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Last Stand - Chaos Sorcerer
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==Weapons== *'''Bolt Pistol''' - ''Default'' **One-handed ranged weapon **4.3 DPS ***If you use the Sword of Spite or Sword of Fate, you'll use this as your ranged weapon, curiously enough. There is no pistol-upgrade for the Sorcerer, which seems like a bizarre oversight. *'''Force Sword''' - ''Default'' **One-handed melee weapon **8.5 DPS ***Basic weapon. You know the drill by now. *'''Sword of Spite''' - ''Level 1'' **One-handed melee weapon **13.1 DPS **Ability: Doomblast (10 Energy, knocks back enemies in an area around him) *** This sword is very useful for any close-combat Sorcerer build, as Doomblast makes room-clearing easy - a great answer to those insufferable Banshees that just ''love'' to crowd your arse. It takes very little practice to get good with, and with upgrades, becomes incredibly potent. When upgraded via the runes of Sorcery, it will gain a larger explosion, and can dramatically increase the caster's armor for a time. Sadly it really begs to be paired with teleportation, which can't happen due to the Sorcerer's teleport coming from Staff of Tzeentch. Due to a glitch, this sword stacks extra fire damage relevant to the target's HP, making you pretty good at killing bosses and big things as long as you continue to strike the same target. *'''Staff of Warpfire''' - ''Level 1'' **Two-handed ranged weapon **9.8 DPS **Ability: Warpfire (15 Energy, A line of explosions come in front of the Sorcerer.) ***Warpfire is quite powerful, extremely energy-efficient, and arguably one of the best starting spells. It procs towards the targetted enemy, not towards the ground (like the Captain's Merciless Strike), and causes quite a bit of damage irrespective of armor protection. It's one of two spells the Sorcerer has that's good against vehicles (the other being Doombolt), and its combination of good power and decent range would make it one of the best spells overall save for two problems: It's incredibly susceptible to latency, and it desperately needs the Sorcery Sigils to be effective. When paired with the greater sigil (for knockback) and master sigil), it packs a surprising amount of wallop provided you can trap an enemy against a wall when you cast it. *'''Sword of Fate''' - ''Level 6'' **One-handed melee weapon **12.5 DPS **Ability: Curse of Tzeentch (20 Energy, curses an enemy. The enemy will lose the ability to regenerate health, will take damage over time, and, if the target dies, it will explode.) ***Deceptively powerful. Curse of Tzeentch isn't too powerful in and of itself, but excels at killing squads of mooks - cast it on an injured member of a squad or someone being fired at by teammates, and enjoy the lulz when the hapless squib explodes upon death with roughly the force of a Frag Grenade. The Curse is powerful enough to kill most mooks on its own, or cause serious damage to priority targets, which makes Curse quite versatile; even better, it will restore some health (with the Sigil of Master Sorcery) and energy (Sigil of Greater Sorcery). The energy restoration is relatively minor, but enough to make it worth using, since it will reliably earn back 25% or so of its casting cost. *'''Staff of Tzeentch''' - ''Level 12'' **Two-handed ranged weapon **9.8 DPS **Ability: Warp (7 Energy, teleports Sorcerer to a new location) ***Do not overlook this weapon - it may not provide the raw power of Warpfire, Let the Galaxy Burn, or Curse of Tzeentch, but Warp provides you with something potentially more vital than all of these: the golden egg of Last Stand, Mobility. Greater/Master Sorcery Sigils upgrade it with some offensive capability, leaving a pool of fire where you begin (Master) or end up (Greater) that can cause some damage to enemies (the entry/exit fire pools stack damage-wise, and absolutely stack with themselves as each is an individual fire pool, which makes for hilarity as you stack up 7-10 fire pools in one area and burn down a Carnifex). Is particularly valuable for both minion-heavy Sorcerers and the rare guerrilla doombolter Sorcerer, a build for which will be covered below. *'''Staff of Daemonic Flame''' - ''Level 15'' **Two-handed ranged weapon **9.8 DPS **Ability: Let the Galaxy Burn! (20 Energy, sends fireballs crashing into the target. The impact can still burn for a while after colliding) *** Without a doubt, your most genuinely useful spell. This is your Plasma Cannon. Your Flamethrower merged with Rokkit Launcha. Your crowd pleaser. It lobs out huge balls of fire that explode and immediately drown the area in flames, knocking light foes down in the process. If you fire it into a blob of lighter infantry, everything in it is going to die. Upgrade it with the Armor of Eternal War and/or Icon of Pain and it'll start hurting tougher enemies. Note that whilst the knockback effects and initial blast damage from Let the Galaxy Burn stack, the bulk of the damage, coming from the residual fire-patch that results, does not. As such, when firing off a barrage with the Sigils of Greater/Mastery Sorcery, the primary benefits are improved knockdown power and added area-of-effect; you aren't hindering your damage thus, that much, by not taking them. As such, this piece of wargear offers much more open choices of accessory than it initially appears to. *'''Cataclysmic Hellblade''' - ''Achievement Unlock: Kill clone from Wave 16 in Bloodied Coliseum'' **Two-handed melee weapon **21.4 DPS **Traits: Hell Attacks (Any attacks with the Hellblade cost 5 energy), Bonus Damage (Attacks with the Hellblade cause extra damage) ***One of the strongest melee weapons in the entire game. Set aside that it lacks an inherent spell: The Hellblade does massive per-hit damage and a large swing range means that every slash from this asshole of a flame-sword will absolutely hurt like hell and functionally trumps the need to even take along anti-vehicle spells or options. Even the Swarmlord will die like a bitch to a properly-kitted-out Sorcerer packing this weapon. The bonus damage from the Hellblade applies straight through armor protection. The drawback is that the Sorcerer still has shit maneuverability and a slow walk speed, and taking this weapon means not taking a spellcasting item and thus no primary spell, and it drains your energy with every hit so you'll struggle to cast anything at all. Incredibly potent and with awesome fluff (Being a [[Bloodletter]]'s sword that was ripped from him by a [[Lord of Change]]), but hard to use. *'''Oracle Stave''' - ''DLC'' **Two-handed melee weapon **5.0 DPS **Traits: Fate Weaver (Attacks with the Stave have a 30% chance of making the next melee attack from the Sorcerer do massive damage and have a blast radius. The triggering of the Oracle Stave's Fate Weaver is indicated by a blue rune of Tzeentch around the Sorcerer.) ***This is very similar to the Warp Spear that the [[Last Stand - Farseer|Farseer]] gets in that it does massive amounts of bonus damage if the target hits in melee combat. Unlike the Warp Spear, however, the Sorcerer does not get the nifty-swell Pull ability that the farseer gets, offset mostly by how much more likely the Oracle Stave's is to proc than the Warp Spear - the Fate Weaver attack also has a blast radius AND benefits from damage boosting, though it sees precious little actual need for it. When Fate Weaver triggers, it will utterly obliterate virtually any standard single target in a single hit. Araghast? Goes down in one shot. the Warboss? One-shotted. It even stands a good chance of completely ripping apart even super-heavies like the Battlewagon on Anvil of Khorne, making it perhaps the single-best source of spike damage the Sorcerer has. Unfortunately, like the Hellblade, it has no built-in magical ability, no ranged support whatsoever, and doesn't help the Sorcerer's poor mobility one bit, though it can make for one deceptively potent [[Muscle Wizard]] in trained hands. Note though that having the doppleganger in Colosseum instakill you or an ally with this weapon fucking sucks. Making a clone of the clone Sorcerer means twice the instagibbing fun though.
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