View Full Version : Sorcerer build/gear help

10-01-2012, 02:40 AM
Thanks to this post HERE (http://forums.ddo.com/showthread.php?t=392390) and this post ALSO (http://forums.ddo.com/showthread.php?t=392696&highlight=PM+end+gear+build) it got me thinking about doing the same thing but using a Sorcerer because (a) I have a Sorcerer and (b) I just recently bought the Challenge pack.

For those who want a quick summary. Post #1 is about staying lvl 15 for a challenge mule. Post #2 talks about end game Wizard equipment with as little overlap as possible. You can read them if you want more background

So I'll start and please provide feedback. Remember the goal is he will be a challenge mule and I'm trying to slot with as little overlap as possible so I am asking for everyone's help.

32 pt. Warforged Sorcerer
True Neutral
Con: 18 Int: 12 Chr: 16
All skill ups: Chr
Skills: Concentration, Balance, and UMD (1 point into Tumble at creation)
(1)Toughness, (3)Empower, (6)Maximize, (9)SF: Conjuration, (12) GSF: Conjuration, (15) Heighten
Enhancements can be changed!!!

Helm -
Goggles -
Trinket -
Necklace -
Armor (Docent) -
Bracer - Bracers of Wind (http://ddowiki.com/page/Bracers_of_Wind) w/Master craftsmanship
Boot - Rock Boots (http://ddowiki.com/page/Rock_Boots) w/Master craftsmanship
Glove -
Belt -
Cloak -
Ring - Ring of Master Artificer (http://ddowiki.com/page/Ring_of_Master_Artifice) w/Master craftsmanship
Ring - +6 Chr Ring (Randomly generated)

Gear Effects:
Being Warforged :p
Wizardry VI - +150 SP (Total 300 :) for being "sorcy")
Reconstruct (1/day)
Immunity to slippery surfaces
Dodge 3%

Moderate Repair Guard (2% chance?)
Stone Prison Guard (Flesh to Stone)
Earthgrab Guard (Hold)
Air Guard (Knockdown or Haste)

Major Magnetism, Acid, Reconstruction - +90
Major Lightning, Acid, Major Repair Lore - 9%/0.5

I'll update more once I get some helpful information or look up more items. Feel free to critique and will continue to update. Not sure if I will go Fire or Water. Fire is definitely easier gear wise with Cannith cloak but I know water is very strong.

Note: I went SF/GSF: Conjuration for Web Spell mainly. Not sure how needed it is if I permanently stay lvl 15 for DC.

10-01-2012, 09:54 AM
My challenge farmer monk from the first link is essentially finished, with only farming up a couple clickies (eg: planar gird) left to do. I created a new thread, now linked in my signture, detailing the build. He absolutely crushes challenges.

I very much like the idea of a wf sorc for the same role. A little slower, but rock solid. Be sure to have strong acid, as those armors in extraplanar are numerous and essentially immune to fire and cold, and highly reflex-y vs electricty.

I can say from experience that when you stay level 15, especially when running challenges, fire is very strong. Acid is just better, though.

I can also say, much to my surprise, that normal shroud is a cakewalk on a geared-to-the-teeth level 15 with a strong focus on hit points.

EDIT: Oh yeah, and get the Shard of Xoriat!

10-01-2012, 10:35 AM
EDIT: whoops! Sorry, posted to wrong thread - too many reply tabs open at once. :o