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sotosvas
10-17-2012, 12:17 PM
Hello all, as the title says i am new here, so i could use your help.
Please be kind to evaluate my build
Please also keep in mind that i would like to be focus in storm and secondary force.
Thank you



Character Plan by DDO Character Planner Version 03.14.02
DDO Character Planner Home Page

sotos02
Level 20 True Neutral Drow Female
(20 Sorcerer)
Hit Points: 202
Spell Points: 2003

BAB: 10/10/15/20
Fortitude: 9
Reflex: 6
Will: 12

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 8 8
Dexterity 10 10
Constitution 16 16
Intelligence 10 10
Wisdom 10 10
Charisma 18 25

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 0 0 0
Bluff 4 7 7
Concentration 6 25 25
Diplomacy 4 7 7
Disable Device n/a n/a n/a
Haggle 4 7 7
Heal 0 0 0
Hide 0 0 0
Intimidate 4 7 7
Jump -1 -1 -1
Listen 0 0 2
Move Silently 0 0 0
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 0 0 0
Search 0 0 2
Spot 0 0 2
Swim -1 -1 -1
Tumble 1 1 7
Use Magic Device 5.5 18 18

Level 1 (Sorcerer)
Feat: (Selected) Toughness
Spell (1): Shield
Spell (1): Shocking Grasp
Enhancement: Storm Manipulation I
Enhancement: Sorcerer Energy of the Dragonblooded I

Level 2 (Sorcerer)
Spell (1): Expeditious Retreat
Enhancement: Charged Spellcasting I
Enhancement: Sorcerer Charisma I

Level 3 (Sorcerer)
Feat: (Selected) Maximize Spell
Spell (1): Jump
Enhancement: Sorcerer Improved Maximizing I
Enhancement: Racial Toughness I
Enhancement: Deadly Shocks I
Enhancement: Storm Manipulation II

Level 4 (Sorcerer)
Spell (2): Electric Loop
Enhancement: Force Manipulation I
Enhancement: Force Manipulation II

Level 5 (Sorcerer)
Spell (2): Blur

Level 6 (Sorcerer)
Feat: (Selected) Empower Spell
Spell (3): Lightning Bolt
Enhancement: Sorcerer Improved Empowering I
Enhancement: Sorcerer Air Savant I
Enhancement: Storm Manipulation III
Enhancement: Sorcerer Spell Penetration I
Enhancement: Sorcerer Energy of the Dragonblooded II

Level 7 (Sorcerer)
Spell (2): Gust of Wind
Spell (3): \cf2 Haste
Enhancement: Racial Toughness II
Enhancement: Charged Spellcasting II
Enhancement: Deadly Shocks II
Enhancement: Storm Manipulation IV

Level 8 (Sorcerer)
Ability Raise: CHA
Spell (4): Solid Fog
Enhancement: Charged Spellcasting III

Level 9 (Sorcerer)
Feat: (Selected) Spell Focus: Evocation
Spell (2): Resist Energy
Spell (3): Displacement
Spell (4): Ice Storm
Enhancement: Deadly Shocks III
Enhancement: Storm Manipulation V
Enhancement: Sorcerer Charisma II

Level 10 (Sorcerer)
Spell (5): Ball Lightning
Enhancement: Sorcerer Spell Penetration II

Level 11 (Sorcerer)
Spell (3): Rage
Spell (4): Force Missiles
Spell (5): Eladar's Electric Surge
Enhancement: Sorcerer Improved Empowering II
Enhancement: Charged Spellcasting IV

Level 12 (Sorcerer)
Ability Raise: CHA
Feat: (Selected) Heighten Spell
Spell (6): Chain Lightning
Enhancement: Sorcerer Air Savant II
Enhancement: Deadly Shocks IV
Enhancement: Storm Manipulation VI

Level 13 (Sorcerer)
Spell (4): Stoneskin
Spell (5): Cyclonic Blast
Spell (6): Disintegrate
Enhancement: Storm Manipulation VII

Level 14 (Sorcerer)
Spell (7): Otto's Sphere of Dancing
Enhancement: Charged Spellcasting V
Enhancement: Sorcerer Wand and Scroll Mastery I
Enhancement: Sorcerer Wand and Scroll Mastery II

Level 15 (Sorcerer)
Feat: (Selected) Quicken Spell
Spell (5): Niac's Biting Cold
Spell (6): Greater Heroism
Spell (7): Mass Protection From Elements
Enhancement: Force Manipulation III
Enhancement: Sorcerer Spell Penetration III

Level 16 (Sorcerer)
Ability Raise: CHA
Spell (8): Greater Shout
Enhancement: Sorcerer Improved Maximizing II

Level 17 (Sorcerer)
Spell (7): Prismatic Spray
Spell (8): Horrid Wilting
Enhancement: Charged Spellcasting VI
Enhancement: Deadly Shocks V

Level 18 (Sorcerer)
Feat: (Selected) Spell Penetration
Spell (9): Meteor Swarm
Enhancement: Sorcerer Charisma III

Level 19 (Sorcerer)
Spell (8): Trap the Soul
Spell (9): Mass Hold Monster
Enhancement: Sorcerer Air Savant III
Enhancement: Deadly Shocks VI

Level 20 (Sorcerer)
Ability Raise: CHA
Spell (9): Summon Monster IX
Enhancement: Sorcerer Bloodline of Power
Enhancement: Force Manipulation IV
Enhancement: Force Manipulation V
Enhancement: Force Manipulation VI

Fejj
10-17-2012, 12:48 PM
Hello! And welcome!

Your build looks good to me.

You may want to look at your spell list, and add a second offensive spell earlier. But half the fun is trying things out and see what works for you.

Good Luck and Have Fun!

Lonnbeimnech
10-17-2012, 12:58 PM
1. you don't need quicken on a sorc.
2. a first life fleshy sorc is going to be a challange to keep alive, until you can get your umd to 39, then its much less of a challange
3. air savant is the most sp intensive and dc intensive sorc build, it is my personal favorite, but I would not recommend it for a first life toon.
4. gh can be cast from a scroll and the scrolls are available in the portable hole, it's not worth a slot
5. cyclonic blast is not worth a slot once you have disint, solid fog on the other hand gives a debuff to reflex saves, which might be useful.

Other than that the build looks fine.

Fejj
10-17-2012, 01:15 PM
I will agree that going air savant is most challenging. Be sure to keep charisma maxed out and you should be fine.

When you see mobs with high reflex saves or evasion, swap tactics.

Spells are easy to swap (and cheap at low levels) so try different things.

Bennum
10-17-2012, 04:34 PM
First off I would like to welcome you to Eberron. About your build since Drow get more skill points I recommend you max diplomacy as it is amazing on sorcerers. About feats most seem good but quicken spell is really only useful for Warforged imo, and spell pen really is not that useful either so I recommend that you swap them out for other things maybe extend for those short lasting buffs.

sotosvas
10-18-2012, 03:03 AM
Thank you all for the help, but i have a couple of questions:

1st as wiki says Quecken: While this feat is activated, spells will be cast faster, so why i dont need it?
2nd any suggestions about the spells i should change and with what ? (what offensive spell take earlier? )


thank you all

Dunklerlindwurm
10-18-2012, 03:22 AM
Welcome

When people say. "you dont need quicken on a Sorcerer" they mean you dont need it if you always stay behind other people and dont get hit.

For me quicken is a very useful feat.

Not because it makes spell casting faster. The most important thing about quicken is that you never fail your concentration check so you will never fail to cast a spell.
This also means you dont need to raise concentration that leaves more skill points for useful things like umd

Cogdoc
10-18-2012, 03:56 AM
Welcome to DDO!

You did well with coming to the forums for advice, you might just get the answers you are looking for (not droids though).

I. Did I see it well, that you didnt max your charisma at character creation? I think 20 is the max achievable on a drow, and you should take it. The sorcerer is really a one stat class, especially if you want to go the air savant way, it is even important for your damage output.

II. What someone already mentioned, that you should take damage spells earlier, would be possibly pointing out that up to level 4 you dont have a _ranged_ damage spell. I see you took shocking grasp but for that to work you have to move out from your comfort zone, and touch monsters, who in exchange can hit you very hard on the head. This is not the usual tactic what you want to execute when facing mobs in a dungeon.

What you want to do is to shoot them from afar and shoot them so hard that they will fall at your feet, and never reach you alive. I suggest having either niacs for a first level spell, what will be saved against a lot due to its being reflex save, but when it hits, its nice damage, sonic blast what is a blast to use evidently, or just take burning hands or acid spray for an option to damage more enemies, even though its close range.

What I would recommend is to substitute shocking grasp with sonic blast, and if you dont like it, you can exchange 1 of your spells to a different one once every 3 days at the trainer.

III. There were a few advices mentioned earlier, what I would like to react on:

"...1. you don't need quicken on a sorc..."

Quicken is a meta magic feat, it means it enhances the behaviour of your spells. On an arcane caster its never a bad choice to take feats what enhance your spells, as spells are the only things you do! You wont be meeleeing past the first couple of levels for sure, you definitely wont be tanking on a drow sorcerer, nor shooting arrows, so be brave and experiment with any of the meta-magic feats.

Quicken is especially useful for some slow casting spells, like ottos sphere of dancing (aka:disco ball), as having the long cast time, there is a higher possibility that when you try to cast this in a middle of a fight, you will get interrupted. With quicken, the casting time goes down significantly and also interrupts from damage will not make you fail the cast.

"...2. a first life fleshy sorc is going to be a challange to keep alive, until you can get your umd to 39, then its much less of a challange..."

Sorcerers are implicitly good at UMD. DO max out the UMD and concentration (skills) every time you level, and having your high charisma bonus what also adds to UMD, you should have no problems healing yourself with wands. Hell you can even be an off healer in some groups with wands and later on heal scrolls, if you heavily invest in UMD.

"...3. air savant is the most sp intensive and dc intensive sorc build, it is my personal favorite, but I would not recommend it for a first life toon..."

My favourite character what I play at the moment is too an air savant. It has the most AOE damage options, and it kills very well, and I am very happy with it. Having said that, if you want to minmax your character, an earth savant is the best choice for a first life toon. Less of your signature spells have the option to be completely evaded by rogue-type monsters due to your lowish DC, and more spells in your arsenal are the fire-and-forget type:

1: Pop out from behind a pillar.
2: Shoot melfs acid arrow, and later black dragon bolt to a monster
3: Pop back in to cover where no arrows or bolt spells will hit you.
4: Profit....:)

"...4. gh can be cast from a scroll and the scrolls are available in the portable hole, it's not worth a slot..."

Valid point, I also do this myself, but on a first life toon buying scrolls what you possibly use on each and every adventure on each and every party member might not be an option. If you have the money, of course its comfortable as it frees up a spell slot for other important spells.

Cogdoc

sotosvas
10-18-2012, 04:20 AM
Thanx again for the help,

Cogdoc, you say: What I would recommend is to substitute shocking grasp with sonic blast... do i later take shockig grasp or forget it for ever ?

Lonnbeimnech
10-18-2012, 05:20 AM
When people say. "you dont need quicken on a Sorcerer" they mean you dont need it if you always stay behind other people and dont get hit.

I mostly solod during my 3 sorc lives and never took and never needed quicken. When I grouped I was always in the front of the group. On a wizard cleric or fvs quicken is helpful, but sorcs have a very quick casting time, and it is only during the casting animation that you need to make a concentration check if you are being hit. So you do not need it on a sorc, especially an air savant where your primary spells are near instantanious.

And you will want concentration maxed for when you go to use wands and scrolls when trying to heal during combat, because quicken does not effect scrolls or wands. (not that you want to heal in combat, but you might have to).

Cogdoc
10-18-2012, 06:17 AM
Thanx again for the help,

Cogdoc, you say: What I would recommend is to substitute shocking grasp with sonic blast... do i later take shockig grasp or forget it for ever ?

If you go and train as an air savant, you will get shocking grasp as a spell like ability at level 6 with the first savant enhancement and you dont need to train it as a spell to use it anymore. If you decide to go another route, then shocking grasp will not really be worth taking. So in both cases I would say, no, dont take shocking grasp as a spell.

Cogdoc

Dunklerlindwurm
10-18-2012, 06:29 AM
Dont forget you can change a spell every 3 days at your trainer.

As Cogdoc said. You will get Shocking grasp later as a spell like ability which makes the Spell shocking grasp worthless
(Spell like Abilitys can be Metamagiced with no additional sp cost)

But you could take it for level 1-5 and swap it out later. It is not a bad spell at low levels since it has no save and high damage(1d3+3 per caster level)

bigolbear
10-18-2012, 06:44 AM
welcome to stormreach, and to the forums.

generaly solid build, couple of points tho.

1. shocking grasp isnt a good spell, its too risky as its touch range and its dmage isnt very good. id recomend charm person as your lvl 1 spell choice, there are basicly no decent nuking spells at lvl 1 - you will do more damage swinging your staff ;)

2. metamagic quicken: you dont need this on a sorc - sorcs cast quick enough any ways and its a waste of spell points. the exception is Warforge mele spell sword builds as they use it for uninteruptable quickend self repairs.

3. spell selection in general: Id recomend a little more diversity in spells, that is cary an insta kill or 2 and some hold/charm options. you have a great deal of nuking spells here but you wont need all of them - cut back a little on the nukes and diversify. Also trap the soul has very rare expensive material componenets and is not normaly used as an offensive spell rather it is used simply to get soul gems for crafting - so skip this spell on a sorc.
Id say change the following:
prismatic spray -> finger of death.
greater shout -> mass charm monster.
trap the soul -> summon monster 8 (air elemental, it fits your theme and is good CC)
summon 9 -> wail of the banshee.

4. take spell pen rather than quicken, and then greater spell pen rather than spell pen.

sotosvas
10-20-2012, 06:22 AM
Thank you all for your help,
so i came up with an acid sorc (since i am between air and acid... havent desided yet)
any suggestion on what should i correct ?


Character Plan by DDO Character Planner Version 03.14.02
DDO Character Planner Home Page

ACID
Level 20 True Neutral Drow Female
(20 Sorcerer)
Hit Points: 182
Spell Points: 2061

BAB: 10/10/15/20
Fortitude: 8
Reflex: 6
Will: 12

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

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 0 6
Bluff 5 9
Concentration 5 24
Diplomacy 5 9
Disable Device n/a n/a
Haggle 5 9
Heal 0 0
Hide 0 0
Intimidate 5 9
Jump -1 -1
Listen 0 2
Move Silently 0 0
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 2
Spot 0 2
Swim -1 -1
Tumble 1 1
Use Magic Device 6.5 20

Level 1 (Sorcerer)
Skill: Concentration (+3)
Skill: Tumble (+1)
Skill: Use Magic Device (+1.5)
Feat: (Selected) Toughness
Spell (1): Acid Spray
Spell (1): Shield
Enhancement: Acid Manipulation I
Enhancement: Sorcerer Energy of the Dragonblooded I

Level 2 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (1): Expeditious Retreat
Enhancement: Corrosive Spellcasting I
Enhancement: Sorcerer Charisma I
Enhancement: Sorcerer Wand and Scroll Mastery I

Level 3 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Maximize Spell
Spell (1): Jump
Enhancement: Sorcerer Improved Maximizing I
Enhancement: Racial Toughness I
Enhancement: Deadly Acid I
Enhancement: Acid Manipulation II

Level 4 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (2): Web
Enhancement: Force Manipulation I
Enhancement: Force Manipulation II

Level 5 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (2): Blur

Level 6 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Empower Spell
Spell (3): Acid Blast
Enhancement: Sorcerer Improved Empowering I
Enhancement: Sorcerer Earth Savant I
Enhancement: Acid Maanipulation III
Enhancement: Sorcerer Spell Penetration I
Enhancement: Sorcerer Energy of the Dragonblooded II

Level 7 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (3): Haste
Spell (2): Gust of Wind
Enhancement: Racial Toughness II
Enhancement: Corrosive Spellcasting II
Enhancement: Deadly Acid II

Level 8 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (4): Acid Rain
Enhancement: Corrosive Spellcasting III
Enhancement: Acid Manipulation IV

Level 9 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Spell Focus: Conjuration
Spell (2): Resist Energy
Spell (3): Displacement
Spell (4): Dimension Door
Enhancement: Deadly Acid III
Enhancement: Acid Manipulation V
Enhancement: Sorcerer Charisma II

Level 10 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (5): Cloudkill
Enhancement: Sorcerer Spell Penetration II

Level 11 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (3): Rage
Spell (4): Stoneskin
Spell (5): Protection From Elements
Enhancement: Sorcerer Improved Empowering II

Level 12 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Heighten Spell
Spell (6): Acid Fog
Enhancement: Sorcerer Earth Savant II
Enhancement: Corrosive Spellcasting IV
Enhancement: Acid Manipulation VI

Level 13 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (6): Disintegrate
Spell (4): Burning Blood
Spell (5): Break Enchantment
Enhancement: Acid Manipulation VII

Level 14 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (7): Otto's Sphere of Dancing
Enhancement: Corrosive Spellcasting V
Enhancement: Force Manipulation III
Enhancement: Sorcerer Wand and Scroll Mastery II

Level 15 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Spell Penetration
Spell (5): Niac's Biting Cold
Spell (6): Greater Heroism
Spell (7): Finger of Death
Enhancement: Deadly Acid IV
Enhancement: Sorcerer Spell Penetration III

Level 16 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (8): Otto's Irresistible Dance
Enhancement: Sorcerer Improved Maximizing II

Level 17 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (8): Horrid Wilting
Spell (7): Waves of Exhaustion
Enhancement: Corrosive Spellcasting VI
Enhancement: Deadly Acid V

Level 18 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feeat: (Selected) Greater Spell Penetration
Spell (9): Meteor Swarm
Enhancement: Sorcerer Charisma III

Level 19 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (8): Summon Monster VIII
Spell (9): Mass Hold Monster
Enhancement: Sorcerer Earth Savant III
Enhancement: Deadly Acid VI
Enhancement: Force Manipulation IV

Level 20 (Sorcerer)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (9): Wail of the Banshee
Enhancement: Sorcerer Bloodline of Power
Enhancement: Force Manipulation V
Enhancement: Force Manipulation VI


thank you all

EllisDee37
10-20-2012, 08:47 PM
Quick tip:

When posting builds to the forums, surround them in code tags:



your build goes here

DanteEnFuego
10-20-2012, 09:10 PM
Good advice above. Quicken may be a different consideration on a WF life, especially if you get beat on as I do. I thus also drop some social skills for Balance.

Welcome and GL!

sotosvas
10-21-2012, 04:17 AM
Quick tip:

When posting builds to the forums, surround them in code tags:



your build goes here


Done, thank you and sorry...
any suggestions about my Acid build ?

EllisDee37
10-21-2012, 08:41 PM
Done, thank you and sorry...
any suggestions about my Acid build ?My only thought is that acid is conjuration, not evocation, but you already corrected that in your second build.

I've never played a sorceror, but from what I understand, earth savant isn't that great at endgame due to lack of powerful slas. I could be totally wrong, but here's my impression of how they shake out:

Fire Savant: Reflex saves make evasion mobs a problem, lots of immunity in midgame (vale, amrath) and no dot
Air Savant: Reflex saves make evasion mobs a problem, no aoe dot
Earth Savant: No high-dps single target spell or sla
Water Savant: No downside (Good slas, good dot, decent aoe dot, good single-target dps, no reflex saves to worry about)

But as I said, I don't really know sorcerors.

Daemoneyes
10-21-2012, 09:59 PM
My only thought is that acid is conjuration, not evocation, but you already corrected that in your second build.

I've never played a sorceror, but from what I understand, earth savant isn't that great at endgame due to lack of powerful slas. I could be totally wrong, but here's my impression of how they shake out:

Fire Savant: Reflex saves make evasion mobs a problem, lots of immunity in midgame (vale, amrath) and no dot
Air Savant: Reflex saves make evasion mobs a problem, no aoe dot
Earth Savant: No high-dps single target spell or sla
Water Savant: No downside (Good slas, good dot, decent aoe dot, good single-target dps, no reflex saves to worry about)

But as I said, I don't really know sorcerors.

I played an earth savant to 20.
At the end you find yourself casting more Water spells then Acid.
Single high dps is BlackDragonBolt but it takes way to long till the mobs die and Cooldown is to high.
Also Acidball SLA is bugged, you need to hardtarget (tabulator) for it to hit else it fly anywhere...

If you like the Acidspells go for it but i would suggest to go for Watersavant with Acid spells as second and a few points in Force.

#This way you can kill every monster without problem.

#You get the good Singletarget SLA, Water SLA are way better then the Acid SLA
- niacs ray vs acidspray .... u dont want to get near, not cause it would be dangerous but its annoying to run after them also niacs hits for a ton where acidspray is soon useless.
- snowballstorm vs melfs ..... meh and meh, both are not real shinys but ok
- Frostlance vs Acidball ...... Frostlance is great to nuke caster/ranged and there are a lot of them later, acidball yeah well aslong as it is bugged and doesnt accept soft-target its useless.
(thrust me u dont want to hard-target, it takes to much time and will lead to the bug that the enemys stand in front of you, you target him and cast. then nothing happens, best method to avoid this with ae spells is targeting the ground and that is not possible with the acidball SLA but works fine with the normal acidball spell)

Acid will still be good (in fact you wont see much difference) and the combo of Acidrain and Icestorm will still be your best leveling tool for groups of enemys.
After you set the ae pick the caster/ranged off with niacs SLA and frostlance
or just set another ae in them.
Against bosses set the ae then dot him and then start to alternate niacs SLA / frostlance.

Most of the time you dont even need so much.

Daemoneyes
10-21-2012, 10:27 PM
a few general things to your build.

spells
Exp. retreat at first level and any damage spell preferable AE (acidspray or firespray)

feats
take Toughness at 3, Maximize at 1

Toughness enhancements can only be taken at 3+ so taking toughness feat at 1 for the really meager bonus it gives at first doesnt help you

1) skip khortos quest, get some masterstouch scrolls and use a Falchion and nuke groups of enemys with maximized AE.
2) Or use niacs to kill singletarget and acidspray for groups maximizing as needed

i prefer first method only foir the exp retreat speed boost ^^
both are viable but first is faster

that is the feat list of my human acid savant
lvl 1 - norm - human / Maximize - Empower (overkill, next life swap with SF Conjuration)
lvl 3 - norm / Toughness
lvl 6 - norm / Spell Focus Conjuration
lvl 9 - norm / Heighten Spell
lvl 12 - norm / Skill Focus UMD
lvl 15 - norm / GSF Conjuration
lvl 18 - norm / Spell Penetration
lvl 21 - epic / Greater Spell Penetration
lvl 24 - epic / (unlikely to reach first life)

Empower is only needed at lvl6 for the SLA, other then that you use maximized spells and even they only when needed. Save sp most run empty way to soon.

Heighten is great, empowers your SLA & Web and every point for web counts

Skill Focus UMD, my sorc still cant umd healscrolls without fail and i have flameward and the feat so you really want that feat. And if you got the turbine points a bunnyhat has hidden skillbonus UMD.

Spell Penetration, well what can i say. its not as helpfull as it is on my Palemaster cause sorc just miss the DC. Hope you got Epic Destinies without them its not nice for Sorc in 20+ range.

Snootch
10-22-2012, 03:44 PM
Hello all, as the title says i am new here, so i could use your help.

The seven party roles in DDO are: Tank, Infantry, Artillery, Combat Controller, Engineer, Medic, and Generalist. A Sorcerer Air Savant is clearly recognizable in this game as an artillery piece. This means that you have to keep the following in mind:

1) In order to optimize the Air Savant's gameplay, you will need to play in a balanced party, which would include at least the first six party roles listed above. The Tank will get and hold the Aggro; the Infantry will Flank the enemies attacking the Tank; the Combat Controller will slow or stop enemies from from fighting; the Engineer will ensure safety as well as Flank enemies; the Medic will keep everyone alive; and you, the Artilleryman, will drop coordinated bombs on the targets attacking the Tank.

2) In order to play as an Artilleryman in a balanced party, you will have to recognize that you will be doing most of the damage, as your spells will hit in the thousands. (While the melee will hit in the hundreds.) This means that in order to support the team, you will have to let the Tank hold Aggro (with his Threat-generation and Intimidate abilities). Thus, you will have to invest in things that reduce your Threat- and Hate-generation so that you do not pull Aggro onto your scrawny self. This includes the Subtle Spellcasting enhancement line, item enchantments like Stealth Strike, and properly planning your bomb targets.

3) The Air Savant, in particular, is an Evocation spell master. The Air and Electric spells are all Evocation spells which might only have Reflex Saves offered to their targets. There aren't any that have Spell Resistance saves offered to enemies, which is usually what we see in Enchantment spells, for example. Hence, the Heighten Spell metamagic feat is not really important to an Air Savant, nor is the Spell Penetration feat. (Especially since you like Force Magic spells, too, which are also Evocation and do not have Spell Resistance saves on them.)

4) The Sorcerer class casts spells faster than anybody else in this game. The Quicken Spell metamagic feat is designed for two things: (A) faster spellcasting and (B) not worrying about the Concentration Skill. In the Sorcerer's case, they already cast fast, and a high Concentration Skill means that (especially in combination) that the Quicken Spell metamagic feat will not help your Air Savant here.

5) The Toughness feat and therefore the Toughness enhancements take up space for things that your Air Savant can really use, such as Subtle Spellcasting, more Concentration Skill, more Charisma, and even Dexterity and Dexterity-based defenses. (For Air Savants, they can put more into their Dexterity score at creation so as to be better at avoiding damage, whereas the three other Savants need to put into Constitution more for their Tier 3 Savant abilities.) Consider exploring a more Dexterity-based approach to defending yourself and avoiding damage altogether, as Air Savants can be a bit quicker and more elusive than their counterparts.

6) While the Use Magic Device skill is Charisma-based, it is also off-class to the Sorcerer. If you are thinking that a UMD score will enable you to use Divine scrolls and wands better, then consider what you would use them for. With the build you have there, a 400 HP Air Savant who pulls all the Aggro will not be able to survive on Heal scrolls alone. It is better, then, to dump this off-class skill and dangerous play strategy and turn toward a more class- and role-oriented approach. While I have already discussed avoiding and reducing damage (requiring a different approach to building), I would also advise building into the Diplomacy skill instead, which is also off-class and Charisma-based. Diplomacy Skill is the single best friend of the Artilleryman looking to avoid damage, as it instantly puts your character at the bottom of all Hate Lists affected in the triggered Skill's radius. This will significantly help you to coordinate your targets easier and more effectively, as well as let the other teammates in your party do their jobs. The UMD skill will not save your life, no matter how much money you spend on scrolls and wands - the investment does not return a profit like Diplomacy does.

7) Only having a base of 2,000 Spell Points is not really enough for a Sorcerer, who is able to have so much more. I would recommend more Feats and Enhancements that build up your Spell Points, as using Empower Spell and Maximize Spell will drain you quickly over the course of an entire quest. Also, I would again recommend playing in balanced parties where a Cleric or Bard can help you replenish your Spell Points for free, easily, and without worry of death. Relying on a Torc's Tranform Kinetic Energy enchantment is dangerous for people who wear robes and want to avoid damage. Also, it is highly inefficient and time-consuming, assuming you survive what is required just to get a few SPs out of it. A Bard Spellsinger, for example, can give you well over 500 SP in just 4 to 6 minutes without any danger whatsoever, just like a Cleric with enough Turn Undeads can give you 500 SP in the amount of time it takes him to click his mouse 20 times. Again, playing in a balanced party is always recommended, especially when there are thousands of people online right now waiting to play with you.

8) I think you have the right idea on your spells, though Force Magic is not really something you will have to build up for in your Enhancements. For the Savants, I always recommend preparing all the spells from the Element that you are focusing on and then filling in the gaps with the other two Elements that are not penalized by the Prestige Enhancement (PE). For the Air Savant, you take all the Air and Electricity spells (which you did) and then fill in the gaps with Fire and Ice spells. Next on the priority list (if there are still gaps in your Spellbook) are buffs. I would not put Force spells in those gaps unless that was all that was left, but that is just me. But regardless, you don't have to spend your Action Points on Force Magic enhancements at all, especially if you want to have more Spell Points and be better prepared for avoiding damage and playing safer (for yourself) and dangerously (for the enemies).

9) For the creation points, I like first life Drow Air Savants to have 10 Strength, 16 Dexterity, 14 Constitution, 10 Intelligence, 8 Wisdom, and 18 Charisma. This all plays into the Artilleryman role of coordinating bombs drops, avoiding damage, and helping others to do their jobs. Playing an Artillery piece to include melee or crowd control aspects will only diminish your Artillery abilities. So I advocate specialization as a way to balance parties and let the best be the best. That said, don't worry about Hit Points so much and instead focus on your party make-up and play strategy. Good teammates will keep you safe, especially if your target decisions are wise.


I could probably go on as far as a specific build in its entirety. I just wanted to pass along some game concepts that I think every Artillery builder should be aware of, as well as to dispell a few miscalculations that get passed around from time to time. (Like the whole "I always get Aggro, so I have to have more Hit Points" worry.) Simply put, if you play to your role when in a balanced party of people playing to the same strategy, you will not have to stear away from your class' or PE's intended performance and build.

So be friendly, make friends, do your job, and let others do their jobs - that is what MMORPGs are all about, and DDO is no exception.


Snootch

sotosvas
10-26-2012, 02:12 AM
I really would like to thank you all for your advise.

I made many changes to my build and i will post it here when it is ready.

Thank you all
S.