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Last Stand - Chaos Sorcerer
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==Accessories== *'''Mark of Tzeentch''' - ''Level 1'' **+25 Energy, +25 Minion Energy (Narcissists gain +50 Energy) ***This is a solid starting piece for the Sorcerer, as energy is always a concern for him, so unlike this item for other classes, it's almost always a welcome piece of kit regardless of build. It still tends to flag later on, when other means of boosting your energy are available, but is still worth using. It gives a double energy boost for Narcissists, which is always a helpful bonus; the ability to drop another two Let the Galaxy Burns or Curses or three Doombolts sort of pays for itself in terms of practical application. *'''Tome of Hunger''' - ''Level 1'' **Ability: Consume (Destroys a minion to restore his health. A Narcissist instead just spends 25 to regain 75 health.) ***This is not a choice to be taken lightly for minion Sorcerers, as this will kill your minions - be they lowly Hormagaunts or a super-special Force Commander or Wraithlord, but to put it simply: this wargear option can ''save your goddamned life'' and give a Sorcerer about to die a little bit of extra health to survive that much longer. It's slightly better for a Narcissist; one of them uses it, the Sorcerer regains 75 health for 25 Energy by using it; not a huge benefit, but one that can potentially save your ass. This ability has a special significance for suicide minion builds, as it gives the Sorcerer a convenient way to blow up his entire squad for fun and profit. *'''Scroll of Blood''' - ''Level 2'' **Ability: Orb of Blood (10 Energy; Any allies within the orb regain health when they attack, healing 50% of any damage they cause.) ***Amazingly useful, in no small part due to its low cost and the fact that its cooldown time almost matches the duration time - meaning that with battery support, a Sorcerer can essentially keep this going almost indefinitely. Absolutely beautiful when paired with high-damage teammates like the Mekboy, Shas'O, Hive Tyrant, and Space Marine Captain. Its practical applications are quite numerous, as it greatly boosts your team's tanking capability while being largely useless for the Bloodied Coliseum's wave 16 clones because they are too dumb to stay in their own Orb of Blood. Can also be quite helpful for Muscle Wizards and minion support. *'''Tome of Doom''' - ''Level 4'' **Ability: Doombolt (15 Energy, fire a barrage psychic bolts at enemy. These bolts have quite a bit of scatter, and explode on impact.) *** Incredibly powerful and versatile. Can act as a ranged disruptor or a close-combat killer, and one of only two spells the Sorcerer has that's reliably good against vehicle armor. Get in the habit of using the spell's 4 different effective ranges; at long range it has wide scatter but can potentially soften up multiple mook squads. At closer ranges, it can easily mow down lighter squads and cause heavy damage to troops closing in; at close range it will critically hurt tough opponents like Nobs and Tyranid Warriors and seriously harm vehicles, and when dropped at your feet it can clear out crowding troops like Banshees. Needs no sigils to be effective, and is so useful that ''entire strategies can be centered around the use of Tome of Doom''; it's that good. When backed by Armor of Eternal War and Icon of Pain, it utterly curb-stomps even the raw power of Let the Galaxy Burn. ''Fear it in trained hands''. In Chaos Rising one can spam Doombolts by canceling when the cooldown is slightly less then halfway to refund the energy cost and cooldown time. I got 29 doombolt casts in a row before I missed one. I've tried in Retribution but it didn't work. By using this one can get the 40% damage bonus of the Armor of Eternal War and the 30% of the Icon of Pain and still spam like the Narcissistic and Gift of Sustenance combo. The lack of accuracy at range means little when you shoot 30 doombolts at your enemies. *'''Sigil of Greater Sorcery''' - ''Level 7'' **Traits: Greater Sorcery (Warpfire causes knockback, Doomblast deals extra damage, LtGB gives an extra fireball, Curse recharges Sorcerer's Energy, Warp burns ground upon arrival) *** This is a quick way to make any of your primary spells more useful. Worth noting, it also effects Gift of Retaliation. How good it is depends on the spells you're using; LtGB gains the added knockdown and burn of a second fireball, but ''not'' increased damage; Curse becomes more efficient due to leeching some energy; Doomblast (and the Gift of Retaliation) becomes stronger and gains a bigger area-of-effect; Warp becomes useful for damaging mooks and zoning, and Warpfire becomes capable of knocking down anything it doesn't flat-out destroy. All are incredibly handy, but ultimately optional - choose well. *'''Daemonic Gift of Retaliation''' - ''Level 8'' **Traits: Reactive Strike (If a minion is hit in melee, they can set off a defensive Doomblast. This Doomblast is affected by the sigils, and if the Sorcerer has Narcissistic, this will instead apply to him.) ***Incredibly useful and surprisingly easy to overlook. This gives either you (if a Narcissistic Sorcerer) or all your minions (if otherwise) the ability to automatically cause a Doomblast, identical to the Sword of Spite's, costing no energy, when struck by a melee attack. Even better, it's boosted the same way by the Sigils as the actual Sword of Spite; the blast is larger and stronger with the Sigil of Greater Sorcerer, and provides a defensive buff with the Sigil of Master Sorcery. This wargear thus has ''huge'' value for both improving the tankiness of minions and increasing the Sorcerer's survivability. This opens up several build options for both Narcissistic and Standard Sorcerers. It tends to work better on melee minions (Hormagaunts, Warriors, etc) than ranged minions, due to greater odds of being melee attacked. Putting it simply: if you have plenty of expendable goons (Or if you [[Multilasers|like having explosions in your Narcissistic Sorcerer's explosions so you can kill while you kill]])(this is actually inefficient due to throwing mooks away from the first explosion so the second won't hit them), this is a useful little trick. *'''Scroll of Vengeance''' - ''Level 11'' **Ability: Orb of Vengeance (10 Energy, if anyone attacks an ally within this orb, they get hit back with 150% of the damage dealt.) ***As is the case for the Orb of Blood, Orb of Vengeance's cooldown and duration are almost identical, meaning it chains well. A spell that's really good for Muscle Wizard builds or for supporting a gunline alike. Also incredibly handy for saving teammates if they get swamped, since it's likely that even if your allied Tyrant or Shas'O goes down due to Banshee Swarms or some of those asshole scout squads, the orb will ensure that they take some of them with them. Note, however, that the tooltip lies; the damage returned is much closer to 50% than 100%. *'''Daemonic Gift of Spite''' - ''Level 14'' **Trait: Minion Death Throes (If a minion dies, a warp storm erupts where he died, knocking back any enemies. If the Sorcerer is Narcissistic, the trait applies to him instead.) *** This gives your minions or you (if Narcissistic) a death explosion remarkably similar to a warp rift detonation (pulls targets across the center of explosion). Initially the damage is not that impressive, but it's easily combined it with the Armor of Eternal War, Icon of Pain, Daemonic Gift of Retaliation, and the Sigil of Greater Sorcery. Clone a Hormagaunt unit, and let the shenannigans begin. This is the obvious basis behind the suicide minion build. Very disruptive, and if you summon high member squads at the right place, results in epic carnage. *'''Scroll of Unholy Might''' - ''Level 16'' **Ability: Orb of Unholy Might (10 Energy, allies within the orb can now deal knockback with their basic attacks.) ***Arguably the best orb in the entire game and a strong contender for the most unsung buff spell in the entire game as well. Every attack from within the bubble becomes a knockdown attack - melee or ranged. Throw this down on an allied Lord General, Shas'O, or Mekboy and watch as your ally becomes a completely unapproachable death machine capable of Soloing wave 16. Every single shot they throw out will knock foes down, and if they're using burst cannons, Deffguns, Shootas, or god help you, flamers, they'll be completely unable to be advanced upon by anything short of a vehicle for the duration. *'''Sigil of Master Sorcery''' - ''Level 18'' **Trait: Master Sorcery (Warpfire has double range, Doomblast gives caster temporary armor, Curse of Tzeentch heals Sorcerer, LtGB adds another fireball, Warp burns ground upon departure) ***Second verse: Same as the first. The Sigil of Master Sorcery likewise improves your primary spells, and, again, Gift of Retaliation. Unlike Greater Sigil, Mastery's upgrades are a little more ambitious: LtGB gains the added knockdown and burn of another fireball (for as many as 3 when both sigils are used), but ''not'' increased damage; Curse now replenishes a little health; Doomblast (and the Gift of Retaliation) now provides a substantial boost to Armor for a short time, and Warpfire now has a much larger area of effect. Once again, it's incredibly powerful, but ultimately optional; choose whether or not to use it on a case-by-case basis. *'''Daemonic Gift of Sustenance''' - ''Level 19'' **Trait: Minion Combat Vigor (Minion gains 2 energy for each strike it makes. If Sorcerer is Narcissistic, this applies to him instead.) **Trait: Zealous (Whenever minion attacks, it gains back any damage it gives as Health. If Sorcerer is Narcissistic, this applies to him instead.) ***Hoo boy. This one's a gamechanger. At one point, this was arguably the single most powerful piece of Wargear for the Sorcerer; everything a Narcissistic Sorcerer did leeched health and any kill made by a Narcissistic Sorcerer recovered energy; it was tantamount to godmode in trained hands. Sadly, it was nerfed heavily in a recent update, but even in the face of this, it remains one of the best wargear options. Using it gives massive survivability buffs to a Summoning Sorcerer, giving enormous survivability to the Sorcerer's Minions. Though no longer the godmode device for Narcissistic Sorcerers, it's still incredibly useful for them, especially for any Sorcerer who favors close-combat. It makes the Cataclysmic Hellblade significantly better, improves the Sword of Spite and Sword of Fate, and can get surprising mileage out of the Oracle Stave. Bear in mind its limitation: Whilst it provides some healing with normal attacks, only close-combat kills will restore energy. *'''Accursed Idol''' - ''Achievement Unlock: Spend 5,000 Energy as Sorcerer in abilities'' **Traits: Accursed Idol (Any damage the Sorcerer takes is given back to attacker) ***If you want to be a heavy-assault Narcissist Sorcerer or want to bring something to fuck with those insufferable wave 9 Banshees on Coliseum, this should get serious consideration: whilst it takes up the same space as Orb of Vengeance, which can effects multiple allies instead of just you, the Accursed Idol works without any oversight or need for energy, making it much more useful for a Sorcerer who plans to stay on the move. Definitely worth considering for any Sorcerer planning to be in the thick of it. *'''Rubric-Touched Helm''' - ''DLC'' **Traits: Dark Fortification (When hit in melee, Sorcerer gains 150 armor for 10 seconds) ***This one works particularly well for cutting the damage you'd take for a little bit and is especially handy for Muscle Wizards. It stacks with your current armor, as well as with the Armor boost from Doomblast/Gift of Retaliation under Sigil of Master Sorcery. Just bear in mind that whilst the Rubric Helm's armor boost is substantial - enough to cut the damage the Sorcerer takes substantially - it's also fairly short lived and then has to be activated again (you cannot reset the timer whilst one Dark Fortification is going). It has outstanding synergy with the Sword of Spite and Sigils, as it can make a Sorcerer close-to-unkillable with some skill behind it. It also looks fucking awesome, because it's based on [[Ahriman]]'s helmet.
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