View Full Version : WF Sorc Build

09-27-2007, 06:47 PM
Hi All,

I've only been playing for a few days, but I've fallen in love with the Warforged Race. I wanted to create a WF sorcerer that could cast lots of elemental damage spells and heal himself and other Warforged characters. I made a request for this type of build on the class discussion forums, but whilst I was waiting for responses to that post I decided to have ago at designing the build myself. Anyway here's what I came up with, I was hoping that I could receive some feedback on my build. *Update* Ok I discovered when I went to create the character that I hadn't chosen my first level feat. I picked up Eschew Materials. I also decided to change the Jump skill to Diplomacy.

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

Galtaris Goldspell
Level 14 Lawful Good Warforged Male
(14 Sorcerer)
Hit Points: 132
Spell Points: 1470
BAB: 7\7\12
Fortitude: 8
Reflex: 4
Will: 9

Starting Ending Feat/Enhancement
Base Stats Base Stats Modified Stats
Abilities (Level 1) (Level 14) (Level 14)
Strength 10 10 10
Dexterity 10 10 10
Constitution 16 16 18
Intelligence 12 12 12
Wisdom 10 10 10
Charisma 14 17 20

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 14) (Level 14)
Balance 0 0 0
Bluff 2 5 5
Concentration 7 21 21
Diplomacy 2 5 5
Disable Device n/a n/a n/a
Haggle 4 13.5 13.5
Heal 0 0 0
Hide 0 0 0
Intimidate 2 5 5
Jump 2 8 8
Listen 0 0 0
Move Silently 0 0 0
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 1 1 1
Search 1 1 1
Spot 0 0 0
Swim 0 0 0
Tumble n/a n/a n/a
Use Magic Device n/a n/a n/a

Level 1 (Sorcerer)
Feat: (Selected) Mental Toughness
Spell (1): Niac's Cold Ray
Spell (1): Repair Light Damage
Enhancement: Sorcerer Energy Manipulation I
Enhancement: Sorcerer Elemental Manipulation I
Enhancement: Sorcerer Force Manipulation I
Enhancement: Sorcerer Energy of the Dragonblooded I

Level 2 (Sorcerer)
Spell (1): Burning Hands
Enhancement: Sorcerer Charisma I
Enhancement: Warforged Inscribed Armor I

Level 3 (Sorcerer)
Feat: (Selected) Empower Spell
Spell (1): Jump
Enhancement: Sorcerer Improved Empowering I
Enhancement: Warforged Constitution I

Level 4 (Sorcerer)
Ability Raise: CHA
Spell (2): Scorching Ray
Enhancement: Sorcerer Subtle Spellcasting I

Level 5 (Sorcerer)
Spell (2): Repair Moderate Damage
Enhancement: Sorcerer Energy Manipulation II
Enhancement: Sorcerer Elemental Manipulation II
Enhancement: Sorcerer Force Manipulation II
Enhancement: Sorcerer Energy of the Dragonblooded II

Level 6 (Sorcerer)
Feat: (Selected) Improved Mental Toughness
Spell (3): Fireball
Enhancement: Sorcerer Charisma II

Level 7 (Sorcerer)
Spell (2): Resist Energy
Spell (3): Repair Serious Damage
Enhancement: Sorcerer Subtle Spellcasting II

Level 8 (Sorcerer)
Ability Raise: CHA
Spell (4): Enervation
Enhancement: Warforged Constitution II

Level 9 (Sorcerer)
Feat: (Selected) Extend Spell
Spell (2): Web
Spell (3): Lightning Bolt
Spell (4): Wall of Fire
Enhancement: Sorcerer Energy of the Dragonblooded III

Level 10 (Sorcerer)
Spell (5): Cone of Cold
Enhancement: Sorcerer Charisma III

Level 11 (Sorcerer)
Spell (3): Protection From Energy
Spell (4): Repair Critical Damage
Spell (5): Ball Lightning
Enhancement: Sorcerer Subtle Spellcasting III

Level 12 (Sorcerer)
Ability Raise: CHA
Feat: (Selected) Maximize Spell
Spell (6): Chain Lightning
Enhancement: Sorcerer Energy Manipulation III
Enhancement: Sorcerer Elemental Manipulation III

Level 13 (Sorcerer)
Spell (4): Force Missles
Spell (5): Teleport
Spell (6): Reconstruct
Enhancement: Sorcerer Energy of the Dragonblooded IV

Level 14 (Sorcerer)
Spell (7): Finger of Death
Enhancement: Sorcerer Subtle Spellcasting IV

10-03-2007, 09:32 AM
First, I'm all for WF sorc (have a capped one myself) but since you mentioned that you are fairly new to the game may i suggest that you roll a wizard instead?

Both sorc and wiz have a bunch of pros and cons but the main reason why I'm suggesting Wizards is that they have access to all the spells and can change at will upon resting.

When rolling a Sorc you decide which spells you get every time you level and then you're ''stuck'' with them until the very end.. of course you can change 1 spell per 3 days at your local trainer for a nasty cost.

I'd say roll a wiz, get familiar with the spells of the game, see what you like, what you dislike and then step into the path of destruction that is a WF sorcerer.

Now IF you don't give a damn and still want to play a WF sorc heres my opinion about your build.

Strength 10 Personally i like to pump this up since i carry so much **** i tend to get burdened.

Dexterity 10 Stick with it, unless you wanna go full ArmorClass build you won't really need it.

Constitution 16 I started at 14 and now have 24 which is high for some people since a reconstruct will fully repair you anyway. You can drop if you feel like it. As a caster you don't wanna get hit period. 100 or 150 won't do a lot of difference if the mobs hit you every time.

INT 12 lower this to 8-10 Sorc don't have a lot of skills anyway

Wisdom 10 Meh not sure.. so many things requires will save I'd stick with it although a lot of people like to drop wis for extra points elsewhere.

Charisma 14 Pump this up, your casting abilities are rolled with CHA also as a WF you take a -2 CHA hit on creation so i'd start with 16 to compensate.


Bluff 2 I don't use it, some people do. Your call but if you're going to use it you might as well have a higher score than 2.

Concentration 7 Yes pump this up. As i said you don't wanna get hit but it WILL happen and when it does you still wanna be able to cast.

Diplomacy 2 Same as bluff.

Haggle 4 meh opinions are mixed on this.. Grab an item that you can auto swap when shopping.

Intimidate 2 Drop, drop drop dropd ropr opodporpop why oh why do you want to provoke mobs in coming at you? The whole point is to deal damage without provoking them and even at 2 you wouldn't **** off a kobold.

Jump 2 Drop, you got the spell and items.

Repair 1 Drop or don't go a lot higher. You got repair spells thats all i have to say.

Search 1 Drop this. Go all the way or don't go at all. You got items and spell for that.

Tumble n/a Put at least 1 in this. Even with the spell or with an item you won't go up unless you have 1 in it.

Use Magic Device n/a I invested in this even if its a cross class. As a sorc you have high CHA , combined with greater heroism and an item like the golden cartouche that gives you +3 to UMD you can have a decent score and wear Race Restricted gear that you couldn't use in the first place. (also use some basic healing wands for the weakling fleshies)

As for the spells id say try them out but as soon as you got repair critical / reconstruct, drop your other repair spells for something else.

Also try to focus in the same elemental lineage instead of distributing small portion in all of them.

If you're going for 1 shot kill spells like PK, finger of death, stone to flesh ect i would invest into spell penetration feat over every possible metamagic feat.

Edit: Heres the spells i carry and why. Yes there are TONS of other great spells but those are the ones i carry. I'm not here to argue about whats best i'm just giving you ideas.

Jump: Don't really have to explain this.. Get to higher place and nuke from a safe spot, jump over crowned mobs seriously this spell is a must.
Magic Missile: Ugh i don't know. sometimes you just NEED mm.
NightShield: I prefer this over shield. It boost saves over 4ac and protects you vs magic and force missiles.
Ray of enfeeblement: I like this, it stacks with mostly all other debuf and i have to meet someone who doesn't mind having -6 | -11 to STR.

Blur: Good ol' blur, yes **** compared to displacement but its cheap and last long.
Glitterdust: Holy hell underrated spell of the decade. You don't find a lot of sorc using this spell but i LOVE the very core of it. Seriously I'd make love in glitterdust. It's a will save so most grunt that deal high melee damage have a ****** will thus gets blinded all the freaking time. They miss you 50% of the time, add your blur.. woo! Also with mod5 out you can no more target hidden mobs.. this baby gives -40 to hide while standing in it so as soon as they enter your range.. boom.. yeah i love glitterdust.
Resist Energy: I wish i could drop it but it's like one of those ''must have'' spells.
Web: Sometimes you just NEED web, just be careful if you're fire spell happy, it burns it. Also it gets mad aggro so careful.

Fireball: Decent cost, good damage, wide AoE. good spell all around.
Haste: It's haste. That is all.
Heroism: I carry this over Grt Hero since I'm limited as a sorc. Some people ***** but then again i don't really give a damn about people.
Hold Person: Will save, works great against most grunt, and doesn't cost a lot, I only use it on tank heavy party since they get auto crits.

Charm monster: Works like a ...charm! Great for CC and for those lonely nights.
Enervation: I love this spell, it can be a costly combo to cast a few before finally casting PK/finger of death but most of the time it's worth it. Scrolls of these are nice since they are no saves.
Fear: Another underrated spell, it has a great cone like area of effect and will get most mobs out of your ass when you're in trouble.
Wall of Fire: Another spell that every caster and their mother has.

Cloudkill: Not sure about this one i switched it a few times but currently have it. Thanks to previous updates its not as effective as it uses to be but its still nice when partying with wounding happy tanks. Still there is scrolls so meh..
Cone of Cold: Because most mobs immune to firewall/fireball combo will sprout purple numbers when in contact with this spell.
Hold Monster: Copy/Paste hold person.

Stone to Flesh: Some people like disintegrate, i like making statue.
Reconstruct: 160ish repair + 30 seconds haste. nuff said.

Finger of death: Careful when you talk about how and who you used this spell against. It can lead to awkward situations.
It is not a rare sight to see a dude playing a drow female bragging about how he fingered this and fingered that ..ugh.

I'm sure we could talk about every single build out there for hours but those were the first things that came to mind.

Good luck.

10-03-2007, 11:35 AM
Thanks for the response Melioch, I'll give a WF wizard ago first and then come back to the sorc :).



10-03-2007, 12:45 PM
I think you'll like going Wizzy first Raven. I have a wiz and a sorc and it definitley takes more skill, IMHO, to play a wiz than a sorc. Learning to properly play a wiz will make you that much better at being a sorc.

10-03-2007, 01:34 PM
*Shrugs* I had a sorcerer as a first character and I had little trouble adapting to the roll of a wizard when I made one about a year later. The main issue with a sorcerer as a first character mainly stems from the issue of being branded with a limited spell selection.

Also, after playing sorcerers for so long it is very hard for me to get used to the timing of casting some spells as a wizard or cleric. How can you people stand casting that slow? :p

I will agree with the others though. Playing a Warforged Wizard has a much easier learning curve than a Warforged Sorcerer at the lower levels.