Difference between revisions of "Air Savant Tree"

From DDO Compendium
Line 4: Line 4:
|overview=
|overview=
|core={{EnhTier|Air Savant|Air Savant (Enhancement)|Air Affinity|Greater Air Affinity|Conduction|Light on Your Feet|Elemental Apotheosis: Air}}
|core={{EnhTier|Air Savant|Air Savant (Enhancement)|Air Affinity|Greater Air Affinity|Conduction|Light on Your Feet|Elemental Apotheosis: Air}}
|tier1={{EnhTier|Air Savant|Shocking Grasp SLA|Acrobatic|One with the Storm|Spell Critical: Electric I|Electrocution}}
|tier1={{EnhTier|Air Savant|Shocking Grasp SLA|Acrobatic (Air Savant)|One with the Storm|Spell Critical: Electric I|Electrocution}}
|tier2=
|tier2=
|tier3=
|tier3=

Revision as of 01:47, 2 August 2018


Tree For:
Unlock
  • Free
Air Savant Tree.png
Overview
Core enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Air Savant Icon.png
Air Savant
  • +10 Electric Spell Power
  • +10 Sonic Spell Power
  • -10 Acid Spell Power
  • When Casting an Electric, Sonic, or Air Spell:
    • +1 Caster Level
  • When Casting an Acid or Earth Spell:
    • -1 Caster Level
  • For every Action Point spent this tree
    • +0.75 Universal Spell Power


Selecting this enhancement will prevent you from spending points in the Earth Savant enhancement tree.
110
  • Sorcerer 1
Enhancement Air Affinity Icon.png
Air Affinity
  • +10 Electric Spell Power
  • +10 Sonic Spell Power
  • -10 Acid Spell Power
  • When Casting an Electric, Sonic, or Air Spell:
    • +1 Caster Level
  • When Casting an Acid or Earth Spell:
    • -1 Caster Level
115
  • Air Savant
  • Sorcerer 3
Enhancement Greater Air Affinity Icon.png
Greater Air Affinity
  • +10 Electric Spell Power
  • +10 Sonic Spell Power
  • -10 Acid Spell Power
  • When Casting an Electric, Sonic, or Air Spell:
    • +1 Caster Level
  • When Casting an Acid or Earth Spell:
    • -1 Caster Level
1110
  • Air Affinity
  • Sorcerer 6
Enhancement Conduction Icon.png
Conduction
  • +10 Electric Spell Power
  • +10 Sonic Spell Power
  • -10 Acid Spell Power
  • When Casting an Electric or Sonic Spell:
    • +1 Caster Level
    • Target gains 1d4-1 Stacks of Vulnerable
  • When Casting an Air Spell:
    • +1 Caster Level
  • When Casting an Acid or Earth Spell:
    • -1 Caster Level


Vulnerable: Target takes:

  • 1% More Damage
  • Lasts 3 Seconds
  • Stacks up to 20 times
  • Loses one stack on expiration
1120
  • Greater Air Affinity
  • Sorcerer 12
Enhancement Light on Your Feet Icon.png
Light on Your Feet
  • Immune to most knockdown effects
  • +10 Electric Spell Power
  • +10 Sonic Spell Power
  • -10 Acid Spell Power
  • When Casting an Electric, Sonic, or Air Spell:
    • +1 Caster Level
    • +1 Maximum Caster Level
  • When Casting an Acid or Earth Spell:
    • -1 Caster Level
1130
  • Conduction
  • Sorcerer 18
Elemental Apotheosis- Air Icon.png
Elemental Apotheosis: Air

Activation Cost: 50 Spell Points
Cooldown: 3 Seconds

Activate: Transform into an Air Elemental


While in elemental form, gain:

  • +100% Fortification
  • +10 Racial bonus to Electrical Resistance
  • +20 Physical Resistance Rating
  • +3% Dodge chance
  • -10 Acid Resistance
  • +10% Spell Point Cost
  • When Casting an Air Spell:
    • +1 Caster Level
    • +1 Maximum Caster Level
  • When Casting an Electric, or Sonic Spell:
    • +1 Caster Level
    • +1 Maximum Caster Level
    • +20 Spell Power
    • +2% Spell Critical Chance
  • When Casting an a Water, Earth or Fire Spell:
    • -3 Caster Level
    • -3 Maximum Caster Level
  • For Warforged:
    • No longer considered a Living Construct
    • Immune to Repair spells
    • Can be healed by Positive Energy spells


Passive:

  • +2 Charisma
  • +10 Electric Spell Power
  • +10 Sonic Spell Power
  • -10 Acid Spell Power
  • When Casting an Electric, Sonic, or Air Spell:
    • +1 Caster Level
    • +1 Maximum Caster Level
  • When Casting an Acid or Earth Spell:
    • -1 Caster Level
  • On Hit with an Electric Spell to an enemy immune to Electric Damage:
    • They become vulnerable for the next strike
1140
  • Light on Your Feet
  • Sorcerer 20
Tier 1 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Shocking Grasp Icon.png
Shocking Grasp
Spell Shocking Grasp Icon.pngSpell-Like Ability:
Shocking Grasp
Metamagic: Empower, Maximize, Quicken, Enlarge, Intensify

Delivers a jolt of 1d6+2 electricity damage per caster level (up to a max of 5d6+10) to any enemy you touch.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.
Rank 1:
  • Activation Cost: 4 Spell Points
  • Cooldown: 12 Seconds
Rank 2:
  • Activation Cost: 3 Spell Points
  • Cooldown: 8 Seconds
Rank 3:
  • Activation Cost: 2 Spell Points
  • Cooldown: 4 Seconds
311
  • Sorcerer 1
Enhancement Acrobatic Icon.png
Acrobatic
Rank 1:
  • +2 Balance
  • +2 Jump
  • +2 Tumble
Rank 2:
  • +4 Balance
  • +4 Jump
  • +4 Tumble
Rank 3:
  • +6 Balance
  • +6 Jump
  • +6 Tumble
  • +1% Dodge
311
  • Sorcerer 1
Enhancement One with the Storm Icon.png
One with the Storm
Rank 1:
  • +3 Electric Resistance
Rank 2:
  • +6 Electric Resistance
Rank 3:
  • +10 Electric Resistance
311
  • Sorcerer 1
Spell Critical- Electric Icon.png
Spell Critical: Electric I
  • When casting an Electric or Sonic Damage Spell:
    • +2% Critical Hit Chance
121
  • Sorcerer 1
Enhancement Electrocution Icon.png
Electrocution

When Casting an Electric, Cold, or Sonic Damage Spell:

  • +5 to Electric Spell Power
  • +5 to Cold Spell Power
  • +5 to Sonic Spell Power
  • Lasts 6 Seconds
Rank 1:
  • Stacks 1 Time
Rank 2:
  • Stacks 3 Times
Rank 3:
  • Stacks 5 Times
311
  • Sorcerer 1
Tier 2 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Tier 3 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Tier 4 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Tier 5 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements