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Sorcerer Ability Questions.

DigitalCow
I have many questions of abilities that sorcerers have access too so I decided to put it into one thread and hopefully it can be resolved in time.
I. What does other Sorcerers think which one is better Deadric Mines or Fire Rune?
II. Rune Prison, what really does it do? And what does Disorients do?
III. Best abilities to use on a healer sorcerer
IIII. Best abilities for a offensive abilities to use
Edited by DigitalCow on 18 April 2014 23:09
  • Anotil
    Anotil
    II. Rune Prison: Disorient puts the target in a state where they can take any action until they receive damage or the effect fades.

    III. Unholy Knowledge - Reduced Magicka Costs
    Capacitor - Increased Magicka Regeneration
    Surge - Increases Weapon Damage, Which increases healing with resto staff
    Edited by Anotil on 18 April 2014 07:52
  • Valmond
    Valmond
    ✭✭✭
    I. Fire Rune morphed to Volcanic Rune, does damage, and stops mage enemies from casting.

    Not gotten mines high enough to morph them yet so they might improve.
  • DigitalCow
    Ok thanks for all of your input this will truly help in with my character build.
  • temjiu
    temjiu
    ✭✭✭✭
    I. answered
    II. Answered.
    III. are you looking for passives? or Healing Spells? or what attack spells go well with healing spells?
    IV. sort of fits with III, so ill add my comments to both here. you really have 2 approaches to leveling with a healing Sorc. one is to go with summons and pretty much be a battle support Healer. 2 summons, 2 heal spells, and one attack spell is my preferred approach for that.

    Option 2 is go mostly attack spells and be that frontline "Battlemage" with heals. pick a few attack spells that allow a combination of CC and decent damage. keep in mind that as long as you are running with a healing staff, you'll want to have at least one healing skill that you want to level slotted, and possible one other that you prefer to use as a quick healing option. I often have 2 slots dedicated to heal spells as I level, which only leave 3 slots for attack spells.

    Most balanced approach is one spell from each specialty in your class skills, so you'll have one summon up (i like the lizard...nice tanking ability, charge, and interrupt are golden), one dark spell (the very first one you get...can't remember the name, has nice damage and decent CC), and one more of whatever you prefer.

    Something else I do on my healing Sorc...for solo play I slot Silver shot from the fighters guild line. it uses stamina, which is usually readily available on my sorc. it's nice to throw that inbetween magika using spells.

    slot it for a bit and level it up. feels a but underpowered at first, but with a morph you can get it to hit 3 targets, and it creams undead and Daedra (which you fight allot of as you get higher). also very fast cast, easy to use when your ina panic situation.
    Edited by temjiu on 18 April 2014 20:10
  • SirPuppingtonVonHat
    SirPuppingtonVonHat
    ✭✭✭✭✭
    I. The rune is probably better, since you can place it at range and it will stop enemies for a little bit longer. However, the Daedric mines might have better damage overall due to multiple mines and the Exploitation passive.

    II. Don't bother, it really isn't worth it. Opening with a Crystal Shards is a better option.

    III. Powerful Surge: Increases weapon damage for a long period, which helps healing with restoration staves.
    Dark Exchange: Turns your stamina pool, which you don't really need, into health and magicka. You'll never be out of magicka again.

    IV. Can you define this better? It would change the answer.
    The Psijic Order
  • DigitalCow
    IV. Can you define this better? It would change the answer.

    I changed the question around to offensive abilities. Hopefully that clears up the conflict in that question.
    And is Deadric curse worth getting?


    Edited by DigitalCow on 18 April 2014 23:12
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