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Javve
08-07-2007, 04:30 PM
Okay I know that a Wizzard can have all spells in game and a Sorcerer doesn't have to prepare spells.

So can some of you that have played either for a while go into some more detail?

Sorcerer is usually a level behind a wizzard on the amount of spells correct?

What are the important stats between the two, and would it be worth waiting for a 32 point character before building one, or is that better saved for another class?

Race advantages, etc......

I have done some reading but you can only get so much from words :D

Rason
08-07-2007, 04:59 PM
Sorcerer is usually a level behind a wizzard on the amount of spells correct?

Correctomungo :) Wizards learn their spells while Sorcerers have to 'discover' them first.

What are the important stats between the two, and would it be worth waiting for a 32 point character before building one, or is that better saved for another class?

Race advantages, etc......

Wizards main stat is intelligence while Sorcerers are charisma. Either way, the main race I guess that would be the 'best' would be Drow since they get bonuses to Intelligence and Charisma. I play a warforged wizard and I do well enough with him that drow don't appeal in that department.

Personally, I wouldn't wait till you get a 32 point build. Play now, they are fun, it just depends on which you prefer: all spells or faster spells. I prefer all spells with the wizard since it means you can be prepared for all situations. Later though I may try a sorcerer once I know which spells I will like to take (since swapping them out can get expensive).

I have done some reading but you can only get so much from words :D

I know the feeling with reading, I hope others will pitch in with some knowledge :)

Javve
08-07-2007, 09:15 PM
Thanks for the reply. I will have to wait until I can make a Drow as I'm not quite up to the 400 favor yet.

I'll also start looking at some of the different starting stat options. Looking for high sp playing a wizzard.

Off to D&D land I go!

Ron
08-07-2007, 09:32 PM
Sorcs can cast faster (i.e. quicker cooldowns) and have higher SP. However their spells are static (more or less), and cannot easily be changed. Wizards can swap out spells at a rest shrine or tavern and can scribe them off of scrolls. They also get more prepared spells per level.

pastor_dex
08-07-2007, 10:24 PM
Make a wiz first, it will allow you to test spells, than after you hit Drow status, make a sorc and you will know what spells you prefer.

Because you won't get the highest lvl spells as fast as the Wiz, the sorc is a good toon to multi.
A nice combo is 2 pally levels and a high Dex for use with a bow of some type.

NameisToad
08-08-2007, 08:49 AM
Make a wiz first, it will allow you to test spells, than after you hit Drow status, make a sorc and you will know what spells you prefer.

This I agree with. My 28 point human wizard is doing great at level 13. Wizards are a lot of fun, even if they don't have the highest possible Intelligence.


Because you won't get the highest lvl spells as fast as the Wiz, the sorc is a good toon to multi.
A nice combo is 2 pally levels and a high Dex for use with a bow of some type.

This I must completely disagree with.

Socerers get thier spells a level later than Wizards, as in Wizards can get Web at level 3, but Sorcerers have to wait until level 4. If you take two levels of Paladin before starting to take levels of Sorcerer, you have to wait until level 6 to cast Web. (assuming that Web is the first level 2 spell you take)

I have found, after capping my Wizard when the cap was 10, that I don't have the patience to play a Sorcerer, due to the very small selection of spells, and the extreme difference in power between a level 2-3 Sorcerer and a level 13 Wizard. With melee types, you are always a little more powerful than the majority of the mobs you encounter, and you can take on a couple of them at a time with no problem. With casters, you are always easy to kill once the mobs get into melee, but after level 6 or so, you can dish out enough punishment that they don't get to melee unless you mess up. Until you get to level 6 or so, you're easy to kill and you don't contribute much to most combats.

Wizard (http://ddo.enterwiki.net/page/Starting_a_Wizard) - Sorcerer (http://ddo.enterwiki.net/page/Starting_a_Sorcerer)

This however is all just my opinion. YMMV

Harbinder
08-08-2007, 08:53 AM
I'm bias in favor of wizards

More feats
More spells
Switch spells anytime

Harbinder
08-08-2007, 09:06 AM
PS: 28 point human wizard:

Level 14 Lawful Good Human Male
(14 Wizard)
Hit Points: 104
Spell Points: 1096

BAB: 7/7/12
Fortitude: 6
Reflex: 6
Will: 9

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 14)
Strength 9 9
Dexterity 14 14
Constitution 14 14
Intelligence 17 24
Wisdom 10 10
Charisma 8 8


Level 1 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Feat: (Selected) Mental Toughness
Feat: (Human Bonus) Spell Focus: Conjuration

Level 2 (Wizard)

Level 3 (Wizard)
Feat: (Selected) Spell Focus: Enchantment

Level 4 (Wizard)

Level 5 (Wizard)
Feat: (Wizard Bonus) Maximize Spell

Level 6 (Wizard)
Feat: (Selected) Improved Mental Toughness

Level 7 (Wizard)

Level 8 (Wizard)

Level 9 (Wizard)
Feat: (Selected) Spell Penetration

Level 10 (Wizard)
Feat: (Wizard Bonus) Heighten Spell

Level 11 (Wizard)

Level 12 (Wizard)
Feat: (Selected) Greater Spell Penetration

Level 13 (Wizard)

Level 14 (Wizard)
Enhancement: Human Adaptability Intelligence I
Enhancement: Human Improved Recovery I
Enhancement: Wizard Improved Heighten I
Enhancement: Wizard Improved Maximize I
Enhancement: Wizard Improved Maximize II
Enhancement: Wizard Concentration I
Enhancement: Wizard Lineage of Elements I
Enhancement: Wizard Lineage of Deadly Elements I
Enhancement: Wizard Lineage of Deadly Elements II
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Elemental Manipulation III
Enhancement: Wizard Elemental Manipulation IV
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Spell Penetration II
Enhancement: Wizard Energy of the Scholar I Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Wizard Energy of the Scholar IV
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
Enhancement: Wizard Wand Mastery I

This would be my "generalist" wizard. Without any tomes he will have 30 Int. DC on most crowd control and most damage spells are +1 from feats. You have 1 less the maximum spell penetration. Fire and cold spells +40% damage and crit multiplier of 2.00. Good amount of spell points. Lastly but definately not least important, you have the most flexibility as a human to adapt to change in the future. At least in my opinion.

Good luck!

~Harb

XFracture
08-11-2007, 09:41 PM
First off, 32 point builds really don't make that much of a difference. You're talking about MAYBE one extra point in an already capped stat at creation or a +1 modifier in a non-capped stat. It's more for filling in the gaps (very small gaps I might add) in a not so well rounded build.

DO NOT worry about NOT being a 32 point build. I love my 28 point build sorc and wouldn't re-roll him for anything. It just really doesn't matter that darned much to be perfectly honest.

gorloch
08-11-2007, 09:58 PM
I myself prefer a Sorc. Of course my only suggestion is to know ahead of time what spells you are going to want when. You can also switch out spells every 3 days for a cost if you don't like a spell you picked. If you don't know what spells you want or if you don't want to be held to only a few specific spells then I would say to go with a wizzy.

PIXA

Kaldaka
08-12-2007, 01:51 PM
I can tell you this, having capped a Wizzy, I tried to start a sorcerer but just couldn't get into it.
What I liked on a wizzy: more spells per level (3 level 7s at level 14 - finger of death, mass hold person and disco ball!! all at the same time, whereas a Sorc has to pick just one of these at 14 - boring!!!), also all the skill points every level are nice.
On the other hand, a guildy friend capped a Sorc and tried to start a wizzy, but again, just couldn't get into it.
Slower spell casting and fewer spell points were the two biggest concerns for him.
I think once you cap a caster, your heart is no longer in it to be another one, I like my fighter and rogue I'm leveling now and thinking about a cleric

My advice is: go with your gut as to which one to be and realize it is very likely that you will not want to play the other one once you are used to the one you picked.

Ekental
08-14-2007, 06:10 AM
I'd go with sorcs, there are few spells in the game you really need, so the limited spell selection usually isn't an issue. You can easily get through any dungeon with only 1-2 spells if you want, whether it be insta-death, CC/Dmg, or charm.

You have quite a bit more mana, faster cast speed, and a shorter cooldown on your spells.

Really, if you don't want to even bother with any sort of finesse, a high lvl sorc can easily zerg their way through every high lvl dungeon with a a finger on PK(Phantasmal Killer) and another on FoD (Finger of Death).

Wizards may have the edge in PvP however, simply because they can swap to spells such as feeblemind.