Which manastones for sorcerer




















This is 2. Target — selected cast time — instant cooldown — 2. Another highish damage instant cast. And it stuns too! This is great imo, especially if you can time it to use after the enemy uses his Break Stun skill.

Also hopefully it will help us against clerics. Good thing they are giving us 2 more quickbars! Lv55 Frost strike — inflicts water dmg to target within 25m. Target — selected cast time — 4 sec cooldown — 1 min mp cost — prereq — flame spray, Frost strike This would be the third installment in our big damage series, starting with Inferno, then Flame Spray, and now this. Lv51 Boost magic crit resist — increases magic crit rate resistance.

Target — passive Well this is good. Not counting the boost it will get from m. Lv54 Life trade — swaps hp and mp values. Target — self cast time — instant cooldown — 5 min mp cost — LOL delicious. You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account.

You are commenting using your Facebook account. What you're talking about is diminishing returns, you need a cp calc and you gotta calculate this based on your level and number of creation points. Because atm, i think i have an overkill in terms of knowledge. PvE only. I have almost the same question in Assassins section of the forum and the answer is calculate the diminishing effect from the relatively new archdaeva system, how it's really work?

I dont really know or bother to learn untill now In what ratio to socket them to have the max output May the aion god be with u my friend S there is guide if you can figure how it works As per usual for magics it's easy and for physicals it's not.

You won't need more than except maybe hardmode narakkalli? I'll just leave this here:. A 5m radius is somewhat tiny, but not too terrible. Could be used as an excellent interrupt in PVP if utilized properly. Illusion Storm Advanced Stigma Medium-low damage, instant cast AoE within 10m radius of you, 6 targets max, 4 second stun with a 5 min.

Potentially very useful, especially in PVP situations. Only available if you also have Curse of Roots and Curse of Weakness stigmas equipped. Professions [7. In other words, all gear that you can make for yourself with Tailoring, someone else could make for you as well. With that being said, I'll go over some rough details of the professions that are directly relevant to us: Alchemy makes orbs and books our weapons in addition to potions and scrolls, which can net you some decent money.

A large number of Sorcerers choose Alchemy, although there are debates as to whether it's worth it to master the profession take it past Can make some very nice gear for end-game once the profession is mastered.

Cooking makes delicious nom-nom-nom foodstuffs. I know, surprising. Food is a necessity for the most part in this game, and so Cooking has been deemed a fairly profitable profession. Of special note, they can later make a jelly that instantly gives you DP -- quite useful, if you can imagine.

Weapons [8. Books offer higher magic accuracy, while orbs usually offer more M. Boost and MP. This is assuming that the two items are equal in level, of course. A lot of people debate over which is better, so I'll just give my personal opinion based on my experience and common sense: Use a book unless you plan on only fighting equal leveled mobs the entire game unlikely.

A single resist can not only screw you over, but the lost damage from a resist far outweighs the minor increase in damage you'll see on all the spells you DO land, by using an orb. On top of that, using your book's ranged attack an orb cannot attack from range, it's melee-only can be really useful in a lot of situations to conserve mana or finish off something with really low HP. Don't underestimate it. If you get an orb that's much higher level, superior stats, etc.

But otherwise, I'd highly recommend sticking to books. Titles [9. Titles are situational for the most part though, always keep that in mind. Consumables [ You're a straight up baller, bro.

Bottom-line: You need to use consumables if you want to be competitive. No excuses. What you should always have on you: Potions Cures poisons you can't fly or glide while poisoned , roots, slows, DoT's, and various other stat ailments. Does not remove Sleep, Tree, stuns of any kind, or air-shackle.

Not sure if it can cure Silence, I still need to verify. Lesser Wind Serum 30s cooldown. Extends your remaining flight time.

Incredibly useful for flight-based PVP. Minor Life Serum Instant Heal. Your standard health potion -- I shouldn't need to stress the importance of these. Whenever you cast a sorcerer spell of 1st level or higher, one creature of your choice within 30 feet of you can regain a number of hit points equal to your Charisma modifier.

Starting at 6th level, you can use an action to spend 2 sorcery points to release a bolt of energy from your manastone at one target that you can see within 60 feet of you.

Make a ranged spell attack. On a hit, the manabolt deals 3d10 damage of a type determined by your manastone: black necrotic , blue lightning , green poison , red fire , or white radiant. The maximum number of sorcery points 2 plus any additional points that you can spend on the manabolt equals half your sorcerer level.

At 14th level, your manastone grants you additional benefits. The benefit is based on the manastone color you chose for your Stone of Power. As an action, you can spend 5 sorcery points to siphon away the negative energy that empowers undead. Choose one undead creature that you can see within 30 feet of you.

The undead must make a Constitution saving throw against your spell save DC. The undead creature takes 4d6 force damage on a failed saving throw, or half as much damage on a successful one, and you regain hit points equal to half the amount of force damage dealt. On subsequent turns, you can make the attack again on each of your turns as an action until the creature is destroyed or until you lose your concentration as if concentrating on a spell.

You cannot be compelled to act in a manner contrary to your nature. You gain proficiency in Wisdom saving throws and you are immune to being charmed or frightened. You are unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. In addition, you can use your bonus action to spend 2 sorcery points to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.

When you cast an evocation spell of 5th level or lower that requires a saving throw, you can spend 6 sorcery points to give each target of the spell disadvantage on their saving throw. As an action, you can spend 3 sorcery points to give a creature that you can see within 30 feet of you a bonus to its AC equal to your Charisma modifier. The bonus lasts for 1 minute, until the creature moves more than 30 feet away from you, or you use this benefit again.

At 18th level, you become one with the innate energies of your manastone. The benefits you gain as an avatar are based on the manastone color you chose for your Stone of Power. You gain immunity to necrotic and poison damage, and you are immune to the poisoned condition.

In addition, if you die or are destroyed, your soul enters your manastone. The only action you can take is to project an incorporeal, illusory likeness of yourself up to feet out of the manastone.



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