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LordCamster
04-19-2010, 06:47 AM
Hey

This is one of my first attempts at customizing characters, so please do not hold back the critism when needed. My goal was to create a sorcerer focused on damage, as opposed to crowd control and buffs. As such, most of my spells and enhancments are geared towards the damage dealing spells, including fire/ice and acid. There are a few cc spells thrown in incase i want to solo everynow and then, and a few random spells. Remember, dont hold back on the flames.


Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Sorcerer 1
Level 20 Lawful Good Human Male
(20 Sorcerer)
Hit Points: 160
Spell Points: 1899
BAB: 10\10\15\20
Fortitude: 9
Reflex: 8
Will: 18

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 8 8
Dexterity 12 14
Constitution 14 16
Intelligence 10 10
Wisdom 8 8
Charisma 18 22

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 1 6
Bluff 4 6
Concentration 6 21
Diplomacy 6 13
Disable Device n/a n/a
Haggle 4 9
Heal -1 -1
Hide 1 2
Intimidate 4 6
Jump -1 0.5
Listen -1 -1
Move Silently 1 2
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 0
Spot -1 -1
Swim -1 -1
Tumble n/a n/a
Use Magic Device 6 16

Level 1 (Sorcerer)
Feat: (Selected) Empower Spell
Feat: (Human Bonus) Force of Personality
Spell (1): Niac's Cold Ray
Spell (1): Acid Spray
Enhancement: Sorcerer Energy Manipulation I
Enhancement: Sorcerer Elemental Manipulation I


Level 2 (Sorcerer)
Spell (1): Hypnotism
Enhancement: Human Improved Recovery I
Enhancement: Sorcerer Charisma I
Enhancement: Sorcerer Wand Mastery I


Level 3 (Sorcerer)
Feat: (Selected) Extend Spell
Spell (1): Charm Person
Enhancement: Sorcerer Lineage of Energy I
Enhancement: Sorcerer Lineage of Elements I


Level 4 (Sorcerer)
Spell (2): Resist Energy
Enhancement: Sorcerer Energy Manipulation II
Enhancement: Sorcerer Elemental Manipulation II


Level 5 (Sorcerer)
Spell (2): Web
Enhancement: Human Adaptability Charisma I
Enhancement: Sorcerer Lineage of Deadly Energy I
Enhancement: Sorcerer Lineage of Deadly Elements I


Level 6 (Sorcerer)
Feat: (Selected) Maximize Spell
Spell (3): Acid Blast
Enhancement: Sorcerer Improved Maximizing I
Enhancement: Sorcerer Wand Mastery II


Level 7 (Sorcerer)
Spell (2): Blur
Spell (3): Haste
Enhancement: Human Improved Recovery II
Enhancement: Sorcerer Energy Manipulation III


Level 8 (Sorcerer)
Spell (4): Wall of Fire
Enhancement: Sorcerer Elemental Manipulation III


Level 9 (Sorcerer)
Feat: (Selected) Heighten Spell
Spell (3): Displacement
Spell (2): Scorching Ray
Spell (4): Ice Storm
Enhancement: Sorcerer Lineage of Elements II
Enhancement: Sorcerer Lineage of Deadly Elements II


Level 10 (Sorcerer)
Spell (5): Ball Lightning
Enhancement: Sorcerer Lineage of Energy II
Enhancement: Sorcerer Lineage of Deadly Energy II


Level 11 (Sorcerer)
Spell (3): Protection From Energy
Spell (4): Stoneskin
Spell (5): Cone of Cold


Level 12 (Sorcerer)
Feat: (Selected) Spell Penetration
Spell (6): Disintegrate
Enhancement: Sorcerer Energy Manipulation IV
Enhancement: Sorcerer Elemental Manipulation IV


Level 13 (Sorcerer)
Spell (4): Enervation
Spell (6): Flesh to Stone
Spell (5): Hold Monster
Enhancement: Sorcerer Improved Heightening I


Level 14 (Sorcerer)
Spell (7): Finger of Death
Enhancement: Sorcerer Improved Maximizing II


Level 15 (Sorcerer)
Feat: (Selected) Greater Spell Penetration
Spell (5): Protection From Elements
Spell (6): Reconstruct
Spell (7): Delayed Blast Fireball
Enhancement: Sorcerer Lineage of Elements III


Level 16 (Sorcerer)
Spell (8): Polar Ray
Enhancement: Sorcerer Lineage of Deadly Elements III


Level 17 (Sorcerer)
Spell (7): Mass Hold Person
Spell (8): Incendiary Cloud
Enhancement: Sorcerer Charisma II


Level 18 (Sorcerer)
Feat: (Selected) Spell Focus: Evocation
Spell (9): Wail of the Banshee
Enhancement: Sorcerer Spell Penetration I
Enhancement: Sorcerer Spell Penetration II


Level 19 (Sorcerer)
Spell (9): Energy Drain
Spell (8): Mass Repair Critical Damage


Level 20 (Sorcerer)
Spell (9): Dominate Monster
Enhancement: Sorcerer Bloodline of Power
Enhancement: Sorcerer Lineage of Energy III
Enhancement: Sorcerer Subtle Spellcasting I
Enhancement: Sorcerer Wand Mastery III

Lorien_the_First_One
04-19-2010, 06:55 AM
That's not a bad first sorc :)

Spells and enhancements can always be changed if you find you don't enjoy something, so I'll leave those.

Starting stats - I think I'd drop dex and pump up str instead. It will help you at low level when you may need to weild a weapon (too few spell points for L1-2 to really live off of them, take and cast Masters Touch and melee at L1-2 is often best). It will also give you enough str you prob won't need to waste an equipment slot on a str item later.

You don't need spell pen if your primary purpose is direct damage, although it will help you with those few cc spells you picked up.

tihocan
04-19-2010, 09:32 AM
Agreed with Lorien. I would also keep the Spell Pen since there are situations where CC/insta-kill works a lot better than direct damage.
I would just suggest to swap Force of Personality for Toughness. You don't need to make that many will saves on a Sorcerer, and the extra HPs will add to your survivability.