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sigtrent
09-28-2007, 12:05 PM
From Sigtrent's Build Request Thread (http://forums.ddo.com/showthread.php?t=117232)

Build Name: Spambot
Author: Sigfried Trent
Requester: Fuzzy64
Last Updated: 07/12/10

Key Words [Warforged, Rogue, Sorcerer, Mechanic]

Objectives
The request was for a 32pt Warfroged Sorcerer 12 Rogue 2 that could play solo. Although it wasn’t specified, solo+rogue usually means the want trap skills. Trap skills and Sorcerer don’t usually go too well together, nor does Rogue and Sorcerer. On the plus side self healing and soloing are a good plan and WF Sorcs self heal pretty well.

Design
The original was not to thrilling. I gave it a repeater since its a decent solo weapon on a character that has challenges with combat. I didn’t manage rogue skills on it. For the re-make I wanted to get the rogue skills in. If you are going to be a sub-optimal combo you may as well deliver on the rogue end of things. That means a hefty Int and that leads me to want to bring in more rogue to take mechanic so I get more damage on the repeaters.

With more int and deeper mulit classing I’m looking at a poor spell pen and weak DC so this needs to be a damage caster on the sorc side. Since I was already looking at an odd/weak character, I figured I may as well go with the force damage spells, although I take enough fire to make wall of fire worth while. With 3 sets of force spells you can indeed spam them pretty hard and it kind of fits the theme along with the crossbow spamming. And while I was at it, I put in some sillyness like an iron companion to keep the solo player company on those long quests.

Rogue skills are pretty decent although reflex saves are not the greatest. UMD is excellent as well, although that’s going to be more usefull in a group than solo.


Character Plan by DDO Character Planner Version 3.5.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 True Neutral Warforged Male
(7 Rogue \ 13 Sorcerer)
Hit Points: 206
Spell Points: 1078
BAB: 11\11\16\21
Fortitude: 8
Reflex: 14
Will: 8

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 8 8
Dexterity 15 20
Constitution 14 15
Intelligence 16 16
Wisdom 6 6
Charisma 14 18

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 15
Bluff 2 4
Concentration 4 25
Diplomacy 6 8
Disable Device 7 29
Haggle 6 8
Heal -2 -2
Hide 2 5
Intimidate 2 4
Jump 3 3
Listen -2 -2
Move Silently 2 5
Open Lock 6 29
Perform n/a n/a
Repair 3 5
Search 7 29
Spot 2 4
Swim -1 -1
Tumble 6 9
Use Magic Device 6 27

Level 1 (Rogue)
Feat: (Selected) Rapid Reload
Enhancement: Rogue Haste Boost I
Enhancement: Rogue Skill Boost I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Rogue Disable Device I


Level 2 (Sorcerer)
Spell (1): Shield
Spell (1): Repair Light Damage
Enhancement: Sorcerer Force Manipulation I
Enhancement: Sorcerer Energy of the Dragonblooded I
Enhancement: Rogue Improved Trap Sense I
Enhancement: Warforged Inscribed Armor I


Level 3 (Sorcerer)
Feat: (Selected) Exotic Weapon Proficiency: Repeating Heavy Crossbow
Spell (1): Magic Missle
Enhancement: Rogue Open Lock I
Enhancement: Rogue Search I
Enhancement: Sorcerer Charisma I


Level 4 (Rogue)
Enhancement: Rogue Acid Trap Lore I
Enhancement: Rogue Sneak Attack Accuracy I
Enhancement: Rogue Dexterity I


Level 5 (Sorcerer)
Spell (1): Jump
Enhancement: Sorcerer Lineage of Elements I
Enhancement: Sorcerer Lineage of Force I
Enhancement: Sorcerer Elemental Manipulation I
Enhancement: Sorcerer Wand Mastery I


Level 6 (Sorcerer)
Feat: (Selected) Maximize Spell
Spell (2): Blur
Enhancement: Sorcerer Elemental Manipulation II
Enhancement: Sorcerer Force Manipulation II


Level 7 (Sorcerer)
Spell (2): Repair Moderate Damage
Enhancement: Sorcerer Improved Maximizing I
Enhancement: Sorcerer Lineage of Deadly Elements I
Enhancement: Sorcerer Lineage of Deadly Force I


Level 8 (Sorcerer)
Spell (3): Haste
Enhancement: Sorcerer Charisma II


Level 9 (Sorcerer)
Feat: (Selected) Extend Spell
Spell (2): Invisibility
Spell (3): Chain Missiles
Enhancement: Sorcerer Force Manipulation III


Level 10 (Sorcerer)
Spell (4): Wall of Fire
Enhancement: Sorcerer Lineage of Force II
Enhancement: Sorcerer Wand Mastery II


Level 11 (Rogue)
Enhancement: Sorcerer Wand Mastery III
Enhancement: Warforged Constitution I


Level 12 (Rogue)
Feat: (Selected) Toughness
Enhancement: Racial Toughness I
Enhancement: Rogue Disable Device II


Level 13 (Sorcerer)
Spell (2): Resist Energy
Spell (3): Displacement
Spell (4): Force Missles
Enhancement: Rogue Open Lock II
Enhancement: Sorcerer Lineage of Deadly Force II


Level 14 (Rogue)
Enhancement: Rogue Haste Boost II
Enhancement: Rogue Skill Boost II


Level 15 (Rogue)
Feat: (Selected) Improved Critical: Ranged Weapons
Enhancement: Rogue Mechanic I


Level 16 (Sorcerer)
Spell (5): Teleport
Enhancement: Sorcerer Force Manipulation IV


Level 17 (Sorcerer)
Spell (5): Prismatic Ray
Spell (4): Repair Critical Damage
Spell (3): Halt Undead
Enhancement: Rogue Dexterity II


Level 18 (Sorcerer)
Feat: (Selected) Empower Spell
Spell (6): Reconstruct
Enhancement: Iron Companion
Enhancement: Sorcerer Lineage of Force III


Level 19 (Sorcerer)
Spell (4): Stoneskin
Spell (5): Mass Repair Light Damage
Spell (6): Disintegrate
Enhancement: Sorcerer Lineage of Deadly Force III


Level 20 (Rogue)
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III




Play
I can’t say as I would really recommend playing this build. It will be a bit frustrating although if you really want a sorcerer rogue, it will work. You want to get practiced at kiting and killing monsters at a distance. Although it could solo, its probably better in a group as a support build that does traps and helps party DPS and heals other WF characters. In the hands of a good player others won’t notice the builds weakness all that much.

Variations
A wizard rogue works a while lot better and could even be a pretty decent build as you get more feats and can concentrate ability scores more.

spifflove
09-28-2007, 12:11 PM
I agree rogue 1 makes more sense.

Geonis
09-29-2007, 02:41 PM
If it's just for UMD, go Bard 1. Get 1 or 2 "OH ****" songs, some SPs, and your UMD as a class skill.

sigtrent
09-29-2007, 08:06 PM
If it's just for UMD, go Bard 1. Get 1 or 2 "OH ****" songs, some SPs, and your UMD as a class skill.

It think that's the way I'd go if I wanted a Sorc with a beefy UMD score.

tc12
09-30-2007, 12:52 PM
It think that's the way I'd go if I wanted a Sorc with a beefy UMD score.

So if you wanted the rogue skills to be stronger, would it be better to do this as wiz/rogue instead? Swap INT and CHA and go Wiz13/Rogue1? The INT would help x-classing a bit, but skill points would still be tight. But would the wiz/rogue WF be better solo'ing given a wider array of spells? Wasn't the request I know, just curious though.

sigtrent
09-30-2007, 12:59 PM
So if you wanted the rogue skills to be stronger, would it be better to do this as wiz/rogue instead? Swap INT and CHA and go Wiz13/Rogue1? The INT would help x-classing a bit, but skill points would still be tight. But would the wiz/rogue WF be better solo'ing given a wider array of spells? Wasn't the request I know, just curious though.

Yep. Wizard Rogue is a lot easier to build both because of the stats used and because wizard gets higher level spells at level 10 and because wizard gets bonus metamagic feats. The downside is you get much less mana and your casting is slower, but build wise it's much more synergistic.