Air Savant Spell List

minamber

Well-known member
Electric Loop is quite a good spell which you'll get as an SLA. Dmg is ok and also stuns.

You'll get Lightning Bolt as an SLA in the Air Savant tree, that could be a swap slot if you want some other lvl 3 spell
Electric loop doesn't stun, it dazes mobs which means no extra dmg from helpless and they wake up after a single hit.
Lightning bolt suffers from the same problem as other early spells, i.e. low dmg dice and MCL. All early nukes are useless past mid-heroics, and that includes the SLAs.

You should refrain from giving advice on sorcs when you clearly don't know what you're talking about, no offence.
 

Deathdefy

Active member
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.
 

justin credible

Well-known member
Why's that? Based on what I've read, it seems like Cold is the go-to for end-game raids. But I feel like I have quite a bit of gear upgrades and past-lives before I get there.
they all work well in draconic, but then what else?
cold works well with magus of the eclipse
fire works well with primal avatar or exalted angel
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.
fire sorc spell rotation is mass hold or burst of glacial wrath or greater shout, then meteor swarm, dragon breath and delayed blast fireball
ruin and gruin are for rednames and reapers or for when you dont want to hit all the mobs, for whatever reason

the good thing about fire sorc is reborn in fire heals for like 10,000 which is enough to be noticeable even in r10 during combat
 

minamber

Well-known member
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.
Sorry, I must have indeed misread your post and was a bit too aggressive in my response.

That being said, where do you get 39 caster level on shout from? Its base MCL is 15, add 10 if you get master of music, add 2 from air savant and add 7 from epic and legendary levels, that's 34. Where do the other 5 come from?

Ruin intensified is independent from mantle damage, so I'm not sure why you mention those.
I don't believe I ever said that shout was bad, air savants should grab it if they plan to put 20+ points into fatesinger or take the primal mantle. OTOH, if you're taking the draconic mantle and going machrotechnic instead of fatesinger, then shout is pointless.
It's not mutually exclusive with ruin either, and imo any fire or air sorc should grab those 2 feats and got tier 5 draconic because it's a big single-target dps increase.

For epic feats, I usually take wellspring, burst of glacial wrath (it's basically guaranteed CC against corporeal undead and constructs since those have terrible fort saves), ruin, gruin, intensify). Honestly, I feel that dedicated DC feats on a sorc aren't great value unless it's a DC-focused build, because unless you have good gear and some past lives you're never going to achieve meaningful DCs, and if you do you shouldn't really need the boost from feats. It kind of depends on what content you run I guess.

Last time I played sorc I used my old reliable dino scepter. I haven't gotten anything better from the few raids I've done, so I'm not sure what's BiS for fire sorc. Wait and see what the Lamordia raid loot is like I guess?
 

vik

Well-known member
That being said, where do you get 39 caster level on shout from? Its base MCL is 15, add 10 if you get master of music, add 2 from air savant and add 7 from epic and legendary levels, that's 34. Where do the other 5 come from?
I think he's getting 4 from wild mage, assuming he's got power in chaos. But even with that I would only be tracking 15 + 10 master of music + 2 air savant + 4 wild mage = 31 MCL. Coal magic filigree set gives +1 MCL arcane, arcane augmentation ix on Leg Ik'Thanor's Ring gives 2 = 34 MCL.
 
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Krythan

Active member
Thanks everyone for the comments!

I'm still conflicted on the merits of Ruin, Greater Ruin, and Ruin Intensified (Draconic T5). Seems like there are strong arguments on both sides wether it's worth the 2 feats and T5 Enhancement.

I might have to try it in practice. It seems like (especially for a first/second life who might not have the DCs), it's a nice addition to their single target DPS rotation. But the SP cost is actually quite high. I haven't yet run much content where I've been worried about SP costs (thanks Ever Green of Primal Avatar) - but I also don't know how the game evolved in higher reaper levels and/or end-game raids, if SP efficiency becomes much more of a consideration.

TL;DR: To, or not-to, Ruin + Greater Ruin is the question!
 

Krythan

Active member
Based on this thread, here's my updated build. Some key highlights:
  1. Focus on Air + Sonic Spells (Shout)
  2. This won't be our last sorcerer build. We'll ER into this build. Next life is likely going to be a Dragonborn Cold + Wild Mage.
  3. Decided to not go with Ruin, Greater Ruin, Ruin Intensified (Draconic T5). We're currently testing that out pre-ER to see how it plays.
Questions:
  1. Thoughts on Embolden vs. Intensify? We're trying to fit on both, but it's tight.
  2. We dropped Wellspring of Power to take our Epic Spell Focus (Evocation) Feat, which allows us to take Spec Specialty Conjuration (Trap the Soul), is that a good trade-off?
Let me know your thoughts!

===

Classes: 20 Sorcerer, E10, L4
Race: Human
Alignment: Neutral Good

STR: 8
DEX: 8
CON: 18
INT: 8
WIS: 8
CHA: 18

Class and Feat Selection


LevelClassFeats
1Sorcerer(1)Human Bonus Feat: Mental Toughness
Standard: Empower Spell
2Sorcerer(2)
3Sorcerer(3)Standard: Maximize Spell
4Sorcerer(4)Alter Dark Gift: Empty Feat Slot
Charisma: +1 Level up
5Sorcerer(5)
6Sorcerer(6)Standard: Heighten Spell
7Sorcerer(7)
8Sorcerer(8)Charisma: +1 Level up
9Sorcerer(9)Standard: Extend Spell
10Sorcerer(10)
11Sorcerer(11)
12Sorcerer(12)Standard: Spell Focus: Evocation
Charisma: +1 Level up
13Sorcerer(13)
14Sorcerer(14)
15Sorcerer(15)Standard: Greater Spell Focus: Evocation
16Sorcerer(16)Charisma: +1 Level up
17Sorcerer(17)
18Sorcerer(18)Standard: Quicken Spell
19Sorcerer(19)
20Sorcerer(20)Charisma: +1 Level up
21Epic(1)Epic Feat: Epic Spell Focus: Evocation
22Epic(2)Epic Destiny Feat: Epic Spell Power: Electric
23Epic(3)
24Epic(4)Epic Feat: Burst of Glacial Wrath
Charisma: +1 Level up
25Epic(5)Epic Destiny Feat: Epic Spell Power: Sonic
26Epic(6)
27Epic(7)Epic Feat: Embolden Spell
28Epic(8)Epic Destiny Feat: Crush Weakness
Charisma: +1 Level up
29Epic(9)
30Epic(10)Epic Feat: Intensify Spell
Legendary Feat: Scion of the Plane of Air
Dark Gift Upgrade: Empty Feat Slot
31Legendary(1)Epic Destiny Feat: Spell Specialty: Conjuration
32Legendary(2)Charisma: +1 Level up
33Legendary(3)Epic Feat: Master of Music
34Legendary(4)Epic Destiny Feat: Titan's Blood

Enhancements: 80 APs


Still working them out, but will likely be:
  • Air Savant
  • Human
  • Draconic
  • Primal Avatar
  • Fatesinger
  • Machrotechnic


Sorcerer Spells

LevelSpell NameSchoolCL/MCLDCAverage DamageCritical Damage
1HypnotismEnchantment-24--
1JumpTransmutation----
1NightshieldAbjuration----
1Sonic BlastEvocation29/2229183 - 643, Average 459422 - 1480, Average 1057
2BlurIllusion----
2KnockTransmutation-24--
2Resist EnergyAbjuration----
2WebConjuration-27--
3DisplacementIllusion----
3HasteTransmutation----
3Lightning BoltEvocation29/1729394 - 887, Average 690966 - 2174, Average 1690
3RageEnchantment----
4Dimension DoorConjuration----
4Fire ShieldEvocation27/22-81 - 87, Average 85180 - 192, Average 189
4Phantasmal KillerIllusion27/2724108 - 216, Average 189216 - 432, Average 378
4ShoutEvocation29/3229367 - 827, Average 643845 - 1902, Average 1480
5Ball LightningEvocation29/2229591 - 1084, Average 8871449 - 2657, Average 2174
5Break EnchantmentAbjuration-24--
5Eladar's Electric SurgeEvocation29/27-51 - 68, Average 61124 - 166, Average 149
5Protection from ElementsAbjuration27/17-540 - 540, Average 5401080 - 1080, Average 1080
6Chain LightningEvocation29/2729690 - 1183, Average 9861690 - 2898, Average 2415
6Greater HeroismEnchantment----
6Necrotic RayNecromancy27/3224866 - 1200, Average 10671907 - 2640, Average 2347
7Prismatic SprayEvocation-29--
7Protection from Elements, MassAbjuration27/17-540 - 540, Average 5401080 - 1080, Average 1080
7Symbol of StunningEnchantment-24--
8Greater ShoutEvocation29/3729367 - 827, Average 643845 - 1902, Average 1480
8Polar RayEvocation27/32-680 - 1058, Average 9071496 - 2328, Average 1995
8Trap the SoulConjuration-27--
9Hold Monster, MassEnchantment-24--
9IcebergEvocation27/27292192 - 2570, Average 24194823 - 5654, Average 5322
9ThunderstrokeEvocation29/27292859 - 3352, Average 31557005 - 8213, Average 7730
 

Deathdefy

Active member
Looks good!

I really like the spell selection - only asides are:
- Ball Lightning kind of sucks at cap but rocks while levelling; there's nothing crying out to be taken instead anyway (maybe Niac's DoT if you're dotting anyway). Level 5 Arcane does not excite me.
- I'd eventually go Shield over Nightshield due to Feydark Illusionist giving PRR for it, and you probably eventually capping MRR. Until that point, I think you're right that Nightshield is better.
- I take Discoballs over Symbol of Stunning but I haven't tried Symbol in forever so will take some inspiration and try it out.

Feats:
- Absolutely a good trade-off to ensure a full Spell Focus Line and opportunity for SS.
- I'd go SS: Enchantment (Mass Hold and Symbol of Stunning) over Conjuration (Web and Trap the Soul). To be honest I take both SS: Enchantment and SS: Conjuration, and skip Titan's Blood - but this is deep into reasonable minds differing.
- I personally prefer Wellspring to BoGW but people swear by it. BoGW does have use cases that Mass Hold, Web and Greater Shout don't deal with (including inducing helplessness which the latter two don't do). Probably too piping hot a take that I just don't care that much about helpless damage; if it can be cc-ed once, it can be cc-ed again! Definitely try BoGW anyway; would be curious on your thoughts as someone trying a few epic sorc lives.

- I really like Embolden - eking out just one more DC is like pulling teeth after a certain point; +2 for a feat is an amazing deal.
- I really like Intensify too; it's what I'd ditch if I had to lose one, but I would take both if you can. I won't rant on about spell point efficiencies again, but Intensify is a massive offender; it's very hard to make more efficient (but the 75 Spell Power it gives is huge).

- Purely if you have it, I'd rejig to go PL: Wizard over Mental Toughness.
- Your MCL calculations seem slightly low - without Wild Mage you should still have 20 + 7 (epics/legendaries) + 3 (savant 18/20+form) = 30 on most 20 cap spells.
 

Krythan

Active member
..only asides are:

Thanks for the feedback!

I'm going to make the following changes:
  • Drop Burst of Glacier Wrath for Wellspring
  • Drop Spell Specialty: Conjuration for Spell Specialty: Enchantment
  • Few misc. changes to the spell list, like dropping Ball Lightning.
We'll apply all these changes to our character once we ER!

At the time being, we're testing out Ruin + Greater Ruin, and Burst of Glacier Wrath on our Sorc. that just hit 30. Time to experiment for a bit before we fix up this build. I can't quite get a rotation that feels right with these ability, but they do some nice chunky numbers. Will further test and report back!
 

Archmage

Active member
I'm on my last Water Sorc life, only hang out at cap for a few days for raids and fun before TRing. Been doing Draconic T5 with Ruin, wonder if I should switch to Magus to get the Zero Degree Comet and free Intensify.
 

Krythan

Active member
I'm on my last Water Sorc life, only hang out at cap for a few days for raids and fun before TRing. Been doing Draconic T5 with Ruin, wonder if I should switch to Magus to get the Zero Degree Comet and free Intensify.

I've never tried a Water Sorcerer, but it will likely be my next TR. I'll likely lean on Bliv's advice and swap Fatesinger (Air) for Magus (Water), as Zero Degree Comet and Time Stop look like fun.

Air : Primal Avatar, (Macrotechnic or Fatesinger), Draconic Incarnation
Ice : Primal Avatar, Magus of the Eclipse, Draconic Incarnation
Fire : Primal Avatar, Exalted Angel, Draconic Incarnation
 

Krythan

Active member
RE: Testing Ruin, Greater Ruin, Ruin Intensified (Draconic T5)

Reporting back on our testing of these feats. I was originally bearish on their viability, but after running quite a few sagas on them... Ruin and Greater Ruin are actually quite nice. I can see how, eventually, as you get better DCs and gear, your own spells start to become more SP efficient, and viable for single-target damage... but as a first-life sorc without the DCs needed to consistently hit in epics, the Ruin + Greater Ruin is quite nice for the guaranteed damage.

Meanwhile, Burst of Glacier Wrath is... ok. Likewise, I imagine it gets quite good when you have the DCs to support it. And even better on cold sorc. But I've been under-impressed on my first life air sorc.

The main part of my build that I've been hurting for is AoE damage. Chain Lighting is great, but I don't yet have a great rotation when staring down a mob of 5-10 enemies. Currently Chain Lightning + Burst of Glacier Wrath + Greater Shout is... ok. But until I get the DCs up, and get the Spellsinger ability to double the damage of shout, I'm hurting for AoE damage.
 

justin credible

Well-known member
RE: Testing Ruin, Greater Ruin, Ruin Intensified (Draconic T5)

Reporting back on our testing of these feats. I was originally bearish on their viability, but after running quite a few sagas on them... Ruin and Greater Ruin are actually quite nice. I can see how, eventually, as you get better DCs and gear, your own spells start to become more SP efficient, and viable for single-target damage... but as a first-life sorc without the DCs needed to consistently hit in epics, the Ruin + Greater Ruin is quite nice for the guaranteed damage.

Meanwhile, Burst of Glacier Wrath is... ok. Likewise, I imagine it gets quite good when you have the DCs to support it. And even better on cold sorc. But I've been under-impressed on my first life air sorc.

The main part of my build that I've been hurting for is AoE damage. Chain Lighting is great, but I don't yet have a great rotation when staring down a mob of 5-10 enemies. Currently Chain Lightning + Burst of Glacier Wrath + Greater Shout is... ok. But until I get the DCs up, and get the Spellsinger ability to double the damage of shout, I'm hurting for AoE damage.
burst of glacial wrath is a crowd control ability that happens to do damage, it should be your first spell so that the mobs take extra damage from your actual dps spells. if you dont have the dc to freeze stuff with this, its not great
 

Krythan

Active member
Yeah, that matches my testing. I can see Greater Shout and Burst of Glacier Wrath becoming much, much more impactful once you have the DCs to consistently hit the stuns.
 

Bliv

Well-known member
The main part of my build that I've been hurting for is AoE damage.
I was using Spring Storm from Chaosmancer and Tonquin's lightning hammer from Machrotechnic last I played air sorc.

But I remember you saying you use Fatesinger instead of Machrotechnic.

Maybe use Dragon Breath and Ball Lightning to cover the need for AOEs in your rotation?

I was using Prismatic Spray and Prismatic Strike on Chaosmancer as well. But that is viable if you are Wild Mage, for the extra chaos damage.

And my approach to Greater Shout was to threat it as a CC spell, not a dps spell. Just like Burst of Glacial Wrath.

As a matter of fact, I did not pick Burst on air sorc. Greater Shout was doing the job and saving me that one feat.
 

justin credible

Well-known member
I was using Spring Storm from Chaosmancer and Tonquin's lightning hammer from Machrotechnic last I played air sorc.

But I remember you saying you use Fatesinger instead of Machrotechnic.

Maybe use Dragon Breath and Ball Lightning to cover the need for AOEs in your rotation?

I was using Prismatic Spray and Prismatic Strike on Chaosmancer as well. But that is viable if you are Wild Mage, for the extra chaos damage.

And my approach to Greater Shout was to threat it as a CC spell, not a dps spell. Just like Burst of Glacial Wrath.

As a matter of fact, I did not pick Burst on air sorc. Greater Shout was doing the job and saving me that one feat.
burst of glacial wrath works of things like willow wisps, golems, skeletons, basically anything that isnt a ghost
 

Krythan

Active member
Maybe use Dragon Breath and Ball Lightning to cover the need for AOEs in your rotation?

Dragon Breath from the Draconic tree is fairly good! For a while there I was doing: Chain Lightning + Burst of Glacier Wrath + Greater Shout + Dragon Breath. It was a nice rotation of cone-like abilities. Once I get the DC's up, these CC abilities will get better, and I'll likely drop Dragon Breath, but it's not bad.

I also want to like Prismatic Spray, but I've found it too random/unreliable even if it does occasionally just delete a mob which is funny.

I haven't found Ball Lightning to be worth it. The damage is ok, but the targeting / speed of the spell is wonky. Maybe I just need to spend more time getting used to the mechanic.

Once again, with better DC's, I can see all these options becoming much much nicer.

I can see dropping Burst of Glacier Wrath in favor of Greater Shout in the case you needed to save a feat slot. I might lean into the Sonic (Fatesinger) abilities this life, as my next life I'm leaning towards Cold Sorc.
 
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