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  1. #21
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    Default Spell list

    Hello!

    Sorry to ping such an old thread (It's been 15 years since I've used a forum... god help me) but I am really interested in playing this game, and the idea of an air+water sorcerer has really captivated me! the fact that it's listed on the build repository as a new player friendly guide is amazing the only thing I'm a little confused about is the only spell list I can find in the thread mentions an Air+Fire Sorc build as the list, is this spell list still viable for the Air+Water Sorc?

    As a noob, could I get a reccommended spell list? As I recall trading out spells is not an easy option as a sorcerer, not sure how it works in DDO but in 3.5 it wasn't a forgiving process!

    Sorry to bother!

    Quote Originally Posted by unbongwah View Post
    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)
    
    
    • Spell Power Boost
    Air Savant (41 AP)
    • Air Savant, Air Affinity, Greater Air Affinity, Conduction, Light on Your Feet, Elemental Apotheosis
      1. Shocking Grasp III, Spell Critical, Electrocution III
      2. Spell Critical, Alternating Current III
      3. Spell Critical, Charisma
      4. Electric Loop III, Feather Fall, Spell Critical, Charisma
      5. Lightning Bolt III, Wind Dance, Evocation Focus, Power of Frost
    Water Savant (31 AP)
    • Water Savant, Water Affinity, Greater Water Affinity, Hypothermia, Elemental Persistance
      1. Cold Ray III, Spell Critical, Hoarfrost III
      2. Efficient Maximize I, Spell Critical, Absolute Zero III
      3. Spell Critical, Charisma
      4. Snowball Swarm III, Spell Critical, Charisma
    Eldritch Knight (Sorcerer) (7 AP)
    • Eldritch Strike
      1. Improved Mage Armor III, Item Defense I
      2. Light Armor Proficiency
    Destiny (24 AP) Draconic Incarnation
    1. Energy Sheath: Electricity III, Draconic Perception I
    2. Out with bang: Electricity III, Precise: Evocation II
    3. Dragon Heritage: Blue III
    4. Energy Burst: Electricity III, Secondary Specialty: White II, Spell Knowledge III
    5. <none>
    6. Energy Vortex: Electricity, Draconic Hunger
    Twists of Fate (11 fate points)
    1. Lithe (Tier 2 Shadowdancer)
    2. School Specialist: Evocation (Tier 2 Magister)
    3. 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!

  2. #22
    Community Member C-Dog's Avatar
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    Quote Originally Posted by nemoskis View Post
    Sorry to ping such an old thread (It's been 15 years since I've used a forum... god help me)
    WB to the forum!

    Quote Originally Posted by nemoskis View Post
    ... the idea of an air+water sorcerer has really captivated me! ... the only spell list I can find in the thread mentions an Air+Fire Sorc build as the list, is this spell list still viable for the Air+Water Sorc?
    Obviously, you'd want to replace any/all "Fire" spells w/ something more Air/Water friendly (which includes all Electric, Sonic, and Cold) - if you take Water enhancements, all your Fire spells will be at a penalty, which is no bueno.

    Note also that most(!) modern Sorc builds (this one is 5 years old) elect to go with only 1 school (Fire or Air) dovetailed with Sorcerer Eldritch Knight (which latter was updated a few years ago) for the added defense and some Force spells (Magic Missile et al).

    Quote Originally Posted by nemoskis View Post
    As a noob, could I get a reccommended spell list? As I recall trading out spells is not an easy option as a sorcerer, not sure how it works in DDO but in 3.5 it wasn't a forgiving process!
    It's not hard, just costs some plat. Iirc, you can swap 1 spell/3 days (and there are some rare/Store potions that allow more). This is usually done when a higher-level spell arrives to replace a similar lower-level spell one, or when a lower-level one stops landing (due to max caster level limits). These are often replaced w/ utility spells, something a Sorcerer cannot always afford at lower character levels but are still useful at end-game.

    For a spell list, start w/ the Air/Electric spells on the list and remove any/all Fire. If there's an "equivalent" cold spell, swap that in (Fire bolt/Cold bolt, etc.). Note that some key Fire spells do not have direct equivalents (Wall of Fire) - do the best you can.

    And a direct answer to your question may be found in this parallel thread: https://www.ddo.com/forums/showthrea...=1#post6094579.

    Haff fun stomin da cassul!
    o/

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