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Originally Posted by
Serenei
In first, many thanks for your complete analyze. That will help me a lot to build the right sorcerer.
You are right. Without hesitation, I can take it now at the first level and forget "Greater Spell Penetration". As you, I think this feat is often great. It's just that this time I would like to do without it, but It' was probably a bad idea.
You're thinking about a wizard. There is a big difference between wizards and sorcerers in that sorcerers are built for damage, not crowd control, as they are not built for high DC casting like a wizard (nor do they have 5 extra feats to do so).
Warforged was my first build but I plan to play it with a friend having a Paladin, and the the healing will be more efficient if I avoid to take a warforged character. By the way I human is probably the bestg option in this particuliar situation.
Relying on your paladin friend for healing is, to say the least, not indicative of team play. Learn self-reliance, and your friend's healing should be for himself, as well. Him healing you and you not healing yourself in return is not a very good combination (unless said person is a cleric or FVS, designed to heal).
I haven't selected empower because without the enhancements of the Wizard reducing the cost of it I do not think it is profitable. I prefer cast 2 times the same spell to reduce the expanditure of my spell points. My idea is to focus on the ratio damage/spell points and not go to an ultimate DPS. But perhaps I am on the wrong way.
For the same reason I haven't selected Maximise (no enhancement to reduce it) but for any spell requiring at least 25pts the feat could be efficient.
In this philosophy acid spells are great.
Concerning the different savants, and after reflection, I cannot select Fire savant because I want to be able to use Ice spells (Frost Lance, Ice Storm, Niac's Biting Cold, Polar Ray). I could have the same problem with Water savant if I want to use few good Fire spells (mainly Firewall and delayed Fireball). Air savant could be an alternative but few electric spells are interresting : mainly Eladar's Electric Surge and perhaps also Lightning Bolt.
Spells of the Earth savant sound good for me : Melf's Acid Arrow, Acid Blast, Acid rain, cloudkill. I am more reserved with Acid fog.
Uhm, sorcerers get enhancements to lower the cost of empower, maximize, enlarge, heighten, and quicken. In fact, improved empower or improved maximize is a requirement for savant tier III at lvl 18. And again, you're thinking like a wizard, not a sorcerer; a sorcerer's primary focus is damage, and metamagic can be used on your spell-like abilities you get at lvl 6, 12, and 18 for no additional cost.
I would strongly urge you to get both maximize and empower. And once more, sorcerers are not about SP efficiency; they have high SP and faster casting speed for a reason, and that is to spend it on blasting their opponents with spells.
Spell penetration and Greater Spell penetration were there to let's me play my sorcerer as a backup controler. Have an idea of the DC to reach at lvl20 (True Reincarnation after that)?
Once again, you're thinking like a wizard. Sorcerers are not meant to be controllers or crowd control, as they simply do not have the DC capabilities of a wizard without extensive work, good gear, and past lives. It might seem fine at lower levels, but once you hit level 18+, sorcerers tend to drop off in terms of spell penetration and high DC casting.
Heighten is mainly for Web. Without it I am afraid that Web spell will be useless.
If you're going to use heighten for a single spell, it's not really worth the feat. The feat would be better spent in conjuration focus. Heighten is also not really useful on an earth savant, as they do not rely on DC's to deal damage (as opposed to fire or air savants). Heighten is useful on a WF due to their lack of customization with charisma, but on a human or drow, it isn't really necessary.
It's exaclty that. I am currently playing a acid-based wizard and I would like replay it as sorcerer (more spell points). As you have noticed so "Web" spell combines very well with lots of acid spells.
Stop thinking like a wizard, it's the largest flaw in your build. Web is arguably the best crowd control spell in the game; it ignores spell resistance, ignores evasion as it does not deal damage, and is strength-based to get out of it, not a commonly high stat for mobs. This is another reason heighten just isn't necessary.
Black dragon bolt is a good spell but to take it I have to give "Symbol of Death", that it's great also, but it's an option to consider.
Correct me if I am wrong but Acid fog don't stack with Cloudkill. In addition I don't love the effect "Obscures sight, giving all creatures in the fog concealment (Attackers have 20% miss chance)". My purpose it isn't to boost the mobs.
Seriously, stop thinking like a wizard. Black dragon bolt is an amazing spell. Other than acid blast, it's your best nuke (even as a DoT). Symbol of death uses spell resistance and is necromancy-based; two weaknesses of a sorcerer. You simply will not have the DC's to make it worth getting.
Acid cloud isn't a heavy hitter, yes, but still useful as it lasts a very long time. Cloudkill is by far the best of the two, but both have their uses. And both spells provide concealment.
Master's Touch is very fun with a Wizard but you don't use it a long time. I prefer take another spell with a sorcerer.
I don't use shield for AC but for another feature: This spell reduces Grazing Hit damage by 10%.
The good thing about sorcerers is you can change your spells once every 3 days at your trainer or use a dragon's blood and switch out any spells you want for 1 hour. The reduction of grazing hit damage is negligible, at best.
I select Slow in place of Haste because I plan to use Expeditious Retreat. Slow sound good because I can affect a lot of Mobs boosting by the way all others characters of the team. I don't understand why this spell it's not liked.
Without Spell Penetration Otto's Resistible Dance could be useless. I could replace it by Knock, always nice.
For the same reason Ray of Enfeeblement could be also take off but what take instead?
Slow, I repeat, is not a useful spell. The concept behind slow is nice, but in practice it just isn't feasible. You're thinking way too much like a wizard with crowd control. A mob doesn't need to move slower if its dead, that's how a sorcerer should look at it. And there are spells like mass hold and otto's irresistible dance that are far superior forms of crowd control than slow. Debuffs, in general, are not of much use in DDO as mobs don't stay alive long enough to get their full effect; crowd control is superior in almost every way than curses/debuffing.
Expeditious retreat only lasts until you can get 25-30% striding boots/rings. After that, there's no point in having it.
The idea of not getting haste is ludicrous. Haste is a mandatory spell for all arcane casters, as it helps both you and your party. If you don't get it, you'll find yourself being laughed out of groups and generally ignored. Your paladin friend will thank you for the buff.
Knock is an excellent spell to take. There really aren't a lot of useful level 1 spells, but ray of enfeeblement just isn't worth using as it's a debuff/curse.
On the paper I don't like the meteor storm but a lot of players seems use it. 6d3+18 points of fire damage (with Reflex save to reduce the fire damage by half) and 2d3+6 points of bludgeoning damage (no save) to targets in the area. It isn't a lot of damage.
In truth, the spell doesn't scale at all, but it can still amaze you with the damage it deals.
It's just a mistake. At the first my build was for a Warforged.
With a Human, disintegrate sound good.
I'd still consider going warforged if you're an earth savant. The two mesh together very nicely.
The idea was to remove some curses on myself but perhaps I can use scroll in place of.