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  1. #1
    Community Member Raiken's Avatar
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    Default multiclass feat suggestions?

    currently im a 2/1 fighter/sorc omw to 4/10.
    currently my feats are : dodge, toughness, mobility, and spell penetration

    so my question is should i invest some feats/enh is spell penetration to make me as closely comparable to a full sorc as possible? i also plan on the heightening spell to make up for some points on my dcs for some spells.

    any other suggestions would be appreciated as well.

    thks

  2. #2

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    If you have some heavy duty charisma, then spell penetration is a good pick in mid/late levels.

    If you don't have a lot of charisma then don't bother with DC scores or spell penetration at all. Spec purely for damage spells which never need spell penetration and where the DC is either not overly important or totaly irrelivent.
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  3. #3
    Community Member Geonis's Avatar
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    I see the need for Toughness, Spell penetration, and even Dodge, but I fail to see the use for Mobility unless you are trying to get Spring Attack, and at high levels Spring Attack is useless. You rarely need those extra 4 points even if you do the MC thing. Just remember you can scroll GH and Tenser's Transformation on 4 on a d20.


    Assuming you are going for a fighter type with options, the following will help your character:



    Weapon Focus - More to open Weapon Spec than for the plus to-hit

    Weapon Spec - More damage, any more questions?

    Imp Crit - see Weapon Spec

    TWF? - Is a possibility, just remember your Shield spell.

    Heighten - will help, but Enervation is better and doesn't cost a feat.

    Empower or Maximize - preferably both, but if you hae to choose go with Maximize, as you should still have plenty of SP.

    Extend - This feat should be taken early and probably swapped out later. Except for Haste and Displacement, the cost of a feat to Extend is kind of high.



    My suggestion, go for a strength build and go with a 2 handed weapon.

    Feats should look something like this: Toughness, Weapon Focus, Weapon Spec, Imp Crit, Maximize Spell, Power Attack, Spell Penetration (maybe, or you could just go damage spells or physical atks against high SR mobs and tak Cleave for those special effect weapons [paras, vorpals,etc..]), and probably Extend.

    A lot of people will say why 2 hand it if you don't take the THF feats, but you just can't afford the aggro here. You do a little damage to the side mobs, but are only drawing aggro from the 1 you're attacking.


    The armor situation should probably be Mith Breatplate or Mith Chain Shirt. I lean toward Mith Chain Shirt, since with Drow enhancement you can get to 0% spell failure. With the first fighter Armor (can't remember the name, but it raises the max dex) you need to hit a 24 dex, so you can't really skimp here, at least a 16 or 14 if yo expect a +2 dex tome.


    As for spells, I think you would get the following numbers, and with them are my suggestions.

    1st - 4
    Shield (necessary to keep your AC "decent")

    Expeditious Retreat (Keeps you extra mobile even after the Haste wears off, can be swapped out after a good striding item is found)

    Magic Missile (sometimes nothing else works)

    (number 4 is kind of open, I would put Jump here, as I hate getting caught in the middle of a group of baddies, but you can use personal preference)


    2nd - 4
    Blur (First line of damage mitigation, should always be going)

    Resist Energy (yeah, it's only 20, but 20pts can save you a lot of damage)

    Scorching Ray (No save and no SR!?!? One of your best damage dealers)

    (Again, I'll leave number 4 open for some customization)


    3rd - 3
    Haste (have to carry as it helps you're movement, your AC, and your damage output)

    Displacement - (A better form of damage mitigation than Blur, but doesn't last near as long, so you have to pick and choose when to use it)

    (I'll leave this one open as well for customization, but a good choice here is Lightning Bolt for those creatures immune to fire, but you would have to spens Action Points to make it worthwhile.)


    4th - 2

    Wall of Fire - (This should be your number one damage dealer, throw one down and stand in it fighting the baddies, or grab an adamantine tower shield and turtle up in it)

    Enervation - (One of the most underutilized spells in the game. It gives the opponent 1d4 negative levels, which subtracts from their HPs, to-hit, and saves. I mean come on, it's a no-brainer. Only down-side is there is an SR check if the mob has it. With the Spell Pen feat and the 2nd level of enhancements, you're as good as a 14 Sorc with no add-ons, so you can get away with using this most of the time, just don't try it on named mobs on elite and you should be fine.)

    5th - 1

    This one could be several things, I lean toward Cone of Cold as you're fire enahancements help there, but you aren't hitting it's cap for damage yet, so I can see picking something else. Another thought is Waves of Fatigue, as I don't think there's a save for that.


    Scrolls

    These are scrolls you should always carry a stack of.

    Stoneskin - 100 - Always have one up, -10 points of damage per hit is huge.

    Greater Heroism - 100 - Can't cast without some failure, but only need a 4 on a d20, so little chance of failure and +4 to hit, saves, immunity to fear and temp HPs? This can't be beat.

    Tenser's Transformation - 100 - Again, a small chance of failure, but worth it. It doesn't last long, but it lets you keep up with the big dogs for a short time, just remember no casting while it's going.


    Enervation - 100 - Remember, no save. The only reason we're carrying the spell, is to save money and the cooldown is a lot less. You can use scrolls to supplement your SPs.

    There are many more you could carry, but these are the ones I strongly suggest carrying.


    I think I'm going to make a new character when I get home.
    Last edited by Geonis; 09-13-2007 at 09:53 PM.
    Hi, I play Generic Fantasy RPG Online, formerly known as DDO.

  4. #4
    Community Member Geonis's Avatar
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    Default

    Maybe look something like this.

    Code:
    Character Plan by DDO Character Planner Version 2.70
    DDO Character Planner Home Page
    
    Level 14 Neutral Good Drow Male
    (4 Fighter \ 10 Sorcerer) 
    Hit Points: 145
    Spell Points: 910 
    BAB: 9\9\14
    Fortitude: 8
    Reflex: 8
    Will: 7
    
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 14)
    Strength             16                    20
    Dexterity            16                    18
    Constitution         12                    12
    Intelligence         10                    10
    Wisdom                8                     8
    Charisma             16                    20
    
    Tomes Used
    +1 Tome of Charisma used at level 14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 14)
    Balance               3                     4
    Bluff                 3                     5
    Concentration         5                    16
    Diplomacy             5                    13.5
    Disable Device        n/a                   n/a
    Haggle                3                     5
    Heal                 -1                    -1
    Hide                  3                     4
    Intimidate            3                     5
    Jump                  3                     5
    Listen               -1                     1
    Move Silently         3                     4
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     0
    Search                0                     2
    Spot                 -1                     1
    Swim                  3                     5
    Tumble                n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Sorcerer)
    Skill: Concentration (+4)
    Skill: Diplomacy (+2)
    Feat: (Selected) Extend Spell
    Spell (1): Expeditious Retreat
    Spell (1): Magic Missle
    Enhancement: Sorcerer Elemental Manipulation I
    Enhancement: Sorcerer Energy of the Dragonblooded I
    
    Level 2 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Spell (1): Jump
    Enhancement: Sorcerer Charisma I
    
    Level 3 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Feat: (Selected) Toughness
    Spell (1): Shield
    
    Level 4 (Sorcerer)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Spell (2): Scorching Ray
    
    Level 5 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Diplomacy (+0.5)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Toughness I
    Enhancement: Elven Arcane Fluidity I
    Enhancement: Elven Dexterity I
    Enhancement: Sorcerer Elemental Manipulation II
    Enhancement: Fighter Haste Boost I
    
    Level 6 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Diplomacy (+0.5)
    Feat: (Selected) Maximize Spell
    Feat: (Fighter Bonus) Power Attack
    Enhancement: Fighter Strength I
    
    Level 7 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Spell (2): Blur
    Enhancement: Sorcerer Energy of the Dragonblooded II
    Enhancement: Elven Arcane Fluidity II
    
    Level 8 (Sorcerer)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Spell (3): Haste
    Enhancement: Sorcerer Charisma II
    Enhancement: Elven Dexterity II
    
    Level 9 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Feat: (Selected) Cleave
    Spell (2): Resist Energy
    Spell (3): Displacement
    Enhancement: Sorcerer Elemental Manipulation III
    
    Level 10 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Spell (4): Wall of Fire
    Enhancement: Elven Arcane Fluidity III
    
    Level 11 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Diplomacy (+0.5)
    Enhancement: Fighter Armor Mastery I
    
    Level 12 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+0.5)
    Skill: Diplomacy (+0.5)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    Enhancement: Fighter Toughness II
    
    Level 13 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Spell (2): False Life
    Spell (3): Ray of Exhaustion
    Spell (4): Enervation
    Enhancement: Sorcerer Energy of the Dragonblooded III
    
    Level 14 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Spell (5): Waves of Fatigue
    Enhancement: Sorcerer Elemental Manipulation IV
    Enhancement: Sorcerer Charisma III
    Hi, I play Generic Fantasy RPG Online, formerly known as DDO.

  5. #5
    Community Member Raiken's Avatar
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    This is kind of what i came up with a few minutes ago, im only 2/1 f/s right now and halfway through 3 (two enh to go in 3 still)

    Code:
    Character Plan by DDO Character Planner Version 2.70
    DDO Character Planner Home Page
    
    Sxith 
    Level 14 Chaotic Neutral Drow Male
    (4 Fighter \ 10 Sorcerer) 
    Hit Points: 145
    Spell Points: 964 
    BAB: 9\9\14
    Fortitude: 8
    Reflex: 7
    Will: 8
    
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 14)
    Strength             15                    16
    Dexterity            14                    16
    Constitution         12                    12
    Intelligence         12                    12
    Wisdom               10                    10
    Charisma             16                    22
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 14)
    Balance               2                     3
    Bluff                 3                     7
    Concentration         1                    14
    Diplomacy             3                     6
    Disable Device        n/a                   n/a
    Haggle                3                     6
    Heal                  2                     6
    Hide                  2                     3
    Intimidate            5                     8
    Jump                  6                     8
    Listen                0                     2
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                1                     1
    Search                1                     3
    Spot                  0                     2
    Swim                  4                     5
    Tumble                n/a                   4
    Use Magic Device      n/a                  14
    
    Level 1 (Fighter)
    Skill: Heal (+2)
    Skill: Intimidate (+2)
    Skill: Jump (+4)
    Skill: Swim (+2)
    Feat: (Fighter Bonus) Dodge
    Feat: (Selected) Toughness
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Fighter Toughness I
    
    Level 2 (Fighter)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Feat: (Fighter Bonus) Mobility
    Enhancement: Improved Drow Spell Resistence I
    Enhancement: Fighter Strength I
    
    Level 3 (Sorcerer)
    Skill: Bluff (+1)
    Skill: Concentration (+2)
    Feat: (Selected) Spell Penetration
    Spell (1): Sleep
    Spell (1): Ray of Enfeeblement
    Enhancement: Elven Dexterity I
    Enhancement: Sorcerer Energy of the Dragonblooded I
    
    Level 4 (Sorcerer)
    Ability Raise: CHA
    Skill: Heal (+0.5)
    Skill: Use Magic Device (+1)
    Spell (1): Magic Missle
    Enhancement: Elven Arcane Fluidity I
    Enhancement: Elven Enchantment Resistance I
    Enhancement: Sorcerer Concentration I
    Enhancement: Sorcerer Charisma I
    
    Level 5 (Sorcerer)
    Skill: Heal (+0.5)
    Skill: Use Magic Device (+1)
    Spell (1): Shield
    Enhancement: Elven Enchantment Resistance II
    
    Level 6 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Heighten Spell
    Spell (2): Blur
    Enhancement: Improved Drow Spell Resistence II
    Enhancement: Sorcerer Concentration II
    
    Level 7 (Sorcerer)
    Skill: Heal (+0.5)
    Skill: Use Magic Device (+1)
    Spell (2): Scorching Ray
    Enhancement: Sorcerer Spell Penetration I
    Enhancement: Sorcerer Energy of the Dragonblooded II
    Enhancement: Sorcerer Wand Heightening I
    
    Level 8 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Spell (3): Hold Person
    Enhancement: Sorcerer Charisma II
    
    Level 9 (Fighter)
    Skill: Heal (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Mental Toughness
    Enhancement: Fighter Mobility I
    Enhancement: Fighter Flanking Mastery I
    
    Level 10 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Spell (3): Haste
    Spell (2): Web
    Enhancement: Elven Dexterity II
    
    Level 11 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Enervation
    Enhancement: Elven Arcane Fluidity II
    Enhancement: Sorcerer Wand Heightening II
    
    Level 12 (Fighter)
    Ability Raise: CHA
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Focus: Enchantment
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Fighter Strategy (Trip) II
    Enhancement: Fighter Toughness II
    
    Level 13 (Sorcerer)
    Skill: Concentration (+2)
    Skill: Use Magic Device (+0.5)
    Spell (2): Touch of Idiocy
    Spell (3): Fireball
    Spell (4): Phantasmal Killer
    
    Level 14 (Sorcerer)
    Skill: Concentration (+3)
    Spell (5): Hold Monster
    Enhancement: Fighter Armor Class Boost II
    Enhancement: Sorcerer Charisma III

  6. #6
    Founder Lifespawn's Avatar
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    only problem is going to be your hp's blur displacment and stoneskin can't fix it just delay it and with having to drink pots or use cure mod wands when you don't fail you'd need a cleric thats willing to let you play the way you want to play it.Splashing 2 lvls of pally instead of 4 ftr is my suggestion great saves more ac wand use a lay on hands for emergencies you lose a ftr feat and weapon spec but gain so much more imo.
    Quote Originally Posted by MadFloyd View Post
    Fernando has yet to even suggest a nerf of anything.
    Oh and by the way (referring to your sig), we aren't nerfing the Torc.

  7. #7
    Founder Lifespawn's Avatar
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    how about this with rapiers and the drow enhancments for it you gain back alot of damage and to hit with way better saves and survivability.

    Code:
    Character Plan by DDO Character Planner Version 2.65
    DDO Character Planner Home Page
    
    Level 14 Lawful Good Drow Male
    (2 Fighter \ 2 Paladin \ 10 Sorcerer) 
    Hit Points: 149
    Spell Points: 953 
    BAB: 9\9\14
    Fortitude: 18
    Reflex: 12
    Will: 13
    
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 14)
    Strength             15                    17
    Dexterity            14                    15
    Constitution         14                    14
    Intelligence         10                    10
    Wisdom                8                     8
    Charisma             16                    22
    
    Tomes Used
    +1 Tome of Strength used at level 4
    +1 Tome of Charisma used at level 14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 14)
    Balance               3                     3
    Bluff                 3                     6
    Concentration         3                    16
    Diplomacy             3                     6
    Disable Device        n/a                   n/a
    Haggle                3                     6
    Heal                 -1                    -1
    Hide                  2                     2
    Intimidate            3                     6
    Jump                  2                     4
    Listen               -1                     1
    Move Silently         2                     2
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     0
    Search                0                     2
    Spot                 -1                     1
    Swim                  2                     3
    Tumble                n/a                   n/a
    Use Magic Device      5                    14
    
    Level 1 (Fighter)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Weapon Focus: Piercing Weapons
    
    Level 2 (Sorcerer)
    
    Level 3 (Paladin)
    Feat: (Selected) Maximize Spell
    
    Level 4 (Paladin)
    
    Level 5 (Sorcerer)
    
    Level 6 (Sorcerer)
    Feat: (Selected) Extend Spell
    
    Level 7 (Sorcerer)
    
    Level 8 (Sorcerer)
    
    Level 9 (Sorcerer)
    Feat: (Selected) Empower Spell
    
    Level 10 (Sorcerer)
    
    Level 11 (Sorcerer)
    
    Level 12 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
    Feat: (Selected) Mental Toughness
    
    Level 13 (Sorcerer)
    
    Level 14 (Sorcerer)
    Enhancement: Drow Melee Attack I
    Enhancement: Drow Melee Attack II
    Enhancement: Drow Melee Damage I
    Enhancement: Drow Melee Damage II
    Enhancement: Elven Arcane Fluidity I
    Enhancement: Elven Arcane Fluidity II
    Enhancement: Elven Arcane Fluidity III
    Enhancement: Elven Dexterity I
    Enhancement: Elven Enchantment Resistance I
    Enhancement: Follower of Vulkoor
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Sorcerer Improved Empowering I
    Enhancement: Sorcerer Improved Maximize I
    Enhancement: Sorcerer Lineage of Elements I
    Enhancement: Sorcerer Elemental Manipulation I
    Enhancement: Sorcerer Elemental Manipulation II
    Enhancement: Sorcerer Elemental Manipulation III
    Enhancement: Sorcerer Spell Penetration I
    Enhancement: Sorcerer Energy of the Dragonblooded I
    Enhancement: Sorcerer Energy of the Dragonblooded II
    Enhancement: Sorcerer Charisma I
    Enhancement: Sorcerer Charisma II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    Enhancement: Sorcerer Wand Mastery I
    Quote Originally Posted by MadFloyd View Post
    Fernando has yet to even suggest a nerf of anything.
    Oh and by the way (referring to your sig), we aren't nerfing the Torc.

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