I recently used the free reset on my 99 Sorcerer, because why not? While originally planned to be a basic AOE/SupportThe thing is, I'm not really sure what to do with it now. A friend pointed out that I might want to consider a Spell Fist build, as I have a couple of the components and some of the other items to go with it aren't too hard to acquire. I also like stranger builds, such as my #2 Royal Guard that will be going almost Full Support.
I've got the Magician's Night Cap (will +9 it during the next Enriched event) and +9 HBP. A +9 TSoD, La'cryma Stick or Principles of Magic (budget options) aren't too hard to make/get. I need to do the Bradium Earring quest anyway, so I'll count that as something simple enough to get.
So that leaves me with some questions about Spell Fist types.
Pure Spell Fist - No Hindsight
This is mostly a consideration because it doesn't require a Linker. I don't know anyone bored enough to follow me around all day on a character forever stuck at 99, and I am not a big fan of dual boxing. It seems straight forward enough and isn't as restrictive on point spread, by not requiring Hindsight 10/Double Bolt 5. That leaves room for 2~3 AOE spells, Safety Wall, Summons and other utilities. Seems pretty cut & dry, and offers some of the basic utilities that groups would want when I'm not out soloing.
Spell Fist-Hindsight Hybrid
The point spread seems tighter on this, with Hindsight/Double Bolt consuming an additional 9 points. Those have to come out of somewhere, whether it's the AOE options, utility, or Safety Wall being nixed. On the other hand, with 191-192 ASPD being attainable through the Magician's Night Cap, Linked Hindsight will be spitting out an absolute flurry of Level 10 bolts with a 50% bonus (or more, with Siroma/Imp/Hill Wind). Napkin math points toward it being a pretty heinous amount of damage per second. And these hits can be pre-loaded with Spell Fist charges, so I should be able to kill two or three things before I need to reload Spell Fist, on average. Walking around with a Linker also means that Kaahi and Kaizel are always on tap, and I can Exhale to the Linker to keep its SP full in all but the worst situations. When using the Linker, things should be pretty smooth sailing. When not, standard Spell Fist play (no Hindsight) won't be diminished much, save the loss of an AOE and/or utility spells.
Standard Caster-Support
This is where the practical part of my brain is telling me to go. A full assortment of moderately powerful, fast casting AOE spells with the full array of personal & team support skills. All around useful in both solo and group play, no feeling gimpy in certain circumstances. Besides, let's be honest. The way monster HP and EXP scales after 100, any significant leveling is going to be done with almost entirely AOE...
I've done some searching and reading on the forums, which sounds promising for Fist builds, keeping me from settling on the basic Caster type build. Reading also suggests that the elemental pets are fairly formidable when running a Spell Fist build, due to the huge contribution the player's stats makes toward the Elemental's ASPD and Flee. I expect I'd be using Ventus the most.
I suppose that what I'm asking for is some experience from those actually running Spell Fist builds, on whether or not it's worth the limitations it imposes. Advice, pitfalls, strengths. So far I've only found one good video of a Spell Fist Sorcerer running around in Abyss.