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4 years ago ::
Mar 25, 2009 - 5:00PM
#51
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Date Joined:
Mar 24, 2009
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Note that Sorcs add their special damage to "damage rolls", so they would be in the same boat, if we define "damage rolls" to only happen on the initial power use. Yes, I sure hope that they don't define it that way (wasn't the first definition bounced around as anything following an attack roll?). That would really suck, since (at least Chaos, I haven't looked much into Draconic) sorcs are really a mix between striker and AOE blaster (to set them apart from martial strikers), but if secondary hits don't scale, then you'll be dealing 1d6 all the way through epic.
Thanks for putting this guide together btw, it's well done.
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4 years ago ::
Mar 25, 2009 - 8:11PM
#52
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Very nice guide. As a Genasi (Windsoul) Sorcerer, I disagree completely.  Well, enough about me. Under Paragon feats, you listed Reaper's Touch. According to the Character Builder, this is a Heroic-tier feat and a darn good one at that. It modifies a few At-Wills (two from Sorc, one each from Wiz, Warlock and Invoker) to give them a range of melee touch in addition to their normal range and they are able to be used as melee basic attacks. For Sorcs, I recommend taking this feat along with one of the at-wills modified (or both!) and skipping on the melee training feat. The At-wills modified are Acid Orb, Dragonfrost, Magic Missile, Eldritch Blast and Avenging Light. In case anyone wants to look it up, it was published in Dragon Magazine #372.  And, yes, my Sorc retrained into this feat at level 3 (replacing Toughness, no less!)
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4 years ago ::
Mar 25, 2009 - 10:08PM
#53
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Date Joined:
Mar 24, 2009
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The At-wills modified are Acid Orb, Dragonfrost, Magic Missile, Eldritch Blast and Avenging Light. In case anyone wants to look it up, it was published in Dragon Magazine #372.  Well, it depends. Neither Acid Orb nor DFrost are 'great' spells: the former is just a basic attack, the latter targets fort (which I usually avoid doing, I might be overreacting).
Burning Spray is, IMO, too good to pass up, whether you're chaos or draconic (a close-blast 3 at-will that deals 1/2d8 + Dex + Cha/Str + Other bonuses? Hell yes). If you're Chaos, then your other choice is obviously Chaos Bolt. If you're draconic, then maybe you can take Acid Orb or DFrost (probably the latter to be able to attack Ref and Fort). But both? Not a chance.
Melee training then, is better choice for Chaos Sorcs, since you don't have to give up one of two great at-wills for a mediocre one, just to do more damage when you hit with an AO.
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4 years ago ::
Mar 26, 2009 - 5:36AM
#54
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Date Joined:
Apr 10, 2008
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Thank you for the complements everyone, even though it is still in work!
Thanks also for the Reapers Touch info. I dont have that Dragon... I only have to 370 atm, so appreciated it and will modify shortly.
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Note: I think genesai are a fun and very thematic choice. It is only a -1 AB and damage (and will save and skills), which is NOT the end of the world.
Hence, I did not mean to imply that they are unplayable by any means. I just feel they are a bit less optimal based on lack of CHA, relative to other races.
I should clarify this. That said, I don't wanna go over EVERY race, as there are tons of them with either CHA or STR or DEX boosts, so Id need just about every one of em. I think that is a waste of space and time as after the first 5 or 6, people kinda get the point. ;-)
My Sorc Guide Link: http://community.wizards.com/go/thread/view/75882/19649162/Joes_Sorcerer_Guide_AP_update_51509
My Genesi Wizard Blaster Link: http://community.wizards.com/go/thread/view/75882/25082729/Miniguide_to_Genesi_LightningThunder_Blaster_Wizard_%2806-2010%29
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4 years ago ::
Mar 26, 2009 - 6:20AM
#55
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Date Joined:
Dec 21, 2007
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Reaper's Touch is actually far inferior to Blade Channeling because Blade Channeling does the same thing except it works for every ranged power and not just two at-wills. However, dependent on the interpretation of whether or not making a "basic ranged attack" into a "melee attack" also makes it a "basic melee attack", Reaper's Touch might be better if all you're trying to do is get a better "basic melee attack." However, if you interpret Blade Channeling to also make your basic ranged at-wills into basic melee at-wills, then Reaper's Touch is entirely redundant.
Either way, I think the OP is right: sorcs just don't have the defense to really put themselves into positions where making basic melee attacks are a good idea. Dragon mages can already do it somewhat reliably with their high Str, but Wild mages just can't afford the feats.
Also, to the OP: I haven't read your other post but I'd just like to say that your Cust Serv answer is, indeed, wrong. The damage section of the PHB that they quote does not include the word "initial" anywhere in it, which is really the entirety of their argument. There is nothing to indicate in any way that initial damage is different than ongoing/secondary/any other kind of damage. No idea where they got that from, actually.
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4 years ago ::
Mar 26, 2009 - 6:31AM
#56
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Date Joined:
Apr 10, 2008
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I admit the CS is sketchy. But it is defendable...sort of. Look at the PHB faq. They made up all kinds of stuff! Wield vs Hold is now an important concept, and NEITHER was defined in the PHB.
Ditto with using an item power IN CONJUNCTION with a power.
In any case, there are long threads arguing over it. I am analyzing with a neutral point of view at the moment, until better resolved.
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So I am confused about teh Wild-Spellfire/melee chaos bolt plan.
WildSpellfire(WSF) works with ANY sorc at-will, and only requires a hit. So why run up and Channel chaos bolts in melee and hope it bounces? (or use Tooth of Chaos instead of Jagged to force the bounce) Why not just shoot from a distance, for easier targeting? Or better yet... use Burning Spray with Arcane Reach and/or War Wizard. That way, you are guaranteed to target multiple foes in a bunched up area. Each hit will cause DEX-damage to all adjacent.
Am I missing something? Are you just trying to trigger a two weapon opening or something?
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Reapers touch allows you to use a Staff implement, and not require a dagger. This is its main advantage, especially for the Dragon sorcs, or wild sorcs that use a Staff of Ruin, or even staff fighting style.
My Sorc Guide Link: http://community.wizards.com/go/thread/view/75882/19649162/Joes_Sorcerer_Guide_AP_update_51509
My Genesi Wizard Blaster Link: http://community.wizards.com/go/thread/view/75882/25082729/Miniguide_to_Genesi_LightningThunder_Blaster_Wizard_%2806-2010%29
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4 years ago ::
Mar 26, 2009 - 8:30AM
#57
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Date Joined:
Mar 28, 2007
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Wild Spellfury deals damage to creatures adjacent to you which requires that you be in melee. Thus you want to hit with Chaos Bolt and have it bounce to keep on triggering Spellfury, adding 3+ damage each time it hits a creature. It doesn't hurt that it works with Two Weapon Opening. Not every build is going to include Burning Spray, I'd rather have Storm Walk to allow me to shift around personally. As for Sorceror's not having the defenses to go into melee. This guy would beg to differ. He needs a catchy name though.
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4 years ago ::
Mar 26, 2009 - 10:37AM
#58
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Date Joined:
Jan 30, 2005
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In response to Sorcerous Blade Channeling to basic ranged into basic melee, it definitely does not. There is nothing in the rules that would even come close to suggesting it would. The only reason some are interpreting that way, is it kinda makes sense. But in DnD, making sense doesn't matter, the rules matter.
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4 years ago ::
Mar 26, 2009 - 10:46AM
#59
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Date Joined:
Apr 10, 2008
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Wild Spellfury deals damage to creatures adjacent to you which requires that you be in melee. Thus you want to hit with Chaos Bolt and have it bounce to keep on triggering Spellfury, adding 3+ damage each time it hits a creature. It doesn't hurt that it works with Two Weapon Opening. Ah! Yeah, I missed that key aspect of it. It seemed a bit too good to be true.
I guess you could still spray everyone down and really mess up the 1 or 2 guys that are adjacent to you.
The bolt doesnt seem reliable enough to me. Assuming you hit in the first place, you only have a 50% shot at it bouncing, AND a 50% shot of actually hitting the second target. Chaos Dagger is good and all, but its a DAILY that only works on the one target 'marked' for the encounter. By taking Chaos Tooth, you are sacrificing Jagged which loses out on the crit range.
Still, I am working on including this info. I actually HAD it in my text editor, then come to find out it only works vs adjacent TO YOU foes. ;-)
My Sorc Guide Link: http://community.wizards.com/go/thread/view/75882/19649162/Joes_Sorcerer_Guide_AP_update_51509
My Genesi Wizard Blaster Link: http://community.wizards.com/go/thread/view/75882/25082729/Miniguide_to_Genesi_LightningThunder_Blaster_Wizard_%2806-2010%29
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4 years ago ::
Mar 26, 2009 - 10:50AM
#60
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Date Joined:
Apr 10, 2008
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Also, I think sorcs can handle melee range. They NEED to stay close to the defender and not rush in and get surrounded.
Their base AC sucks bad.
But, they have several ways to pump this up a decent amount. Leather is a given for +2 AC.
STR guys take Hide, Light Shield, and Hide mastery for a dragonborn AC of base + 3hide +1shield +4 STR = 18ish relative to level 1. Equal to Plate. Hide Specialization bumps it 1 more in epic (need con 15).
DEX dudes take parrying dagger (or staff fighting), TWD which is good for 18 as well.
Plus, they have sufficient utilities to increase survivability.
My Sorc Guide Link: http://community.wizards.com/go/thread/view/75882/19649162/Joes_Sorcerer_Guide_AP_update_51509
My Genesi Wizard Blaster Link: http://community.wizards.com/go/thread/view/75882/25082729/Miniguide_to_Genesi_LightningThunder_Blaster_Wizard_%2806-2010%29
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