The Demiurge Molecule: A Sorcerer's (and Elementalist's) Handbook (by DuelistDelSol)

Nibelung

First Post
Originally posted by DuelistDelSol:

Sorcerer Feats

Now for a look at the feats a Sorcerer can take. Unfortunately, Sorcerer feats, while not numerous, are also not very good. Because of this, I'll have the room to go over each and every one of them. The other feats will only be listed if it meets a criteria of Black or higher.

Class Feats
[sblock]
Heroic Tier
[sblock]Arcane Spellfury: This is pure Gold for Elementalists, because all they ever do is At-Will powers. For PHB2 Sorcerers however, this is much less useful, as once you climb into the higher levels, you'll find yourself ditching your At-Wills for more favorable options. Some will see this happen at about 7th level, others at 11th when their Paragon Path comes into play.

Arcane Familiar [Familiar]: You gain a neat little pet! The implications of this feat are incredibly complex, and I won't go over them here. Instead, I shall point you to a spiffy little guide (The Pet Store(x)) surrounding this feat, made by Krika!

Armored Sorcerer: Trust me, this is not why you go with Leather. The amount of Resistance you have is just fine, and spending a feat just to bump it up by 2 is way too expensive a benefit.

Beginner's Luck [Wild]: I'm not entirely fond of the check being a feat bonus, but depending on the skill in question, your party members may need that extra push. Should you succeed, that is a gigantic bonus...

Champion of the Bloody Circle: If you truly, honestly, need training in Streetwise... get a background. Seriously.

Disciplined Wild Soul [Wild]: It's a great benefit, and helps pull a little bit of mileage out of your feature, but check out what Dragon 385 gave you.

Distracting Coincidences [Wild]: While you're not a Leader by trade, and your only AC attack is one Wild Sorcerers probably will never use, it's powerful enough to consider.

Focusing Spellfury: Again, this is quite awesome for Elementalists (since it powers up Elemental Bolt). Normal Sorcerers gain a bit of ground here, since this will apply to everything that they target with Ranged and Melee attacks, not just the targets they hit with the At-Will. It's still not all that impressive, but it is extra damage.

Fortunate Resistance [Wild]: You have a 50/50 chance of getting whatever Resistance you want. Now that's how you properly tame that feature. Note it doesn't work like it could with Disciplined Wild Soul, which is why the grade on that one is weak, but you can still get a second normal roll from that one if you so desire.

Gambler's Initiative [Wild]: You want a high initiative, sure, but what this will do over Improved Initiative, and especially Superior Initiative later on, is minute.

Improved Dragon Soul [Dragon]: You need to be getting a lot out of your Resistance feature to justify getting this. It does indeed increase how much you pierce, but how it scales should work just fine for you already.

Lucky Shot [Wild]: Goodness gracious, there's a lot of Wild Sorcerer feats. And this is one of their best options, as every daily you do gives you another chance to trade in your Implement Focus bonus for a startlingly high bonus.

Mastery of Knives: This one's a tricky one. At base value, it's a complete trap option, for the sole reason that you cannot make Superior Implements out of a Katar or a Kukri. This is much more valuable if you're multiclassed or hybriding into a weapon-based class - Fighter or Barbarian comes to mind - as you'll be able to use a Katar just fine for all of your powers while having a pretty good Light Blade for their powers. It's still not recommended, but it can work.

Rising Spellfury: The Spellfury feats are the Elementalist's Trinity. Take them. As for Sorcerers, this is probably the best out of the three choices; hitting with any one of your RBA powers, especially if granted off-turn, gives you an accuracy boost, which gives your Warlord incentive to pick you to throw out an attack.

Sorcerous Blade Channeling: This is a Skirmisher's feat through and through, though only if you feel you must wield a Dagger for your setup to work best. Staff Expertise rendered this pretty much moot, especially since Staves tend to have better enchantments, but if for some reason Staff Expertise isn't allowed for you, this isn't a bad replacement. Another reason to go after this feat is for the small tree of feats this particular feat opens up:

Sorcerous Blade Channeling
[sblock]Cosmic Blade Channeling (Heroic) [Cosmic]: Too bad it's only a once per round benefit, but these are very solid effects to stack on top of your Ranged->Melee powers.

Storm Blade Channeling (Heroic) [Storm]: Ooooh, a free action shift. That'll definitely help get yourself in a better position, and you keep your Minor Action (normally consumed for something like this) open for other shenanigans.

Wild Blade Channeling (Heroic) [Wild]: Amazingly good for Chromatic Bolt, but your other Chromatic/Prismatic dailies are AOEs and thus unaffected by this.

Blade Channeling Mastery (Paragon): I'm going to have to check just how many attacks you have that are Ranged Sorcerer Powers with save-ends effects. Should you collect enough of them, though, this is a very rare way for Sorcerers to start debuffing opponents.

Bloody Channeling (Paragon): The ongoing damage can be from anyone, but the types of attacks you need to use are rather particular. On top of which, as mentioned before, CA just isn't that hard to get anymore.[/sblock]
Student of the Cosmos [Cosmic]: Why...? Everything's a feat bonus, even the initiative bonus from Phase of the Sun, and you're awful at half the skills presented.

Tempest Magic [Storm]:
Requires 13 Constitution, 13 Dexterity. You are going to get 13 Constitution somehow, and you are going to take this feat - if not now, then sometime down the road. Lightning and Thunder powers are numerous enough to where this makes Implement Focus obsolete, and you become extremely dangerous when bloodied.[/sblock]
Paragon Tier
[sblock]Arcane Flexibility: The benefit happens too late for most combos to work. Otherwise, you really don't need this feat, especially for what it was designed for. Elementalists cannot take this feat.

Coincidental Success [Wild]: Only pertinent if you use Skill Challenges. But really... just keep picking 1-10, especially if you're untrained in the skill. You'll be throwing out wins left and right.

Cosmic Spellfury [Cosmic]: This justifies using your At-Wills in place of your Encounter powers, as they'll give you some great defensive boosts whenever you hit with them.

Opportune Chaos Burst [Wild]: Helps to boost the usefulness of the even benefit, since it's a bonus that is substantial enough to make a difference, and you get a neat double-roll on saving throws with the odd benefit. It honestly wouldn't be my first choice, though.

Sorcerous Reserves: Unfortunately, Elementalists cannot reap the benefits of this feat either - you do not have Daily Powers to expend, and Paragon Path powers do not count. You need to find some way to gain one, and, really, the only ways to do so are with very rare Rings, or Draconic Incarnation's capstone feature. It works just fine for normal Sorcerers, but by the time you're 11th Level, your Encounter powers are better uses of your Standard Actions.

Sorcerous Vision: Your Intelligence score may not be all that impressive, but it's certainly a hell of a lot better than your Wisdom score, and your Arcana skill comes to you for free. On top of this, adding to Arcana for you is arguably much easier, and especially more efficient, than trying to boost your Perception or Insight. I'd definitely consider taking this.

Storm Spellfury [Storm]: You fly two squares when you hit with your At-Wills. That's it. Blargh.

Unlucky Teleport [Wild]: You'd be surprised how many powers you have that allow you to teleport enemies, and the 16th level feature of Arcane Wellspring will let you do every time you attack. A very solid source of damage for you folks.

Wild Spellfury [Wild]: Wild Sorcerers aren't typically Skirmishers, and you don't really have enough powers with Wild Magic riders that are blasts and close bursts (though the ones you do have tend to be quite excellent), but this is one way to justify doing so.[/sblock]
Epic Tier
[sblock]Fury of the Storm [Storm]: All of your critical hits deal the absolute apex of its possible damage, which will knock monsters off of their feet. For best results, use a Bloodiron Dagger +6 to deal an extra 60+6d10 damage with all of your critical hits. Yum.

Master of the Cosmic Cycle [Cosmic]: Any extra dose of freedom as to what Phase you're in is very welcome, and this also applies to when the bloodied portion triggers.

Ruthless Spellfury: There is absolutely no reason that an Elementalist skips out on this feat. Your RBA is stupendous, and to be able to use it as a Free Action on a decently common condition is leaps and bounds above most other benefits you'd gain at this Tier. Sorcerers with any of the RBA powers should really take this as well.

Sorcerer Implement Expertise:
Requires 21 Charisma, 15 Strength, 15 Dexterity. An unnatural critical hit range is one of the most important aspects of a Striker. You take this and take this hard.

Sorcerous Flux: With as many attacks as you make, it's actually very handy to be able to shuffle around your attack rolls. Throw a crit on the solo, make sure you missed the minion instead of someone else, etc.[/sblock][/sblock]
General Feats
[sblock]
Heroic Tier
[sblock]Arcane Implement Proficiency: Why you wouldn't use a Staff or Dagger is anyone's guess, and most of the time you can just pick up White Lotus Dueling Expertise to get the implement you desire most. However, this is what you pick up if you can't get 13 INT (or just don't want to Multiclass Swordmage) and you really want to use a Heavy Blade for some reason.

Armor Proficiency (Leather): A fine alternative to Unarmored Agility to fix up your AC, but there are legitimately good Cloth enchantments that could dissuade you from this feat. Choose accordingly, because you do need one or the other at some point.

Coordinated Explosion: You're a Striker with a crapton of AOEs. Get rewarded for putting your allies in danger. Or rather, for putting them in the same area as a friendly AOE, which would be much preferable. They don't need to be targeted by the power - they just need to be in the area.

Distant Advantage: With your bank of RBAs, this is vital to make sure they land; especially for Elementalists, they provide a surprisingly significant chunk of DPR. Also works quite well for your multi-target attacks that aren't AOEs.

Dual Implement Spellcaster: Requires 13 Dexterity. You wield two implements, you add more damage. Any questions? No? Good. This is exactly why Strength-based Sorcerers and Constitution-based Elementalists start with a 13 Dexterity at Heroic Tier.

Implement Focus: Yet another source of extra damage for you folks. However, there are a myriad of other options for you that would best this: if you focus on a particular element, take a gander at the new feats from Heroes of Elemental Chaos, all of which come online at Paragon tier and add an extra point of damage while also giving you some neat little effects should you be hit with a matching damage type. Some races also might be interested in their own racial damage boosting feats. Gauge and pick accordingly.

Improved Defenses: Required as per system math (though check out the entries for Superior Reflexes and Superior Will).

Improved Initiative: It's quite often debated who should go first in the party. I fit along the spectrum of Controllers being the most valuable in the first slot, due to how show-stopping their Dailies are. As an Arcane class, your situation is largely the same; you're not a Controller, no, but your Dailies do tend to set the tone of the encounter concerning just how much damage they spill out. Because of this, going first is something you absolutely must strive for. Dexterity-based Sorcerers will, of course, find this easiest, but Strength-based Sorcerers need all the help they can get. Retrain this to Superior Initiative at Epic.

Nusemnee's Atonement: There is a very specific (but highly celebrated) combo surrounding this otherwise obscure feat. For Dragonborns, head over to your feat section for further insight into this; others can largely pass this up.

Oncoming Storm: Storm Sorcerers should highly consider this, especially if their favorite powers deal both types of damage. The bonus does not care what you hit, either; it'll apply to all attack rolls of the Thunder power you use.

Superior Implement Proficiency: All of the recommendations ever. We'll go over them more in the Items section of this guide.

Superior Reflexes:
Requires 15 Dexterity or 15 Intelligence. The requirements are going to be a little steep for Strength Sorcerers to meet, but for Wild and Storm Sorcerers, you need all the insurance you can get to make sure your first turn is as impactful as possible.

Superior Will:
Requires 15 Charisma or 15 Wisdom. Every competent Sorcerer will qualify for this feat, and even ignoring the boost to Will (which you probably honestly don't need), to be able to save against Dazed and Stunned at the start of your turn is something you need to highly consider as you start your character. If you happen to take both this and Superior Reflexes, you can take serious consideration into leaving Improved Defenses alone.

Terrain Advantage: Earth Elementalists can get this benefit practically every round, as one of their At-Wills allows you to lay down a carpet of difficult terrain each and every time you use it.

Unarmored Agility: You need either this or Armor Proficiency (Leather) to shore up your AC, and this is the preferable feat due to the kinds of enchantments you can get out of Cloth (Robe of Eyes comes to mind).

White Lotus Feats: Since Elementalists do nothing but Arcane At-Wills, there is no question that they look into any of these feats, preferably the Riposte line of feats. For regular Sorcerers, the same applies, as it further legitimizes your use of At-Wills past 7th Level or so. Dragon Sorcerers can especially make a case for either Riposte or Defense. Consider also the paired Paragon feat of whichever one of these you pick.[/sblock]
Paragon Tier
[sblock]Arcane Admixture: You're going to pretty much lock yourself with Thunder on this one. Fire could definitely qualify as well, if you're a Tiefling or going with Master of Flame for your Paragon Path choice, but missing the opportunity otherwise to expand a Burst you possess is too much to pass up.

Arcane Reach:
Requires 15 Dexterity. You can declare a space two squares away from you as the origin square of any of your Close bursts and blasts. This requirement will be met by all Wild and Storm Sorcerers, and it can give them a little bit of short-range Artillery support with powers they shouldn't have taken otherwise. This is, of course, also strong for Cosmic and Dragon Sorcerers, as well as Elementalists, but to get it means having to start with 14 DEX at character creation, which takes valuable points away from Strength and Constitution. Pick wisely... or just wait until Epic.

Danger Sense: Again, initiative is incredibly vital to you. Anything that gives you even a sliver of hope to move up the initiative ladder is very highly recommended. Wild Sorcerers can pair this up with Gambler's Initiative and possibly replace Improved Initiative, since they'll have a great chance now to get an even higher score out of it than they would otherwise.

Expansive Burst: Skirmisher Sorcerers often have a problem with where they end up attacking from on the battlefield, as they often must nestle themselves to where they attack as much of the board as possible. This will mean attacking enemies at the outliers of their blasts and bursts, and oftentimes they'll be hindered by some sort of terrain. This is a great way to solve that issue.

Reserve Maneuver: Is your 11E from your Paragon Path made of fail? Go ahead and grab something else instead from your class list of powers.

Resounding Thunder: For those of you with Thunder AOEs, or anyone that can throw Thunder onto their At-Wills, this is how you best add damage and area coverage. There's only so many ways you can throw static modifiers onto your attacks, and at some point you're going to have to find some way to add more targets as well.

War Wizardry: It's not always the best idea to attack your allies, but with this and War Wizard's Expertise, Dagger Sorcerers can pretty much rest assured that they won't be hitting their friends. Just be sure you're not attacking anyone's dumped defense when you do this.[/sblock]
Epic Tier
[sblock]Epic [Defenses]: Provided you can make the room for this feat, since your Class Feat list for the Epic tier is quite robust, here's a nice way to patch up either of your dumped defenses.

Explosive Spellcasting: Don't waste your critical hit damage on that hapless minion - throw it on the mean nasty solo instead! Even more hilarious if you're a Storm Sorcerer with Fury of the Storm, and if you can get lucky enough to score multiple critical hits.

Quickened Spellcasting: How many times do I need to tell you that doing attacks that don't use your Standard Action is how you hang with the cool kids in Striker Camp?

Trusted Spellcasting: As you get higher in level, you start getting Encounter AOEs that cover more and more ground. To deal guaranteed damage to every target of your bigger AOEs is something worth thinking about. For you Nusemnee Sorcerers out there (see the Dragonborn Racial feats for more information on that), putting this on your Arcane Dragonbreath helps it deal damage to allies with good Reflex, with War Wizardry and the like to make absolutely sure it misses them to minimize the damage they take. Even without that combination, since with Draconic Triumph you can refresh your Dragonbreath on a kill, your Dragonbreath (if it's an Arcane power at this point) is one of the best targets of this feat.[/sblock][/sblock]
Expertise Feats
[sblock]You want to hit anything? You take a feat from this list here. Pretty much required devotion due to how the system math works.
Stock Options
[sblock]
Staff Expertise: Gain a +1/+2/+3 feat bonus to attack rolls with both weapon and implement attacks with a Staff. You also do not provoke opportunity attacks with a Staff when making implement attacks through it, and your Reach with Staffs become one larger with weapon attacks.

Versatile Expertise: Gain a +1/+2/+3 feat bonus to attack rolls with all attacks using two of any combination of weapons and implements of your choice. Nowadays considered obsolete due to the options you've been given in D402, but has its fringe benefits.

War Wizard's Expertise: Gain a +1/+2/+3 feat bonus to attack rolls with Arcane attacks using a Light Blade or Heavy Blade, and take a -5 penalty to attack rolls against your allies with your Arcane attacks.

White Lotus Dueling Expertise: Gain a +1/+2/+3 feat bonus to attack rolls with arcane implement attacks using any implement you have proficiency in, and gain proficiency in either the Wand, Orb, or Rod. More valuable if you find an enchantment on any of those options more valuable than anything you'd find under Staff and Dagger, since you start out with arguably the best in the business.[/sblock]
Other Options
[sblock](This concerns implements you normally don't have proficiency in, but can get through other means. We'll only go over the ones you'd get from Arcane Implement Proficiency or other, similar methods here. The same Expertise bonuses apply here while using the indicated implement.)

Orb Expertise: Add one square to forced movement from attacks that use the Orb.

Rod Expertise: Gain a +1 shield bonus to AC and Reflex.

Tome Expertise: All of your conjurations and summons (provided you have any) force enemies adjacent to them to grant Combat Advantage to you.

Wand Expertise: Ignore all forms of cover with your implement attacks, even superior cover.[/sblock][/sblock]
Racial Feats
[sblock]
Dragonborn
[sblock]Ancient Soul (Heroic) [Dragon]: You take this, Dragon Magic users. You do not question this feat's authority. And besides... someone was going to bring this up eventually:

The Cheesy Nusemnee Combo
[sblock]This feat, at its core, does one thing: your Dragonbreath is now considered an Arcane power, which qualifies it for plenty of awesomeness, especially surrounding power recovery and boosting damage with your Soul's damage bonus. However, what most others care about is its side benefit. Whenever you take damage of the same type as your Dragonbreath deals, if it matches the type of damage you resist with your Dragon Magic feature, you recover the use of your Dragonbreath. Normally not a very strong benefit, but let's go back to Nusemnee's Atonement, a Heroic Tier General feat, for a second: when an ally takes damage from a power you possess, you can transfer the damage over to yourself, resisting a good chunk of it in the process.

If you haven't figured out the combo by now, you breathe on your enemies and one of your allies that has terrible Reflex, transfer the damage that that ally takes from your Breath over to you, of which you reduce... and then because you were dealt damage of the same type as your breath (since it is, after all, your Breath you're being damaged by) and of your Dragon Magic feature, you get your Dragonbreath back. Oh yea, did I forget to mention Dragonbreath is a Minor Action attack, meaning you can do this trick multiple times per turn?[/sblock]
Hurl Breath (Heroic): Dragonbreath is one of your best friends as a Dragon Magic Dragonborn Sorcerer (and for Cosmics, if they can somehow make it an Arcane power). Making it a Burst 2 within 10 is how you best make the love happen. An alternative for Skirmisher types is Enlarged Dragon Breath, which makes it a Blast 5 instead. Keep in mind that your Dragon Breath isn't an implement attack, so you will trigger OAs if you use Hurl Breath, even with a Staff equipped.

Powerful Breath (Heroic): Pick Charisma and don't look back, since you need help in your damage as well. Keep in mind, though, the Nusemnee Combo becomes more and more dangerous to you with every point of damage you add to your breath.

Empowered Dragon Breath (Paragon): Use actual-sized dice for your Breath, instead of joke ones.

Draconic Triumph (Epic): Recover your Dragonbreath when you kill an enemy. Let me remind you your Dragon Breath is a Minor Action attack. The more Minor Action attacks you have access to in an encounter, the better.[/sblock]
Goblin
[sblock]Ankle Biter (Heroic): It's a feat bonus to damage rolls, but it applies to both weapon and implement attacks against creatures larger than yourself, and throws in another d6 damage when you crit against them, just for good measure. A little campaign dependant, since Small and smaller enemies aren't exactly rare in D&D, but worth investigation.[/sblock]
Half-Elf
[sblock]Adept Dilettante (Heroic): This is a good way to "cheat" into Multiclassing with a multiclass you wouldn't normally be able to qualify for, while also being able to use your primary ability score for the attack you chose from that class's power list as your Dilettante.

Versatile Master (Paragon): Being able to turn your Dilettante into a true At-Will is something you need to seriously consider as you make your character.[/sblock]
Halfling
[sblock]Triggered Chaos (Heroic) [Wild]: Either way, you're potentially denying multiattackers the chance to attack you more than once per round. That's always a good thing for you more fragile Wild types.[/sblock]
Human
[sblock]Action Surge (Heroic): An unquestioned +3 to attack rolls when you spend an action point to make an attack. One of the most famous feats in the game, and still holds up today, four years later.

Arcane Reserves (Heroic): This is much more an Elementalist's feat than a normal Sorcerer's feat, though even as they level they're going to find this bonus harder to get owing to having four to five uses of Arcane Encounter powers. And at the end of the day, it's only +2 damage. It is untyped, however, so it's up to you.[/sblock]
Pixie
[sblock]Flitting Harrier (Heroic): Strangely enough for a race that prides itself on being one of the best CHA/DEX races, you have an awful lot of feats that want you to be a Skirmisher. This feat gives you a very powerful tool in being able to relocate yourself amongst your enemies easier than you could before to place future bursts and blasts.

Teeny Target (Heroic): Go ahead and use wherever an ally is currently at as an origin for your close powers, and get rewarded for it with partial cover.[/sblock]
Shadar-Kai
[sblock]Darkwinter Wild Soul (Heroic) [Wild]: When you roll for your Wild Soul resistance... wait, you don't roll at all. You can just pick Cold or Necrotic. While this may only seem marginally beneficial, and indeed it will be at Heroic Tier, Primordial Channeler will make all of your attacks forever slow your enemies, making it an extremely powerful feat and PP combo. (Thanks ppaladin123!)[/sblock]
Tiefling
[sblock]Hellfire Blood (Heroic): Gain an untyped bonus to both attack rolls and damage rolls with Fire powers. I think that's plenty enough motivation to stick with Fire powers as a Tiefling Sorcerer, don't you?

Icy Clutch of Stygia (Heroic): While you don't have a ton of powers that inflict ongoing damage, those that do will feel a huge sting as soon as they save.

Imperious Majesty (Heroic): Obviously better with Strength-based Sorcerers, but even Dexterity-based Sorcerers can get in on the fun with the latter benefit.

Dispater's Iron Discipline (Paragon): Combined with Superior Will, you can pretty much just forget about being dazed or stunned.

Secrets of Belial (Paragon): Don't like a utility you're stuck with? Grab another one... from almost anywhere!

Royal Command of Asmodeus (Epic): If you can get yourself enough stunning powers, go ahead and wreck the battlefield with mass Domination.[/sblock][/sblock]
Multiclass Feats
[sblock]
Barbarian
[sblock](Taken usually for the Paragon Path that's associated with the Barbarian and Sorcerer marriage, Dragonfoe Ragespell. While I would suggest you Hybrid the two classes instead of multiclassing, since one of its best features won't do anything unless you also gain a Daily Rage power from their list and you'd need 13 Constitution to Multiclass, this is a fine alternative.)

Berserker's Fury:
Requires 13 Constitution, 13 Strength. An encounter-long buff of +2 to damage once per day? And it doesn't need to be weapon attacks? Sure![/sblock]
Fighter
[sblock](Taken for pretty much one reason and one reason only: Draconic Arrogance, a Dragonborn Fighter feat that adds your Strength modifier to damage rolls of attacks that push. Dragonfrost is very commonly combo'd with this feat, but there's plenty of other powers you possess that push, allowing you to make a pretty darn good build out of this.)

Battle Awareness:
Requires 13 Strength, 13 Wisdom. While I really would not suggest putting Wisdom on any sort of respectable pedestal, this is one of the best arguments to do otherwise. Also requires Ensorceled Blade to be effective.

Cyclone Warrior:
Requires 13 Dexterity, 13 Strength. Hey, guess what: the bonus to Close attacks it mentions does not have to be a Weapon attack. It's still nothing stellar, but it's something to pop if you use two Daggers, and is much easier to qualify for.[/sblock]
Monk
[sblock](Taken to gain proficiency in Ki Focuses - though the usefulness of them is suspect, since Dual Implement Spellcaster doesn't care about them - but it is a Dexterity-based class with one of its Paragon Paths, Radiant Fist, giving you the easiest way for Storm Sorcerers to qualify for the Avatar of Storm Epic Destiny via its 11th Level Feature.)

Monastic Disciple: Gain training in Acrobatics (hooray!) and a once per encounter use of their Flurry of Blows feature. Essentials: HoEC brought to us a Charisma-based FoB (Desert Wind), and luckily it's quite excellent, giving Skirmisher-types the ability to do a little extra damage close by if they want.[/sblock]
Swordmage
[sblock](Taken to gain proficiency in all Heavy and Light Blades as implements, not just Daggers. Also taken for the Malec-Keth Janissary Paragon Path and how utterly amazing the 16th Level feature is for you (adding 1d4 thunder damage to all of your powers with Resounding Thunder in play is hilarity incarnate), though be warned it falls under the same problems as the Master of Flame path with its useless, Intelligence-based powers.)

Blade Initiate:
Requires 13 Intelligence. Unfortunately, you'll want to wield two implements, so you'll only get a tiny boost to AC from this feature. I hope you're getting your money's worth from the side effects of being a half-Swordmage.[/sblock]
Warlock
[sblock](Taken to gain proficiency in Rods and Wands as implements, and access to some pretty good Paragon Paths and power swaps.)

Pact Initiate:
Requires 13 Charisma. Elementalists are going to have a lot more freedom as to what they pick here, especially since Hellish Rebuke is stupidly good for them, even as a once per encounter spell. There's still plenty here for you PHB2 Sorcerers to love, though.[/sblock][/sblock]
Dragonmark Feats
[sblock](You may only have one of these feats at any time, and are from the Eberron play setting; thus they are illegal in Living Forgotten Realms.)

Mark of Storm: Every Storm Sorcerer's favorite. This adds a Slide to all of your Lightning and Thunder powers, and for Air Elementalists, opens up a devastating Paragon Path for them.[/sblock]
 

log in or register to remove this ad

Nibelung

First Post
Originally posted by DuelistDelSol:

Items and Equipment

Unlike with the feats (and as I did in the Warlock guide), I'll be sticking with items that would deserve a Black or higher rating. I'll also be going over Superior implements in this section, though as more of a header to the items list (ranking each individual Superior implement before listing off the possible enchantments). I will be sticking to Cloth for the Armor section unless popular desire says otherwise, upon which point I'll add a section for Leather should I have the room.

Implements
[sblock]
Staffs
[sblock]

  • Accurate Staff (Accurate): One of your best choices as a Striker. Accuracy usually tends to trump straight damage bonuses when it comes to what finally contributes to your DPR, and this will help you rub elbows with your weapon-using brethren.
  • Guardian Staff (Energized Force, Shielding): Force damage is nowhere close to a common type for you, though the Shielding benefit may perk an eyebrow or two.
  • Mindwarp Staff (Distant, Energized Psychic): Psychic, however, is a bit more common, as its something often found with Wild Magic spells. You normally won't have a problem with Range on your powers, but if you act from way in the back, that extra two squares could come in handy.
  • Quickbeam Staff (Energized Thunder, Forceful): Storm Sorcerers and Air Elementalists (especially Air Elementalists) may find this at the level of Accurate, or even higher - the former with the help of the Mark of Storm Dragonmark feat.

Defensive Staff (2+): A decent critical-hit bonus for the level, and a very cheap boost to your NADs. Works quite nicely as an offhand implement.

Staff of Expansion (2+): Yes, the critical hit rather sucks, but to be able to bend around your bursts and blasts to fit someone else once a day does wonders for your targeting abilities. Keep in mind that higher versions of this slowly add more squares.

Staff of Ruin (3+): One of the most famous Staffs in the game, with an amazingly simple yet effective benefit. To be quite honest, unless you have some other strategy in mind, Staff-wielders should probably stick to this for their entire career.

Staff of the War Mage (3+): In essence, an improvement over the Staff of Expansion. There are corner cases for only wanting to add one square and not a full expansion of the AOE, but this will normally be your port of call for those that pride on their AOEs.

Thunderwave Staff (8+): Your pushing AOEs just became an insane source of damage for you.

Blastwarp Staff (10+): Now that's a rather cool little benefit - for you Skirmishers out there, hitting at least 3 targets with a Close burst or Close blast grants you Combat Advantage against everything on your next turn. On top of that, once per day as a free action, you can transform a Close blast X into a Close burst X-2, making some of those Blast 5s downright deadly by adding a ton of coverage. Worth considering before the advantage of Staff of Ruin takes its hold.

Staff of Gathering (10+): An absolutely silly set of bonuses in response to damage types that are actually a bit more common than you'd think. Especially for campaigns focused around undead, you might be interested in this.

Queen's Staff (15+): Fuels one of the best set benefits a Storm Sorcerer could ever ask for, while also granting him an extremely cool benefit. Wild Sorcerers may or may not care about the secondary benefit on a critical hit - you've got better Staffs, anyway.

Destiny Staff (25+): A simple way to heal yourself up, and a 1/day Standard Action when you kill someone? Sure![/sblock]
Daggers
[sblock]

  • Accurate Dagger (Accurate): One of your best choices as a Striker. Accuracy usually tends to trump straight damage bonuses when it comes to what finally contributes to your DPR, and this will help you rub elbows with your weapon-using brethren.
  • Incendiary Dagger (Energized Fire, Unerring): The two AOE At-Wills that PHB2 Sorcerers can get both have the Fire keyword and target Reflex. Unsurprisingly, this trait is shared across a lot of powers the Sorcerer has in stock, making this a prime choice.
  • Lancing Dagger (Empowered Crit, Energized Lightning): Storm Sorcerers can have a boatload of fun with this, jacking up their DPR to absurd levels especially with Lightning Fury and the Gifts for the Queen setpieces.
  • Resonating Dagger (Energized Thunder, Forceful): Storm Sorcerers and Air Elementalists could also find this an attractive offer as well, though if you're after DPR and not extra control, you've got better options.

Goblin Totem Dagger (2+): Halflings and Gnomes should highly consider this - it's what you'd get on a Staff of Ruin, except on a Dagger, running off a common condition, and for cheap. Pixies should consider nothing else.

Vicious Dagger (2+): Sometimes, all you want is to be able to shake your DM awake. A d12 critical bonus die will do that just fine.

Frost Dagger (3+): One of the cheapest elemental weapons in the game, but just as useful. All of your attacks now deal Cold damage, which has its fair share of support (though not as much as, say, Fire/Lightning/Thunder).

Hidden Dagger (3+): Basically Quick Draw if you crammed it into a weapon. Handy bonus to initiatives, and Free-Action At-Will drawing and sheathing make it great for RP and for the occasional surprise combat round. Worth a gander.

Rhythm Dagger (3+): While I wouldn't quite recommend you use this to attack, the property it holds is one of the most celebrated in the entire game. You may or may not have a difficult time with AC, but Dragon and Cosmic Sorcerers want anything they can get that buffs their Reflex.

Vanguard Dagger (3+): Used pretty much purely in conjunction with Ensorcelled Blade. Gives it some major legs in terms of damage, and 1/day when you do charge, you drop an insane Leader benefit on pretty much everyone around you that uses your primary ability score for the damage bonus.

Weapon of Defense (4+): A cool supplement to the Shield bonus you'd get from a Rhythm Dagger - don't underestimate being able to shave off even small amounts of damage that you take.

Lightning Dagger (5+): Lightning Furies turn all of their powers they may have neglected into forces of destruction. Make this a Lancing Dagger for even more funsies.

Jagged Dagger (12+): An unnatural crit range this early is worth investigating, though do take notice of the Melegaunt's Darkblade enchantment - same property, but diced crits instead of ongoing damage. It's from a Dungeon magazine, though, so have fun convincing your DM you can find one.

Bloodiron Dagger (13+): Speaking of critical hit dice... do it twice!

Radiant Dagger (15+): While radiant damage isn't the cream of the crop for you, this is still a great little tool to bring along on those darker adventures. Keep in mind also - all that's required is that the power you used dealt radiant damage. The power does not have to be active in order for this to happen. There are three Epic Destinies (AvangionRadiant One, and Sublime Flame (for Fire powers)) that will help you add damage with this Dagger's property without needing to turn on its power to do so; in effect, letting you keep your original keywords.
[/sblock]
Rods
[sblock]

  • Accurate Rod (Accurate): One of your best choices as a Striker. Accuracy usually tends to trump straight damage bonuses when it comes to what finally contributes to your DPR, and this will help you rub elbows with your weapon-using brethren.
  • Ashen Rod (Energized Fire, Unerring): Similar to the Incendiary Dagger above. 
  • Deathbone Rod (Energized Necrotic, Undeniable): You may have a few spells that target Will, but you barely have any that deal Necrotic damage - and not a single one targets Will. You're not a Warlock; don't pretend to be one.
  • Defiant Rod (Energized Radiant, Shielding): You're already getting a Shield bonus from Rod Expertise, and like the Deathbone Rod above, you do lack a lot of Radiant spells.

Rod of Deadly Casting (2+): A very nice crit die for a cheap implement, with a benefit that may help it eclipse many of its d12 cousins.

Rod of the Dragonborn (4+): The main call-to-arms for most Rod wielders. Especially since you can now gain Rod proficiency with a theme, instead of requiring feat investment, this is a much more robust choice. So what does this do? Simple: pick a damage type you can deal with your Dragonbreath (RAW says you must pick one, even if you're able to deal multiple types of damage). Now all of your powers that you use through that Rod deals that type of damage instead of any of its other choices. This is exactly what Dragonborn and Revenants want in regards to elemental-based setups, and if you can get an item bonus to damage rolls elsewhere, I can recommend no other substitute.

Torch of Misery (10+): Keep in mind it wants you to use a Fire or Radiant power, not necessarily deal Fire or Radiant damage at the outset. An excellent benefit for a large-scale Striker like yourself. It's also an Everburning Torch!

Arkhosian Scepter (12+): If you care more about machinegunning with your Dragonbreath than using it as a catalyst for the rest of your powers, this is an absolutely insane boost to attack and damage rolls on one of the best racial powers in the entire game; you may need to make Dragonbreath an Arcane attack power, though, before looking this up.[/sblock][/sblock]
Armor
[sblock]Agile
/
Indomitable
/ Vigorous Resolve Vestments (2+):
In order, these armors give you a +2 item bonus to Reflex, Fortitude, or Will when you're bloodied. Skirmishers will adore these, and it's going to probably be a choice between the Agile and Indomitable enchantments depending on how you want to stack your defenses.

Robe of Eyes (2+): Such a small price to pay for complete immunity to blinds. The biggest use of this is, of course, for Demonskin Adepts, which nullifies the penalty on their end attached to their 16th Level feature.

Armor of Sudden Recovery (3+): Take serious consideration into saving a set for those long, dark, rainy days - there are some enemies that have insanely high ongoing damage amounts, and to turn that into Regeneration will trivialize encounters.

Runic Armor (3+): If you're a Dwarf, or can find some other way to get a minor-action Second Wind, this is a beautiful way to add even more damage to your repetroire.

Battle Harness (4+): You're not exactly prone to sling around multiple implements and tools, but the initiative bonus will come into play more often than not.

Parchment Armor (4+): Turns out paper ain't bad at protecting you. Nor is it bad at handing you great bonuses, though I'd wait until you get a +2 or +3 version.

Shimmering Armor (4+): Most Dagger wielders are going to be Skirmishers, and Staff Expertise already takes care of the enemy OA problem in regards to using Ranged and Area powers. Still, though, there's a reason this enchantment exists. If you need it, grab it.

Shimmering Armor (4+): Don't like Staffs, but would rather not have to do the Charleston to make sure you're not pounded on with your Ranged and Area bursts? Never fear - here's your solution right here.

Irrefutable Armor (7+): Wild Sorcerers might jump on this one - it's a substantial reroll to some of your favorite attacks, and for a rather cheap price.

Greater Armor of Eyes (14+): Provided you can actually acquire this, as it is a Rare item and quite expensive, throw on Darkvision to the list of goodies you get from the regular Robe.

Mooncloth Robes (17+): A pretty decent benefit all on its own for Cosmic Sorcerers. The set this armor belongs to could also entice you somewhat, especially with its four-piece benefit that ties in quite well with the Staff of the Far Wanderer.

Robe of the Archfiend (25+): An incredibly strong Daily you can whip out in response to an attack hitting you really makes this worthwhile, even with it lacking a property. The fact that it's a Sustain Minor only makes it sweeter.[/sblock]
Neck Items
[sblock]Sustaining Cloak (2+): Blackfire Serpent becomes a No Action attack once per encounter. Hilarious. Oh, I guess it works well on your other sustaining powers too, but man...

Cloak of Distortion (4+): The premier neck item for those that work in the back row, as this will make you much less of a worthy target by other Artillery.

Cloak of the Walking Wounded (4+): You're not going to have the Healing Surges to spare like your Con'lock cousins, but when you have to make the most of this, you won't regret it.

Lucky Charm (4+): For one roll a day, you share a little bit of the Deva's goodness.

Amulet of Life (5+): The CotWW, except you don't need to be bloodied, nor do you need to use it with your Second Wind. Glorious.

Elven Cloak (7+): A serviceable boost for those that favor Dexterity-based builds, as it's a cheap way to bump up your Stealth score, but that really does depend if you care about Stealth or not.

Elemental Ward Cloak (9+): A rather funky little bonus to defenses against elemental attacks (specifically acid, fire, cold, thunder, and lightning), and honestly, a solid set benefit if you build onto the Xenda-Dran's Array set, even with its focus on Assassins.

Deep-Pocket Cloak (12+): A Bag of Holding you can sling across your back, with a cool little benefit that apes Quick Draw.

Torc of Power Preservation (15+): I've always been very fond of this particular neck item, even considering its expense. Once per day you can roll a d20 when you use an Encounter power of the Torc's level or lower, with a bonus equal to the Torc's enchantment bonus, and on a 10 or higher the power comes back, good as new. And it's not wasted if the roll fails! While your Encounters aren't quite as strong as a lot of your Dailies, they still pack a massive whallop compared to your default At-Wills.[/sblock]
Arms Slot Items
[sblock]Bracers of the Perfect Shot (3 / 13 / 23): Elementalists will have a field day over this one, as they possess the strongest Ranged Basic Attack in the entire game. Sorcerers may not care as much, but they still have Dragonfrost and Acid Orb to swing around if they choose.

Phylactery of Action (3 / 13 / 23): These kinds of benefits just don't manifest themselves a lot on Arms items, and being able to do it up to Stunned even at level 3 makes it a very cheap second-chance item that's worth investigating.

Bracelet of the Radiant Storm (13): So yea. You Storm Sorcerers may kind of want this. It's a shame that the Lightning Resist goes completely to waste, but it's an item that feeds a wonderful set bonus that goes in a slot that, honestly, has no real competition. Yank this up and enjoy it.[/sblock]
Feet Slot Items
[sblock]Acrobat Boots (2): One of the simplest items in the game, and yet one of my all-time favorites. Incredibly cheap, incredibly handy, and just all-around amazing for just about everyone.

Boots of Free Movement (6): Since a lot of Sorcerers are probably going to trend towards the Skirmisher path, considering the utter strength of the Dragon Soul discipline, having a panacea against movement-disabling effects in both the property and the Encounter power is something very much considering.

Boots of Striding (9): While it's up to you whether you prize adding a bonus to speed (Artillery won't care too much), you could still do worse.

Boots of Dancing (11): On top of a Reflex bonus, go ahead and negate CA if ever you're dazed. That sounds like a fair enough deal.

Butterfly Sandals (12): The two flying races in the game (Kapak Draconians and Pixies) both make incredibly good Sorcerers. So then I ask you: would you like a +2 bonus to speed this early in your career? Yes? Then here you go! Common, too, so you should have no problem picking this up.

Dragonborn Greaves (12): And now the other disciplines can have a fragment of the Dragon Soul's reactionary defensive feature, with a couple other neat bonuses. And Dragon Sorcerers can just laugh at their now +3 to AC while bloodied.

Spark Slippers (16): This used to be the stuff of legend, back when there was no action tied to the lightning damage. Now that it's an immediate reaction, it only serves as a (still good) shadow of the Lightning Fury aura damage feature, and, for good measure, is a stepping stone towards a fantastic set bonus for our Storm Soul and Cosmic Soul friends.

Zephyr Boots (24): If you're not one of the lucky few with racial fly speeds... yeah, here you go. Dart around the board as you please.

Sandals of Avandra (25): You are (most likely) a Skirmisher. You have no command on your Minor Actions save for power sustains. An At-Will Minor Action shift - of which equals half your speed - is something I could not fathom living without, if flight is inconsequential in your campaign. (And as icing, have +2 to speed!)

Boots of Teleportation (28): Your speed is now your Teleport Speed. Did I stutter?[/sblock] 
 


Raif

Villager
OP is from 2015 and I think it's not 5th edition? Looks like 4th edition, so a necro and wrong forum to boot.

Started reading this and was utterly confused.
 


Remove ads

Top