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Sjiggie
01-10-2010, 02:29 PM
Like the thread title says this is my first sorc I made and plan to use it as I unlock 32pt build

Thanks for any feedback you can give me.


Character Plan by DDO Character Planner Version 3.14
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Lazier Lucifero
Level 20 True Neutral Warforged Male
(20 Sorcerer)
Hit Points: 180
Spell Points: 2038
BAB: 10\10\15\20
Fortitude: 10
Reflex: 6
Will: 10

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 10 10
Dexterity 10 10
Constitution 18 19
Intelligence 10 10
Wisdom 6 6
Charisma 16 25

Tomes Used
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 0 0
Bluff 3 7
Concentration 8 27
Diplomacy 3 7
Disable Device n/a n/a
Haggle 3 7
Heal -2 -2
Hide 0 0
Intimidate 3 7
Jump 0 0
Listen -2 -2
Move Silently 0 0
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 0
Spot -2 -2
Swim 0 0
Tumble n/a n/a
Use Magic Device 5 18.5

Level 1 (Sorcerer)
Feat: (Selected) Empower Spell
Spell (1): Niac's Cold Ray
Spell (1): Hypnotism


Level 2 (Sorcerer)
Spell (1): Burning Hands


Level 3 (Sorcerer)
Feat: (Selected) Extend Spell
Spell (1): Nightshield


Level 4 (Sorcerer)
Ability Raise: CHA
Spell (2): Repair Moderate Damage


Level 5 (Sorcerer)
Spell (2): Web


Level 6 (Sorcerer)
Feat: (Selected) Spell Focus: Evocation
Spell (3): Haste


Level 7 (Sorcerer)
Spell (2): Blur
Spell (3): Fireball


Level 8 (Sorcerer)
Ability Raise: CHA
Spell (4): Wall of Fire


Level 9 (Sorcerer)
Feat: (Selected) Maximize Spell
Spell (2): Resist Energy
Spell (3): Displacement
Spell (4): Phantasmal Killer


Level 10 (Sorcerer)
Spell (5): Cone of Cold


Level 11 (Sorcerer)
Spell (3): Repair Serious Damage
Spell (4): Enervation
Spell (5): Protection From Elements


Level 12 (Sorcerer)
Ability Raise: CHA
Feat: (Selected) Heighten Spell
Spell (6): Reconstruct


Level 13 (Sorcerer)
Spell (4): Fire Shield
Spell (6): Disintegrate
Spell (5): Ball Lightning


Level 14 (Sorcerer)
Spell (7): Finger of Death


Level 15 (Sorcerer)
Feat: (Selected) Spell Penetration
Spell (5): Cloudkill
Spell (6): Flesh to Stone
Spell (7): Delayed Blast Fireball


Level 16 (Sorcerer)
Ability Raise: CHA
Spell (8): Polar Ray


Level 17 (Sorcerer)
Spell (7): Banishment
Spell (8): Otto's Irresistable Dance


Level 18 (Sorcerer)
Feat: (Selected) Quicken Spell
Spell (9): Wail of the Banshee


Level 19 (Sorcerer)
Spell (8): Trap the Soul
Spell (9): Energy Drain


Level 20 (Sorcerer)
Ability Raise: CHA
Spell (9): Meteor Swarm
Enhancement: Sorcerer Bloodline of Power
Enhancement: Sorcerer Improved Empowering I
Enhancement: Sorcerer Improved Empowering II
Enhancement: Sorcerer Improved Empowering III
Enhancement: Sorcerer Improved Heightening I
Enhancement: Sorcerer Improved Maximizing I
Enhancement: Sorcerer Improved Maximizing II
Enhancement: Sorcerer Improved Maximizing III
Enhancement: Sorcerer Lineage of Elements I
Enhancement: Sorcerer Lineage of Elements II
Enhancement: Sorcerer Lineage of Elements III
Enhancement: Sorcerer Lineage of Deadly Elements I
Enhancement: Sorcerer Lineage of Deadly Elements II
Enhancement: Sorcerer Lineage of Deadly Elements III
Enhancement: Sorcerer Elemental Manipulation I
Enhancement: Sorcerer Elemental Manipulation II
Enhancement: Sorcerer Elemental Manipulation III
Enhancement: Sorcerer Elemental Manipulation IV
Enhancement: Sorcerer Force Manipulation I
Enhancement: Sorcerer Spell Penetration I
Enhancement: Sorcerer Spell Penetration II
Enhancement: Sorcerer Spell Penetration III
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: Warforged Constitution I
Enhancement: Warforged Inscribed Armor I

KingOfCheese
01-10-2010, 02:36 PM
This looks very solid. Stats are good. Skills are good. Feats are good (you'll want to play around with whether you like quicken--might want a 2nd spell pen here or something else--but try it and see what you think). Enhancements are good. Spells look good (you'll probably end up swapping a few around at various levels). This build will serve you very well.

JoeyWMD
01-21-2010, 11:31 AM
Hey i actually stole this build and i think i may be able to help you out a bit ok if your going for Solo'ing you sprell have a bit of a mix up so let me tell u how i took them remember this is exactly your build with a couple feats moved and spells taken at different levels also notes down there as to why i changed hopefully i didnt blow ur build idea i felt like it was more of a solo/endgme team play not so much a pvp build so thats why things got moved however have it at 9 started a day or two ago pretty fun!!! GJ


Level 1 (Sorcerer)
Feat: (Selected) Empower Spell
Spell (1): Niac's Cold Ray
Spell (1): Hypnotism


Level 2 (Sorcerer)
Spell (1): Burning Hands


Level 3 (Sorcerer)
Feat: (Selected) Spell Focus: Evocation
Spell (1): Nightshield


Level 4 (Sorcerer)
Ability Raise: CHA
Spell (2): Repair Moderate Damage


Level 5 (Sorcerer)
Spell (2): Scorching Ray


Level 6 (Sorcerer)
Feat: (Selected) Extend Spell
Spell (3): Haste


Level 7 (Sorcerer)
Spell (2): Blur
Spell (3): Frost Lance[really good against stormcleave and its a multiple ray save for half pro spell]


Level 8 (Sorcerer)
Ability Raise: CHA
Spell (4): Wall of Fire


Level 9 (Sorcerer)
Feat: (Selected) Maximize Spell
Spell (2): Resist Energy
Spell (3): FireBall [because strength doors are a *****]
Spell (4): Phantasmal Killer


Level 10 (Sorcerer)
Spell (5): Cone of Cold[may not be taking this depending on the level of need however im pretty sure its a perfect fit]


Level 11 (Sorcerer)
Spell (3): Repair Serious Damage [this is where displacement will go wands work just fine and repair modand reconstruct are pretty good as is with force focus 1]
Spell (4): Enervation
Spell (5): Protection From Elements


Level 12 (Sorcerer)
Ability Raise: CHA
Feat: (Selected) Heighten Spell
Spell (6): Reconstruct


Level 13 (Sorcerer)
Spell (4): Fire Shield
Spell (6): Disintegrate
Spell (5): Ball Lightning[something else preferably fire or ice spell goes here? isnt ottolukes in there?]


Level 14 (Sorcerer)
Spell (7): Finger of Death


Level 15 (Sorcerer)
Feat: (Selected) Spell Penetration
Spell (5): Cloudkill
Spell (6): Flesh to Stone
Spell (7): Delayed Blast Fireball


Level 16 (Sorcerer)
Ability Raise: CHA
Spell (8): Polar Ray


Level 17 (Sorcerer)
Spell (7): Banishment
Spell (8): Otto's Irresistable Dance


Level 18 (Sorcerer)
Feat: (Selected) Quicken Spell
Spell (9): Wail of the Banshee


Level 19 (Sorcerer)
Spell (8): Trap the Soul
Spell (9): Energy Drain


Level 20 (Sorcerer)
Ability Raise: CHA
Spell (9): Meteor Swarm

Aganthor
01-23-2010, 05:57 AM
180 HP at lvl 20 is not much... You won't last long when things starts to hit you for 100-150 a pop!!!

I suggest taking Toughness!

My two cents!


Like the thread title says this is my first sorc I made and plan to use it as I unlock 32pt build

Thanks for any feedback you can give me.


Character Plan by DDO Character Planner Version 3.14
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Lazier Lucifero
Level 20 True Neutral Warforged Male
(20 Sorcerer)
Hit Points: 180
Spell Points: 2038
BAB: 10\10\15\20
Fortitude: 10
Reflex: 6
Will: 10

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 10 10
Dexterity 10 10
Constitution 18 19
Intelligence 10 10
Wisdom 6 6
Charisma 16 25

Tomes Used
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 0 0
Bluff 3 7
Concentration 8 27
Diplomacy 3 7
Disable Device n/a n/a
Haggle 3 7
Heal -2 -2
Hide 0 0
Intimidate 3 7
Jump 0 0
Listen -2 -2
Move Silently 0 0
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 0
Spot -2 -2
Swim 0 0
Tumble n/a n/a
Use Magic Device 5 18.5

Level 1 (Sorcerer)
Feat: (Selected) Empower Spell
Spell (1): Niac's Cold Ray
Spell (1): Hypnotism


Level 2 (Sorcerer)
Spell (1): Burning Hands


Level 3 (Sorcerer)
Feat: (Selected) Extend Spell
Spell (1): Nightshield


Level 4 (Sorcerer)
Ability Raise: CHA
Spell (2): Repair Moderate Damage


Level 5 (Sorcerer)
Spell (2): Web


Level 6 (Sorcerer)
Feat: (Selected) Spell Focus: Evocation
Spell (3): Haste


Level 7 (Sorcerer)
Spell (2): Blur
Spell (3): Fireball


Level 8 (Sorcerer)
Ability Raise: CHA
Spell (4): Wall of Fire


Level 9 (Sorcerer)
Feat: (Selected) Maximize Spell
Spell (2): Resist Energy
Spell (3): Displacement
Spell (4): Phantasmal Killer


Level 10 (Sorcerer)
Spell (5): Cone of Cold


Level 11 (Sorcerer)
Spell (3): Repair Serious Damage
Spell (4): Enervation
Spell (5): Protection From Elements


Level 12 (Sorcerer)
Ability Raise: CHA
Feat: (Selected) Heighten Spell
Spell (6): Reconstruct


Level 13 (Sorcerer)
Spell (4): Fire Shield
Spell (6): Disintegrate
Spell (5): Ball Lightning


Level 14 (Sorcerer)
Spell (7): Finger of Death


Level 15 (Sorcerer)
Feat: (Selected) Spell Penetration
Spell (5): Cloudkill
Spell (6): Flesh to Stone
Spell (7): Delayed Blast Fireball


Level 16 (Sorcerer)
Ability Raise: CHA
Spell (8): Polar Ray


Level 17 (Sorcerer)
Spell (7): Banishment
Spell (8): Otto's Irresistable Dance


Level 18 (Sorcerer)
Feat: (Selected) Quicken Spell
Spell (9): Wail of the Banshee


Level 19 (Sorcerer)
Spell (8): Trap the Soul
Spell (9): Energy Drain


Level 20 (Sorcerer)
Ability Raise: CHA
Spell (9): Meteor Swarm
Enhancement: Sorcerer Bloodline of Power
Enhancement: Sorcerer Improved Empowering I
Enhancement: Sorcerer Improved Empowering II
Enhancement: Sorcerer Improved Empowering III
Enhancement: Sorcerer Improved Heightening I
Enhancement: Sorcerer Improved Maximizing I
Enhancement: Sorcerer Improved Maximizing II
Enhancement: Sorcerer Improved Maximizing III
Enhancement: Sorcerer Lineage of Elements I
Enhancement: Sorcerer Lineage of Elements II
Enhancement: Sorcerer Lineage of Elements III
Enhancement: Sorcerer Lineage of Deadly Elements I
Enhancement: Sorcerer Lineage of Deadly Elements II
Enhancement: Sorcerer Lineage of Deadly Elements III
Enhancement: Sorcerer Elemental Manipulation I
Enhancement: Sorcerer Elemental Manipulation II
Enhancement: Sorcerer Elemental Manipulation III
Enhancement: Sorcerer Elemental Manipulation IV
Enhancement: Sorcerer Force Manipulation I
Enhancement: Sorcerer Spell Penetration I
Enhancement: Sorcerer Spell Penetration II
Enhancement: Sorcerer Spell Penetration III
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: Warforged Constitution I
Enhancement: Warforged Inscribed Armor I

MrCow
01-23-2010, 06:05 AM
180 HP at lvl 20 is not much... You won't last long when things starts to hit you for 100-150 a pop!!!

The character build done like that isn't displaying HP with gear and other HP granting effects that are often assumed by character builders to be obtained eventually, which include a Minos Legens (20 HP), a +6 CON item (+60 HP), a +2 CON tome (+20 HP) and Draconic Vitality (10 HP). There is always the thought of taking Warforged Constitution II as well (+20 HP) if deemed necessary, which would bring the HP total higher.

TEcarson
01-25-2010, 06:21 PM
Just tried building this, and I couldn't get the Charisma up that high at build time, which then meant the Skill Points couldn't get spent as spec'd.

But, I'm gonna give it a go and see what happens as I have built it: 11/11/18/10/6/14

Cheers

Arctigis
01-25-2010, 06:23 PM
Just tried building this, and I couldn't get the Charisma up that high at build time, which then meant the Skill Points couldn't get spent as spec'd.

But, I'm gonna give it a go and see what happens as I have built it: 11/11/18/10/6/14

Cheers

Skill points are from Int, not Cha; did you mean SP?
I guess you only have 28 point builds. For a pureclass you need to max Cha (16).

TEcarson
01-25-2010, 06:57 PM
Skill points are from Int, not Cha; did you mean SP?
I guess you only have 28 point builds. For a pureclass you need to max Cha (16).

Hi,

Some of the skill points were based on CHA. I could only get CHA to 14 when building, and not being able to get CHA to 16 meant I couldn't get the Skill (UMD) up to spec as well.

I moved a couple of things around, but may wait until I get the favor to do 32 point builds (not that far away now, so no biggy).

Cheers

Hirosue
01-25-2010, 07:11 PM
Getting con from 16-18 costs a lot of skill points and wont gain you many hit points on a sorc.

From my experience of building lots of casters I would suggest you drop con to 16 and put STR at 16.

The early levels on any caster can be rather slow and boring as a pure caster. If you take your STR to 16 and you can take merfolks blessing spell, which gives you proficiency of all martial weapons.

Merfolks spell and 16 STR will mean that you can melee stuff as well as nuke. It’s a heck of a lot more fun playing a lowbie sorc this way for the early levels. Until you get to level 8 and get firewall. Also at the lower levels you will be able to melee stuff fine as BaB isn’t too much of a problem.

So level 1 spells, merfolks, repair, nightshield, Feat Extend

Play as a battle caster and as you gain more spells as you level up you can become more of a dedicated caster. Later on when you are a pure caster the extra STR will help you re jump skill and you wont get encumbered. With 10 STR you will find that you pretty fast get encumbered i.e once you pack starts to fill up with nice loot your "load" weight will go too high and you will suffer a rather drastic penalty to movement.

Arctigis
01-26-2010, 04:39 AM
Hi,

Some of the skill points were based on CHA. I could only get CHA to 14 when building, and not being able to get CHA to 16 meant I couldn't get the Skill (UMD) up to spec as well.


OK, you were talking about skill ability modifiers. For 28 point go:

STR: 14
DEX: 8
CON: 14
INT: 10
WIS: 6
CHA: 16

All level up points in conc. and umd. For 32 points, bump con to 16.

Arctigis
01-26-2010, 04:40 AM
Getting con from 16-18 costs a lot of skill points and wont gain you many hit points on a sorc.

From my experience of building lots of casters I would suggest you drop con to 16 and put STR at 16.

The early levels on any caster can be rather slow and boring as a pure caster. If you take your STR to 16 and you can take merfolks blessing spell, which gives you proficiency of all martial weapons.

Merfolks spell and 16 STR will mean that you can melee stuff as well as nuke. It’s a heck of a lot more fun playing a lowbie sorc this way for the early levels. Until you get to level 8 and get firewall. Also at the lower levels you will be able to melee stuff fine as BaB isn’t too much of a problem.

So level 1 spells, merfolks, repair, nightshield, Feat Extend

Play as a battle caster and as you gain more spells as you level up you can become more of a dedicated caster. Later on when you are a pure caster the extra STR will help you re jump skill and you wont get encumbered. With 10 STR you will find that you pretty fast get encumbered i.e once you pack starts to fill up with nice loot your "load" weight will go too high and you will suffer a rather drastic penalty to movement.

I think you mean Master's Touch - Merfolk's helps you swim; not that useful at any level ;-)