PDA

View Full Version : Newb Sorc



jmk4476
09-23-2009, 11:48 AM
Very new to game, wanting to build a pure dps sorc from scratch(with an eye towards endgame, but soloable in begining), please guide me through a couple things. Intial point placement ( max cha. and con.?), intial skill placement, intial feat choices, intial spell selection(first 4 levels), intial enhancements, bascially what should my choices be in character generation. Tried reading through the forums but kinda confusing to be honest..Can some just simply lay out these choice for a total new player? again my focus is on doing damage, and staying alive in solo mode for begining, but dont want to box myself so im gimped for endgame..ty for all your suggestions...

Lorien_the_First_One
09-23-2009, 11:56 AM
You have a race in mind? If you have them, drow sorcs are a lot of fun. WF are fairly solid and much more solo friendly. Failing one of those, I like a human sorc for the extra feat and skill points.

You'd have to adjust a bit based on race, but 18 CHR (consider 20 if drow), 14 CON, and a bit in strength so you can carry your loot (10 is fine).

Skill points to UMD, concentration, diplo.

anatoli11
09-23-2009, 11:56 AM
I used this build from Tentonhammer, only with a 28 pt hafling, and it worked very well.

The Siren
By Perryc

In Greek mythology, the Sirens were creatures that, through the irresistible charm of their song, enchanted and lured the unsuspecting to their deaths. In DDO, the Siren is a practitioner of the arcane arts that specializes in enchantments. She is either a bard or rogue turned sorcerer that is exceptionally gifted at crowd control and can use almost any wand, scroll, or item. She can also talk her way out of most trouble and can beguile even the toughest NPCs. In combat, the Siren can use her abilities to thwart the enemy and allow her companions to deliver the killing blow or reach out and deliver it herself in necessary.

The primary consideration for this build is to maximize the effectiveness of the Siren’s enchantment and other crowd control spells. In practical terms, this means increasing the Siren’s spell difficulty class (DC) and spell penetration (SP) ability as much as possible. At 14th level, this build will have a Spell DC of 20 (26 using Heighten Spell) and a SP of 21. The next consideration is maximizing the Siren’s UMD score. By 14th level, her base score will be 28 with the potential to exceed 40 with buffs and normal gear.

Even given the option of a 32-point build, the Drow is clearly the best racial choice with the racial bonuses, especially to Charisma. With normal gear, the Siren will have between 1100 (Rogue) and 1300 (Bard) spell points at level 12. With Mithril Breastplate (really not that uncommon anymore if you watch the auctions) a Mithril shield, and the Elven Arcane Fluidity enchantment, the Siren can achieve an AC in the mid-30’s. Additionally, a Siren can achieve an buffed UMD score of 40 or higher (when was the last time you saw a Sorcerer resurrect a fallen companion or cast blade barrier?)

Notes:
The following are the benefits of not using a pure Sorcerer build:
Light armor and shield proficiencies (what squishy wants to get close enough to a Flesh Render with a 16 AC to cast Otto’s Resistible Dance?)
16 (Bard) or 24 (Rogue) additional skill points
Use Magical Device as a class skill (Bard and Rogue)
Cure Light Wounds spell and Cure Wands proficiency (Bard)
A net +3 to the Reflex (Bard and Rogue) and +2 to Will (Bard) saves
4 additional hit points (hey, that’s a whole level’s worth for a Sorcerer!)
Inspire Courage and Fascinate songs (Bard) or the Evasion feat (Rogue)
Based on in-game experience and player feedback, more emphasis has been placed on spell penetration and enlarged spells than the original build.

Starting abilities:
Drow (28 pt) Drow (with Bonuses)
Str 8 Str 8
Dex 10 Dex 10
Con 12 Con 12
Int 14 Int 14
Wis 10 Wis 10
Cha 20 Cha 26

(Below information based upon 28 point build, level 14)

Hit Points: 92

Armor Class: 10 + Items/spells

Saving Throws:
Fortitude: +5
Reflex: +6
Will: +10

Class/Race Features:
+2 Dexterity, +2 Intelligence, +2 Charisma, -2 Constitution.
+2 to their Listen, Spot, and Search skills.
SR 11 at Level
+2 to their saving throws against enchantments
Immunity to magical Sleep effects.
Weapon and Armor Proficiency: Rapier, shortsword, and shuriken.
Bardic Music (Fascinate, Inspire Courage)

Feats : Skill Focus: Use Magical Device, Spell Penetration, Greater Spell Penetration, Heighten Spell, Enlarge Spell

Notes on Feats: There are a lot of feats that would benefit the Siren. Mental Toughness and Improved Mental Toughness are the first that come to mind. Given the limited number of feats that a Sorcerer is allowed, there is simply no room for many of them.

Skills:
Bluff +21
Concentration +15
Use Magical Device +28
Haggle +12
Jump +3
Perform +11
Tumble +4

Note: With only one level of bard, the ability to use the Bard’s fascinate song is limited to once per rest. This can, however, be a very powerful tool when used at keys points in a quest. One of the enchantments below can be substituted with the Extra Song enchantment song to get a second song and a second level of Bard adds a third song.

Enhancements:
Drow Enchantment Resistance 2
Energy of the Dragonblooded 4
Elven Arcane Fluidity 1
Improved Heightening 3
Improved Spell Penetration 3
Skill: Sorcer’s Bluff 2
Skill: Sorcer’s Concentration 2
Sorcerer’s Charisma 3
Spell Penetration 3


Spells (in the order selected):
(DC 15 + spell level)
Spell Points: 1150 ( 50 (Bard) + 720( Sorcerer) + 230 (Ability Score) + 150 (Enhancements))

Bard:
Level 1: Cure Light Wounds (or Remove Fear)

Sorcerer:
Level 1: Magic Missile, Hypnotism, Charm Person, Jump.
Level 2: Web, Otto’s Resistible Dance, Command Undead, Hypnotic Pattern.
Level 3: Hold Person, Halt Undead, Haste, Suggestion.
Level 4: Phantasmal Killer, Firewall, Charm Monster, Crushing Despair.
Level 5: Hold Monster, Cloudkill, Dominate Person
Level 6: Flesh to Stone, Symbol of Persuasion
________________________________________
Detailed progression by level:

Level 1
Class: Bard
Skills: Bluff +4, Concentration +4, Haggle +4, Jump +4, Tumble +4, Use Magical Device +4, Perform +3, others by preference.
Feat: Skill Focus, Use Magical Device
Enhancements: Enchantment Resistance 1

Level 2
Class: Sorcerer
Skills: Bluff +1, Concentration +1, Use Magical Device +1
Enhancements: Energy of the Dragonblooded 1, Skill Sorcerer’s Concentration 1, Skill: Sorcerer’s Bluff 1, Drow Spell Resistance 1

Level 3
Class: Sorcerer
Skills: Use Magical Device +1, others by preference.
Feat: Spell Penetration
Enhancements: Sorcerer’s Charisma 1, Elven Arcane Fluidity 1

Level 4
Class: Sorcerer
Ability: Charisma +1
Skills: Bluff +1, Concentration +2, Use Magical Device +1

Level 5
Class: Sorcerer
Skills: Bluff +1, Concentration +1, Use Magical Device +1
Enhancements: Skill: Improved Heightening 1, Sorcerer’s Concentration 2, Skill: Sorcerer’s Bluff 2

Level 6
Class: Sorcerer
Skills: Use Magical Device +1, others by preference.
Feat: Greater Spell Penetration
Enhancements: Energy of Dragonblooded 2, Improved Spell Penetration 1, Drow Spell Resistance 2

Level 7
Class: Sorcerer
Skills: Bluff +1, Concentration +1, Use Magical Device +1
Enhancements: Sorcerer’s Charisma 2, Improved Heightening 2

Level 8
Class: Sorcerer
Ability: Charisma +1
Skills: Bluff +1, Concentration +1, Use Magical Device +1

Level 9
Class: Sorcerer
Skills: Use Magical Device +1, others by preference.
Feat: Heighten Spell

Level 10
Class: Sorcerer
Skills: Bluff +1, Concentration +1, Use Magical Device +1
Enhancements: Improved Spell Penetration 2, Energy of Dragonblooded 2

Level 11
Class: Sorcerer
Skills: Bluff +1, Concentration +1, Use Magical Device +1
Enhancements: Improved Heightening 3

Level 12
Class: Sorcerer
Ability: Charisma +1
Skills: Use Magical Device +1, others by preference.
Feat: Greater Spell Penetration
Enhancements: Sorcerer’s Charisma 3

Level 13
Class: Sorcerer
Skills: Use Magical Device +1, others by preference.
Enhancements: Improved Spell Penetration 3

Level 14
Class: Sorcerer
Skills: Use Magical Device +1, others by preference.
Enhancements: Energy of Dragonblooded 4

jmk4476
09-23-2009, 12:06 PM
yeah sorry i left that out, for now i was going to go human or halfling, right now im not gonna be spending $ to get one of the vip classes, so these seemd like the obvious choices. Adv vs. Disadv. of either considering what i want my build to be? ty for responses so far. I would consider any race though (excluding vip ones) if an adv can be shown..ty for first responder, but a lot of that is a little above my head, i see it looks like a nice build, but im really so new id be scared to play a cross class char. and was really looking for a simple dps sorc to play to get the feel of the game, just want o make the best intial choices whiloe im learning everything (which is a lot of info!)

tinyelvis
09-23-2009, 12:40 PM
Sorcerers are like pizza any are good. You can also DPS with any sorc. However, to be an effective DPS sorc, that takes a very very high amount of experience and game knowledge. So, until you get that don't forget to make the toon generally well rounded.

Humans: Get an extra feat. This can mean a whole lot to many people especially when you consider you are playing a feat starved sorc. They also in essence get an extra skill. Humans can achieve the second highest charisma score end game, however, it does not come free and they need to spend some action points to achieve this. This was big before mod 9. Currently this can produce a meaningless odd number so they settle for the second highest charisma pretty cheaply (4 points less than all but drow).

Haflings: Are probably the most durable of fleshy races. They get bonuses to all saves and can purchase more. Plus their starting dex bonus is in essence another +1 to reflex save over other toons. They get a jump bonus ( a minor but notable point). And get a big bonus to move silent. Meaning its a little easier to sneak with them (Hide and move are good solo traits in mod 9). They do have a drwback, their strength and carrying capacity. There are times you will need to leave loot behind until you get strength buffs thru spells, tomes, or items. I dont advise wasting precious build points in strength. I do advise getting as much balance as possible. Its odd but it seems they are well liked by many folks especially chicks if you have a cute name. Just remember not to use voice chat and spoil the effect.

jmk4476
09-23-2009, 12:59 PM
need to choose my first 2 spells was thinking niacs cold ray and burning hands...any thoughts?

Barumar
09-23-2009, 01:49 PM
Both two good choices. Magic Missile is also an excellent choice, especialy once you get an item that boosts its damage, or take either Empower or Maximize (staple feats by mid-levels - but overkill to have both at lvl 1 imho).

You will swap out Burning Hands later on, but it us great for using in doors where the tanks are standing in them fighting mobs. Trying to use it on mobs NOT engaged by a fighter type will get you killed quick :D.

Learning about AGRO management hands on is a big part of bring a Sorc!

Eventually you will be able to kill, stop, slow down, or charm most mobs (NOT all bosses) in the game, but at low levels you need to concentrate on staying alive :).

Oh, and take Web at lvl 2 - as it rocks even at end gamed (when Heightened!).

Barumar

tinyelvis
09-23-2009, 05:09 PM
need to choose my first 2 spells was thinking niacs cold ray and burning hands...any thoughts?

Those are fine. Grap charm and hypno scrolls. Cast from scroll for levels 1 - 3.