Aspenor's Guide to Rolling and Building a Sorceror pt II
First of all, you have to know what you want from your sorceror. Do you want to be a crowd control master? Do you want to be an instant-death killing machine? Or maybe you prefer direct damage/nuking....All of these are viable options. Each type will have different feats, spells, and different enhancement focus.
Firstly, lets start with stats. DDO has peculiar rules regarding caster classes, which differ greatly from PnP. Firstly, and most notably, IMHO at end-game the only stats that matter are your primary casting stat (Charisma, in the case of sorcerors), and your constitution score (governs your hit points). Keep in mind that sorcerors only get 2 skill points + INT modifier per level. Concentration is of utmost importance, because you want your spells to go off when you cast them, you don't want some monster hitting you to stop it. UMD is a common favorite, and a high level sorceror can use raise dead scrolls if he/she is properly equipped. Maxxing both these skills will take ALL your base skill points.
It is thus my recommendation to start all sorcerors with enough intelligence to gain 3 skill points per level. My three skills I chose were concentration, UMD, and jump. Jump is for evasive maneuvering, and is incredibly useful for avoiding damage. YOU WILL NOT want to stand still when mobs attack you.
PS RE: SKILLS--You may choose to take diplomacy instead of jump. Diplomacy ROCKS for a sorceror, and I will get around to explaining that later.
My recommended Starting stats, drow sorceror
STR-8
DEX-10
CON-14
INT-12
WIS-8
CHA-20
Skill points spent AT EVERY LEVEL in UMD, jump, and concentration. (PS-OR DIPLOMACY INSTEAD OF JUMP)
Feats (in Order): (Drow)
Maximize
Extend
Heighten
Spell Penetration
Spell Focus: Necromancy
Greater Spell Penetration
Feats (in Order): (Human)
Maximize
Extend
Heighten
Spell Penetration
Spell Focus: Necromancy
Greater Spell Penetration
Empower (or SF: UMD, or another spell focus I.E. illusion or abjuration)
Feats--You sacrifice a direct damage feat (empower) for added hitting power for your instant kill spells.
Spell choices: 1st level
Charm Person, Niacs
At first level you will want to be able to short-man quests, and you will want to be able to take control of the baddies to fight for you. Charm Person works on kobolds and hobgoblins, the common enemies in the early game. Niacs is for damage output. It is the highest damage spell for first level available, and it works well on early mobs, especially casters. A sorceror should remember melee mobs have low will, and caster mobs have low dex, so charm the fighting types
and kill the caster types.
Spell Choice: 2nd level
Hypnotism
Will save spell, useful for making groups of mobs stand still. A sorceror can spam cast 2-3 hypnotisms and render entire crowds immobile. I recommend taking this at 2nd level to help control crowds.
Alternative: Burning hands
Burning hands is a good low level damage spell for groups of monsters, and taking burning hands at second level also allows the sorceror to be more effective against undead, since ice does not work on skeletons.
Spell Choice: 3rd Level
Burning Hands
See above, alternative spell is hypnotism.
Spell Choice: 4th level
Web or Resist Energy
Web is the fundamental crowd control spell in the game. Learn it, use it, and master it. Being able to use this spell effectively will help you use others later down the line. Resist energy is a MUST HAVE for a sorceror. Taking this spell early also makes your sorceror more able to short-man quests for quicker experience. You can make due with your first level spells for CC and damage.
Spell Choice: 5th Level
Web or Resist Energy
Whichever one is not chosen at 4th, take it at 5th.
Spell Chice: 6th Level
Haste
Everybody loves haste. You know you can't live without it. At low levels there is nothing like hasting a fighter.
Now's when it gets hairy. Around 6th level, you no longer need some early spells, and you are in need of different spells for the quests you are in.
For example, Stormcleave is a common 6-8 experience quest, and the giant at the end canot be harmed by Niac's. However, crowd control is necessary for this quest, and it would be awful tough to give up one of your CC spells. At 6th level I recommend dropping burning hands for magic missle, simply for use in killing the giant. If you feel you can count
on your fighters to do this, this change may not be necessary.
Spell Swap- Burning Hands for Magic Missile
Spell Choice: 7th Level
2nd Level - Blur
3rd Level - Fireball
Blur will be your first defensive buff. KEEP YOURSELF BLURRED. You have no AC. Damage avoidance is your only way to survive. Fireball replaces burning hands as your AoE killer.
Recommended spell swap at 7th level:
Niac's for Jump
Niacs is no longer your primary killing spell. Fireball is a reflex save, and performs just as well as Niacs but AoE. Jump is necessary for evasive maneuvering.
Jump is a must-have for a 14th level caster.
Spell Choice: 8th level
Phantasmal Killer - First instant-kill spell. Learn to love it. Dual fortitude & will save for the kill.
Spell Choices: 9th level
W))T!! We get 3 spells this level!
2nd Level - Scorching Ray
3rd Level - Displacement
4th Level - Wall of Fire
Displacement is a MUST HAVE for a sorceror. 50% miss chance will save your tail ALOT. Use this spell, and use it often when you get aggro.
Scorching ray - staple high level damage spell. At low levels it is less useful, due to 1 ray only. It now has 2.
Wall of Fire - Staple damage spell. Learn to love it. You'll be jumping around in it like a jackrabbit on crack.
Spell Choices: 10th level
5th level - Hold Monster
Hold Monster is your new Melee destruction spell. Being attacked by a fighter type mob? HOLD THEM. Will save spell.
Recommended spell swap:
Hypnotism for Nightshield
With your casting speed on hold monster, hypnotism is not necessary. Use web for group control, if necessary. More mobs cast magic missles and force missiles at high levels, including the Stormreaver. Magic missles are unavoidable damage, and this simple spell lasts for 1min/level, and absorbs all missile effects. It also gives resistance bonus to saves.
Spell Choices: 11th Level
3rd Level - Protection from energy
4th Level - Stoneskin
5th Level - Cone of Cold
I R SQUISSHEEEE
Displacement and stoneskin is the BEST armor class in the game. Use it, love it. Live it.
Protection from energy may seem like it is unnecessary, but you won't think so when you get hit with 100 damage lightning and 180 damage polar rays. Damage mitigation is your friend. Cone of Cold is your new burning hands, except much better. Especially useful on fire monsters (14th level crits up to 2000-ish).
Spell choices: 12th level
6th Level - Flesh to Stone
This spell is your new caster-stopper. It is a fort save, and clerics/caster types have low con. Use it, and love it. Spam it, if you must.
Spell Choices: 13th Level
4th Level-Enervation
5th level-Dominate Person
6th Level-Greater Heroism
Enervation is your debuff spell. Hit tough mobs with an enervation (it has no save) and then PK to your heart's content.
Dominate Person is your new charm person.
Possible Spell Swap, depending on preference
You may wish to keep web, but I find myself with no shortage of spells to throw with this build. I swap web for false life, free temp. hit points from mana.
Spell Choice: 14th Level
7th - Finger of Death
Single fortitude save or death. Learn to love it.
Spell Choice: 15th Level
5th - Break Enchantment
6th - Disintegrate
7th - Banishment
Spell Choice: 16th Level
8th - Trap the Soul - or swap for something else, Greater Shout, or Otto's if you actually intend on using your 8th level slot regularly
Enhancements
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WIP