Advice on Tiefling Sorcereress

Xia Lin

First Post
Hi,

I'm playing a Level 7 Tiefling Sorcereress and am looking for some advice on how to improve/optimize it. In the party, I tend to be called upon to deal damage most often so have tried to pile on as much damage dealing as I could. My DM is pretty open to sources so there are no issues there.

Here's the build from Character Builder.

====== Created Using Wizards of the Coast D&D Character Builder ======
Lia, level 7
Tiefling, Sorcerer
Build: Chaos Sorcerer
Spell Source Option: Wild Magic
Versatile Expertise Option: Versatile Expertise (Light blade)
Versatile Expertise Option: Versatile Expertise (Staff)
Dark Sun, Inherent Bonuses
Tiefling - Dark Secret (+2 to Arcana)
Theme: Devil's Pawn

FINAL ABILITY SCORES
STR 10, CON 13, DEX 18, INT 10, WIS 8, CHA 19

STARTING ABILITY SCORES
STR 10, CON 11, DEX 17, INT 10, WIS 8, CHA 16


AC: 21 Fort: 15 Ref: 19 Will: 20
HP: 55 Surges: 7 Surge Value: 13

TRAINED SKILLS
Arcana +10, Athletics +8, Bluff +16, Diplomacy +14

UNTRAINED SKILLS
Acrobatics +7, Dungeoneering +2, Endurance +4, Heal +2, History +3, Insight +2, Intimidate +7, Nature +2, Perception +2, Religion +3, Stealth +9, Streetwise +7, Thievery +7

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Devil's Pawn Attack: Hellfire and Brimstone
Wild Talent Cantrip: Body Equilibrium
: Arcane Defiling
Feat Utility: Diabolic Transformation
Sorcerer Attack 1: Chaos Bolt
Sorcerer Attack 1: Burning Spray
Sorcerer Attack 1: Bedeviling Burst
Sorcerer Attack 1: Dazzling Ray
Sorcerer Utility 2: Dragonflame Mantle
Sorcerer Attack 3: Dancing Lightning
Sorcerer Attack 5: Everywhere and Nowhere
Sorcerer Utility 6: Sudden Scales
Sorcerer Attack 7: Spark Form

FEATS
Level 1: Armor Proficiency: Leather
Level 2: Versatile Expertise
Level 4: Diabolic Soul
Level 6: Dual Implement Spellcaster

ITEMS
Adventurer's Kit
Potion of Healing
Leather Armor of Sudden Recovery +1 x1
Rhythm Blade Dagger +1 x1
Amulet of Seduction +1 x1
Demise's Staff of Ruin x1
Siberys Shard of the Mage (heroic tier)
====== End ======

Thanks.
 

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I believe that a 7th level character gets to start with a 9th level item. It may be one of your +1 items, but I would think about making that a +2 item even if it has less cool stuff on it. How many time does that extra 1 on a to hit roll come in handy and an extra 1d6 if you crit also is cool.

I'm not sure on all the powers but I sometimes have a hard time on my blasts and bursts when it is all creatures and not just enemies. I try to have a higher initiative, but sometimes I keep looking for the time I can use some powers if I want to avoid friendlies.
 

Thanks for the comments.
I agree about powers which impact "All Creatures" instead of just enemies, that's one reason why most of my powers target a single creature. Maybe there is a better way of handling it though.

Also as to the magic items, so it's customary to have a magic item which is 2 levels above yours? Would this be one item or multiple items?

Thanks
 

Thanks for the comments.
I agree about powers which impact "All Creatures" instead of just enemies, that's one reason why most of my powers target a single creature. Maybe there is a better way of handling it though.

Also as to the magic items, so it's customary to have a magic item which is 2 levels above yours? Would this be one item or multiple items?

Thanks

You start out with 3 magic items: 1 at your level, 1 at your level+1, and one at your level-1. So you'd start with a level 6, 7 and 8 magic item. You also start with enough gold to buy a level-1 item (level 6 item).

As for optimizing, grab a +2 item for your implement, armor and neck item. Those should be your first three items, and should use up your level 6, 7 and 8 item. Yes, the extra properties and powers might be nice, but, for an optimizer, aren't as good as +1 to attack, damage, and defenses.

The Staff of Ruin is good, and if you can get that in +2 form, I would go for it. The +1 Staff of Ruin isn't as good as a +2 magic staff, as you don't get a bonus to attack from a +1 staff of ruin.

I would also maybe suggest dropping the +1 rhythm blade, and just go with a normal rhythm blade. Along with this, replace the Dual Implement Spellcaster feat with something else. Superior Implement Proficiency, or Implement Focus, perhaps. Dual Implement Spellcaster is only really helpful once you've got a +2 or +3 implement in your off-hand, so you can afford to wait on that.

Just some general notes: If you're looking to avoid hitting allies with bursts an blasts, I would change to a Storm Sorcerer instead of Chaos Sorcerer, and take the bursts and blasts that let you ignore creatures in the origin square (like the eye of a storm). It also helps that you're taking a few lightning powers. I've also found that Chaos Sorcerers are a bit finicky. That's not a deal-breaker though if you like the flavor.

Lastly, I would see about buying a pair of boots with your gold. Some boots that give you +1 to speed would be great, since that helps out your Spark Form power. Speaking of Spark Form, you should love that power, use it to be awesome.
 

Hi Saagael,

Thanks for the comments.

The Demise's Staff of Ruin is a +2 staff which is a Level 8 item. Does Dual Implement Spellcaster make sense now or replace?
So I should then replace the +1 Armor and +1 Amulet with two +2 so long as they are a level 6 and level 7.
Also you said I should still have enough gold to buy a Level 6 item.
Which would be the best investment of that gold? Boots to help with Spark Form?

Lastly while I understand a Storm Sorcerer makes more sense because of friendliness of the attacks, this character has always been planned to be a Chaos sorcerer and I expect to enjoy the Chaotic aspects including using Arcane Defiling against my allies when necessary :)

Thoughts and any further advice?

Thanks
 
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Staff of Ruin won't stack with the Siberys Shard of the Mage.

Drop Versatile Expertise for Staff Expertise. And you then don't take AoOs for casting.

And Sorcerors are best at multi-target striking - aim with care. (Chaos Bolt always works well).

As for Dual Implement Spellcaster, get it once you have a spare +2 implement. You also don't have a multiclass feat - at least one is seriously worthwhile. (Superior Implement Prof: Accurate Staff would be nice too).
 

Hi Neonchameleon,

Thanks for the comments.

I'm not sure I understand what you mean by the Shard won't stack with the Staff of Ruin. In Character Builder, when I added the shard to augment the Staff, it seemed to me that the damage modifier increased.

If I drop Versatile Expertise, then do I need to drop the Rhymthm Blade as well?

As to a multicalss feat, which do you recommend?

Thanks
 

The Siberys Shard should work with the Staff of Ruin; The former adds an untyped damage bonus, while the latter adds an item damage bonus.

As for Neonchameleon's comments, I agree. Pick up Dual Implement Spellcaster when you have a +2 implement in your offhand. Swap Versatile Expertise to Staff Expertise, and replace DIS with a multiclass feat (rogue, avenger, warlord, whatever floats your boat), or Superior Implement Proficiency: Accurate Staff.
 

Thought the Shard was an item bonus. Huh.

The rhythm blade is basically a small shield. Do you need it? Probably not. But no real need to drop it.

Multiclass feat? The new Bard one from Heroes of the Feywild is pretty awesome. A free trained skill from the bard list, and an encounter heal. The warlock one to give you Eyebite 1/encounter* and a free skill would also be a pretty nice exit strategy (as would the Star Pact's Dire Radiance 1/encounter).

If it's single target damage that interests you the Warlock is probably superior to the sorceror. Sorcerors make big booms!

* Eyebite as an at will is terrible. But there's a lot of utility to it as a backup.

Edit: A good replacement for the rhythm blade would be Gauntlets of Blood. Extra damage (+2 vs bloodied targets).
 

Hi Neonchameleon,

Thanks for the comments.

I'm looking for max damage not just to single targets but have been careful due to powers that target creatures instead of enemies. In the past I have played Warlocks so maybe there is a bias there as well but am looking to play a Sorcerer as it was intended. Do you have any recommendations on the powers which would be best to optimize the build?

Thanks
 

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