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Originally Posted by
tinyelvis
Your need to melee can be attributed to an inability to land spells. This is particularly noticeable for your build type (and player experience) at low level. It also means you will probably not develop the necessary skills to become a good caster at later levels. Not being able to land spells and poor caster skill leads to becoming useless during leveling, not the lack of a melee or missile option. Poor caster performance can result in bad aggro management, poor spell effects, and bad damage mitigation. The squishyness you observe is merely a side effect of this. Self healing and lots of hitpoints can help you here, but it won't address the real issue.
Further, the inability to land spells will probably come back with a vengeance at high levels making you very ineffective late game. I would issue this piece of warning to new players. If you find you can't land spells at low level with your build. Then learn how to land spells better. Otherwise, you will more than likely have as much or more trouble end game where the same skills and spell proficiency are required.
I don't see what ranger past life brings to the table? I may be missing something so enlighten me if that is the case. However, when the game first came out, lots of folks went the ranger as missile fighter route. It was not long before rangers were excluded from play due to inability to contribute. Rangers players eventually learned to melee DPS. It seems now that history is repeating itself with respect to missile rangers. I see ranger exclusion occurring again. If a ranger can't make this approach work, what hope does a caster have at it? Sure you will also get a bonus to saves. However, you would be better off with a 32 point halfling build. He will have better saves and better casting ability without the need for a TR.
Relying on wall of fire and self healing is what a wizard does. However, you are not a wizard so you will miss out on the benefits that wizards gain. In essence, you seem to be setting yourself up to fail here. After a few high level groups see you stop casting and start bow shooting, you will be marked as a gimped toon. There may be a place for such a toon in some epic content (i.e. jump to a perch and fire wall and missile attack). However, this can be achieved again just as easily with a halfling build (with as good or better bonuses across the board).
On a personal note, I think haggle is a waste of a skill for a sorcerer (I suppose as a new player who does not know yet how easy it is to accumulate wealth this might appear useful). There are many skills that could help you level or improve your capability. Again, this is just a personal opinion. Also, I don't understand why you present a missile oriented build but bump strength instead of Dex. Do you not realize that the dex stat modifies your missile combat. You are gonna be handicapped as is in this area being a caster class. Can you afford to do this?
I understand that this is your opinion and thank you, but let me explain a little.
No they land fine but when you can weild two weapons that do an extra 2d6 damage and hit all the time at levels 1 and 2 what is the point until you hit level 3 and can equip some better damage modification for your spells and your spell power is increased.
For bows I have my GS and with a dex item and my +2 tome and a +2 to hit item I won't miss often.
The sorc is for going back into the ranger so I gain the +2 damage and the sorc past life for my arcane archer.
Haggle is not a waste and anyone who has several level 20's and a haggle bot will tell you how much money it can earn you especially when farming the IQ/Amarath, and on a sorcerer it is very easy to get a haggle of 70+.
The point is if I wanted the wizard past life I would of gone wizard, I need the sorcerer past life and for the most part firewall and jump will be my bread and butter purely because I have the items to pump it up, yes at the moment I run through charm most things and keep going later on I will do that and firewall red names only later will it get more complex and being a TR that is a long later in the playtime.
I'm at work so I can't give you the full build but here goes from memory:
Code:
Character Plan by DDO Character Planner Version 3.5.1
DDO Character Planner Home Page
Level 20 Chaotic Neutral Warforged Male
(20 Sorcerer)
Hit Points: 232
Spell Points: 2217
BAB: 10\10\15\20
Fortitude: 11
Reflex: 7
Will: 11
Feat/Enhancement
Abilities Modified Stats
(34 Point) (Level 20)
Strength 16
Dexterity 12
Constitution 20
Intelligence 14
Wisdom 8
Charisma 26
Tomes Used
+2 Tome of Strength used at level 1
+2 Tome of Dexterity used at level 1
+2 Tome of Constitution used at level 1
+2 Tome of Intelligence used at level 1
+2 Tome of Wisdom used at level 1
+2 Tome of Charisma used at level 1
Ending
Base Skills
Skills (Level 20)
Balance 10
Bluff 8
Concentration 27
Diplomacy 8
Disable Device n/a
Haggle 19
Heal -1
Hide 1
Intimidate 8
Jump 3
Listen -1
Move Silently 1
Open Lock n/a
Perform n/a
Repair 2
Search 2
Spot -1
Swim 3
Tumble 2
Use Magic Device 19
Level 1 (Sorcerer)
Skill: Concentration (+4)
Skill: Haggle (+2)
Skill: Use Magic Device (+2)
Level 2 (Sorcerer)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Use Magic Device (+0.5)
Level 3 (Sorcerer)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Use Magic Device (+0.5)
Level 4 (Sorcerer)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Level 5 (Sorcerer)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Level 6 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Use Magic Device (+0.5)
Level 7 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Use Magic Device (+0.5)
Level 8 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Use Magic Device (+0.5)
Level 9 (Sorcerer)
Skill: Balance (+1)
Skill: Haggle (+0.5)
Skill: Use Magic Device (+0.5)
Level 10 (Sorcerer)
Skill: Balance (+1)
Skill: Haggle (+0.5)
Skill: Use Magic Device (+0.5)
Level 11 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Use Magic Device (+0.5)
Level 12 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Use Magic Device (+0.5)
Level 13 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Use Magic Device (+0.5)
Level 14 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Use Magic Device (+0.5)
Level 15 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Use Magic Device (+0.5)
Level 16 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Use Magic Device (+0.5)
Level 17 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Use Magic Device (+0.5)
Level 18 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Use Magic Device (+0.5)
Level 19 (Sorcerer)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Haggle (+0.5)
Skill: Use Magic Device (+0.5)
Level 20 (Sorcerer)
Skill: Balance (+1)
Skill: Concentration (+2)
Enhancement: Sorcerer Bloodline of Power
Enhancement: Sorcerer Improved Maximizing I
Enhancement: Sorcerer Improved Maximizing II
Enhancement: Racial Toughness I
Enhancement: Sorcerer Concentration I
Enhancement: Sorcerer Lineage of Elements I
Enhancement: Sorcerer Energy Manipulation I
Enhancement: Sorcerer Energy Manipulation II
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 Spell Penetration III
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
Enhancement: Sorcerer Wand Mastery II
Enhancement: Warforged Constitution I
Enhancement: Warforged Constitution II
Enhancement: Warforged Damage Reduction I
Enhancement: Warforged Damage Reduction II
Enhancement: Warforged Healer's Friend I
Enhancement: Warforged Healer's Friend II
Enhancement: Warforged Inscribed Armor I