Devilish Sorcery

Unearthing esoteric knowledge.

Despite having the highest potential Magic attribute, Sorcerers have no inherent talent for magic, and instead rely on spell books found in the treacherous depths of the cathedral. Making them the most fascinating of the three character classes. Once their devastating potential is fully realised, they can easily trivialise the majority of the content, as few can withstand the ensuing onslaught, but they possess no spells unique to them. Their heightened Magic attribute only affords them the opportunity to learn spells more readily, and to cast those spells more freely.

Unless Mana Shield is available.

Then their heightened Magic attribute affords them an impenetrable aegis that drains their mana (instead of their health) when they take damage. I’ll admit that I’ve undervalued Mana Shield prior to this build, both as a Sorcerer in Diablo and as a Sorceress in Diablo II, as it is absurdly powerful.

Even if I’m not sure how Mana Shield alters incoming damage. It definitely reduces incoming damage, which is to be expected of elemental damage, as elemental resistances adjust incoming damage accordingly, but it seems to be reducing physical damage by an unknown (but significant) percentage as well. I also don’t know whether reading additional Mana Shield spell books provides any discernible benefits. Utility spells, such as Town Portal, probably won’t change regardless of their level, as they have a very specific use. Unless those spells eventually become much cheaper to cast. Spells on staves are slightly confusing, too. Because I don’t know whether their effectiveness is tied to the spell level (if known) of the Sorcerer, or whether they’re set to predetermined levels that remain fixed regardless of spell level.

Nightmarish horrors stalk the forsaken depths.

But that’s why I enjoy conceiving different builds, as I’d only built Warriors prior to this, and Sorcerers defy many of my previously established conventions. Especially those concerning which affixes to pursue. +To All Attributes proved to be less useful than I’d first believed it would be, as Strength and Dexterity were (mostly) meaningless to him, while Vitality offers such a staggeringly low amount of hit points per point invested, thus making Magic the only reason to pursue that affix. But affixes that solely increase Magic are more common and less expensive.

Expense being a noteworthy consideration.

Because my luck with random drops is such that I will find every variant of everything that I can’t use or don’t want, and will rarely find what I do want, unless the main campaign is drawing to its conclusion, then Wirt will finally decide to sell me a ring with a decent amount of +%Resist Lightning.

Not that this occurrence was unexpected. I’d be more surprised if I found a unique two-handed axe with the Warrior build that actually used two-handed axes. Or if I ever found Windforce again when I inevitably revisit Diablo as a Rogue. I also didn’t need to obsessively bolster his elemental resistances, because Mana Shield substantially heightened his survivability. But obsessing over statistics is what I do. Which is why the elegant simplicity of Diablo is so enthralling, because it doesn’t require particularly complex calculations or extensive research, but allows me to satiate my unerring desire to crawl through perilous dungeons, and to experiment with unusual builds without committing too much time to their success or failure. Making it perfectly suited to those times where I’m looking for an experience both relaxing and fun.

Have a nice weekend, all!

Moggie

TESO: Trekking in Tamriel (Pt. 3)

Wherein the vast crafting empire begins.

The Elder Scrolls Online has one of the most enjoyable crafting systems I’ve encountered in any MMORPG. It doesn’t require an excessive list of raw materials, all of the different components are pretty intuitive, the strength of crafted equipment is comparable to that which you find in dungeons, and there are many different ways to improve your crafting talents (most of which are free). It’s nice to think that I haven’t invested this time erroneously or for reasons which are no longer as attractive as they once were.

I’m actually quite excited to reach Lvl 50 now.

That’s when I’ll likely be building my first completely strengthened set of equipment. Though, due to overflowing Fire Opals, I do invest in Sharpened on any of my weapons as the extra armour penetration is very attractive. I’m not sure if I want a Crushing rune on it, though. Or whether it’s better to have health steal or a damage shield. I’ve certainly got enough options.

I’ve been exploring the different crafting options available in Blacksmithing (on my Imperial Templar), Woodworking (on my Orc Dragonknight), and Clothing (on my Altmer Sorcerer) as they all follow similar rules and so it’s easy to advance them together. Even if I’m not playing the other characters as much. That said, I’ve been steadily pushing my Sorcerer towards Lvl 10 while my Templar has now surpassed Lvl 20. My Khajiit Nightblade has Alchemy and Provisioning. One of which is almost exclusively useful to him, while the other, Provisioning, doesn’t really hold much of my attention as I’m not too interested in housing. Nor am I particularly thrilled with the prospect of carrying around hundreds of ingredients.

It’s been a while since we’ve been back here.

Which, unlike Enchanting, or even Alchemy, I can’t experiment with and so I need recipes to actually cook food. I’m sure that cooked meals will one day be very important to my progression for some reason or another, but at the moment it’s something I think I’ll leave until I better understand it. Whereas the other crafting options are all covered and I’m constantly researching new things. I’m prioritising things I think I’ll need on my equipment first as the research duration increases dramatically after a few Traits are unlocked.

I’ve explored the depths of public and group dungeons now, too.

The group dungeon was an attempt to solo a boss and get a better understanding of how things work. The boss was pretty tough, sporting a two phase engagement that had a combined total of 2.5m health which took some patience. I defeated it, but, sadly, the rest of the dungeon seems a little outside of my soloing capability at the moment. But one day. Maybe.

The public dungeons are quite interesting and are (as I understand it) more extensive and more difficult versions of delves. Delves being miniature dungeons often housing a Skyshard and a boss to clear the event. Whereas public dungeons have multiple bosses, more loot, and quests. It’s nice to be able to engage in group content outside of an actual group, though. Keeps you busy. As if exploring the many areas you have to visit over the course of your personal story wouldn’t do that already. Or the endless number of diversions set to side track you into next Tuesday. In either case, I’m enjoying the available content much more than I anticipated I would. I’m particularly enjoying the close combat style of the Templar.

Have a nice week, all!

Moggie