View Full Version : Help with build please
XxCian38xX
02-04-2011, 11:04 PM
Hello, I was just wondering if I could get some feedback for this build I have made. This is my first build, so Thanks!
Character Plan by DDO Character Planner Version 3.8.0
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Good Drow Male
(20 Sorcerer)
Hit Points: 182
Spell Points: 1904
BAB: 10\10\15\20
Fortitude: 9
Reflex: 6
Will: 12
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 8 8
Dexterity 10 10
Constitution 16 16
Intelligence 10 10
Wisdom 10 10
Charisma 18 23
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 1 5.5
Bluff 4 6
Concentration 7 26
Diplomacy 4 6
Disable Device n/a n/a
Haggle 4 6
Heal 0 0
Hide 0 0
Intimidate 4 6
Jump -1 -1
Listen 0 2
Move Silently 0 0
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 2
Spot 0 2
Swim -1 -1
Tumble n/a n/a
Use Magic Device 5 12
Level 1 (Sorcerer)
Skill: Balance (+1)
Skill: Concentration (+4)
Skill: Use Magic Device (+1)
Feat: (Selected) Empower Spell
Spell (1): Acid Spray
Spell (1): Niac's Cold Ray
Level 2 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (1): Hypnotism
Level 3 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Extend Spell
Spell (1): Charm Person
Level 4 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (2): Web
Level 5 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (2): Resist Energy
Level 6 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Maximize Spell
Spell (3): Haste
Level 7 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (2): Blur
Spell (3): Acid Blast
Level 8 (Sorcerer)
Ability Raise: CHA
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (4): Wall of Fire
Level 9 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Heighten Spell
Spell (2): Scorching Ray
Spell (3): Displacement
Spell (4): Stoneskin
Level 10 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (5): Hold Monster
Level 11 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (3): Protection From Energy
Spell (4): Ice Storm
Spell (5): Cone of Cold
Level 12 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Spell Penetration
Spell (6): Flesh to Stone
Level 13 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (4): Enervation
Spell (5): Break Enchantment
Spell (6): Disintegrate
Level 14 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (7): Finger of Death
Level 15 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Greater Spell Penetration
Spell (5): Protection From Elements
Spell (6): Reconstruct
Spell (7): Delayed Blast Fireball
Level 16 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (8): Polar Ray
Level 17 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (8): Incendiary Cloud
Spell (7): Waves of Exhaustion
Level 18 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Toughness
Spell (9): Wail of the Banshee
Level 19 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (8): Trap the Soul
Spell (9): Energy Drain
Level 20 (Sorcerer)
Ability Raise: CHA
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (9): Meteor Swarm
I spot two real problems right off the bat.
1. It is a Drow.
2. It is a caster.
However, other issues include,
.5 balance
-1 jump
-1 swim
no enhancements listed to see where you are going with this...cant help ya with feats as I dont do casters but low HP and late toughness seem to me that it will be tough surviving any quests (even at level 1).
XxCian38xX
02-05-2011, 11:18 AM
Hey does this look a little better, put in all the enhancements.
Character Plan by DDO Character Planner Version 3.8.0
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Good Drow Male
(20 Sorcerer)
Hit Points: 192
Spell Points: 2032
BAB: 10\10\15\20
Fortitude: 9
Reflex: 6
Will: 12
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 8 8
Dexterity 10 10
Constitution 16 16
Intelligence 10 10
Wisdom 10 10
Charisma 18 26
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 0 3.5
Bluff 4 8
Concentration 7 28
Diplomacy 4 8
Disable Device n/a n/a
Haggle 4 8
Heal 0 0
Hide 0 0
Intimidate 4 8
Jump 0 2.5
Listen 0 2
Move Silently 0 0
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 2
Spot 0 2
Swim 0 2
Tumble n/a n/a
Use Magic Device n/a 10.5
Level 1 (Sorcerer)
Skill: Concentration (+4)
Skill: Jump (+1)
Skill: Swim (+1)
Feat: (Selected) Empower Spell
Spell (1): Acid Spray
Spell (1): Niac's Cold Ray
Enhancement: Elven Enchantment Resistance I
Enhancement: Improved Concentration I
Enhancement: Sorcerer Energy Manipulation I
Enhancement: Sorcerer Energy of the Dragonblooded I
Level 2 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (1): Hypnotism
Enhancement: Elven Arcane Fluidity I
Enhancement: Sorcerer Improved Empowering I
Enhancement: Sorcerer Wand and Scroll Mastery I
Level 3 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Extend Spell
Spell (1): Charm Person
Enhancement: Sorcerer Lineage of Energy I
Enhancement: Sorcerer Charisma I
Enhancement: Sorcerer Wand Heightening I
Level 4 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (2): Web
Enhancement: Improved Concentration II
Enhancement: Sorcerer Energy Manipulation II
Enhancement: Sorcerer Subtle Spellcasting I
Level 5 (Sorcerer)
Skill: Concentration (+1)
Skill: Swim (+0.5)
Spell (2): Resist Energy
Enhancement: Elven Enchantment Resistance II
Enhancement: Sorcerer Spell Penetration I
Level 6 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Maximize Spell
Spell (3): Haste
Enhancement: Elven Arcane Fluidity II
Enhancement: Sorcerer Improved Maximizing I
Level 7 (Sorcerer)
Skill: Concentration (+1)
Skill: Swim (+0.5)
Spell (2): Blur
Spell (3): Acid Blast
Enhancement: Sorcerer Energy of the Dragonblooded II
Enhancement: Sorcerer Wand Heightening II
Level 8 (Sorcerer)
Ability Raise: CHA
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (4): Wall of Fire
Enhancement: Sorcerer Improved Empowering II
Level 9 (Sorcerer)
Skill: Jump (+0.5)
Skill: Swim (+0.5)
Feat: (Selected) Heighten Spell
Spell (2): Scorching Ray
Spell (3): Displacement
Spell (4): Stoneskin
Enhancement: Sorcerer Improved Heightening I
Level 10 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (5): Hold Monster
Enhancement: Sorcerer Spell Penetration II
Level 11 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (3): Protection From Energy
Spell (4): Ice Storm
Spell (5): Cone of Cold
Enhancement: Improved Concentration III
Level 12 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Spell Penetration
Spell (6): Flesh to Stone
Enhancement: Sorcerer Charisma II
Enhancement: Sorcerer Wand Heightening III
Level 13 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (4): Enervation
Spell (5): Break Enchantment
Spell (6): Disintegrate
Enhancement: Sorcerer Improved Maximizing II
Level 14 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (7): Finger of Death
Enhancement: Elven Enchantment Resistance III
Enhancement: Sorcerer Lineage of Elements I
Level 15 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Greater Spell Penetration
Spell (5): Protection From Elements
Spell (6): Reconstruct
Spell (7): Delayed Blast Fireball
Enhancement: Elven Arcane Fluidity III
Enhancement: Improved Concentration IV
Level 16 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (8): Polar Ray
Enhancement: Sorcerer Lineage of Energy II
Enhancement: Sorcerer Lineage of Elements II
Level 17 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (8): Incendiary Cloud
Spell (7): Waves of Exhaustion
Enhancement: Sorcerer Lineage of Force I
Enhancement: Sorcerer Lineage of Force II
Enhancement: Sorcerer Lineage of Deadly Energy I
Level 18 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Toughness
Spell (9): Wail of the Banshee
Enhancement: Sorcerer Lineage of Deadly Energy II
Level 19 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (8): Trap the Soul
Spell (9): Energy Drain
Enhancement: Sorcerer Charisma III
Level 20 (Sorcerer)
Ability Raise: CHA
Skill: Jump (+0.5)
Skill: Swim (+0.5)
Spell (9): Meteor Swarm
Enhancement: Sorcerer Bloodline of Power
Enhancement: Racial Toughness I
Enhancement: Sorcerer Force Manipulation I
7-day_Trial_Monkey
02-05-2011, 11:39 AM
I spot two real problems right off the bat.
1. It is a Drow.
2. It is a caster.
However, other issues include,
.5 balance
-1 jump
-1 swim
no enhancements listed to see where you are going with this...cant help ya with feats as I dont do casters but low HP and late toughness seem to me that it will be tough surviving any quests (even at level 1).
Swim? Is that a joke? That skill is completely irrelevant.
They can cast a +30 jump, no need to put points into that skill either.
The 10 dex and 8 str should be the other way around. The extra dex does nothing for you. The extra str will help you avoid been incapacitated by a ray of enfeeblement.
XxCian38xX
02-05-2011, 12:24 PM
drow's start with 10 dex, is there any other abilities I should lower to pump up my strength?
Arkadios
02-05-2011, 12:30 PM
drow's start with 10 dex, is there any other abilities I should lower to pump up my strength?
Yes, drop wis back down to 8, what is that doing for you? increase str, also i'd drop con down(hate to say this but still) and increase cha, if you're not starting with max 20 cha on a drow it's pretty pointless to be one and would be better going human or Helf.
XxCian38xX
02-05-2011, 12:36 PM
Character Plan by DDO Character Planner Version 3.8.0
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Good Drow Male
(20 Sorcerer)
Hit Points: 172
Spell Points: 2061
BAB: 10\10\15\20
Fortitude: 8
Reflex: 6
Will: 11
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 10 10
Dexterity 10 10
Constitution 14 14
Intelligence 10 10
Wisdom 8 8
Charisma 20 28
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 0 3.5
Bluff 5 9
Concentration 6 27
Diplomacy 5 9
Disable Device n/a n/a
Haggle 5 9
Heal -1 -1
Hide 0 0
Intimidate 5 9
Jump 1 3.5
Listen -1 1
Move Silently 0 0
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 2
Spot -1 1
Swim 1 3
Tumble n/a n/a
Use Magic Device n/a 11.5
Level 1 (Sorcerer)
Skill: Concentration (+4)
Skill: Jump (+1)
Skill: Swim (+1)
Feat: (Selected) Empower Spell
Spell (1): Acid Spray
Spell (1): Niac's Cold Ray
Enhancement: Elven Enchantment Resistance I
Enhancement: Improved Concentration I
Enhancement: Sorcerer Energy Manipulation I
Enhancement: Sorcerer Energy of the Dragonblooded I
Level 2 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (1): Hypnotism
Enhancement: Elven Arcane Fluidity I
Enhancement: Sorcerer Improved Empowering I
Enhancement: Sorcerer Wand and Scroll Mastery I
Level 3 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Extend Spell
Spell (1): Charm Person
Enhancement: Sorcerer Lineage of Energy I
Enhancement: Sorcerer Charisma I
Enhancement: Sorcerer Wand Heightening I
Level 4 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (2): Web
Enhancement: Improved Concentration II
Enhancement: Sorcerer Energy Manipulation II
Enhancement: Sorcerer Subtle Spellcasting I
Level 5 (Sorcerer)
Skill: Concentration (+1)
Skill: Swim (+0.5)
Spell (2): Resist Energy
Enhancement: Elven Enchantment Resistance II
Enhancement: Sorcerer Spell Penetration I
Level 6 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Maximize Spell
Spell (3): Haste
Enhancement: Elven Arcane Fluidity II
Enhancement: Sorcerer Improved Maximizing I
Level 7 (Sorcerer)
Skill: Concentration (+1)
Skill: Swim (+0.5)
Spell (2): Blur
Spell (3): Acid Blast
Enhancement: Sorcerer Energy of the Dragonblooded II
Enhancement: Sorcerer Wand Heightening II
Level 8 (Sorcerer)
Ability Raise: CHA
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (4): Wall of Fire
Enhancement: Sorcerer Improved Empowering II
Level 9 (Sorcerer)
Skill: Jump (+0.5)
Skill: Swim (+0.5)
Feat: (Selected) Heighten Spell
Spell (2): Scorching Ray
Spell (3): Displacement
Spell (4): Stoneskin
Enhancement: Sorcerer Improved Heightening I
Level 10 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (5): Hold Monster
Enhancement: Sorcerer Spell Penetration II
Level 11 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (3): Protection From Energy
Spell (4): Ice Storm
Spell (5): Cone of Cold
Enhancement: Improved Concentration III
Level 12 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Spell Penetration
Spell (6): Flesh to Stone
Enhancement: Sorcerer Charisma II
Enhancement: Sorcerer Wand Heightening III
Level 13 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (4): Enervation
Spell (5): Break Enchantment
Spell (6): Disintegrate
Enhancement: Sorcerer Improved Maximizing II
Level 14 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (7): Finger of Death
Enhancement: Elven Enchantment Resistance III
Enhancement: Sorcerer Lineage of Elements I
Level 15 (Sorcerer)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Greater Spell Penetration
Spell (5): Protection From Elements
Spell (6): Reconstruct
Spell (7): Delayed Blast Fireball
Enhancement: Elven Arcane Fluidity III
Enhancement: Improved Concentration IV
Level 16 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (8): Polar Ray
Enhancement: Sorcerer Lineage of Energy II
Enhancement: Sorcerer Lineage of Elements II
Level 17 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (8): Incendiary Cloud
Spell (7): Waves of Exhaustion
Enhancement: Sorcerer Lineage of Force I
Enhancement: Sorcerer Lineage of Force II
Enhancement: Sorcerer Lineage of Deadly Energy I
Level 18 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Toughness
Spell (9): Wail of the Banshee
Enhancement: Sorcerer Lineage of Deadly Energy II
Level 19 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (8): Trap the Soul
Spell (9): Energy Drain
Enhancement: Sorcerer Charisma III
Level 20 (Sorcerer)
Ability Raise: CHA
Skill: Jump (+0.5)
Skill: Swim (+0.5)
Spell (9): Meteor Swarm
Enhancement: Sorcerer Bloodline of Power
Enhancement: Racial Toughness I
Enhancement: Sorcerer Force Manipulation I
Better? Is there anything else I am missing, any more comments?
Looking much better, I would still try to avoid leaving a skill at *.5 as that is a wasted skill point use. I know they say swim and jump are worthless to you since you can cast jump spells and use a waterbreathing...but you will find that jump spell is a waste of sp for simple jumps onto boxes and ledges that a 2 jump can reach and a -1 wont. Swim also includes speed of swimming and there are some loooong swims that a -1 swim wont let you finish before your ring wears off.
I dont like elves or drow much myself, but what you have here looks playable, and the bottom line to me is if you enjoy playing it.
What server Cain? I would run with ya.
SaneDitto
02-05-2011, 10:19 PM
Looking much better, I would still try to avoid leaving a skill at *.5 as that is a wasted skill point use. I know they say swim and jump are worthless to you since you can cast jump spells and use a waterbreathing...but you will find that jump spell is a waste of sp for simple jumps onto boxes and ledges that a 2 jump can reach and a -1 wont. Swim also includes speed of swimming and there are some loooong swims that a -1 swim wont let you finish before your ring wears off.
I dont like elves or drow much myself, but what you have here looks playable, and the bottom line to me is if you enjoy playing it.
What server Cain? I would run with ya.
A few notes for the OP:
- Sorcerers have enough SP to throw around that Jump's SP cost, even extended, is pretty much trivial, especially if you keep the Archivist's Necklace, get a Twisted Talisman, craft a Concordant Opposition item, or are lucky enough to get your claws on a Torc. The latter three assumes you have the P2P content, but even without those the Archivist's is adequate enough, as about 90% of SP problems (give or take) is due to poor SP management.
- By the time you have to worry about drown-worthy swims, you should have an underwater action item, which more or less renders Swim obsolete. The exception is if you really, really like flying (as the speed of Fly is affected by Swim), but pumping skill points into something that's pretty much exclusive to Gianthold and Reaver's Refuge is...strange? :confused:
EDIT: If you cannot find an underwater action item (or the prices at the extortion house gave your wallet a heart attack), look for clothing and jewelry with the "of Swimming" suffix. The bonus is usually enough to get through all but the hairiest swims without a single point in the skill, but I do highly recommend finding or buying an underwater action item.
DOUBLE EDIT: Alternatively, if you have lots of potions to spare, you can try quaffing down the drowning damage. Not recommended, but if you're that unlucky to resort to it...*shrug*
- Never, never, ever cap with skills ending in .5, as it is a poor use of skill points and there are currently no items that give a +x.5 bonus.
XxCian38xX
02-06-2011, 10:55 AM
Ok guys thanks for the feedback, I'll change the .5 skills, and ttip ill probably reroll my lvl 3 wiz on Ghallanda for room for this char :P
CR-Shadowborn
02-07-2011, 07:23 AM
I have held off posting since i have only been on DDO since last June and have only capped one Sorc. But i would suggest taking another look at feats and enhancements.
The only meta magic feats i have are extend, empower and maximize at cap the first two are on always and the last only when soloing an end fight.
Lastly you need to take a hard look at increasing your spell penetration. As you level the saves and resistances of the mobs you face will increase and without the highest spell pen you can manage you will not be as effective for crowd control. Find the best spell pen item you can and buy it, if you can mass hold mobs the melee's will love having you in a group with them as well as the healers.
XxCian38xX
02-11-2011, 09:08 PM
Ok thanks.
Qutsemnie
02-12-2011, 01:04 AM
Late toughness doesn't make any sense to me. It is percentage wise most valuable at level 1. If your going to get it (and you should) you might as well just get it.
tihocan
02-14-2011, 07:51 AM
Yep take Toughness first.
Personally I'd go 8 Str / 12 Int, so you can grab Balance as well. But it's really a matter of personal preference, both are viable. If you can get a +2 Int tome at L7, then 10 Str probably makes more sense. A middle-ground is 9 Str / 11 Int if you can get a +1 Int tome early enough.
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