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The Demiurge Molecule: A Sorcerer's (and Elementalist's) Handbook (by DuelistDelSol)
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<blockquote data-quote="Nibelung" data-source="post: 6712047" data-attributes="member: 74499"><p><strong>Originally posted by DuelistDelSol:</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong>Part Six: Epic Tier Spells</strong></span></p><p></p><p><strong>Level 23 Encounter Spells</strong></p><p>[sblock]<strong>Black Breath (PHB2)</strong></p><p>Pretty decent AOE for most Sorcerers, but <span style="color: #0000ff"><strong>Dragon Sorcerers</strong></span> get an interesting form of Control, in which each target hit by this power has no line of effect to anything more than 3 squares away. Leader-type monsters do not like this one bit, Ranged enemies will have to wander in close if they want to do anything... it takes a selective position and some thinking skills to pull all the meat out of these bones, but it's got its uses.</p><p></p><p><span style="color: #0000ff"><strong>Chaos Orbs (PHB2)</strong></span></p><p>You know what else I can get behind? Two-target dazing. Damage ain't all that spectacular, but really, there's not much room to complain.</p><p></p><p><strong><span style="color: #800080">Inferno Ring (D386)</span><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff"></span><span style="color: #00ccff">[Familiar]</span></strong></p><p>It takes one successful attack roll to do damage akin to Thunder Leap, a level 9 daily, if you have your Familiar out and in Active mode. Otherwise, it's a rather nice pseudo-AOE, but doesn't have anywhere near enough punch.</p><p></p><p><strong>Iron Chains (PHB2)</strong></p><p>The damage is wretched (though your static modifiers will still help a little bit), but AOE restrained with one attack roll is quite nice to behold, especially if you can launch further AOEs afterwards to take care of the combat advantage and immobilization.</p><p></p><p><span style="color: #800080"><strong>Plates of Ice (PHB2)</strong></span></p><p>Weakened's alright, but the damage really isn't anymore. Not even the pseudo-AOE the Wild Sorcerer can dish out is anything special, especially since it's unfriendly.</p><p></p><p><span style="color: #800080"><strong>Rumbling Storm Bolt (AP)</strong></span></p><p>OK, this really isn't funny anymore. It's a long-distance slide, sure, and it's two targets that take the damage, but I'd put much higher stock in Chaos Orbs than this power. This has its fringe cases of usefulness, since it can attack the second target around a corner, but that's incredibly situational.</p><p></p><p><strong>Shuffling Thunder (D381)</strong></p><p>Alright, now that's a little better. Roll good on that d6, and you can spread some proper damage all around you and your target. Just make sure you don't stick yourself in a nasty position to be gutted by future attacks later. Also, once again, we run into the problem of having a "Chaos Sorcerer" rider when, technically, "Chaos Sorcerers" do not exist (should have been "Wild Magic").</p><p></p><p><strong>Storm Arc (AP)</strong></p><p>You know it's getting bad when you can't even get excited about a proper AOE. It's at least a great damage type for Storm Sorcerers, who get what basically amounts to their critical hit benefit and the ability to hover. But other than that, there's little here for anyone.</p><p></p><p><span style="color: #00ccff"><strong>Sun and Stars (AP)</strong></span></p><p>There is absolutely no comparison: if you don't have a Familiar, you're taking this power or the one immediately below. Here, it's a Ranged 20 double-strike against one target that incorporates your modifiers each time (Day and Night, anyone? Even the names sort of match) that even gives Cosmic'sorcs the ability to choose between the two phases depicted in the name. Splendid.</p><p></p><p><span style="color: #0000ff"><strong>Wildrift Burst (AP)</strong></span></p><p>A great Close burst (though still unfriendly) that teleports everyone hit by this power a silly distance. However, something must be said for Wild Sorcerers: this not only fuels one of their best feats, but the targets are also either dazed or teleported even further. If you can find some way to guarantee the daze, go ahead and call it <span style="color: #ff9900"><strong>Gold</strong></span> for you Wild Sorcerers. The havoc you can inflict with this is nothing short of world-ending.</p><p></p><p><span style="color: #800080"><strong>Wyrmblight (AP)</strong></span></p><p>AOE Fire and Poison damage. That's literally all this power is. Would be nice to have at least something attached to it...[/sblock]</p><p><strong>Level 25 Daily Spells</strong></p><p>[sblock]<span style="color: #0000ff"><strong>Acid Typhoon (AP)</strong></span></p><p>Guaranteed damage in this wide of coverage, on top of a massive swath of ongoing damage, makes this surprisingly good for just straight damage dealing, even considering the rather meek damage die attached to it. Of course, Storm Sorcerers get a nice leg up in being able to cut out the origin square if necessary.</p><p></p><p><span style="color: #ff0000"><strong>Chaotic Spray (D386)</strong></span></p><p>If you want a power that'll give you excellent damage close by, you don't take this.</p><p></p><p><span style="color: #00ccff"><strong>Cloak of Winter Storm (AP)</strong></span></p><p>You take this instead. This completely friendly zone doesn't care one bit about attack rolls: all it wants you to do is to throw enemies inside it so that it can rip them to pieces with a damage roll that adds your normal bonuses, sans "When you hit" bonuses. And just to make it hurt more, enemies that take that damage are slowed until their turns end. Ouch.</p><p></p><p><span style="color: #0000ff"><strong>Draconic Incarnation (PHB2)</strong></span></p><p>Would you look at that, we did get something attached to Wyrmblight! Throw in 3d6 more damage (with a modular damage type), damage on a miss, and a stupendous benefit for <span style="color: #00ccff"><strong>Dragon Sorcerers</strong></span> to pull other creatures into future blasts and Close bursts, and you've got a winner.</p><p></p><p><span style="color: #800080"><strong>Force Storm (PHB2)</strong></span></p><p>You must, absolutely must, have a gigantic amount of enemies clumped inside the area for this power to do any significant damage. Way too hard to plan for, and thus not recommended.</p><p></p><p><span style="color: #800080"><strong>Fury of Dragotha (AP)</strong></span></p><p>A decent-yet-kinda-lacking Close blast for everyone except <strong>Dragon Sorcerers</strong>. What do they get? An aura of autodamage, of course! However, it affects all creatures that start adjacent to you, so you won't exactly be popular with other Melee folk. Not a waste, but not my first choice.</p><p></p><p><span style="color: #0000ff"><strong>Leaping Lightning (AP)</strong></span></p><p>Find some way, any way possible, to debuff his chance to succeed on saving throws. The opportunity to add extra attacks in the round in this fashion (and you will get one guaranteed instance, since it happens every tick of the ongoing damage) is too fruitful to lose.</p><p></p><p><strong>Words of Chaos (PHB2)</strong></p><p>Until it saves, you can have this utterly mess up the target as it's locked down near your Defender, but it really does little for Ranged enemies, who won't really mind just attacking another member of your party. That is, unless you're a <span style="color: #00ccff"><strong>Wild Sorcerer,</strong></span> in which you tell them exactly where they can shove their attack.</p><p></p><p><span style="color: #00ccff"><strong>Wrathful Vapors (AP)</strong></span></p><p>It comes down to this: attack Fortitude if they're adjacent to your allies, and attack Reflex otherwise. That's some insane autodamage you're handing out on the Reflex attack, Dex'sorcs. The damage roll on the Reflex attack is substantial enough by now that even Strength-based Sorcerers can join in on the fun, though the slide for the Fortitude attack won't be all that spectacular.[/sblock]</p><p><strong>Level 27 Encounter Spells</strong></p><p>[sblock]<span style="color: #0000ff"><strong>Chaos Infusion (AP)</strong></span></p><p>This is the exact toolbox spell that <span style="color: #ff9900"><strong>Wild Sorcerers</strong></span> need. They (and everyone else) can throw around damage like crazy, and Wild Sorcerers in particular can now reap the benefits of some of their favorite powers and jack up their usefulness by degrees.</p><p></p><p><strong>Lightning Backlash (D386) <span style="color: #800080">[Familiar]</span></strong></p><p>Honestly, a bit hard to rate. This does have the potential to do absolutely silly amounts of damage, but it does echo Inferno Ring somewhat, and your familiar going kablewy may be a bit too much of a penalty. Weigh your options, see if you can handle your Familiar being absent in this fashion.</p><p></p><p><span style="color: #0000ff"><strong>Lightning Eruption (PHB2)</strong></span></p><p>A very solid pseudo-AOE that won't dare harm your allies. The damage on the secondary attack might be just a tad too low, though, and enemies really don't tend to clump up this tight this late in the game.</p><p></p><p><strong>Moonstruck (AP)</strong></p><p>About average in terms of damage, but AOE immobilized could be something to consider. Cosmic Sorcerers in the phase of the Moon, however, get an incredible upgrade.</p><p></p><p><span style="color: #00ccff"><strong>Mother Claw (AP)</strong></span></p><p>What's that? Another Immediate Reaction for Dragon Sorcerers that's flavorful, mechanically powerful, and now that you're past level 22, extremely easy to trigger? Why sure! I'm not objecting one bit, honestly.</p><p></p><p><strong>Overpowering Lightning (AP)</strong></p><p>Kaboom! You're stunned. And take some piddly damage as a consolation prize. Meh?</p><p></p><p><span style="color: #0000ff"><strong>Poison Ward (PHB2)</strong></span></p><p>Unfortunately, there's not a lot of ways you can coerce the enemy to satisfy the power's conditions for you - you have to pretty much put yourself in as bait. If you can do that, though, the secondary damage is not extra damage, but a straight damage roll, so it'll deliver more modifier goodies just for you.</p><p></p><p><strong>Sorcerous Echo (D381)</strong></p><p>This is the best of a rather blah set of powers in the D381 article... and I'm still not impressed. Sure, the autodamage at that wide a range is decent, but enemies can just run outside the "zone" and be just fine.</p><p></p><p><span style="color: #0000ff"><strong>Thunder Pulse (PHB2)</strong></span></p><p>I'll take a small hit to my dice to throw in a Close burst 4 (it's an AOE thunder power) friendly push-and-prone, sure.</p><p></p><p><span style="color: #0000ff"><strong>Thunderous Might (AP)</strong></span></p><p>And if you didn't want a blast, how about a Burst? Unfriendly, though, but it can become an Area burst 2 mass Slide, which is never bad. The Storm Sorcerer benefit is sort of awkward, though, especially since Combat Advantage isn't tough to grab anymore.</p><p></p><p><span style="color: #0000ff"><strong>Wildfire Curse (PHB2)</strong></span></p><p>It's Chaos Bolt all the way back at level 1, except you don't need to be a Wild Sorcerer, you don't need to roll even numbers... you just have to hit. Over and over and over again. Just be incredibly careful, though - this power does not discriminate, and if it runs out of enemies before you run out of hits, you're going to be roasting your allies as well. For best results, draw a path to where you'll hit the most targets as possible while having the last target be completely isolated from Team Player.[/sblock]</p><p><strong>Level 29 Daily Spells</strong></p><p>[sblock]<span style="color: #800080"><strong>Cosmic Vengeance (AP)</strong></span></p><p>The old guide listed this as one of the worst dailies in game. I tend to disagree. Now, for most Sorcerers, you really don't need to take more than a passing glance at this power, but being able to punish all attacks against you with autodamage equal to both your Charisma and Strength modifiers is just worthwhile enough for this to be considered for <strong>Cosmic Sorcerers</strong>. You really do need to build around this, however. Be an annoying prick on the battlefield: provoke opportunity attacks, sequester yourself just in reach of your Leader but away from everyone else, and throw bursts and blasts everywhere. You want to make yourself as attractive a target as possible so that the autodamage can work at full speed. You want every single ounce of damage you can pour out, being a Sorcerer - here's a tricky, but workable, way to get it.</p><p></p><p><strong>Doom of Chaos (AP)</strong></p><p>Another power that needs some setup to function properly, but can hold its own much more so than Cosmic Vengeance could. After hitting them for some truly awful single-target damage, you then inflict Vulnerable Psychic on them until the ongoing psychic damage (which will add up to deal 20 damage each tick) ends, at which point you can choose between five other damage types to have the target become Vulnerable 10 to. Solid, but needs a little bit of party cohesion to really make it work. <span style="color: #0000ff"><strong>Wild Sorcerers</strong></span>, of course, have it best, <strong><span style="color: #00ccff">especially</span></strong> if they can trip it to where they gain both benefits at once. Mass permanent Vulnerability is always welcome.</p><p></p><p><span style="color: #800080"><strong>Endless Acid (PHB2)</strong></span></p><p>Does this power have the potential to do utterly horrifying amounts of damage over time? Sure. But should they roll three successful saving throws in a row, you end up dealing 1d6+mods+30 damage, which seems nice, but that 30 is very delayed. You have better choices here.</p><p></p><p><span style="color: #00ccff"><strong>Entropic Whirlwind (PHB2)</strong></span></p><p>The Close combateers get a glorious capstone in this beautiful little power: a Close burst 5, completely friendly, that subjects every single target that gets hit to a teleport AND an autodamage save-ends option should they get teleported again... which can be continuously triggered by the effect line once per round. You provide an 11x11 field of area denial, a wide enough zone to where enemies will find it incredibly hard to start formations. For this reason, it's honestly worthwhile for every single tradition of Sorcerer, and one of the best dailies in the Sorcerer's list.</p><p></p><p><span style="color: #800080"><strong>Hellish Firestorm (AP)</strong></span></p><p>With the existence of the final Prismatic daily here, this really is not worth it. It's expandable, yes, and it covers a wide area of the ground, but just wait to see what you get.</p><p></p><p><span style="color: #0000ff"><strong>Mind Tide (AP)</strong></span></p><p>The only Dominate on the Sorcerer's list, with a nice little touch of dazed (save ends) as an aftereffect. I can get behind this.</p><p></p><p><strong>Necrotic Storm (D386) [Familiar]</strong></p><p>The highest single-target damaging power for Sorcerers in the entire game, with a great control rider, but to force a rerolled save you have to detonate your Familiar. I'm not quite enthused about that, but there is some definite stock in being able to potentially extend the Stun for perhaps one round longer.</p><p></p><p><span style="color: #00ccff"><strong>Prismatic Storm (PHB2)</strong></span></p><p>"The sky rains down a rainbow of destruction." Well, let's see... it's a Burst 3 within 20, with an apocalyptic variance of status effects (all of them save-ends and all of them based on your Dexterity modifier), with some great damage to hand out as well. I absolutely love this daily, both for finishing off a great train of flavorful dailies and having some tremendously good effects to coincide, but something must be said for making absolutely sure that you do not target your allies with this power. Even missing will annihilate them.</p><p></p><p><span style="color: #00ccff"><strong>Wyrm Form (AP)</strong></span></p><p>We're not done with the great flavorful capstones yet, however: we've now got a Polymorph power! As long as you're not bloodied and can keep yourself this way, you become a freaking dragon, jumping two sizes, gaining a fly speed, and having all of your Arcane powers stay intact while also gaining an MBA (that's regretably not an implement power, but what can you do), a pretty nice Breath power, and an Immediate Reaction power that throws even more damage around for enemies that even dare to flank you (and since you're Huge, this will not be a hard task to accomplish). A stunningly beautiful daily for all involved, especially <span style="color: #ff9900"><strong>Dragon Sorcerers</strong></span>, who get a bonus to attack rolls with all of these powers.[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6712047, member: 74499"] [b]Originally posted by DuelistDelSol:[/b] [CENTER][Size=4][b]Part Six: Epic Tier Spells[/b][/size][/CENTER] [b]Level 23 Encounter Spells[/b] [sblock][b]Black Breath (PHB2)[/b] Pretty decent AOE for most Sorcerers, but [COLOR=#0000ff][b]Dragon Sorcerers[/b][/COLOR] get an interesting form of Control, in which each target hit by this power has no line of effect to anything more than 3 squares away. Leader-type monsters do not like this one bit, Ranged enemies will have to wander in close if they want to do anything... it takes a selective position and some thinking skills to pull all the meat out of these bones, but it's got its uses. [COLOR=#0000ff][b]Chaos Orbs (PHB2)[/b][/COLOR] You know what else I can get behind? Two-target dazing. Damage ain't all that spectacular, but really, there's not much room to complain. [COLOR=#0000ff][b][/b][/COLOR][b][COLOR=#800080]Inferno Ring (D386)[/COLOR][COLOR=#0000ff] [/COLOR][COLOR=#00ccff][Familiar][/COLOR][COLOR=#0000ff][/COLOR][/b][COLOR=#0000ff][/COLOR] It takes one successful attack roll to do damage akin to Thunder Leap, a level 9 daily, if you have your Familiar out and in Active mode. Otherwise, it's a rather nice pseudo-AOE, but doesn't have anywhere near enough punch. [b]Iron Chains (PHB2)[/b] The damage is wretched (though your static modifiers will still help a little bit), but AOE restrained with one attack roll is quite nice to behold, especially if you can launch further AOEs afterwards to take care of the combat advantage and immobilization. [COLOR=#800080][b]Plates of Ice (PHB2)[/b][/COLOR] Weakened's alright, but the damage really isn't anymore. Not even the pseudo-AOE the Wild Sorcerer can dish out is anything special, especially since it's unfriendly. [COLOR=#800080][b]Rumbling Storm Bolt (AP)[/b][/COLOR] OK, this really isn't funny anymore. It's a long-distance slide, sure, and it's two targets that take the damage, but I'd put much higher stock in Chaos Orbs than this power. This has its fringe cases of usefulness, since it can attack the second target around a corner, but that's incredibly situational. [b]Shuffling Thunder (D381)[/b] Alright, now that's a little better. Roll good on that d6, and you can spread some proper damage all around you and your target. Just make sure you don't stick yourself in a nasty position to be gutted by future attacks later. Also, once again, we run into the problem of having a "Chaos Sorcerer" rider when, technically, "Chaos Sorcerers" do not exist (should have been "Wild Magic"). [b]Storm Arc (AP)[/b] You know it's getting bad when you can't even get excited about a proper AOE. It's at least a great damage type for Storm Sorcerers, who get what basically amounts to their critical hit benefit and the ability to hover. But other than that, there's little here for anyone. [COLOR=#00ccff][b]Sun and Stars (AP)[/b][/COLOR] There is absolutely no comparison: if you don't have a Familiar, you're taking this power or the one immediately below. Here, it's a Ranged 20 double-strike against one target that incorporates your modifiers each time (Day and Night, anyone? Even the names sort of match) that even gives Cosmic'sorcs the ability to choose between the two phases depicted in the name. Splendid. [COLOR=#0000ff][b]Wildrift Burst (AP)[/b][/COLOR] A great Close burst (though still unfriendly) that teleports everyone hit by this power a silly distance. However, something must be said for Wild Sorcerers: this not only fuels one of their best feats, but the targets are also either dazed or teleported even further. If you can find some way to guarantee the daze, go ahead and call it [COLOR=#ff9900][b]Gold[/b][/COLOR] for you Wild Sorcerers. The havoc you can inflict with this is nothing short of world-ending. [COLOR=#800080][b]Wyrmblight (AP)[/b][/COLOR] AOE Fire and Poison damage. That's literally all this power is. Would be nice to have at least something attached to it...[/sblock] [b]Level 25 Daily Spells[/b] [sblock][COLOR=#0000ff][b]Acid Typhoon (AP)[/b][/COLOR] Guaranteed damage in this wide of coverage, on top of a massive swath of ongoing damage, makes this surprisingly good for just straight damage dealing, even considering the rather meek damage die attached to it. Of course, Storm Sorcerers get a nice leg up in being able to cut out the origin square if necessary. [COLOR=#ff0000][b]Chaotic Spray (D386)[/b][/COLOR] If you want a power that'll give you excellent damage close by, you don't take this. [COLOR=#00ccff][b]Cloak of Winter Storm (AP)[/b][/COLOR] You take this instead. This completely friendly zone doesn't care one bit about attack rolls: all it wants you to do is to throw enemies inside it so that it can rip them to pieces with a damage roll that adds your normal bonuses, sans "When you hit" bonuses. And just to make it hurt more, enemies that take that damage are slowed until their turns end. Ouch. [COLOR=#0000ff][b]Draconic Incarnation (PHB2)[/b][/COLOR] Would you look at that, we did get something attached to Wyrmblight! Throw in 3d6 more damage (with a modular damage type), damage on a miss, and a stupendous benefit for [COLOR=#00ccff][b]Dragon Sorcerers[/b][/COLOR] to pull other creatures into future blasts and Close bursts, and you've got a winner. [COLOR=#800080][b]Force Storm (PHB2)[/b][/COLOR] You must, absolutely must, have a gigantic amount of enemies clumped inside the area for this power to do any significant damage. Way too hard to plan for, and thus not recommended. [COLOR=#800080][b]Fury of Dragotha (AP)[/b][/COLOR] A decent-yet-kinda-lacking Close blast for everyone except [b]Dragon Sorcerers[/b]. What do they get? An aura of autodamage, of course! However, it affects all creatures that start adjacent to you, so you won't exactly be popular with other Melee folk. Not a waste, but not my first choice. [COLOR=#0000ff][b]Leaping Lightning (AP)[/b][/COLOR] Find some way, any way possible, to debuff his chance to succeed on saving throws. The opportunity to add extra attacks in the round in this fashion (and you will get one guaranteed instance, since it happens every tick of the ongoing damage) is too fruitful to lose. [b]Words of Chaos (PHB2)[/b] Until it saves, you can have this utterly mess up the target as it's locked down near your Defender, but it really does little for Ranged enemies, who won't really mind just attacking another member of your party. That is, unless you're a [COLOR=#00ccff][b]Wild Sorcerer,[/b][/COLOR] in which you tell them exactly where they can shove their attack. [COLOR=#00ccff][b]Wrathful Vapors (AP)[/b][/COLOR] It comes down to this: attack Fortitude if they're adjacent to your allies, and attack Reflex otherwise. That's some insane autodamage you're handing out on the Reflex attack, Dex'sorcs. The damage roll on the Reflex attack is substantial enough by now that even Strength-based Sorcerers can join in on the fun, though the slide for the Fortitude attack won't be all that spectacular.[/sblock] [b]Level 27 Encounter Spells[/b] [sblock][COLOR=#0000ff][b]Chaos Infusion (AP)[/b][/COLOR] This is the exact toolbox spell that [COLOR=#ff9900][b]Wild Sorcerers[/b][/COLOR] need. They (and everyone else) can throw around damage like crazy, and Wild Sorcerers in particular can now reap the benefits of some of their favorite powers and jack up their usefulness by degrees. [b]Lightning Backlash (D386) [COLOR=#800080][Familiar][/COLOR][/b] Honestly, a bit hard to rate. This does have the potential to do absolutely silly amounts of damage, but it does echo Inferno Ring somewhat, and your familiar going kablewy may be a bit too much of a penalty. Weigh your options, see if you can handle your Familiar being absent in this fashion. [COLOR=#0000ff][b]Lightning Eruption (PHB2)[/b][/COLOR] A very solid pseudo-AOE that won't dare harm your allies. The damage on the secondary attack might be just a tad too low, though, and enemies really don't tend to clump up this tight this late in the game. [b]Moonstruck (AP)[/b] About average in terms of damage, but AOE immobilized could be something to consider. Cosmic Sorcerers in the phase of the Moon, however, get an incredible upgrade. [COLOR=#00ccff][b]Mother Claw (AP)[/b][/COLOR] What's that? Another Immediate Reaction for Dragon Sorcerers that's flavorful, mechanically powerful, and now that you're past level 22, extremely easy to trigger? Why sure! I'm not objecting one bit, honestly. [b]Overpowering Lightning (AP)[/b] Kaboom! You're stunned. And take some piddly damage as a consolation prize. Meh? [COLOR=#0000ff][b]Poison Ward (PHB2)[/b][/COLOR] Unfortunately, there's not a lot of ways you can coerce the enemy to satisfy the power's conditions for you - you have to pretty much put yourself in as bait. If you can do that, though, the secondary damage is not extra damage, but a straight damage roll, so it'll deliver more modifier goodies just for you. [b]Sorcerous Echo (D381)[/b] This is the best of a rather blah set of powers in the D381 article... and I'm still not impressed. Sure, the autodamage at that wide a range is decent, but enemies can just run outside the "zone" and be just fine. [COLOR=#0000ff][b]Thunder Pulse (PHB2)[/b][/COLOR] I'll take a small hit to my dice to throw in a Close burst 4 (it's an AOE thunder power) friendly push-and-prone, sure. [COLOR=#0000ff][b]Thunderous Might (AP)[/b][/COLOR] And if you didn't want a blast, how about a Burst? Unfriendly, though, but it can become an Area burst 2 mass Slide, which is never bad. The Storm Sorcerer benefit is sort of awkward, though, especially since Combat Advantage isn't tough to grab anymore. [COLOR=#0000ff][b]Wildfire Curse (PHB2)[/b][/COLOR] It's Chaos Bolt all the way back at level 1, except you don't need to be a Wild Sorcerer, you don't need to roll even numbers... you just have to hit. Over and over and over again. Just be incredibly careful, though - this power does not discriminate, and if it runs out of enemies before you run out of hits, you're going to be roasting your allies as well. For best results, draw a path to where you'll hit the most targets as possible while having the last target be completely isolated from Team Player.[/sblock] [b]Level 29 Daily Spells[/b] [sblock][COLOR=#800080][b]Cosmic Vengeance (AP)[/b][/COLOR] The old guide listed this as one of the worst dailies in game. I tend to disagree. Now, for most Sorcerers, you really don't need to take more than a passing glance at this power, but being able to punish all attacks against you with autodamage equal to both your Charisma and Strength modifiers is just worthwhile enough for this to be considered for [b]Cosmic Sorcerers[/b]. You really do need to build around this, however. Be an annoying prick on the battlefield: provoke opportunity attacks, sequester yourself just in reach of your Leader but away from everyone else, and throw bursts and blasts everywhere. You want to make yourself as attractive a target as possible so that the autodamage can work at full speed. You want every single ounce of damage you can pour out, being a Sorcerer - here's a tricky, but workable, way to get it. [b]Doom of Chaos (AP)[/b] Another power that needs some setup to function properly, but can hold its own much more so than Cosmic Vengeance could. After hitting them for some truly awful single-target damage, you then inflict Vulnerable Psychic on them until the ongoing psychic damage (which will add up to deal 20 damage each tick) ends, at which point you can choose between five other damage types to have the target become Vulnerable 10 to. Solid, but needs a little bit of party cohesion to really make it work. [COLOR=#0000ff][b]Wild Sorcerers[/b][/COLOR], of course, have it best, [b][COLOR=#00ccff]especially[/COLOR][/b] if they can trip it to where they gain both benefits at once. Mass permanent Vulnerability is always welcome. [COLOR=#800080][b]Endless Acid (PHB2)[/b][/COLOR] Does this power have the potential to do utterly horrifying amounts of damage over time? Sure. But should they roll three successful saving throws in a row, you end up dealing 1d6+mods+30 damage, which seems nice, but that 30 is very delayed. You have better choices here. [COLOR=#00ccff][b]Entropic Whirlwind (PHB2)[/b][/COLOR] The Close combateers get a glorious capstone in this beautiful little power: a Close burst 5, completely friendly, that subjects every single target that gets hit to a teleport AND an autodamage save-ends option should they get teleported again... which can be continuously triggered by the effect line once per round. You provide an 11x11 field of area denial, a wide enough zone to where enemies will find it incredibly hard to start formations. For this reason, it's honestly worthwhile for every single tradition of Sorcerer, and one of the best dailies in the Sorcerer's list. [COLOR=#800080][b]Hellish Firestorm (AP)[/b][/COLOR] With the existence of the final Prismatic daily here, this really is not worth it. It's expandable, yes, and it covers a wide area of the ground, but just wait to see what you get. [COLOR=#0000ff][b]Mind Tide (AP)[/b][/COLOR] The only Dominate on the Sorcerer's list, with a nice little touch of dazed (save ends) as an aftereffect. I can get behind this. [b]Necrotic Storm (D386) [Familiar][/b] The highest single-target damaging power for Sorcerers in the entire game, with a great control rider, but to force a rerolled save you have to detonate your Familiar. I'm not quite enthused about that, but there is some definite stock in being able to potentially extend the Stun for perhaps one round longer. [COLOR=#00ccff][b]Prismatic Storm (PHB2)[/b][/COLOR] "The sky rains down a rainbow of destruction." Well, let's see... it's a Burst 3 within 20, with an apocalyptic variance of status effects (all of them save-ends and all of them based on your Dexterity modifier), with some great damage to hand out as well. I absolutely love this daily, both for finishing off a great train of flavorful dailies and having some tremendously good effects to coincide, but something must be said for making absolutely sure that you do not target your allies with this power. Even missing will annihilate them. [COLOR=#00ccff][b]Wyrm Form (AP)[/b][/COLOR] We're not done with the great flavorful capstones yet, however: we've now got a Polymorph power! As long as you're not bloodied and can keep yourself this way, you become a freaking dragon, jumping two sizes, gaining a fly speed, and having all of your Arcane powers stay intact while also gaining an MBA (that's regretably not an implement power, but what can you do), a pretty nice Breath power, and an Immediate Reaction power that throws even more damage around for enemies that even dare to flank you (and since you're Huge, this will not be a hard task to accomplish). A stunningly beautiful daily for all involved, especially [COLOR=#ff9900][b]Dragon Sorcerers[/b][/COLOR], who get a bonus to attack rolls with all of these powers.[/sblock] [/QUOTE]
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The Demiurge Molecule: A Sorcerer's (and Elementalist's) Handbook (by DuelistDelSol)
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