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  1. #1
    Community Member k1dwizard's Avatar
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    Default experiment group

    Me and a few of my guildies decided we were going to have a little fun with some alt spots we still have. I dont know how long, or even to what level we will be having these alts, but it is all fun in the end right? anyhow the rules were arcane caster only. possible 2 levels in any other class you want to lvl. I decided to run with a pali sorc. I chose this for the saves, I mean come on who wouldn't, the aura, considering it is an all arcane group the aura of good gave me and my counterparts +3 to concentration, and ok, I admit the lay on hands has save at least one of our party members more than once.

    This is all fun and games, but i was wondering how you guys might like the build, I left the spells in there for you guys to help me with my spell choice. there is already a pure sorc, a rouge/wiz, and a bard/sorc. I think we have one more on the way, but not sure what the split was gonna be. I Just was looking for an opinion, so what do you guys think? and what kind of help can you offer, I'm already at lvl 3 2/1 pali/sorc.

    Sorry ignore the enhancements, I forgot to take them out.

    Code:
    Character Plan by DDO Character Planner Version 2.96
    DDO Character Planner Home Page
    
    Level 16 Lawful Good Drow Male
    (2 Paladin \ 14 Sorcerer) 
    Hit Points: 130
    Spell Points: 1423 
    BAB: 9\9\14
    Fortitude: 17
    Reflex: 15
    Will: 17
    
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 16)
    Strength             12                    12
    Dexterity            14                    15
    Constitution         12                    12
    Intelligence         11                    12
    Wisdom                8                     8
    Charisma             19                    27
    
    Tomes Used
    +1 Tome of Intelligence used at level 2
    +1 Tome of Charisma used at level 2
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               2                     2
    Bluff                 4                     8
    Concentration         5                    21
    Diplomacy             4                     8
    Disable Device        n/a                   n/a
    Haggle                4                    16
    Heal                 -1                    -1
    Hide                  2                     2
    Intimidate            4                     8
    Jump                  1                     1
    Listen               -1                     1
    Move Silently         2                     2
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     1
    Search                0                     3
    Spot                 -1                     1
    Swim                  1                     1
    Tumble                n/a                   n/a
    Use Magic Device      6                    17
    
    Level 1 (Paladin)
    Feat: (Selected) Toughness
    Enhancement: Paladin Focus of Good I
    Enhancement: Paladin Devotion I
    
    
    Level 2 (Paladin)
    
    
    Level 3 (Sorcerer)
    Feat: (Selected) Maximize Spell
    Spell (1): Magic Missle
    Spell (1): Niac's Cold Ray
    Enhancement: Sorcerer Energy Manipulation I
    Enhancement: Sorcerer Elemental Manipulation I
    Enhancement: Sorcerer Energy of the Dragonblooded I
    
    
    Level 4 (Sorcerer)
    Spell (1): Hypnotism
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Sorcerer Charisma I
    Enhancement: Sorcerer Wand Mastery I
    
    
    Level 5 (Sorcerer)
    Spell (1): Jump
    Enhancement: Elven Dexterity I
    Enhancement: Sorcerer Lineage of Energy I
    Enhancement: Sorcerer Lineage of Elements I
    
    
    Level 6 (Sorcerer)
    Feat: (Selected) Mental Toughness
    Spell (2): Scorching Ray
    Enhancement: Sorcerer Elemental Manipulation II
    
    
    Level 7 (Sorcerer)
    Spell (2): Web
    Enhancement: Sorcerer Lineage of Deadly Elements I
    Enhancement: Sorcerer Spell Penetration I
    Enhancement: Sorcerer Energy of the Dragonblooded II
    Enhancement: Sorcerer Wand Mastery II
    
    
    Level 8 (Sorcerer)
    Spell (3): Haste
    Enhancement: Sorcerer Improved Maximizing II
    Enhancement: Paladin Concentration I
    Enhancement: Sorcerer Charisma II
    
    
    Level 9 (Sorcerer)
    Feat: (Selected) Extend Spell
    Spell (2): Blur
    Spell (3): Fireball
    Enhancement: Sorcerer Elemental Manipulation III
    
    
    Level 10 (Sorcerer)
    Spell (4): Wall of Fire
    Enhancement: Sorcerer Lineage of Elements II
    
    
    Level 11 (Sorcerer)
    Spell (2): Resist Energy
    Spell (4): Phantasmal Killer
    Spell (3): Hold Person
    Enhancement: Sorcerer Lineage of Deadly Elements II
    Enhancement: Sorcerer Spell Penetration II
    
    
    Level 12 (Sorcerer)
    Feat: (Selected) Quicken Spell
    Spell (5): Cone of Cold
    Enhancement: Sorcerer Improved Quickening I
    
    
    Level 13 (Sorcerer)
    Spell (3): Displacement
    Spell (4): Enervation
    Spell (5): Ball Lightning
    Enhancement: Sorcerer Charisma III
    
    
    Level 14 (Sorcerer)
    Spell (6): Greater Heroism
    Enhancement: Sorcerer Energy of the Dragonblooded III
    
    
    Level 15 (Sorcerer)
    Feat: (Selected) Spell Penetration
    Spell (4): Solid Fog
    Spell (5): Cloudkill
    Spell (6): Disintegrate
    Enhancement: Sorcerer Spell Penetration III
    
    
    Level 16 (Sorcerer)
    Spell (7): Otto's Sphere of Dancing
    Last edited by k1dwizard; 08-25-2008 at 09:45 PM.

  2. #2
    Community Member k1dwizard's Avatar
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    Default

    just giving this a bump during prime time hours for the boards, just looking to see if i can get any suggestions about this build. Give it a gander, and i can answer most questions as i am at work. haha you know working hard and hardly working.

  3. #3
    Community Member k1dwizard's Avatar
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    Default

    haha nothing? nothing? hm maybe i should try giving my own advice, although i never seem to take it, lol!

  4. #4
    Community Member Grimdiegn's Avatar
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    Default

    I dont think you gave it enough con and the dump stat should have been dex not wis. Just my opinions on playing a sorc/jedi type build.
    KoS Knights of Siberys - Cannith
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  5. #5
    Community Member k1dwizard's Avatar
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    Default

    hm good point. never thought about that.

  6. #6
    Founder Osharan_Tregarth's Avatar
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    Default

    I'd be pretty severly tempted to run this one as a warforged instead. It just makes sense to me if you are running an all arcane group, to make sure that you can be healed by everyone.

    Are you doing anything with the dexterity points? I've done a few different casters, and I've pretty much started using dex as a dump stat for most of them. Cha for better spell checks, Con for more hp, int for more skill points, str to carry more stuff... Those tend to interest me more these days.

    Are you planning on doing a lot of meleeing to go along with your two paladin levels? It looks like (from your feats listed) that your planning on being primarily a caster. With that in mind, I'd max your cha score. If you were planning on some kind of melee hybrid, then it makes sense to me for you to keep cha a little lower, add some str, and pick up some melee style feats somewhere.

    With that caveat, I don't see anything horribly wrong with your build. It's not one I'd be interested in playing, but it looks like it'll be allright as a "fun" build.
    Osharan, Esharan, Osharina, Usharina, etc... I'm the 'sharans. Epoxy. Notverysexy.
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  7. #7
    Community Member Geonis's Avatar
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    Default

    With the group mix you have already pointed out, you are really missing a Melee.

    With an all caster group, I would think WF kind of sticks out (as stated above) to allow for healing by anyone.

    Something like the below works very well (tried it myself, but got bored around level 12).

    Stick with Greataxes.

    Divine Power clickies are your friend.

    Spell list is approximate, and set for level 16, not for while leveling (you should carry some sort of Repair most the time, till you hit cap and pick up Reconstruct).

    Level 6 feat is Skill Focus:UMD until you can reliably use Pwr Atk, then switch it out.

    You could swap the 2 levels of Rogue for Monk, but having the UMD as high as it is, will serve you very well, especially if there is no Cleric in your group.

    Also left 6 APs open, not sure if it stacks with Stoneskin, but if it does, then WF DR would be a good choice, or finsih off Imp Maximizing, or WF Will save bonus, or finish off Fire and Force crit chance.




    Code:
    Character Plan by DDO Character Planner Version 2.96
    DDO Character Planner Home Page
    
    Level 16 Lawful Good Warforged Male
    (2 Paladin \ 2 Rogue \ 12 Sorcerer) 
    Hit Points: 164
    Spell Points: 1002 
    BAB: 9\9\14
    Fortitude: 16
    Reflex: 12
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength             16                    20
    Dexterity            10                    10
    Constitution         16                    18
    Intelligence         12                    12
    Wisdom                6                     6
    Charisma             14                    18
    
    Tomes Used
    +1 Tome of Charisma used at level 16
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               2                    10
    Bluff                 2                     4
    Concentration         7                    23
    Diplomacy             2                     4
    Disable Device        n/a                   n/a
    Haggle                2                     4
    Heal                 -2                    -2
    Hide                  0                     0
    Intimidate            2                     4
    Jump                  3                     5
    Listen               -2                    -2
    Move Silently         0                     0
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                1                     1
    Search                1                     1
    Spot                 -2                    -2
    Swim                  3                     5
    Tumble                n/a                   2
    Use Magic Device      4                    23
    
    Level 1 (Sorcerer)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Extend Spell
    Spell (1): Magic Missle
    Spell (1): Burning Hands
    
    
    Level 2 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (1): Shield
    
    
    Level 3 (Paladin)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Maximize Spell
    
    
    Level 4 (Rogue)
    Ability Raise: STR
    Skill: Balance (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    
    
    Level 5 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Spell (1): Jump
    
    
    Level 6 (Paladin)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Power Attack
    
    
    Level 7 (Rogue)
    Skill: Balance (+3)
    Skill: Concentration (+2)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 8 (Sorcerer)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Scorching Ray
    
    
    Level 9 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Empower Spell
    Spell (2): Resist Energy
    
    
    Level 10 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Spell (3): Displacement
    
    
    Level 11 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Spell (2): False Life
    Spell (3): Rage
    
    
    Level 12 (Sorcerer)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Quicken Spell
    Spell (4): Wall of Fire
    
    
    Level 13 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Spell (2): Spawn Screen
    Spell (3): Haste
    Spell (4): Stoneskin
    
    
    Level 14 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Spell (5): Waves of Fatigue
    
    
    Level 15 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Spell (3): Fireball
    Spell (5): Cloudkill
    Spell (4): Force Missles
    
    
    Level 16 (Sorcerer)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Spell (6): Reconstruct
    Enhancement: Sorcerer Improved Empowering I
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Sorcerer Improved Maximizing II
    Enhancement: Sorcerer Lineage of Elements I
    Enhancement: Sorcerer Lineage of Elements II
    Enhancement: Sorcerer Lineage of Force I
    Enhancement: Sorcerer Lineage of Force II
    Enhancement: Sorcerer Lineage of Deadly Elements I
    Enhancement: Sorcerer Lineage of Deadly Force I
    Enhancement: Sorcerer Elemental Manipulation I
    Enhancement: Sorcerer Elemental Manipulation II
    Enhancement: Sorcerer Elemental Manipulation III
    Enhancement: Sorcerer Elemental Manipulation IV
    Enhancement: Sorcerer Force Manipulation I
    Enhancement: Sorcerer Force Manipulation II
    Enhancement: Sorcerer Force Manipulation III
    Enhancement: Sorcerer Force Manipulation IV
    Enhancement: Sorcerer Energy of the Dragonblooded I
    Enhancement: Sorcerer Energy of the Dragonblooded II
    Enhancement: Sorcerer Charisma I
    Enhancement: Sorcerer Charisma II
    Enhancement: Sorcerer Charisma III
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Inscribed Armor I




    To Hit
    BAB +9 +16 (DP clicky)
    Str +9 +9
    Wpn +5 +5
    Haste +1 +1
    GH +4 +4
    Pwr Atk -5 -5
    _____________
    Total +23 +30

    Damage
    Wpn 1d12
    Str +13
    Pwr Atk +10
    ___________
    Total 1d12 + 23


    AC

    Garbage, don't even bother trying to build this up.
    Rely on Blur/Displacement/Stoneskin.



    Saves

    Class Fort / Ref / Will
    Pally.......+3 / +0 / +0
    Rogu.......+0 / +3 / +0
    Sorc.......+6 / +6 / +11
    Aura.......+1 / +1 / +1
    Divine Grace..+7 / +7 / +7
    GH.........+4 / +4 / +4
    Resist...+4 / +4 / +4
    ___________________________________
    Total...+25 / +25 / +27




    SP

    Sorc 870
    Cha 175
    Wiz 6 262
    _________
    Total 1307



    HP
    Pally 20
    Rogue 12
    Sorc 48
    Hero 20
    Drac 10
    Con 112
    GFL 30
    Minos 18
    ________
    Total 270

    False Life 20
    GH 11
    __________
    Total 301
    (^the magic number by most opinions)



    These numbers are all with easily attainable items.

    Add in Greensteel, and the HPs and damage numbers start to rise to even better numbers.
    Hi, I play Generic Fantasy RPG Online, formerly known as DDO.

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