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  1. #1
    Community Member zafahor's Avatar
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    Post reincarnate wf sorc

    Okay so hi!
    I have FINALLY capped my first charecter on the sarlona server after like 4 years of playing (sad i know) and he is an UBER GIMP! solution= reincarnate XD.
    THIS IS A ROUGH DRAFT
    this took me like a good half hour and is my basic idea of a reinc sorc wf, i only did it to level 14 because that is about how long fire savant is viable (correct me if i am wrong) then engame i am planning on a earth savant with an ice secondary!
    please excuse my HORRIBLE grammar and spelling and setup this is my like 3rd post on the forums
    thankyou to ferd for telling my how to use the forums go check out his profile and make his little green light things go up :S if u want lol.
    well enjoy please keep the mean comments to a min if u dont agree with something (probably everything) tell me how to fix dont rage
    k guyz
    zaf



    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    zafahor hiroshima's revenge
    Level 14 Lawful Good Warforged Male
    (14 Sorcerer) 
    Hit Points: 146
    Spell Points: 1398 
    BAB: 7\7\12
    Fortitude: 9
    Reflex: 3
    Will: 7
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 14)           (Level 14)
    Strength             10                 10                   10
    Dexterity             8                  9                    9
    Constitution         18                 20                   21
    Intelligence         14                 14                   14
    Wisdom                6                  6                    6
    Charisma             16                 21                   23
    
    Tomes Used
    +1 Tome of Constitution used at level 1
    +1 Tome of Charisma used at level 1
    +1 Tome of Dexterity used at level 13
    +2 Tome of Constitution used at level 13
    +2 Tome of Charisma used at level 13
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 14)          (Level 14)
    Balance              -1                 -1                   -1
    Bluff                 3                  6                    6
    Concentration         8                 22                   22
    Diplomacy             3                  6                    6
    Disable Device        n/a               n/a                   n/a
    Haggle                3                  6                    6
    Heal                 -2                 -2                   -2
    Hide                 -1                 -1                   -1
    Intimidate            3                  6                   10
    Jump                  0                  0                    0
    Listen               -2                 -2                   -2
    Move Silently        -1                 -1                   -1
    Open Lock            n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                4                 10.5                 10.5
    Search                2                  2                    2
    Spot                 -2                 -2                   -2
    Swim                  0                  0                    0
    Tumble                1                  7.5                  7.5
    Use Magic Device      5                 14.5                 14.5
    
    Level 1 (Sorcerer)
    Skill: Concentration (+4)
    Skill: Repair (+2)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Maximize Spell
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Automatic) Attack
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Warforged Traits
    Spell (1): Burning Hands
    Spell (1): Expeditious Retreat
    
    
    Level 2 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Repair (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Spell (1): Nightshield
    
    
    Level 3 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Repair (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Spell
    Spell (1): Ray of Enfeeblement
    
    
    Level 4 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Repair (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Scorch
    
    
    Level 5 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Repair (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Repair Moderate Damage
    
    
    Level 6 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Repair (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Extend Spell
    Spell (3): Acid Blast
    
    
    Level 7 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Repair (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Scorching Ray
    Spell (3): Fireball
    
    
    Level 8 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Repair (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Wall of Fire
    Enhancement: Sorcerer Fire Savant I
    Enhancement: Corrosive Spellcasting I
    Enhancement: Combustive Spellcasting I
    Enhancement: Combustive Spellcasting II
    Enhancement: Deadly Acid I
    Enhancement: Deadly Acid II
    Enhancement: Deadly Flame I
    Enhancement: Deadly Flame II
    Enhancement: Acid Manipulation I
    Enhancement: Acid Manipulation II
    Enhancement: Acid Manipulation III
    Enhancement: Flame Manipulation I
    Enhancement: Flame Manipulation II
    Enhancement: Flame Manipulation III
    Enhancement: Flame Manipulation IV
    Enhancement: Repair Manipulation I
    Enhancement: Repair Manipulation II
    Enhancement: Repair Manipulation III
    Enhancement: Sorcerer Energy of the Dragonblooded I
    Enhancement: Sorcerer Energy of the Dragonblooded II
    Enhancement: Sorcerer Charisma I
    Enhancement: Sorcerer Charisma II
    Enhancement: Warforged Constitution I
    
    
    Level 9 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Repair (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Past Life: Arcane Prodigy
    Spell (2): Blur
    Spell (3): Rage
    Spell (4): Burning Blood
    Enhancement: Corrosive Spellcasting II
    Enhancement: Combustive Spellcasting III
    Enhancement: Deadly Flame III
    Enhancement: Flame Manipulation V
    
    
    Level 10 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Repair (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (5): Protection From Elements
    Enhancement: Corrosive Spellcasting III
    Enhancement: Deadly Acid III
    Enhancement: Acid Manipulation IV
    Enhancement: Acid Manipulation V
    
    
    Level 11 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Repair (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (3): Haste
    Spell (4): Dimension Door
    Spell (5): Teleport
    Enhancement: Corrosive Spellcasting IV
    Enhancement: Combustive Spellcasting IV
    Enhancement: Acid Manipulation VI
    Enhancement: Flame Manipulation VI
    
    
    Level 12 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Repair (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Penetration
    Spell (6): Reconstruct
    Enhancement: Sorcerer Fire Savant II
    Enhancement: Warforged Healer's Friend I
    
    
    Level 13 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Repair (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Enervation
    Spell (5): Hold Monster
    Spell (6): Flesh to Stone
    Enhancement: Deadly Flame IV
    Enhancement: Sorcerer Energy of the Dragonblooded III
    
    
    Level 14 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Repair (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Finger of Death
    Enhancement: Corrosive Spellcasting V
    Enhancement: Combustive Spellcasting V
    Enhancement: Deadly Acid IV
    Enhancement: Acid Manipulation VII
    p.s. thankyou to ron for the charecter planner!
    “If Pac-Man had affected us as kids, we'd all be running around in dark rooms, munching pills and listening to repetitive electronic music.” ― Marcus Brigstocke
    p.s. why p2p when u can just get the pack u need and have it for LIFE?

  2. #2
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    Default

    Very first thing I notice is 'Lawful Good' so I can only assume you are taking levels 19-20 as Paladin
    If this is not true, go True Neutral instead- Immunity to alignment effects is just a nice little failsafe

    I recently tred wf sorc and went

    10 Str
    8 Dex
    20 Con
    10 Int
    6 Wis
    16 Cha

    Skills: Concentration, Umd, Jump* (*only after level 7)

    18 Air Savant Sorc/2 Paladin

    Levels 1-12 Water Savant (SLA Niac's OWNS)
    Levels 12-18 Earth Savant (Acid is more viable at this point)
    Levels 18+ Air Savant (immunity to knockdown and air jump are insane benifits)

    I would reccomend this selection instead...I have not played an Earth higher than 18 so I don't know how effective they are at epic...but Fire Savant is too distasteful at mid-level range when you could be enjoying Cone of Cold, Niacs Biting, and Frost Lance instead...Earth Sav for mid levels lets you enjoy both cold AND fire

    If you go water for 1-12, be sure to pick up Heighten at 6 so you make full use of your SLA which will hit for 180~320 without a potency item (maxed & heightened for free)

  3. #3
    Community Member Gurei's Avatar
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    Thumbs up (Wall of) Feedback

    If you plan on going pure sorceror, as Mr.Spark has mentioned, you want your alignment to either be true neutral for benefit from stability/item flexibility, or chaotic neutral to take less damage from alignment-based damage spells like chaos hammer and marilith attacks (i think).

    As for your skills, I highly advise against putting any points into repair and more than 1 whole point in tumble at level 1. The reason for not putting points into repair is that this does NOT make your reconstruction spells any better, it only gives you a few extra hit points after each rest which mater the least for any class that has self-healing capabilities.
    The skills Mr.Spark has laid out are good choices, though I would personally rather put spare points into balance, the fewer seconds you're on your ass unable to heal yourself the better.

    Encumbrance can be a problem for some casters since we need to carry around thousands of spell components, but again I wouldn't bother putting points into it just as a personal preference. If you only want to go for concentration, umd, and balance/jump then investing in a +2 int tome before you tr is a great idea and will allow wiggle room in your ability scores for 10 strength. However, if you'd like both balance and jump (or either or none of those plus one or two different skills for one reason or another), then going with 16 CHA, 20 CON, and 12 INT (8 STR) is a very viable option. Having problems with encumbrance then throw down a hage or grab a strength item, that will solve it.

    Your savant choice looks good. All the elements from levels 1-5 (no prestiges yet) then dragon blood/ enhancement respec to fire savant from levels 6-vale is very effective with a secondary spec of acid for fire-immune mobs. Fireball and firewall will knock all the enemies out of the park. Even at the early ends of high levels, those crits for 1-2k with delayed blast fireball are awfully nice; making short work of that thaarak hound in the harbinger chain, I guarantee you it'll take less than 5 spells (2-3 with any luck) to kill him all on your own (on elite ofc).

    Switching to earth savant afterwards did worry me since my first life was water savant at end-game so damage concerned me, but keeping earthgrab on cooldown and making good use of acid rain with otiluke's is a surefire way to still feel like a nuker. Maybe I was just playing mine wrong, but be sure to make use of your ice secondary, otiluke's and polar ray both helped make up for the lack of burst damage as an earth savant for me.

    Side Note: My search-fu is weak, but I know Isharah has a brilliant thread that shows a rather good template to use for sorcs of all races.
    Cannith: Gurei - Kinkaku - Xier - Biggorox - Slenderbot - Lrrrr (RULER OF THE PLANET OMICRON PERSEI 8!)

  4. #4
    Community Member zafahor's Avatar
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    Post

    thankyou both very much
    if i get some free time later today or tommorow i will redo the planner and put in all of your ideas and remarks! about the lawful good thing i didnt really pay atention to that since i mostly play meele and i didnt know it made a difference for caster so thanks!! mr spark you said for the air savant part that i get immunity to knockdown?? so will i really need balance? also Gurei thankyou very much for all your kind advice i will defenately take all of what you said into consideration also you said keep earthgrab on cooldown i didnt know that was a spell if it is wow cool and thanks!
    zaf
    “If Pac-Man had affected us as kids, we'd all be running around in dark rooms, munching pills and listening to repetitive electronic music.” ― Marcus Brigstocke
    p.s. why p2p when u can just get the pack u need and have it for LIFE?

  5. #5
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    Default

    Quote Originally Posted by zafahor View Post
    thankyou both very much
    if i get some free time later today or tommorow i will redo the planner and put in all of your ideas and remarks! about the lawful good thing i didnt really pay atention to that since i mostly play meele and i didnt know it made a difference for caster so thanks!! mr spark you said for the air savant part that i get immunity to knockdown?? so will i really need balance? also Gurei thankyou very much for all your kind advice i will defenately take all of what you said into consideration also you said keep earthgrab on cooldown i didnt know that was a spell if it is wow cool and thanks!
    zaf
    If you end on Air Savant (knockdown immunity granted at tier 3 <18>) you can indeed drop balance completely and it won't hurt you for the most part...you'll be immune to: Trip, Improved Trip, Air Elemental Rag-Doll Toss, Cometfall, Cyclonic Blast; this means you are immune to MOST knockdown...I say most because the only ones I can think of that can still pin an Air Savant is Command/Greater Command, however I do not know if the stand-up speed for these two is Will based or Balance based

    All in all, air savant ALMOST has no use for balance; you can afford to dump it but that means levels 1-18 you are risking knockdown beatdowns

    It all comes down to if you want to Min/Max

    [Edit] Earthgrab is Earth Savant's tier 3 ability; no idea if you can metamagic it like you can other sla's
    Last edited by Mr.Spark; 07-24-2012 at 10:33 AM.

  6. #6
    Community Member zafahor's Avatar
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    Post

    Quote Originally Posted by Mr.Spark View Post
    If you end on Air Savant (knockdown immunity granted at tier 3 <18>) you can indeed drop balance completely and it won't hurt you for the most part...you'll be immune to: Trip, Improved Trip, Air Elemental Rag-Doll Toss, Cometfall, Cyclonic Blast; this means you are immune to MOST knockdown...I say most because the only ones I can think of that can still pin an Air Savant is Command/Greater Command, however I do not know if the stand-up speed for these two is Will based or Balance based

    All in all, air savant ALMOST has no use for balance; you can afford to dump it but that means levels 1-18 you are risking knockdown beatdowns

    It all comes down to if you want to Min/Max

    [Edit] Earthgrab is Earth Savant's tier 3 ability; no idea if you can metamagic it like you can other sla's
    ok interesting wondering maby it would be a good idea to ditch balance and just hope you have some good heals on your group untill 18 when u get air savant... but then what would be a nother viable stat to put it in if im already maxing con and umd? apparently jump is good but in my opinion the jump spell when you are about caster lvl 10 thats about as high as you really need to jump ^^
    thanks again man and gawd im exited for earth grab such a sick spell
    zaf
    “If Pac-Man had affected us as kids, we'd all be running around in dark rooms, munching pills and listening to repetitive electronic music.” ― Marcus Brigstocke
    p.s. why p2p when u can just get the pack u need and have it for LIFE?

  7. #7
    Community Member Gurei's Avatar
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    Post sorc decision cautions

    I have yet to meet a sorceror that doesn't play around with which savant they are specced for, and i'll warn you that taking away from the sorceror capstone is a path not easily revoked (i.e. 1-2 +[x] hearts to fix). A cheaper fix, but as is setting up skills for only one savant type. If you dump balance planning to go air savant, you'll sure be SOL when you test out water or earth and have 1-2 balance points max.

    Earthgrab, a rather fun move and with a cooldown short enough to feel like an additional spell (max+emp DOES work on earthgrab, heighten is thankfully irrelevant). It's DC instead of being based off charisma modifier, like icy prison, the water savant counterpart, has a dc based off your constitution modifier which is naturally high since you're a warforged. However, choosing a savant based off one spell is (in my opinion, many earth savants disagree with me here) as absurd as setting up your skills to match only 1/3 of your viable, equal, end-game options.

    Air savant is nice for many situations, but realize their arsenal is heavily reliant on reflex dc's- i've only ever heard air savant*s* complain about facing evasion mobs, and those have been voiced by fleshies, with dc's 1-3 naturally higher than a warforged. I could be mistaken, but air savant seems far more suited towards fleshies than warforged. Not to say there isn't such a thing as an effective warforged air savant, but it's just far more forgiving to their lower charisma/dc's to play a water or earth savant endgame.

    The decision is yours, but I strongly advise to not dump balance and plan on being an air savant forever, or dump charisma and go solely con-based for insane dc's on earthgrab- these are hard choices to turn to a different flavor.
    Last edited by Gurei; 07-25-2012 at 01:50 AM. Reason: too late to type without error
    Cannith: Gurei - Kinkaku - Xier - Biggorox - Slenderbot - Lrrrr (RULER OF THE PLANET OMICRON PERSEI 8!)

  8. #8
    Community Member zafahor's Avatar
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    Post

    Quote Originally Posted by Gurei View Post
    I have yet to meet a sorceror that doesn't play around with which savant they are specced for, and i'll warn you that taking away from the sorceror capstone is a path not easily revoked (i.e. 1-2 +[x] hearts to fix). A cheaper fix, but as is setting up skills for only one savant type. If you dump balance planning to go air savant, you'll sure be SOL when you test out water or earth and have 1-2 balance points max.

    Earthgrab, a rather fun move and with a cooldown short enough to feel like an additional spell (max+emp DOES work on earthgrab, heighten is thankfully irrelevant). It's DC instead of being based off charisma modifier, like icy prison, the water savant counterpart, has a dc based off your constitution modifier which is naturally high since you're a warforged. However, choosing a savant based off one spell is (in my opinion, many earth savants disagree with me here) as absurd as setting up your skills to match only 1/3 of your viable, equal, end-game options.

    Air savant is nice for many situations, but realize their arsenal is heavily reliant on reflex dc's- i've only ever heard air savant*s* complain about facing evasion mobs, and those have been voiced by fleshies, with dc's 1-3 naturally higher than a warforged. I could be mistaken, but air savant seems far more suited towards fleshies than warforged. Not to say there isn't such a thing as an effective warforged air savant, but it's just far more forgiving to their lower charisma/dc's to play a water or earth savant endgame.

    The decision is yours, but I strongly advise to not dump balance and plan on being an air savant forever, or dump charisma and go solely con-based for insane dc's on earthgrab- these are hard choices to turn to a different flavor.
    First of all thanks for that long extremely informative response! yeah on my gimp fleshie sorc 20, 80% of my lightening spells (im air savant) the enemies sucsesfully save and i have about 38 cha :/ (slightly exhagerated) so i can imagine what it would be like with a wf :O yeah i think acid would be a fun one for late game and ice early cus niacs early game when it one hits the boss of kobold new ringleader on elite is like wuut! lol then late game i think ice will still be viable? biting cold, cone cold, freezing sphere? idk lol but it sure sounds fun only thing i would be missing out on i guess is earth grab... does water savant have an equivalent?
    finally at the end you advised me two choises the second one being to dumb cha then own with earth grab? early game and mid game with no cha? then end game only one spell that i can use that has a rather long cd? and the other option you said was to be an air savant when you advised against it? sorry a little confused please enlighten me.
    anyway thanks again for the feedback and wooow lots of views
    zaf
    “If Pac-Man had affected us as kids, we'd all be running around in dark rooms, munching pills and listening to repetitive electronic music.” ― Marcus Brigstocke
    p.s. why p2p when u can just get the pack u need and have it for LIFE?

  9. #9
    Community Member zafahor's Avatar
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    Post

    ok guys here is the improved zaf complete water savant acid secondary but i still didnt get enough points for balance... so i think this build is not complete yet
    same thing again any recomendations or advice just comment!
    thanks for all the feedback
    zaf

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    zafahor 
    Level 20 Lawful Good Warforged Male
    (20 Sorcerer) 
    Hit Points: 220
    Spell Points: 2197 
    BAB: 10\10\15\20
    Fortitude: 12
    Reflex: 6
    Will: 10
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             10                 11                   11
    Dexterity             8                 10                   10
    Constitution         19                 22                   23
    Intelligence         11                 11                   11
    Wisdom                6                  6                    6
    Charisma             16                 24                   26
    
    Tomes Used
    +1 Tome of Constitution used at level 3
    +1 Tome of Charisma used at level 3
    +3 Tome of Constitution used at level 8
    +3 Tome of Charisma used at level 8
    +1 Tome of Strength used at level 16
    +2 Tome of Dexterity used at level 16
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance              -1                  0                    0
    Bluff                 3                  8                    8
    Concentration         8                 29                   29
    Diplomacy             3                  8                    8
    Disable Device        n/a               n/a                   n/a
    Haggle                3                  8                    8
    Heal                 -2                 -2                   -2
    Hide                 -1                  0                    0
    Intimidate            3                  8                    8
    Jump                  0                  0                    0
    Listen               -2                 -2                   -2
    Move Silently        -1                  0                    0
    Open Lock            n/a                n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                0                  0                    0
    Search                0                  0                    0
    Spot                 -2                 -2                   -2
    Swim                  0                  0                    6
    Tumble               n/a                n/a                   n/a
    Use Magic Device      5                 19.5                 19.5
    
    Level 1 (Sorcerer)
    Skill: Concentration (+4)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Maximize Spell
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Automatic) Attack
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Warforged Traits
    Spell (1): Niac's Cold Ray
    Spell (1): Acid Spray
    Enhancement: Acid Manipulation I
    Enhancement: Frost Manipulation I
    Enhancement: Repair Manipulation I
    Enhancement: Sorcerer Energy of the Dragonblooded I
    
    
    Level 2 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Spell (1): Expeditious Retreat
    Enhancement: Corrosive Spellcasting I
    Enhancement: Glacial Spellcasting I
    Enhancement: Sorcerer Charisma I
    
    
    Level 3 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Past Life: Arcane Prodigy
    Spell (1): Nightshield
    Enhancement: Deadly Acid I
    Enhancement: Deadly Ice I
    Enhancement: Acid Manipulation II
    Enhancement: Frost Manipulation II
    
    
    Level 4 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Snowball Swarm
    Enhancement: Repair Manipulation II
    Enhancement: Sorcerer Wand and Scroll Mastery I
    Enhancement: Warforged Constitution I
    
    
    Level 5 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Melf's Acid Arrow
    Enhancement: Acid Manipulation III
    Enhancement: Frost Manipulation III
    Enhancement: Sorcerer Energy of the Dragonblooded II
    
    
    Level 6 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Quicken Spell
    Spell (3): Acid Blast
    Enhancement: Sorcerer Water Savant I
    
    
    Level 7 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Blur
    Spell (3): Frost Lance
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Deadly Ice II
    Enhancement: Frost Manipulation IV
    
    
    Level 8 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (4): Ice Storm
    Enhancement: Corrosive Spellcasting II
    Enhancement: Glacial Spellcasting II
    Enhancement: Deadly Acid II
    Enhancement: Acid Manipulation IV
    
    
    Level 9 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Heighten Spell
    Spell (2): Repair Moderate Damage
    Spell (3): Haste
    Spell (4): Enervation
    Enhancement: Glacial Spellcasting III
    Enhancement: Deadly Ice III
    Enhancement: Acid Manipulation V
    Enhancement: Frost Manipulation V
    
    
    Level 10 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (5): Cone of Cold
    Enhancement: Deadly Acid III
    Enhancement: Sorcerer Energy of the Dragonblooded III
    
    
    Level 11 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (3): Rage
    Spell (4): Phantasmal Killer
    Spell (5): Niac's Biting Cold
    Enhancement: Sorcerer Improved Maximizing II
    
    
    Level 12 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Extend Spell
    Spell (6): Reconstruct
    Enhancement: Sorcerer Water Savant II
    
    
    Level 13 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (4): Dimension Door
    Spell (5): Protection From Elements
    Spell (6): Otiluke's Freezing Sphere
    Enhancement: Glacial Spellcasting IV
    Enhancement: Deadly Acid IV
    Enhancement: Deadly Ice IV
    Enhancement: Acid Manipulation VI
    Enhancement: Frost Manipulation VI
    Enhancement: Frost Manipulation VII
    
    
    Level 14 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (7): Finger of Death
    Enhancement: Corrosive Spellcasting III
    Enhancement: Corrosive Spellcasting IV
    Enhancement: Glacial Spellcasting V
    Enhancement: Acid Manipulation VII
    
    
    Level 15 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Penetration
    Spell (5): Teleport
    Spell (6): Greater Heroism
    Enhancement: Deadly Ice V
    Enhancement: Sorcerer Spell Penetration I
    Enhancement: Sorcerer Subtle Spellcasting I
    
    
    Level 16 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (8): Polar Ray
    Enhancement: Sorcerer Charisma II
    
    
    Level 17 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (7): Otto's Sphere of Dancing
    Spell (8): Black Dragon Bolt
    Enhancement: Sorcerer Spell Penetration II
    
    
    Level 18 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Penetration
    Spell (9): Wail of the Banshee
    Enhancement: Sorcerer Water Savant III
    
    
    Level 19 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (8): Otto's Irresistible Dance
    Spell (9): Power Word: Kill
    Enhancement: Corrosive Spellcasting V
    Enhancement: Corrosive Spellcasting VI
    Enhancement: Glacial Spellcasting VI
    Enhancement: Deadly Acid V
    Enhancement: Deadly Acid VI
    Enhancement: Deadly Ice VI
    
    
    Level 20 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (9): Mass Hold Monster
    Enhancement: Sorcerer Bloodline of Power
    Enhancement: Repair Manipulation III
    Enhancement: Repair Manipulation IV
    Last edited by zafahor; 07-26-2012 at 07:05 AM.
    “If Pac-Man had affected us as kids, we'd all be running around in dark rooms, munching pills and listening to repetitive electronic music.” ― Marcus Brigstocke
    p.s. why p2p when u can just get the pack u need and have it for LIFE?

  10. #10
    Community Member
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    Jul 2010
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    Have you tried looking at Mr. Cows Diary of a True Reincarnate Sorcerer?

    His guide is incredible, even though you say you are extremely gimped, so you won't be able to get most his gear probably..but its still very useful to take a look at.

  11. #11
    Community Member zafahor's Avatar
    Join Date
    Jul 2010
    Posts
    32

    Post

    Quote Originally Posted by cut84li4e View Post
    Have you tried looking at Mr. Cows Diary of a True Reincarnate Sorcerer?

    His guide is incredible, even though you say you are extremely gimped, so you won't be able to get most his gear probably..but its still very useful to take a look at.
    no i actually have not seen that! thankyou for the recomendation!
    zaf

    EDIT: wow i saw it pretty impressive... :OOOOOO
    Last edited by zafahor; 07-26-2012 at 07:01 AM.
    “If Pac-Man had affected us as kids, we'd all be running around in dark rooms, munching pills and listening to repetitive electronic music.” ― Marcus Brigstocke
    p.s. why p2p when u can just get the pack u need and have it for LIFE?

  12. #12
    Community Member zafahor's Avatar
    Join Date
    Jul 2010
    Posts
    32

    Post

    soo many views but no more comments? comon i need some feedback lol! even if u just say cool! or wow this is horrible i need comments lol!
    zaf
    “If Pac-Man had affected us as kids, we'd all be running around in dark rooms, munching pills and listening to repetitive electronic music.” ― Marcus Brigstocke
    p.s. why p2p when u can just get the pack u need and have it for LIFE?

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