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Originally Posted by
HardRobble
good stuff so far.
another question..
it seems obvious to max chr at 16 and work on con.. how should i distribute exactly on a 32 point build? I played around last night putting everything to 10 (except maybe dex - can't remember), maxing chr at 16, and getting con to 17. that was only giving me 2 skill points per level though. should i sacrifice some con to raise int for more skill points? I get one more point by the time i hit level 7.
Here's a basic 32-point warforged pure sorcerer air/fire build. 12 int is pretty much the minimum I'd go these days, unless tomes are available. (You want as much Concentration, Spellcraft, and Repair as you can get.)
Spell list is pretty flexible, but this is decent. It's the kind of list I'd go for with my playstyle (mostly soloing, but grouping enough that I want to make sure to have the essential group buffs). For whatever it's worth, I actually prefer fire/earth for leveling, but this is fine too.
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Pure Sorc
Level 20 True Neutral Warforged Male
(20 Sorcerer)
Hit Points: 200
Spell Points: 1875
BAB: 10\10\15\20
Fortitude: 11
Reflex: 5
Will: 10
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (Level 20)
Strength 10 10 10
Dexterity 8 8 8
Constitution 18 18 20
Intelligence 12 12 12
Wisdom 6 6 6
Charisma 16 21 25
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance -1 -1 -1
Bluff 3 8 8
Concentration 8 28 28
Diplomacy 3 7 7
Disable Device n/a n/a n/a
Haggle 3 7 7
Heal -2 -2 -2
Hide -1 -1 -1
Intimidate 3 7 7
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 2 11 11
Search 1 1 1
Spellcraft 5 24 24
Spot -2 -2 -2
Swim 0 0 0
Tumble 0 0 0
Use Magic Device n/a n/a n/a
Level 1 (Sorcerer)
Skill: Concentration (+4)
Skill: Repair (+1)
Skill: Spellcraft (+4)
Skill: Tumble (+1)
Feat: (Selected) Maximize Spell
Spell (1): Nightshield
Spell (1): Sonic Blast
Level 2 (Sorcerer)
Skill: Concentration (+1)
Skill: Repair (+0.5)
Skill: Spellcraft (+1)
Spell (1): Expeditious Retreat
Level 3 (Sorcerer)
Skill: Concentration (+1)
Skill: Repair (+0.5)
Skill: Spellcraft (+1)
Feat: (Selected) Empower Spell
Spell (1): Jump
Level 4 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Skill: Repair (+0.5)
Skill: Spellcraft (+1)
Spell (2): Scorching Ray
Level 5 (Sorcerer)
Skill: Concentration (+1)
Skill: Repair (+0.5)
Skill: Spellcraft (+1)
Spell (2): Blur
Level 6 (Sorcerer)
Skill: Concentration (+1)
Skill: Repair (+0.5)
Skill: Spellcraft (+1)
Feat: (Selected) Spell Focus: Evocation
Spell (3): Fireball
Level 7 (Sorcerer)
Skill: Concentration (+1)
Skill: Repair (+0.5)
Skill: Spellcraft (+1)
Spell (3): Displacement
Spell (2): Web
Level 8 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Skill: Repair (+0.5)
Skill: Spellcraft (+1)
Spell (4): Wall of Fire
Level 9 (Sorcerer)
Skill: Concentration (+1)
Skill: Repair (+0.5)
Skill: Spellcraft (+1)
Feat: (Selected) Heighten Spell
Spell (2): Knock
Spell (3): Haste
Spell (4): Repair Critical Damage
Level 10 (Sorcerer)
Skill: Concentration (+1)
Skill: Repair (+0.5)
Skill: Spellcraft (+1)
Spell (5): Eladar's Electric Surge
Level 11 (Sorcerer)
Skill: Concentration (+1)
Skill: Repair (+0.5)
Skill: Spellcraft (+1)
Spell (3): Rage
Spell (4): Dimension Door
Spell (5): Niac's Biting Cold
Level 12 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Skill: Repair (+0.5)
Skill: Spellcraft (+1)
Feat: (Selected) Quicken Spell
Spell (6): Reconstruct
Level 13 (Sorcerer)
Skill: Concentration (+1)
Skill: Repair (+0.5)
Skill: Spellcraft (+1)
Spell (4): Solid Fog
Spell (5): Prismatic Ray
Spell (6): Chain Lightning
Level 14 (Sorcerer)
Skill: Concentration (+1)
Skill: Repair (+0.5)
Skill: Spellcraft (+1)
Spell (7): Delayed Blast Fireball
Level 15 (Sorcerer)
Skill: Concentration (+1)
Skill: Repair (+0.5)
Skill: Spellcraft (+1)
Feat: (Selected) Enlarge Spell
Spell (5): Cyclonic Blast
Spell (6): Disintegrate
Spell (7): Protection from Elements, Mass
Level 16 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Skill: Repair (+0.5)
Skill: Spellcraft (+1)
Spell (8): Greater Shout
Level 17 (Sorcerer)
Skill: Concentration (+1)
Skill: Repair (+0.5)
Skill: Spellcraft (+1)
Spell (7): Otto's Sphere of Dancing
Spell (8): Incendiary Cloud
Level 18 (Sorcerer)
Skill: Concentration (+1)
Skill: Repair (+0.5)
Skill: Spellcraft (+1)
Feat: (Selected) Greater Spell Focus: Evocation
Spell (9): Wail of the Banshee
Level 19 (Sorcerer)
Skill: Concentration (+1)
Skill: Repair (+0.5)
Skill: Spellcraft (+1)
Spell (8): Symbol of Death
Spell (9): Meteor Swarm
Level 20 (Sorcerer)
Ability Raise: CHA
Skill: Bluff (+1)
Skill: Concentration (+1)
Skill: Spellcraft (+1)
Spell (9): Energy Drain
Enhancement: Warforged - Improved Fortification (Rank 1)
Enhancement: Warforged - Warforged Constitution (Rank 1)
Enhancement: Warforged - Improved Fortification (Rank 1)
Enhancement: Warforged - Warforged Constitution (Rank 1)
Enhancement: Warforged - Inscribed Armor (Rank 1)
Enhancement: Air Savant (Sor) - Air Savant (Rank 1)
Enhancement: Air Savant (Sor) - Air Affinity (Rank 1)
Enhancement: Air Savant (Sor) - Greater Air Affinity (Rank 1)
Enhancement: Air Savant (Sor) - Conduction (Rank 1)
Enhancement: Air Savant (Sor) - Light on Your Feet (Rank 1)
Enhancement: Air Savant (Sor) - Elemental Apotheosis (Rank 1)
Enhancement: Air Savant (Sor) - Shocking Grasp (Rank 1)
Enhancement: Air Savant (Sor) - Shocking Grasp (Rank 2)
Enhancement: Air Savant (Sor) - Shocking Grasp (Rank 3)
Enhancement: Air Savant (Sor) - Spell Critical: Electric (Rank 1)
Enhancement: Air Savant (Sor) - Electrocution (Rank 1)
Enhancement: Air Savant (Sor) - Electrocution (Rank 2)
Enhancement: Air Savant (Sor) - Electrocution (Rank 3)
Enhancement: Air Savant (Sor) - Efficient Maximize (Rank 1)
Enhancement: Air Savant (Sor) - Efficient Maximize (Rank 2)
Enhancement: Air Savant (Sor) - Efficient Maximize (Rank 3)
Enhancement: Air Savant (Sor) - Spell Critical: Electric II (Rank 1)
Enhancement: Air Savant (Sor) - Alternating Current (Rank 1)
Enhancement: Air Savant (Sor) - Alternating Current (Rank 2)
Enhancement: Air Savant (Sor) - Alternating Current (Rank 3)
Enhancement: Air Savant (Sor) - Spell Critical: Electric III (Rank 1)
Enhancement: Air Savant (Sor) - Charisma (Rank 1)
Enhancement: Air Savant (Sor) - Electric Loop (Rank 1)
Enhancement: Air Savant (Sor) - Electric Loop (Rank 2)
Enhancement: Air Savant (Sor) - Electric Loop (Rank 3)
Enhancement: Air Savant (Sor) - Feather Falling (Rank 1)
Enhancement: Air Savant (Sor) - Spell Critical: Electric IV (Rank 1)
Enhancement: Air Savant (Sor) - Charisma (Rank 1)
Enhancement: Air Savant (Sor) - Lightning Bolt (Rank 1)
Enhancement: Air Savant (Sor) - Lightning Bolt (Rank 2)
Enhancement: Air Savant (Sor) - Lightning Bolt (Rank 3)
Enhancement: Air Savant (Sor) - Awaken Elemental Weakness: Electric (Rank 1)
Enhancement: Air Savant (Sor) - Wind Dance (Rank 1)
Enhancement: Air Savant (Sor) - Evocation Focus (Rank 1)
Enhancement: Air Savant (Sor) - Power of Flame (Rank 1)
Enhancement: Fire Savant (Sor) - Fire Savant (Rank 1)
Enhancement: Fire Savant (Sor) - Fire Affinity (Rank 1)
Enhancement: Fire Savant (Sor) - Greater Fire Affinity (Rank 1)
Enhancement: Fire Savant (Sor) - Immolation (Rank 1)
Enhancement: Fire Savant (Sor) - Spell Critical: Fire I (Rank 1)
Enhancement: Fire Savant (Sor) - Conflagration (Rank 1)
Enhancement: Fire Savant (Sor) - Conflagration (Rank 2)
Enhancement: Fire Savant (Sor) - Conflagration (Rank 3)
Enhancement: Fire Savant (Sor) - Efficient Quicken (Rank 1)
Enhancement: Fire Savant (Sor) - Efficient Quicken (Rank 2)
Enhancement: Fire Savant (Sor) - Efficient Quicken (Rank 3)
Enhancement: Fire Savant (Sor) - Spell Critical: Fire II (Rank 1)
Enhancement: Fire Savant (Sor) - Spell Critical: Fire III (Rank 1)
Enhancement: Fire Savant (Sor) - Charisma (Rank 1)
Enhancement: Fire Savant (Sor) - Charisma (Rank 1)
Depending on how you're doing with spellpoints, and what kind of gear you have access to, you might consider dropping GSF: Evocation and Enlarge in favor of Mental Toughness and Improved Mental Toughness. The other feats are pretty much non-negotiable, though.
Note that the build above has the enhancements listed at level 20. As you can see, it's Air primary with Fire secondary. While leveling, at least up through level 16 or so, I would say that going Fire primary is dramatically more powerful.
So these are the enhancements I'd have at level 7, when your vet status guy starts:
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Enhancement: Warforged - Improved Fortification (Rank 1)
Enhancement: Warforged - Inscribed Armor (Rank 1)
Enhancement: Air Savant (Sor) - Air Savant (Rank 1)
Enhancement: Fire Savant (Sor) - Fire Savant (Rank 1)
Enhancement: Fire Savant (Sor) - Fire Affinity (Rank 1)
Enhancement: Fire Savant (Sor) - Greater Fire Affinity (Rank 1)
Enhancement: Fire Savant (Sor) - Burning Hands (Rank 1)
Enhancement: Fire Savant (Sor) - Burning Hands (Rank 2)
Enhancement: Fire Savant (Sor) - Burning Hands (Rank 3)
Enhancement: Fire Savant (Sor) - Spell Critical: Fire I (Rank 1)
Enhancement: Fire Savant (Sor) - Conflagration (Rank 1)
Enhancement: Fire Savant (Sor) - Conflagration (Rank 2)
Enhancement: Fire Savant (Sor) - Conflagration (Rank 3)
Enhancement: Fire Savant (Sor) - Spell Critical: Fire II (Rank 1)
Enhancement: Fire Savant (Sor) - Fanning the Flames (Rank 1)
Enhancement: Fire Savant (Sor) - Fanning the Flames (Rank 2)
Enhancement: Fire Savant (Sor) - Fanning the Flames (Rank 3)
Enhancement: Fire Savant (Sor) - Spell Critical: Fire III (Rank 1)
Enhancement: Fire Savant (Sor) - Charisma (Rank 1)
Enhancement: Fire Savant (Sor) - Scorch (Rank 1)
Enhancement: Fire Savant (Sor) - Scorch (Rank 2)
Enhancement: Fire Savant (Sor) - Scorch (Rank 3)
Enhancement: Fire Savant (Sor) - Charisma (Rank 1)
I think there are 2 reasonable places to swap to Air Savant -- either at level 16, when you get Delayed Blast Fireball (which is fairly cheap for the damage it does and can replace the fire SLAs as your primary room-clearer), or at level 18, when you really start running a lot of content with fire-immune devils.
Assuming you swap to air primary at 16, my final set of fire enhancements (at level 15), would look like:
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Enhancement: Warforged - Improved Fortification (Rank 1)
Enhancement: Warforged - Inscribed Armor (Rank 1)
Enhancement: Air Savant (Sor) - Air Savant (Rank 1)
Enhancement: Air Savant (Sor) - Air Affinity (Rank 1)
Enhancement: Air Savant (Sor) - Greater Air Affinity (Rank 1)
Enhancement: Air Savant (Sor) - Spell Critical: Electric (Rank 1)
Enhancement: Air Savant (Sor) - Electrocution (Rank 1)
Enhancement: Air Savant (Sor) - Electrocution (Rank 2)
Enhancement: Air Savant (Sor) - Electrocution (Rank 3)
Enhancement: Air Savant (Sor) - Spell Critical: Electric II (Rank 1)
Enhancement: Air Savant (Sor) - Alternating Current (Rank 1)
Enhancement: Air Savant (Sor) - Alternating Current (Rank 2)
Enhancement: Air Savant (Sor) - Alternating Current (Rank 3)
Enhancement: Air Savant (Sor) - Spell Critical: Electric III (Rank 1)
Enhancement: Air Savant (Sor) - Charisma (Rank 1)
Enhancement: Fire Savant (Sor) - Fire Savant (Rank 1)
Enhancement: Fire Savant (Sor) - Fire Affinity (Rank 1)
Enhancement: Fire Savant (Sor) - Greater Fire Affinity (Rank 1)
Enhancement: Fire Savant (Sor) - Immolation (Rank 1)
Enhancement: Fire Savant (Sor) - Burning Hands (Rank 1)
Enhancement: Fire Savant (Sor) - Burning Hands (Rank 2)
Enhancement: Fire Savant (Sor) - Burning Hands (Rank 3)
Enhancement: Fire Savant (Sor) - Spell Critical: Fire I (Rank 1)
Enhancement: Fire Savant (Sor) - Conflagration (Rank 1)
Enhancement: Fire Savant (Sor) - Conflagration (Rank 2)
Enhancement: Fire Savant (Sor) - Conflagration (Rank 3)
Enhancement: Fire Savant (Sor) - Efficient Maximize (Rank 1)
Enhancement: Fire Savant (Sor) - Efficient Maximize (Rank 2)
Enhancement: Fire Savant (Sor) - Spell Critical: Fire II (Rank 1)
Enhancement: Fire Savant (Sor) - Fanning the Flames (Rank 1)
Enhancement: Fire Savant (Sor) - Fanning the Flames (Rank 2)
Enhancement: Fire Savant (Sor) - Fanning the Flames (Rank 3)
Enhancement: Fire Savant (Sor) - Spell Critical: Fire III (Rank 1)
Enhancement: Fire Savant (Sor) - Charisma (Rank 1)
Enhancement: Fire Savant (Sor) - Scorch (Rank 1)
Enhancement: Fire Savant (Sor) - Scorch (Rank 2)
Enhancement: Fire Savant (Sor) - Scorch (Rank 3)
Enhancement: Fire Savant (Sor) - Spell Critical: Fire IV (Rank 1)
Enhancement: Fire Savant (Sor) - Charisma (Rank 1)
Enhancement: Fire Savant (Sor) - Fireball (Rank 1)
Enhancement: Fire Savant (Sor) - Fireball (Rank 2)
Enhancement: Fire Savant (Sor) - Fireball (Rank 3)
Enhancement: Fire Savant (Sor) - Awaken Elemental Weakness: Fire (Rank 1)
Enhancement: Fire Savant (Sor) - Evocation Focus (Rank 1)
Enhancement: Fire Savant (Sor) - Power of Lightning (Rank 1)
Notes on stats/skills
It might be better to lose the 2 points from STR and add them to INT, and then put skillpoints into UMD. I probably would do this myself. I hate going with 8 STR, though; it's too easy to become burdened and helpless. Those extra 2 points make a big difference. Warforged arcane casters are literally the only type of characters I don't feel like it's mandatory to have UMD on, though; you have access to almost everything you need innately. Raise Dead / Resurrect scrolls are the exceptions, especially since this is a first lifer and won't have Greensteel clickies. So it's up to you.
Notes on spells
I mostly didn't choose spells that you can cast almost as effectively from scrolls. So no Invisiblity, no Teleport, no Fire Shield, no Greater Heroism, no True Seeing, etc. Those are obviously still immensely valuable spells, but you can just carry stacks of scrolls.
Generally speaking, I tried to choose spells in an order that will prevent having to swap them a lot. But there are still a couple of obvious spells to swap out over time. You will eventually want to remove expeditious retreat (once you get better striding items/clickies/etc., or if you have enough SP and patience to just keep Haste up all the time). Protection From Evil is by far the best replacement there; it's worth casting even at cap, and I've heard that the immunities don't always work properly when applied from other sources. You'll almost certainly want to replace Repair Critical with something else -- Force Missiles is one unexciting but useful option, for enemies that are immune or heavily resistant to everything else (Shroud portals . . .).
If you group most of the time, you should consider replacing Knock with Resist Energy. I used to consider Resist Energy mandatory, but now with ship buffs and pretty easily accessible Resist 20 potions, I prefer being able to open chests when I'm soloing. (Note that I say this even as someone who doesn't use ship buffs -- I'd rather just drink potions than not be able to open chests.) I guess Blur would be another option to drop, now that it's become much more easily available as an item effect for non-casters, but I still like to keep it; I really like the duration even on myself for when I forget to re-cast Displacement in time.
Keep Sonic Blast. Seriously. Have it set to all metas always off and an easily accessible key. It is by far the best breakables-smasher in the game, and its daze effect works on almost everything and remains shocking useful even in elite content in the high heroic levels. I have good gear, but my warforged fire savant was running in heroic elite Shadows Over Wheloon content last night and regularly getting dazes against large groups with Sonic Blast.
Keep Scorching Ray. It may not look super impressive when you just read the description, but with solid spellpower it's ridiculous. High damage, low SP, easy targeting, double range, short cooldown. I spam it all the time in between SLAs. Probably my most used spell.
For the veterans out there, no, I don't take firewall myself anymore. But my sorcerers have an Archmagi ioun stone at L5 and a greensteel SP item at L11 -- I can afford to lose a little SP efficiency in favor of speed. This character is a first life build, and it needs a way to do efficient damage over time in long quests in the mid levels, many of which are undead heavy (Wiz King, Necro3, etc.).
I took Meteor Storm because you specifically mentioned wanting it. I wouldn't actually select this -- even without being Necro/Enchantment specced, I'd rather have Energy Drain, Wail of the Banshee, and Mass Hold Monster as my level 9 spells. I get enough DPS from the lower level spells and SLAs; I'd rather have the irreplaceable effects of the other good L9 spells. (Note that, although your DCs won't be great, with equipment and judicious use of Symbol of Death / Energy Drain to remove levels, you will be able to use Wail and MHM to good effect. Also, Wail is useful even if the enemies save -- it still drains levels.)
If you do decide to go for MHM, you'll probably want some additional way to debuff Will saves. Swapping Firewall / Repair Critical / Force Missiles for Crushing Despair and then swapping either Prismatic Ray or Cyclonic Blast for Mind Fog would be the way to go. (You cast Crushing Despair first, which gives a -5 to Will saves even if they save against the primary effect, then Mind Fog, which gives a further - 10 if they fail their initial save. Then you cast MHM. Optionally, kite through a Symbol of Death first to drain a few levels.)
Notes on Play
All the metas are primarily for your SLAs. Drag them to your hotbar, right click on the SLA, and choose to turn each meta to "Always On". Other than that, most of the metas will be off most of the time.
When you get Reconstruct, set Quicken to "Always On". Bind that somewhere easily accessible and use it as an emergency "oh no" heal. I have Reconstruct bound to my "f" key. My SLAs are always 2, 3, and 4. Scorching Ray is 1, Sonic Blast (all metas set to Always Off) is 5. Experiment with bindings and find something that works for you.
Always have good spellpower and lore items for your primary and secondary elements. Ideally, also for Repair, although that's less important. Bear in mind that the Cannith Challenge items (Bracers of Wind, Ring of Master Artificer, Cloak of Flames) can be very useful to accomplish this if you're having trouble finding appropriate weapons to do it.
Learn to jump-cast. Jump is an absolutely essential spell that you'll keep running all the time. You'll pretty much always be jumping. For ray spells, this is to get a good line of sight. For AOE spells (fireball, DBF), it's because often the best way to hit multiple enemies is to get a bunch of guys chasing you and then jump back and shoot straight down.
Don't rely too much on your SLAs. It's nice, because they're basically free. But the cooldown is quite slow and at higher levels the damage is good but not great. It's more SP-efficient to open with a DBF followed by an SLA fireball, then mop up with scorch / burning hands SLAs and scorching ray, than it is to just use your SLAs and kill so slowly that you get hurt and have to Reconstruct yourself a couple of times. Reconstruct is awesome, but it's not free. Better to kill guys so fast you don't get hurt.