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Raiken
09-13-2007, 07:54 PM
currently im a 2/1 fighter/sorc omw to 4/10.
currently my feats are : dodge, toughness, mobility, and spell penetration

so my question is should i invest some feats/enh is spell penetration to make me as closely comparable to a full sorc as possible? i also plan on the heightening spell to make up for some points on my dcs for some spells.

any other suggestions would be appreciated as well.

thks

sigtrent
09-13-2007, 07:58 PM
If you have some heavy duty charisma, then spell penetration is a good pick in mid/late levels.

If you don't have a lot of charisma then don't bother with DC scores or spell penetration at all. Spec purely for damage spells which never need spell penetration and where the DC is either not overly important or totaly irrelivent.

Geonis
09-13-2007, 08:46 PM
I see the need for Toughness, Spell penetration, and even Dodge, but I fail to see the use for Mobility unless you are trying to get Spring Attack, and at high levels Spring Attack is useless. You rarely need those extra 4 points even if you do the MC thing. Just remember you can scroll GH and Tenser's Transformation on 4 on a d20. :D


Assuming you are going for a fighter type with options, the following will help your character:



Weapon Focus - More to open Weapon Spec than for the plus to-hit

Weapon Spec - More damage, any more questions?

Imp Crit - see Weapon Spec

TWF? - Is a possibility, just remember your Shield spell.

Heighten - will help, but Enervation is better and doesn't cost a feat.

Empower or Maximize - preferably both, but if you hae to choose go with Maximize, as you should still have plenty of SP.

Extend - This feat should be taken early and probably swapped out later. Except for Haste and Displacement, the cost of a feat to Extend is kind of high.



My suggestion, go for a strength build and go with a 2 handed weapon.

Feats should look something like this: Toughness, Weapon Focus, Weapon Spec, Imp Crit, Maximize Spell, Power Attack, Spell Penetration (maybe, or you could just go damage spells or physical atks against high SR mobs and tak Cleave for those special effect weapons [paras, vorpals,etc..]), and probably Extend.

A lot of people will say why 2 hand it if you don't take the THF feats, but you just can't afford the aggro here. You do a little damage to the side mobs, but are only drawing aggro from the 1 you're attacking.


The armor situation should probably be Mith Breatplate or Mith Chain Shirt. I lean toward Mith Chain Shirt, since with Drow enhancement you can get to 0% spell failure. With the first fighter Armor (can't remember the name, but it raises the max dex) you need to hit a 24 dex, so you can't really skimp here, at least a 16 or 14 if yo expect a +2 dex tome.


As for spells, I think you would get the following numbers, and with them are my suggestions.

1st - 4
Shield (necessary to keep your AC "decent")

Expeditious Retreat (Keeps you extra mobile even after the Haste wears off, can be swapped out after a good striding item is found)

Magic Missile (sometimes nothing else works)

(number 4 is kind of open, I would put Jump here, as I hate getting caught in the middle of a group of baddies, but you can use personal preference)


2nd - 4
Blur (First line of damage mitigation, should always be going)

Resist Energy (yeah, it's only 20, but 20pts can save you a lot of damage)

Scorching Ray (No save and no SR!?!? One of your best damage dealers)

(Again, I'll leave number 4 open for some customization)


3rd - 3
Haste (have to carry as it helps you're movement, your AC, and your damage output)

Displacement - (A better form of damage mitigation than Blur, but doesn't last near as long, so you have to pick and choose when to use it)

(I'll leave this one open as well for customization, but a good choice here is Lightning Bolt for those creatures immune to fire, but you would have to spens Action Points to make it worthwhile.)


4th - 2

Wall of Fire - (This should be your number one damage dealer, throw one down and stand in it fighting the baddies, or grab an adamantine tower shield and turtle up in it)

Enervation - (One of the most underutilized spells in the game. It gives the opponent 1d4 negative levels, which subtracts from their HPs, to-hit, and saves. I mean come on, it's a no-brainer. Only down-side is there is an SR check if the mob has it. With the Spell Pen feat and the 2nd level of enhancements, you're as good as a 14 Sorc with no add-ons, so you can get away with using this most of the time, just don't try it on named mobs on elite and you should be fine.)

5th - 1

This one could be several things, I lean toward Cone of Cold as you're fire enahancements help there, but you aren't hitting it's cap for damage yet, so I can see picking something else. Another thought is Waves of Fatigue, as I don't think there's a save for that.


Scrolls

These are scrolls you should always carry a stack of.

Stoneskin - 100 - Always have one up, -10 points of damage per hit is huge.

Greater Heroism - 100 - Can't cast without some failure, but only need a 4 on a d20, so little chance of failure and +4 to hit, saves, immunity to fear and temp HPs? This can't be beat.

Tenser's Transformation - 100 - Again, a small chance of failure, but worth it. It doesn't last long, but it lets you keep up with the big dogs for a short time, just remember no casting while it's going.


Enervation - 100 - Remember, no save. The only reason we're carrying the spell, is to save money and the cooldown is a lot less. You can use scrolls to supplement your SPs.

There are many more you could carry, but these are the ones I strongly suggest carrying.


I think I'm going to make a new character when I get home. :)

Geonis
09-13-2007, 09:37 PM
Maybe look something like this.


Character Plan by DDO Character Planner Version 2.70
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 14 Neutral Good Drow Male
(4 Fighter \ 10 Sorcerer)
Hit Points: 145
Spell Points: 910
BAB: 9\9\14
Fortitude: 8
Reflex: 8
Will: 7

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 14)
Strength 16 20
Dexterity 16 18
Constitution 12 12
Intelligence 10 10
Wisdom 8 8
Charisma 16 20

Tomes Used
+1 Tome of Charisma used at level 14

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 14)
Balance 3 4
Bluff 3 5
Concentration 5 16
Diplomacy 5 13.5
Disable Device n/a n/a
Haggle 3 5
Heal -1 -1
Hide 3 4
Intimidate 3 5
Jump 3 5
Listen -1 1
Move Silently 3 4
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 2
Spot -1 1
Swim 3 5
Tumble n/a n/a
Use Magic Device n/a n/a

Level 1 (Sorcerer)
Skill: Concentration (+4)
Skill: Diplomacy (+2)
Feat: (Selected) Extend Spell
Spell (1): Expeditious Retreat
Spell (1): Magic Missle
Enhancement: Sorcerer Elemental Manipulation I
Enhancement: Sorcerer Energy of the Dragonblooded I

Level 2 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Spell (1): Jump
Enhancement: Sorcerer Charisma I

Level 3 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Feat: (Selected) Toughness
Spell (1): Shield

Level 4 (Sorcerer)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Spell (2): Scorching Ray

Level 5 (Fighter)
Skill: Concentration (+0.5)
Skill: Diplomacy (+0.5)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Toughness I
Enhancement: Elven Arcane Fluidity I
Enhancement: Elven Dexterity I
Enhancement: Sorcerer Elemental Manipulation II
Enhancement: Fighter Haste Boost I

Level 6 (Fighter)
Skill: Concentration (+0.5)
Skill: Diplomacy (+0.5)
Feat: (Selected) Maximize Spell
Feat: (Fighter Bonus) Power Attack
Enhancement: Fighter Strength I

Level 7 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Spell (2): Blur
Enhancement: Sorcerer Energy of the Dragonblooded II
Enhancement: Elven Arcane Fluidity II

Level 8 (Sorcerer)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Spell (3): Haste
Enhancement: Sorcerer Charisma II
Enhancement: Elven Dexterity II

Level 9 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Feat: (Selected) Cleave
Spell (2): Resist Energy
Spell (3): Displacement
Enhancement: Sorcerer Elemental Manipulation III

Level 10 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Spell (4): Wall of Fire
Enhancement: Elven Arcane Fluidity III

Level 11 (Fighter)
Skill: Concentration (+0.5)
Skill: Diplomacy (+0.5)
Enhancement: Fighter Armor Mastery I

Level 12 (Fighter)
Ability Raise: STR
Skill: Concentration (+0.5)
Skill: Diplomacy (+0.5)
Feat: (Selected) Improved Critical: Slashing Weapons
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Enhancement: Fighter Toughness II

Level 13 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Spell (2): False Life
Spell (3): Ray of Exhaustion
Spell (4): Enervation
Enhancement: Sorcerer Energy of the Dragonblooded III

Level 14 (Sorcerer)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Spell (5): Waves of Fatigue
Enhancement: Sorcerer Elemental Manipulation IV
Enhancement: Sorcerer Charisma III

Raiken
09-13-2007, 10:00 PM
This is kind of what i came up with a few minutes ago, im only 2/1 f/s right now and halfway through 3 (two enh to go in 3 still)


Character Plan by DDO Character Planner Version 2.70
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Sxith
Level 14 Chaotic Neutral Drow Male
(4 Fighter \ 10 Sorcerer)
Hit Points: 145
Spell Points: 964
BAB: 9\9\14
Fortitude: 8
Reflex: 7
Will: 8

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 14)
Strength 15 16
Dexterity 14 16
Constitution 12 12
Intelligence 12 12
Wisdom 10 10
Charisma 16 22

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 14)
Balance 2 3
Bluff 3 7
Concentration 1 14
Diplomacy 3 6
Disable Device n/a n/a
Haggle 3 6
Heal 2 6
Hide 2 3
Intimidate 5 8
Jump 6 8
Listen 0 2
Move Silently 2 3
Open Lock n/a n/a
Perform n/a n/a
Repair 1 1
Search 1 3
Spot 0 2
Swim 4 5
Tumble n/a 4
Use Magic Device n/a 14

Level 1 (Fighter)
Skill: Heal (+2)
Skill: Intimidate (+2)
Skill: Jump (+4)
Skill: Swim (+2)
Feat: (Fighter Bonus) Dodge
Feat: (Selected) Toughness
Enhancement: Fighter Armor Class Boost I
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Strategy (Trip) I
Enhancement: Fighter Toughness I

Level 2 (Fighter)
Skill: Jump (+1)
Skill: Tumble (+1)
Feat: (Fighter Bonus) Mobility
Enhancement: Improved Drow Spell Resistence I
Enhancement: Fighter Strength I

Level 3 (Sorcerer)
Skill: Bluff (+1)
Skill: Concentration (+2)
Feat: (Selected) Spell Penetration
Spell (1): Sleep
Spell (1): Ray of Enfeeblement
Enhancement: Elven Dexterity I
Enhancement: Sorcerer Energy of the Dragonblooded I

Level 4 (Sorcerer)
Ability Raise: CHA
Skill: Heal (+0.5)
Skill: Use Magic Device (+1)
Spell (1): Magic Missle
Enhancement: Elven Arcane Fluidity I
Enhancement: Elven Enchantment Resistance I
Enhancement: Sorcerer Concentration I
Enhancement: Sorcerer Charisma I

Level 5 (Sorcerer)
Skill: Heal (+0.5)
Skill: Use Magic Device (+1)
Spell (1): Shield
Enhancement: Elven Enchantment Resistance II

Level 6 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Heighten Spell
Spell (2): Blur
Enhancement: Improved Drow Spell Resistence II
Enhancement: Sorcerer Concentration II

Level 7 (Sorcerer)
Skill: Heal (+0.5)
Skill: Use Magic Device (+1)
Spell (2): Scorching Ray
Enhancement: Sorcerer Spell Penetration I
Enhancement: Sorcerer Energy of the Dragonblooded II
Enhancement: Sorcerer Wand Heightening I

Level 8 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Spell (3): Hold Person
Enhancement: Sorcerer Charisma II

Level 9 (Fighter)
Skill: Heal (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Mental Toughness
Enhancement: Fighter Mobility I
Enhancement: Fighter Flanking Mastery I

Level 10 (Sorcerer)
Skill: Concentration (+1)
Skill: Heal (+1)
Spell (3): Haste
Spell (2): Web
Enhancement: Elven Dexterity II

Level 11 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Spell (4): Enervation
Enhancement: Elven Arcane Fluidity II
Enhancement: Sorcerer Wand Heightening II

Level 12 (Fighter)
Ability Raise: CHA
Skill: Heal (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Spell Focus: Enchantment
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Enhancement: Fighter Strategy (Trip) II
Enhancement: Fighter Toughness II

Level 13 (Sorcerer)
Skill: Concentration (+2)
Skill: Use Magic Device (+0.5)
Spell (2): Touch of Idiocy
Spell (3): Fireball
Spell (4): Phantasmal Killer

Level 14 (Sorcerer)
Skill: Concentration (+3)
Spell (5): Hold Monster
Enhancement: Fighter Armor Class Boost II
Enhancement: Sorcerer Charisma III

Lifespawn
09-18-2007, 08:32 PM
only problem is going to be your hp's blur displacment and stoneskin can't fix it just delay it and with having to drink pots or use cure mod wands when you don't fail you'd need a cleric thats willing to let you play the way you want to play it.Splashing 2 lvls of pally instead of 4 ftr is my suggestion great saves more ac wand use a lay on hands for emergencies you lose a ftr feat and weapon spec but gain so much more imo.

Lifespawn
09-18-2007, 08:48 PM
how about this with rapiers and the drow enhancments for it you gain back alot of damage and to hit with way better saves and survivability.


Character Plan by DDO Character Planner Version 2.65
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 14 Lawful Good Drow Male
(2 Fighter \ 2 Paladin \ 10 Sorcerer)
Hit Points: 149
Spell Points: 953
BAB: 9\9\14
Fortitude: 18
Reflex: 12
Will: 13

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 14)
Strength 15 17
Dexterity 14 15
Constitution 14 14
Intelligence 10 10
Wisdom 8 8
Charisma 16 22

Tomes Used
+1 Tome of Strength used at level 4
+1 Tome of Charisma used at level 14

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 14)
Balance 3 3
Bluff 3 6
Concentration 3 16
Diplomacy 3 6
Disable Device n/a n/a
Haggle 3 6
Heal -1 -1
Hide 2 2
Intimidate 3 6
Jump 2 4
Listen -1 1
Move Silently 2 2
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 2
Spot -1 1
Swim 2 3
Tumble n/a n/a
Use Magic Device 5 14

Level 1 (Fighter)
Feat: (Selected) Toughness
Feat: (Fighter Bonus) Weapon Focus: Piercing Weapons

Level 2 (Sorcerer)

Level 3 (Paladin)
Feat: (Selected) Maximize Spell

Level 4 (Paladin)

Level 5 (Sorcerer)

Level 6 (Sorcerer)
Feat: (Selected) Extend Spell

Level 7 (Sorcerer)

Level 8 (Sorcerer)

Level 9 (Sorcerer)
Feat: (Selected) Empower Spell

Level 10 (Sorcerer)

Level 11 (Sorcerer)

Level 12 (Fighter)
Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
Feat: (Selected) Mental Toughness

Level 13 (Sorcerer)

Level 14 (Sorcerer)
Enhancement: Drow Melee Attack I
Enhancement: Drow Melee Attack II
Enhancement: Drow Melee Damage I
Enhancement: Drow Melee Damage II
Enhancement: Elven Arcane Fluidity I
Enhancement: Elven Arcane Fluidity II
Enhancement: Elven Arcane Fluidity III
Enhancement: Elven Dexterity I
Enhancement: Elven Enchantment Resistance I
Enhancement: Follower of Vulkoor
Enhancement: Fighter Critical Accuracy I
Enhancement: Sorcerer Improved Empowering I
Enhancement: Sorcerer Improved Maximize I
Enhancement: Sorcerer Lineage of Elements I
Enhancement: Sorcerer Elemental Manipulation I
Enhancement: Sorcerer Elemental Manipulation II
Enhancement: Sorcerer Elemental Manipulation III
Enhancement: Sorcerer Spell Penetration I
Enhancement: Sorcerer Energy of the Dragonblooded I
Enhancement: Sorcerer Energy of the Dragonblooded II
Enhancement: Sorcerer Charisma I
Enhancement: Sorcerer Charisma II
Enhancement: Fighter Strength I
Enhancement: Fighter Toughness I
Enhancement: Sorcerer Wand Mastery I