Brent wrote:At paragon tier the must take paragon path is Lightning Fury. It's key ability is that it negates any resistance an opponent has to lightning and thunder damage and if they have immunity they are treated as only having resistance equal to one half their level, which is then reduced to nothing by the part that treats all resistances to lightning and thunder as negated.
Your DM lets you get away with this? Given that Storm Magic spell source is a prerequisite of the Lightning Fury paragon path, if they wanted "immunity" to become "no resistance whatsoever", they would have said so, not make you combine various features to come up with it on your own. More realistically, the paragon path feature supercedes the class feature in this instance. Maybe somebody can show me where I'm wrong, but this just doesn't make sense to me.
Mind you, I would like it to be that way, since I am playing a storm sorcerer right now, but I'm just not buying it.
I like the dual implement tip, though. I'll have to remember that.
Even if my interpretation is wrong, how many monsters are there with lightning immunity? Most just have resistance and all resistance is completely negated. Even for high level monsters with immunity, you will still do A LOT of damage every round using the methods I outlined. Never mind the damage output from criticals that are maximized. I know of no other class that can gain that benefit from a feat. At level 30, base damage output is even higher.
As for my "DM" letting me "get away with it", reread my post. I am the DM and it is my player who has the storm sorcerer. My interpretation of the written rules was that the paragon path converted lightning immunity to lightning resistance. At that point, I interpret the storm soul would further reduce the resistance by an amount up to 15. So against say a level 35 solo that was lightning immune it would only have effective lightning resistance equal to 2 against a storm soul/lightning fury sorcerer. If I am wrong, no skin off anyone's nose as it is my game that I am DMing. The Storm Sorcerer still dishes out phenominal damage regardless of if you go with your interpretation or mine. I've seen no other striker that can come close on a constant round by round basis in damage output to the sorcerer. Either way, most monsters have resistances to elements not immunities. So unless I am purposefully trying to stack every encounter with Lightning immune monsters, my storm sorcerer players damage output isn't even going to be slowed in the slightest. Again, he will consistently drop 100 pts of damage a round and with criticals will routinely exceed 200 pts a round. Even against a level 35 solo that type of damage output will end the battle in 10 rounds at most. It isn't even accounting for the other players and what they are doing.
Anyway, I have shown where his damage output comes from. The paragon path feature that eliminates all resistance to lightning and reduces immunity to resistance almost makes the storm sorcerer/lightning fury a broken combo. The storm sorcerer is also the only character that I know of who has a feat they can take that maximizes ALL of their critical hit damage dice. With a +5 staff of ruin that is 50 extra damage on a critical. With a +6 staff it is 60 extra damage on a critical. With the ability to get criticals on 19-20, criticals come up very often at my gaming table for the sorcerer player. Add on the feat that lets him get another free action at will power when he crits and the damage stacks up fast. Personally, I think it is a good thing. Damage scalability relative to monster HP is a tough nut to crack at high levels. Having classes that can actually lay a wallup in damage at high levels is good for keeping those solo battles from grinding out like the OP was talking about.