CM development for Sorcerers 11/27/2020 02:32 PM CST
Combat Maneuvers continues to get fleshed out with a huge diversity of choices, but nothing really helpful or available for sorcerers. Here is all we can do with these important skills:

Tarakan, the following Combat Maneuvers are available for you to train in:

Skill Mnemonic Ranks Cost


Combat Mastery cmastery 0/2 4
Combat Movement cmovement 0/5 4
Cunning Defense cdefense 5/5 -
Dirtkick dirtkick 0/5 4
Disarm Weapon disarm 5/5 -
Feint feint 0/5 4
Precision precision 0/2 8
Subdual Strike sstrike 0/5 4
Trip trip 0/5 4
Unarmed Specialist unarmedspec 0/1 12


Historically, as can be seen in my own example, capped sorcerers used their 101 ranks to max Disarm Weapon and max Cunning Defense, leaving one point not used.

It would be great if precision was more practical or beneficial relative to the defensive needs of the other two mainstays. It would also be great if we could gain access to the CM that helps lower the armor penalty for casting. A new CM that provided a second roll when a spell is fumbled and not cast would be great. A CM that prevented self cast kills from 719 when a player actually types to play the game and flubs the cast return combo too fast. Anything at all would be an improvement. Can we please get some love here in this long neglected set of maneuvers?

Thanks!

Tarakan
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Re: CM development for Sorcerers 12/01/2020 06:14 PM CST


Something useful to use stamina on would be nice.
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Re: CM development for Sorcerers 12/01/2020 06:39 PM CST
>>Something useful to use stamina on would be nice

Be a Sunfist sorc, and there's your solution...

No, on a serious note, I would like to see a better CM decision other than CDEF and DISARM as a purely defensive measure.

A CMAN that reduces TD, or somehow increases CS for a sorc or other pure would be really cool, as long as it didn't turn out to be just another stackable CS boost.
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Re: CM development for Sorcerers 12/02/2020 03:59 AM CST
Meh, CM training is far enough into post cap I'm not really concerned about it. Besides, with last night's change to encumbrance/PF and the upcoming switch of CM skills to SMRv2 we should all see a decent increase in our ability to defend against them.

Starchitin, the OG

A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
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Re: CM development for Sorcerers 12/02/2020 12:04 PM CST
Would love a CMAN for multi-cast CS spells, stronger ball/bolt spells, or refined implosion, please.

Dying for Mass 719.
More reliable mass 717.
Mass 701 for greater instant health return.
Would be nice to target multiple limbs with 708.
Would be nice to target multiple targets or multiple areas of one target with focused 720. The insta-vape can be retired.
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Re: CM development for Sorcerers 12/09/2020 01:51 PM CST
Indeed, with the change to SMRv2, dark elves become one of the absolute best races for dealing with maneuvers, and thus by default, the vast majority of sorcerers are about to become among the best pures in the game for avoiding maneuvers.
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Re: CM development for Sorcerers 12/09/2020 01:53 PM CST
I also think a mass 719 is reasonable. Literally every semi has a mass CS spell and Sorcerers don't. It's absurd. The game has moved on from the GS4 launch, much to my chagrin, but if the devs are going to pursue a design philosophy of "Screw It, Give Them Everything," then it behooves them to include sorcerers in that.
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Re: CM development for Sorcerers 05/29/2021 08:19 PM CDT

Most sorcerers use runestaves. Runestaves are technically two-handed weapons, although never used in melee.

Why is it as easy to disarm a two-handed weapon as it is a one handed weapon?

Please consider adding a new benefit to training in two-handed weapons that increases the open roll needed to disarm a runestaff and/or reduces/eliminates the round-time caused from a successful disarm.

If that simple mechanic is deemed too difficult to modify given how it would also benefit the warrior too, how about a new CM that toggles to lower CS but in exchange for increased DS and maneuver resistance (you are intentionally concentrating more on the two-handed weapon and less on casting).

Tarakan
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