Firegoat, The Satyr Serial Sorcerer 1-30 by Cazzeo

MwaO

Adventurer
Firegoat

Satyr Sarifal Feywarden Sorcerer/Demonskin Adept/Demiurge




Build Overview: The idea behind Firegoat is to maximize the damage done in the two turns in which Sarifal's Blessing is active (providing a +5/10/15 bonus to all damage stemming from fire attacks made by the sorcerer). The build relies heavily on selecting a single kill target via Flame Spiral (with increased effective single target accuracy similar to Oath of Enmity if you can catch two or three targets in the burst) followed by Lure of Enchantment to draw the target to you and trigger Flame Spiral, and fire-admixed Demon-Soul Bolts + Desert Wind Flurry of Blows (all benefitting from the Sarifal bonus damage) for an average encounter AP nova that can kill one standard of your level+2 from 3-30.



The Build at 30

====== Created Using Wizards of the Coast D&D Character Builder ======


Firegoat, level 30
Satyr, Sorcerer, Demonskin Adept, Demiurge
Spell Source Option: Storm Magic
Arcane Admixture Damage Type: Arcane Admixture Fire
Arcane Admixture II Option: Arcane Admixture Thunder II
Becoming the One Option: Dexterity
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Sarifal Feywarden

FINAL ABILITY SCORES
STR 15, CON 13, DEX 28, INT 10, WIS 12, CHA 28

STARTING ABILITY SCORES
STR 13, CON 11, DEX 16, INT 8, WIS 10, CHA 16


AC: 44 Fort: 40 Ref: 44 Will: 46
HP: 185 Surges: 7 Surge Value: 46

TRAINED SKILLS
Acrobatics +29, Arcana +20, Bluff +29, Diplomacy +29, Nature +25

UNTRAINED SKILLS
Athletics +17, Dungeoneering +16, Endurance +16, Heal +16, History +15, Insight +16, Intimidate +24, Perception +22, Religion +15, Stealth +24, Streetwise +24, Thievery +26

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sarifal Feywarden Utility: Sarifal's Blessing
Satyr Utility: Lure of Enchantment
Monk Feature: Stone Fist Flurry of Blows
Sorcerer Attack 1: Burning Spray
Sorcerer Attack 1: Acid Orb
Sorcerer Utility 2: Spatial Trip
Sorcerer Attack 3: Flame Spiral
Sorcerer Attack 3: Lightning Cuts
Acrobatics Utility 6: Timely Dodge
Sorcerer Utility 10: Maiden's Waking
Demonskin Adept Attack 11: Demon-Soul Bolts
Demonskin Adept Utility 12: Demonic Wrath
Sorcerer Attack 15: Lightning Daggers
Sorcerer Utility 16: Dominant Winds
Sorcerer Attack 17: Poisonous Evasion
Demonskin Adept Attack 20: Swords of the Marilith
Sorcerer Utility 22: Wind Shape
Sorcerer Attack 25: Cloak of Winter Storm
Demiurge Utility 26: Demiurge Resistance
Sorcerer Attack 29: Entropic Whirlwind

FEATS
Level 1: Monastic Disciple
Level 2: Superior Implement Training (Incendiary dagger)
Level 4: War Wizard's Expertise
Level 6: Unarmored Agility
Level 8: Superior Will
Level 10: Dual Implement Spellcaster
Level 11: Arcane Admixture (Fire, Demon-Soul Bolts)
Level 12: Fiery Blood
Level 14: Superior Reflexes
Level 16: Staff Expertise
Level 18: Arcane Reach
Level 20: Arcane Admixture II (Thunder, Flame Spiral)
Level 21: Quickened Spellcasting (Burning Spray)
Level 22: Sorcerer Implement Expertise
Level 24: Superior Implement Training (Accurate staff)
Level 26: Echoes of Thunder
Level 28: Superior Initiative
Level 30: Superior Fortitude

ITEMS
Spirit Fetch
Boots of the Fencing Master x1
Incendiary Ring of Fireblazing x1
Diamond Cincture (paragon tier) x1
Hellfire Staff +6 x1
Blazing Arc Ki Focus +5 x1
Rebounding Incendiary dagger +6 x1
Robe of Eyes Starweave Armor +6 x1
Timeless Locket +6 x1
Flame Bracers (paragon tier) x1
Ring of Free Time x1
Eagle Eye Goggles (epic tier) x1
Burning Gauntlets (paragon tier) x1
====== End ======

Race, Class, Theme, and Background

Race: Satyr

Sarifal Feywarden requires a non-drow fey race, so our choices are satyr, pixie, elf, and hengeyokai. Pixie allows for goblin totem dagger and better mobility. But nothing beats the satyr racial for Flame Spiral carnage. The idea is to select your kill target by seeing what you hit with your Flame Spiral, then using Lure of Enchantment to immediately double tap + provide you with CA for your Demon-Soul Bolts.

Class: Sorcerer

No other class has Flame Spiral, which is the ability we're seeking to maximize w/Sarifal's Blessing.

Theme: Sarifal Feywarden

For our particular idea, Sarifal Feywarden is fantastic. However, Yakuza is also a really strong choice for sorcerers. I feel Sarifal is better if your DM does not allow Intimidate checks to force surrender; otherwise, the two themes are very close in value.

Background: Born Under a Bad Sign

You take a beating in this build (glass cannon!), so you need the extra hit points.


Level 1 Snapshot

====== Created Using Wizards of the Coast D&D Character Builder ======


Firegoat, level 1
Satyr, Sorcerer
Spell Source Option: Storm Magic
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Sarifal Feywarden

FINAL ABILITY SCORES
STR 13, CON 11, DEX 18, INT 8, WIS 10, CHA 18

STARTING ABILITY SCORES
STR 13, CON 11, DEX 16, INT 8, WIS 10, CHA 16


AC: 14 Fort: 11 Ref: 14 Will: 16
HP: 30 Surges: 6 Surge Value: 7

TRAINED SKILLS
Acrobatics +9, Arcana +4, Bluff +9, Diplomacy +9, Nature +7

UNTRAINED SKILLS
Athletics +1, Dungeoneering +0, Endurance +0, Heal +0, History –1, Insight +0, Intimidate +4, Perception +0, Religion –1, Stealth +4, Streetwise +4, Thievery +6

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sarifal Feywarden Utility: Sarifal's Blessing
Satyr Utility: Lure of Enchantment
Monk Feature: Desert Wind Flurry of Blows
Sorcerer Attack 1: Burning Spray
Sorcerer Attack 1: Energy Strobe
Sorcerer Attack 1: Explosive Pyre
Sorcerer Attack 1: Shocking Magnetism

FEATS
Level 1: Monastic Disciple

ITEMS
Dagger x1
Cloth Armor (Basic Clothing) x1
Ki Focus x1
====== End ======


Level 1

Choices: Storm Soul, Desert Wind Flurry of Blows
Skills: Acrobatics, Nature, Bluff, Diplomacy, (Arcana)
Powers: Energy Strobe, Burning Spray, Explosive Pyre, Shocking Magnetism

As a glass cannon, we have to choose Storm Soul for its immediate interrupt shield effect. Although Wild Magic offers some very good power choices, we simply won't be choosing enough of its powers for it to be as good a choice. Dragon Magic is just weaker on satyr, even with amazing powers/riders, due to being -1 to Str compared to the Dex builds; it does gain ground at higher levels with Draconic Majesty, Platinum Scales, etc.

Burning Spray is by far our best at-will (works with Incendiary Dagger), so the choice for the 2nd at-will is an RBA or an MBA. As an RBA, Energy Strobe is better than Acid Orb, because 1 in 6 times it will be fire and thus get Incendiary Dagger and Sarifal's Blessing damage. Ensorcelled Blade is also a reasonable choice. I just prefer Energy Strobe because it's substantially more damage than ESB and will almost always happen for free off Rebounding Dagger in the first couple rounds of the fight.

For dailies, Grounding Rebuke is the other reasonable choice. Shocking Magnetism is mediocre in a vacuum, but with an AP and Flame Spiral or Explosive Pyre, its value goes way up as a triple tap (attack plus pull adjacent damage, plus start turn damage). SM is also good for if you can't get to more than 1 target in round 1 for flame spiral; you can move, flame spiral, AP sm to pull others in.

As for feats, Desert Wind Flurry of Blows from Monastic Disciple is an attack, and therefore works with Sarifal's Blessing. This does 11 damage right at level 1 (2+4cha+5sarifal), making it an incredible feat (as it also gives us ki focus proficiency and a useful skill). It even scales well into paragon and epic due to adding targets and getting more vulnerability from Sarifal's Blessing.


Level 2

Feats: Superior Implement Training (Incendiary Dagger)
Powers: Spatial Trip
Items: Rebounding Dagger (Superior Incendiary) +1

One major reason we stay fire is for the Incendiary Dagger, which gives +1 to hit AND a damage bonus. Provided we can stick to Reflex/fire powers, this is the best superior implement choice. We also acquire the cornerstone of the Flame Spiral build, the Rebounding Dagger. Rebounding Dagger is amazing as a potential double tap on aoes. When you miss one target and hit another, which happens a large percentage of the time in our build, you get to RBA the target you hit. With Flame Spiral, this means quite frequently you get 4 taps (Flame Spiral hit one guy, miss another, RBA the one you hit, pull to you triggering tap 3, and tap 4 at start of their turn).

Mobility is extremely important, since we're relying heavily on Burning Spray. For this reason, we pick up Spatial Trip. Dragonflame Mantle is also quite a good choice, but it sort of conflicts with wanting to have Storm Soul in round 1 (we really rely heavily on Storm Soul to boost our defenses). Good Timing is also substantially better than normal, due to power choices that are all-or-nothing on a hit, such as Explosive Pyre, Shocking Magnetism, Chains of Fire, etc.


Level 3

Powers: Flame Spiral
Items: Siberys Shard of the Mage

This level needs little explanation. Flame Spiral is the core of our build. We also add +1 damage to our implement attacks with a Siberys Shard.


Level 4

Abilities: +1 Cha, +1 Dex
Feats: War Wizard's Expertise
Items: Shimmering Robes +1

We need Shimmering Robes to avoid provoking aoos with ranged/area powers (until 16, when we will be forced to switch to Robe of Eyes due to Demon-Skin Adept's blind-self-on-crit clause).

War Wizard's Expertise allows us to Burning Spray our allies during Sarifal turns. With the resistance they get from Sarifal's Blessing, plus the -5 to hit, our expected damage on them is very low.


Level 5

Powers: Slaad's Gambit
Items: Amulet of Life +1, Weapon of Defense Dagger +1

This level is all about defense, since we tend to stay in the middle of the action. Slaad's Gambit can stop the attack that would knock us unconscious, which is a big deal. We often take a beating in the first two rounds, and Amulet of Life lets us spend an extra surge when a leader heals us. Weapon of Defense is an excellent item to just sit in the off-hand; resist 1 may not seem like much, but it's actually pretty good. Supposing a heroic tier monster hits for 16 damage or so, resist 1 is preventing more damage than a +1 to all defenses would (though defenses would still be better to avoid status effects). We have two strong dailies to mitigate big hits on us (Weapon of Defense and Slaad's Gambit).

If rare items are allowed, you should choose Weapon of Speed instead (if 1/tier, I would recommend choosing it at 10 instead of 5, since minor action attacks are more powerful at paragon tier when you have more static mods).


Level 6

Feats: Unarmored Agility
Powers: Timely Dodge (Acrobatics)
Items: Boots of the Fencing Master

We finally fix our defenses somewhat with Unarmored Agility. On the powers front, Timely Dodge is amazing in a Flame Spiral build. Negating an attack from the guy adjacent to you and then moving to trigger another opponent's Flame Spiral start-of-turn make this power unbelievably strong. Other options are Lightning Shift and Fate's Chaos. Timely Dodge does somewhat clash with your Storm Soul, but you can still use Storm Soul in round 2 (or before your first turn in round 1, if you roll a crappy initiative).

Boots of the Fencing Master make it so your Timely Dodge also gives you an AC/Reflex bonus. In addition, when you use its encounter power on Sarifal turn 2, you also get the bonus.


Level 7

Powers: Blazing Bolts
Items: Rebounding Dagger +2

While Lightning Cuts and Spark Form are excellent choices, the bizarre wording on Sarifal's Blessing ("vulnerable 5 to your ATTACKS") means Blazing Bolts triple taps vulnerability, making it do slightly more damage from 7-10 than Lightning Cuts, though it MUST be used in a Sarifal round to be at all good. Because we want to stick with Reflex/fire powers, we choose Blazing Bolts instead of LC or SF. Note that once we get Demon-Soul Bolts at 11, we often won't have room to Blazing Bolts in our 2 Sarifal rounds (AP fights will be some daily + Flame Spiral + DSB in those 2 rounds), so we need to retrain this power to Lightning Cuts at 11.


Level 8-9

Abilities: Cha +1, Dex +1
Feats: Superior Will
Powers: Prime the Fire
Items: Shimmering Robes +2, Amulet of Life +2

Superior Will provides us some nice defense against daze/stun lockdowns. Prime the Fire is the obvious choice here for a fire-based build. If you get a second +2 weapon by lvl 8, you should take Dual Implement Spellcaster at 8. Otherwise, wait until 10.


Level 10

Feats: Dual Implement Spellcaster
Powers: Maiden's Waking
Items: Weapon of Speed [RARE] +2

Maiden's Waking is by far the best choice, as it allows you to operate even if unconscious. Fog Form is actually pretty great if you didn't have Timely Dodge (and Storm Soul) already.

Assuming your game allows one rare per tier, then this is the right time to take a Weapon of Speed. You will likely get two extra RBAs in the first couple rounds. If Weapon of Speed is not allowed, I would upgrade your Weapon of Defense to +2 instead.


Level 11 Snapshot


====== Created Using Wizards of the Coast D&D Character Builder ======
Firegoat, level 11
Satyr, Sorcerer, Demonskin Adept
Spell Source Option: Storm Magic
Arcane Admixture Damage Type: Arcane Admixture Fire
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Sarifal Feywarden

FINAL ABILITY SCORES
STR 14, CON 12, DEX 21, INT 9, WIS 11, CHA 21

STARTING ABILITY SCORES
STR 13, CON 11, DEX 16, INT 8, WIS 10, CHA 16


AC: 24 Fort: 20 Ref: 22 Will: 27
HP: 83 Surges: 7 Surge Value: 20

TRAINED SKILLS
Acrobatics +15, Arcana +9, Bluff +15, Diplomacy +15, Nature +14

UNTRAINED SKILLS
Athletics +7, Dungeoneering +5, Endurance +6, Heal +5, History +4, Insight +5, Intimidate +10, Perception +5, Religion +4, Stealth +10, Streetwise +10, Thievery +12

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sarifal Feywarden Utility: Sarifal's Blessing
Satyr Utility: Lure of Enchantment
Monk Feature: Desert Wind Flurry of Blows
Sorcerer Attack 1: Burning Spray
Sorcerer Attack 1: Energy Strobe
Sorcerer Attack 1: Explosive Pyre
Sorcerer Attack 1: Shocking Magnetism
Sorcerer Utility 2: Spatial Trip
Sorcerer Attack 3: Flame Spiral
Sorcerer Attack 3: Lightning Cuts (retrained from Blazing Bolts at 11)
Sorcerer Attack 5: Slaad's Gambit
Acrobatics Utility 6: Timely Dodge
Sorcerer Attack 9: Prime the Fire
Sorcerer Utility 10: Maiden's Waking
Demonskin Adept Attack 11: Demon-Soul Bolts

FEATS
Level 1: Monastic Disciple
Level 2: Superior Implement Training (Incendiary dagger)
Level 4: War Wizard's Expertise
Level 6: Unarmored Agility
Level 8: Superior Will
Level 10: Dual Implement Spellcaster
Level 11: Arcane Admixture (Fire, Demon-Soul Bolts)

ITEMS
Siberys Shard of the Mage (heroic tier)
Spirit Fetch
Weapon of Speed Incendiary dagger +2 x1
Rebounding Incendiary dagger +2 x1
Blazing Arc ki focus +2 x1
Amulet of Life +2 x1
Eagle Eye Goggles (paragon tier) x1
Boots of the Fencing Master
Shimmering Cloth Armor (Basic Clothing) +2 x1
====== End ======


Level 11

Abilities: All +1
Paragon Path: Demonskin Adept
Feats: Arcane Admixture (Demon-Soul Bolts, Fire)
Powers: Demon-Soul Bolts
Items: Rebounding Dagger +3, Blazing Arc Ki Focus +2
Retrain: Lightning Cuts at 11 (from Blazing Bolts)

At 11, we get our second major nova tool, the triple tap Demon-Soul Bolts. In addition to Sarifal shenanigans, we also have a quite respectable multi-target nova from range with Explosive Pyre (soon to be Chains of Fire) and DSB to slide guys next to the EP target for a triple tap (or to separate the Chains targets). (plus a likely RBA in there somewhere from Rebounding). Now that we have DSB, we no longer need Blazing Bolts, so we retrain it to Lightning Cuts.

On the item front, it should be assumed by this level that you could buy (with gold) the common item Blazing Arc Ki Focus, which will turn your Lightning Cuts damage into fire if used during your Sarifal round. If not, it's not that big a deal.

Admixing fire into DSB is huge, as this adds 39 damage starting at level 12 (when we take Fiery Blood), and 57 damage at epic. This and Fiery Blood are by far our two best damage-boosting feats this tier.


Level 12

Feats: Fiery Blood
Powers: Demonic Wrath
Items: Siberys Shard of the Mage (paragon)

We grab our Siberys Shard upgrade here. Siberys Shard vs. Khyber is mostly irrelevant, but Khyber will work with Ensorcelled Blade if you decide to take that at-will. Most non-fire attacks will be through the Hellfire Staff from 16+, and Lightning Cuts uses the Ki Focus.

In addition, we take Fiery Blood, which is a nice static bonus to most of our damage.


Level 13

Powers: Chains of Fire (replaces Explosive Pyre)
Items: Timeless Locket +3

Chains of Fire provides some fantastic utility, although it's somehwat RNG-based. We also upgrade our defenses to +3 and abandon Amulet of Life for the init bonus of Timeless Locket.


Level 14

Abilities: +1 Cha, +1 Dex
Feats: Superior Reflexes
Retrain: Acid Orb (from Energy Strobe)
Items: Incendiary Ring of Fireblazing [RARE]

On the feat front, I was thinking about Improved Defenses here, but I think Superior Reflexes is simply better. Since we already have Superior Will, it's only a +1 difference in one defense to take ID (+3 Ref vs. +2 Ref/Fort), so the extra CA in round 1 has to be slightly better.

For our paragon tier rare, we take Incendiary Ring of Fireblazing, which makes all our basic attacks deal fire damage, adding ~20 damage just from the free RBAs alone. For this reason, there's no longer any reason to keep Energy Strobe, so we retrain it to Acid Orb (Fire Orb!).
 

log in or register to remove this ad

MwaO

Adventurer
Level 15

Powers: Lightning Daggers (replaces Shocking Magnetism)
Retrain: Thunder Leap (from Slaad's Gambit)
Items: Hellfire Staff +3

Despite not being able to be morphed into a fire power, Lightning Daggers is still clearly the best choice. In any long fight (which is when you should try to use LD), the extra attacks will really add up. We also take a Hellfire Staff in preparation for the build-altering level 16. At this point, having the Hellfire Staff makes Thunder Leap the better choice vs. Slaad's Gambit.


Level 16: HELP I'M BLIND

Feats: Staff Expertise
Powers: Dominant Winds
Items: Robe of Eyes +4

The defining feature of this level is Demonskin Adept's L16: when you crit, you and the target are both blinded. Being blinded is just unacceptable, as we have far too many ranged/melee powers. To combat this, as is well known on charop, we have to take a Robe of Eyes. Unfortunately, this means we lose Shimmering Robes, and now all our ranged and area attacks provoke.

While it might seem that you can just try to play around this, it's a pretty big deal to lose the Flame Spiral tap on your main target for having it start next to you. If we were to, for example, Flame Spiral, lure, flurry of blows, and shift away (DWFoB grants a shift), and then DSB from range, we would need to hit on our last DSB to slide the target back to us. Since there's no way to guarantee this, the easier solution is just to make sure we can DSB with the target standing right next to us. Luckily, Hellfire Staff is an amazing implement anyway once we hit 21 (it's decent at 5% chance to recover FS and DSB, but at 10% chance per attack roll it becomes super awesomes).

The drawback is the waste of a feat (Staff Expertise), loss of Weapon of Speed/Defense (though these can still be juggled if so desired), and no superior implement feat for our staff. But it's worth it to have the option not to provoke and the chance to recover our best encounter powers.

For our utility power, we take the at-will flight of Dominant Winds, although if your game doesn't have many fights in a day, Avatars of Chaos is an incredibly powerful daily that can make you immune to damage as long as your images remain.


Level 17

Powers: Poisonous Evasion (replaces Chains of Fire)
Items: Rebounding Dagger +4, Blazing Arc Ki Focus +3

On the item front, we upgrade our main implement. We also assume by now we can buy a blazing arc ki focus +3 with gold.

Poisonous Evasion is an awesome ability, when it triggers; however, the trigger is somewhat unreliable, given that our action points make us really easy to hit. On the other hand, our action point encourages more enemies to attack us, so it might work out to be a better chance of being missed! PE does clash with Timely Dodge, but I still think this power is worth it overall, especially at 18 when we grab Arcane Reach. Thunder Summons is also worth a look here, although it doesn't really fit into our build very well.


Level 18

Abilities: +1 Cha, +1 Dex
Feats: Arcane Reach
Items: Eagle Eye Goggles (paragon)

Arcane Reach is really good in our build, since it works well with Flame Spiral, Burning Spray, and Poisonous Evasion. We also add Eagle Eye Goggles (though if you can get Hellfire Staff +4 or Timeless Locket +4 at this level, do so).


Level 19

Powers: Aspect of the Dragon (replaces Thunder Leap)
Items: Hellfire Staff +4

We lack the Strength and the free minors to really use Blackfire Serpent effectively. Aspect of the Dragon is a nice big ally-friendly blast that will often trigger (we get bloodied a lot), and Arcane Reach helps us position the free attack properly.


Level 20

Feats: Arcane Admixture (Flame Spiral, Thunder)
Powers: Swords of the Marilith
Items: Timeless Locket +4

Swords of the Marilith with a Hellfire Staff is egregiously good. On the feat front, admixing thunder into our Flame Spiral makes it bypass straight fire resistance, so our nova becomes truly unstoppable. This also allows Echoes of Thunder (if we can find room for it) to apply to both FS and DSB.


Level 21 Snapshot

====== Created Using Wizards of the Coast D&D Character Builder ======
Firegoat, level 21
Satyr, Sorcerer, Demonskin Adept, Demiurge
Spell Source Option: Storm Magic
Arcane Admixture Damage Type: Arcane Admixture Fire
Arcane Admixture II Option: Arcane Admixture Thunder II
Becoming the One Option: Dexterity
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Sarifal Feywarden

FINAL ABILITY SCORES
STR 15, CON 13, DEX 26, INT 10, WIS 12, CHA 26

STARTING ABILITY SCORES
STR 13, CON 11, DEX 16, INT 8, WIS 10, CHA 16


AC: 35 Fort: 29 Ref: 36 Will: 38
HP: 138 Surges: 7 Surge Value: 34

TRAINED SKILLS
Acrobatics +23, Arcana +15, Bluff +23, Diplomacy +23, Nature +20

UNTRAINED SKILLS
Athletics +12, Dungeoneering +11, Endurance +11, Heal +11, History +10, Insight +11, Intimidate +18, Perception +15, Religion +10, Stealth +18, Streetwise +18, Thievery +20

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sarifal Feywarden Utility: Sarifal's Blessing
Satyr Utility: Lure of Enchantment
Monk Feature: Desert Wind Flurry of Blows
Sorcerer Attack 1: Burning Spray
Sorcerer Attack 1: Acid Orb
Sorcerer Utility 2: Spatial Trip
Sorcerer Attack 3: Flame Spiral
Sorcerer Attack 3: Lightning Cuts
Acrobatics Utility 6: Timely Dodge
Sorcerer Attack 9: Prime the Fire
Sorcerer Utility 10: Maiden's Waking
Demonskin Adept Attack 11: Demon-Soul Bolts
Demonskin Adept Utility 12: Demonic Wrath
Sorcerer Attack 15: Lightning Daggers
Sorcerer Utility 16: Dominant Winds
Sorcerer Attack 17: Poisonous Evasion
Sorcerer Attack 19: Aspect of the Dragon
Demonskin Adept Attack 20: Swords of the Marilith

FEATS
Level 1: Monastic Disciple
Level 2: Superior Implement Training (Incendiary dagger)
Level 4: War Wizard's Expertise
Level 6: Unarmored Agility
Level 8: Superior Will
Level 10: Dual Implement Spellcaster
Level 11: Arcane Admixture (Fire, Demon-Soul Bolts)
Level 12: Fiery Blood
Level 14: Superior Reflexes
Level 16: Staff Expertise
Level 18: Arcane Reach
Level 20: Arcane Admixture II (Thunder, Flame Spiral)
Level 21: Quickened Spellcasting (Burning Spray)

ITEMS
Spirit Fetch
Eagle Eye Goggles (paragon tier) x1
Boots of the Fencing Master x1
Rebounding Incendiary dagger +4 x1
Blazing Arc Ki Focus +3
Hellfire Staff +4 x1
Robe of Eyes Feyweave Armor +4 x1
Incendiary Ring of Fireblazing x1
Siberys Shard of the Mage (paragon tier)
Timeless Locket +4 x1
Diamond Cincture (paragon tier) x1
====== End ======

Level 21

Epic Destiny: Demiurge (Dex)
Feats: Quickened Spellcasting (Burning Spray)
Items: Eagle Eye Goggles (epic tier)

One of the major ideas of the build is to make as many attack rolls as possible to recover Flame Spiral and/or Demon-Soul Bolts via Hellfire Staff. This is why we keep Burning Spray (buffed with Arcane Reach) all the way to 30 and quicken it rather than taking something like ESB. You could consider quickening Acid Orb instead for a nice ranged nova that doesn't depend on Flame Spiral, but Burning Spray w/Arcane Reach should be plenty doable.

Destined Scion is not a bad epic destiny either, but I feel like the extra action point feature (and free save 1/enc) trumps a static +1 to hit.


Level 22

Feats: Sorcerer Implement Expertise
Powers: Wind Shape
Items: Rebounding Dagger +5, Blazing Arc Ki Focus +4

I know we can fly at will, but I still like Wind Shape for its defensive value (insubstantial) plus hover. You could make an argument for Elemental Rift here, as you could for Avatars of Chaos at 16. Whether to take these depends on how many fights in a day (3-4 or less and the dailies are probably correct).


Level 23-24

Powers: None. Nothing is better than what we already have.
Feats: Superior Implement Accurate Staff
Items: Hellfire Staff +5, Robe of Eyes +5

We finally find room for this feat. If not fighting as many things with fire resist, I like taking it back at 20 and taking Arc Admix Flame Spiral here. This feat allows us to use Hellfire Staff non-stop once Rebounding Dagger's free attack is exhausted.


Level 25-26

Powers: Cloak of Winter Storm (replaces Prime the Fire)
Feats: Echoes of Thunder
Items: Timeless Locket +6, Siberys Shard (epic tier)

Cloak of Winter Storm works with Hellfire Staff. Free damage all encounter. Echoes of Thunder will add a lot of damage if we put our Flame Spiral in round 1 and DSB in round 2 (which we frequently do when we use a daily in round 1), and recovering those powers will add even more.


Level 27-28

Powers: None
Feats: Superior Initiative
Items: Rebounding Dagger +6, Blazing Arc Ki Focus +5, Hellfire Staff +6

Mother Claw has a frequent trigger, but the idea is to roll as many dice as possible with Hellfire Staff to recover our great powers. So Poisonous Evasion is just better. You could argue for MC over Lightning Cuts, but I don't like having two encounter immediates, since Timely Dodge and Storm Soul are STILL useful at 30.


Level 29-30

Powers: Entropic Whirlwind (replaces Aspect of the Dragon)
Feats: Superior Fortitude
Items: Robe of Eyes +6, Ring of Free Time [RARE]

For our epic tier rare, we take Ring of Free Time. Aspect of the Dragon is worse than Lightning Daggers, so we replace it with Entropic WW. Although Entropic WW does use our immediates, it's still just an awesome power.


Level 30 Snapshot

====== Created Using Wizards of the Coast D&D Character Builder ======
Firegoat, level 30
Satyr, Sorcerer, Demonskin Adept, Demiurge
Spell Source Option: Storm Magic
Arcane Admixture Damage Type: Arcane Admixture Fire
Arcane Admixture II Option: Arcane Admixture Thunder II
Becoming the One Option: Dexterity
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Sarifal Feywarden

FINAL ABILITY SCORES
STR 15, CON 13, DEX 28, INT 10, WIS 12, CHA 28

STARTING ABILITY SCORES
STR 13, CON 11, DEX 16, INT 8, WIS 10, CHA 16


AC: 44 Fort: 40 Ref: 44 Will: 46
HP: 185 Surges: 7 Surge Value: 46

TRAINED SKILLS
Acrobatics +29, Arcana +20, Bluff +29, Diplomacy +29, Nature +25

UNTRAINED SKILLS
Athletics +17, Dungeoneering +16, Endurance +16, Heal +16, History +15, Insight +16, Intimidate +24, Perception +22, Religion +15, Stealth +24, Streetwise +24, Thievery +26

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sarifal Feywarden Utility: Sarifal's Blessing
Satyr Utility: Lure of Enchantment
Monk Feature: Stone Fist Flurry of Blows
Sorcerer Attack 1: Burning Spray
Sorcerer Attack 1: Acid Orb
Sorcerer Utility 2: Spatial Trip
Sorcerer Attack 3: Flame Spiral
Sorcerer Attack 3: Lightning Cuts
Acrobatics Utility 6: Timely Dodge
Sorcerer Utility 10: Maiden's Waking
Demonskin Adept Attack 11: Demon-Soul Bolts
Demonskin Adept Utility 12: Demonic Wrath
Sorcerer Attack 15: Lightning Daggers
Sorcerer Utility 16: Dominant Winds
Sorcerer Attack 17: Poisonous Evasion
Demonskin Adept Attack 20: Swords of the Marilith
Sorcerer Utility 22: Wind Shape
Sorcerer Attack 25: Cloak of Winter Storm
Demiurge Utility 26: Demiurge Resistance
Sorcerer Attack 29: Entropic Whirlwind

FEATS
Level 1: Monastic Disciple
Level 2: Superior Implement Training (Incendiary dagger)
Level 4: War Wizard's Expertise
Level 6: Unarmored Agility
Level 8: Superior Will
Level 10: Dual Implement Spellcaster
Level 11: Arcane Admixture (Fire, Demon-Soul Bolts)
Level 12: Fiery Blood
Level 14: Superior Reflexes
Level 16: Staff Expertise
Level 18: Arcane Reach
Level 20: Arcane Admixture II (Thunder, Flame Spiral)
Level 21: Quickened Spellcasting (Burning Spray)
Level 22: Sorcerer Implement Expertise
Level 24: Superior Implement Training (Accurate staff)
Level 26: Echoes of Thunder
Level 28: Superior Initiative
Level 30: Superior Fortitude

ITEMS
Spirit Fetch
Boots of the Fencing Master x1
Incendiary Ring of Fireblazing x1
Diamond Cincture (paragon tier) x1
Hellfire Staff +6 x1
Blazing Arc Ki Focus +5 x1
Rebounding Incendiary dagger +6 x1
Robe of Eyes Starweave Armor +6 x1
Timeless Locket +6 x1
Flame Bracers (paragon tier) x1
Ring of Free Time x1
Eagle Eye Goggles (epic tier) x1
Burning Gauntlets (paragon tier) x1
====== End ======
 

MwaO

Adventurer
"OK, finally got basic build posted. A lot of variations on this, individual choices, but the build shows the basic idea (Sarifal's blessing fire, Flame Spiral multiple targets, if you miss Rebounding Acid [Fire] Orb the kill target, lure the one you hit and want to kill in with Lure of Enchantment triggering Flame Spiral, Desert Wind flurry of blows it, and AP or turn 2 Demon-Soul (Fire admixed) Bolts it, Lightning Cuts [Fire w/Blazing Arc Ki Focus], with an Arcane Reached Poisonous Evasion [Fire with Hellfire Staff] if they miss you.

Build uses Hellfire Staff to try to recover Flame Spiral and DSB. Rebounding Dagger is the go-to implement for Reflex/Fire attacks due to hit bonus and lots of damage (def. prefer incendiary dagger for Flame Spiral), but Hellfire Staff at epic with 19-20 crit on everything else to try to recover powers. We favor multitarget spells like Burning Spray and Poisonous Evasion over single target stuff like ESB/Mother Claw for more chances to get the meat and potatoes of our build back.

I do regret not having ESB, but you will use at-wills in this build (at 17, you only have flame spiral and DSB as standard enc powers, so rds 3+ you're back to at-wills if you don't crit to get one back). Burning Spray also works with Rebounding Dagger (which often will not trigger on the initial Flame Spiral), so your rd 3 BS might be a double tap, etc.

Thoughts/comments welcome! I make no claim to being an expert on sorcerer. I did run this guy through several LFR modules at heroic, so I can give practical responses/results at heroic tier at least."
 

I really like the RP implications of a BURNING GOAT MAN! lol. Especially one who's enemies are irresistibly drawn to approach and immolate themselves! hahahaha. Sorry, that should be Baaaaaaahhhhhhhh!!!!
 

MwaO

Adventurer
Cazzeo routinely came up with some of the most 'this is completely RAW and RAI, but whoa' builds. Even better, it is possible to take a lot of the chassis of the build and sticky it to any Cha-based PC via power swap feats.
 


Cazzeo routinely came up with some of the most 'this is completely RAW and RAI, but whoa' builds. Even better, it is possible to take a lot of the chassis of the build and sticky it to any Cha-based PC via power swap feats.

Heh, yeah, I could see building it from a Paladin for example. A Cavalier or maybe a Blackguard would probably be interesting. You'd get the melee toughness for free, so that would be roughly the same feat intensiveness, though I guess chaladin probably has the best synergy.
 

MwaO

Adventurer
Heh, yeah, I could see building it from a Paladin for example. A Cavalier or maybe a Blackguard would probably be interesting. You'd get the melee toughness for free, so that would be roughly the same feat intensiveness, though I guess chaladin probably has the best synergy.

Cavalier & Blackguard don't work because they don't get encounter attack options to power swap for Flame Spiral. I tend to like it with hybrid Defenders - you open up the combat with a big nova, then knock it down to a more reasonable level. Say Battlemind|Cavalier with the hybrid talent feat spent for Speed of Thought+Quick Reaction feat. You have +4 to init based on Cha. You open up combat by Cha+3 squares - which is 8 squares by 8th. You've got tons of surges. And there are a variety of strong Con/Cha races. If you're a Tiefling with Imperious Majesty instead of Quick Reaction, you penalize those who haven't gone with a -Cha to their attack rolls against you.

Which then leads to an AP sequence like this:
Move a lot to open the combat.
Minor: Serifal's Blessing
AP: Flame Spiral
Standard: Demonsoul Bolts(and slide targets next to you)
Move: Call of Challenge

Now there are a variety of different targets who just took a bucket of damage next to you. You have a decent MBA via Virtuous Strike - if they shift to avoid you, you can move with them due to Battlemind. They'll take damage if they don't attack you, yet they'll be at a penalty of -5 to hit you at 11th. Which is only -2 due to your AP feature, but that still sucks...because all your friends have +3 to hit with all their attacks for next turn...

Ironically, Vampire's decent. Vampires tend to have a lot of extra surges by Paragon and they can really take advantage of the +Cha damage from a surge with the use of say Demonsoul Bolts or Flame Spiral to get to near Sorcerer damage values.

Warlock works well, too.
 

Remove ads

Top