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Tiefling Sorceress optimization!
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<blockquote data-quote="Zathris" data-source="post: 6749480" data-attributes="member: 6687148"><p>I think "static boosts second" is misleading, there is sufficient "other stuff" that if you delay static boosts you won't be dealing much damage. Static boosts just need to be meaningful, around mid-paragon it becomes "give me all the static boosts" because suddenly every feat and item is +3s instead of +1s.</p><p></p><p>I just noticed your stats, if you are remotely planning on getting to epic, switch your Int and Str scores. Int is meaningless (sorry, you'll never be the Arcana god that Wizards are) and you need 15 Str in Epic for the expanded crit range.</p><p></p><p>Staffs: Staff Expertise prevents provoking, which saves you from having to take Shimmering Armor. Staff of Ruin is a great damage boost in Heroic, but in Paragon damage type optimization is worth more than Ruin and selecting powers that natively have that type is a terrible idea (at least for Sorcs), it's also not worth having your bonuses only apply to some of your powers. So eventually you ditch the Staff of Ruin for a Lightning/Frost/Radiant Staff anyway. If rares are an option, Staff of the Magi is a good golfbag item.</p><p></p><p>Daggers: War Wizard's Expertise gives you a penalty to hit your allies, useful for the couple unfriendly powers that are actually good (most unfriendly powers actually are not good!) or if you get Dominated. Daggers are necessary for Ensorcelled Blade at-will, which is a must-have if you have a Warlord/Bard/Ardent/Shaman that's going to be grating you attacks. Daggers likewise come in Lightning/Frost/Radiant but they also come in Thunderbolt, which is like Lightning but entirely better (1/day free action Dragonfrost/Acid Orb) and the phenomenal though Rare weapon of speed (+Initiative, 1/enc minor action Dragonfrost/Acid Orb).</p><p></p><p>Basically, Daggers are better in an optimized party where there's a leader that's going to be granting you attacks, otherwise I like the convenience of Staffs.</p></blockquote><p></p>
[QUOTE="Zathris, post: 6749480, member: 6687148"] I think "static boosts second" is misleading, there is sufficient "other stuff" that if you delay static boosts you won't be dealing much damage. Static boosts just need to be meaningful, around mid-paragon it becomes "give me all the static boosts" because suddenly every feat and item is +3s instead of +1s. I just noticed your stats, if you are remotely planning on getting to epic, switch your Int and Str scores. Int is meaningless (sorry, you'll never be the Arcana god that Wizards are) and you need 15 Str in Epic for the expanded crit range. Staffs: Staff Expertise prevents provoking, which saves you from having to take Shimmering Armor. Staff of Ruin is a great damage boost in Heroic, but in Paragon damage type optimization is worth more than Ruin and selecting powers that natively have that type is a terrible idea (at least for Sorcs), it's also not worth having your bonuses only apply to some of your powers. So eventually you ditch the Staff of Ruin for a Lightning/Frost/Radiant Staff anyway. If rares are an option, Staff of the Magi is a good golfbag item. Daggers: War Wizard's Expertise gives you a penalty to hit your allies, useful for the couple unfriendly powers that are actually good (most unfriendly powers actually are not good!) or if you get Dominated. Daggers are necessary for Ensorcelled Blade at-will, which is a must-have if you have a Warlord/Bard/Ardent/Shaman that's going to be grating you attacks. Daggers likewise come in Lightning/Frost/Radiant but they also come in Thunderbolt, which is like Lightning but entirely better (1/day free action Dragonfrost/Acid Orb) and the phenomenal though Rare weapon of speed (+Initiative, 1/enc minor action Dragonfrost/Acid Orb). Basically, Daggers are better in an optimized party where there's a leader that's going to be granting you attacks, otherwise I like the convenience of Staffs. [/QUOTE]
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