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  1. #1
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    Default Advices on a planned pure Sorc

    Okay so..ive tried to plan a pure sorc with this program (i just found it out) and i have a few questions.

    As you can see, the skill UMD is 20.5 (thats the max i could get). So i was wondering how can i get it to 35+ ? I mean, with the equip and stuffs my cha can give like +6, +7 (dunno exactly the max CHA i can get) so that makes it 27.5..still kinda far from the 35-36 ive seen from some players. How is that possible? I know there are items giving +3 UMD but is it worth wasting a slot item for that? And why it lets me put just 0.5 in UMD per lvl? am i doing something wrong?

    About Concentration..i have like 28 there, plus lets say +13 or so from an item so it will be 41..is that good enough to pass every Concentration check? And at the end-game will i have some item giving me +10 Conc or there wont be any room for it?

    Besides that..what do you thinks about this?


    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (20 Sorcerer) 
    Hit Points: 232
    Spell Points: 2141 
    BAB: 10\10\15\20
    Fortitude: 10
    Reflex: 5
    Will: 21
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity             8                     8
    Constitution         16                    19
    Intelligence         10                    12
    Wisdom                8                     8
    Charisma             18                    29
    
    Tomes Used
    +2 Tome of Constitution used at level 1
    +2 Tome of Intelligence used at level 1
    +2 Tome of Charisma used at level 1
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance              -1                     7
    Bluff                 5                     9
    Concentration         4                    28
    Diplomacy             5                     9
    Disable Device        n/a                   n/a
    Haggle                5                    10
    Heal                 -1                    -1
    Hide                 -1                    -1
    Intimidate            5                     9
    Jump                 -1                     4
    Listen               -1                    -1
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair                1                     1
    Search                1                     1
    Spot                 -1                    -1
    Swim                 -1                    -1
    Tumble               n/a                    0
    Use Magic Device      7                    20.5
    
    Level 1 (Sorcerer)
    Feat: (Selected) Empower Spell
    Feat: (Human Bonus) Extend Spell
    Spell (1): Jump
    Spell (1): Nightshield
    
    
    Level 2 (Sorcerer)
    Spell (1): Magic Missle
    
    
    Level 3 (Sorcerer)
    Feat: (Selected) Maximize Spell
    Spell (1): Protection From Evil
    
    
    Level 4 (Sorcerer)
    Spell (2): Scorching Ray
    
    
    Level 5 (Sorcerer)
    Spell (2): Knock
    
    
    Level 6 (Sorcerer)
    Feat: (Selected) Heighten Spell
    Spell (3): Displacement
    
    
    Level 7 (Sorcerer)
    Spell (2): Resist Energy
    Spell (3): Haste
    
    
    Level 8 (Sorcerer)
    Spell (4): Dimension Door
    
    
    Level 9 (Sorcerer)
    Feat: (Selected) Toughness
    Spell (2): Web
    Spell (3): Rage
    Spell (4): Enervation
    
    
    Level 10 (Sorcerer)
    Spell (5): Cone of Cold
    
    
    Level 11 (Sorcerer)
    Spell (3): Lightning Bolt
    Spell (4): Fire Shield
    Spell (5): Cloudkill
    
    
    Level 12 (Sorcerer)
    Feat: (Selected) Spell Penetration
    Spell (6): Disintegrate
    
    
    Level 13 (Sorcerer)
    Spell (4): Wall of Fire
    Spell (5): Protection From Elements
    Spell (6): Flesh to Stone
    
    
    Level 14 (Sorcerer)
    Spell (7): Delayed Blast Fireball
    
    
    Level 15 (Sorcerer)
    Feat: (Selected) Greater Spell Penetration
    Spell (5): Break Enchantment
    Spell (6): Greater Heroism
    Spell (7): Finger of Death
    
    
    Level 16 (Sorcerer)
    Spell (8): Polar Ray
    
    
    Level 17 (Sorcerer)
    Spell (7): Waves of Exhaustion
    Spell (8): Trap the Soul
    
    
    Level 18 (Sorcerer)
    Feat: (Selected) Force of Personality
    Spell (9): Energy Drain
    
    
    Level 19 (Sorcerer)
    Spell (8): Otto's Irresistable Dance
    Spell (9): Wail of the Banshee
    
    
    Level 20 (Sorcerer)
    Spell (9): Summon Monster IX
    Enhancement: Human Adaptability Charisma I
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Sorcerer Improved Empowering I
    Enhancement: Sorcerer Improved Empowering II
    Enhancement: Sorcerer Improved Heightening I
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Sorcerer Improved Maximizing II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Sorcerer Concentration I
    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 Spell Penetration II
    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
    Enhancement: Sorcerer Wand Mastery I

  2. #2
    Community Member Samadhi's Avatar
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    <quick post; didn't check out everything in depth>

    UMD: Another +6 is possible from shroud items; +4 from GH brings your UMD to 37.5. Head of good fortune from Reaver puts you to 39.5; which means no-fail heals scrolls, the end goal of your UMD. So yes, its gear that you will get eventually, and it will pay off when you do get it.

    Concentration: I never have room to wear an item, but you will learn quick to avoid getting hit by moving constantly, or else you will be dead a lot. Keep the skill points; but rely more on keyboard skills than concentration to make sure your spells go off.

    Force of Personality: Currently, will saves are rarely an issue that late in the game. This is an easy feat to drop. My advice, level to 17, and see which spells you are using the most (enchantment, evocation, conjuration, etc) and take a spell focus in 18 in the spells you are finding the most useful. Conversely, skill focus: UMD is another good choice while you are working to acquire some of the gear listed.
    sravana, kirtana, smarana, dasya, atma-nivedana
    ...NAMASTE...

  3. #3
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    Here's a quick breakdown on UMD for a human lvl 20 Sorc:

    11.5 ranks from level ups (this is the max for Sorcs as UMD is not a class skill and can only be advanced .5 points per level)
    14 from Charisma 38 (18 base, 5 level up, 1 Human Adapt, 3 Enhancement, 2 tome, 6 item, 3 excep Cha from Shroud weapon)
    4 Greater Heroism
    2 Head of Good Fortune (good luck +2)
    6 Shroud spell point item with +6 to Charisma skills)
    3 Item - Golden Cartouche or purchase Bunny Hat from DDO store. The Bunny Hat will add +5 to Jump and adds +3 to UMD

    40.5 UMD

    I hope this helps.
    «Castielle» (Sorc) ??* Embyrr (Sorc) ??* «Serreniti» (Wiz) ??* Knuttz (Sorc) ??* Castiel (Wiz) ??* Sakarra (Bard) ??* Sakara (Bard) ??* Callistto (Bard)
    ??* Chaaos (FvS) ??* Serrenity (Cleric) ??* Vorpel (Batman) ??* Sylverr (Exploiter) ??* Phoenyx (Exploiter) ??* Phoenyxx (Pal) ??* Trainquill (Monk)

  4. #4
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    Thanks to you both..i didnt know about the shroud items givin a +6 to CHA skills thats why i couldnt figure out how to reach the so wanted 40. Hell yeah im such a noob about shroud! and not only that! lol

    About the last feat..i was thinking that since im more a nuker than anything else, maybe i should take the Spell Focus: Evocation..seems a nice idea, no?

    And a question about the spell list. As lvl 6 spells, there are Disintegrate and Flesh to Stone but im not sure about the last one..i was thinking that since i havent an acid spell in my spell i could take Acid Fog..but i dont use it really much..so what about GH? I know i can scroll it but i dont see any other usefull spell at lvl 6 or am i wrong? I mean Reconstruct no coz i never play with WF (and lets say it, i suck at healing), Chain Lightining seems a nice idea but i guess Ball Ligh is good anyway.

  5. #5
    Community Member TheDearLeader's Avatar
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    At end game, Reconstruct is important - many raid parties will expect you to, in a pinch, be a WF Healer, and to be able to alternate between the spell, and the scroll, version of aforementioned Reconstruct.

    Greater Heroism off of a scroll is *okay*, but its costly, slow to cast (like a wizard, ugh), and lasts less time. As their becomes less use for Flesh to Stone, you may consider making Disintegrate/Greater Heroism/Reconstruct your 6th level spells. 6th level is a tough spell level to really say "that's perfect" for, however.

    Cloudkill > Acid Fog, and is a lower level spell/costs less spell points. Go with it.

  6. #6
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    If yer gonna be UMD... you'll want GH in your list. Not a scroll. Or you'll be wasting alot of scrolls/cash.

    disintigrate is a must. just for its use on everything.


    flesh 2 stone really comes in handy in only two places... sleeping dust and gianthold tor. Anywhere else and a hold or dance will work just fine. Or just kill them. very easy to swap it in for 3 days when you're doing either of those.


    And for those groups who expect you to be a reconstruct healbot sorc.. Yeah... tell em u got some scrolls... otherwise forget it. Let someone else do healbot duty. You don't roll a sorc to babysit a toaster.


    Spell focus should come down to a choice between enchantment for cc and holds. Or necromancy for killing. Your best evocation spells are not dc based.

  7. #7
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    You may want to reprioritize spells so you can actually kill stuff before lv13. Firewall at 8, Fireball or the acid analog at 6 is a good start.

  8. #8
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    Quote Originally Posted by TheDearLeader View Post
    At end game, Reconstruct is important - many raid parties will expect you to, in a pinch, be a WF Healer, and to be able to alternate between the spell, and the scroll, version of aforementioned Reconstruct.

    Greater Heroism off of a scroll is *okay*, but its costly, slow to cast (like a wizard, ugh), and lasts less time. As their becomes less use for Flesh to Stone, you may consider making Disintegrate/Greater Heroism/Reconstruct your 6th level spells. 6th level is a tough spell level to really say "that's perfect" for, however.

    Cloudkill > Acid Fog, and is a lower level spell/costs less spell points. Go with it.
    Is that so important to have it memorized? Arent the scroll enough? Im not really an expert on raids so i really dunno if maybe in some raids im useless or whatever..I know they have a long cooldown but will i really need to keep them healed all the time alternating scrolls and spell? i dont really like that idea actually..

    Ok so ill swap Acid Fog for GH (always wanted to do that), seems great, great buff

    About the Spell focus..I guess Necromancy will be just okay since i dont use really much CC and Holds Spell (or at least i dont till now)

    @defen: I didnt care really much in the order of choosing spells, i was just planning out a good sorc for me..of course i wont take FW at 13..that would be crazy even for me! ^^

  9. #9
    Community Member Trillea's Avatar
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    Quote Originally Posted by Tid12 View Post
    Is that so important to have it memorized? Arent the scroll enough? Im not really an expert on raids so i really dunno if maybe in some raids im useless or whatever..I know they have a long cooldown but will i really need to keep them healed all the time alternating scrolls and spell? i dont really like that idea actually..

    Ok so ill swap Acid Fog for GH (always wanted to do that), seems great, great buff

    About the Spell focus..I guess Necromancy will be just okay since i dont use really much CC and Holds Spell (or at least i dont till now)

    @defen: I didnt care really much in the order of choosing spells, i was just planning out a good sorc for me..of course i wont take FW at 13..that would be crazy even for me! ^^
    As for the focus Necro on a sorc is OK for leveling, but once you hit 20 and start doing epics, you will want to swap that out as Finger of Death and Wail of the Banshee are useless in every epic quest. You will most likely want focus in Enchantment for hold or possible Conjuration for web (my favorite, but does not cause autocrit like hold does)
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  10. #10
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    GH is just way too useful for scrolling it off. Altho you can.. Self only. If you MUST have the slot. But buffing 6 or 12 ppl off scroll is just slow and wasteful.

    Standard min sorc buffs are usually jump/gh/blur.
    Almost everyone will appreciate all 3 all the time. And usually you'll be the only one that has them.

    Necro is prolly the most useful on the way upto 20. And good for normal daily farming/raiding.

    But enchantment is useful all over including epic.

    BUT... since the epic mob save nerf. you really don't need to be specialized for it now.

    And depending on cha/exceptional cha setup. you can pickup a dreamspitter for a +2 to enchantment dc boost. and its handy for stripping levels off things in epic. Without proficiency even.

  11. #11
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    Quote Originally Posted by fuzzy1guy View Post
    GH is just way too useful for scrolling it off. Altho you can.. Self only. If you MUST have the slot. But buffing 6 or 12 ppl off scroll is just slow and wasteful.

    Standard min sorc buffs are usually jump/gh/blur.
    Almost everyone will appreciate all 3 all the time. And usually you'll be the only one that has them.

    Necro is prolly the most useful on the way upto 20. And good for normal daily farming/raiding.

    But enchantment is useful all over including epic.

    BUT... since the epic mob save nerf. you really don't need to be specialized for it now.

    And depending on cha/exceptional cha setup. you can pickup a dreamspitter for a +2 to enchantment dc boost. and its handy for stripping levels off things in epic. Without proficiency even.
    I guess ill just get Skill focus: necro till i level up to 20 then ill prolly go for the enchantment since u guys and everyone else says that necro spells doesnt work really good on epic..
    I havent any exception cha for now, im still lvl 16 and i have never run the shroud or something raid but VoN..so not into that yet.

    I have a question about Gr Reinc..If im a lvl 20 Pure Sorc and i GR, ill stay 20 Pure Sorc (ill have to reselect all spells and feat i guess?) but when ill select stats ability i will have the 32 points build am i right? In this way i can stay 20 for epics and can fix some messed thing on my sorc right?

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