Disclaimer: I understand mutant paths on pure classes are not exactly encouraged from a design perspective, and these paths are usually exploiting a small handful of spells to make it work, but in my opinion mutant paths are fun and add interesting variety. We have Warmages, Elemental Archers, Warpaths, Pure Bards... even clerics can muster up a good melee or ranged build. There are many other combinations that are less common but still viable with some dedication. So, for the purpose of this post I will be ignoring the intended design philosophy for pures, as well as the TP limitations, which could always be subject to change.
Considering all the existing mutant paths, I was wondering what mutant options sorcerers have. They have practically nothing, pegging them very rigidly as pures. All other mutant builds have either a warrior or archer theme to them, which doesn't exactly align with the nature of a sorcerer, but stealth makes perfect sense in my opinion. I am suggesting two mutant paths could be achieve with existing spells, modified with lores. The first would allow sorcerers to be effective at hiding/stalking, and casting bolt spells from hiding with crit weighting, modified by the ambush skill in the same manner normal attacks are. An additional path would be more physical with different lores, allowing the sorcerer to ambush with a weapon from hiding; in lieu of any traditional crit weighting, a warded necrotic or demonic energy would be applied in a similar manner as elemental weapon flare.
The spells and lores to make this mutant path possible:
Phase - with air lore, the spell becomes self-cast and greatly enhances the sorcerer's ability to hide/stalk.
Eye Spy - with summoning lore, unlocks a verb, such as PROBE, which when directed at a target will probe for weaknesses to enhance a single incoming ambush attack. Effectiveness increases with lore, Must be used from stealth. Necromancy increases sorcerer's perception level while the eye is active and while in stealth.
Cloak of Shadows - with air lore, increases ambush skill. With summoning lore, after some threshold, allows the sorcerer to ambush with bolt spells from hiding; chance to remain hidden similar to sniping with hiding/stalking and summoning lore. Spiritual mana control, after some threshold, allows physical ambushed attacks from hiding to add either a necrotic or demonic energy warding flare equivalent to the damage that otherwise would have been added from a normal ambush. Earth lore increases the AS of a physical ambush attempt from hiding.
Sorcerer mutant path proposal on 03/23/2015 10:59 AM CDT
Re: Sorcerer mutant path proposal on 03/23/2015 11:03 AM CDT
>I was wondering what mutant options sorcerers have.
https://gswiki.play.net/mediawiki/index.php/Goat%27s_Mutant_Sorcerer_Guide
https://gswiki.play.net/mediawiki/index.php/Goat%27s_Mutant_Sorcerer_Guide
Re: Sorcerer mutant path proposal on 03/24/2015 08:20 AM CDT
I've been asking for quite a long time that Star Curse should also increase melee AS. I don't mind if it requires some kind of necromancy lore to unlock it, or to get the full benefits. I think it would surely help the mutant sorcerer path become more on par with the other mutant pure paths.
As far as answering your question, one friend of mine has a ranged sorcerer. He went to Cloak of Shadows, and then did MnS and MnE (I believe for Spirit Strike, Web, Lesser Shroud, and Elemental Targeting, namely). It's a pretty cool concept for the build, and seems to be working out okay for him so far as I know.
"What Kaldonis does on his off time is totally Kaldonis's business, dude." ~Scribes
As far as answering your question, one friend of mine has a ranged sorcerer. He went to Cloak of Shadows, and then did MnS and MnE (I believe for Spirit Strike, Web, Lesser Shroud, and Elemental Targeting, namely). It's a pretty cool concept for the build, and seems to be working out okay for him so far as I know.
"What Kaldonis does on his off time is totally Kaldonis's business, dude." ~Scribes
Re: Sorcerer mutant path proposal on 05/20/2015 01:08 AM CDT
Mutant builds are officially unsupported, as I understand it. On the other hand, a decent handful of self-cast physical AS buffs are available to pures only, so someone thought they might have a reason to swing. I would love for curse of the star to count. If 38 AS is too much, perhaps it could have a much shorter duration than the bolt boost to balance it out - even as low as 10 seconds per seed 1 lore ranks would be worth something (though I guess curse really is neither demon nor necro focused, is it?)
I have, I think, the only sorcerer in prime swinging a weapon (past 30 days). I have a full enhancive set (for AS) and an 8x lance. With 38 more AS, I might be willing to hunt destroyers without haste. It would be nice. It would actually be a little crazy in less limited situations, with scrolls, enhancives, enchantments, etc.
As for OP's ambush/hiding suggestions - I think that would be very interesting. Sorcerers already have the cloak of shadows thing going. If physical AS boosts are out of the question, some other way to make swinging sorcerers borderline doable could be fun and add more variety to the game's play styles.
I have, I think, the only sorcerer in prime swinging a weapon (past 30 days). I have a full enhancive set (for AS) and an 8x lance. With 38 more AS, I might be willing to hunt destroyers without haste. It would be nice. It would actually be a little crazy in less limited situations, with scrolls, enhancives, enchantments, etc.
As for OP's ambush/hiding suggestions - I think that would be very interesting. Sorcerers already have the cloak of shadows thing going. If physical AS boosts are out of the question, some other way to make swinging sorcerers borderline doable could be fun and add more variety to the game's play styles.