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  1. #1
    Community Member Sutek's Avatar
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    Default planing for mod 6

    Code:
    Character Plan by DDO Character Planner Version 2.80
    DDO Character Planner Home Page
    
    Level 16 Lawful Good Drow Male
    (16 Sorcerer) 
    Hit Points: 132
    Spell Points: 1660 
    BAB: 8\8\13
    Fortitude: 8
    Reflex: 5
    Will: 20
    
                      Starting            Ending          Feat/Enhancement
                     Base Stats         Base Stats         Modified Stats
    Abilities        (Level 1)          (Level 16)           (Level 16)
    Strength              8                  8                    8
    Dexterity            10                 10                   10
    Constitution         14                 16                   16
    Intelligence         12                 12                   12
    Wisdom                8                  8                    8
    Charisma             20                 27                   30
    
    Tomes Used
    +2 Tome of Constitution used at level 16
    +3 Tome of Charisma used at level 16
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 16)          (Level 16)
    Balance               2                  9.5                  9.5
    Bluff                 5                 10                   10
    Concentration         6                 22                   24
    Diplomacy             5                 10                   10
    Disable Device        n/a               n/a                   n/a
    Haggle                5                 10                   10
    Heal                 -1                 -1                   -1
    Hide                  0                  0                    0
    Intimidate            5                 10                   10
    Jump                 -1                 -1                   -1
    Listen               -1                 -1                    1
    Move Silently         0                  0                    0
    Open Lock             n/a               n/a                   n/a
    Perform               n/a              n/a                   n/a
    Repair                1                  1                    1
    Search                1                  1                    3
    Spot                 -1                 -1                    1
    Swim                 -1                 -1                   -1
    Tumble                n/a               n/a                   n/a
    Use Magic Device      7                 19.5                 22.5
    
    Level 1 (Sorcerer)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Extend Spell
    Feat: (Automatic) Attack
    Feat: (Automatic) Drow Spell Resistance
    Feat: (Automatic) Elven Keen Senses
    Feat: (Automatic) Enchantment Save Bonus
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortsword
    Feat: (Automatic) Simple Weapon Proficiency (ALL)
    Feat: (Automatic) Sneak
    Feat: (Automatic) Spell Save Bonus (Drow)
    Spell (1): Chill Touch
    Spell (1): Jump
    
    Level 2 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Defensive Fighting
    Spell (1): Nightshield
    
    Level 3 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Maximize Spell
    Spell (1): Tumble
    
    Level 4 (Sorcerer)
    Ability Raise: CHA
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Scorching Ray
    
    Level 5 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Knock
    
    Level 6 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Heighten Spell
    Spell (3): Haste
    
    Level 7 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Resist Energy
    Spell (3): Displacement
    
    Level 8 (Sorcerer)
    Ability Raise: CHA
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (4): Wall of Fire
    
    Level 9 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Spell
    Spell (2): False Life
    Spell (3): Fireball
    Spell (4): Stoneskin
    
    Level 10 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (5): Cone of Cold
    
    Level 11 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (3): Rage
    Spell (4): Fear
    Spell (5): Teleport
    
    Level 12 (Sorcerer)
    Ability Raise: CHA
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Skill Focus: Use Magic Device
    Spell (6): Flesh to Stone
    
    Level 13 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (6): Disintegrate
    Spell (4): Dimension Door
    Spell (5): Cloudkill
    
    Level 14 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (7): Otto's Sphere of Dancing
    
    Level 15 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Force of Personality
    Spell (6): Greater Heroism
    Spell (7): Finger of Death
    Spell (5): Dominate Person
    
    Level 16 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (8): Polar Ray
    Enhancement: Elven Enchantment Resistance I
    Enhancement: Sorcerer Improved Empowering I
    Enhancement: Sorcerer Improved Heightening I
    Enhancement: Sorcerer Improved Heightening II
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Sorcerer Concentration I
    Enhancement: Sorcerer Concentration II
    Enhancement: Sorcerer Lineage of Elements I
    Enhancement: Sorcerer Lineage of Elements II
    Enhancement: Sorcerer Lineage of Elements III
    Enhancement: Sorcerer Lineage of Deadly Elements I
    Enhancement: Sorcerer Lineage of Deadly Elements II
    Enhancement: Sorcerer Lineage of Deadly Elements III
    Enhancement: Sorcerer Elemental Manipulation I
    Enhancement: Sorcerer Elemental Manipulation II
    Enhancement: Sorcerer Elemental Manipulation III
    Enhancement: Sorcerer Elemental Manipulation IV
    Enhancement: Sorcerer Spell Penetration I
    Enhancement: Sorcerer Energy of the Dragonblooded I
    Enhancement: Sorcerer Energy of the Dragonblooded II
    Enhancement: Sorcerer Energy of the Dragonblooded III
    Enhancement: Sorcerer Energy of the Dragonblooded IV
    Enhancement: Sorcerer Charisma I
    Enhancement: Sorcerer Charisma II
    Enhancement: Sorcerer Charisma III

    feedback welcome pls

    I'm mostly looking for comments about spell selection.

  2. #2
    Community Member MrWizard's Avatar
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    Okay, here are my thoughts and opinions since you asked.

    Your feats in order picked are: Extend, Max, Heighten, empower, UMD, force of personality.

    Enhancement: Sorcerer Spell Penetration I

    Other than haste, resist, cloudkill, firewall, jump, and a few other buffs, you are not using extend and you should think about getting rid of it. With today's striders (at end game), rich players (haste pots), debuffing mobs (you can count on it), haste is not needed to be extended. 16 minute buffs without extend are good enough. Cloudkill and firewall should more than last longer than the enemy. I would not use this at high level, waste of a feat. Some would say it is not worth it at all, debatable.

    You have heighten and a high charisma, this means you are gonna destroy and control stuff, I would suggest dropping UMD focus, empower, or extend for ENLARGE. It seems a lot of new stuff is open landscape. perfect for kill, charm, control, etc. Long distance saves you having to buff yourself and others needlessly.

    I would get both spell pen feats and drop UMD and Force of personality for them. This new mod has lots of high resistant mobs (so they say) and you will just have to not use a lot of spells as they will bounce off so much it will not be worth it. This is in regards to your enhancement too. Get all spell pen enhancements. Get all spell pen feats. Destroy everything. UMD, well, I would rather you destroyed stuff then try UMDing something in a fight.

    So, force, UMD, and extend...I say go away and go spell pen I and II and enlarge.



    1st level - I would kill chill touch and get hypnotize. Kill nightshield or tumble for magic missile (since you are not using force missile)

    2nd level - Kill false life and knock for command undead and any number of great spells like glitterdust, hypno pattern, web, idiocy, etc.

    3rd level - Drop rage, get halt undead or protection from energy. Halt is being 'fixed' and may be of use.

    4th Level- Drop DDoor and get Charm Monster to complement dom person. You cannot charm devils with dom person. I would say drop stoneskin for Enervate. Enervate will help you kill things, stoneskin scrolls and wands are out there. Ddoor is just not the most needed thing, for a wiz with the slots maybe, but a sorc? I think you are wasting the slot.

    5th level - Teleport scrolls exist, do not waste a fifth level spot for convenience's sake. Feeblemind will be incredibly important this mod. Hold person would even be better, but I would go for feeblemind to take out the casters.

    6th Level
    - GH scrolls exist. Do not waste the spot for it. Buy some scrolls. Most people at this level do not really need this. If you are a wiz yes, a sorc like your build makes it a waste. If you are doing it for UMD then get scrolls and find planar girds. There are so many attack, control, and symbols on this level of spells it will make the sorc trainer cry when you choose this.

    7th Level - well, I think we all get those...lol. Seriously though, I think the new content may make you want to look at some of the other spells (symbol of stunning, delayed blast, and a few others.) But I will probably get these two also. IF you choose delayed blast fireball I would switch out fireball.

    8th level - no comment, no info really available for comment. But if you are gonna choose polar ray, I would switch out cone of cold for something else.

    There are simply a ton of scrolls out there and at 14-16 you will have enough cash to buy what you need. Your sorc with high charisma, heighten, and spell pen feats can destroy or control most anything, so taking up valuble slots with too many buffs and convenience spells is wasting your talents. You can buff everything up or, as Conan would say, you can "Crush your enemies, drive them before you, and hear der lamentation of der womanfolk". The choice is yours.


    Spells list

    Attack
    Spell (1): Chill Touch
    Spell (2): Scorching Ray
    Spell (4): Wall of Fire
    Spell (3): Fireball
    Spell (5): Cone of Cold
    Spell (6): Disintegrate
    Spell (5): Cloudkill
    Spell (7): Finger of Death
    Spell (8): Polar Ray

    Buff
    Spell (1): Jump
    Spell (1): Nightshield
    Spell (1): Tumble
    Spell (3): Haste
    Spell (2): Resist Energy
    Spell (3): Displacement
    Spell (2): False Life
    Spell (4): Stoneskin
    Spell (3): Rage
    Spell (6): Greater Heroism

    Control
    Spell (4): Fear
    Spell (6): Flesh to Stone
    Spell (7): Otto's Sphere of Dancing
    Spell (5): Dominate Person

    Other
    Spell (2): Knock
    Spell (5): Teleport
    Spell (4): Dimension Door
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  3. #3
    Community Member Blind_Skwerl's Avatar
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    The nice thing is if you don't like the spells, hit a trainer and swap them out. A little plat, a little time, no problem. Niac's and Magic Missle are standards on low level sorcs. I would recommend Starting with them, and swapping them out later as you pick up better stuff. Endgame, I like your selection other than Rage and Knock. Unless you run regularly with melees that have not made arrangements for the Rage spell, there's not much need for it. Knock has decent use early and mid levels, but most of the end game chests and doors can't be hit with it.

    I would consider changing your feat selection and order. Heighten should wait until later levels. At level 6, Heighten has next to no use. At 12 or 15 would be better for taking it. Also, I don't know if you had some specific need for the UMD, but I would realy consider dropping SF:UMD. Without it, I can still hit a rez scroll decently. Spell Pen, School Focus, or even MT might be better there.
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  4. #4
    Community Member Sutek's Avatar
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    Default thanks for the input

    Just to explain a bit... I'm a nuker. I'm not planning on needing a lot of spell pen.


    Other than haste, resist, cloudkill, firewall, jump, and a few other buffs, you are not using extend and you should think about getting rid of it. With today's striders (at end game), rich players (haste pots), debuffing mobs (you can count on it), haste is not needed to be extended. 16 minute buffs without extend are good enough. Cloudkill and firewall should more than last longer than the enemy. I would not use this at high level, waste of a feat. Some would say it is not worth it at all, debatable.

    Extend is for Keeping perma displacement and haste and rage on myself.
    The odd extended dancing sphere and wall of fire but this is rare.



    I would get both spell pen feats and drop UMD and Force of personality for them. This new mod has lots of high resistant mobs (so they say) and you will just have to not use a lot of spells as they will bounce off so much it will not be worth it. This is in regards to your enhancement too. Get all spell pen enhancements. Get all spell pen feats. Destroy everything. UMD, well, I would rather you destroyed stuff then try UMDing something in a fight.

    I used to be spell pen / PK /finger speced but I find AOE damage spells to be far more mana efficient so you can keep your spell pen.
    As for UMD who wouldn't want to be able to use raise and heal scrolls and wand whip themselfs?



    1st level - I would kill chill touch and get hypnotize. Kill nightshield or tumble for magic missile (since you are not using force missile)

    chill touch causes fear in undead. Do you know of another weay to beat the undead beholder? I'd love to hear it.
    Night shield, saves? Yes please!
    Tumble is only usefull for one RAID but what the hell am I gonna do with MM?


    2nd level - Kill false life and knock for command undead and any number of great spells like glitterdust, hypno pattern, web, idiocy, etc.
    No thanks. I like having hit points and I like getting to my LOOOOOT.


    3rd level - Drop rage, get halt undead or protection from energy. Halt is being 'fixed' and may be of use.
    See above more HP = good


    4th Level- Drop DDoor and get Charm Monster to complement dom person. You cannot charm devils with dom person. I would say drop stoneskin for Enervate. Enervate will help you kill things, stoneskin scrolls and wands are out there. Ddoor is just not the most needed thing, for a wiz with the slots maybe, but a sorc? I think you are wasting the slot.

    You're crazy if you think I would ever drop stoneskin. Stoneskin + Displacement are the two best buffs in the game. DDoor is invaluable in the Titan raid and I don't have scrolls. Besides dead things are hard to charm


    5th level - Teleport scrolls exist, do not waste a fifth level spot for convenience's sake. Feeblemind will be incredibly important this mod. Hold person would even be better, but I would go for feeblemind to take out the casters.

    I might take feeblemind I like that but hold is useless. If you're gonna kill something kill it already. Why hold it? Makes no sense / waste of SP.


    6th Level - GH scrolls exist. Do not waste the spot for it. Buy some scrolls. Most people at this level do not really need this. If you are a wiz yes, a sorc like your build makes it a waste. If you are doing it for UMD then get scrolls and find planar girds. There are so many attack, control, and symbols on this level of spells it will make the sorc trainer cry when you choose this.

    What other lvl 6 spell is usefull? I don't see any and GH = HP, I think we have determined that I like HP.
    Last edited by Sutek; 01-22-2008 at 04:02 PM.

  5. #5

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    Quote Originally Posted by MrWizard
    8th level - no comment, no info really available for comment. But if you are gonna choose polar ray, I would switch out cone of cold for something else.
    I can vouch that Cone of Cold stays useful through Module 6 due to the fact that it is an Area of Effect spell, unlike Polar Ray. Polar Ray is more situational and is likely best reserved for those single-target nasties with evasion or improved evasion (or Velah ). His spell list would do well to keep it as it is one of the few good Devil damaging spells (considering so few people are lightning/acid oriented).
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  6. #6
    Community Member CSFurious's Avatar
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    Default nuker

    imo should be a wf for more hitpoints & self-healing

    drow should be chosen for max chr which is necessary in a nuker

    humans & wf make great nukers because they can have more hitpoints than squishy drow

  7. #7
    Community Member Sutek's Avatar
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    Dwarf is nice too for the SP enhancements.
    I have a WF wiz only lvl 6 but I just hate using my SP to heal myself.

    I do use some spells like FtS and PK that have saves but mostly I just burn stuff and use cone of cold. I find I have enough HP with all the buffs I cast on myself and with displacement and stoneskin on I don't usualy get hurt too mnuch anyway.

  8. #8
    Community Member Blind_Skwerl's Avatar
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    With a wf wizard, I'd be using repair wands and reconstruct scrolls. Great healing, no sp.
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  9. #9
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    Do we have an official list of the upcoming level VIII spells?

    Casters are already an overpowered class in ddo, IMO. So, I wonder what will the emphasis be for mod 6. mass damage or crowd control.

    Peace.

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