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k1dwizard
08-25-2008, 09:38 PM
Me and a few of my guildies decided we were going to have a little fun with some alt spots we still have. I dont know how long, or even to what level we will be having these alts, but it is all fun in the end right? anyhow the rules were arcane caster only. possible 2 levels in any other class you want to lvl. I decided to run with a pali sorc. I chose this for the saves, I mean come on who wouldn't, the aura, considering it is an all arcane group the aura of good gave me and my counterparts +3 to concentration, and ok, I admit the lay on hands has save at least one of our party members more than once.

This is all fun and games, but i was wondering how you guys might like the build, I left the spells in there for you guys to help me with my spell choice. there is already a pure sorc, a rouge/wiz, and a bard/sorc. I think we have one more on the way, but not sure what the split was gonna be. I Just was looking for an opinion, so what do you guys think? and what kind of help can you offer, I'm already at lvl 3 2/1 pali/sorc.

Sorry ignore the enhancements, I forgot to take them out.


Character Plan by DDO Character Planner Version 2.96
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 16 Lawful Good Drow Male
(2 Paladin \ 14 Sorcerer)
Hit Points: 130
Spell Points: 1423
BAB: 9\9\14
Fortitude: 17
Reflex: 15
Will: 17

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 16)
Strength 12 12
Dexterity 14 15
Constitution 12 12
Intelligence 11 12
Wisdom 8 8
Charisma 19 27

Tomes Used
+1 Tome of Intelligence used at level 2
+1 Tome of Charisma used at level 2

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16)
Balance 2 2
Bluff 4 8
Concentration 5 21
Diplomacy 4 8
Disable Device n/a n/a
Haggle 4 16
Heal -1 -1
Hide 2 2
Intimidate 4 8
Jump 1 1
Listen -1 1
Move Silently 2 2
Open Lock n/a n/a
Perform n/a n/a
Repair 0 1
Search 0 3
Spot -1 1
Swim 1 1
Tumble n/a n/a
Use Magic Device 6 17

Level 1 (Paladin)
Feat: (Selected) Toughness
Enhancement: Paladin Focus of Good I
Enhancement: Paladin Devotion I


Level 2 (Paladin)


Level 3 (Sorcerer)
Feat: (Selected) Maximize Spell
Spell (1): Magic Missle
Spell (1): Niac's Cold Ray
Enhancement: Sorcerer Energy Manipulation I
Enhancement: Sorcerer Elemental Manipulation I
Enhancement: Sorcerer Energy of the Dragonblooded I


Level 4 (Sorcerer)
Spell (1): Hypnotism
Enhancement: Sorcerer Improved Maximizing I
Enhancement: Sorcerer Charisma I
Enhancement: Sorcerer Wand Mastery I


Level 5 (Sorcerer)
Spell (1): Jump
Enhancement: Elven Dexterity I
Enhancement: Sorcerer Lineage of Energy I
Enhancement: Sorcerer Lineage of Elements I


Level 6 (Sorcerer)
Feat: (Selected) Mental Toughness
Spell (2): Scorching Ray
Enhancement: Sorcerer Elemental Manipulation II


Level 7 (Sorcerer)
Spell (2): Web
Enhancement: Sorcerer Lineage of Deadly Elements I
Enhancement: Sorcerer Spell Penetration I
Enhancement: Sorcerer Energy of the Dragonblooded II
Enhancement: Sorcerer Wand Mastery II


Level 8 (Sorcerer)
Spell (3): Haste
Enhancement: Sorcerer Improved Maximizing II
Enhancement: Paladin Concentration I
Enhancement: Sorcerer Charisma II


Level 9 (Sorcerer)
Feat: (Selected) Extend Spell
Spell (2): Blur
Spell (3): Fireball
Enhancement: Sorcerer Elemental Manipulation III


Level 10 (Sorcerer)
Spell (4): Wall of Fire
Enhancement: Sorcerer Lineage of Elements II


Level 11 (Sorcerer)
Spell (2): Resist Energy
Spell (4): Phantasmal Killer
Spell (3): Hold Person
Enhancement: Sorcerer Lineage of Deadly Elements II
Enhancement: Sorcerer Spell Penetration II


Level 12 (Sorcerer)
Feat: (Selected) Quicken Spell
Spell (5): Cone of Cold
Enhancement: Sorcerer Improved Quickening I


Level 13 (Sorcerer)
Spell (3): Displacement
Spell (4): Enervation
Spell (5): Ball Lightning
Enhancement: Sorcerer Charisma III


Level 14 (Sorcerer)
Spell (6): Greater Heroism
Enhancement: Sorcerer Energy of the Dragonblooded III


Level 15 (Sorcerer)
Feat: (Selected) Spell Penetration
Spell (4): Solid Fog
Spell (5): Cloudkill
Spell (6): Disintegrate
Enhancement: Sorcerer Spell Penetration III


Level 16 (Sorcerer)
Spell (7): Otto's Sphere of Dancing

k1dwizard
08-26-2008, 03:31 PM
just giving this a bump during prime time hours for the boards, just looking to see if i can get any suggestions about this build. Give it a gander, and i can answer most questions as i am at work. haha you know working hard and hardly working.

k1dwizard
08-26-2008, 08:12 PM
haha nothing? nothing? hm maybe i should try giving my own advice, although i never seem to take it, lol!

Grimdiegn
08-26-2008, 08:18 PM
I dont think you gave it enough con and the dump stat should have been dex not wis. Just my opinions on playing a sorc/jedi type build.

k1dwizard
08-26-2008, 08:20 PM
hm good point. never thought about that.

Osharan_Tregarth
08-26-2008, 08:33 PM
I'd be pretty severly tempted to run this one as a warforged instead. It just makes sense to me if you are running an all arcane group, to make sure that you can be healed by everyone.

Are you doing anything with the dexterity points? I've done a few different casters, and I've pretty much started using dex as a dump stat for most of them. Cha for better spell checks, Con for more hp, int for more skill points, str to carry more stuff... Those tend to interest me more these days.

Are you planning on doing a lot of meleeing to go along with your two paladin levels? It looks like (from your feats listed) that your planning on being primarily a caster. With that in mind, I'd max your cha score. If you were planning on some kind of melee hybrid, then it makes sense to me for you to keep cha a little lower, add some str, and pick up some melee style feats somewhere.

With that caveat, I don't see anything horribly wrong with your build. It's not one I'd be interested in playing, but it looks like it'll be allright as a "fun" build.

Geonis
08-27-2008, 06:52 AM
With the group mix you have already pointed out, you are really missing a Melee.

With an all caster group, I would think WF kind of sticks out (as stated above) to allow for healing by anyone.

Something like the below works very well (tried it myself, but got bored around level 12).

Stick with Greataxes.

Divine Power clickies are your friend.

Spell list is approximate, and set for level 16, not for while leveling (you should carry some sort of Repair most the time, till you hit cap and pick up Reconstruct).

Level 6 feat is Skill Focus:UMD until you can reliably use Pwr Atk, then switch it out.

You could swap the 2 levels of Rogue for Monk, but having the UMD as high as it is, will serve you very well, especially if there is no Cleric in your group.

Also left 6 APs open, not sure if it stacks with Stoneskin, but if it does, then WF DR would be a good choice, or finsih off Imp Maximizing, or WF Will save bonus, or finish off Fire and Force crit chance.





Character Plan by DDO Character Planner Version 2.96
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 16 Lawful Good Warforged Male
(2 Paladin \ 2 Rogue \ 12 Sorcerer)
Hit Points: 164
Spell Points: 1002
BAB: 9\9\14
Fortitude: 16
Reflex: 12
Will: 11

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 16)
Strength 16 20
Dexterity 10 10
Constitution 16 18
Intelligence 12 12
Wisdom 6 6
Charisma 14 18

Tomes Used
+1 Tome of Charisma used at level 16

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16)
Balance 2 10
Bluff 2 4
Concentration 7 23
Diplomacy 2 4
Disable Device n/a n/a
Haggle 2 4
Heal -2 -2
Hide 0 0
Intimidate 2 4
Jump 3 5
Listen -2 -2
Move Silently 0 0
Open Lock n/a n/a
Perform n/a n/a
Repair 1 1
Search 1 1
Spot -2 -2
Swim 3 5
Tumble n/a 2
Use Magic Device 4 23

Level 1 (Sorcerer)
Skill: Balance (+2)
Skill: Concentration (+4)
Skill: Use Magic Device (+2)
Feat: (Selected) Extend Spell
Spell (1): Magic Missle
Spell (1): Burning Hands


Level 2 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (1): Shield


Level 3 (Paladin)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Maximize Spell


Level 4 (Rogue)
Ability Raise: STR
Skill: Balance (+4)
Skill: Tumble (+1)
Skill: Use Magic Device (+4)


Level 5 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Spell (1): Jump


Level 6 (Paladin)
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Power Attack


Level 7 (Rogue)
Skill: Balance (+3)
Skill: Concentration (+2)
Skill: Tumble (+1)
Skill: Use Magic Device (+1)


Level 8 (Sorcerer)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Spell (2): Scorching Ray


Level 9 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Empower Spell
Spell (2): Resist Energy


Level 10 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Spell (3): Displacement


Level 11 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Spell (2): False Life
Spell (3): Rage


Level 12 (Sorcerer)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Quicken Spell
Spell (4): Wall of Fire


Level 13 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Spell (2): Spawn Screen
Spell (3): Haste
Spell (4): Stoneskin


Level 14 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Spell (5): Waves of Fatigue


Level 15 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Critical: Slashing Weapons
Spell (3): Fireball
Spell (5): Cloudkill
Spell (4): Force Missles


Level 16 (Sorcerer)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Spell (6): Reconstruct
Enhancement: Sorcerer Improved Empowering I
Enhancement: Sorcerer Improved Maximizing I
Enhancement: Sorcerer Improved Maximizing II
Enhancement: Sorcerer Lineage of Elements I
Enhancement: Sorcerer Lineage of Elements II
Enhancement: Sorcerer Lineage of Force I
Enhancement: Sorcerer Lineage of Force II
Enhancement: Sorcerer Lineage of Deadly Elements I
Enhancement: Sorcerer Lineage of Deadly Force I
Enhancement: Sorcerer Elemental Manipulation I
Enhancement: Sorcerer Elemental Manipulation II
Enhancement: Sorcerer Elemental Manipulation III
Enhancement: Sorcerer Elemental Manipulation IV
Enhancement: Sorcerer Force Manipulation I
Enhancement: Sorcerer Force Manipulation II
Enhancement: Sorcerer Force Manipulation III
Enhancement: Sorcerer Force Manipulation IV
Enhancement: Sorcerer Energy of the Dragonblooded I
Enhancement: Sorcerer Energy of the Dragonblooded II
Enhancement: Sorcerer Charisma I
Enhancement: Sorcerer Charisma II
Enhancement: Sorcerer Charisma III
Enhancement: Warforged Constitution I
Enhancement: Warforged Constitution II
Enhancement: Warforged Inscribed Armor I









To Hit
BAB +9 +16 (DP clicky)
Str +9 +9
Wpn +5 +5
Haste +1 +1
GH +4 +4
Pwr Atk -5 -5
_____________
Total +23 +30

Damage
Wpn 1d12
Str +13
Pwr Atk +10
___________
Total 1d12 + 23


AC

Garbage, don't even bother trying to build this up.
Rely on Blur/Displacement/Stoneskin.



Saves

Class Fort / Ref / Will
Pally.......+3 / +0 / +0
Rogu.......+0 / +3 / +0
Sorc.......+6 / +6 / +11
Aura.......+1 / +1 / +1
Divine Grace..+7 / +7 / +7
GH.........+4 / +4 / +4
Resist...+4 / +4 / +4
___________________________________
Total...+25 / +25 / +27




SP

Sorc 870
Cha 175
Wiz 6 262
_________
Total 1307



HP
Pally 20
Rogue 12
Sorc 48
Hero 20
Drac 10
Con 112
GFL 30
Minos 18
________
Total 270

False Life 20
GH 11
__________
Total 301
(^the magic number by most opinions)




These numbers are all with easily attainable items.

Add in Greensteel, and the HPs and damage numbers start to rise to even better numbers.