Okay, mulling it over some more, the basics of a F2P sorc build won't change:
- Race: human for the extra feat & skill pts, drow if you want +4 CHA & Arcane Fluidity, halfling w/Dragonmark if you want self-healing [Obviously BF/WF are an option too, but those are P2P]
- Stats: max CHA, enough INT to max at least Spellcraft & UMD (I also like Concentration and would consider Perform if going Shiradi), rest into CON
- Feats: at a minimum, I take Maximize, Empower, Quicken, Heighten, and at least one Spell Focus to open the DC Twists in Magister & Draconic. That leaves 2-3 heroic, 3 epic, and soon 3 ED and 1 Legendary feat slot open.
But that still leaves a few question marks:
- Pure or multiclassed? As I said, the nerfs to Div Grace & armor MRR make a pal 2 splash less attractive, but it is still an option. A barb splash gets you +10% run speed for better zerging / kiting, med armor prof w/out investing in EK, up to +3% Dodge, maybe a couple other tier-1 bonuses. Wiz splash for extra metamagic & spell crit chance from AM. [FvS 2 splash is still great on a Fire Savant but that's a P2P or Favor unlock.]
- Remaining feats - this will depend on what you think needs the most help on your build. If you're trying to max out DCs, extra Spell Focuses are good. If you want extra SPs and spell crit chance, take the Mental Toughness line. Worried about saves? Force of Personality and Insightful Reflexes (if you boost INT) can help. Need more HPs? Toughness+epic Toughness is an option, although you need base CON 21 for eToughness, so that's tough to hit on a new char.
- Which Savants? I still think Air+Fire is the best combo for most content...key word being "most," though. For fighting devils, Water or Earth is usually better; so if you're focused on current endgame, you'll want one or both of those. Earth is a bit of a PITA, though, since its spells are mostly Conjuration while the other Savants are Evocation; so pairing it with a secondary Savant means splitting your DC focus.
So let's look at a first-life human sorc; for a change of pace, let's go Air+Water Savant. Furthermore, let's suppose this player is most concerned about their DCs. What might they do?
Code:
Air+Water Savant
Sorcerer 20
True Neutral Human
Stats
28pt Level Up
---- --------
Strength 8 4: CHA
Dexterity 8 8: CHA
Constitution 16 12: CHA
Intelligence 10 16: CHA
Wisdom 8 20: CHA
Charisma 18 24: CHA
28: CHA
Skills
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
------------------------------------------------------------
Spellcr 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Concent 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 22
UMD 2 ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ 11
Tumble 1 1
------------------------------------------------------------
12 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3
Feats
1 : Maximize Spell
1 Human : Empower Spell
3 : Quicken Spell
6 : Heighten Spell
9 : Enlarge Spell
12 : Extend Spell
15 : Spell Focus: Evocation
18 : Greater Spell Focus: Evocation
21 Epic : Epic Spell Focus: Evocation or Arcane Insight
24 Epic : Master of Air or Embolden Spell
26 Destiny: Epic Spell Power: Electricity
27 Epic : Ruin or Master of Water
28 Destiny: Hellball
29 Epic : Arcane Pulse
30 Legend : Scion of the Plane of Air
Enhancements (80 AP)
Human (1 AP)
Air Savant (41 AP)
- Air Savant, Air Affinity, Greater Air Affinity, Conduction, Light on Your Feet, Elemental Apotheosis
- Shocking Grasp III, Spell Critical, Electrocution III
- Spell Critical, Alternating Current III
- Spell Critical, Charisma
- Electric Loop III, Feather Fall, Spell Critical, Charisma
- Lightning Bolt III, Wind Dance, Evocation Focus, Power of Frost
Water Savant (31 AP)
- Water Savant, Water Affinity, Greater Water Affinity, Hypothermia, Elemental Persistance
- Cold Ray III, Spell Critical, Hoarfrost III
- Efficient Maximize I, Spell Critical, Absolute Zero III
- Spell Critical, Charisma
- Snowball Swarm III, Spell Critical, Charisma
Eldritch Knight (Sorcerer) (7 AP)
- Eldritch Strike
- Improved Mage Armor III, Item Defense I
- Light Armor Proficiency
Destiny (24 AP)
Draconic Incarnation
- Energy Sheath: Electricity III, Draconic Perception I
- Out with bang: Electricity III, Precise: Evocation II
- Dragon Heritage: Blue III
- Energy Burst: Electricity III, Secondary Specialty: White II, Spell Knowledge III
- <none>
- Energy Vortex: Electricity, Draconic Hunger
Twists of Fate (11 fate points)
- Lithe (Tier 2 Shadowdancer)
- School Specialist: Evocation (Tier 2 Magister)
- Unearthly Reactions (Tier 1 Magister)
But maybe this player hits a point where they think MY DC'S ARE FINE BRING ME MOAR DPS!!1! so they redo their feats like so:
Code:
Feats
1 : Maximize Spell
1 Human : Empower Spell
3 : Quicken Spell
6 : Heighten Spell
9 : Enlarge or Extend Spell
12 : Mental Toughness
15 : Spell Focus: Evocation
18 : Improved Mental Toughness
21 Epic : Epic Mental Toughness or Wellspring of Power
24 Epic : Intensify Spell or Master of Air
26 Destiny: Epic Spell Power: Electricity
27 Epic : Ruin or Master of Water
28 Destiny: Hellball
29 Epic : Arcane Pulse
30 Legend : Scion of the Plane of Fire
"Wait," you ask, "why take Plane of Fire Scion on an Air+Water combo?" Simple: for the "+25% Spell Critical Damage with all spells" effect, of course!