Paper-Rock-Fire-Ice-Air-Earth

Picking a sorc savant line seems to be a lot like a game of Rock-Paper-Scissors-Lizard-Spock. There is no clear right pick and no one really understands all the rules. Okay I am sure there are a few people that understand Rock-Paper-Scissors-Lizard-Spock but I am not one of them…

But I do/did understand Magic the Gathering. In Magic there are 5 colors red, black, blue, green, and white. They float a round a color wheel and most of the cards fit in to an ideology dealing with their color.

Magic the Gathering, Color Wheel

The colors to the right and left of a particular color are allies to that color. While the 2 colors across from that particular color are enemy colors. So White’s allies are green and blue. And it’s enemy colors are red and black. Simple right?

So as I started thinking about my sorc line and the bugs and spells effecting each element I thought of magic’s color wheel and sketched out my own version for the elements.

AFWE

I wanted to be an air savant. I mean it looks great, Abundant Step (I still think that should be instantaneous fly for all arcane), really big call lighting, and good walls and both new big dot spells. And all we give up is F2S and a few clouds. I can make that work.

Wait!

Looks like call lighting might have a bug with air savant. Or it might be a earth spell and not an air spell… Wouldn’t mind a dev response on this one…. But either way air is out, because I still want big call lightings. I am seeing reports of 1000 point normal hits everu 2-4 secs. Not bad for a clickit and forget it dot.

So we look at air’s ally elements and make one of them our focus. Fire has wall of fire, one of the main leveling spells. And water has the better (damage) first tear clicky (between fire/ice) and one of the two big dots.

I really don’t want to miss out trying the call lighting storm, but I am looking at not getting it until level 12 or 15 depending on how badly I want it. So at the moment I am leaning towards Fire with a heavy tilt towards Lighting and lighting spells. With hope that there will be some word/fix for call lighting storm. I would rather be a air savant but going fire gives the most wiggle room loosing the least amount of what I like to have when leveling. And if it turns out that call lighting sucks I can lesser out of the marks and into necro focus feats….

2 thoughts on “Paper-Rock-Fire-Ice-Air-Earth

  1. “Anecdotal evidence suggests that in the game of rock-paper-scissors, players familiar with each other will tie 75 to 80% of the time due to the limited number of outcomes. I suggest rock-paper-scissors-lizard-Spock…. It’s very simple:

    Scissors cuts paper; paper covers rock; rock crushes lizard; lizard poisons Spock; Spock smashes scissors; scissors decapitates lizard; lizard eats paper; paper disproves Spock; Spock vaporizes rock; and as it always has, rock crushes scissors.” -Dr. Sheldon Cooper (“The Big Bang Theory”)
    😉

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