Str (19), +1 Cha (19), new feat: Weapon Focus (light blades)

L5. +5 HP, new daily power: Thunder Leap

L6. +5 HP, +1 to all level-dependent abilities, new feat: Implement Expertise, new utility power: Sudden Scales

L7. +5 HP, new encounter power: Rimestorm

L8. +5 HP, +1 to all level-dependent abilities, +1 Str (20), +1 Cha (20), new feat: White Lotus Riposte

L9. +5 HP, new daily power: Adamantine Echo

L10. +5 HP, +1 to all level-dependent abilities, new feat: Student of the Sword, new utility power: Narrow Escape


Dragon Sorcerer, L11 Show

Race: Dragonborn (cold)
Class: Sorcerer
Spell Source: Dragon (cold)
Paragon Path: Dragonsoul Heir

Ability Scores, with racial adjustments:
Str 21 (+5)
Con 13 (+1)
Dex 13 (+1)
Int 11 (+0)
Wis 9 (-1)
Cha 21 (+5)

HP: 75; Bloodied: 36; Surges: 9 (19 HP)
AC/Fort/Ref/Will: 26/23/19/24
Initiative: +8; Speed: 6

Dragonfrost (melee): +14 vs. Fortitude, 1d8+24+push (+1/+0 bloodied) [5 cold damage if attacked]
Dragonfrost, critical: 32 +push +10 ongoing [5 cold damage if attacked]

At-will Powers: Burning Spray, Dragonfrost
Encounter Powers: Dragon Breath, Bedeviling Burst, Ice Dragon's Teeth, Rimestorm, Breath of the Dragon Soul
Daily Powers: Lightning Breath, Thunder Leap, Adamantine Echo
Utility Powers: Elemental Shift, Sudden Scales, Narrow Escape

Skills: Arcana (+10), Endurance (+11), Diplomacy (+15), Intimidate (+17), Athletics (+15)
Feats: Student of the Sword, Weapon Focus (light blades), White Lotus Riposte, Implement Expertise, Reaper's Touch, Armour Proficiency (Leather), Draconic Arrogance

Gear:
+3 jagged dagger
+1 mage's parrying dagger
+3 shadowflow drowmesh armor
+2 cloak of resistance
Belt of vim +1
Boots of the fencing master
Casque of tactics +1
Iron armbands of power +2
Standard adventurer's kit


Levels 12-20 Show

L12. +5 HP, +1 to all level-dependent abilities, new feat: Draconic Spellfury, new utility power: Dragon's Revenge

L13. +5 HP, new encounter power: Thunder Breath (replaces Bedeviling Burst)

L14. +5 HP, +1 to all level-dependent abilities, +1 Str (22), +1 Cha (22), new feat: Dual Implement Spellcaster

L15. +5 HP, new daily power: Lightning Daggers (replaces Lightning Breath)

L16. +5 HP, +1 to all level-dependent abilities, new feat: Two-Weapon Fighting, new utility power: Breath of Potency

L17. +5 HP, new encounter power: Thunderstroke (replaces Ice Dragon's Teeth)

L18. +5 HP, +1 to all level-dependent abilities, +1 Str (23), +1 Cha (23), new feat: Two-Weapon Defense

L19. +5 HP, new daily power: Blackfire Serpent (replaces Thunder Leap)

L20. +5 HP, +1 to all level-dependent abilities, new feat: Paragon Defenses, new daily power: Veil of the Dragon


Dragon Sorcerer, L21 Show

Race: Dragonborn (cold)
Class: Sorcerer
Spell Source: Dragon (cold)
Paragon Path: Dragonsoul Heir
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 26 (+8)
Con 14 (+2)
Dex 14 (+2)
Int 12 (+1)
Wis 10 (+0)
Cha 26 (+8)

HP: 136; Bloodied: 68; Surges: 10 (36 HP)
AC/Fort/Ref/Will: 37/36/30/36
Initiative: +17; Speed: 7

Dragonfrost (melee): +25 vs. Fortitude, 2d8r1+51+push (+1/+0 bloodied) [+8 temp HP, 8 cold damage & Immediate Reaction to repeat if attacked]
Dragonfrost, critical: 67+push +20 ongoing [+8 temp HP, 8 cold damage & Immediate Reaction to repeat if attacked]

At-will Powers: Burning Spray, Dragonfrost
Encounter Powers: Dragon Breath, Thunder Breath, Thunderstroke, Rimestorm, Breath of the Dragon Soul
Daily Powers: Lightning Daggers, Blackfire Serpent, Adamantine Echo, Veil of the Dragon
Utility Powers: Elemental Shift, Sudden Scales, Narrow Escape, Dragon's Revenge, Breath of Potency

Skills: Arcana (+16), Endurance (+17), Diplomacy (+23), Intimidate (+25), Athletics (+23)
Feats: Student of the Sword, Weapon Focus (light blades), White Lotus Riposte, Implement Expertise, Reaper's Touch, Armour Proficiency (Leather), Draconic Arrogance, Dual Implement Spellcaster, Draconic Spellfury, Two-Weapon Fighting, Two-Weapon Defense, White Lotus Master Riposte, Robust Defenses

Gear:
+5 jagged dagger
+5 staff of ruin
+5 shadowflow anathema armor
+4 brooch of vitality
Gauntlets of Destruction
Boots of Striding
Belt of vim +2
Circlet of indomitability +2
Iron armbands of power +4
Premonition ring
Standard adventurer's kit


Levels 22-29 Show

L22. +5 HP, +1 to all level-dependent abilities, new feat: Ruthless Spellfury, new utility power: Platinum Scales

L23. +5 HP, new encounter power: Sun and Stars (replaces Thunder Breath)

L24. +5 HP, +1 to all level-dependent abilities, +1 Str (27), +1 Cha (27), new feat: Epic Resurgence

L25. +5 HP daily replace, new daily power: Draconic Incarnation (replaces Adamantine Echo)

L26. +20 HP, +1 to all level-dependent abilities, new feat: Quickened Spellcasting, new utility power: Divine Regeneration

L27. +5 HP, new encounter power: Overpowering Lightning (replaces Thunderstroke)

L28. +5 HP, +1 to all level-dependent abilities, +1 Str (28), +1 Cha (28), new feat: Epic Fortitude

L29. +5 HP, new daily power: Mind Tide (replaces Lightning Daggers)


Dragon Sorcerer, L30 Show

Race: Dragonborn (cold)
Class: Sorcerer
Spell Source: Dragon (cold)
Paragon Path: Dragonsoul Heir
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 28 (+9)
Con 14 (+2)
Dex 14 (+2)
Int 12 (+1)
Wis 10 (+0)
Cha 28 (+9)

HP: 191; Bloodied: 95; Surges: 10 (49 HP)
AC/Fort/Ref/Will: 45/49/40/48
Initiative: +22; Speed: 6 (teleport)

Dragonfrost (melee, minor 1/encounter): +33 vs. Fortitude, 2d8r1+59+push (+1/+0 bloodied) [+9 temp HP, 9 cold damage & Immediate Reaction to repeat if attacked]
Dragonfrost, critical: 75 +push +20 ongoing + 2*Dragonfrost (offhand) [+9 temp HP, 9 cold damage & Immediate Reaction to repeat if attacked]

At-will Powers: Burning Spray, Dragonfrost
Encounter Powers: Dragon Breath, Overpowering Lightning, Sun and Stars, Rimestorm, Breath of the Dragon Soul
Daily Powers: Mind Tide, Draconic Incarnation, Blackfire Serpent, Veil of the Dragon
Utility Powers: Elemental Shift, Sudden Scales, Narrow Escape, Dragon's Revenge, Breath of Potency, Platinum Scales, Divine Regeneration

Skills: Arcana (+21), Endurance (+22), Diplomacy (+29), Intimidate (+31), Athletics (+29)
Feats: Student of the Sword, Weapon Focus (light blades), Implement Expertise, Reaper's Touch, Armour Proficiency (Leather), Draconic Arrogance, Dual Implement Spellcaster, Draconic Spellfury, Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Opening, Robust Defenses, White Lotus Master Riposte, White Lotus Riposte, Ruthless Spellfury, Quickened Spellcasting, Epic Fortitude, Epic Will, Epic Reflexes

Gear:
+6 jagged dagger
+6 staff of ruin
+6 shadowflow starleather armor
+6 brooch of vitality
Gauntlets of Destruction
Boots of teleportation
Belt of vim +3
Eye of awareness
Iron armbands of power +6
Nullifying ring
Shadow band
Standard adventurer's kit

Flag runreallyfast March 20, 2009 4:56 AM PDT
Impressive work. These are very solid builds.
Flag Sven_Stryker March 20, 2009 5:38 AM PDT
Boring but good. Archetypes indeed. Probably another thing I'll link in my guide if it's okay with you.
Flag Pandexander March 20, 2009 7:12 AM PDT
Wonderful builds, good summary.

One thing I would change: In the Chaos Sorc build... kick Dragonfrost and take Acid Orb; it's vs. Reflex and does more damage... and I cannot see any important use of Dragonfrost.

Edit: I would also take Lost in Crowd. For this concept it's a very good feat.
Flag Scaphism March 20, 2009 8:12 AM PDT
Very solid archetypes.
The halfling has hide spec at level 20, but doesn't (any won't ever) qualify with a starting CON of 12. You need 15 CON for hide spec.

I'm a bit surprised that Arcane Reach never made it into either build, given the number of close blast powers available.
Flag anomalousman March 20, 2009 1:39 PM PDT

Sven_Stryker wrote:

Boring but good. Archetypes indeed. Probably another thing I'll link in my guide if it's okay with you.


The point of the "archetype series" is to take the most obvious choices, but then tweak it up. Link away, of course.

Flag anomalousman March 20, 2009 1:48 PM PDT

Pandexander wrote:

Wonderful builds, good summary.

One thing I would change: In the Chaos Sorc build... kick Dragonfrost and take Acid Orb; it's vs. Reflex and does more damage... and I cannot see any important use of Dragonfrost.

Edit: I would also take Lost in Crowd. For this concept it's a very good feat.


Good call on the acid orb. I think I had hopes for a Lasting Frost at one stage, but Chaos Orb should be holding the focus for pretty much the entire career. It gives the (multi-target) equivalent of the twin strike/daggermaster combo.

I had some hopes for Lost in the Crowd in the original plan, but I had such a feat squeeze. I think I can see it coming back in now, though.

Flag anomalousman March 20, 2009 2:03 PM PDT

Scaphism wrote:

Very solid archetypes.
The halfling has hide spec at level 20, but doesn't (any won't ever) qualify with a starting CON of 12. You need 15 CON for hide spec.

I'm a bit surprised that Arcane Reach never made it into either build, given the number of close blast powers available.


Thank you for that catch. I think I'll drop down to leather and save the two feats. The (situational) lost AC can come from Lost in the Crowd, which makes sense when playing him as a multi-meleer. Arcane Reach was in the original plan, like Lost in the Crowd, but the bulk of the close powers are actually on the dragon sorc build (who doesn't qualify). I think it would be overkill here.

I'll take Light Blade Precision for now, which will probably be switched out in the future when I get some good options from Arcane Power.

Flag anomalousman March 20, 2009 6:21 PM PDT
So I could replace my shield with a mage's weapon parrying dagger, and have +1 AC earlier. Then take TWF and TWD and get shield spec level defenses earlier with a bonus +1 damage.

Then, Two-Weapon Opening might be worthwhile. I'd like to hope that a (melee-replacing-ranged) ranged basic attack is a melee basic attack. If so, I could replace Light Blade Precision to get a good melee damage improvement in paragon.

Thoughts?
Flag AlienFromBeyond March 20, 2009 7:04 PM PDT

anomalousman wrote:

I'd like to hope that a (melee-replacing-ranged) ranged basic attack is a melee basic attack.


Keep on hoping, because it doesn't work that way. You have to take Reaper's Touch if you want it to, and then only for Acid Orb and Dragonfrost.

Flag Sven_Stryker March 20, 2009 7:12 PM PDT

AlienFromBeyond wrote:

Keep on hoping, because it doesn't work that way. You have to take Reaper's Touch if you want it to, and then only for Acid Orb and Dragonfrost.


Technically, Acid Orb and Dragonfrost with Sorcerous Blade Channeling would be Melee Attacks that count as Ranged Basic Attacks(according to their special line, which isn't changed with their range and type). Doesn't really mean much though. Like he said, I think Reaper's Touch makes them melee basic.

Flag anomalousman March 20, 2009 10:55 PM PDT
Yeah, that's why I haven't changed the build already. This way it's up a reflex defense, and I'd have to take three more offensive feats to get anything nontrivial out of having two weapons.
Flag anomalousman March 23, 2009 1:35 PM PDT
It's becoming clearer and clearer that the DPR of these builds is fine, and that they'll be limited - particularly in lower levels - by their fragility. I've swapped some feats around, and employed some early mage's parrying daggers to focus on defenses. This will make the early part of the build more playable. You'll still have to act like a scared ranged attacker for the first half of heroic at least.

Changes:
1. Swapped defensive feats earlier - even at the cost of implement expertise.
2. Noted the +1 mage's parrying dagger in the equipment. It comes as first desired magic item. For Chaos sorc, it is kept until the shield feats arrive mid paragon.
3. I'm keeping burning spray for the Chaos sorc until he can switch to chaos bolt in melee.
Flag anomalousman March 23, 2009 4:06 PM PDT
I should point out more subtle defenses that replaced the hide armour: I added Psychic Lock and Lost in the Crowd, which are not included in the stats, but should come up quite often in play. The main at-will, and many of the dailies/encounter powers all target will. In those circumstances, Psychic Lock is like a regular +2 to defenses for multiple party members.

I've seen Lost in the Crowd in play - and its best feature is that it's on when times are toughest.

Question: I now have a 12 Str for the chaos sorc, and nothing to do with it. I'm not keen on going 20/16 for Cha/Dex for several reasons, but does anyone have any other constructive ideas?
Flag Paultimatum March 26, 2009 5:08 PM PDT
Look like good builds. Not all that important, but you have the level one chaos sorcerer with leather armor proficiency as a feat, but no leather armor. That means AC should be 16 instead of 14, and also I think the fortitude and reflex defenses are switched.
Flag anomalousman March 26, 2009 8:27 PM PDT
Thanks. I put the leather earlier after consideration, but failed to adjust the numbers. Personally, I'm going to roleplay this guy as starting as a cowardly thief. But getting some defenses early would be the key optimisation goal.
Flag Soapminer March 28, 2009 9:04 AM PDT
This is the exact kind of build I was looking for. Just wondering, is the build itself (at the top) updated with the additions/changes mentioned in your posts? Also, what do you think of Sly Dodge as opposed to Sneak of Shadows?
Flag anomalousman March 28, 2009 2:30 PM PDT
Yes, I keep my archetype builds updated.

Sly dodge seems to make a lot of sense for a Cha-heavy ranged type, so it's a fine option. I didn't choose it for a couple of reasons. The main one is that this build likes to be in melee, and can use any of its spells without provoking. So I basically wasn't planning on provoking any OAs. It might be handy to move around in order to pick a better target, but I decided the occasional burst of damage would be more useful.

Plus, I wanted thievery instead of bluff and intimidate, which I could already get as a sorcerer.
Flag Soapminer March 28, 2009 2:43 PM PDT
Also, I don't see the proficiency feat for the parrying dagger in the build. Am I missing something? I would much rather go with the dagger/TWF feats than with the shield feats.

Edit: I found the "Mage's Weapon" enhancement, so disregard my feat comment. But, I still would like to use two daggers instead of a shield. Any downsides/advantages to that? You said it would be the equivalent of using the shield but with an added +1 damage, so I'm just wondering why it's not part of the build.
Flag anomalousman March 28, 2009 3:14 PM PDT
It's a mage's parrying dagger - it comes with built-in proficiency.

TWF + TWD could replace the shield profs, for a net cost of 1 reflex, 1 magic weapon that you never attack with, 1 magic shield benefit. You gain 1 damage to your attacks.

If you want two interesting weapon powers, that will cost another feat (the weapon proficiency). If you want that so you can use TWO with a sorcerer power, then that will cost two more feats: TWO and Reaper's Touch.

So you can go that way, but you'll need to ditch three feats from this build, and your defenses will still be marginally lower even if you don't ditch defensive feats.
Flag pianopraze March 29, 2009 8:44 PM PDT
This is awesome post, thank you!!!

I ended up with all the same assumptions at level 1 with my Halfling Chaos/insane build (except i MC Rogue level 1 for thematic reasons), I'm glad I'm on the right track.

Thank you again!

p.s. these guys are WONDERFUL to role play with, playing up the insanity is great fun, and you never know what is going to happen in a battle. It is TREMENDOUS fun for both me and the entire group. We were in stitches!

P.S thank you to WOTC for this class!
Flag anomalousman March 29, 2009 8:54 PM PDT

pianopraze wrote:

I ended up with all the same assumptions at level 1 with my Halfling Chaos/insane build (except i MC Rogue level 1 for thematic reasons), I'm glad I'm on the right track.


Me too. But I posted the more 'optimal' starting point. My guy begins as a thief with a bit of a surprise...

Flag gits79 April 3, 2009 7:34 PM PDT
I like the concept of dragonborn sorcerers. I looked at it differently then the one listed. I created a lightning and thunder specialised taking all the feats that boosted those two attacks. The only defense I took was endurance as a skill, and leather armour. I took dragon soul heir as paragon class naturally, and the doombringer as the epic class. I like the flavour and concept of twin attacks.
Flag anomalousman April 3, 2009 11:01 PM PDT
Element theme dragonborn sorcerers are clearly viable. I would argue that weapon focus is still the best way to get the feat bonus to damage, though. It's the most widely applicable.
Flag anomalousman April 4, 2009 3:15 AM PDT
Arcane Power exerpt thoughts:

TWF is now the plan. It was on the edge before, but that dual implement feat makes it critical. It will be close to the feat that increases damage the most.

The real question is: what to take out? What are the 3-5 worst feats in the build? You know the build is getting right when you have great ideas that you have to leave out...
Flag DonnellLocke April 4, 2009 9:18 AM PDT
First off.. being partial to Halflings, I really like the first build..the only thing initially I see - is that you took a +1 mage's parrying dagger but you don't have proficiency in it. I know this because I'm going to run a character I ran in the past a rapier/parrying dagger halfling and I had to take a weapon proficiency in it as it's a superior weapon..hope this helps..

If you have a way around this - please let me know - haha..that would and an extra feat to Porthos Two-Blades..
Flag DonnellLocke April 4, 2009 9:33 AM PDT
hahaha.. Never mind, how did I miss the property of this weapons..though it wouldn't work for Porthos..it explains your path..

sorry about that..and again..good builds!!
Flag anomalousman April 4, 2009 7:23 PM PDT
That was the easiest question I've had in weeks.

And that off-hand dagger is going to get increasingly important, unless we've all mis-guessed what that new feat is about.
Flag anomalousman April 5, 2009 5:50 PM PDT
OK, so I'm trying to cut the least important feats for the new big damage boosters. The real problem is that I've already got rid of the weaker offensive feats, and now I'm having to cull defensive feats.

So what is the weakest of:
Toughness: ...~10% of my hitpoints

Lost in the Crowd? ...take ~20% less hits when meleeing 2 opponents

Psychic Lock ...take ~20% less hits when I connect with my main attacks
Flag anomalousman April 16, 2009 9:50 PM PDT
I just played a bunch of battles using these two characters in a party:

Githyanki swordmage
Dragonborn Inspiring Warlord
Dragonborn Bruiser Barbarian
Dragonborn Dragon Sorcerer
Halfling Chaos Sorcerer

The team wiped the floor punching well above their weight. In general, the battles were nearly overwhelming, and then the group managed to pull together enough to pull off a game-winning nova.

The bad news is that these two guys were pretty incidental. The Swordmage was important for keeping the heat off the warlord and barbarian. The Warlord was the only source of buffs and healing, and vital to the whole process. The Barbarian did the bulk of the heavy damage, both before and during the nova. (There was no 'after'.)

Now, this wasn't a fair test. I was using a couple of solo monsters rather than a normal pattern of opponents, so the whole role of these guys was removed. They're for softening up large groups of enemies, not punching through a BBEG with an aura.

Dragon Sorc: Through draconic spellfury and Platinum Scales (mainly PS), he was surprisingly tough. Usually the least hurt at the end. Downside, that's also because he was the smallest threat. None of his close burst powers were ever really useful, however. In more normal fights, he would have been a lot better. He hit about as often and as hard as the others, but just didn't have single target nova capacity.

Chaos sorc: Again, his big trick of being in the middle of lots of small troops and chewing them to pieces just didn't have a chance to be tested. Also, he was quite fragile to big auras, which were in abundance in these tests. He did have some uses, however: Psychic Lock occasionally saved the key members. Also, his randomly chosen debuffs were occasionally vital. The prismatic powers do their business with or without a hit, and set up the break needed to nova on two occasions.

On that basis, for BBEG solo opponents, these two would be better replaced by a second leader (I'd lose the dragon first), and maybe a dedicated controller instead of the Chaos Sorc, since that was his effective role. I'll try big mixes of opponents later and see how the team goes. Then I'd expect the multi-attack nature of these two to more than double their damage output, and make them take a lot of more of the enemy's attention.

Also: tweaks have been made, although I don't have Arcane Power yet. I expect that to affect a couple of feats and several powers.
Flag anomalousman April 19, 2009 3:17 AM PDT
Latest late epic playtest results: Played against multiple epic solos simultaneously, Vecna, Tiamat and the level 30 Dungeon Delve.

Chaos Sorc: I think this build seemed strong, but it wasn't quite as effective as the warlord/barbarian combination. That said, he did put out a lot of damage. And the secondary control effects, despite their randomness, came in very handy every now and again. He has little nova capacity, but puts out a better steady stream of damage than the barbarian. He's also increasingly effective against multiple opponents, and it was very clear that when there were more opponents he did better and better. So bring on the minions.

He's considerably more fragile than some, but he fared well when becoming adjacent to opponents every now and again. I played him at range early in the fight, and then brought him in when things became more stabilised. It worked well, and I suspect that's how it should be done.

Sorcerous Flux didn't come up very often, but possibly not rarely enough to replace the feat. White Lotus Master Riposte worked well on several occasions. After working hard to get Reaper's Touch and Two-Weapon Opening into the build, I never managed the combination. The requirement to attack in melee the same opponent that you critted is a constraint that doesn't play well for the chaos sorc. That, and a desperate need to get Double Implement Spellcaster into the build, means that I've replaced those two with DIS and the return of Toughness. I'm now thinking this build is getting near its final optimal valley. That said, I still don't have Arcane Power, so there might be something vital outside the excerpts. In particular, there's plenty of room for improvement amongst the powers. He's often using at wills rather than exhausting his encounter powers.

Dragon Sorc: I think this build seemed strong, but I'd have to say that this was the least effective of the five characters. He has little nova capacity, and doesn't have quite the damage output of the chaos sorcerer. The playtests happened to include solos and brutes mainly, however, and this character would be ideal against skirmishers and minions. So no dramatic conclusions should be taken. Looking over the build, there's nothing significant that I'd change. Sorcerous Flux didn't come up very often, but possibly not rarely enough to replace the feat.

One notable feature was that he was never in danger. His toughness was never really challenged, so I'd like to see how he goes in early paragon - where the lack of nova features won't be so important.
Flag anomalousman April 23, 2009 3:18 AM PDT
Early paragon playtest results: Party was level 11, same as before. Played against a level 11, 12, 13 series of encounters in the same day. And a level 13, 14 and 15 series on another day. Then a level 17 encounter and a level 18 encounter where the party was assumed to be fresh. All successes. At level 19, the free ride stopped - they just couldn't hit the opponents any more. Proper workdays at the level 17 and 18 mark would have had serious consequences as well.

Chaos Sorc: This guy was easily MVP in first encounter and close in second. Both sorcerers worked absolutely perfectly. Wild Spellfury and the melee attack gear didn't come up much until things went badly, and were then very useful. At the higher levels, maneuverability and sheer inability to hit slowed him down a lot, but not more than the others. The chaos bolt is always a good option at any range. I'd say the build was working extremely well.

Dragonborn Sorc: This guy was MVP in second encounter and close in first. Both sorcerers worked absolutely perfectly. Draconic Arrogance was a very handy damage boost. At the higher levels, maneuverability and sheer inability to hit slowed him down a lot, but not more than the others. This sorc has a lot of close burst and blast powers, which are hard to set up even if you're happy to be in melee. Which he was - his toughness was unchallenged. The build was working very well.
Flag Aeloric April 25, 2009 1:48 PM PDT
What about Dragon Guardian from Arcane Power? Wouldn't it be better than Dragnsoul Heir?
Flag anomalousman April 25, 2009 3:01 PM PDT
Quite possibly. I never really used anything about Dragonsoul Heir. I should be getting hold of arcane power literally in three hours. I'm reworking all my current builds again. Plus the warlock that I'm playing in tabletop, although that's less of an optimisation question than a "how shall I arrange these elements into something that works" question.
Flag Verisimilar April 25, 2009 6:35 PM PDT
How is it you're taking White Lotus Master Riposte feat without taking the White Lotus Riposte feat that appears to be a prerequisite. If there is some kinda trick you are using, I'd like to know about it.

Thanks
Flag anomalousman April 25, 2009 6:49 PM PDT
Trick = mistake. I've already shoehorned the prereq feat in my offline builds, but I'm going through AP anyway, so I'll do the update in one big hit.

As an aside, feats have become pure gold. I've had to shorten my list of 'indispensible' feats many times. The WL Riposte pair are still in it, though.
Flag anomalousman April 28, 2009 10:47 PM PDT
OK, these builds are finally updated for Arcane Power. There have been some strategic power changes in both builds.

Chaos Sorcerer:
Ruthless Spellfury has to fit in the chaos sorc build (everything the TWO combo was supposed to be, in a single feat.)
So does quickened spellcasting, but this left me a horrible dilemma. The weakest attacking feats remaining were Wild Spellfury and Weapon Focus. But they're excellent. So I looked at the two weakest defensive feats: Psychic Lock and Lost in the Crowd. In the end I chose to delete them. But I'm sad about it. Another option would be to remove TWF and TWD instead, but I really like the constant bonus of the TWD.

Dragon Sorcerer:
Now, the dragonborn build had more to do. First, there was the option of a better paragon path. It then had to choose whether to disturb the stat distribution to get Sorcerer Implement Expertise or not. This is essentially a feat a drop in Con to get 15 Dex, for the choice to pick a non-jagged weapon. Finally, there was the question about what to drop for Ruthless Spellfury and Quickened Spellcasting. For the last question, I went for Sorcerous Flux and Toughness. Sorcerous Flux was my least used feat, and Toughness might be useful earlier on, but by mid-epic, this build relies on stupidly boosted defenses and temp HP to get through fights. It was never stressed in playtests.

Paragon path choice is really quite a line call. I like Dragon Guardian, but Dragonsoul Heir is clearly tougher. Dragon guardian puts marks on surrounding enemies, and I want my defender doing that, ideally. But I like its utility and I like getting a double resistance from my Dragon Soul. In the end I left it, but I think the absolute ideal paragon path is still waiting to be discovered.

Sorcerer Implement Expertise comes at a cost of a feat, which hurts even more than the loss of HP and a surge. So we have to make that call after looking at possible weapon enchantments. I've looked around, and not seen anything good enough to turn my head. I'll happily take pitches for this swap - but the payoff needs to be pretty serious. My best thought thus far: radiant weapon?



For both builds: Arcane Familiar might be worthwhile - but at what cost?
Flag Trabian April 29, 2009 2:33 AM PDT
Draconic spellcaster perhaps for the dragonborn build?

prereqs, are any arcane class & dragonborn, heroic tier.
Gives a feat bonus to attack to arcane powers that share the type of the dragonborn's breath weapon. +1 feat attackbonus, (+2 at 15, +2 at 25)
Flag anomalousman April 29, 2009 3:07 AM PDT
Yes, draconic spellcaster is very good. I was trying to avoid limiting myself to particular elements, but it is really so good that it should be considered anyway. That would tend to suggest Lasting Frost as well. And the thunder feats, along with arcane admixture. However, the question is what should one or more of these replace?

I could take Draconic Spellcaster by itself, as it's the best of them, and only a single feat. But what to remove? The defensive feats are pretty vital. I could boost the build into a super glass cannon that would attract immense enemy fire, but there are plenty of "DPR uber alles" builds out there already. Since my playtest, where this build was the last standing at late levels (largely through not being targeted), I've lowered defenses and raised the damage output. I don't want to tip the balance and risk becoming the first to be dropped.
Flag anomalousman May 3, 2009 3:45 PM PDT
Playtests from levels 11 and 21 are in.

Raw Notes from playtests Show
The arcane characters are much evolved, let's try a team:

Barbarian,
Warlord,
Swordmage,
Chaos Sorcerer,
Warlock

We'll do levels 11, 21 and 30, and see what it takes to break them. The swordmage should be heavily improved, and I've never seen the warlock in action.

Level 11 party:

Full Level 14 Dungeon Delve (ELs 14,15,17) pics 89: 18,78,33
EL 14 (umber hulks + mindflayer):
Things were looking very grim until the chaos sorc forcibly degrabbed the others with some sliding.
Then they were looking grim again. Most of the party was dazed most of the time.
Success without dailies, but many healing surges expended.
EL 15 (grimlock, drow, mind flayer):
Right to the wire. The array of brutes made the party play smarter,
and not expose themselves in the big room where focus fire would have dropped them.
Had two party members down and failing death saves at one point.
EL 17 (drider fanglords, drow priest, mind flayer mastermind):
Most of the dailies have been kept for this battle, and looking at the defenses on that mastermind,
I doubt it'll be enough...
Some good luck got through the others really easily, but then the controller
nearly took the party down by itself. Save granting is in short supply.
Ultimately, you just can't compete with level 18 monsters for attacks and defenses.

Level 21 party:

Full level 24 Dungeon Delve (ELs 24,25,26) pics 45: 94, 114, 14
EL 24 (glabrezu, hezrou):
Cakewalk. With no real disruption from the other side it was an encounter-power only affair.
Natural 1 on the first Storm of Blades attack only delayed the inevitable.
EL 25 (skirmishers, soliders and minions)
Easier, if anything. The minions were probably supposed to be more of a threat, but the party
has so many multiattacks and benefits on dropping enemies that they were almost a net benefit.
I saved the prisoners anyway. Gotta be the hero.
EL 26 (balor, rot hurler + deathpriest)
So the party is effectively starting this battle fresh. Not a single expendable resource has been
used. Good thing too - about half of them went on this fight.
Not quite a walk on the edge of darkness, but those rot hurlers were trouble.
The warlord mini-nova'd early when the enemy controller came out of stun. Probably slowed the win,
but having large chunks of the entire party stunned with save ends is not a good path to victory.
Especially with all the -2 penalties to saves they were getting. In the end, the artillery were the
hardest to drop. But since they were debuffing rather than damage, the danger level wasn't high.

General notes on the party: Having half the party (counting the Githyanki as almost melee)as melee
types at this level is hard when fighting flyers. Lack of ranged options sometimes hurts. OTOH,
those melee-types are vital for clearing the ground of baddies, so switching might not be a good idea.
It's really nice how the arcane types can switch between melee and ranged so easily. But the
nova capacity of the others has been vital in the past.

Again, the warlock was used largely as a controller. Although his single target ranged damage was OK,
it was not up to the sorcerer's. Natural 1s stripped both arcane characters of their best tricks, but
they did OK. The party could do with some backup healing and some backup attack buffing along with
control. I'm still thinking laser cleric. Or maybe ranged-capable bard.


So only the chaos sorc was tested, but he came out well. He didn't miss the TWO option, and in fact, he barely used wild spellfury. I'm almost wondering whether it should be demoted in the feat priority. The thing that makes me hestitate is that it's the feat that gets more important as the circumstances get worse.

White Lotus Riposte was an excellent tool for warning opponents off. Although usually it 'warned' them rather actively, and that was good, too.

His damage and dodginess were fine. Even at epic, he was as good a striker as the barbarian, and more capable in certain situations.
Flag anomalousman May 3, 2009 4:54 PM PDT
OK, so someone pointed out in another thread that mage's parrying daggers aren't a valid implement. (Proficient != implement)

So I need a replacement. I'm looking for a staff (1 handed? really?) or dagger with a property that does something useful even when you're not attacking with it. The short list is:

Bloodthirsty +1/+E vs bloodied
Lucklender +2(+1s+received crits) attack/day
Prime shot +T damage point blank
Subtle +E with CA

Defensive Staff +1 NADs


I don't think the Staff of Ruin will operate if you're attacking with a different implement. The second sentence doesn't say anything about having to attack, but the first muddies the waters. Any suggestions?
Flag Gnollfiend May 11, 2009 7:54 PM PDT
Goblin Totem Dagger! (adds bonus against larger foes) Nice if your a Halfling :D
Flag anomalousman May 11, 2009 8:10 PM PDT
Two problems with the goblin totem dagger:

1) It only applies to attacks with the dagger, so it would stop the bloodiron goodness.

2) Staff of ruin is outright better than it.
Flag Ytterbium_Dragon May 11, 2009 8:59 PM PDT
I understand how good Draconic Arrogance is on a dragon sorc, but may I recommend going MC Ranger instead? You can use salves of power to restore spitting cobra stance, and with two rings of ramming you get:

-push 3 against anyone who approaches you with dragonfrost. This makes it very difficult for anyone to get near you.

-Temp Hp whenever anyone moves near you, since Spitting Cobra Stance allows the use of dragonfrost. As such, anyone who manages to get near you also effectively does STR mod less damage. This is even better than the battlerager's ability.

-Obscene damage. You get an extra attack against almost every enemy. You get to apply your sorcerer damage as well as lasting frost/wintertouched as many times as you attack, which will be quite a lot with the stance.

-Easy activation of the white lotus feats every round, should you choose to include them.


IMO, this is perfect for a defensively minded dragonsorc, and it does very nice damage as well. I would trade it for MC Fighter/Draconic Arrogance in a heartbeat (it's even the same feat expenditure). Please consider this option.
Flag anomalousman May 11, 2009 11:47 PM PDT
Ytterbium: It's a great build option, and I've considered it a couple of times. I think it would really shine as a better option in many cases. In others, where the stance is either unavailable or not triggered, it would obviously be weaker.

When I playtested the sorcerer, he was already ignored in terms of meleers trying to close. His real defense was to push his AC and NADs sky high. The main reason he was hurt was through the omnipresent auras. That said, at epic he really didn't get the damage out like the other strikers, I think largely because he was targeting Fort and kept missing. At paragon the damage output was not an issue, but he was also the lowest priority target in most fights.

I therefore suspect that the best use of MC Ranger-Spitting Cobra would not be to help with his defenses, but to effectively make himself a defender once (or twice) per day. He could stand next to the glass cannon and try to keep them clear. When the main opponents did their damage via melee rather than ranged/aura, that might work reasonably well. As in, be utterly cool.

That said, there are many multi-push/prone powers for draogn sorcs, so Draconic Arrogance is nearly always being used. I like that it works when you don't have access to the daily (Salves of Power are a good fix, but equipment fixes make me generally uncomfortable). I like that DA works when you're dazed. Now this, I expect to come up a lot. My whole party seems to spend a lot of its life dazed. I like that it works against ranged attackers, and meleers that stand still, pounding away at your warlord/barbarian/swordmage.

I'll flag your variant in the main post, but I'll leave the base build as it is. I think the spitting cobra stance option is definitely for very tactically aware players.
Flag Joolsy May 12, 2009 12:57 AM PDT
Is Bedeviling Burst really any good for a Dragon Sorcerer?
Flag anomalousman May 12, 2009 6:11 AM PDT
Well, it worked well in my level 11 playtests. It can be used to target 2 enemies, attacks will, and pushes (and hence triggers Draconic Arrogance for extra damage).

Thunder slam attacks fortitude (slightly worse, but not a deal breaker), and attacks one less enemy. That's more of the problem.

Mists of Disarray competes if you can get three enemies in the burst. But Bedevilling worked out fine. Of course, it's the first encounter to be replaced.
Flag Ytterbium_Dragon May 12, 2009 9:23 AM PDT

anomalousman wrote:

Ytterbium: It's a great build option, and I've considered it a couple of times. I think it would really shine as a better option in many cases. In others, where the stance is either unavailable or not triggered, it would obviously be weaker.

When I playtested the sorcerer, he was already ignored in terms of meleers trying to close. His real defense was to push his AC and NADs sky high. The main reason he was hurt was through the omnipresent auras. That said, at epic he really didn't get the damage out like the other strikers, I think largely because he was targeting Fort and kept missing. At paragon the damage output was not an issue, but he was also the lowest priority target in most fights.

I therefore suspect that the best use of MC Ranger-Spitting Cobra would not be to help with his defenses, but to effectively make himself a defender once (or twice) per day. He could stand next to the glass cannon and try to keep them clear. When the main opponents did their damage via melee rather than ranged/aura, that might work reasonably well. As in, be utterly cool.

That said, there are many multi-push/prone powers for draogn sorcs, so Draconic Arrogance is nearly always being used. I like that it works when you don't have access to the daily (Salves of Power are a good fix, but equipment fixes make me generally uncomfortable). I like that DA works when you're dazed. Now this, I expect to come up a lot. My whole party seems to spend a lot of its life dazed. I like that it works against ranged attackers, and meleers that stand still, pounding away at your warlord/barbarian/swordmage.

I'll flag your variant in the main post, but I'll leave the base build as it is. I think the spitting cobra stance option is definitely for very tactically aware players.


That's certainly a fair evaluation. You only get spitting cobra stance twice per day in heroic (and only for one level), three in paragon, and four in epic. That means most of your encounters don't have it activated. I think I undervalued Draconic Arrogance as well.

Flag Joolsy May 12, 2009 8:53 PM PDT
OK, I see. Its not very good at level 1, but I can follow your argument that its good at 11.

anomalousman wrote:

Well, it worked well in my level 11 playtests. It can be used to target 2 enemies, attacks will, and pushes (and hence triggers Draconic Arrogance for extra damage).

Thunder slam attacks fortitude (slightly worse, but not a deal breaker), and attacks one less enemy. That's more of the problem.

Mists of Disarray competes if you can get three enemies in the burst. But Bedevilling worked out fine. Of course, it's the first encounter to be replaced.


Flag Ytterbium_Dragon May 12, 2009 9:06 PM PDT
nm, misread.
Flag anomalousman May 13, 2009 3:16 AM PDT

Joolsy wrote:

OK, I see. Its not very good at level 1, but I can follow your argument that its good at 11.


It's OK. I don't think any of the level 1 encounters are that compelling. I do like having something in the arsenal that targets Will.

Flag Arsil-Thorondor May 18, 2009 11:48 PM PDT
good morning Anomalousman,
i've a question about the dragonborn build:
you choose the feat "dual implement spellcaster" to add the off-hand implement bonus to damage roll; but the off-hand implement you use "mage's parrying dagger" it's not a dagger, and so in my opinion you won't be able to use it as an implement - and then it doesn't work with the feat.
The mage's parrying dagger itself explain that anyone is proficency with that as weapon, but not that anyone can use it as an implement.



(sorry for my bad english)
Flag anomalousman May 19, 2009 6:22 AM PDT
Morning. You're totally right. I changed this for the chaos mage, and forgot to do the same for the dragon mage. I've now changed it over to a staff of ruin at higher levels. This means that the AC is 1 lower at levels 21 and 30. But there's quite a serious damage boost, so that's good.
Flag Arsil-Thorondor May 19, 2009 10:51 PM PDT
thank you for the quickly reply.
Flag anomalousman May 28, 2009 4:04 AM PDT
Playtest says: all is well at high levels.

New hybrid rules say:

Sorc | rogue + feat: hybrid talent

gives all sorts of benefits over

Sorc + feat: Sneak of Shadows

...while still giving all (literally) the class features of the sorcerer. The benefits are:
+1 Will, more choice on skills, more weapon profs, sneak attack all encounter, three effective free power swap feats, freedom to take another multiclass

The drawbacks are: -1 Ref, sneak attack only on daggermaster/rogue powers, mandatory power replacement for 1 util, 1 encounter and 1 daily.

Now the defenses are a wash. The sneak attack is a solid improvement. There are plenty of fabulous rogue powers, so the fact that the power swaps are free is the important thing there. The multiclass thing is good, too. I can take a splash of bard to boost the group healing.
Flag Anselm May 31, 2009 1:37 PM PDT
Wouldn't the hybrid build want to take both daggermaster + draconic arrogance or daggermaster + spitting cobra stance? It seems really strong to me.
Flag anomalousman May 31, 2009 2:33 PM PDT
I was off base with the "all features" thing. But it's still strong. Daggermaster + draconic arrogance has a couple of minor problems:
1) Boosting strength over dex leaves you with a useless at-will from the rogue, and a useless rogue encounter and rogue daily power. Not boosting strength makes it a wasted feat.
2) The at-will of choice for a draconic arrogance user doesn't target multiple enemies, so you'd lose some of the daggermaster synergy, or some of the draconic arrogance synergy.

I can't see any reason not to go for spitting cobra stance with a sorc | ranger (rogue) daggermaster. The stats work, and I'm sure there's at least one useful ranger encounter and utility power somewhere (that you'll have to take).
Flag Ytterbium_Dragon May 31, 2009 2:37 PM PDT

anomalousman wrote:

I'm sure there's at least one useful ranger encounter and utility power somewhere (that you'll have to take).


Fox's Cunning gives you a MBA at a reaction, which means you can use dragonfrost if you have reaper's touch.

Flag anomalousman May 31, 2009 4:10 PM PDT
You know, that's just such an obviously good combo, I'll have to work up the build. People have suggested I change the previous build for Spitting Cobra, and I've always thought that would have been fine. Now, the advantages of both builds can be combined. For variety, I think it should be a storm sorc, as that's a bit more in line with a nature ranger kinda feel. Oh, and Fury of the Storm + daggermaster.
Flag Ytterbium_Dragon May 31, 2009 4:15 PM PDT
I tried to throw mc ranger into my Sorc|Fighter build, but it's incredibly feat starved. It's really hard to negotiate feats between the three classes, imo. Just a heads up.

I had something like 27 feats that seemed must-have, and the only way I saw to cut down was to drop mc ranger entirely.
Flag anomalousman May 31, 2009 8:37 PM PDT
Yeah, the sorc is feat starved by itself. I doubt I'll try for any ranger-specific feats.
Flag anomalousman May 31, 2009 8:42 PM PDT
...and maybe you would have been better throwing MC Fighter into a Sorc|Ranger build. Then you could save on a power-swap feat. But still, it would have been crazy.
Flag Anselm June 1, 2009 12:04 AM PDT

anomalousman wrote:

I was off base with the "all features" thing. But it's still strong. Daggermaster + draconic arrogance has a couple of minor problems:
1) Boosting strength over dex leaves you with a useless at-will from the rogue, and a useless rogue encounter and rogue daily power. Not boosting strength makes it a wasted feat.


I was thinking going sorcerer|fighter/rogue, so that rogue is only for the daggermaster. But yeah, that might be better as something other than a dragon sorcerer.

Flag Ytterbium_Dragon June 1, 2009 3:30 AM PDT

anomalousman wrote:

...and maybe you would have been better throwing MC Fighter into a Sorc|Ranger build. Then you could save on a power-swap feat. But still, it would have been crazy.


There are a lot more fighter powers worth taking IMO, and I like the ability to mark. I could see an argument like that working if it didn't change the function of the character, but doing that would change his role entirely.

Flag anomalousman June 1, 2009 1:34 PM PDT
Sure. My storm sorc | ranger / rogue is very much a sorcerer, so he's not getting spread as thin. ( And he's also very clearly a striker, if that weren't abundantly clear. )

Feat starvation just means that the new options have to fight very hard indeed to have any effect on the damage output, without losing to the straight build sometimes. These builds really are nearly saturated optimisation wise - the sweet smell of balance.
Flag Ytterbium_Dragon June 1, 2009 2:15 PM PDT
Sorry, I'm mainly talking about some kind of str sorc|fighter or str sorc/fighter. I may not have been clear on that issue.

IMO, using ranger as the second hybrid class only gives you a small boost in the striker category, while using fighter as the secondary class still adds quite a bit to the striker category (maybe more - tempest fighter is so good on sorcs) as well as allowing the sorc to be a fully competent defender. I think that's just too much benefit to pass up, even for spitting cobra stance which you know I love.
Flag anomalousman June 1, 2009 5:51 PM PDT
Strength-based sorcs and tempest indeed look great. However, taking tempest fighter would need to use Hybrid Talent, which shuts down any and all build-specific feats and riders. Unless you do PMC. All that's stopping me from going there is my unreasonably long honeymoon with daggermaster.

... I think I'd go cosmic, by the way. Fighter powers can handle all the close stuff, so I'd want blazing starfall as my at-will. And I like some of the cosmic powers from later levels over dragon riders, which are quite skippable (adamantine echoes aside).

Personally, I'm going nuts. I'm building three separate hybrid sorc builds that all take daggermaster.
Flag anomalousman June 1, 2009 9:54 PM PDT
OK, two of the hybrid builds are up!

The first is the sorc | ranger / rogue, and the second is just straight sorc | rogue - essentially a reworking of the original chaos sorc build. Now I've seen them, I still prefer the sorc | rogue. It's just a bit more synergistic.
Flag Gnollfiend June 19, 2009 2:05 PM PDT
Thanks for the great write up and review.. Playing a Halfling Hybrid Rogue | Storm Sorcerer myself right now.

Question on the Spitting Cobra Stance cheese

Hybrid Ranger | Sorcerer

Could you apply the Sorcerer (DEX) bonus to damage rolls when using the stance? You are using "Acid Orb" for ranged attacks. Hybrid rules allow only bonus damage from Sorcerer powers... and the Stance is a Ranger Power?

Example:
Ranger basic attack w/ bow 1d10 + Dex + Mod
Sorcerer Acid Orb (Basic Ranged) 1d10 + Cha + Dex + Mod

Ridiculous!
Flag Sytizen July 6, 2009 5:09 PM PDT
Hi,

Pardon if this is a stupid question (it very well might be) but I just can't figure out how you're getting 16 AC for level 1 in the Dragon Sorc build all the way at the bottom of your post.

Dragon Sorcerer, L1

Race: Dragonborn (cold)
Class: Sorcerer
Spell Source: Dragon (cold)

Ability Scores, with racial adjustments:
Str 18 (+4)
Con 12 (+1)
Dex 12 (+1)
Int 10 (+0)
Wis 8 (-1)
Cha 18 (+4)

HP: 24; Bloodied: 12; Surges: 7 (7 HP)
AC/Fort/Ref/Will: 16/14/11/16
Initiative: +1; Speed: 6

Dragonfrost: +4 vs. Fortitude, 1d8+8+push (+1/+0 bloodied)

At-will Powers: Burning Spray, Dragonfrost
Encounter Powers: Dragon Breath, Bedeviling Burst
Daily Powers: Lightning Breath

Skills: Arcana (+5), Endurance (+6), Diplomacy (+9), Intimidate (+11)
Feats: Armour Proficiency (Leather)

Gear: dagger, leather armour, standard adventurer's kit, 84 gp


This build lacks the DEX mod of the halfling build, so why does it get the same AC?

Dragon:
10 + 0 (1/2 level) + 2 (leather armor) + 1 (DEX) = 13
to the halfling's:
10 + 0 (1/2 level) + 2 (leater armor) + 4 (DEX) = 16

Since INT is the only other score you can add to your AC when wearing light armor and there's no shield bonus, I can't figure out where the extra +3 is coming from (and why the halfling doesn't get it).

Let me know if I'm wrong.

Flag ff6shadow July 6, 2009 5:12 PM PDT
Dragon Sorcerers get Str to AC
Flag Sytizen July 8, 2009 10:48 AM PDT

ff6shadow wrote:

Dragon Sorcerers get Str to AC


Thanks for the clarification. I missed Draconic Resilience. :P

Flag Zephrym July 15, 2009 4:52 PM PDT
In regard to the Halfling Chaos Sorc/DM:

I don't think the property of the staff of ruin gives you its damage bonus property unless you are wielding it as your implement. The Dual Implement Spellcaster feat doesn't give you any ability to use the properties of both implements beyond the one instance of the offhand's damage bonus. You still have to choose which of the two weapons is your actual implement at any given time and that determines which one gives you its enhancements bonuses. The staff of ruin's damage bonus only applies when you are using its enhancement bonus instead of the daggers.

Conversely if you choose the staff as your implement for an attack, you lose the +3 damage from the weapon focus light blade. You could choose weapon focus staff to get all the +s you are going for but then you would lose all the nifty daggermaster abilities while not using the dagger to make the attacks.

I didn't catch this until I tried to make it all work in character builder and it won't apply the item bonus to damage from the staff while it is being wielded in the offhand. And I think the CB is correct.
Flag anomalousman July 16, 2009 11:55 PM PDT
You get both properties with or without a feat. That's one of the few advantages of having two implements in the absence of the feat.

Without the feat, you don't obviously get to add the staff of ruin bonus, however, as it kind of suggests that you need to be adding the enhancement bonus to damage already. Actually, I think you probably would, but I see that it's debatable. The dual implement spellcaster feat plugs even that doubt, as you are already adding the enhancement bonus of the staff of ruin.
Flag anomalousman July 16, 2009 11:55 PM PDT
I've found the CB has made some really odd mistakes in calculating damage with entirely non-controversial calculations. I wouldn't rely on it.
Flag YamatoChan July 28, 2009 4:23 PM PDT
I don't really understand how you calculate the damage of your Dragonfrost at level 11

+14 vs. Fortitude, 1d8+24+push (+1/+0 bloodied) [5 cold damage if attacked]

I get +17 when I use characterbuilder and duplicate your build. Please Explain
Flag anomalousman July 29, 2009 12:05 AM PDT
That's quoted as a melee attack.

So it's:
1d8 +5 (Cha) +7 (Str+2) +3 dagger + 2 (weapon focus) + 2 (iron armbands) +5 (draconic arrogance) = 1d8+24

Character builder gets my rogue|sorc damages weirdly wrong.
Flag YamatoChan July 29, 2009 6:55 AM PDT

anomalousman wrote:

That's quoted as a melee attack.

So it's:
1d8 +5 (Cha) +7 (Str+2) +3 dagger + 2 (weapon focus) + 2 (iron armbands) +5 (draconic arrogance) = 1d8+24

Character builder gets my rogue|sorc damages weirdly wrong.


I see thank you very much .

Flag kev_1270 December 23, 2009 8:10 AM PST
Using your Sorc|rogue halfing chaos build... i read that you didn't do things that caused OA on you when in melee.

I'm a little curious as to why. I see a chaos bolt hitting some targets (and possible adding the sneak damage if you have one flanked) - if you get some even rolls and hit most of the adjacent targets (add wild Spellfury) and then take a 2 step back.

You provoke a MBA from 2 to 3 foes. If they have all been hit with the Chaos bolt this can get interesting. If 2-3 take the OA (regardless of hitting you or not) - you get  immediate reaction of chaos bolt. If they are stupid enough to continue pursuit and come at you on their attack turn of the same round - you are looking at doing this all over again. (NOTE: I also have Pschic Lock in my build - so all those OA's are at -2)

The secondary attack should still be adding +2 iron Wrists, any +enhancements, and +Chaos power to the 1d6 - correct. And.. if you get insane - possible retrigger of Wild Spellfury each time as you are recasting an at-will power with adjacent enemies.
Flag TheFounderPrime April 11, 2010 12:56 PM PDT
As far as the dragon sorcerer goes, why would you choose Bedeviling Burst as a Level 1 Encounter power? It seems to me that Tearing Claws would do the same thing, or do it better.
Flag Ytterbium_Dragon April 11, 2010 6:43 PM PDT

Apr 11, 2010 -- 12:56PM, TheFounderPrime wrote:

As far as the dragon sorcerer goes, why would you choose Bedeviling Burst as a Level 1 Encounter power? It seems to me that Tearing Claws would do the same thing, or do it better.



It might be because this thread was made before that power existed. I understand that the wiki is too cluttered right now and it's hard to see if a thread is dead or not. A quick check that you can do is go to the last post and see if it's even somewhat recent. If not, the build inside is likely outdated. If that's the case, you likely won't want to post in that thread.

Flag YamatoChan August 1, 2010 8:55 AM PDT

Apr 11, 2010 -- 6:43PM, Ytterbium_Dragon wrote:

Apr 11, 2010 -- 12:56PM, TheFounderPrime wrote:

As far as the dragon sorcerer goes, why would you choose Bedeviling Burst as a Level 1 Encounter power? It seems to me that Tearing Claws would do the same thing, or do it better.



It might be because this thread was made before that power existed. I understand that the wiki is too cluttered right now and it's hard to see if a thread is dead or not. A quick check that you can do is go to the last post and see if it's even somewhat recent. If not, the build inside is likely outdated. If that's the case, you likely won't want to post in that thread.


As a request, I wouldn't mind seeing an update on your dragonsorc. With no hybrids of course.... MC is still fine

Flag Riftsower November 13, 2010 1:55 PM PST
the daggermaster builds dont work anymore. they changed dagger precision from any power with a dagger criting on an 18-20 to daggermaster and rogue powers criting on an 18-20.
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