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  1. #1
    Community Member Darkstar1996's Avatar
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    Default Advice and Tuning

    Been trying to make a sorc but keep messing up... I love drow sorc they just seem more powerful than the others. And in advance my spell selection past 14 is a little messed up. Thank you feedback wanted so i can tune.

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Drow Male
    (20 Sorcerer) 
    Hit Points: 182
    Spell Points: 2141 
    BAB: 10\10\15\20
    Fortitude: 8
    Reflex: 6
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity            10                    10
    Constitution         14                    14
    Intelligence         12                    12
    Wisdom                8                     8
    Charisma             20                    28
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0                     6
    Bluff                 5                     9
    Concentration         6                    25
    Diplomacy             6                    19.5
    Disable Device        n/a                   n/a
    Haggle                5                     9
    Heal                 -1                    -1
    Hide                  0                     0
    Intimidate            5                     9
    Jump                 -1                    -1
    Listen               -1                     1
    Move Silently         0                     0
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                1                     1
    Search                1                     3
    Spot                 -1                     1
    Swim                 -1                    -1
    Tumble                1                     1
    Use Magic Device      7                    20.5
    
    Level 1 (Sorcerer)
    Feat: (Selected) Toughness
    
    
    Level 2 (Sorcerer)
    
    
    Level 3 (Sorcerer)
    Feat: (Selected) Extend Spell
    
    
    Level 4 (Sorcerer)
    
    
    Level 5 (Sorcerer)
    
    
    Level 6 (Sorcerer)
    Feat: (Selected) Spell Focus: Conjuration
    
    
    Level 7 (Sorcerer)
    
    
    Level 8 (Sorcerer)
    
    
    Level 9 (Sorcerer)
    Feat: (Selected) Maximize Spell
    
    
    Level 10 (Sorcerer)
    
    
    Level 11 (Sorcerer)
    
    
    Level 12 (Sorcerer)
    Feat: (Selected) Empower Spell
    
    
    Level 13 (Sorcerer)
    
    
    Level 14 (Sorcerer)
    
    
    Level 15 (Sorcerer)
    Feat: (Selected) Greater Spell Focus: Conjuration
    
    
    Level 16 (Sorcerer)
    
    
    Level 17 (Sorcerer)
    
    
    Level 18 (Sorcerer)
    Feat: (Selected) Spell Penetration
    
    
    Level 19 (Sorcerer)
    
    
    Level 20 (Sorcerer)
    Enhancement: Sorcerer Bloodline of Power
    Enhancement: Sorcerer Improved Empowering I
    Enhancement: Sorcerer Improved Empowering II
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Sorcerer Improved Maximizing II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness 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: Glacial Spellcasting I
    Enhancement: Glacial Spellcasting II
    Enhancement: Glacial Spellcasting III
    Enhancement: Glacial Spellcasting IV
    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: Deadly Ice I
    Enhancement: Deadly Ice II
    Enhancement: Deadly Ice III
    Enhancement: Deadly Ice IV
    Enhancement: Deadly Ice V
    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: Frost Manipulation I
    Enhancement: Frost Manipulation II
    Enhancement: Frost Manipulation III
    Enhancement: Frost Manipulation IV
    Enhancement: Frost Manipulation V
    Enhancement: Sorcerer Energy of the Dragonblooded I
    Enhancement: Sorcerer Energy of the Dragonblooded II
    Enhancement: Sorcerer Energy of the Dragonblooded III
    Enhancement: Sorcerer Energy of the Dragonblooded IV
    Enhancement: Sorcerer Charisma I
    Enhancement: Sorcerer Charisma II
    Enhancement: Sorcerer Charisma III

  2. #2
    Community Member Kinerd's Avatar
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    Personally I play my sorcerer when I'm looking for brute force arcanes: push the damage button, push the heal button. This makes warforged a prohibitive advantage (again, for me) that just can't be matched by UMDing Heal scrolls. Going Drow gets you 2 DC over the WF, when arguably your four most important DPS spells have no save. It's not compelling to me.

    That aside, the #1 thing I would change about your build is Heighten instead of Extend. Extend only helps against melee whiners, and they're going to whine anyway. "Oh boo hoo, you killed all the creatures in the room and I'm bored, oh boo hoo, I can only hit one thing at a time it's not fair, bloo hoo hoo." Heighten gives you +7 DC to Web, +6 DC to Acid Blast, and more. Heighten is rad. You're probably going to get some static about taking Spell Pen, but I love getting up to Epic SP on my sorcerers, I say go for it.

    Enhancement-wise, you're on the right track diversifying your elements, but I would diversify a little further. Even before that, 7/4/3 will give you better results than 5/5/4 for cold. The math is relatively straightforward, I urge you to map it our yourself given your expected gear set if you don't believe me. Now, even better than 7/4/3 cold 0/0/0 everything else would be 7/1/1 cold, 1/1/1 electric, 1/0/0 fire, 1/0/0 force. Even better still would be to drop Improved Empower 2 (you only need one Improved Metamagic 2 for your Savant) and go up to 7/1/1 electric. Cold and acid are a very potent combination, but there are still plenty of times where Eladar's Electric Surge, Wall of Fire, and Disintegrate will be useful.

    Regarding your spell selection, it didn't copy over from the planner. It's surprisingly expensive to switch spells, but still inexpensive in the grand scheme of things and Dragon Blood drops like candy from Tor, don't worry about it too much.

  3. #3
    Community Member Torkzed's Avatar
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    Default Why SP on sorc?

    @Kinerd

    Thoughtful critique of the OP's build, but I sort of find it inconsistent on one point. You suggest not worrying about the +2 DCs for going drow vs wf, but then say you would take SP feats all the way through Epic SP. If you aren't maxing DCs, why bother with any SP?

    The most important spells in a Sorc's arsenal are things like polar ray, ice storm, niac DOT (yes I am partial to water savant...)-->none of these have spell resistance check.

    Can you give an example of a spell you like to use where DC is not important, but SP is?

    I've played mostly Wizards lately, but thinking about going back to sorc and was planning on dumping spell pen. If you can give me a good reason, I may re-think this.

    Thanks.

  4. #4
    Community Member voodoogroves's Avatar
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    Energy drain. Ottos Irresistible.

    You can make up for DCs with debuffs.
    Ghallanda - now with fewer alts and more ghostbane

  5. #5
    Community Member Torkzed's Avatar
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    @voodoo

    Okay, that makes sense.

  6. #6
    Community Member Darkstar1996's Avatar
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    So just trade extend for heighten, then later spell pen for extend. (I like not having to rebuff) and do i really need to take a savant? cant i just go and grab random spells and pwn. cause this will be my first real caster to 20 and i loved fireball and acid blasting a group.... dead.

    thanks, and love being drow.

  7. #7
    Community Member HastyPudding's Avatar
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    The way I see it on races, it ultimately depends on your choice of savant.

    Earth Savant - Slow, durable, and consistent. Warforged fits this savant more than any other race due to earth being the least DC-heavy savant and their durability adding to the already strong defenses of the PrE.

    Water Savant - Any race works, since they gain a boost to the single, highest damaging spell in the game that doesn't require a DC save and ice storm isn't particularly strong but also does not require a DC. I would pick warforged, although any race would work because cold spells have so much variety.

    Fire Savant - You could go with any race, but I would pick human over any other. It's not as DC-heavy as air, but you only have 1 good AoE (wall of fire) and 1 decent AoE (incendiary cloud) and they use different spell schools. Why human and not drow? Human is more durable and has an extra feat to fit in another spell focus or something else.

    Air Savant - Being 99% dependent on evocation DC's, warforged makes a poor choice for this savant if you wish to do epic elite quests without sorcerer past lives. Human or drow would make the better race for this PrE due to higher and more flexible charisma, but once you get high DC's this savant can inflict some serious damage very quickly.


    And like the others said, I would exchange extend for heighten, it's more useful to any savant. Leave extend to the bards, clerics, and wizards.

  8. #8
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    Drop Spell Penetration for Heighten. Extend is much more usefull than Spell pen. +2 to your checks isn't going anywhere anyway. On a sorc with no Past lives it's either all or nothing and in this case it's nothing.

    Drop Int to 10 and up STR to 10.

    Drop Improved Empowering II, keep Maximizing II for prerequisites.
    Drop Dragonblood III and IV.

    Get some Wand and Scroll Mastery enhancements.

  9. #9
    Community Member Darkstar1996's Avatar
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    Ok ill make the new build and post it up. One quistion, I wanna really be a Sorc that can trap alot of enimeis in one area and blast them up. What savant should i be? I thought earth becasue the benifits of earth grab and then the conjuration SF is also for Web. Thought it would be perfect. and getting Acid Blast as a SLA. casue i know fire burns webs and arnt that powerful at endgame.

    Thanks. Reccomendations welcome (Remeber my first caster)

  10. #10
    Community Member Loromir's Avatar
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    Quote Originally Posted by Darkstar1996 View Post
    Ok ill make the new build and post it up. One quistion, I wanna really be a Sorc that can trap alot of enimeis in one area and blast them up. What savant should i be? I thought earth becasue the benifits of earth grab and then the conjuration SF is also for Web. Thought it would be perfect. and getting Acid Blast as a SLA. casue i know fire burns webs and arnt that powerful at endgame.

    Thanks. Reccomendations welcome (Remeber my first caster)
    Your thought about acid and web are right on. Your question earlier about if you should take savant....yes you defeinitely should take the savant pre.

    One person earlier suggested to take multiple elemental lines. I disagree, Since you are going acid as you main, I would choose Ice or fire (Not both) as my secondary. Skip electric all together if Acid is you main line.

    With Acid and Ice as your two elements, Spend one AP on Force Manipulation (1 AP point gives you +40 spell power) and load Magic Missile or maybe Chain Missiles as a third option. Magic Missile would be your fall back damage option when Ice and Acid neither one will work.

    Drow is a very good choice for a Sorc. As far as self healing goes, I heal just fine with wands and scrolls.

    One other choice to consider is splashing 2 lvls of Paladin. This will add your CHR modifier to your saves and will give you no fail on cure serious wounds wands and one Lay on of Hands per rest. It will also give you martial weapons abilities so you can swing a great axe when you are out of mana and you SLA don't damage mobs. You could also wear light armor with only 5% spell failure chance or with the right armor 0% spell failure.

    Sorcs are the most fun class to play IMO.

  11. #11
    Community Member Myrrae's Avatar
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    Even acid spec, Eladar's Electric Surge is enough damage on bosses to be worth a couple AP spent. Force isn't a bad idea either, but Eladar's is the reason for any Sorc to put a few points in electricity.

  12. #12
    Community Member Loromir's Avatar
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    Quote Originally Posted by Myrrae View Post
    Even acid spec, Eladar's Electric Surge is enough damage on bosses to be worth a couple AP spent. Force isn't a bad idea either, but Eladar's is the reason for any Sorc to put a few points in electricity.
    I agree that Eladar's is a great spell, but as an Earth Savant III you get very significant penalties (-9 Caster Levels)to electric spells. Therefore I recommend against electric spells for Earth Savants.
    Last edited by kinggartk; 02-07-2013 at 10:08 AM.

  13. #13
    Community Member Myrrae's Avatar
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    The caster level has very little impact on Eladar's though. It's just +1 damage per CL. I used it as an Earth Savant and it was still very efficient.

    It was better when I switched to ice, but the CL penalties just mean it's only good, not full out awesome. As an earth savant it may not be quite as good as Black Dragon Bolt, but you don't have to choose, you can still have both. (And Niac's!)

  14. #14
    Community Member Jaid314's Avatar
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    Quote Originally Posted by Myrrae View Post
    The caster level has very little impact on Eladar's though. It's just +1 damage per CL. I used it as an Earth Savant and it was still very efficient.

    It was better when I switched to ice, but the CL penalties just mean it's only good, not full out awesome. As an earth savant it may not be quite as good as Black Dragon Bolt, but you don't have to choose, you can still have both. (And Niac's!)
    last i heard, those spells capped out at 20... which means that after taking an epic destiny, you'll already be right back up to casting at level 16. +2 caster level items aren't exactly common, but they're not exactly unheard of either.

    also, to those who were wondering why spell pen might be valuable when you don't have awesome DCs:

    apart from those already mentioned, several debuffs also have no DC or have an effect even if the save is not failed... hypnotism, daze monster, and crushing despair, for example, if you're targeting will saves (especially valuable if you next cast a spell that doesn't give additional saves, like suggestion, bestow curse, or otto's resistible dance). waves of exhaustion is a great prep spell for web, since it debuffs their reflex saves and the strength check to escape. to add to the list of spells that are just useful in and of themselves which only have spell resistance to deal with, you have the power word line of spells. symbol of death can really wreck your enemies, and is SR-only. ray of enfeeblement can disable low-strength enemies entirely (like beholders, for example, at ray range), and since it isn't dealing ability damage it works just fine in epics (although the number of low-strength enemies in epics is certainly much lower than in non-epics).

    additionally, just because you may not have the DC to hit all enemies most of the time, doesn't mean you don't have the DC to hit some enemies most of the time, or at the very least to hit some enemies some of the time.

    it may take a massive DC to instakill melee mobs, but often if you can target a wizard, you'll need substantially less DC to land a finger of death, for example. melee mobs may be hard to instakill, but they often have terrible will saves, making dancing sphere (especially paired with mind fog) have a potentially devastating effect on them, especially as you kite them through a few times. cleric mobs are usually extremely tough against will saves, but often have reflex saves that are absolutely atrocious... although to be fair, i can't think of any reflex-save based spells that have to deal with spell pen. anyways, point being, lower DC doesn't mean you can never land any sort of save effect... it generally just means you need to pick and choose your targets more carefully, and sometimes prepare them first.

  15. #15
    Community Member Darkstar1996's Avatar
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    Default Yes No?

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Drow Male
    (20 Sorcerer) 
    Hit Points: 182
    Spell Points: 2141 
    BAB: 10\10\15\20
    Fortitude: 8
    Reflex: 6
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity            10                    10
    Constitution         14                    14
    Intelligence         12                    12
    Wisdom                8                     8
    Charisma             20                    28
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0                     6
    Bluff                 5                     9
    Concentration         6                    25
    Diplomacy             6                    19.5
    Disable Device        n/a                   n/a
    Haggle                5                     9
    Heal                 -1                    -1
    Hide                  0                     0
    Intimidate            5                     9
    Jump                 -1                    -1
    Listen               -1                     1
    Move Silently         0                     0
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                1                     1
    Search                1                     3
    Spot                 -1                     1
    Swim                 -1                    -1
    Tumble                1                     1
    Use Magic Device      7                    20.5
    
    Level 1 (Sorcerer)
    Skill: Concentration (+4)
    Skill: Diplomacy (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Toughness
    Spell (1): Acid Spray
    Spell (1): Nightshield
    
    
    Level 2 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (1): Expeditious Retreat
    
    
    Level 3 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Extend Spell
    Spell (1): Jump
    
    
    Level 4 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Blur
    
    
    Level 5 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Web
    
    
    Level 6 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Heighten Spell
    Spell (3): Acid Blast
    
    
    Level 7 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Melf's Acid Arrow
    Spell (3): Frost Lance
    
    
    Level 8 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Acid Rain
    
    
    Level 9 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Focus: Conjuration
    Spell (2): Snowball Swarm
    Spell (3): Haste
    Spell (4): Stoneskin
    
    
    Level 10 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (5): Cloudkill
    
    
    Level 11 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (3): Displacement
    Spell (4): Ice Storm
    Spell (5): Niac's Biting Cold
    
    
    Level 12 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Maximize Spell
    Spell (6): Otiluke's Freezing Sphere
    
    
    Level 13 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Fire Shield
    Spell (5): Cone of Cold
    Spell (6): Acid Fog
    
    
    Level 14 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Finger of Death
    
    
    Level 15 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Conjuration
    Spell (5): Protection From Elements
    Spell (7): Otto's Sphere of Dancing
    Spell (6): Necrotic Ray
    
    
    Level 16 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Black Dragon Bolt
    
    
    Level 17 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Greater Teleport
    Spell (8): Polar Ray
    
    
    Level 18 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Spell
    Spell (9): Wail of the Banshee
    
    
    Level 19 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Otto's Irresistible Dance
    Spell (9): Power Word: Kill
    
    
    Level 20 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Energy Drain
    Enhancement: Sorcerer Bloodline of Power
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Sorcerer Improved Maximizing II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness 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: Glacial Spellcasting I
    Enhancement: Deadly Acid I
    Enhancement: Deadly Acid II
    Enhancement: Deadly Acid III
    Enhancement: Deadly Acid IV
    Enhancement: Deadly Acid V
    Enhancement: Deadly Ice I
    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: Frost Manipulation I
    Enhancement: Frost Manipulation II
    Enhancement: Frost Manipulation III
    Enhancement: Frost Manipulation IV
    Enhancement: Frost Manipulation V
    Enhancement: Frost Manipulation VI
    Enhancement: Frost Manipulation VII
    Enhancement: Force Manipulation I
    Enhancement: Sorcerer Spell Penetration I
    Enhancement: Sorcerer Spell Penetration II
    Enhancement: Sorcerer Energy of the Dragonblooded I
    Enhancement: Sorcerer Energy of the Dragonblooded II
    Enhancement: Sorcerer Energy of the Dragonblooded III
    Enhancement: Sorcerer Energy of the Dragonblooded IV
    Enhancement: Sorcerer Charisma I
    Enhancement: Sorcerer Charisma II
    Enhancement: Sorcerer Charisma III
    Enhancement: Sorcerer Wand and Scroll Mastery I
    Enhancement: Sorcerer Wand and Scroll Mastery II
    Enhancement: Sorcerer Wand Heightening I
    Enhancement: Sorcerer Wand Heightening II

  16. #16
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    Take Heighten and SF: Conj after Empower and Maximize. You will want both of them to use with your SLAs.

  17. #17
    Community Member Darkstar1996's Avatar
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    Better? and hows my spell list?

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Drow Male
    (20 Sorcerer) 
    Hit Points: 182
    Spell Points: 2141 
    BAB: 10\10\15\20
    Fortitude: 8
    Reflex: 6
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity            10                    10
    Constitution         14                    14
    Intelligence         12                    12
    Wisdom                8                     8
    Charisma             20                    28
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0                     6
    Bluff                 5                     9
    Concentration         6                    25
    Diplomacy             6                    19.5
    Disable Device        n/a                   n/a
    Haggle                5                     9
    Heal                 -1                    -1
    Hide                  0                     0
    Intimidate            5                     9
    Jump                 -1                    -1
    Listen               -1                     1
    Move Silently         0                     0
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                1                     1
    Search                1                     3
    Spot                 -1                     1
    Swim                 -1                    -1
    Tumble                1                     1
    Use Magic Device      7                    20.5
    
    Level 1 (Sorcerer)
    Skill: Concentration (+4)
    Skill: Diplomacy (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Toughness
    Spell (1): Acid Spray
    Spell (1): Nightshield
    
    
    Level 2 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (1): Expeditious Retreat
    
    
    Level 3 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Maximize Spell
    Spell (1): Jump
    
    
    Level 4 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Blur
    
    
    Level 5 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Web
    
    
    Level 6 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Spell
    Spell (3): Acid Blast
    
    
    Level 7 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Melf's Acid Arrow
    Spell (3): Frost Lance
    
    
    Level 8 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Acid Rain
    
    
    Level 9 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Focus: Conjuration
    Spell (2): Snowball Swarm
    Spell (3): Haste
    Spell (4): Stoneskin
    
    
    Level 10 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (5): Cloudkill
    
    
    Level 11 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (3): Displacement
    Spell (4): Ice Storm
    Spell (5): Niac's Biting Cold
    
    
    Level 12 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Heighten Spell
    Spell (6): Otiluke's Freezing Sphere
    
    
    Level 13 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Fire Shield
    Spell (5): Cone of Cold
    Spell (6): Acid Fog
    
    
    Level 14 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Finger of Death
    
    
    Level 15 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Extend Spell
    Spell (5): Protection From Elements
    Spell (7): Otto's Sphere of Dancing
    Spell (6): Necrotic Ray
    
    
    Level 16 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Black Dragon Bolt
    
    
    Level 17 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Greater Teleport
    Spell (8): Polar Ray
    
    
    Level 18 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Conjuration
    Spell (9): Wail of the Banshee
    
    
    Level 19 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Otto's Irresistible Dance
    Spell (9): Power Word: Kill
    
    
    Level 20 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Energy Drain
    Enhancement: Sorcerer Bloodline of Power
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Sorcerer Improved Maximizing II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness 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: Glacial Spellcasting I
    Enhancement: Deadly Acid I
    Enhancement: Deadly Acid II
    Enhancement: Deadly Acid III
    Enhancement: Deadly Acid IV
    Enhancement: Deadly Acid V
    Enhancement: Deadly Ice I
    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: Frost Manipulation I
    Enhancement: Frost Manipulation II
    Enhancement: Frost Manipulation III
    Enhancement: Frost Manipulation IV
    Enhancement: Frost Manipulation V
    Enhancement: Frost Manipulation VI
    Enhancement: Frost Manipulation VII
    Enhancement: Force Manipulation I
    Enhancement: Sorcerer Spell Penetration I
    Enhancement: Sorcerer Spell Penetration II
    Enhancement: Sorcerer Energy of the Dragonblooded I
    Enhancement: Sorcerer Energy of the Dragonblooded II
    Enhancement: Sorcerer Energy of the Dragonblooded III
    Enhancement: Sorcerer Energy of the Dragonblooded IV
    Enhancement: Sorcerer Charisma I
    Enhancement: Sorcerer Charisma II
    Enhancement: Sorcerer Charisma III
    Enhancement: Sorcerer Wand and Scroll Mastery I
    Enhancement: Sorcerer Wand and Scroll Mastery II
    Enhancement: Sorcerer Wand Heightening I
    Enhancement: Sorcerer Wand Heightening II

  18. #18
    Community Member Loromir's Avatar
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    Feb 2010
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    Quote Originally Posted by Darkstar1996 View Post
    Better? and hows my spell list?

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Drow Male
    (20 Sorcerer) 
    Hit Points: 182
    Spell Points: 2141 
    BAB: 10\10\15\20
    Fortitude: 8
    Reflex: 6
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity            10                    10
    Constitution         14                    14
    Intelligence         12                    12
    Wisdom                8                     8
    Charisma             20                    28
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0                     6
    Bluff                 5                     9
    Concentration         6                    25
    Diplomacy             6                    19.5
    Disable Device        n/a                   n/a
    Haggle                5                     9
    Heal                 -1                    -1
    Hide                  0                     0
    Intimidate            5                     9
    Jump                 -1                    -1
    Listen               -1                     1
    Move Silently         0                     0
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                1                     1
    Search                1                     3
    Spot                 -1                     1
    Swim                 -1                    -1
    Tumble                1                     1
    Use Magic Device      7                    20.5
    
    Level 1 (Sorcerer)
    Skill: Concentration (+4)
    Skill: Diplomacy (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Toughness
    Spell (1): Acid Spray
    Spell (1): Nightshield
    
    
    Level 2 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (1): Expeditious Retreat
    
    
    Level 3 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Maximize Spell
    Spell (1): Jump
    
    
    Level 4 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Blur
    
    
    Level 5 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Web
    
    
    Level 6 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Spell
    Spell (3): Acid Blast
    
    
    Level 7 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Melf's Acid Arrow
    Spell (3): Frost Lance
    
    
    Level 8 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Acid Rain
    
    
    Level 9 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Focus: Conjuration
    Spell (2): Snowball Swarm
    Spell (3): Haste
    Spell (4): Stoneskin
    
    
    Level 10 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (5): Cloudkill
    
    
    Level 11 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (3): Displacement
    Spell (4): Ice Storm
    Spell (5): Niac's Biting Cold
    
    
    Level 12 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Heighten Spell
    Spell (6): Otiluke's Freezing Sphere
    
    
    Level 13 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Fire Shield
    Spell (5): Cone of Cold
    Spell (6): Acid Fog
    
    
    Level 14 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Finger of Death
    
    
    Level 15 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Extend Spell
    Spell (5): Protection From Elements
    Spell (7): Otto's Sphere of Dancing
    Spell (6): Necrotic Ray
    
    
    Level 16 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Black Dragon Bolt
    
    
    Level 17 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Greater Teleport
    Spell (8): Polar Ray
    
    
    Level 18 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Conjuration
    Spell (9): Wail of the Banshee
    
    
    Level 19 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Otto's Irresistible Dance
    Spell (9): Power Word: Kill
    
    
    Level 20 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Energy Drain
    Enhancement: Sorcerer Bloodline of Power
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Sorcerer Improved Maximizing II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness 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: Glacial Spellcasting I
    Enhancement: Deadly Acid I
    Enhancement: Deadly Acid II
    Enhancement: Deadly Acid III
    Enhancement: Deadly Acid IV
    Enhancement: Deadly Acid V
    Enhancement: Deadly Ice I
    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: Frost Manipulation I
    Enhancement: Frost Manipulation II
    Enhancement: Frost Manipulation III
    Enhancement: Frost Manipulation IV
    Enhancement: Frost Manipulation V
    Enhancement: Frost Manipulation VI
    Enhancement: Frost Manipulation VII
    Enhancement: Force Manipulation I
    Enhancement: Sorcerer Spell Penetration I
    Enhancement: Sorcerer Spell Penetration II
    Enhancement: Sorcerer Energy of the Dragonblooded I
    Enhancement: Sorcerer Energy of the Dragonblooded II
    Enhancement: Sorcerer Energy of the Dragonblooded III
    Enhancement: Sorcerer Energy of the Dragonblooded IV
    Enhancement: Sorcerer Charisma I
    Enhancement: Sorcerer Charisma II
    Enhancement: Sorcerer Charisma III
    Enhancement: Sorcerer Wand and Scroll Mastery I
    Enhancement: Sorcerer Wand and Scroll Mastery II
    Enhancement: Sorcerer Wand Heightening I
    Enhancement: Sorcerer Wand Heightening II
    Overall, spells look good. You might find that you don't like snowball swarm (At least I don't care for it).

  19. #19
    Community Member
    Join Date
    Jun 2010
    Posts
    1,853

    Default

    I'd swap Extend with Heighten but its fine either way. Heighten isn't really needed till level ~15 while extend may be more usefull while leveling with extended haste, rage and specially Displacement.

    Drop Greater Teleport and Necrotic ray. GT can be scrolled fairly easily, Necrotic ray isn't needed. Pick Disintegrate for lv6, you will find it really useful when you encounter mobs immune to a lot of things.

    And pick one of: Symbol of Weakness, Symbol of Stunning, Waves of Exhaustion, Primastic Spray instead of GT. The first three uses Spell Pen checks so you have to be a bit more selective while using them, Prim Spray is a good spell: it can Stone, Fear or even kill mobs (even orange named mobs in EH and EE).

  20. #20
    Community Member Kinerd's Avatar
    Join Date
    Mar 2010
    Posts
    5,087

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    Quote Originally Posted by Torkzed View Post
    Thoughtful critique of the OP's build, but I sort of find it inconsistent on one point. You suggest not worrying about the +2 DCs for going drow vs wf, but then say you would take SP feats all the way through Epic SP. If you aren't maxing DCs, why bother with any SP?
    Being WF instead of drow means you can get self-healing with spells rather than scrolls. That's worth 2 DC.

    Whatever you get for not taking the spell pen feats isn't worth 8 spell pen. (To me. )
    The most important spells in a Sorc's arsenal are things like polar ray, ice storm, niac DOT (yes I am partial to water savant...)-->none of these have spell resistance check.

    Can you give an example of a spell you like to use where DC is not important, but SP is?
    In addition to voodoo's point, an incredibly powerful spell is Wail of the Banshee. If the target saves, it gets level drained - less DC. If the target SR splashes, there is no effect - same SR. You get three ticks plus you can always cast another DC spell like Finger of Death after those ticks.
    Quote Originally Posted by Darkstar1996
    and do i really need to take a savant?
    You don't need it, because sorcerers are very strong, but it's a very big power increase at very little cost. (Unless you go Fire Savant, but the solution there is don't go Fire Savant.)
    Quote Originally Posted by Tid12
    On a sorc with no Past lives it's either all or nothing and in this case it's nothing.
    The thing is that there is a spectrum of SR. It's not that every creature is exactly 0 or exactly 58 SR, there are lots of targets in the 20s and 30s. It's those that people with mid-range spell pen can be extremely effective against with instant kills.

    It's all or nothing against the very highest SR that deathwards itself if you don't land your first cast. Against everyone else, there's plenty of middle ground.

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