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  1. #1
    Community Member Candela90's Avatar
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    Default First Sorcerer - help

    I always played a healing class - cleric and now favored soul. But to farm some TP, i played other classes on others worlds to lvl 5-6 and then deleted them.
    And i found out, that i really like playing sorc.
    but dont really know much about sorc, especially in end-game, so....

    This is my first try to do sorc:
    Kasyana Shine
    Level 20 True Neutral Human Female
    (20 Sorcerer)
    Hit Points: 202
    Spell Points: 2141

    BAB: 10/10/15/20
    Fortitude: 9
    Reflex: 6
    Will: 11

    Starting Ending Feat/Enhancement
    Abilities Base Stats Base Stats Modified Stats
    (32 Point) (Level 1) (Level 20) (Level 20)
    Strength 12 12 12
    Dexterity 10 10 10
    Constitution 14 16 16
    Intelligence 12 12 12
    Wisdom 8 8 8
    Charisma 18 25 29

    Tomes Used
    +2 Tome of Charisma used at level 7
    +2 Tome of Constitution used at level 8

    Starting Ending Feat/Enhancement
    Base Skills Base Skills Modified Skills
    Skills (Level 1) (Level 20) (Level 20)
    Balance 1.5 11 11
    Bluff 4 9 9
    Concentration 6 26 27
    Diplomacy 5 19.5 19.5
    Disable Device n/a n/a n/a
    Haggle 4 9 9
    Heal -1 -1 -1
    Hide 0 0 0
    Intimidate 4 9 9
    Jump 1.5 1.5 1.5
    Listen -1 -1 -1
    Move Silently 0.5 0.5 0.5
    Open Lock n/a n/a n/a
    Perform n/a n/a n/a
    Repair 1 1 1
    Search 1 1 1
    Spot -1 -1 -1
    Swim 1 1 1
    Tumble 0.5 0.5 0.5
    Use Magic Device 6 20.5 20.5

    Level 1 (Sorcerer)
    Skill: Balance (+1.5)
    Skill: Concentration (+4)
    Skill: Diplomacy (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Empower Spell
    Feat: (Human Bonus) 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): Burning Hands
    Spell (1): Niac's Cold Ray

    Level 2 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Spell (1): Magic Missle
    Enhancement: Human Improved Recovery I
    Enhancement: Improved Concentration I
    Enhancemment: Flame Manipulation I
    Enhancement: Sorcerer Energy of the Dragonblooded I
    Enhancement: Sorcerer Charisma I
    Enhancement: Sorcerer Wand and Scroll Mastery I

    Level 3 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Maximize Spell
    Spell (1): Hypnotism
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Racial Toughness I
    Enhancement: Flame Manipulation II

    Level 4 (Sorcerer)
    Ability Raise: CHA
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Scorching Ray
    Enhancement: Combustive Spellcasting I
    Enhancement: Deadly Flame I
    Enhancement: Frost Manipulation I

    Level 5 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Web
    Enhancement: Human Adaptability Charisma I
    Enhancement: Frost Manipulation II
    Enhancement: Sorcerer Energy of the Dragonblooded II

    Level 6 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Focus: Evocation
    Spell (3): Haste
    Enhancement: Sorcerer Improved Maximizing II

    Level 7 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Invisibility
    Spell (3): Chain Missiles
    Enhancement: Flame Manipulation III
    Enhancement: Flame Manipulation IV
    Enhancement: Sorcerer Wand and Scroll Mastery II

    Level 8 (Sorcerer)
    Ability Raise: CHA
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Wall of Fire
    Enhancement: Sorcerer Charisma II

    Level 9 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Extend Spell
    Spell (2): Snowball Swarm
    Spell (3): Displacement
    Spell (4): Stoneskin
    Enhancement: Racial Toughness II
    Enhancement: Deadly Flame II
    Enhancement: Flame Manipulation V

    Level 10 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (5): Protection From Elements
    Enhancement: Sorcerer Wand and Scroll Mastery III

    Level 11 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (3): Suggestion
    Spell (4): Ice Storm
    Spell (5): Niac's Biting Cold

    Level 12 (Sorcerer)
    Ability Raise: CHA
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Penetration
    Spell (6): Reconstruct
    Enhancement: Sorcerer Energy of the Dragonblooded III
    Enhancement: Sorcerer Charisma III

    Level 13 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Fire Shield
    Spell (5): Teleport
    Spell (6): Chain Lightning
    Enhancement: Sorcerer Energy of the Dragonblooded IV

    Level 14 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Finger of Death
    Enhancement: Frost Manipulation III
    Enhancement: Frost Manipulation IV
    Enhancement: Frost Manipulation V
    Enhancement: Flame Manipulation VI

    Level 15 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Evocation
    Spell (5): Cone of Cold
    Spell (6): Greater Heroism
    Spell (7): Delayed Blast Fireball
    Enhancement: Frost Manipulation VI
    Enhancement: Flame Manipulation VII
    Enhancement: Sorcerer Spell Penetration I

    Level 16 (Sorcerer)
    Ability Raise: CHA
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Polar Ray
    Enhancement: Sorcerer Spell Penetration II

    Level 17 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Otto's Sphere of Dancing
    Spell (8): Trap the Soul
    Enhancement: Human Improved Recovery II

    Level 18 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Heighten Spell
    Spell (9): Energy Drain
    Enhancement: Glacial Spellcasting I
    Enhancement: Glacial Spellcasting II
    Enhancement: Glacial Spellcasting III
    Enhancement: Frost Manipulation VII

    Level 19 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Wail of the Banshee
    Spell (8): Incendiary Cloud
    Enhancement: Combustive Spellcasting II
    Enhancement: Combustive Spellcasting III
    Enhancement: Deadly Ice I
    Enhancement: Deadly Ice II

    Level 20 (Sorcerer)
    Ability Raise: CHA
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Meteor Swarm
    Enhancement: Sorcerer Bloodline of Power
    Enhancement: Deadly Ice III
    Enhancement: Deadly Flame III
    SKILLS: I maxed out Concentration, UMD, Balance and Diplomacy - is Diplomacy good choice, or should i put these points in jump or sth else?
    FEATS: Dont know if i choosed good spell focus. Can u help mi with it?
    And maybe should i change heighen on quicken?
    SPELLS and ENHANCEMENTS:
    I like sorcersers fire and cold damage, so i raised mainly them.
    As to spells - at higher lvls i will probably change some of 1-3llvl damage spells for sth like jump, blur or knock. But i cant start with jump, blur and other buffs and without damage spells ;]
    I ignored taking Great Human Con and then Toughness III. It would cost too much action points, and i think that 202 hp without any items is not so bad for sorc. They usually have really low hp and i saw sorcs with lower hp.
    I took Maximize Enhacements cause I really like to use it in final battles in quests and all. Im addicted to it.

  2. #2
    Community Member Milfeulle's Avatar
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    I suggest you to put an extra 2 points on CON to make it 16, do Dex 8 and Int 10, and eat +2 int tome at lv7.
    For skill points, I suggest you not putting any points on haggle, won't make a huge difference, instead, put some points on jump but no more than 4. Intimidate and Diplomacy is trash don't put any points on it.
    I recommand you to get fire savant until lv13 and later. There's tons of undead for demon sand and necroplosis quests.
    For feats, you must have maximize, empower, and evo focus. After that, it's your call.
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  3. #3
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    starting stats are fine and skill points are fine: UMD and concentration are the main ones you need and the rest are whatever you like.

    the big issue i see is that you have not gone with a savant PrE and with U9 a significant portion of your power should be coming from a savant PrE. if you try to play the "old style" pre-U9 you will be putting out significantly less damage than savants - that is the reality of the current game. if that fits your playstyle then feel free, just be aware of the consequences when you are declined from groups.

    for your build concept you are trying to mix fire and ice which sort of works with the non-savant build but what you will end up with is meagre fire/ice damage compared to a savant - which is the standard you will be compared to wether you like it or not. if you do go with a savant you will by nature gimp your "opposite" effect. for example, as a water savant you cast fire spells with a -6 level penalty (i think - may not have the number correct but i believe it is +1 +2 +3 stacking as you get the I II III savant line).

    you may want to rethink your premise. try going for a savant line and complimentary secondary focus. my water savant uses acid as the "backup" for cold resistant MOBs and it works quite well.
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  4. #4
    Community Member Fejj's Avatar
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    Your on the right track.

    For you Feats, you'll have more fun with a different order
    1 - Toughness
    1a - Extend <<<----- swap for empower later
    3 - SF Evocation (or conjuration)
    6 - Maximize
    9 - Heighten
    12 - GSF Evocation (or your choice of other focus)
    15 - Spell Penn
    18 - Greater Spell Penn <--- swappable eventually

    Turn on Maximize / Empower / Heighten for boss fights, or when you really want to lay down the pain.They should be on full time at level 14ish

    My feats are - Toughness - SF Conj - Extend (empower later) - Maximize - Heighten - Spell Penn I - SF Necro (or choice) - GSF Necro (or choice)

  5. #5
    The Hatchery danotmano1998's Avatar
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    Code:
    Lawful Good, 20 Sorceror
    Abilities       Base    Modified
    (32 Point)   Level1  Level20
    Strength      12       12  <--- Can go lower.. I prefer not to be encumbered, however. And I don't have tomes.
    Dexterity      8         8
    Constitution  15       16
    Intelligence   12       12  <--- Can go lower here as well. I just like the skill points.
    Wisdom         8        8
    Charisma        18      26
    
    All level up points into Charisma.
    Skills: 
    1. Concentration (Max)
    2. Balance (Max)
    3. Jump (to 10)
    4. UMD (Max)
    
    Feat:  Empower Spell
    Feat:  Force of Personality or Toughness
    Feat:  Spell Focus: Evocation
    Feat:  Heighten Spell
    Feat:  Maximize    
    Feat:  Toughness  <-- optional choice
    Feat:  SpellGreater Spell Focus: Evocation <--optional choice
    Above poster is entirely correct. You're going to want to go savant as their damage output far and away exceeds anything else. It's kind of like going Radiant Servant on Cleric..
    No brainer, IMO.

    General Rule for enhancements:
    Take all 3 of the savant prestiges of your choice. (Air, Water, Fire, Earth)

    Max out your main line of damage enhancements with everything you can throw into it.
    Add a few points to a secondary line. (For things that are immune to your main. *DON'T SKIP THIS STEP. You will most likely regret it at some point.)

    Take 1 con enhancement to even up the number.
    Additional Enhancements are up to you.

    Spell selections will vary based on your savant choice.

    Word of advice as well.. Take your damage upping enhancements as early as you can. Do more damage NOW.
    Last edited by danotmano1998; 06-28-2011 at 03:12 PM.
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  6. #6
    Community Member Candela90's Avatar
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    So if i go savant mainky fire, and then some points into acid it would be better?
    Cause fire kinda reduce water and cold. Co acid and electricity left.

  7. #7

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    Quote Originally Posted by Kayla93 View Post
    So if i go savant mainky fire, and then some points into acid it would be better?
    Cause fire kinda reduce water and cold. Co acid and electricity left.
    Savant is a PrE.

    You choose which one you want. The damage line is fine if you want to put something outside your savant type.
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  8. #8
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    Quote Originally Posted by Kayla93 View Post
    So if i go savant mainky fire, and then some points into acid it would be better?
    Cause fire kinda reduce water and cold. Co acid and electricity left.
    Yup.
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  9. #9
    Founder Adrenas's Avatar
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    Quote Originally Posted by Milfeulle View Post
    I suggest you to put an extra 2 points on CON to make it 16, do Dex 8 and Int 10, and eat +2 int tome at lv7.
    For skill points, I suggest you not putting any points on haggle, won't make a huge difference, instead, put some points on jump but no more than 4. Intimidate and Diplomacy is trash don't put any points on it.
    I recommand you to get fire savant until lv13 and later. There's tons of undead for demon sand and necroplosis quests.
    For feats, you must have maximize, empower, and evo focus. After that, it's your call.
    You kidding? Diplomacy is a must have for any and all sorc's. If you aren't using it and you pull aggro then you deserve to die from it. Rule of thumb, if you can't tank it then don't be on top of the hate list.

    Str is dump stat. Dex is dump stat. Wis? Dump stat too. Max out Cha at creation and increase it in any way possible. Con to 16 and the rest go into Int. Good skills are UMD, diplomacy, bluff, jump, and balance (you're probly going to miss a lot of reflex saves no matter what, so it's more important to be able to get up faster). Putting a few points in concentration is okay esp. since it is a class skill, but you don't want to put too many in there... you're a sorc, you cast really fast and most of what you cast has a quick casting time to begin with. Imo diplo and umd should be the sorc class skills.

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