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  1. #1
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    Default 34 Pt Sorcerer Build Request

    Going to TR my Drow Sorcerer. Looking for emphasis on highest possible DC's, UMD, and Spell Points. I have the following gear already:

    GS Dagger with CHA 6 +1 +2 (for DC's, but I usually use Dreamspitter for Greater Enchantment Focus)
    GS Cloak with Exc Con Skills +3 (45hp)
    GS Googles with Exc Cha Skills +3 (for UMD)
    Gloves, Bracers, and DT Cloak (Glacial Assault set)
    Minos Legens
    Epic Ornamated Dagger
    Stormreavers Napkin
    Regalia of the Phoenix
    Commemorative Bunny Hat (+3 UMD)

    Per some other advice, I have a higher strength, and will use Master's Touch and a Maelstrom Greataxe to get me through the lower levels.
    I am open to any race, and splashing another class in if necessary. I came up with this:

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Human Male
    (20 Sorcerer) 
    Hit Points: 222
    Spell Points: 2266 
    BAB: 10\10\15\20
    Fortitude: 10
    Reflex: 6
    Will: 11
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 16                   16
    Dexterity             8                 10                   10
    Constitution         16                 18                   18
    Intelligence         10                 12                   12
    Wisdom                8                  8                    8
    Charisma             18                 25                   29
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance              -1                  0                    0
    Bluff                 4                 10                   10
    Concentration         7                 27                   28
    Diplomacy             5                 18                   18
    Disable Device        n/a               n/a                   n/a
    Haggle                4                  9                    9
    Heal                 -1                 -1                   -1
    Hide                 -1                  0                    0
    Intimidate            4                  9                    9
    Jump                  3                 11                   11
    Listen               -1                 -1                   -1
    Move Silently        -1                  0                    0
    Open Lock            n/a                n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                0                  1                    1
    Search                0                  1                    1
    Spot                 -1                 -1                   -1
    Swim                  2                  3                    3
    Tumble               n/a                 1                    1
    Use Magic Device      6                 20                   20
    
    Level 1 (Sorcerer)
    Skill: Concentration (+4)
    Skill: Diplomacy (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+2)
    Feat: (Human Bonus) Empower Spell
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Selected) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Spell (1): Charm Person
    Spell (1): Master's Touch
    Enhancement: Improved Concentration I
    Enhancement: Sorcerer Elemental Manipulation I
    Enhancement: Sorcerer Energy of the Dragonblooded I
    
    
    Level 2 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Spell (1): Hypnotism
    Enhancement: Sorcerer Improved Empowering I
    Enhancement: Sorcerer Charisma I
    
    
    Level 3 (Sorcerer)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Maximize Spell
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Otto's Resistable Dance
    Enhancement: Sorcerer Lineage of Elements I
    
    
    Level 5 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Web
    Enhancement: Sorcerer Elemental Manipulation II
    
    
    Level 6 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Extend Spell
    Spell (3): Haste
    Enhancement: Human Adaptability Charisma I
    Enhancement: Human Versatility I
    
    
    Level 7 (Sorcerer)
    Skill: Concentration (+2)
    Skill: Use Magic Device (+0.5)
    Spell (2): Blur
    Spell (3): Fireball
    Enhancement: Sorcerer Improved Empowering II
    Enhancement: Racial Toughness II
    
    
    Level 8 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Wall of Fire
    Enhancement: Sorcerer Improved Maximizing II
    Enhancement: Sorcerer Lineage of Elements II
    Enhancement: Sorcerer Lineage of Deadly Elements I
    
    
    Level 9 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Past Life: Arcane Prodigy
    Spell (2): Resist Energy
    Spell (3): Displacement
    Spell (4): Phantasmal Killer
    Enhancement: Sorcerer Energy of the Dragonblooded II
    Enhancement: Sorcerer Energy of the Dragonblooded III
    
    
    Level 10 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (5): Cone of Cold
    Enhancement: Sorcerer Improved Empowering III
    
    
    Level 11 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (3): Rage
    Spell (4): Stoneskin
    Spell (5): Cloudkill
    Enhancement: Sorcerer Lineage of Elements III
    
    
    Level 12 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Focus: Enchantment
    Spell (6): Flesh to Stone
    Enhancement: Sorcerer Lineage of Deadly Elements II
    Enhancement: Sorcerer Elemental Manipulation III
    
    
    Level 13 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Dimension Door
    Spell (5): Break Enchantment
    Spell (6): Greater Heroism
    Enhancement: Sorcerer Energy of the Dragonblooded IV
    
    
    Level 14 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Finger of Death
    Enhancement: Sorcerer Lineage of Deadly Elements III
    
    
    Level 15 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Enchantment
    Spell (5): Hold Monster
    Spell (6): Reconstruct
    Spell (7): Otto's Sphere of Dancing
    Enhancement: Sorcerer Charisma II
    
    
    Level 16 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Polar Ray
    
    
    Level 17 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Otto's Irresistable Dance
    Spell (7): Mass Protection From Elements
    Enhancement: Sorcerer Charisma III
    
    
    Level 18 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Heighten Spell
    Spell (9): Wail of the Banshee
    Enhancement: Sorcerer Improved Maximizing III
    
    
    Level 19 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Mass Hold Monster
    Spell (8): Summon Monster VIII
    Enhancement: Sorcerer Elemental Manipulation IV
    
    
    Level 20 (Sorcerer)
    Ability Raise: CHA
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Spell (9): Energy Drain
    Enhancement: Sorcerer Bloodline of Power
    Enhancement: Sorcerer Wand and Scroll Mastery I
    Enhancement: Sorcerer Wand and Scroll Mastery II
    Last edited by Darrknes; 03-07-2011 at 02:25 PM.

  2. #2
    Community Member Ilklr's Avatar
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    Quote Originally Posted by Darrknes View Post
    Per some other advice, I have a higher strength, and will use Master's Touch and a Maelstrom Greataxe to get me through the lower levels.
    I would give you an in-depth critique of your build, but I have recently learned that I make a lot of mistakes when I'm tired. Therefore, I will leave this to some of the more astute people out there.

    I will give a quick note, however. I personally wouldn't start with any more than 10 starting strength. Anything beyond that is a waste imo. While I concur that mages (particularly wizards) have a much easier time soloing to 5 swinging a greataxe, there is no need for strength. At low levels, you don't need to hit very hard to drop an enemy. And you do still have spells. You won't miss the BAB. At level 20, a sorc has 10 BAB compared to a fighter's 20. That -10 is pretty big, right? At level 4, a sorc is only -2 from a fighter, and -1 from a rogue.

    In contrast, with 14 strength, you'll have a small amount of extra damage in the first couple hours of your career, then regret it for the rest of his journey to 20. I would be inclined to start with 10/8/18/8/8/18 or 8/8/18/10/8/18. Past those first few levels, the extra con will mean so much more than the extra strength.

    As for race, human is a good choice imo. Another option would be to go half-elf, and take the pally dilettante. It's really about an extra feat & skill point vs. +5 to your saves. I'd lean toward half-elf, but either race should work well. As another half-elf alternative, you could start with less con and pump some into wisdom to get the cleric dilettante.

    In any case, any mistakes are just a LR away from being fixed

    DPS is a valid form of damage mitigation. Piking is not.

    History will not tell of what we had, only what we did.

  3. #3
    Community Member Absolute-Omniscience's Avatar
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    Drop str to 8, bump con to 18.

    Could comment more, but I find it to be so annoying to read builds posted in that format, so I'll just leave it at one comment.
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    EU player since release, US player since the summer of 2009.

  4. #4
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    Quote Originally Posted by Absolute-Omniscience View Post
    Drop str to 8, bump con to 18.

    Could comment more, but I find it to be so annoying to read builds posted in that format, so I'll just leave it at one comment.
    Sorry to resurrect a dead thread, but I hope the advice above wasn't taken. You will need SOME strength if only just to carry stuff. being encumbered while trying to kite TOD is a recipe for fail. And you will still need to hit stuff at lower levels.
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