View Full Version : multiclass "warcaster" build - feedback pls

09-18-2007, 02:26 PM
For a little introduction - I am a very big fan of multiclass characters. I like the unique combinations that can be created. This is basically my current character although I am only 2/3 fighter/sorc right now. I don't plan on changing from my 4/10 scheme, but I would like suggestions on feats, enhancements, and general thoughts on the build. Thanks

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

Level 14 Chaotic Neutral Drow Male
(4 Fighter \ 10 Sorcerer)
Hit Points: 145
Spell Points: 1079
BAB: 9\9\14
Fortitude: 8
Reflex: 7
Will: 9

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 15
Diplomacy 3 6
Disable Device n/a n/a
Haggle 3 6
Heal 2 5
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 2
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

Level 2 (Fighter)
Skill: Repair (+1)
Skill: Tumble (+1)
Feat: (Fighter Bonus) Weapon Focus: Piercing Weapons

Level 3 (Sorcerer)
Skill: Bluff (+1)
Skill: Concentration (+2)
Feat: (Selected) Empower Spell
Spell (1): Magic Missle
Spell (1): Ray of Enfeeblement

Level 4 (Sorcerer)
Ability Raise: CHA
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Spell (1): Burning Hands

Level 5 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Spell (1): Obscuring Mist

Level 6 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Mental Toughness
Spell (2): Web

Level 7 (Sorcerer)
Skill: Heal (+0.5)
Skill: Use Magic Device (+1)
Spell (2): Blur

Level 8 (Sorcerer)
Ability Raise: CHA
Skill: Heal (+0.5)
Skill: Use Magic Device (+1)
Spell (3): Haste

Level 9 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Mental Toughness

Level 10 (Sorcerer)
Skill: Concentration (+1)
Skill: Heal (+0.5)
Skill: Use Magic Device (+0.5)
Spell (3): Fireball
Spell (2): Melf's Acid Arrow

Level 11 (Sorcerer)
Skill: Concentration (+1)
Skill: Heal (+0.5)
Skill: Use Magic Device (+0.5)
Spell (4): Enervation

Level 12 (Fighter)
Ability Raise: CHA
Skill: Heal (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Discipline
Feat: (Fighter Bonus) Improved Critical: Piercing Weapons

Level 13 (Sorcerer)
Skill: Concentration (+2)
Skill: Use Magic Device (+0.5)
Spell (4): Phantasmal Killer
Spell (3): Stinking Cloud
Spell (2): Blindness

Level 14 (Sorcerer)
Skill: Concentration (+3)
Spell (5): Hold Monster
Enhancement: Fighter Armor Class Boost I
Enhancement: Fighter Armor Class Boost II
Enhancement: Improved Drow Spell Resistence I
Enhancement: Improved Drow Spell Resistence II
Enhancement: Improved Drow Spell Resistence III
Enhancement: Elven Arcane Fluidity I
Enhancement: Elven Arcane Fluidity II
Enhancement: Elven Arcane Fluidity III
Enhancement: Elven Dexterity I
Enhancement: Elven Dexterity II
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Critical Accuracy II
Enhancement: Fighter Strategy (Trip) I
Enhancement: Fighter Strategy (Trip) II
Enhancement: Sorcerer Energy of the Dragonblooded I
Enhancement: Sorcerer Energy of the Dragonblooded II
Enhancement: Sorcerer Energy of the Dragonblooded III
Enhancement: Sorcerer Charisma I
Enhancement: Sorcerer Charisma II
Enhancement: Sorcerer Charisma III
Enhancement: Fighter Strength I
Enhancement: Fighter Toughness I
Enhancement: Fighter Toughness II

09-18-2007, 03:01 PM
The feat "Discipline" is probably useless for you compared to a lot of other feats you could take.

You will have issues with spell penetration when casting agaisnt targets wtih good spell resistance. You can work around that but its somethign to be aware of.

Your trip attempts are rather unlikely to succede unless you are using a very strong tripping weapon, and in that case they are not very likely to hit. All around those enhancement points probably could be better spent elsewhere.

As you get into the mid/high levels you will find your damage spells are almost useless unless you enhance and meta magic them. Monsters have A LOT of hit points and a regular fireball or melfs acid arrow will do little more than irritate the monsters.

I don't much like AC boost as it doesn't last long enough to have a significant impact on your survival.

09-18-2007, 03:14 PM
Instead of taking Disapline... Or even Dodge..... Drop 2 Levels of Fighter for 2 levels of Paly....

ALl of a sudden your buid goes from so so to Remarkable surviveability due to self healing snad silly high saves.

09-18-2007, 03:19 PM
If you're planning on taking so many levels of a non-sorc class, 2 of them should be pally levels on a sorc. Also try planning around tensor's transformation, because otherwise you're not going to hit anything that is not held....in which case, you don't need fighter levels anyway.

You also appear to be a nuker without nuking feats, so try adding in maximize.

09-23-2007, 12:22 AM
:) Just looking at it I'd say your build is suffering from some severe deficiencies. Not that I have anything against the basic concept. It's just the way you've put it together, is...unfocused. Trying to do to much all at once is going severely reduce your effectiveness.

If you intend to be primarily a caster who can mix it up a bit that's great...But you'll want to focus on direct damage spells. Most of the spells that have saves will be quite a bit less effective because you're loosing DC points by starting with a lower Charisma and ending with fewer caster levels. That means allot more lost spell points as critters resist your casting attempts. Especially on creatures that you have to penetrate spell resistance on top of their normal save. I'd think MAXIMIZE & EMPOWER along with a elemental focus enhancement are your best bet. (Think crit, max, emp enhanced Fire Wall...)

If, alternatively, your goal is to poke holes in beasties while dropping the occasional spell (Haste, Blur, etc) I'd highly recommend grabbing up the Drow Weapons enhancements. +2 to hit and +4 to damage while using short swords and rapiers. The biggest problem I see with you doing this is your hit points (Tensers AND/or Divine Power clickies should fix your attack rate and BaB). Even with a Con 6 and Greater False life items you'll be low...It's still do-able, but you'll be meat in the grinder unless you get your AC kicked way up...Maybe plan on running pretty much perma-Displaced to offset the AC and HP deficiency.

Definitely have to say you'd probably benefit more from going 2/2/10 Fighter/Pally/Sorc for the boost to your saves but hey...It's you're build.

Last thing from me is...Have fun with it. If you like playing the build it really doesn't matter what anyone else thinks of it. :D

09-24-2007, 11:39 AM
well, this type of build is nothing new.

for a str-based melee sorcerer battlemage i would direct your attention to my build thread here http://forums.ddo.com/showthread.php?t=116181for ideas.

yes, i've posted maximums assuming +6 stat items, +1 tomes, etc etc, but the build plays absolutely fine on elite with +5 items and no tomes if you don't have access to them.

the only 'must have' for optimum melee offense is a decent stash of Divine Power clickies. i'd say 15 charges would be the ideal minimum requirement. i myself have 42 charges, but i rarely need more than 15 or 20 before hitting a shrine.

i can't say enough about 10 sorc/2 paly/2 rogue.
the only thing you don't get at level 14 is improved crit, and it will be the first feat you take at the next level cap raise. honestly, evasion is worth more than imp.crit, especially since you don't have access to 30 point resists.

discipline - unecessary.
mental toughness - unnecessary as you have over 1100 spell points. if you don't have a PoP X, get a magi scepter (they're cheap) and unequip it after buffing.
imp. mental toughness - COMPLETELY unecessary
dodge - useless in the Gianthold, not as useful as other feats anywhere else anyways.

recommended feats:
power attack ('cause you should two-hand with a str-based sorc battlemage)
maximize (cause you want your strategic wall of fire/scorch rays to do real damage)
extend ('cause you want long buffs and perma haste/displacement)

and either SF:UMD to get 35+umd for heal scrolls OR focus: slashing for 2hand slashers OR Empower (especially with mod 5 metamagic changes)

this is all imo, anyways.

if you want a load of feats and more offensive spell options; go warforged 1 fighter/13 wizard, or 2 fighter/12 wizard which gives imp.crit and reconstruct.

the 10 sorc/2p/2r battlemage gives you everything you need, though.
best saves in the game. ultra high umd. light-moderate rogue abilities. all the spells you NEED. more spell points than the wizard version.

warforged sorc/paly/rogue can reconstruct at level 16
drow version can use heal scrolls on a 1 with max'd equipment at lvl 16.

09-24-2007, 12:04 PM
Hey now don't forget the self buffed 350 hp 50AC (against giants) dwarven version.


09-24-2007, 12:24 PM
Hey now don't forget the self buffed 350 hp 50AC (against giants) dwarven version.


oh right, him too. :)