test content
What is the Arc Client?
Install Arc

Energy unlock for Sorcery?

mashuganamashugana Posts: 87 Arc User
edited September 2012 in Power Discussion
Sorcery does not seem to have an energy unlock - does it need one? Darkness has the unlock based on Fear but in a pure Sorcery build there is no fear :)

Do I need something from one of the other sets? Or does running in Support mode cover it?

Thanks
Post edited by mashugana on

Comments

  • theapygoostheapygoos Posts: 384 Arc User
    edited September 2012
    you need to dip into other trees if yorue looking for an energy unlock. since youre likely stacking INT somewhere in the build, Molecular Self Assembly isnt a bad option, as i use it myself on multiple toons, assuming you have a few skills that go on cooldown i.e. conviction, hex of suffering, etc.
  • beldinbeldin Posts: 1,708 Arc User
    edited September 2012
    Depends on the Powers you want to use, for mainly spamming Skarns Bane Overdrive
    is maybe an Option. Pre On Alert however for me was just runing in Support Role
    all i needed :wink:
    R607qMf.jpg
  • piro2genpiro2gen Posts: 59 Arc User
    edited September 2012
    Sorcery is not the only power set that doesn't have energy unlock. Martial, Brick also don't have it.

    Some energy unlocks are very power set specific like Ionic Reverb. Its very electricity specific.

    Some energy unlocks are more generic, like MSA (cooldown) or Overdrive (maintain). Circle of Arcane Power is also very generic, tho not really energy unlock. Its in Sorcery.

    Sorcery passives are tipically 'aura'. Can be used in support mode. And support mode gives very good energy management. Maybe thats why sorcery has no energy unlock?

    If you have Freeform, take whichever unlock fits your build. Its the cool part of FF.
  • agentnx5agentnx5 Posts: 1,999 Arc User
    edited September 2012
    piro2gen wrote: »
    Sorcery is not the only power set that doesn't have energy unlock. Martial, Brick also don't have it.

    True, but sorcery has needed on for a long time. My personal opinion is that it should coincide with a few control effects like knocks, roots, and holds (preferably all three).

    piro2gen wrote: »
    If you have Freeform, take whichever unlock fits your build. Its the cool part of FF.

    Exactly!

    mashugana wrote: »
    Sorcery does not seem to have an energy unlock - does it need one?.

    Yes.
    mashugana wrote: »
    Do I need something from one of the other sets?.

    Yes.
    mashugana wrote: »
    Or does running in Support mode cover it?.

    You're comparing apples and oranges, they're both fruits but not the same thing at all.

    Support role/mode will give you a higher equilibrium (the orange mark on your energy bar) and better overall energy supply & recovery.

    An energy unlock gives you fuel to your fire as you go along in combat, as long as you keep triggering it. And energy unlock is more useful in a combat sense, especially prolonged combat that lasts more than one burst of your energy bar (as some combat can be ended with one powerful hit).

    You can have both. (one of my darkness & toxic DPS characters has both Supernatural Power and is in support role, which might seem odd at first but she is DPS, and not a healer)
  • mashuganamashugana Posts: 87 Arc User
    edited September 2012
    Thanks all. I am Gold with Freeform so I think I'll skip the unlock and see if I can just make it work by staying in support role whether I am soloing or teaming.
  • theapygoostheapygoos Posts: 384 Arc User
    edited September 2012
    piro2gen wrote: »
    Sorcery is not the only power set that doesn't have energy unlock. Martial, Brick also don't have it.
    .

    actually, ow that i think about it, they dont have pure energy unlocks, but the MA forms [tiger, master, temepst ,swordsman], enrage, and concentration do grant energy burst, so there are little thigns here and there, both in powers and in specializations, that can grant you soem sort of energy return.
  • sockmunkeysockmunkey Posts: 4,504 Arc User
    edited September 2012
    Well, technically, sorcery has 2. But they both have limitations that make them interesting if unappealing.

    First up is Circle of Arcane Power. Its the one energy unlock that has no set conditions to trigger. You just stand on the circle and gain energy. You cant get easier. Down side, is you have to summon the circle each and every time you move....and considering how mobile fights in CO can be, that can really get annoying.

    Other option is Tyrannon's Familiar. I know, it seems like a pet, but its actually an energy unlock. As the pet fights, it builds up stacks of a power charge. The higher the level the pet, the more stacks it can hold. As it gains stacks, you can draw from it directly boosting both your energy and damage. The down side is working with a pet requires a bit of micro management. And the pets damage isn't all that great. But I liken it to being able to automate your energy builder, while you do other things.

    So, if your willing to live with the down sides. These are both very Sorcery type options.
  • mashuganamashugana Posts: 87 Arc User
    edited September 2012
    I did not know that about Tyrannon's Familiar! It also fits thematically - tyvm :)
  • tomquantumtomquantum Posts: 0 Arc User
    edited September 2012
    First I would consider whether I was looking to blend my sorcerer with another set.

    This is common. Many mystical heroes end up being elementalists or mentalists as well. In which case, one of the energy projection unlocks or telekinetic/telepathic reverb could work.

    If you are happy to dip into another set, but do not want to take attacks from another set, Molecular Self Assembly from Gadgetry is an option, particularly if Intelligence is one of your superstats. With it, you only need to work an ability with a short cooldown into your build, it need not be an attack.

    If you really want to stick with Sorcery almost completely, the Arcane Circle is not a bad option at all. Ranked up it provides a very healthy input of energy, at the cost of mobility.

    However, Sorcery is not a highly mobile set. It has limited mobility circle pets, non-moving sigils and Skarn's Bane roots you, so the loss of mobility may not bother a sorcerer very much in the end.
  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited September 2012
    I wish there was one:

    Transference Ritual - Energy Unlock

    You cast a spell which places a powerful hex on your enemies periodically drawing energy from their souls and transfering it into your own. This energy transfer gives you energy over time constantly but grants you a burst of energy on kill.

    (Probably would scale with PRE and INT whichever is higher)

    Well thats my suggestion :biggrin:
  • haleakalahaleakala Posts: 449 Arc User
    edited September 2012
    agentnx5 wrote: »
    True, but sorcery has needed on for a long time. My personal opinion is that it should coincide with a few control effects like knocks, roots, and holds (preferably all three).

    Yes, sorcery could use an energy unlock, but /notsigned on making it dependent on CC. Most CC is just not worth bothering with and having a third energy unlock dependent on some form of CC is not a good idea.
    _________________________________________________

    I been a long time leaving but I'm going to be a long time gone.

    Willie Nelson


    T.U.F.K.A.S. (the user formerly known as Scarlyng)
    Wrong on the CO forums since November, 2008
Sign In or Register to comment.