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Thread: Sorc Enchanter

  1. #1
    Community Member LuKaSu's Avatar
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    Default Sorc Enchanter

    I've been told that wizards make the best enchanters, due to their extra metamagics and versatility, but I've been spoiled by the double mana and faster casting of sorcs, so I'd like to go that route instead. I didn't go WF, to get my charisma higher, but I took the Helf FvS dilly so I could still heal myself throughout my carrier as a sorc, via wands and scrolls. I've already got a WF Fire savant, so on this guy, I went earth savant, but focused on enchantment whenever I could. I'd love some advice on enchanter tactics, or links, but I'd also like some opinions of the feat choices, taking into account charming priority. Here's what I've got so far:

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Elf Male
    (20 Sorcerer) 
    Hit Points: 202
    Spell Points: 2072 
    BAB: 10\10\15\20
    Fortitude: 9
    Reflex: 5
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    14
    Dexterity             8                     8
    Constitution         16                    16
    Intelligence          8                     8
    Wisdom                8                     8
    Charisma             18                    26
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance              -1                     5
    Bluff                 4                     8
    Concentration         7                    28
    Diplomacy             4                     8
    Disable Device       n/a                   n/a
    Haggle                4                     8
    Heal                 -1                    -1
    Hide                 -1                    -1
    Intimidate            4                     8
    Jump                  2                     2
    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                  2                     2
    Tumble               n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Sorcerer)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Favored Soul
    Feat: (Selected) Toughness
    
    
    Level 2 (Sorcerer)
    
    
    Level 3 (Sorcerer)
    Feat: (Selected) Spell Focus: Enchantment
    
    
    Level 4 (Sorcerer)
    
    
    Level 5 (Sorcerer)
    
    
    Level 6 (Sorcerer)
    Feat: (Selected) Maximize Spell
    
    
    Level 7 (Sorcerer)
    
    
    Level 8 (Sorcerer)
    
    
    Level 9 (Sorcerer)
    Feat: (Selected) Heighten Spell
    
    
    Level 10 (Sorcerer)
    
    
    Level 11 (Sorcerer)
    
    
    Level 12 (Sorcerer)
    Feat: (Selected) Spell Focus: Conjuration
    
    
    Level 13 (Sorcerer)
    
    
    Level 14 (Sorcerer)
    
    
    Level 15 (Sorcerer)
    Feat: (Selected) Greater Spell Focus: Enchantment
    
    
    Level 16 (Sorcerer)
    
    
    Level 17 (Sorcerer)
    
    
    Level 18 (Sorcerer)
    Feat: (Selected) Quicken Spell
    
    
    Level 19 (Sorcerer)
    
    
    Level 20 (Sorcerer)
    Enhancement: Sorcerer Bloodline of Power
    Enhancement: Improved Favored Soul Dilettante I
    Enhancement: Improved Favored Soul Dilettante II
    Enhancement: Improved Favored Soul Dilettante III
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Sorcerer Improved Heightening I
    Enhancement: Sorcerer Improved Heightening II
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Sorcerer Improved Maximizing II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Sorcerer Earth Savant I
    Enhancement: Sorcerer Earth Savant II
    Enhancement: Sorcerer Earth Savant III
    Enhancement: Corrosive Spellcasting I
    Enhancement: Corrosive Spellcasting II
    Enhancement: Corrosive Spellcasting III
    Enhancement: Corrosive Spellcasting IV
    Enhancement: Corrosive Spellcasting V
    Enhancement: Corrosive Spellcasting VI
    Enhancement: Deadly Acid I
    Enhancement: Deadly Acid II
    Enhancement: Deadly Acid III
    Enhancement: Deadly Acid IV
    Enhancement: Deadly Acid V
    Enhancement: Deadly Acid VI
    Enhancement: Acid Manipulation I
    Enhancement: Acid Manipulation II
    Enhancement: Acid Manipulation III
    Enhancement: Acid Manipulation IV
    Enhancement: Acid Manipulation V
    Enhancement: Acid Manipulation VI
    Enhancement: Acid Manipulation VII
    Enhancement: Sorcerer Energy of the Dragonblooded I
    Enhancement: Sorcerer Energy of the Dragonblooded II
    Enhancement: Sorcerer Energy of the Dragonblooded III
    Enhancement: Sorcerer Charisma I
    Enhancement: Sorcerer Charisma II
    Enhancement: Sorcerer Charisma III

  2. #2
    Community Member skullzz's Avatar
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    By my calculations:
    Your CHA will be 36 from a +2 tome, +6 item and ship buffs. That gives you +13 modifier.
    +2 from spell focus and greater
    +2 from item
    +9 (highest spell lvl due to heighten)
    +10 (always there)

    That gives you a: 36 dc for your enchantments

    That a good range for most epics. However, if you're looking to run amarath, echrono, and eda (basically all high level stuff with devils) you need in high 30's (39) or low 40's.

    There is a way to get to a 40 cha and that is a +4 tome, +2 exc cha and yugo pots.
    To get any higher dc you will need to pay real money for the ddostore pots (not worth the trouble)


    My tactics for enchanting/ crowd control is:
    1) i go and gather stuff up (blurred, displaced, fire shield (version depends on what im rounding up)
    once all is on me i cast either discoball, or hold
    2) i have the tank (best option) go round up stuff and then do the same as above
    3) never let the healer be the one to round the stuff up
    Last edited by skullzz; 09-11-2011 at 07:30 AM. Reason: forgot exc cha
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  3. #3
    Community Member Dwarfo's Avatar
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    Quote Originally Posted by skullzz View Post
    By my calculations:
    Your CHA will be 36 from a +2 tome, +6 item and ship buffs. That gives you +13 modifier.
    +2 from spell focus and greater
    +2 from item
    +9 (highest spell lvl due to heighten)
    +10 (always there)

    That gives you a: 36 dc for your enchantments

    That a good range for most epics. However, if you're looking to run amarath, echrono, and eda (basically all high level stuff with devils) you need in high 30's (39) or low 40's.

    There is a way to get to a 38 cha and that is a +4 tome and yugo pots.
    To get that last dc you will need to pay real money for the ddostore pots (not worth the trouble)
    ive seen people with like 40, 42, 44 standing charisma before. ive even seen a guy with a 54 on myddo, im sure there are several ways to get it higher. if i think of any, ill edit.

  4. #4
    Community Member Artagon's Avatar
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    Drop quicken spell and pick up augment summoning. Not only does this feat improve your earth elemental, it also improves anything you decide to charm with your enchantment spells. As an enchantment crowd controller, if you need to cast spells super quick (faster than the sorc already casts), you are probably doing something wrong.

  5. #5
    Community Member skullzz's Avatar
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    Quote Originally Posted by Dwarfo View Post
    ive seen people with like 40, 42, 44 standing charisma before. ive even seen a guy with a 54 on myddo, im sure there are several ways to get it higher. if i think of any, ill edit.
    Sorry I editted my post while you replied.
    I can see +4 over my new post and that is from epic items with +7 cha, +1 exc and drow.
    Schadel TR FVS | Whathitme 2TR human stalwart tank |Whatwas TR Barbarian/Fighter--FuryoftheWild | Kpavio Monk/fighter| Whatsnyp Artificer | Skullzz all purpose Druid| Whatcast elf AM| Nobuffforu Acrobat Warchanter

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    Quote Originally Posted by Artagon View Post
    Drop quicken spell and pick up augment summoning. Not only does this feat improve your earth elemental, it also improves anything you decide to charm with your enchantment spells. As an enchantment crowd controller, if you need to cast spells super quick (faster than the sorc already casts), you are probably doing something wrong.
    No. Just no. Absolut No.

    Not on a Sorc
    Not with a Fork
    Not with a charmed and cantankerous Horc

    Basically you have 7 feats with a Sorcerer and Augment Summon should not be one of them.

    Quicken has more use than simply making you cast faster (which would still be damned nice if that was all it did). It also has this very nice benefit of making your spells un-interruptible. Anyone who says you're "doing something wrong" if you take quicken more than likely has never taken a sorc past level 16 (or has never actually used quicken).
    Last edited by richieelias27; 09-11-2011 at 07:47 AM.

  7. #7
    Community Member herdisleah's Avatar
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    My mage started out her career as a sorc enchantress - problem is theyre pretty feat starved. You can get all your DC increases AND metamagics on a wiz, while you have to sacrifice a little on a sorc.

    I had a nice DC 37 by the time I TR'd into a wiz from sorc, and now with slightly worse gear (focusing int instead of cha) Ive got a DC of 41 already, and I could increase it to 43 pretty easily. As a sorc you do cast faster, but I find the only time that really helped me out a lot was on longer cast spells like Dancing Ball. As a sorc I cast hold person time and time again, but as a wiz with a higher DC I only *need* to cast a Mass version once instead of three times to snag everyone.

    Anyways. Just kinda highlights the reasons why I decided to switch my sorc enchantress (originally based in pnp) to a wizard in ddo.

  8. #8
    Community Member voodoogroves's Avatar
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    My best advice would be to see if you can fit in any of the debuffs; other than pushing your saves higher, being able to tag folks with a hypno or crushing despair is an effective DC boost due to their built-in penalty they apply.

    This is a bigger reason why I think wizards make better CC folks across the spectrum, FWIW - they have space to lay out the debuffs too.
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  9. #9
    Community Member weedf16's Avatar
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    Quote Originally Posted by Artagon View Post
    Drop quicken spell and pick up augment summoning. Not only does this feat improve your earth elemental, it also improves anything you decide to charm with your enchantment spells. As an enchantment crowd controller, if you need to cast spells super quick (faster than the sorc already casts), you are probably doing something wrong.
    Advice...Fail. An interrupted spell could spell DOOM in end-game content.

  10. #10
    Community Member gloopygloop's Avatar
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    Quote Originally Posted by richieelias27 View Post
    No. Just no. Absolut No.

    Not on a Sorc
    Not with a Fork
    Not with a charmed and cantankerous Horc

    Basically you have 7 feats with a Sorcerer and Augment Summon should not be one of them.

    Quicken has more use than simply making you cast faster (which would still be damned nice if that was all it did). It also has this very nice benefit of making your spells un-interruptible. Anyone who says you're "doing something wrong" if you take quicken more than likely has never taken a sorc past level 16 (or has never actually used quicken).
    Augment Summoning is a cute little bonus, but it's not worth taking when you have so many more important feats to take instead. The only way that Augment Summoning would be worth having would be if you could carry the feat on an item or something...

  11. #11
    Community Member Talon_Moonshadow's Avatar
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    My first Sorc was a 28 pt Elf. (I didn't have favor to go Drow....and it was a looong time ago when I made her.)

    I had a Wizard already, and had learned that CC spells seemed to work better for me than nuking, so she ended up with a lot of CC spells.

    What I discovered was that the faster casting time and more SP of the Sorc allowed me to spam CC spells at an amazing rate, and pretty much immobilise every monster in the dungeon! (although this practice also caused me to run out of SP eventually....and then people started dying. )

    I loved this char....right up until Amrath came out.
    Her DCs just weren't high enough for the lvl 17+ end game. And many monsters had immunities to Enchantments as well.

    Eventually I did a GR on her and made her an Air Savant. But I kept a lot of her CC spells too.
    However, she rarely uses them now. Her Electric spells kill so fast....and I use both Electric Loop and Greater Shout as damaging CC spells.

    Sorcs just don't get the enhancements at the highest lvls that Wizards can get for spell DCs. Eventually DCs matter a heck of a lot.
    But that is at end game. Plenty of lvls to have fun with an Enchanter Sorc.

    And you can always respec later when he stops being fun to play.
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  12. #12
    Community Member skullzz's Avatar
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    Quote Originally Posted by gloopygloop View Post
    Augment Summoning is a cute little bonus, but it's not worth taking when you have so many more important feats to take instead. The only way that Augment Summoning would be worth having would be if you could carry the feat on an item or something...
    There will be as of U11.


    Epic Roderic's Wand The Snitch Wand Wand: Summon Unknown Monster II (CL:15, 6/6 rest) [Wizard, Sorcerer, Favored Soul, Cleric, Bard only, UMD:50] [Exclusive]
    from http://ddowiki.com/page/Category:Phi...val_epic_items

    Epic Roderic's Wand: The wand now grants Augment Summoning while held.
    from http://forums.ddo.com/showthread.php?t=206066
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  13. #13
    Community Member bashemgud's Avatar
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    Quote Originally Posted by Artagon View Post
    Drop quicken spell and pick up augment summoning. Not only does this feat improve your earth elemental, it also improves anything you decide to charm with your enchantment spells. As an enchantment crowd controller, if you need to cast spells super quick (faster than the sorc already casts), you are probably doing something wrong.
    Please, don't.

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    While I wouldn't suggest dropping quicken for augment summoning, quicken is by no means a vital feat. To the person who said an interupted spell can spell doom in an epic quest I say preposterous. I have played over 20 million xp on arcanes and most of that has been without quicken. As with everything, it depends on how you play. If you need quicken to get spells off then go for it. Try it out and see. If you have a high concentration you aren't going to need quicken. Frankly, on an ideal sorc, there isn't room for quicken. You get 7 feats.
    L1 toughness
    L3 maximize
    L6 past life wiz
    L9 extend
    L12 past life sorc
    L15 heighten
    L18 empower

    No room for quicken and you don't need it. Of course this assumes past life TRs, but a sorc isn't all that fun to play without the wiz past lifes for spell pen. If you don't have though, you'll be taking spell pen feats instead of the past life feats. And yes, you will want spell pen over quicken.

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    You shouldn't need fvs dilly to use wands and scrolls on yourself. Go work on your UMD gear

    I think Human is a better race. The extra feat makes a world of difference.

    Enchantment isn't really that useful anymore. Focusing on conjuration or necromancy has better results.
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  16. #16
    Community Member Harncw's Avatar
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    X base
    5 level ups
    X tome
    X racial enhancements
    3 sorc enhancments
    1 exceptional
    2 exceptional
    7 epic item
    1 litany of the dead
    2 ship buffs
    2 yugo pots
    X store pots

    18+5+3+1+2+1+2+7+1+2+2+0 = 44 in my human's case

    20+5+4+0+3+1+2+7+1+2+2+2= 49 max? include completionist to get to 50?

    anymore cha we could squeeze?
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  17. #17
    Community Member Sarisa's Avatar
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    My Air Savant can effectively run and CC House P, House D, and all Fens except the Deeps.

    I'm currently sitting at 36 CHA

    18 base + 5 level + 6 item +2 tome + 3 enhancements + 2 ship.
    No exceptionals because my Sorc life is not a final life, and I don't want to waste a ToD ring or epic tokens.

    10+
    9 Heightened spells
    13 CHA mod
    2 item (for necro, enchant, transmutation; 3 item for conjuration; 1 item for evocation)
    1 Wizard past life
    --
    35 Enchant/Necro/Transmute; 36 Conjuration; 35 Evoc (SF:Evoc to qualify for Savant)

    With a bit more focus and equipment, I could easily get higher Enchant. I feel Necro in general is now more useful. I am tempted to switch out SF:Evoc for SF:Conj to even further improve Web and still qualify for Savant.

    Took:
    1 - Extend
    H - Toughness
    3 - Past Life: Wizard
    6 - Empower
    9 - SF:Evoc
    12 - Maximize
    15 - Heighten
    18 - Spell Pen

    I personally like having Extend, but I like playing a more supportive role. I see no problem for others to take spell focuses in its place. Quicken is not completely essential on a fleshy Sorc, but it's still a big help in landing an Otto's Irresistible Dance or getting a Cloud/Sphere/Symbol up quickly.

    Debuffs help a lot, if you can fit them in. Hypno, Crushing Despair, and Mind Fog are excellent spells that give a debuff to will. Solid Fog is an excellent reflex debuffer.

  18. #18
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    There are not a lot of good reasons to pick up a sorcerer who is a one tric enchantment t pony. A novice playing a wiz could do the job better.

    Here is my suggestion. Go water sevant enchanter. Not only will you be pretty good at enchantmets, but you will also be much more effective than a wiz at fighting bosses, and Overall a stronger party member.

    Decide first on your end game feats. (at a minimum choose)
    Two enchantment focus
    One evocation focus
    Two Spell penetrations
    Heighten
    Maximize

    The wiz or Sorcerer past lives will augment or eliminate some of the above feats. This may permit you to select from the list below.

    Other feats
    Empower
    Extend
    Enlarge
    Toughness
    Augment summons

    Choose Drow or human as a race unless you have past lives. In which case then other races will be fine. Notice there is no room for toughness without past lives. If you are a novice player, this build is not recommended. A good enchantment build with a sorcerer requires a veteran player.
    Last edited by tinyelvis; 09-25-2011 at 01:12 PM.

  19. #19
    Community Member honkuimushi's Avatar
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    I would probably lower Str a bit to get a 10 or 12 Int and use the extra skill points to take UMD. With your Chr, that should allow you to use most wands and scrolls in the game. Eventually you should have a better success rate on heal scrolls than with the FvS Dilly. You could take Paladin instead and still be able to use most cure wands from first level and it would boost your saves a bit.

  20. #20
    Community Member Isharah's Avatar
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    [RACE] Go human instead of helf. That extra feat you will get is critical for this build since you are trying to fit two roles into one toon (standard sorc nuker and your sorc enchanter).

    [STATS] 18 CHA, 18 CON and 10 STR or INT would probably work best on any caster sorc, depending on whether you want 2 or 3 skill points per level. Priority would be on charisma of course, followed closely by constitution.

    [FEATS] Don't take quicken. Keep your concentration score maxed out instead, and work on your jump-casting and kiting skills -- you need that feat slot for something else. Suggested feat selection (8 feats as human): toughness, SF:evoc or conj (depending on your savant preference), empower, maximize, SF:ench, GSF:ench, heighten, spell pen. If you have other ideas (like you want to lean more towards the support side and get extend), drop toughness (make sure your gear lets you have 400-ish hp buffed by level 20).

    [SKILLS] Keep concentration and UMD capped. Put those extra skill points in jump (4 ranks in this should cap your jump score at level 20 assuming you have a +6 str item and 8 starting str: 2 stat mod + 4 skill ranks + 4 gh + 30 buff = 40 jump), balance (you won't be able to pull this very high but it is better than nothing), or haggle (if you are stingy like i am :P). By level 20 you should be able to scroll-heal quite efficiently (get UMD gear and cha skill + item). Toss in a triple positive weapon (they're cheap) and a few enhancements and you can easily heal yourself for 300 hp per scroll.

    [ENHANCEMENTS] Put enhancements in spell penetration so that you won't have a hard time CCing epic devils. You may also want to toss in a point in that scroll mastery enhancement; it is very worth that 25% value boost.

    [TACTICS]
    1. Basically, crushing despair + mass hold takes care of everything. You can use hypno as well but afaik it gives a smaller penalty for a longer period, while crushing despair gives a larger penalty for a shorter period (only a few secs, then the penalty stabilizes to -2).
    2. Power words/F2S/ID for spot CCing.
    3. An alternative: kite mobs back and forth through a disco ball.
    4. Deep slumber works well vs. monsters you don't intend to kill but want to incapacitate for longer periods of time (much like what hypno was used for before u9), but note that some monsters are immune to sleep.
    5. Try using solid fog + web vs. things you find hard to enchant (yes, web isn't an enchantment spell but it's a good backup plan :P).
    6. Don't forget that many melees hate it when you charm the things they are hitting. XD
    7. Don't forget to nuke after CCing. You are still a sorc after all.

    Lots of luck and please correct me if i said something wrong. :P

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