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Last Stand - Chaos Sorcerer
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==Build Options== Below lies a list of some popular and effective Chaos Sorcerer builds. 1) *'''''Guerilla Doombolter''''' **Equip: Staff of Tzeentch, Armor of Eternal War, Tome of Doom, Sigil of Greater Sorcery, Gift of Spite, Icon of Pain. ***Simple, simple, simple. This build has one purpose: Using your hideously overpowered Doombolts and mobility to control the battlefield. ***Icon of Pain and Armor of Eternal War boosts Doombolt to the point where you can easily take down enemy heavies. ***Greater Sorcery Sigil is there to boost Gift and add the residual fire to the teleport effect. ***Gift of Spite is chosen over Sustenance because your minions will be non-Improved Summoning clones. Choose your minions carefully. ***Tome of Doom is this build's sword, shield, bow, and periodically blunt-force instrument. 2) *'''''Suicide Minion Bomber''''' **Equip a Sorcerer with the Weapon of your choosing, Armor of Eternal War, Tome of Hunger OR Greater Sorcery Sigil, Gift of Spite, Gift of Retaliation, and Icon of Pain. ***Clone melee-focused enemies, such as Hormagaunts, Banshees, and Tyranid Warriors. Anything with a good squad-size is ideal, and a focus on close-combat is a must. ***Get your minions to attack a target, then blow them up either by resummoning them or using Consume. The resulting warp-rifts will shred most conventional foes. ***You can alternately clone a squad in the middle of a big cluster, and blow them up accordingly. ***Use your primary spell to back up your minion-suicide-bombers. ***Surprisingly survivable if the Tome of Hunger variant is used, due to Consume abuse. ***Greater Sorcery Sigil enhances your primary spell and the Gift of Retaliation, but Tome of Hunger is genuinely better for this purpose. 3) *'''Lord Of The Clones''' - Bringing the Beer & Pretzels Bullshit from the tabletop version of 40k, this build is the best Clone build ever. Watch your Clone try to die while it carries your team and acts as a huge fire magnet. Micro isn't essential, but it is appreciated. So you can teleport around, cook mooks and res teammates, or just camp in a building, smoke weed/drink beers and complain to the other players about how bad tabletop 40k is (and they will agree) **'''Wargear'''; and why: ***'''Staff of Tzeentch''' - Mobility is essential, especially with a squishy Sorc like this. It will get you out of tight spots, and get you close to a unit you want to clone and then get the fuck out of dodge. It will also save you from the dreaded Wave 20 Sorc glitch on Anvil (when Wave 19 ends, your Sorc will start Wave 20 exactly where he was at the end of Wave 19, which usually means you start Wave 20 dead or severely disadvantaged.) ***'''Robes of the Deathless''' - It gives you a 2nd life, but more importantly it gives your Clone a 2nd life. Just when you thought your Predator got killed by Stikkbommaz, its health shoots back up and Doomblasts them all to shit. ***'''Daemonic Gift of Retaliation''' - Gives your Clone Doomblast. Essential for your Clone's survival and offense as it will clear out enemies when it gets swamped and adds another source of damage. ***'''Daemonic Gift of Sustenance''' - Gives your Clone Zealous, another essential trait your Clone needs to stay alive. ''NOTE: The life leech only applies to ranged attacks. However, some melee units' attacks count as ranged, eg. Lictor, Bloodcrusher, Dreadnaughts.'' ***'''Sigil of Greater Sorcery''' - Increases the damage of your Clone's Doomblast. It also gives your Sorc some offense; your Warp now burns the ground on arrival, which can be used to cook unarmored mooks. Doombolt can be taken instead if you want more damage against heavier targets. ***'''Icon of Summoning''' - Lets you clone the big bad toys you need to kick ass. Your team will love you when you bring a Predator or Bloodcrusher to punch face. ***Consult the [[Last Stand - Clones|Chaos Sorcerer Clone Tactica]]. *'''Tips & Strategy''' - Your only job is to make clones and res dead teammates. The Clone will literally do all the killing for you. But you can still contribute: **You can use your Warp teleport fire to make traps that will cook enemies on arrival. Teleport onto an enemy spawn point at least 3 times. The more the better, but don't use up all your Energy or else you won't be able to teleport away. 5 teleports on a single spot will stack enough fire damage to kill Guardsmen, Culists, Gaunts and Stormtroopers in seconds. A good tactic against IG waves. This isn't very effective against Marines due to their toughness, or Eldar due to their high damage against your lack of armor. **Even if you die, your resurrection isn't a priority, as your Clone will still be dominating shit. **Although you can't control your Clone, it will eventually run to your location after some time. It will also retreat to your location very quickly if you die, providing a teammate with backup as they res you. If you need to move your Clone somewhere, just camp there and wait. **You can also sort-of control some Clone movement. If a Dread or Tank Clone is charging off somewhere you don't want it to, teleport right in front of its path and it will stop and relocate a target. Note that this only works on some of the larger Clones. **Good clone candidates are usually ranged units, due to Zealous. All clones will eventually get into melee, whether on their own or when swamped, so Doomblast is never really wasted. The best clone is always one that takes advantage of all the buffs you have provided. **Deathless reactivates after 30 seconds. You can tell when it's back by the large purple orb surrounding you and/or your clone, instead of counting the seconds. **A good way to survive later waves is to camp on a spawn point and use the teleport fire trick. The waves that appear on your spot are pretty much dead, which will help mitigate the swarming effect of the enemy if you camp in the middle. You can always teleport away from a bad situation. **You can confuse enemies by constantly entering and exiting a building. When enemies chase you, enter. When they turn away, exit and either assist or continue to trick other incoming enemies. Some enemies won't fall for this trick, such as Ork Nobz, Space Marines, Hormagaunts and Ogryns. Enemies who are right next to the building when you enter will not fall for this trick. **You can also teleport several times in front of a building, and then enter it. Enemies will attack the building and get burned in the process. If they haven't died yet, your Clone will come to your rescue. Very effective against Banshees, who can't damage the building very well and will cook very quickly. ** Tying up ranged units in melee can be very useful. Plasma marines, heavy weapon teams, devastators, etc become a lot less dangerous when you smack them in the face with your staff. Removing a source of plasma fire or suppression can be huge. 4) *'''Knockback spam''' **'''Gear you need:''' Fairly much only the Orb of Unholy Might is required **'''Recommended teammates:''' Tau+Lord General **'''Strategy:''' On Bloodied Coliseum, have the Tau abuse the map quirk that allows him to never be hit by melee units (this is achieved by having him deploy his drone on some of the rocks on the lower corner of the map near the chain, and then jumping into the rocks giving him permanent heavy cover) It is best if he has twin linked Flamethrowers or burst cannons and the anti tank missiles. The lord General must have a flamer or grenade launcher with the bolter turret. Essentially everyone camps next to the Tau in his glitched spot (If you get the right staff, you can teleport in there just before he lands so you can both stay safe) Depending on armor and weapons you should have enough energy recharge to be able to recast Unholy might exactly as it wears off, causing all of your firepower to deal knockback, this makes the burst cannons ludicrous as they can actually keep units hovering in midair from the sheer amount of knockback they are taking, the lord general and his minions can also cause ridiculous knockback to anything that even TRIES to get close. The only things you need to worry about are your clones and vehicles. 5) *'''KABOOM''' **'''Gear you need:''' Sword of Spite, Armor of Might Undivided, Sigil of Greater Sorcery, Sigil of Master Sorcery, Daemonic Gift of Sustenance, Icon of Summoning **'''Explanation:''' You are essentially the team's main source of mob-killing with your doomblast spam, and all your armor and items help make sure that you can at least survive whatever they throw at you. Seriously, don't stop running into a group and doomblasting unless the group just proves to be too big. However, even then, you can use doomblast to give yourself room against them. 6) *''''Curse Knight''' **Equip a Sorcerer with the Sword of Fate, Armor of Might Undivided, Greater and Master Sorcery Sigil, Gift of Retaliation, and either Icon of Pain or Icon of Summoning. ***Curse of Tzeentch under both sigils heals the Sorcerer to a fantastic degree, Armor of Might gives good defense and fearless/unshakable, and Gift of Retaliation ensures you aren't crippled if you get mobbed. ***Curse weaker foes or those being attacked by teammates for quick mob removal. Target large targets for protracted healing. ***Curse of Tzeentch stacks. Abuse this to keep your health up in fights. 7) *'''Disco Clone''' '''Gear you need:''' Staff of Demonic Flame, Armor of Eternal War, Sigil of Greater Mastery, Demonic Gift of Retaliation, Demonic Gift of Sustenance, Icon of Summoning '''Maps:''' Anvil of Khorne, Bloodied Colosseum '''Explanation:''' This hybrid build makes you the main source of damage in your team. While you don't have mobility and are quite frail, your clone is strong enough to protect you against almost anything, especially if you can clone something big like a Fire Prism or the unholy Predator; hide behind it and let it destroy anything in sight, regaining health and energy for any damage dealt (hence the name of the build). Thanks to Doomblast he will protect you more efficiently and he will also do more damage thanks to Combat Master. But that's not all: what kind of master let his minion take all the glory? With double balls Let The Galaxy Burn! and Combat Master you can easily annihilate entire waves, destroying anything short of vehicles and heroes (for which there is your big, chunky clone). Remember, though, that, until you can clone something big to hide yourself behind, you must position yourself well, 'cause you are still a weak sorcerer without mobility. Still, one of the, if not THE, most damaging build in Last Stand! Variant: Staff of Demonic Flame, Robes of the Deathless, Demonic Gift of Sustenance, Sigil of Greater Sorcery, Sigil of Master Sorcery, Icon of Summoning. Stay in one corner where enemies spawn (prefer the one in the lower right area: on Colosseum this keeps you away from the final bosses for a moment and on Anvil this won' t screw up your team tactics against the Terminators in wave 20). If they do, burn them immediately. Let other enemies come to you and burn them as well. But always keep enough mana for an emergency LtGB and let your clone do most of the work. Stay away from walkers, riders and Eldar tanks; your clone or buddies need to take care of them (other tanks are fine though, even the Baneblade gets fucked by LtGB). Prefered clone: Dreadnought (more prefered: Dread with auto cannon). If two other sorcerors follow the same tactics, you survive everything without dying. 8) *'''Carry''' **Warp, Deathless, Doombolt, Greater Sorcery, Master Sorcery, Clone. Can go for more energy and healing orb instead of flames if teammates have aoe covered. ***Shootas, Warriors, Wraithlord (bulky team), Raveners (lean team), Carnifex. Wraithlord and Carnifex will wipe enemy clones in a couple swings. Also a slow threat if the enemy sorcerer clones. Banshees, Raveners, Tanks. ***Burn ranged blobs. Wait for teammates and clone to aggro in later waves. ***Vs melee set up and spike a doombolt. Teleport (in place) to prevent knockback. ***Wait til any enemy clone uses their jump ability before chasing with doombolt. Don't be the aggro. ***Final wave is safest to warp behind clone and not initiate. Pick off weakened clones with doombolt. ***Enough damage to win with two newbs. Don't revive them til clone aggros. Vulnerable to knockback, Terminator cyclone strike, let the galaxy burn, tau missle (stay out of range). Keep finger on teleport key. 9) '''Chaos Troll''' - Level needed: 7 for the lulz to begin, 18 for the trolling to ascend to a higher plane. (Added by: Sythren) **'''Wargear:''' Staff of Tzeentch, Armor of Might Undivided, Sigil of Greater Sorcery, Sigil of Master Sorcery, Mark of Tzeentch, Icon of Summoning. (You're gonna need the health boost) ***'''Maps:''' Both. ***'''Reasoning:''' As you'll note with this build, you will have the some of the lowest auto-attack damage in the game. The good news? You won't need it. The better news? You have the singular ability with all of the power you'll ever need: Warp. With all of the damage you can desire, all of the mobility needed, an absolutely massive health pool, the benefits of being unpinnable due to the Armor of Might giving both fearless and unshakable, this build will at first confound, confuse, and preferably infuriate your fellow Last Standers as you Warp around, killing all of their mobs. The crux of this build comes with the dual Sigils of Greater/Master Sorcery, which empowers your Warp with the ability to ignite a small but significant area around your Warp's departure and arrival. One burning from Warp is usually enough to kill low-level infantry in 5-10 seconds, but the beautiful thing here is that the Warp fire stacks in the region, with each teleport creating it's own fire field, so all you have to do to wipe out that Ork mob is warp in, warp right next to yourself, and potentially warp right next to yourself one more time, dropping as many fire fields as you feel are necessary to burn the Orks out of existence, and laugh at your allies as they struggle to keep up with your kills (I rarely get below 300 kills with this build). Warp's cooldown is low enough that while a few melee attacks might get off on you once you've warped in, you'll safely be able to warp out without taking significant damage but still dropping another stack of fire. The only downsides to this build are that if you stay too long in a mob, you'll get krumpt, and ranged damage will eat right through your considerable health pool, also that you'll do insignificant damage to heavy units without three or more stacks of warp fire on them. The upsides to the downsides are that if you pay attention and know how to kite heavy units through fire fields, you can effectively negate any issues with enough time and mana. Oh, by the way, don't trade the Mark of Tzeentch for anything else, it's absolutely a necessity as you'll have negligible mana regen and you'll be wanting to Warp at every chance you have, so that +50 energy is beyond useful. Even trading the Mark of Tzeentch out for the Daemonic Gift of Sustenance is a bad idea because you don't want to be standing around long enough for even a single auto attack. Kite and kite hard. Good luck, have fun, and don't be afraid to use your teammates as cannon fodder/human shields if you get low on health or energy. 10) *'''Balanced Doombolter''' **'''Gear you need:''' Staff of Tzeentch, Vestments of Power Undivided, Tome of Doom, Mark of Tzeentch, Daemonic Gift of Sustenance, Icon of Pain **'''Strategy:''' This variant of the classic Doombolter offers good survivability while retaining high damage. You have no clones to draw fire, so if your teammates go down, it's game over unless you can lure enemies away and warp back for the rez. Otherwise, you have great freedom to engage and disengage as you please. Rack up that kill count by carpet bombing blobs from a distance, or warp next to a beefy target and drop a Doombolt at their feet. Doing this on a Wraithlord with aggro is still suicidal, but anything smaller is generally safe as long as you disengage after and recover health using Gift of Sustenance. (It's even safer if you Doombolt just before a melee target reaches you, killing them before they can finish an attack.) Gift of Sustenance only grants energy on melee hits, forcing you to toggle stances and warp in for a beatdown. However, this is barely a nuisance considering that Gift is there mainly for health regen, being the key to your survivability. {{Template:LastStand-Heroes}} [[Category:Chaos]][[Category:Space Marines]]
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