Your numbers are nonsense. You put a lot of effort into showing how spellpower and crits boost shout to do decent damage, but completely ignore the fact that spellpower and crits also apply to ruin (you just have to slot force spellpower and crit somewhere, and the best orb for fire sorc conveniently also has those), meaning it actually does a lot more than twice the damage of shout.
Not to mention the fact that while ruin is indeed not great dps by itself, anyone who takes ruin will also take ruin intensified from t5 draconic, and even 1 tick from that will do more damage than shout.
The Shout Defence, Vol II:
You didn't understand what I wrote but that's my fault as the communicator.
Shout's base damage for an Air Savant
before spellpower and crits is 493.5 due to Shout's high Max Caster Level, and synergy with Fatesinger enhancements.
39 (Caster Levels) * 6.5 (Average damage for a 1d6+3 spell) * 1.3 (Harmonic Resonance) * 1.5 (Fatesinger gives Shout 50% more damage) = 494.325^*
I.e. it's about the same as an unimproved Ruin.
^Harmonic Resonance only applies after other spells have been cast so this figure is 'as part of a boss dps rotation'.
* This isn't like... disputable; that's the average base damage before spellpower and crits of an Air Savant/Wild Mage's with Master of Music's Shout.
Spellpower / crits were
only mentioned to justify rounding that 494 up to 500 (basically half a T5 Draconic Intensified Ruin), because Sonic has more and harder crits than Force due to the extra crit % chance from Energy Criticals PLs and Savant trees, and taking Scion of Feywild. I was being conservative relative to the actual difference between Force crits and Sonic crits which I suspect is sizeable.
For the sake of a full response:
- Yes, Mantles affect things; I wasn't implying a comparison where the Air Sorc is casting nothing but Shout and the Fire Sorc is only casting Ruins.
- I solely intended to show that Shout has baller damage and should be taken by Air Sorcs since I was accused of giving the 'bad advice' of not taking Ruin but taking Shout.
- I obviously stand by this as 'actually really good advice' and would add 'don't play Fire sorc at cap until they get more spells and destiny support as otherwise you'll feel forced to take the Ruin line at the expense of DCs and dps feats' to it.
I'm out:
Nothing about 'Shout' and 'Greater Shout' being really good is controversial for someone who has played Air sorc / caster Bards recently at cap; which is fine - we're here to learn and I haven't played Fire Sorc in ages either.
I would still love to hear:
- what is the current Ruin Fire Sorc spell rotation?,
- what epic feats do you miss out on? (Air Sorc [imo] takes Wellspring, Intensify, Master of Music, ESF: Evocation and Embolden),
- what weapon do you use with
the Orb? (Air Sorc generally runs Amplin which is 2 hands)
But I'm truly now leaving this thread - which was genuinely informative earlier so bowing out partially to ensure it's not locked for bickering.