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Switch to Forum Live View Joe's Sorcerer Guide: AP update 5-15-09
4 years ago  ::  Mar 26, 2009 - 11:55AM #61
Undrhil
  • Dragon Slayer
Date Joined: Jan 2, 2007
Posts: 4,264

nukunuku wrote:

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.


As was already posted, Reaper's Touch can be used with the dagger or staff implement. So, those of us using a Staff (+2 Staff of Fiery something-or-other, in my case) can still get good use of the melee attacks. You seem to have it in your mind that a Sorcerer should always use a dagger, apparently.

Also, in addition to dealing damage, Dragonfrost pushes the target 1 square. That is quite on par with the Fighter's Tide of Iron and this one doesn't require a shield. Acid Orb is good for dealing Acid damage in melee and is nice if you have the Burning Blizzard feat (+1 damage to cold and acid powers.)

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.


It's a nice way to say "Bite me" to a baddie who comes up to you just before you shift away and run like heck. Also, Dragon Sorc's have to take just as many feats to survive in melee. They just don't have to spend as many feats for dealing *damage* in melee.... High Str doesn't equal high Con.

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4 years ago  ::  Mar 26, 2009 - 12:58PM #62
Khashi
Date Joined: Mar 24, 2009
Posts: 133
Well, I just reread Wild Spellfury, and realized that it stacks with Burning Spray as well:

Benefit: Whenever you hit an enemy with a sor-
cerer at-will attack power, each enemy adjacent to you
takes damage equal to your Dexterity modifier.

3 enemies in front of you are adjacent, so, if you hit all three, the damage to those becomes

1d8 + Cha + Dex*(4 + 1 per every other enemy hit behind the 3) + Other bonuses

In heroic. Enemies in the back take normal BSpray dmg.
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4 years ago  ::  Mar 26, 2009 - 1:56PM #63
Zackmack75
Date Joined: Mar 24, 2009
Posts: 69
Hey Guys, I've put together my feats so far and I'm offering them up for critique. This will be a Dragonborn Dragon Magic Sorcerer. Starting stats of 18 in both STR and CHA and a 13 in CON. By the time he's 16, it will be 22 STR, 22 CHA and 14 CON. Please understand that my goal is go with Scion of Arkhosia. Not the best min/max combo, but there's just something about flying out of the air and blasting people with great hoards of magic and fire...

I've only built him to lvl 16 to this point:

Heroic Feats:
1. Leather - Get better AC
2. Winter Touched - help damage for breath weapon and dragonfrost
4. Light shield
6. Sorcerous Blade Channel - now that I have a shield I can get up close
8. Dragonborn frenzy - boost damage
10. Adapatable Breath - change breath from Ice to Lightning (looks cool and helps against dudes that are cold immune)

Paragon Feats: Not necessarily in proper order
11. Admixture Breath - Mixes awesome with Adaptable Breath And Scion PC
12. Lasting Frost - Boost Cold Dam even more
14. Arcane Spell Fury - Helps to-hit with ENC powers
16. Draconic Spell Fury - boost hit points after an at-will hit.

Cool Combination at lvl 16:
Attack with Mixed breath that has cold as one of the 2 components and hit victim with dragonfrost.
Then use Rimestorm with an action point.
All together, I'll gain crazy damage and boost hitpoints on top of that.

If I wanna be really nasty I can hit the guy with invert resist first or add palest flames to the chain.

Are there any real glaring missed feats or order changes that people would recommend over others?

Any further cool suggestions?

Thanks!
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4 years ago  ::  Mar 26, 2009 - 2:03PM #64
sticks128
Date Joined: Jan 30, 2005
Posts: 1,120
I would suggest MCing into Fighter (and going Inner Dragon, as it is a way better Dragonborn Racial PP than Scion) and getting Draconic Arrogance. Here is a link to my Dragonborn Sorcerer from 15th level. http://forums.gleemax.com/showpost.php? … stcount=47

Hopefully something there helps!
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4 years ago  ::  Mar 26, 2009 - 2:17PM #65
anomalousman
Date Joined: Nov 16, 2005
Posts: 825
The breath feats are a bit of a waste given you'll use them once per encounter. If your target is resistant to some elements. I'd go for feats that boost your sorcerer powers, as that's where you'll spend most of your time.
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4 years ago  ::  Mar 26, 2009 - 6:47PM #66
Zackmack75
Date Joined: Mar 24, 2009
Posts: 69
I was thinking that too. Plus, there's also Arcane power coming next month and there may be a bunch of stuff in that I want to switch to. For now, I like the breath weapon attacks, but I think they'll get ditched pretty quickly.

I still like Arkhosia over Inner Dragon just for the wings more than anything.
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4 years ago  ::  Mar 26, 2009 - 6:55PM #67
nukunuku
Date Joined: Dec 21, 2007
Posts: 349

Undrhil wrote:

As was already posted, Reaper's Touch can be used with the dagger or staff implement. So, those of us using a Staff (+2 Staff of Fiery something-or-other, in my case) can still get good use of the melee attacks.


In my opinion a d6 (or d8) vs. d4 for melee attacks doesn't make up for the vastly increased options available using any ranged attack through a dagger. Channeling a level 27 encounter through a dagger makes that feat much more useful than limiting it to at-wills only - especially if those two at-wills are also considered basic melee. All you're really gaining is +a couple average damage.

Granted, if you're using a Staff of Ruin or some other staff, it's a fair point; Blade Channeling clearly won't help staffs. So in that case you're gaining +a couple avg damage and staff powers vs. dagger powers. But since I have a feeling something like Reckless/Bloodclaw is going to end up being your most powerful melee-based weapon power anyway (like it is for everything else), and that works for either one, the versatility argument still seems more important. Your own preferences certainly may vary, and some builds may favor staffs more anyway, in which case it's a natural synergy.

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4 years ago  ::  Mar 26, 2009 - 7:20PM #68
movieholic
Date Joined: Apr 27, 2004
Posts: 74
The best advice for a Sorcerer:

Have your sorcerer buy Versatile Armor for 680 gold. Choose Platemail. You probably have a 8 strength like i do, but heres the best part. Use the minor action of the armor and then you take NO PENALTIES to AC, REFLEX, or SAVES per the wording of the armor, this last until you use a minor action to turn it off which should be ummm never.

The character builder will give you a - 2 to ALL SKILLS, REFLEX, ATTACKS, etc. Make sure you use a red pen to auto-correct the compendium since it can't figure out how to not a give a - 2. And wizards can not really implement a fix for this since that would enable all the characters with DnD Insider to "cheat" so please keep that in mine.

Versatile Armor is found in the Adventurers Vault, Page 54, right hand column, 3rd from the top for reference

I am only level 3 but i read the books religiously for any advantage and this is by far one of the best things for a sorcerer and most characters.

Just make sure you ask the party defenders and leaders for help putting your clothes, er, armor on then activate as soon as possible and your good to go
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4 years ago  ::  Mar 26, 2009 - 7:43PM #69
DirtyMetis
Date Joined: Oct 6, 2004
Posts: 27

movieholic wrote:

The best advice for a Sorcerer:

Have your sorcerer buy Versatile Armor for 680 gold. Choose Platemail. You probably have a 8 strength like i do, but heres the best part. Use the minor action of the armor and then you take NO PENALTIES to AC, REFLEX, or SAVES per the wording of the armor, this last until you use a minor action to turn it off which should be ummm never.

The character builder will give you a - 2 to ALL SKILLS, REFLEX, ATTACKS, etc. Make sure you use a red pen to auto-correct the compendium since it can't figure out how to not a give a - 2. And wizards can not really implement a fix for this since that would enable all the characters with DnD Insider to "cheat" so please keep that in mine.

Versatile Armor is found in the Adventurers Vault, Page 54, right hand column, 3rd from the top for reference

I am only level 3 but i read the books religiously for any advantage and this is by far one of the best things for a sorcerer and most characters.

Just make sure you ask the party defenders and leaders for help putting your clothes, er, armor on then activate as soon as possible and your good to go


Not at all how I originally interpreted Versatile armor when I first read it. Interesting thought, but there is absolutely NO FLIPPIN' WAY my GM would ever let me get away with this sort of thing as he would steadfastly maintain that it goes against the intention of what the armor was designed for. Am I alone in this?

(Great guide, keep up the great work!)

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4 years ago  ::  Mar 26, 2009 - 8:22PM #70
anomalousman
Date Joined: Nov 16, 2005
Posts: 825
Versatile armour turns off penalties to speed and checks. It says nothing about turning off penalties to attacks or reflex defence.

The character builder is right, and you can use the power to swap (1 AC) for (1 speed and 2 on your skill checks).
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