Okay, so I recently rejoined DDO after a long hiatus. This sorcerer in question was made months/a yearish ago as a result, and was sort of made on-the-fly without any real planning. He was left at 8, and I've gotten him to 11 in the meantime, and have swapped a few spells, and realized that investing so many skill points in Haggle was a terrible idea. All in all though, I've been pretty happy with him. However, as I gained the Cone of Cold spell, I'm beginning to notice.. /everything/ is saving almost always vs my Reflex saves - Fireball was working fine at 8-9ish, but as I hit 10-11 and head to gianthold and similarly leveled missions, I can fire a cone of cold at a massive group of enemies and have them all, or all but 1-2, make the save. This leaves me with some pretty massively reduced damage, and I'm finding myself relying increasingly on searing rays, or even magic missile for the fire-immune, instead of cone of cold. Is there anything I'm doing wrong with this character? Here's the build.
Code:
Character Plan by DDO Character Planner Version 3.00
DDO Character Planner Home Page
Atrophied
Level 12 Lawful Good Warforged Male
(12 Sorcerer)
Hit Points: 104
Spell Points: 1131
BAB: 6\6\11
Fortitude: 7
Reflex: 4
Will: 6
Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 12)
Strength 10 10
Dexterity 10 10
Constitution 16 16
Intelligence 10 10
Wisdom 6 6
Charisma 16 22
Tomes Used
+1 Tome of Charisma used at level 1
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 12)
Balance 0 1.5
Bluff 3 6
Concentration 7 18
Diplomacy 3 6
Disable Device n/a n/a
Haggle 5 12
Heal -2 -2
Hide 0 0
Intimidate 3 6
Jump 0 0
Listen -2 -2
Move Silently 0 0
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 0
Spot -2 -2
Swim 0 0
Tumble n/a n/a
Use Magic Device n/a n/a
Level 1 (Sorcerer)
Feat: (Selected) Mental Toughness
Spell (1): Burning Hands
Spell (1): Repair Light Damage
Level 2 (Sorcerer)
Spell (1): Nightshield
Level 3 (Sorcerer)
Feat: (Selected) Empower Spell
Spell (1): Charm Person
Level 4 (Sorcerer)
Ability Raise: CHA
Spell (2): Scorching Ray
Level 5 (Sorcerer)
Spell (2): Web
Level 6 (Sorcerer)
Feat: (Selected) Maximize Spell
Spell (3): Fireball
Level 7 (Sorcerer)
Spell (2): Repair Moderate Damage
Spell (3): Displacement
Level 8 (Sorcerer)
Ability Raise: CHA
Spell (4): Wall of Fire
Level 9 (Sorcerer)
Feat: (Selected) Extend Spell
Spell (2): Resist Energy
Spell (3): Haste
Spell (4): Repair Critical Damage
Level 10 (Sorcerer)
Spell (5): Cloudkill
Level 11 (Sorcerer)
Spell (3): Halt Undead
Spell (4): Solid Fog
Spell (5): Cone of Cold
Enhancement: Sorcerer Improved Empowering I
Enhancement: Sorcerer Improved Empowering II
Enhancement: Sorcerer Improved Empowering III
Enhancement: Sorcerer Lineage of Elements I
Enhancement: Sorcerer Lineage of Elements II
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 Energy of the Dragonblooded I
Enhancement: Sorcerer Energy of the Dragonblooded II
Enhancement: Sorcerer Charisma I
Enhancement: Sorcerer Charisma II
Enhancement: Sorcerer Wand Mastery I
Enhancement: Sorcerer Wand Mastery II
Enhancement: Warforged Inscribed Armor I
Level 12 (Sorcerer)
Ability Raise: CHA
Feat: (Selected) Spell Focus: Evocation
Spell (6): Disintegrate
EDIT: Sorry, spell list didn't export properly, and I hit 12, got spell focus : evoc, and used a Siberys shard to change imp mental toughness to Maximize.