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  1. #1
    Community Member Dual87's Avatar
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    Default A little Advice plz

    Hi I just wanted some advice on a build I have put together with the thought of being a sorcerer that could fight. my Idea not really original(huge SW fan so i thought how can I make a Sith) would appreciate any pointers you can give here is what I put together
    Code:
    Character Plan by DDO Character Planner Version 2.90
    DDO Character Planner Home Page
    
    Level 16 Chaotic Good Human Male
    (2 Fighter \ 1 Cleric \ 13 Sorcerer) 
    Hit Points: 155
    Spell Points: 1399 
    BAB: 8\8\13
    Fortitude: 12
    Reflex: 8
    Will: 13
    
                      Starting            Ending          
                     Base Stats         Base Stats        
    Abilities        (Level 1)          (Level 16)        
    Strength             13                 16            
    Dexterity            13                 15            
    Constitution         12                 14            
    Intelligence         10                 12            
    Wisdom               12                 14            
    Charisma             15                 20            
    
    Tomes Used
    +2 Tome of Strength used at level 8
    +2 Tome of Dexterity used at level 8
    +2 Tome of Constitution used at level 8
    +2 Tome of Intelligence used at level 8
    +2 Tome of Wisdom used at level 8
    +2 Tome of Charisma used at level 8
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 16)        
    Balance               2                  9            
    Bluff                 2                  7            
    Concentration         3                 17            
    Diplomacy             2                  7            
    Disable Device        n/a               n/a           
    Haggle                2                  7            
    Heal                  1                  5            
    Hide                  1                  3            
    Intimidate            2                  7            
    Jump                  5                  9            
    Listen                1                  2            
    Move Silently         1                  3            
    Open Lock             n/a               n/a           
    Perform               n/a               n/a           
    Repair                0                  1            
    Search                0                  1            
    Spot                  1                  2            
    Swim                  1                  3            
    Tumble                1.5               10            
    Use Magic Device      2.5               13            
    
    Level 1 (Fighter)
    Skill: Balance (+1)
    Skill: Concentration (+2)
    Skill: Jump (+4)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Dodge
    Feat: (Selected) Luck of Heroes
    Feat: (Human Bonus) Toughness
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Armored Agility I
    Enhancement: Fighter Toughness I
    
    Level 2 (Fighter)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Strength I
    
    Level 3 (Cleric)
    Skill: Heal (+3)
    Feat: (Selected) Empower Spell
    Enhancement: Follower of the Sovereign Host
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    
    Level 4 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Sorcerer Energy Manipulation I
    Enhancement: Sorcerer Elemental Manipulation I
    Enhancement: Sorcerer Force Manipulation I
    Enhancement: Sorcerer Energy of the Dragonblooded I
    
    Level 5 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Human Adaptability Charisma I
    Enhancement: Sorcerer Improved Empowering I
    Enhancement: Sorcerer Wand Mastery I
    
    Level 6 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Sorcerer Lineage of Elements I
    Enhancement: Sorcerer Lineage of Force I
    Enhancement: Sorcerer Charisma I
    
    Level 7 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Sorcerer Elemental Manipulation II
    
    Level 8 (Sorcerer)
    Ability Raise: STR
    Skill: Concentration (+2)
    Skill: Use Magic Device (+0.5)
    Enhancement: Sorcerer Force Manipulation II
    Enhancement: Sorcerer Energy of the Dragonblooded II
    
    Level 9 (Sorcerer)
    Skill: Concentration (+3)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Extend Spell
    Enhancement: Sorcerer Charisma II
    
    Level 10 (Sorcerer)
    Skill: Concentration (+2)
    Skill: Tumble (+1)
    Enhancement: Sorcerer Elemental Manipulation III
    
    Level 11 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Enhancement: Sorcerer Improved Empowering II
    
    Level 12 (Sorcerer)
    Ability Raise: CHA
    Skill: Balance (+1.5)
    Skill: Concentration (+1)
    Feat: (Selected) Heighten Spell
    Enhancement: Sorcerer Improved Heightening I
    
    Level 13 (Sorcerer)
    Skill: Balance (+1)
    Skill: Tumble (+1)
    Enhancement: Human Adaptability Dexterity II
    Enhancement: Sorcerer Wand Heightening I
    
    Level 14 (Sorcerer)
    Skill: Balance (+1)
    Skill: Tumble (+1)
    Enhancement: Sorcerer Energy of the Dragonblooded III
    
    Level 15 (Sorcerer)
    Skill: Balance (+1)
    Skill: Tumble (+1)
    Feat: (Selected) Mental Toughness
    Enhancement: Sorcerer Improved Maximizing II
    
    Level 16 (Sorcerer)
    Ability Raise: CHA
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Enhancement: Sorcerer Charisma III
    I picked Cleric mainly for the heal wands but it is not nessecary to build if it is to much of a hindrance
    Thanks for any help you guy's can give

  2. #2
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    Why waste your time?

    Anyway, I would go WF...you get great Con and your sorc spells can totally heal you in a pinch. Your not going to miss the -2 Cha.

    But look at that number:

    Hitpoints: 155

    My pure WF Sorc has 220 hitpoints at level 15!

  3. #3
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    Hate to break it to you but you wont be able to hit the broad side of a barn with a baseball bat with that build.

    Not only that but you won't be a viable arcane caster either.

    You need to choose one, melee or casting, and stick with it. You will not be able to do both.

  4. #4
    Community Member Pyromaniac's Avatar
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    DDO tends to be a max/min on stats. That toon unforunately is low on hp as well as to hit. So you'd want to either have very high strength (or dex if finesse). There's a thread around here showing hp on sorcs, and 155 is not high for a non-melee sorc you'd probably want to get into the mid 300s at least.

    I'd also dump the cleric levels and go warforged. There also might be some old threads around about combat sorcs. There was a lot of combat sorc excitement when some spells came out. Not my kind of build I want to play, but more power to you.

  5. #5
    Community Member Robi3.0's Avatar
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    I have a Level 14 sorc/ftr that I played exclusively before I stopped playing for about a year.

    Here is my advice. The cleric level is a waste. You'll have enough UMD to heal from wands or you could go WF. If you are planning on using Trenser's transmutation for most of your fighting prowess I wouldn't even bother taking any fighter levels. Your str needs to be at least a 16 unless your wanting a finesse fighter in which cause your should max dex

    Basically these builds are huge resource sinks. You'll find that your character will requirer the very best of everything just to remain average at anything. Of course they are also very fun to play
    there's one thing you never put in a trap if you're smart. If you value your continued existence. If you have any plans on seeing tomorrow then there's one thing you never, ever put in a trap.

  6. #6
    Community Member Dual87's Avatar
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    Thanks for the advice guys I mainly wanted to have something I thought would be fun to play I already have a pure sorcerer and a pure fighter just wanted to see what they would play like together. Again thank you

  7. #7
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    Quote Originally Posted by Dual87 View Post
    Thanks for the advice guys I mainly wanted to have something I thought would be fun to play I already have a pure sorcerer and a pure fighter just wanted to see what they would play like together. Again thank you
    Then quite honestly, for a pure FUN build, go warforged, max your strength, take 10-12 charisma, and take two paladin levels, that is if you go sorcerer.

    Personally I'd go wizard, 15 wiz / 1 ftr. You will have many more feats. Use two-handed weapons and LIVE on divine power clickies.

    Definitely go warforged. Your reconstruct is your best friend.

    Don't bother to use any spells with saves. Just use non-save spells, buffs, and swing your greataxe.

  8. #8
    Community Member Varr's Avatar
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    Ive tried a couple battle casters to fight the bordum, Ive had a 14/2 sorc pali which was fun, but currently am playing a 6/2 halfling wizard/fighter. End gameish 14/2 wizard/rogue 34 dex, 24 int (so all dex) Ce, weapon finess, Two weapon fighting, Improved two weapon fighting, improved crit pierce, all three healing dragon marks and for my 3 free wiz feats, extend, maxumize, and empower. Will see how my current 42 ac will improve to the 55-60 it will need to be with moderate hp, and will see how ce/healing marks and tensers all work together. But so far this build has been very fun, does alot of stuff (currenly intimidates...lol,) and is very resource intensive.
    Varr's all over. Cannith Varr getting the love currently.

  9. #9
    Community Member baddax's Avatar
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    A difficult build but workable drop the cleric/ftr and go 14 sorc 2 pally you will get the best of both worlds plus smite evil. dump wisdom :8 (saves will be insane anyways)and bump cha to 17.
    “If you know the enemy and know yourself you need not fear the results of a hundred battles" TsunTzu

  10. #10
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    Combat casters are a bit tough to build. The most successful are warforged. In any case, you probably want to go with something that has stat damaging weapons and relies on weapon finesse. You might want to concentrate in your arcane class on crowd control and splash fighter at first level just to get the weapon finesse feat.

    I'd recommend you check out the character generator to see if it is better to go fighter1/wizard15 or fighter1/sorcerer15. You could find that wizard is a better choice because of the extra feats and broader spell selection. You won't have as many spell points but you won't need as many build points tossed towards CHA if you choose to go WF so you might have a more survivable character with focus on DEX, CON, and INT.

    In the end game you'll want to be able to kill stuff with your arcane class anyway. That is why most will suggest just go pure sorcerer. As a L10 sorcerer Leyoni is usually the kill leader at this point and he's only mid-level. I figure that if I melee I'm doing it wrong.

    Now, if you want a Sith then you may want to consider a different approach. You may want a rogue or even barbarian with just a splash of arcane to get you use of buffing spells and some crowd control. A rogue/wizard combination might work well -- or even a rogue/monk combination.

  11. #11
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    That is if you make it past level 10 let alone endgame. Problem is, you will need to group almost all the time past level 10, and at that point your useless to a party which will already have better tanks than you and better casters. There does seem to be a shortage of casters on my server so you might get into parties as a caster, but I don't know how effective you would be. Unfortunately in my experience, you will be a wasted spot in a group. Sorry, arcane melee types just don't cut it in this game.

  12. #12
    Community Member baddax's Avatar
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    IMO if you have not played extensivley and developed some reputation guild wise or better yet server wise as an outstanding player,its probably better to not attempt a combat caster and definitely not as a 28 pt build. I have many multiclassed characters but have as of yet built one. Although with the monk class available i am more tempted than ever!
    “If you know the enemy and know yourself you need not fear the results of a hundred battles" TsunTzu

  13. #13
    Community Member Varr's Avatar
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    Yep yep. Alot of challenges with this build. To be worth a **** combat wise have to basicly sell the farm for charm/insta kill and be dex or str based, dex for me. Now the solid fogs and fire walls can be as good as any level 14, as can the pre combat buffs. So more like a hybred, resist casting no singing battle bard than anything. Im enjoying it so far, but will see. Also I plan on using tensers, so there will be times where the o'sh@t button for a fast dd will not be available. Challenges to over come. But with planning and plat to burn........I think that party buff....combat, area preperation, combat should work for a new twist on caster play. Also when needed, can just sit in back of party and do normal caster duties, but relying on enervation and guile more than overwhelming spell penitration and high dc's.
    Varr's all over. Cannith Varr getting the love currently.

  14. #14
    Community Member maddmatt70's Avatar
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    Hint: The mineral II weapon is awesome for battle sorcs...
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

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