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  1. #1
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    Default anything cripplingly bad here?

    True Neutral Drow Sorcerer
    Hit Points: 202
    Spell Points: 2119

    BAB: 10/10/15/20
    Fortitude: 9 Reflex: 6 Will: 23

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

    Tomes Used
    +2 Tome of Strength 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
    +4 Tome of Charisma used at level 15

    Starting Ending Feat/Enhancement
    Base Skills Base Skills Modified Skills
    Skills (Level 1) (Level 20) (Level 20)
    Balance 0 6 6
    Bluff 5 12 12
    Concentration 6 26 30
    Diplomacy 7 22 22
    Haggle 7 22 22
    Tumble n/a 1 1

    Level 1 (Sorcerer)
    Skill: Concentration (+4)
    Skill: Diplomacy (+2)
    Skill: Haggle (+2)
    Feat: (Selected) Toughness
    Spell (1): Acid Spray
    Spell (1): Niac's Cold Ray
    Enhancement: Improved Concentration I
    Enhancement: Frost Manipulation I
    Enhancement: Flame Manipulation I
    Enhancement: Sorcerer Energy of the Dragonblooded I

    Level 2 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Spell (1): Hypnotism
    Enhancement: Glacial Spellcasting I
    Enhancement: Combustive Spellcasting I
    Enhancement: Sorcerer Charisma I

    Level 3 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Feat: (Selected) Force of Personality
    Spell (1): Charm Person
    Enhancement: Deadly Ice I
    Enhancement: Deadly FFlame I
    Enhancement: Frost Manipulation II
    Enhancement: Flame Manipulation II

    Level 4 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Spell (2): Web
    Enhancement: Racial Toughness I
    Enhancement: Improved Concentration II

    Level 5 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Spell (2): Resist Energy
    Enhancement: Sorcerer Spell Penetration I

    Level 6 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Feat: (Selected) Spell Penetration
    Spell (3): Haste
    Enhancement: Racial Toughness II
    Enhancement: Sorcerer Energy of the Dragonblooded II
    Enhancement: Sorcerer Charisma II

    Level 7 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Spell (2): Blur
    Spell (3): Fireball
    Enhancement: Deadly Ice II
    Enhancement: Deadly Flame II
    Enhancement: Frost Manipulation III
    Enhancement: Flame Manipulation III

    Level 8 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Tumble (+0.5)
    Spell (4): Wall of Fire
    Enhancement: Improved Concentration III

    Level 9 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Selected) Maximize Spell
    Spell (2): Scorching Ray
    Spell (3): Displacement
    Spell (4): Phantasmal Killer
    Spell Swap: Acid Splash for Sonic Blast (for breakables)
    Enhancement: Sorcerer Spell Penetration II

    Level 10 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Spell (5): Hold Monster
    Spell Swap: Hypnotism for Jump
    Enhancement: Sorcerer Charisma III

    Level 11 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Spell (3): Protection From Energy
    Spell (4): Stoneskin
    Spell (5): Cone of Cold
    Enhancement: Glacial Spellcasting II
    Enhancement: Combustive Spellcasting II

    Level 12 (Sorcerer)
    Ability Raise: CHA
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Feat: (Selected) Spell Focus: Evocation
    Spell (6): Disintegrate
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Improved Concentration IV
    Enhancement: Deadly Ice III
    Enhancement: Deadly Flame III

    Level 13 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Spell (4): Enervation
    Spell (5): Break Enchantment
    Spell (6): Otiluke's Freezing Sphere
    Enhancement: Sorcerer Spell Penetration III

    Level 14 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Spell (7): Finger of Death
    Spell Swap: Phantasmal Killer for Fire Shield
    Enhancement: Glacial Spellcasting III
    Enhancement: Combustive Spellcasting III
    Enhancement: Frost Manipulation IV
    Enhancement: Flame Manipulation IV

    Level 15 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Feat: (Selected) Greater Spell Penetration
    Spell (5): Protection From Elements
    Spell (6): Reconstruct
    Spell (7): Waves of Exhaustion
    Spell Swap: Protection From Energy for Knock
    Enhancement: Deadly Ice IV
    Enhancement: Deadly Flame IV
    Enhancement: Frost Manipulation V
    Enhancement: Flame Manipulation V

    Level 16 (Sorcerer)
    Ability Raise: CHA
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Spell (8): Polar Ray
    Enhancement: Sorcerer Improved Maximizing II

    Level 17 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Spell (7): Banishment
    Spell (8): Incendiary Cloud
    Enhancement: Glacial Spellcasting IV
    Enhancement: Combustive Spellcasting IV
    Enhancement: Deadly Ice V
    Enhancement: Deadly Flame V

    Level 18 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Feat: (Selected) Greater Spell Focus: Evocation
    Spell (9): Wail of the Banshee
    Enhancement: Frost Manipulation VI
    Enhancement: Flame Manipulation VI

    Level 19 (Sorcerer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Spell (8): Trap the Soul
    Spell (9): Energy Drain
    Spell Swap: Enervation for Ice Storm
    Enhancement: Glacial Spellcasting V
    Enhancement: Combustive Spellcasting V
    Enhancement: Deadly Ice VI
    Enhancement: Deadly Flame VI
    Enhancement: Frost Manipulation VII
    Enhancement: Flame Manipulation VII

    Level 20 (Sorcerer)
    Ability Raise: CHA
    Skill: Balance (+1)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Spell (9): Mass Hold Monster
    Enhancement: Sorcerer Bloodline of Power
    Enhancement: Glacial Spellcasting VI
    Enhancement: Combustive Spellcasting VI

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    I have left out Empower in favor of Maximize. Both are horribly mana inefficient, but when you need the burst damage maximize is more bang for the buck. Maximize at 9 since any earlier is just wasting an admittedly huge mana pool, but DDO is so easy below 9 that I don't see the necessity.

    Not sure if I want Enlarge, Extend or Heighten at all so I have left them out for now, I can always look at a swap later.

    Quicken I find meaningless with a decent amount of Concentration, we'll see if that bites me in the behind at any point.

    So basically I have a very deeply entrenched Fire/Water with all SpPen except Greater in feats and enhancements, who can also be my vendor b**** with the high Cha and Haggle.

    Have I done anything that is going to seriously cripple him? Any suggestions beyond 'get the metamagic feats you already said you don't want, because...' ?

    TIA
    Don't talk to me about realism, you're posting in a fantasy role-playing game forum.

  2. #2
    Community Member grgurius's Avatar
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    First thing i noticed is that you are missing umd, on a fleshy sorc that's crippling enough, recommend that you switch skill points from diplomacy to umd. Second looks like you are planing on skipping the savants pre which might not be the smartest idea, maybe it would be better to specialize in one element, getting the savant pre with backup in secondary element that doesn't contradict your savant element.

  3. #3
    Community Member AtomicMew's Avatar
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    There is A LOT of things very wrong with this build, and you won't be successful. The most glaring flaw, perhaps is that you don't even take a savant PrE.

    There is no need to re-invent the wheel.

    Here is a very classic (though sadly outdated) guide on playing a sorcerer: http://forums.ddo.com/showthread.php?t=175911. This guide is mostly outdated in terms of gear, new spells and the savant PrE, but it is still a goldmine of information for new players. Read it carefully if you want to understand the philosophy behind playing a successful sorcerer, athorough reading will put you miles ahead of the average pug sorcerer. This should be required reading for anyone looking to roll a sorcerer for the first time, honestly.


    For a specific build, here is a basic outline for WF earth savant that is extremely solid for a first life: http://forums.ddo.com/showpost.php?p...5&postcount=13. Follow it and you will not go wrong. You can always change something on your next life when you gain more playing experience.

  4. #4
    The Hatchery
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    Stats: Fine for a drow sorc.

    Skills: You really want UMD, it's importance on a fleshy sorc cannot be overstated (as grgurius said). I would take balance, too, and get rid of haggle and diplo.

    Feats: Toughness is good. FoP I wouldn't use a feat on, what with sorcs being feat starved. Spell pen comes at a very early level - few mobs have SR at that level.
    I wouldn't take Greater Spell Pen and GSF: Evo. Empower and heighten are nearly a must on a sorc, and a SF: necro perhaps, to help necro DCs.

    Enhancements: Again, as grgurius says, decide on a savant to go for, and an off-spec in another element. Savant benefits are huge - going without them can be done, but should be approached with caution.
    DDO: If a problem cannot be solved by the application of DPS, you're not applying enough.

  5. #5
    Community Member Isharah's Avatar
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    Standard nuker-type build.

    Stats
    Start with max Cha and max Con. Dump remaining points wherever you wish (preferably strength for carrying capacity and avoiding being helpless).

    Skills
    Maximize Concentration and UMD. All else is gravy.

    Feats
    Try this:
    Level 1 - Toughness
    Level 3 - Empower
    Level 6 - Maximize
    Level 9 - Spell Focus: Evocation
    Level 12 - Greater Spell Focus: Evocation
    Level 15 - Heighten Spell
    Level 18 - Spell Penetration

    Rationale:
    - Don't take maximize at level 1. WHY: Low-level spells are very cheap. Much more efficient to recast them several times instead of casting a maximized version.
    - By the time you turn level 6 (plus 1 rank), you want to have both empower and maximize. WHY: You will gain access to SLAs which can be empowered and maximized for free.
    - You can actually opt to take heighten earlier if you wish to take on a CC role, and use web/deep slumber as your primary spell.
    - Spell penetration can be replaced by Extend or a second spell focus depending on your preferred playstyle.

    Enhancements
    - Take a savant. Else, you wouldn't be capitalizing on the strengths of the sorcerer class. Water or air for end-game is a solid choice.
    - Don't bother getting improved concentration -- with max ranks and a decent item set, you will have better use for all that AP.

  6. #6
    The Hatchery MRMechMan's Avatar
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    Some major flaws in your build.

    -Drow over human or warforged (human can have same DCs...but extra feat and skill, +3 con, more amp. WF get easy self healing, +6 con over drow. both OUTCLASS drow **braces self for incoming emo-drow hatred**)
    -NOT taking empower (unjustifyable that a sorc is missing)
    -NO savant pre (massive benefits, minor losses. just do some research and pick one)
    -4 ranks improved concentration (near-useless)
    -NO UMD (how else you gonna self heal? personally when on my healer I don't heal arcanes I don't know to teach them to make decent builds. sorcs get agro, and there won't always be some super-nice healer there to save your squishy drow arse.)
    -all 3 spell pen enhancements (spell pen isn't important on a NUKING class)
    -2 spell pen feats (same story. burning 12AP and 2 feats when you won't have the DCs anyway is a waste)
    -NO heighten (incredibly useful for sorc SLAs)
    -Force of personality (will saves are incredibly NOT worth burning a feat on)

    So...yea, some stuff you need to fix. I hope someone with this little knowledge of the class doesn't burn a +4 cha tome on a butchered build.

  7. #7
    Community Member Teharahma's Avatar
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    Ditch FoP for Empower, also consider dropping Greater evo focus for Quicken.
    Also, seeing it's not a TR, you may want to postpone that +4 CHA tome till level 20, seeing as you wont get it at 15.
    Sweep Pick or Die!
    Quote Originally Posted by JollySwagMan View Post
    But in terms of actual quest ideas, perhaps something where Halflings ride around on Warforged in battle-backpacks with shoulder-mounted repeating crossbows.

  8. #8
    Community Member grgurius's Avatar
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    Quote Originally Posted by Teharahma View Post
    Ditch FoP for Empower, also consider dropping Greater evo focus for Quicken.
    Also, seeing it's not a TR, you may want to postpone that +4 CHA tome till level 20, seeing as you wont get it at 15.
    Quicken is a waste of a feat on a fleshy sorc.

    Ditching FoP is a smart move tho, and in his place i would take heighten at first. You can maybe ignore heighten if you are experienced and geared player, otherwise its good to stick to it.

    Consider dropping one of the spell pen feats and/or Greater evoc focus for empower or spell focus necro or enchantment.

  9. #9
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Isharah View Post
    Standard nuker-type build.

    Stats
    Start with max Cha and max Con. Dump remaining points wherever you wish (preferably strength for carrying capacity and avoiding being helpless).

    Skills
    Maximize Concentration and UMD. All else is gravy.

    Feats
    Try this:
    Level 1 - Toughness
    Level 3 - Empower
    Level 6 - Maximize
    Level 9 - Spell Focus: Evocation
    Level 12 - Greater Spell Focus: Evocation
    Level 15 - Heighten Spell
    Level 18 - Spell Penetration

    Rationale:
    - Don't take maximize at level 1. WHY: Low-level spells are very cheap. Much more efficient to recast them several times instead of casting a maximized version.
    - By the time you turn level 6 (plus 1 rank), you want to have both empower and maximize. WHY: You will gain access to SLAs which can be empowered and maximized for free.
    - You can actually opt to take heighten earlier if you wish to take on a CC role, and use web/deep slumber as your primary spell.
    - Spell penetration can be replaced by Extend or a second spell focus depending on your preferred playstyle.

    Enhancements
    - Take a savant. Else, you wouldn't be capitalizing on the strengths of the sorcerer class. Water or air for end-game is a solid choice.
    - Don't bother getting improved concentration -- with max ranks and a decent item set, you will have better use for all that AP.
    This looks right just swap Greater Spell Focus: Evocation for Greater Spell Penetration and you're set.

    Btw, drow is a bad choice, go for human instead for crucial HP and an extra feat that can be Force of Personality (good feat for soloing cannith challenges).

  10. #10
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    As someone who runs a Drow Sorc (20th lvl Air Savant), your build is ... sucky.

    No UMD? My sorc has 75% heal scroll casting without any gear enhancements. With gear, 95%. And over 100% if I really try. That and cure wands comes in handy like you wouldn't believe. Drop the diplo and haggle, take UMD and 1 rank in jump and tumble.

    Drop the Concentration enhancements. You don't need them. My concentration is just under 50 at this point from just taking standard skill points and equipment.

    Take a Prestige line. Early levels Fire primary Earth secondary is great. Or Earth pri, Fire sec. Around 14th lvl or so switch to Air or Water primary and Water or Air secondary. Put a couple of AP in Force too. And whichever PrE you take, remember to turn on Max, Emp, and Heighten for the SLA. An Air Sorc gets Electric Loop and I'm hitting for about 300 hps per target, with over 600 on crits. And it stuns them. AND it only costs 5sp a shot. Lightning bolt gets similar results for 10sp.

    Feats can be improved a bit. FoP is not a good feat purchase. Take Heighten. Take Empower. Drop the greater spell pen and greater Evo focus.

    Spell selection is incredibly important for a Sorc since you can't just change them at will. Drop Stoneskin. You can buy wands for that. Take D Door. There are times when you want that and some quests virtually demand it. In fact, get wands for Remove Curse, Remove Disease, etc. Comes in handy.

    Remember that a Sorc is a stone-cold killer. The only reason you take CC spells is so you can have more time to play with them before you kill them. I like the disco ball so they dance while I fry them (insert evil laugh).

  11. #11
    Community Member Madryoch's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    This looks right just swap Greater Spell Focus: Evocation for Greater Spell Penetration and you're set.

    Btw, drow is a bad choice, go for human instead for crucial HP and an extra feat that can be Force of Personality (good feat for soloing cannith challenges).
    seeing that he intends to make a nuker and not a wizard u shouldn't offer him advice like extraspell pen on a featstarved class.

    One is enough.I would suggest the player to experiment with various values of spell pen they really need for their playstyle once they get to lvl 20. And no the fact that new expansion is going to be about drows and stuff is not the reason to go for greater spell pen now. When it comes out we ll see. If u so desperately need spell pen on a sorc perhaps u should consider wizard past life(lives).Though in my experience since ur primary role is to be anuker and not a will based CC caster or a necro focused bastard u shouldn't require that high spell pen value. And sorry *** is that thing about Force of personality ...

    You might want to argue with me about these awesome debuff spells out there which are very useful to have when u can afford the spell pen well in my opinion ur main role is not that. All in all the build and the variations Isharah has suggested are the things the OP should be looking for in my opinion.

    Regarding race ... Well human is the most overpowered race for a sorc yet some people like the looks of their toon so they might not like a female dwarven (yeah as if females exist) with long beard and hairy breasts so they might pick their race due to that.Certainly not the optimal choice if u don't go human yet it's ur choice. I d also personally would like to suggest not to go WF if u intend to be raid toon imo. People say that wf gives u the ability to self heal but if u ask me i ll say they lose too many things to be better than a umd sorc with scroll heals especially when scrolls cost u pp while reconstruct costs u SP.
    Last edited by Madryoch; 02-07-2012 at 05:02 PM.
    Rilynrae of the Eclipse - lvl 20 Sorceress,Deneria Daughter of Dragons - lvl 12 Paladin 1 Ranger 7 Monk Intimihate Tank both of guild V'''''V Rego Vitae
    ''Never argue with an idiot. He will drag you down to his level and beat you with experience''

  12. #12
    Community Member Kinerd's Avatar
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    If you are an arcane that can't CC or self heal, you are a DPS character with no Evasion and <400 HP. That is not a good place to be.

  13. #13
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Madryoch View Post
    seeing that he intends to make a nuker and not a wizard u shouldn't offer him advice like extraspell pen on a featstarved class.

    One is enough.I would suggest the player to experiment with various values of spell pen they really need for their playstyle once they get to lvl 20. And no the fact that new expansion is going to be about drows and stuff is not the reason to go for greater spell pen now. When it comes out we ll see. If u so desperately need spell pen on a sorc perhaps u should consider wizard past life(lives).Though in my experience since ur primary role is to be anuker and not a will based CC caster or a necro focused bastard u shouldn't require that high spell pen value. And sorry *** is that thing about Force of personality ...

    You might want to argue with me about these awesome debuff spells out there which are very useful to have when u can afford the spell pen well in my opinion ur main role is not that. All in all the build and the variations Isharah has suggested are the things the OP should be looking for in my opinion.

    Regarding race ... Well human is the most overpowered race for a sorc yet some people like the looks of their toon so they might not like a female dwarven (yeah as if females exist) with long beard and hairy breasts so they might pick their race due to that.Certainly not the optimal choice if u don't go human yet it's ur choice. I d also personally would like to suggest not to go WF if u intend to be raid toon imo. People say that wf gives u the ability to self heal but if u ask me i ll say they lose too many things to be better than a umd sorc with scroll heals especially when scrolls cost u pp while reconstruct costs u SP.
    I've recently been soloing or short manning epic and normal challenges. Often, due to scaling, I'd prefer 1-2 friends to come with me and don't worry about their class. Additionally, we are separated. So, it is impossible to rely on freedom of movement (and I don't have delving boots yet). Various mobs in the challenges throw a lot of hold person spells, it's a pain. With my free feat on a human sorcerer I'd probably take FoP as sorcerer is such a good class for challenges and I can do without extend.

    Greater Spell Penetration can help a sorcerer hit the ~30 Spell Penetration that you need to be able to bypass SR in a majority of content (though not epic drow so much - need wizard/fvs PLs or elf wizard for that). While not as crucial for a sorcerer as what it is for a wizard - I wouldn't take the final rank in spell penetration enhancement - it is still very useful:

    Energy Drain: best single target debuff, use this to prep very tough mobs for an icy prison or finger of death (energy drain + icy prison can make a joke out of many epic orange named mobs!)
    Symbol of Death: best AoE debuff, use this to prep large mobs for web, disco ball or wail of the banshee.
    Waves of Exhaustion: amazing debuff vs many raid bosses and good vs other mobs to keep them in webs longer or make them do less damage.
    Otto's Disco Ball: minimal saves (compared to MHM) make this my preferred AoE will based CC, useful in easier content (normal/hard shroud for instance) and still useful in hard content if combined with debuffs (crushing despair/symbol of death).
    Crushing Despair: One of the best debuffs out there, -5 will saves regardless of save, -2 saves on a failed save.

    Greater Spell Penetration is more useful than any other option on a fleshy sorcerer.

  14. #14
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    Ok, a lot of advice here, some good, some bad, some contradictory, some total BS and some that could have been delivered in a much less offensive manner, so I've reworked the first build a lot.

    I'm not totally inexperienced in DDO, I've been in the game on and off since 2007, so the condescending attitutes (on some posts) can be dropped in favor of a few points in player-Cha/civility. I just haven't played a Sorcerer, or any Arcane to an appreciable level, before; however, acquiring +4 tomes is NOT an issue. I specifically made this thread to make sure I wasn't going to be using it until I had a good build to use it on.

    UMD: I very specifically did not want UMD in this build because of the lack of available skill points, and my belief that Arcanes shouldn't have to do the Healer's job in a group; however, for a number of reasons I have added it.

    Improved Concentration: Ok I get the point here, and there's plenty else I could spend the points on.

    PrE: Ok, I hadn't read up on these and see the benefit of them, and consequently the need for Empower and [strikethrough]Extend[/strikethrough] Heighten.

    Warforged: Never happen. Warforged defeat my secondary purpose which is to be able to max Cha to use this as a vendor b****, as I clearly stated. They also defeat the main advantage of a Sorc over a Wiz, massive SP pool, by having a gimped Cha stat. None of the Wf advantages outweigh that to me, except self-healing, and I don't think a sorc should be wasting time healing when they could be doing damage.

    When I play healers, in this game or others, I mostly heal, and was one of the top raiding Druids on my server back in my EverQuest days. Yes there are other things to do as well, like banishing beholders and sitting mobs down on their butts to start, but I don't let party members drop because I am f****** around Finger-Of-Lighting, breaking boxes, or pretending I can melee worth a s*** (Battle Clerics...ROFLMFAO, level 5 dps on a level 15 toon), I keep the whole group alive regardless of their role.

    Drow: I took Drow for the 20 Cha and nothing more. Not even going to get into the race discussion as it is 97% moot at this point and has been done to death and resurrected innumerable times. I have switched to Human for the extra Feat and skill points, and lost 2 Cha, but I am not losing 4 just so I can waste time doing the healer's job.

    FoP: Because Wis is useless except for Will Save on a Sorc, I use FoP to bundle Will Save with the same stat that gives me SP, skill boosts to Diplomacy to drop agro and Haggle to max vendor foddering, etc. Almost nothing will get through a Will save based on 20 base Cha, and the gimpage achieved by wasting stat points on Wis will still not give me anything close to the same Will Save. At high levels when I don't need the stat boost to Will saves I CAN do a FoP swap, after all, but not until its usefulness to me is outlived.

    Spell Penetration: Ok, easy enough to drop, Spell Pen gear is not too hard to find, but at early levels when my current L4 sorc casting Niacs is being resisted 5 out of 7 (in one particulary annoying run of Butchers on elite) in a row by kobold shamans what am I to do? It's not like I can use the much shorter range Acid Splash or Burning Hands on mobs that are swarming the Barb sprinting 60' down the hall.

    Metamagic:

    <Isharah> I didn't take Maximize at 1, for the same reason you stated, they can be cast multiple times cheaper. For the same reason, I didn't take Empower at all, because Maximize is more SP efficient than Empower.

    However, now that I've examined the PrEs in detail, I will be fitting Empower and Extend in, and probably Quicken too now that I have re-read the description several times over.

    The big question for me now is, do I switch from Fire/Acid to Water/Air or Water/Acid at 11 and take advantage of Water Savant + Cone of Cold, do it at 13 for Otilukes', or save it until 16 for Polar Ray?
    Last edited by Komitulek; 02-08-2012 at 09:06 AM.
    Don't talk to me about realism, you're posting in a fantasy role-playing game forum.

  15. #15
    The Hatchery
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    Quote Originally Posted by Komitulek View Post
    Spell Penetration: Ok, easy enough to drop, Spell Pen gear is not too hard to find, but at early levels when my current L4 sorc casting Niacs is being resisted 5 out of 7 (in one particulary annoying run of Butchers on elite) in a row by kobold shamans what am I to do? It's not like I can use the much shorter range Acid Splash or Burning Hands on mobs that are swarming the Barb sprinting 60' down the hall.?
    Spell Pen has nothing to do with the saves the monsters make. Damage spells are not affected by spell resistance, and as such, Spell Pen has NO use for those.
    The monsters have a save they can make versus your spells - in the case of niac's, a reflex save. This is entirely seperate from and unaffected by Spell Pen.

    Spell Pen is useful for CC like otto's and insta kills like fod.
    DDO: If a problem cannot be solved by the application of DPS, you're not applying enough.

  16. #16
    Community Member Kinerd's Avatar
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    Quote Originally Posted by Komitulek View Post
    Warforged: Never happen. Warforged defeat my secondary purpose which is to be able to max Cha to use this as a vendor b****, as I clearly stated. They also defeat the main advantage of a Sorc over a Wiz, massive SP pool, by having a gimped Cha stat. None of the Wf advantages outweigh that to me, except self-healing, and I don't think a sorc should be wasting time healing when they could be doing damage.
    This is not meant to be condescending. The idea that WF arcanes "waste time" healing is just inaccurate. It takes an instant to push the Quickened Reconstruct button and get (at least!) 255 HP. It's easy money.

    I feel like you have some kind of past drama from the insistence with which you repeat the "healer's job" thing you have going on, and I won't try to guess as to that source. I will just point out that the majority of healing is done in mass form. You will not be standing with the melees, so it requires extra effort from the healer to keep you alive. You know what melees are like, they can't take a leak without taking 200 untyped damage, losing an eye, and getting poisoned. You taking half a second to allow the healer to focus completely on them is a net positive for the group.

  17. #17
    Community Member AtomicMew's Avatar
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    Ok, a lot of advice here, some good, some bad, some contradictory, some total BS and some that could have been delivered in a much less offensive manner, so I've reworked the first build a lot.

    I'm not totally inexperienced in DDO, I've been in the game on and off since 2007, so the condescending attitutes (on some posts) can be dropped in favor of a few points in player-Cha/civility.
    The only condescending posts, are yours. You are clearly inexperienced at playing arcanes, as you yourself admit, yet you think you have the wherewithal to dismiss free and generously given advice as "bad, contradictory and BS"? Talk about arrogant.

    From the last post, it's still clear that you do not understand how to play an arcane. A dose of humility and keeping an open mind would do more for you and your arcane endeavors than any single piece of advice.

  18. #18
    The Hatchery MRMechMan's Avatar
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    Going WF will not gimp your sp pool.

    Going WF will not break your bank. You want a haggle char? Make a bard.

    Choosing haggle over umd on a fleshie sorc is astonishing.

    Not taking empower because maximize is more efficient is silly. Should melee not take improved critical because power attack adds more dps?

    All I can say that personally when on my healer, if an arcane cannot self heal it is generally a pain in the a$$ to deal with. Good arcanes are a complete package and can look after themselves. Generally I let that sorc without umd/isn't WF or that fleshie AM sort their own stuff out...I didn't sign up to keep 250hp zero self healing agro magnets up...I'll do it if needed but often a good lesson is in order. It is SO easy to self heal on an arcane and SO useful that it's silly not to build for it.

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    your origional build looks great and i hope you enjoy that +4 tome

  20. #20
    Community Member AmatsukaIncarnate's Avatar
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    Quote Originally Posted by MRMechMan View Post
    Going WF will not gimp your sp pool.

    Going WF will not break your bank. You want a haggle char? Make a bard.

    Choosing haggle over umd on a fleshie sorc is astonishing.

    Not taking empower because maximize is more efficient is silly. Should melee not take improved critical because power attack adds more dps?

    All I can say that personally when on my healer, if an arcane cannot self heal it is generally a pain in the a$$ to deal with. Good arcanes are a complete package and can look after themselves. Generally I let that sorc without umd/isn't WF or that fleshie AM sort their own stuff out...I didn't sign up to keep 250hp zero self healing agro magnets up...I'll do it if needed but often a good lesson is in order. It is SO easy to self heal on an arcane and SO useful that it's silly not to build for it.
    This.
    While the WF vs Human thing is a personal preference, for a first life sorcerer or an inexperienced arcane, WF is very forgiving to mistakes. Humans can self heal with UMD, but can be interrupted which is usually when the DING! happens. Also, heal scrolls don't heal as much as a reconstruct does which means you can get your hp up much quicker as a WF.

    On my cleric, I normally expect arcanes to be able to take care of themselves. It is, like MechMan says, a
    pain to have to divert my attention to an arcane who can't manage his aggro and keep himself healthy at the same time.

    If this is your first arcane character, WF is really the way to go. You'll be much happier when you meet incompetent healers or make mistakes on your own part.
    ~Proud member of Thac0~

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