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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: 6712049" 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 Seven: Utility Powers</strong></span></p><p></p><p>These are, obviously, usable by both normal Sorcerers and the Elementalist subclass. Of course, those that rely on a certain Soul to work (as there are no utilities with Elemental Soul riders), or that augment powers that work differently with odd or even numbers, are completely useless to Elementalists, and must be considered as such. However, most of these ratings will remain intact.</p><p></p><p><strong>Level 2 Utility Powers</strong></p><p>[sblock]</p><p><strong>Encounter</strong></p><p>[sblock]<span style="color: #00ccff"><strong>Dragonflame Mantle (PHB2)</strong></span></p><p>It's an interrupt, so if the attack roll and your defense matched before you popped this, this will prevent the hit from occuring; and if it was a melee attack, it and future hits in the round deal some excellent damage that does incorporate your Soul's modifier (it does have the Arcane keyword). A great start to a nice train of defensive boosts designed for Dragon Sorcerers, though anyone can use it pretty well.</p><p></p><p><span style="color: #ff9900"><strong>Focused Chaos (PHB2)</strong></span></p><p>Rated for Wild Sorcerers, and for them this is absolutely perfect. To have a back option for leaning an effect your way without the random factor potentially harming your allies or doing nothing for you is something that you should add to your little toolbox of abilities.</p><p></p><p><span style="color: #0000ff"><strong>Shield of Flames (Essentials: HoEC</strong></span>)</p><p>Any opportunity to spread some more damage around, especially without requiring a trigger to function, is certainly worthwhile, though it's a shame this won't do anything against Ranged enemies.</p><p></p><p><span style="color: #800080"><strong>Sorcerous Sirocco (AP)</strong></span></p><p>This is the kind of power you keep in your back pocket in case you and an ally nearby need to reach a ledge to get the Magic Plot MacGuffin. Really not something to pull out in the middle of combat, since it takes your Standard Action. <span style="color: #ff0000"><strong>Useless</strong></span> at 16th level.</p><p></p><p><span style="color: #0000ff"><strong>Spatial Trip (AP)</strong></span></p><p>A three-square teleport is incredibly important to have in your toolbox for Skirmisher Sorcerers. You love the kind of freedom in being able to determine exactly where you want your unfriendly AOEs to originate, and this will help you accomplish that task. Even Ranged Dagger Sorcerers might find this appealing, since a shift may not always allay you from triggering OAs.</p><p></p><p><strong><span style="color: #0000ff">Spirit Guidance (D386)</span></strong></p><p>While requiring your Familiar to be in Active mode might be a little bit gruesome, as long as you're able to use friendly AOEs over your Familiar, you can take advantage of this quite readily.</p><p></p><p><span style="color: #ff0000"><strong>Stretch Spell (PHB2)</strong></span></p><p>Get a Distant Superior Implement.</p><p></p><p><span style="color: #ff0000"><strong>Unseen Aid (PHB2)</strong></span></p><p>It's a much lamer version of the Shaman class feature "Speak with Spirits", and they get it for free. You don't need to bother yourself with this.</p><p></p><p><span style="color: #800080"><strong>Whirling Wind (Essentials: HoEC)</strong></span></p><p>Incredibly weird wording: creatures in the zone must spend extra movement allowances to move closer to you... but it's a Close burst 1. You basically have to get out of the original square for this power to have any use, in which case the enemy can just go tangent to the zone and march forward towards you again. Shifting to a square could be quite beneficial, though, giving you a little source of defense, but honestly, Dragonflame Mantle's the better option here if Melee enemies dominate the scene.[/sblock]</p><p><strong>Daily</strong></p><p>[sblock]<span style="color: #800080"><strong>Absorb Storm (AP)</strong></span></p><p>A pretty nice bonus to attack rolls and a decent damage shield, but it requires that one of three different damage types are inflicted on you, and you only gain resistance to that type and one-turn attack roll bonuses with that one damage type. Stupidly hard to predict, and is campaign-dependant.</p><p></p><p><span style="color: #0000ff"><strong>Deep Shroud (AP)</strong></span></p><p>Intended mostly for Sorcerers who act all the way from range, since the area of heavy obscuration will interfere with your allies as well if you wander in too close. It is a very robust defensive boost for you, though, and definitely worth it.</p><p></p><p><span style="color: #0000ff"><strong>Elemental Shift (PHB2)</strong></span></p><p>Less situational than Absorb Storm, and even gives a small boost to an ally nearby, sharing your new resistance with him. Really cool for Wild Sorcerers, since it doesn't force them to reroll their new resistance - they just pick it.</p><p></p><p><strong>Gambling Siphon (D385)</strong></p><p>A welcome boost to damage rolls, though guessing wrong will give you a rather meek effect for a daily. If you're teamed up with an Avenger, however, pick 11-20 and you'll have the best chance to get the +5 bonus.</p><p></p><p><span style="color: #0000ff"><strong>Good Timing (D385)</strong></span></p><p>Rerolls are incredibly important for Strikers, since damage is what they do, and missing means they did nothing on that round. The secondary effect will do little against you if you can find a way to get Psychic resistance, and for those this power is better.</p><p></p><p><strong>Rock Armor (Essentials: HoEC)</strong></p><p>One of the very few stances you gain, this gives you substantial resistance that stacks with your innate elemental resistances, but also slows you; the resistance may not matter too much for Ranged Sorcerers and the slowing is a bane for Skirmisher Sorcerers. It's got its strengths, but know what you're doing.</p><p></p><p><span style="color: #0000ff"><strong>Wall of Water (Essentials: HoEC)</strong></span></p><p>Something also incredibly rare for Sorcerers: a wall power! This one provides all targets superior cover against attacks that cross through its spaces for line of sight, helping to divide the battlefield in two for awhile, and any creature that crosses the threshold gains Vulnerable Cold until its next turn rolls around, which will fuel your teammate's Wintertouched feats. It's sustainable, too, which is quite nice, and the side benefit of adding squares to it should there be a small area of watery terrain nearby is a nice bonus. Pretty interesting little utility to consider.[/sblock][/sblock]</p><p><strong>Level 6 Utility Powers</strong></p><p>[sblock]</p><p><strong>At-Will</strong></p><p>[sblock]<span style="color: #800080"><strong>Fire Stride (Essentials: HoEC)</strong></span></p><p>The amount of mobility this power entails is extraordinary, far surpassing what most Warlocks get, but the Requirement is insanely weird - it's terrain specific, something you almost never see in powers such as this, and almost impossible to set up. On top of which, you'll probably not have more than two points of transit. If you're fighting in a forest fire, I guess I could see this being useful, but really, I don't think that's going to happen. Be reasonable.[/sblock]</p><p><strong>Encounter</strong></p><p>[sblock]<span style="color: #0000ff"><strong>Chaos Wager (D385)</strong></span></p><p>Once again, better if you have an Avenger in the party, but still, this is a humongous boost to damage rolls, and even just against one target, this is very worthwhile, especially on an encounter basis.</p><p></p><p><span style="color: #00ccff"><strong>Fate's Chaos (AP)</strong></span></p><p>Strength Sorcerers have two amazing utilities beckoning their name, both of them Encounter powers. This one is more offensive, and tied more closely with Cosmic Sorcerers than Dragon Sorcerers: once per encounter, if you spend an action point and miss with an attack, you can reroll that attack with a humongous bonus. It's basically the Human Action Surge feat put into a power and potentially much more helpful.</p><p></p><p><span style="color: #0000ff"><strong>Lightning Shift (AP)</strong></span></p><p>A pretty sweet little shift to get you out of a bad position and into better places. Solid.</p><p></p><p><span style="color: #0000ff"><strong>Raise Stone (Essentials: HoEC)</strong></span></p><p>Now, while the power says it cannot harm creatures (so you can't squish enemies into the ceiling or destroy someone's house with them inside), and that creatures can shift 1 square to avoid being raised or lowered, it has absolutely no problem with you shunting an immobilized or prone enemy 20 feet into the air, since they can't make the shift to avoid it. While meant as flavorful, the fact that this acts on a Minor Action and lasts all encounter makes this a wonderful supplement to immobilization effects, and is a surprisingly neat pick, notwithstanding the really sweet RP and out-of-combat potential this power has.</p><p></p><p><span style="color: #00ccff"><strong>Sudden Scales (PHB2)</strong></span></p><p>This power, completely disregarding the Dragon Magic rider, is amazing - you have the potential to completely nullify an attack once per encounter. That chance skyrockets with the rider, making it 3+STR instead of a static 4... but just wait until Epic Tier.</p><p></p><p><span style="color: #0000ff"><strong>Swift Escape (PHB2)</strong></span></p><p>This does much the same thing for Dexterity-based Sorcerers (actually, anyone, but this is more meant for Wild Sorcerers, especially with the strong rider they have), but being targeted by area and close attacks isn't the most common thing in the world.</p><p></p><p><span style="color: #008000"><strong>Water to Ice (Essentials: HoEC)</strong></span></p><p>You can pass rivers and other waterborne hazards that're seven squares across with at least relative ease, but the combat potential of this power requires a lot of specific terrain and the encounter setup to come together properly. As it is, it's more of a roleplaying power than anything, since water terrain is much, much less common to find so much of on the battlefield than stone, mud, or dirt.</p><p></p><p><span style="color: #008000"><strong>Wind Rider (Essentials: HoEC)</strong></span></p><p>The penalties put upon you for use of this power in combat (granting combat advantage, an altitude limit, and the Sustain calling your Standard Action) is too much to use then, but once more, you have something quite amazing for out of combat: At-Will(-ish) flight.[/sblock]</p><p><strong>Daily</strong></p><p>[sblock]<span style="color: #0000ff"><strong>Arcane Empowerment (PHB2)</strong></span></p><p>Shame it's a daily and only lasts one turn, but expanding the size of your AOEs is one of the biggest ways to get the job done in terms of DPR.</p><p></p><p><span style="color: #00ccff"><strong>Chaotic Defense (AP)</strong></span></p><p>Crack this open at the beginning of a tough battle and gain benefits equal to a pretty strong Stance... without taking up your Stance "slot". The benefit you get on a 4 is beautiful, especially for Skirmisher Sorcerers, but it can work for pretty much everyone.</p><p></p><p><span style="color: #00ccff"><strong>Energetic Flight (PHB2)</strong></span></p><p>You're a Ranged Striker. You also have Close bursts and blasts. Take advantage of that with some sweet positioning options.</p><p></p><p><span style="color: #800080"><strong>Extinguishing Rain (AP)</strong></span></p><p>The primary benefit is rather situational, but the attack you have to make might never come up at all during your career, since so few monsters have fire-based zones.</p><p></p><p><span style="color: #ff0000"><strong>Protective Familiar (D386) </strong></span><strong><span style="color: #0000ff">[Familiar]</span></strong></p><p>The price to pay to salvage an ally from being dominated or some other sort of harrowing condition, especially if the attack doesn't actually damage your ally normally, is well worth it. It's situational, sure, but you'll definitely be glad you have it if you're a Familiar-user that can keep his Familiar at least somewhat close by.</p><p></p><p><strong>Subtlety of the Green Wyrm (AP)</strong></p><p>If you're that desperate to force an enemy to surrender, I suppose this'll work. You might be the face of the party, so this is something to consider in that regard, but it's kind of campaign dependant.[/sblock][/sblock]</p><p><strong>Level 10 Utility Powers</strong></p><p>[sblock]</p><p><strong>Encounter</strong></p><p>[sblock]<span style="color: #008000"><strong>Control Flame (Essentials: HoEC)</strong></span></p><p>Really, there's not much more I can say about these HOEC utilities. Pretty much all of them are amazingly useless in combat, since there really isn't a clearly defined consequence for creatures being in fires, nor are raging fires that often of an occurance in most settings. And once again, it's got its RP potential. So rate this accordingly, because I cannot.</p><p></p><p><strong>Earth Passage (Essentials: HoEC)</strong></p><p>Gain a weak form of phasing in certain environments. The very limited tremorsense may or may not be useful to you. Not a fan.</p><p></p><p><strong>Elemental Warding (Essentials: HoEC)</strong></p><p>An encounter-long field of protection against an element of your choice is extraordinary, but allies must plant themselves inside the three squares you delegate for them to gain any substantial benefit. Best to use on Ranged allies, who can man sniper-esque positions and can find themselves at least somewhat protected from harsher elemental attacks.</p><p></p><p><span style="color: #0000ff"><strong>Fog Form (AP)</strong></span></p><p>Another reactive Encounter power to aid in your defensive prowess. Quite simple, but can shave off a great amount of damage if you're caught in a crowd.</p><p></p><p><span style="color: #00ccff"><strong>Maiden's Waking (D382)</strong></span></p><p>Correct me if I'm wrong, but this will still allow you to roll saves against said conditions, so it should work against save-ends daze and stun. You can pretty much cancel one-turn stuns and dazes with this for sure, though, and that's an extremely good benefit. If that's not the case though, I'd avoid this, even though it would give you one more turn to throw something out before you suffer.</p><p></p><p><span style="color: #0000ff"><strong>Narrow Escape (PHB2)</strong></span></p><p>Obviously this doesn't cancel out the original attack, but it will keep you out of future danger, possibly preventing multiattacks. You probably don't need the extra Dexterity modifier on the teleport, so for Strength Sorcerers this is a perfectly viable pick. Dexterity-based Sorcerers won't mind the extra length, though.</p><p></p><p><span style="color: #0000ff"><strong>Spirit's Eclipse (AP)</strong></span></p><p>Your Will is already going to be incredibly high, but this will throw in anywhere from a +5 to a +10 bonus to defenses against Will attacks (since you're now also invisible). See what kind of monsters you've been facing and what your DM favors, and add this to your list if you feel it's necessary.[/sblock]</p><p><strong>Daily</strong></p><p>[sblock]<strong>Chaos Link (PHB2)</strong></p><p>You have to put yourself in relative danger for this to work well, since you both need to be in the area of what should probably be a very injurous burst, on top of having a prime target close by you, but it has the potential to wreak havoc.</p><p></p><p><span style="color: #800080"><strong>Devour Magic (PHB2)</strong></span></p><p>Not only does there need to be a Conjuration or Zone on the field, but you also have to succeed on an (admittedly accurate) attack roll and be part of either of two Magic disciplines to get a decent rider? No thanks.</p><p></p><p><span style="color: #0000ff"><strong>Dragon's Resolve (AP)</strong></span></p><p>Add a little punch to the Dragonborn Racial Trait, or give it to yourself if you don't have it, and gain a fantastic bonus to saving throws in the process.</p><p></p><p><span style="color: #0000ff"><strong>Elemental Shield (Essentials: HoEC)</strong></span></p><p>Considering the wide array of damage types this helps prevent, and the trigger is either on you or allies close by, this could actually be something you might want to keep hold of. If nothing else, it'll prevent a tremendous amount of damage in certain environments.</p><p></p><p><strong>Invert Resistance (PHB2)</strong></p><p>If, for a few crucial moments, you need a mass cancellization of resistances all around you, this could work in a pinch, but most players today have some way to pierce resistances, and as such this won't come into play much.</p><p></p><p><strong><span style="color: #ff0000">Shielding the Bound Spirit (D386)</span></strong></p><p><strong><span style="color: #0000ff">[Familiar]</span></strong></p><p>Your Familiar now becomes a Shaman Spirit companion, with a huge bonus to defenses and a moderate amount of Resist All. Definitely workable, though necessary or not is the big question here.</p><p></p><p><span style="color: #800080"><strong>Sorcerous Pulse (AP)</strong></span></p><p>Very rarely do Sorcerers specialize in one damage type across all of their powers. For those that do, this is insanely awesome, but for everyone else, apply the original rating.</p><p></p><p><strong>Storm of Energy (AP)</strong></p><p>You have a few dailies that'll deliver guaranteed ongoing damage. For those kinds of powers, being able to add a huge amount to that DOT is outstanding. However, you need a devoted setup, not only amongst your own powers, but on other people's powers, to make this work.</p><p></p><p><span style="color: #00ccff"><strong>Weave Luck (D385)</strong></span></p><p>So, whenever you miss, you either still subject the enemy to decent control, or get a little boost to attack rolls to try again next time? I kinda like that, actually.[/sblock][/sblock]</p><p><strong>Level 16 Utility Powers</strong></p><p>[sblock]</p><p><strong>At-Will</strong></p><p>[sblock]<span style="color: #00ccff"><strong>Dominant Winds (AP)</strong></span></p><p>A bit lame for <span style="color: #800080"><strong>Strength'sorcs</strong></span>, but Dexterity'sorcs can not only give themselves some sweet mobility, but can even give it to their allies as well! An amazingly strong utility that echoes some of the best kind of mobility-granting Leader powers.[/sblock]</p><p><strong>Encounter</strong></p><p>[sblock]<span style="color: #00ccff"><strong>Chaos Sanctuary (PHB2)</strong></span></p><p>You have a ton of potent Close attacks that don't discriminate between your allies and enemies. Even a modifier of +2, which is what most Strength'sorcs will have at this point, is enough to justify picking this up. DEX-based Skirmisher Sorcerers will find this incredibly cool, though keep in mind it doesn't work for Area powers.</p><p></p><p><span style="color: #0000ff"><strong>Damage Gambit (D385)</strong></span></p><p>Much more valuable when using physical dice rather than random number generators; you want to make sure most of your dice rolled low before you take the chance, since your gigantic static modifier will often obfuscate what you really rolled. You'll be pretty much safe if you rolled on the dice itself a number at half the average or less. Taking this power and using it smartly will give you some monstrous bonuses to damage rolls, so this is something to definitely think about.</p><p></p><p><span style="color: #00ccff"><strong>Draconic Majesty (PHB2)</strong></span></p><p>This utility is best delegated to the Strength-based Skirmisher builds, of which are numerous, considering the disciplines they favor. You subject each enemy surrounding you to a massive penalty to attack rolls against everything they attack, further exemplifying a weird sub-Leader role that manifests itself in this level.</p><p></p><p><strong>Icy Integument (Essentials: HoEC)</strong></p><p>Some respectable damage and control in punishing melee attacks done against you, on top of a pretty good defensive boost. It won't do too much against enemies with Reach, though, and they start showing up around late Paragon.</p><p></p><p><span style="color: #800080"><strong>Tornado Leap (Essentials: HoEC)</strong></span></p><p>One turn of hovering flight is pretty nice, but this is at the same level as At-Will flight, and is worse for Dexterity-based Sorcerers. This has some stock for Strength-based Sorcerers, but they still have Draconic Majesty to mess with.[/sblock]</p><p><strong>Daily</strong></p><p>[sblock]<span style="color: #00ccff"><strong>Avatars of Chaos (AP)</strong></span></p><p>Complex to be sure, but carries with it some amazing benefits. You remove yourself from the board and add in four figures in close burst 10. Each one is designated as a specific damage type amongst four options (fire/force/lightning/psychic, giving attack roll bonuses to their respective damage type-aligned attacks), and whenever you start your turn, you select one of the four figures and consider yourself as occupying that space. Almost all of your abilities, including moving and making attacks, stay completely intact, and you attack from the image you currently occupy in the round. They're all basically minions as well, but do not affect your total hitpoints, even if they're damaged. Ultimately, this is an incredibly unique way to make the Sorcerer into a chessmaster - literally being in four places at once does wonders for targeting and self-defense, since status effects almost don't matter and your hitpoint total will never be affected until you return. I have to say, it would have been nice if Sorcerers had more powers like this, both chock-full of flavor and excellent in combat. *looks wistfully at Heroes of Elemental Chaos...*</p><p></p><p><span style="color: #00ccff"><strong>Breath of Potency (AP)</strong></span></p><p>Alright, fine, you close-bursting fiends. You want a gigantic bonus to defenses with a trigger you can satisfy each and every turn? Here you go. Now go and enjoy near invulnerability.</p><p></p><p><span style="color: #0000ff"><strong>Chaos Link (PHB2)</strong></span></p><p>Pretty much an exact copy of Chaos Echoes, except you can only target enemies with this power (as if you were going to do otherwise) and you do not have to be hit. Much more useful in this regard, and can be a source of some great off-turn damage and potential status effects if you're not afraid to wander in close.</p><p></p><p><strong>Comrade's Mantle (PHB2)</strong></p><p>A lamer version of Mass Resistance, a power Wizards get much earlier than this. Still handy, since it allows you to pick from every single damage type, but the amount is rather small.</p><p></p><p><span style="color: #0000ff"><strong>Elemental Translation (Essentials: HoEC)</strong></span></p><p>While the side benefits provide some pretty sweet terrain control, what's actually the most interesting thing about this power is the very first effect: you push each creature in the blast adjacent to the blast. There is no attack roll associated with this power - you just push enemies along. Bunch up enemies to be part of future bursts, perhaps...? If you just want that out of the power, pick Air: the effect will probably do nothing anyway. (Something that is notable though is the Fire benefit - mass Fire Vulnerability could be something to be excited about, though you might have to coax enemies back into that blast, or target enemies immune to forced movement.)</p><p></p><p><span style="color: #ff0000"><strong>Rise, My Pet (D386) </strong></span><strong><span style="color: #0000ff">[Familiar]</span></strong></p><p>Takes a lot of the penalty out of detonating your Familiar for certain effects once per day, and allows you to be just a little bit more reckless in where he wanders off to to put forward your best effects. You may never have to use this Daily, but hope to whatever deity you fall under that you indeed don't ever need to.</p><p></p><p><span style="color: #0000ff"><strong>Thunder Buffer (AP)</strong></span></p><p>A bonus to AC equal to most Paragon-level stances, and a pretty darn nice anti-melee force field once per round is decent for Skirmishers, but they have some much better options here. You don't always want to toss enemies away if you care about bonuses to defenses.[/sblock][/sblock]</p><p><strong>Level 22 Utility Powers</strong></p><p>[sblock]</p><p><strong>Encounter</strong></p><p>[sblock]<span style="color: #0000ff"><strong>Dragon Fear (PHB2)</strong></span></p><p>Huh. It's an immobilize that's not an immobilize, instead completely denying any movement towards you for the round. This is completely reactionary, doesn't require any sort of setup, and helps prevent Leader-type enemies from telling enemies to move towards you as well. A worthy choice.</p><p></p><p><span style="color: #ff0000"><strong>Savior Spirit (D386) </strong></span><strong><span style="color: #800080">[Familiar]</span></strong></p><p>For Dexterity Sorcerers, they have a much better power in Dominant Winds back at level 16. For Strength based Sorcerers, why don't you have Platinum Scales? It's certainly useful, especially if you must relocate your familiar this turn, but this actually copies a level 2 At-Will utility Wizards can get. If you can snatch that up, please do so.</p><p></p><p><strong>Storm Body (AP)</strong></p><p>I prefer Crown of Flames for spreading damage around, but I won't deny this is quite fascinating for those that need that extra jolt of mobility. Once wonders whether you need it now, since you're about to get Foot slot items that let you teleport, fly, shift, etc.</p><p></p><p><strong>Wind Shape (PHB2)</strong></p><p>Yet another instance of encounter-usage one-turn Hovering, which is handy for the right type of Sorcerer, but compared to your other options at this level, honestly fall quite flat.[/sblock]</p><p><strong>Daily</strong></p><p>[sblock]<span style="color: #00ccff"><strong>Crown of Flames (AP)</strong></span></p><p>There are reasons people love feats like Hammer Rhythm - having your primary stat tied to damage on a Miss on some of your favorite powers is a sight to behold. It is Fire damage, so do keep that in mind, but now you have a vector of guaranteed damage practically every round, which is something Strikers adore. Highly consider picking this up, especially if you're a Dexterity-based Sorcerer.</p><p></p><p><span style="color: #00ccff"><strong>Elemental Rift (Essentials: HoEC)</strong></span></p><p>Rarely do we get a power from this book that's truely amazing. First of all, the power is completely friendly, so put it over your allies if you have to. Meanwhile, you've got a veritiable vortex that enemies are pulled to, on top of being slowed, and if at any point they end their turn in the zone, they're removed from play (save ends). It's sustainable as well! Yes, you're meant to rain destruction upon multiple enemies at once; I get that. But there are times where that just isn't the case and the opposing force is too big to handle. That's when you crack this open until the problem has resolved itself somewhat, at which point you stop sustaining the zone and default to good ol' blasting. The best utility in this book for Sorcerers, bar none.</p><p></p><p><span style="color: #0000ff"><strong>Flight of Dragons (AP)</strong></span></p><p>Best to start this before the combat begins proper (or at the very first turn if everyone's a long ways away), and to have nothing else have a call on your Minor Action - this is marvelous mobility enabling for your entire party, especially for your Ranged and Area-using allies. The Resistances Dragon Sorcerers get are pretty nice, but not the main attraction here.</p><p></p><p><span style="color: #0000ff"><strong>Fool's Luck (D385)</strong></span></p><p>What most sells this power is that it can be used for pretty much anything a d20 could be used for: namely attack, skill, and general ability checks. Shame it can't be used for saving throws, though there is a very neat side benefit in rolling a natural 20. A good capstone to the generally good line of D385 powers.</p><p></p><p><span style="color: #ff9900"><strong>Platinum Scales (PHB2)</strong></span></p><p>Yep. Gold. We're cutting corners here and going to the basic fundamentals of what people like about the Sorcerer: once per day, when you get hit, you can increase all of your defenses by an amount equal to your Strength modifier, which for Dragonborn and Vryloka could be somewhere in the 7-8 range by this point. This goes way past Plate for AC, gives you enormous defenses to call on for your NADs, and it lasts all encounter. You are nearly completely invulnerable with this up, making this the best Strength-based utility in the entire power list for Sorcerers.</p><p></p><p><strong>Suppress Element (Essentials: HoEC)</strong></p><p>Is anyone else getting Pokemon flashbacks here? (Rain Dance, Sunny Day, etc.) In any case, this can seriously wreak havoc on very particular monsters that show up from time to time, but you really have to prepare for it and hope that your DM doesn't stop delivering tasty little morsels for your aura to gobble up.</p><p></p><p><strong>Ultimate Resistance (AP)</strong></p><p>Just like the previous power, you need the right monsters to be facing you and have them not be able to either change their damage types, attack with multiple damage types, or be able to use untyped attacks for this to pull through all the way. On top of which, depending on your choice of Soul and the monsters you face in response, this may actually not be all that necessary.[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6712049, member: 74499"] [b]Originally posted by DuelistDelSol:[/b] [CENTER][Size=4][b]Part Seven: Utility Powers[/b][/size][/CENTER] These are, obviously, usable by both normal Sorcerers and the Elementalist subclass. Of course, those that rely on a certain Soul to work (as there are no utilities with Elemental Soul riders), or that augment powers that work differently with odd or even numbers, are completely useless to Elementalists, and must be considered as such. However, most of these ratings will remain intact. [b]Level 2 Utility Powers[/b] [sblock] [b]Encounter[/b] [sblock][COLOR=#00ccff][b]Dragonflame Mantle (PHB2)[/b][/COLOR] It's an interrupt, so if the attack roll and your defense matched before you popped this, this will prevent the hit from occuring; and if it was a melee attack, it and future hits in the round deal some excellent damage that does incorporate your Soul's modifier (it does have the Arcane keyword). A great start to a nice train of defensive boosts designed for Dragon Sorcerers, though anyone can use it pretty well. [COLOR=#ff9900][b]Focused Chaos (PHB2)[/b][/COLOR] Rated for Wild Sorcerers, and for them this is absolutely perfect. To have a back option for leaning an effect your way without the random factor potentially harming your allies or doing nothing for you is something that you should add to your little toolbox of abilities. [COLOR=#0000ff][b]Shield of Flames (Essentials: HoEC[/b][/COLOR]) Any opportunity to spread some more damage around, especially without requiring a trigger to function, is certainly worthwhile, though it's a shame this won't do anything against Ranged enemies. [COLOR=#800080][b]Sorcerous Sirocco (AP)[/b][/COLOR] This is the kind of power you keep in your back pocket in case you and an ally nearby need to reach a ledge to get the Magic Plot MacGuffin. Really not something to pull out in the middle of combat, since it takes your Standard Action. [COLOR=#ff0000][b]Useless[/b][/COLOR] at 16th level. [COLOR=#0000ff][b]Spatial Trip (AP)[/b][/COLOR] A three-square teleport is incredibly important to have in your toolbox for Skirmisher Sorcerers. You love the kind of freedom in being able to determine exactly where you want your unfriendly AOEs to originate, and this will help you accomplish that task. Even Ranged Dagger Sorcerers might find this appealing, since a shift may not always allay you from triggering OAs. [b][COLOR=#0000ff]Spirit Guidance (D386)[/COLOR][/b] While requiring your Familiar to be in Active mode might be a little bit gruesome, as long as you're able to use friendly AOEs over your Familiar, you can take advantage of this quite readily. [COLOR=#ff0000][b]Stretch Spell (PHB2)[/b][/COLOR] Get a Distant Superior Implement. [COLOR=#ff0000][b]Unseen Aid (PHB2)[/b][/COLOR] It's a much lamer version of the Shaman class feature "Speak with Spirits", and they get it for free. You don't need to bother yourself with this. [COLOR=#800080][b]Whirling Wind (Essentials: HoEC)[/b][/COLOR] Incredibly weird wording: creatures in the zone must spend extra movement allowances to move closer to you... but it's a Close burst 1. You basically have to get out of the original square for this power to have any use, in which case the enemy can just go tangent to the zone and march forward towards you again. Shifting to a square could be quite beneficial, though, giving you a little source of defense, but honestly, Dragonflame Mantle's the better option here if Melee enemies dominate the scene.[/sblock] [b]Daily[/b] [sblock][COLOR=#800080][b]Absorb Storm (AP)[/b][/COLOR] A pretty nice bonus to attack rolls and a decent damage shield, but it requires that one of three different damage types are inflicted on you, and you only gain resistance to that type and one-turn attack roll bonuses with that one damage type. Stupidly hard to predict, and is campaign-dependant. [COLOR=#0000ff][b]Deep Shroud (AP)[/b][/COLOR] Intended mostly for Sorcerers who act all the way from range, since the area of heavy obscuration will interfere with your allies as well if you wander in too close. It is a very robust defensive boost for you, though, and definitely worth it. [COLOR=#0000ff][b]Elemental Shift (PHB2)[/b][/COLOR] Less situational than Absorb Storm, and even gives a small boost to an ally nearby, sharing your new resistance with him. Really cool for Wild Sorcerers, since it doesn't force them to reroll their new resistance - they just pick it. [b]Gambling Siphon (D385)[/b] A welcome boost to damage rolls, though guessing wrong will give you a rather meek effect for a daily. If you're teamed up with an Avenger, however, pick 11-20 and you'll have the best chance to get the +5 bonus. [COLOR=#0000ff][b]Good Timing (D385)[/b][/COLOR] Rerolls are incredibly important for Strikers, since damage is what they do, and missing means they did nothing on that round. The secondary effect will do little against you if you can find a way to get Psychic resistance, and for those this power is better. [b]Rock Armor (Essentials: HoEC)[/b] One of the very few stances you gain, this gives you substantial resistance that stacks with your innate elemental resistances, but also slows you; the resistance may not matter too much for Ranged Sorcerers and the slowing is a bane for Skirmisher Sorcerers. It's got its strengths, but know what you're doing. [COLOR=#0000ff][b]Wall of Water (Essentials: HoEC)[/b][/COLOR] Something also incredibly rare for Sorcerers: a wall power! This one provides all targets superior cover against attacks that cross through its spaces for line of sight, helping to divide the battlefield in two for awhile, and any creature that crosses the threshold gains Vulnerable Cold until its next turn rolls around, which will fuel your teammate's Wintertouched feats. It's sustainable, too, which is quite nice, and the side benefit of adding squares to it should there be a small area of watery terrain nearby is a nice bonus. Pretty interesting little utility to consider.[/sblock][/sblock] [b]Level 6 Utility Powers[/b] [sblock] [b]At-Will[/b] [sblock][COLOR=#800080][b]Fire Stride (Essentials: HoEC)[/b][/COLOR] The amount of mobility this power entails is extraordinary, far surpassing what most Warlocks get, but the Requirement is insanely weird - it's terrain specific, something you almost never see in powers such as this, and almost impossible to set up. On top of which, you'll probably not have more than two points of transit. If you're fighting in a forest fire, I guess I could see this being useful, but really, I don't think that's going to happen. Be reasonable.[/sblock] [b]Encounter[/b] [sblock][COLOR=#0000ff][b]Chaos Wager (D385)[/b][/COLOR] Once again, better if you have an Avenger in the party, but still, this is a humongous boost to damage rolls, and even just against one target, this is very worthwhile, especially on an encounter basis. [COLOR=#00ccff][b]Fate's Chaos (AP)[/b][/COLOR] Strength Sorcerers have two amazing utilities beckoning their name, both of them Encounter powers. This one is more offensive, and tied more closely with Cosmic Sorcerers than Dragon Sorcerers: once per encounter, if you spend an action point and miss with an attack, you can reroll that attack with a humongous bonus. It's basically the Human Action Surge feat put into a power and potentially much more helpful. [COLOR=#0000ff][b]Lightning Shift (AP)[/b][/COLOR] A pretty sweet little shift to get you out of a bad position and into better places. Solid. [COLOR=#0000ff][b]Raise Stone (Essentials: HoEC)[/b][/COLOR] Now, while the power says it cannot harm creatures (so you can't squish enemies into the ceiling or destroy someone's house with them inside), and that creatures can shift 1 square to avoid being raised or lowered, it has absolutely no problem with you shunting an immobilized or prone enemy 20 feet into the air, since they can't make the shift to avoid it. While meant as flavorful, the fact that this acts on a Minor Action and lasts all encounter makes this a wonderful supplement to immobilization effects, and is a surprisingly neat pick, notwithstanding the really sweet RP and out-of-combat potential this power has. [COLOR=#00ccff][b]Sudden Scales (PHB2)[/b][/COLOR] This power, completely disregarding the Dragon Magic rider, is amazing - you have the potential to completely nullify an attack once per encounter. That chance skyrockets with the rider, making it 3+STR instead of a static 4... but just wait until Epic Tier. [COLOR=#0000ff][b]Swift Escape (PHB2)[/b][/COLOR] This does much the same thing for Dexterity-based Sorcerers (actually, anyone, but this is more meant for Wild Sorcerers, especially with the strong rider they have), but being targeted by area and close attacks isn't the most common thing in the world. [COLOR=#008000][b]Water to Ice (Essentials: HoEC)[/b][/COLOR] You can pass rivers and other waterborne hazards that're seven squares across with at least relative ease, but the combat potential of this power requires a lot of specific terrain and the encounter setup to come together properly. As it is, it's more of a roleplaying power than anything, since water terrain is much, much less common to find so much of on the battlefield than stone, mud, or dirt. [COLOR=#008000][b]Wind Rider (Essentials: HoEC)[/b][/COLOR] The penalties put upon you for use of this power in combat (granting combat advantage, an altitude limit, and the Sustain calling your Standard Action) is too much to use then, but once more, you have something quite amazing for out of combat: At-Will(-ish) flight.[/sblock] [b]Daily[/b] [sblock][COLOR=#0000ff][b]Arcane Empowerment (PHB2)[/b][/COLOR] Shame it's a daily and only lasts one turn, but expanding the size of your AOEs is one of the biggest ways to get the job done in terms of DPR. [COLOR=#00ccff][b]Chaotic Defense (AP)[/b][/COLOR] Crack this open at the beginning of a tough battle and gain benefits equal to a pretty strong Stance... without taking up your Stance "slot". The benefit you get on a 4 is beautiful, especially for Skirmisher Sorcerers, but it can work for pretty much everyone. [COLOR=#00ccff][b]Energetic Flight (PHB2)[/b][/COLOR] You're a Ranged Striker. You also have Close bursts and blasts. Take advantage of that with some sweet positioning options. [COLOR=#800080][b]Extinguishing Rain (AP)[/b][/COLOR] The primary benefit is rather situational, but the attack you have to make might never come up at all during your career, since so few monsters have fire-based zones. [COLOR=#ff0000][b]Protective Familiar (D386) [/b][/COLOR][b][COLOR=#0000ff][Familiar][/COLOR][COLOR=#ff0000][/COLOR][/b][COLOR=#ff0000][/COLOR] The price to pay to salvage an ally from being dominated or some other sort of harrowing condition, especially if the attack doesn't actually damage your ally normally, is well worth it. It's situational, sure, but you'll definitely be glad you have it if you're a Familiar-user that can keep his Familiar at least somewhat close by. [b]Subtlety of the Green Wyrm (AP)[/b] If you're that desperate to force an enemy to surrender, I suppose this'll work. You might be the face of the party, so this is something to consider in that regard, but it's kind of campaign dependant.[/sblock][/sblock] [b]Level 10 Utility Powers[/b] [sblock] [b]Encounter[/b] [sblock][COLOR=#008000][b]Control Flame (Essentials: HoEC)[/b][/COLOR] Really, there's not much more I can say about these HOEC utilities. Pretty much all of them are amazingly useless in combat, since there really isn't a clearly defined consequence for creatures being in fires, nor are raging fires that often of an occurance in most settings. And once again, it's got its RP potential. So rate this accordingly, because I cannot. [b]Earth Passage (Essentials: HoEC)[/b] Gain a weak form of phasing in certain environments. The very limited tremorsense may or may not be useful to you. Not a fan. [b]Elemental Warding (Essentials: HoEC)[/b] An encounter-long field of protection against an element of your choice is extraordinary, but allies must plant themselves inside the three squares you delegate for them to gain any substantial benefit. Best to use on Ranged allies, who can man sniper-esque positions and can find themselves at least somewhat protected from harsher elemental attacks. [COLOR=#0000ff][b]Fog Form (AP)[/b][/COLOR] Another reactive Encounter power to aid in your defensive prowess. Quite simple, but can shave off a great amount of damage if you're caught in a crowd. [COLOR=#00ccff][b]Maiden's Waking (D382)[/b][/COLOR] Correct me if I'm wrong, but this will still allow you to roll saves against said conditions, so it should work against save-ends daze and stun. You can pretty much cancel one-turn stuns and dazes with this for sure, though, and that's an extremely good benefit. If that's not the case though, I'd avoid this, even though it would give you one more turn to throw something out before you suffer. [COLOR=#0000ff][b]Narrow Escape (PHB2)[/b][/COLOR] Obviously this doesn't cancel out the original attack, but it will keep you out of future danger, possibly preventing multiattacks. You probably don't need the extra Dexterity modifier on the teleport, so for Strength Sorcerers this is a perfectly viable pick. Dexterity-based Sorcerers won't mind the extra length, though. [COLOR=#0000ff][b]Spirit's Eclipse (AP)[/b][/COLOR] Your Will is already going to be incredibly high, but this will throw in anywhere from a +5 to a +10 bonus to defenses against Will attacks (since you're now also invisible). See what kind of monsters you've been facing and what your DM favors, and add this to your list if you feel it's necessary.[/sblock] [b]Daily[/b] [sblock][b]Chaos Link (PHB2)[/b] You have to put yourself in relative danger for this to work well, since you both need to be in the area of what should probably be a very injurous burst, on top of having a prime target close by you, but it has the potential to wreak havoc. [COLOR=#800080][b]Devour Magic (PHB2)[/b][/COLOR] Not only does there need to be a Conjuration or Zone on the field, but you also have to succeed on an (admittedly accurate) attack roll and be part of either of two Magic disciplines to get a decent rider? No thanks. [COLOR=#0000ff][b]Dragon's Resolve (AP)[/b][/COLOR] Add a little punch to the Dragonborn Racial Trait, or give it to yourself if you don't have it, and gain a fantastic bonus to saving throws in the process. [COLOR=#0000ff][b]Elemental Shield (Essentials: HoEC)[/b][/COLOR] Considering the wide array of damage types this helps prevent, and the trigger is either on you or allies close by, this could actually be something you might want to keep hold of. If nothing else, it'll prevent a tremendous amount of damage in certain environments. [b]Invert Resistance (PHB2)[/b] If, for a few crucial moments, you need a mass cancellization of resistances all around you, this could work in a pinch, but most players today have some way to pierce resistances, and as such this won't come into play much. [b][COLOR=#ff0000]Shielding the Bound Spirit (D386)[/COLOR] [COLOR=#0000ff][Familiar][/COLOR][/b] Your Familiar now becomes a Shaman Spirit companion, with a huge bonus to defenses and a moderate amount of Resist All. Definitely workable, though necessary or not is the big question here. [COLOR=#800080][b]Sorcerous Pulse (AP)[/b][/COLOR] Very rarely do Sorcerers specialize in one damage type across all of their powers. For those that do, this is insanely awesome, but for everyone else, apply the original rating. [b]Storm of Energy (AP)[/b] You have a few dailies that'll deliver guaranteed ongoing damage. For those kinds of powers, being able to add a huge amount to that DOT is outstanding. However, you need a devoted setup, not only amongst your own powers, but on other people's powers, to make this work. [COLOR=#00ccff][b]Weave Luck (D385)[/b][/COLOR] So, whenever you miss, you either still subject the enemy to decent control, or get a little boost to attack rolls to try again next time? I kinda like that, actually.[/sblock][/sblock] [b]Level 16 Utility Powers[/b] [sblock] [b]At-Will[/b] [sblock][COLOR=#00ccff][b]Dominant Winds (AP)[/b][/COLOR] A bit lame for [COLOR=#800080][b]Strength'sorcs[/b][/COLOR], but Dexterity'sorcs can not only give themselves some sweet mobility, but can even give it to their allies as well! An amazingly strong utility that echoes some of the best kind of mobility-granting Leader powers.[/sblock] [b]Encounter[/b] [sblock][COLOR=#00ccff][b]Chaos Sanctuary (PHB2)[/b][/COLOR] You have a ton of potent Close attacks that don't discriminate between your allies and enemies. Even a modifier of +2, which is what most Strength'sorcs will have at this point, is enough to justify picking this up. DEX-based Skirmisher Sorcerers will find this incredibly cool, though keep in mind it doesn't work for Area powers. [COLOR=#0000ff][b]Damage Gambit (D385)[/b][/COLOR] Much more valuable when using physical dice rather than random number generators; you want to make sure most of your dice rolled low before you take the chance, since your gigantic static modifier will often obfuscate what you really rolled. You'll be pretty much safe if you rolled on the dice itself a number at half the average or less. Taking this power and using it smartly will give you some monstrous bonuses to damage rolls, so this is something to definitely think about. [COLOR=#00ccff][b]Draconic Majesty (PHB2)[/b][/COLOR] This utility is best delegated to the Strength-based Skirmisher builds, of which are numerous, considering the disciplines they favor. You subject each enemy surrounding you to a massive penalty to attack rolls against everything they attack, further exemplifying a weird sub-Leader role that manifests itself in this level. [b]Icy Integument (Essentials: HoEC)[/b] Some respectable damage and control in punishing melee attacks done against you, on top of a pretty good defensive boost. It won't do too much against enemies with Reach, though, and they start showing up around late Paragon. [COLOR=#800080][b]Tornado Leap (Essentials: HoEC)[/b][/COLOR] One turn of hovering flight is pretty nice, but this is at the same level as At-Will flight, and is worse for Dexterity-based Sorcerers. This has some stock for Strength-based Sorcerers, but they still have Draconic Majesty to mess with.[/sblock] [b]Daily[/b] [sblock][COLOR=#00ccff][b]Avatars of Chaos (AP)[/b][/COLOR] Complex to be sure, but carries with it some amazing benefits. You remove yourself from the board and add in four figures in close burst 10. Each one is designated as a specific damage type amongst four options (fire/force/lightning/psychic, giving attack roll bonuses to their respective damage type-aligned attacks), and whenever you start your turn, you select one of the four figures and consider yourself as occupying that space. Almost all of your abilities, including moving and making attacks, stay completely intact, and you attack from the image you currently occupy in the round. They're all basically minions as well, but do not affect your total hitpoints, even if they're damaged. Ultimately, this is an incredibly unique way to make the Sorcerer into a chessmaster - literally being in four places at once does wonders for targeting and self-defense, since status effects almost don't matter and your hitpoint total will never be affected until you return. I have to say, it would have been nice if Sorcerers had more powers like this, both chock-full of flavor and excellent in combat. *looks wistfully at Heroes of Elemental Chaos...* [COLOR=#00ccff][b]Breath of Potency (AP)[/b][/COLOR] Alright, fine, you close-bursting fiends. You want a gigantic bonus to defenses with a trigger you can satisfy each and every turn? Here you go. Now go and enjoy near invulnerability. [COLOR=#0000ff][b]Chaos Link (PHB2)[/b][/COLOR] Pretty much an exact copy of Chaos Echoes, except you can only target enemies with this power (as if you were going to do otherwise) and you do not have to be hit. Much more useful in this regard, and can be a source of some great off-turn damage and potential status effects if you're not afraid to wander in close. [b]Comrade's Mantle (PHB2)[/b] A lamer version of Mass Resistance, a power Wizards get much earlier than this. Still handy, since it allows you to pick from every single damage type, but the amount is rather small. [COLOR=#0000ff][b]Elemental Translation (Essentials: HoEC)[/b][/COLOR] While the side benefits provide some pretty sweet terrain control, what's actually the most interesting thing about this power is the very first effect: you push each creature in the blast adjacent to the blast. There is no attack roll associated with this power - you just push enemies along. Bunch up enemies to be part of future bursts, perhaps...? If you just want that out of the power, pick Air: the effect will probably do nothing anyway. (Something that is notable though is the Fire benefit - mass Fire Vulnerability could be something to be excited about, though you might have to coax enemies back into that blast, or target enemies immune to forced movement.) [COLOR=#ff0000][b]Rise, My Pet (D386) [/b][/COLOR][b][COLOR=#0000ff][Familiar][/COLOR][COLOR=#ff0000][/COLOR][/b][COLOR=#ff0000][/COLOR] Takes a lot of the penalty out of detonating your Familiar for certain effects once per day, and allows you to be just a little bit more reckless in where he wanders off to to put forward your best effects. You may never have to use this Daily, but hope to whatever deity you fall under that you indeed don't ever need to. [COLOR=#0000ff][b]Thunder Buffer (AP)[/b][/COLOR] A bonus to AC equal to most Paragon-level stances, and a pretty darn nice anti-melee force field once per round is decent for Skirmishers, but they have some much better options here. You don't always want to toss enemies away if you care about bonuses to defenses.[/sblock][/sblock] [b]Level 22 Utility Powers[/b] [sblock] [b]Encounter[/b] [sblock][COLOR=#0000ff][b]Dragon Fear (PHB2)[/b][/COLOR] Huh. It's an immobilize that's not an immobilize, instead completely denying any movement towards you for the round. This is completely reactionary, doesn't require any sort of setup, and helps prevent Leader-type enemies from telling enemies to move towards you as well. A worthy choice. [COLOR=#ff0000][b]Savior Spirit (D386) [/b][/COLOR][b][COLOR=#800080][Familiar][/COLOR][COLOR=#ff0000][/COLOR][/b][COLOR=#ff0000][/COLOR] For Dexterity Sorcerers, they have a much better power in Dominant Winds back at level 16. For Strength based Sorcerers, why don't you have Platinum Scales? It's certainly useful, especially if you must relocate your familiar this turn, but this actually copies a level 2 At-Will utility Wizards can get. If you can snatch that up, please do so. [b]Storm Body (AP)[/b] I prefer Crown of Flames for spreading damage around, but I won't deny this is quite fascinating for those that need that extra jolt of mobility. Once wonders whether you need it now, since you're about to get Foot slot items that let you teleport, fly, shift, etc. [b]Wind Shape (PHB2)[/b] Yet another instance of encounter-usage one-turn Hovering, which is handy for the right type of Sorcerer, but compared to your other options at this level, honestly fall quite flat.[/sblock] [b]Daily[/b] [sblock][COLOR=#00ccff][b]Crown of Flames (AP)[/b][/COLOR] There are reasons people love feats like Hammer Rhythm - having your primary stat tied to damage on a Miss on some of your favorite powers is a sight to behold. It is Fire damage, so do keep that in mind, but now you have a vector of guaranteed damage practically every round, which is something Strikers adore. Highly consider picking this up, especially if you're a Dexterity-based Sorcerer. [COLOR=#00ccff][b]Elemental Rift (Essentials: HoEC)[/b][/COLOR] Rarely do we get a power from this book that's truely amazing. First of all, the power is completely friendly, so put it over your allies if you have to. Meanwhile, you've got a veritiable vortex that enemies are pulled to, on top of being slowed, and if at any point they end their turn in the zone, they're removed from play (save ends). It's sustainable as well! Yes, you're meant to rain destruction upon multiple enemies at once; I get that. But there are times where that just isn't the case and the opposing force is too big to handle. That's when you crack this open until the problem has resolved itself somewhat, at which point you stop sustaining the zone and default to good ol' blasting. The best utility in this book for Sorcerers, bar none. [COLOR=#0000ff][b]Flight of Dragons (AP)[/b][/COLOR] Best to start this before the combat begins proper (or at the very first turn if everyone's a long ways away), and to have nothing else have a call on your Minor Action - this is marvelous mobility enabling for your entire party, especially for your Ranged and Area-using allies. The Resistances Dragon Sorcerers get are pretty nice, but not the main attraction here. [COLOR=#0000ff][b]Fool's Luck (D385)[/b][/COLOR] What most sells this power is that it can be used for pretty much anything a d20 could be used for: namely attack, skill, and general ability checks. Shame it can't be used for saving throws, though there is a very neat side benefit in rolling a natural 20. A good capstone to the generally good line of D385 powers. [COLOR=#ff9900][b]Platinum Scales (PHB2)[/b][/COLOR] Yep. Gold. We're cutting corners here and going to the basic fundamentals of what people like about the Sorcerer: once per day, when you get hit, you can increase all of your defenses by an amount equal to your Strength modifier, which for Dragonborn and Vryloka could be somewhere in the 7-8 range by this point. This goes way past Plate for AC, gives you enormous defenses to call on for your NADs, and it lasts all encounter. You are nearly completely invulnerable with this up, making this the best Strength-based utility in the entire power list for Sorcerers. [b]Suppress Element (Essentials: HoEC)[/b] Is anyone else getting Pokemon flashbacks here? (Rain Dance, Sunny Day, etc.) In any case, this can seriously wreak havoc on very particular monsters that show up from time to time, but you really have to prepare for it and hope that your DM doesn't stop delivering tasty little morsels for your aura to gobble up. [b]Ultimate Resistance (AP)[/b] Just like the previous power, you need the right monsters to be facing you and have them not be able to either change their damage types, attack with multiple damage types, or be able to use untyped attacks for this to pull through all the way. On top of which, depending on your choice of Soul and the monsters you face in response, this may actually not be all that necessary.[/sblock][/sblock] [/QUOTE]
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The Demiurge Molecule: A Sorcerer's (and Elementalist's) Handbook (by DuelistDelSol)
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