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  1. #1
    Community Member Raiken's Avatar
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    Mar 2006
    Orlando, FL

    Default multiclass "warcaster" build - feedback pls

    For a little introduction - I am a very big fan of multiclass characters. I like the unique combinations that can be created. This is basically my current character although I am only 2/3 fighter/sorc right now. I don't plan on changing from my 4/10 scheme, but I would like suggestions on feats, enhancements, and general thoughts on the build. Thanks

    Character Plan by DDO Character Planner Version 2.70
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    Level 14 Chaotic Neutral Drow Male
    (4 Fighter \ 10 Sorcerer) 
    Hit Points: 145
    Spell Points: 1079 
    BAB: 9\9\14
    Fortitude: 8
    Reflex: 7
    Will: 9
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 14)
    Strength             15                    16
    Dexterity            14                    16
    Constitution         12                    12
    Intelligence         12                    12
    Wisdom               10                    10
    Charisma             16                    22
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 14)
    Balance               2                     3
    Bluff                 3                     7
    Concentration         1                    15
    Diplomacy             3                     6
    Disable Device        n/a                   n/a
    Haggle                3                     6
    Heal                  2                     5
    Hide                  2                     3
    Intimidate            5                     8
    Jump                  6                     8
    Listen                0                     2
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                1                     2
    Search                1                     3
    Spot                  0                     2
    Swim                  4                     5
    Tumble                n/a                   4
    Use Magic Device      n/a                  14
    Level 1 (Fighter)
    Skill: Heal (+2)
    Skill: Intimidate (+2)
    Skill: Jump (+4)
    Skill: Swim (+2)
    Feat: (Fighter Bonus) Dodge
    Feat: (Selected) Toughness
    Level 2 (Fighter)
    Skill: Repair (+1)
    Skill: Tumble (+1)
    Feat: (Fighter Bonus) Weapon Focus: Piercing Weapons
    Level 3 (Sorcerer)
    Skill: Bluff (+1)
    Skill: Concentration (+2)
    Feat: (Selected) Empower Spell
    Spell (1): Magic Missle
    Spell (1): Ray of Enfeeblement
    Level 4 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Spell (1): Burning Hands
    Level 5 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Spell (1): Obscuring Mist
    Level 6 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Mental Toughness
    Spell (2): Web
    Level 7 (Sorcerer)
    Skill: Heal (+0.5)
    Skill: Use Magic Device (+1)
    Spell (2): Blur
    Level 8 (Sorcerer)
    Ability Raise: CHA
    Skill: Heal (+0.5)
    Skill: Use Magic Device (+1)
    Spell (3): Haste
    Level 9 (Fighter)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Mental Toughness
    Level 10 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (3): Fireball
    Spell (2): Melf's Acid Arrow
    Level 11 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Enervation
    Level 12 (Fighter)
    Ability Raise: CHA
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Discipline
    Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
    Level 13 (Sorcerer)
    Skill: Concentration (+2)
    Skill: Use Magic Device (+0.5)
    Spell (4): Phantasmal Killer
    Spell (3): Stinking Cloud
    Spell (2): Blindness
    Level 14 (Sorcerer)
    Skill: Concentration (+3)
    Spell (5): Hold Monster
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Fighter Armor Class Boost II
    Enhancement: Improved Drow Spell Resistence I
    Enhancement: Improved Drow Spell Resistence II
    Enhancement: Improved Drow Spell Resistence III
    Enhancement: Elven Arcane Fluidity I
    Enhancement: Elven Arcane Fluidity II
    Enhancement: Elven Arcane Fluidity III
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Fighter Strategy (Trip) II
    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: Sorcerer Charisma III
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II

  2. #2


    The feat "Discipline" is probably useless for you compared to a lot of other feats you could take.

    You will have issues with spell penetration when casting agaisnt targets wtih good spell resistance. You can work around that but its somethign to be aware of.

    Your trip attempts are rather unlikely to succede unless you are using a very strong tripping weapon, and in that case they are not very likely to hit. All around those enhancement points probably could be better spent elsewhere.

    As you get into the mid/high levels you will find your damage spells are almost useless unless you enhance and meta magic them. Monsters have A LOT of hit points and a regular fireball or melfs acid arrow will do little more than irritate the monsters.

    I don't much like AC boost as it doesn't last long enough to have a significant impact on your survival.
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    You can see my many builds listed in this thread.

  3. #3
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    Impaqt's Avatar
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    May 2006


    Instead of taking Disapline... Or even Dodge..... Drop 2 Levels of Fighter for 2 levels of Paly....

    ALl of a sudden your buid goes from so so to Remarkable surviveability due to self healing snad silly high saves.
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  4. #4
    Community Member skraus1's Avatar
    Join Date
    Mar 2006


    If you're planning on taking so many levels of a non-sorc class, 2 of them should be pally levels on a sorc. Also try planning around tensor's transformation, because otherwise you're not going to hit anything that is not which case, you don't need fighter levels anyway.

    You also appear to be a nuker without nuking feats, so try adding in maximize.

    Now playing on Thelanis because Turbines loves to nerf things.

  5. #5
    Community Member Gadget2775's Avatar
    Join Date
    Nov 2006

    Default Mutli-Class

    Just looking at it I'd say your build is suffering from some severe deficiencies. Not that I have anything against the basic concept. It's just the way you've put it together, is...unfocused. Trying to do to much all at once is going severely reduce your effectiveness.

    If you intend to be primarily a caster who can mix it up a bit that's great...But you'll want to focus on direct damage spells. Most of the spells that have saves will be quite a bit less effective because you're loosing DC points by starting with a lower Charisma and ending with fewer caster levels. That means allot more lost spell points as critters resist your casting attempts. Especially on creatures that you have to penetrate spell resistance on top of their normal save. I'd think MAXIMIZE & EMPOWER along with a elemental focus enhancement are your best bet. (Think crit, max, emp enhanced Fire Wall...)

    If, alternatively, your goal is to poke holes in beasties while dropping the occasional spell (Haste, Blur, etc) I'd highly recommend grabbing up the Drow Weapons enhancements. +2 to hit and +4 to damage while using short swords and rapiers. The biggest problem I see with you doing this is your hit points (Tensers AND/or Divine Power clickies should fix your attack rate and BaB). Even with a Con 6 and Greater False life items you'll be low...It's still do-able, but you'll be meat in the grinder unless you get your AC kicked way up...Maybe plan on running pretty much perma-Displaced to offset the AC and HP deficiency.

    Definitely have to say you'd probably benefit more from going 2/2/10 Fighter/Pally/Sorc for the boost to your saves but hey...It's you're build.

    Last thing from me is...Have fun with it. If you like playing the build it really doesn't matter what anyone else thinks of it.
    D.W.A.T: (Now with Non-Dwarf support)
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  6. #6
    Community Member Rentz's Avatar
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    Apr 2006


    well, this type of build is nothing new.

    for a str-based melee sorcerer battlemage i would direct your attention to my build thread here ideas.

    yes, i've posted maximums assuming +6 stat items, +1 tomes, etc etc, but the build plays absolutely fine on elite with +5 items and no tomes if you don't have access to them.

    the only 'must have' for optimum melee offense is a decent stash of Divine Power clickies. i'd say 15 charges would be the ideal minimum requirement. i myself have 42 charges, but i rarely need more than 15 or 20 before hitting a shrine.

    i can't say enough about 10 sorc/2 paly/2 rogue.
    the only thing you don't get at level 14 is improved crit, and it will be the first feat you take at the next level cap raise. honestly, evasion is worth more than imp.crit, especially since you don't have access to 30 point resists.

    discipline - unecessary.
    mental toughness - unnecessary as you have over 1100 spell points. if you don't have a PoP X, get a magi scepter (they're cheap) and unequip it after buffing.
    imp. mental toughness - COMPLETELY unecessary
    dodge - useless in the Gianthold, not as useful as other feats anywhere else anyways.

    recommended feats:
    power attack ('cause you should two-hand with a str-based sorc battlemage)
    maximize (cause you want your strategic wall of fire/scorch rays to do real damage)
    extend ('cause you want long buffs and perma haste/displacement)

    and either SF:UMD to get 35+umd for heal scrolls OR focus: slashing for 2hand slashers OR Empower (especially with mod 5 metamagic changes)

    this is all imo, anyways.

    if you want a load of feats and more offensive spell options; go warforged 1 fighter/13 wizard, or 2 fighter/12 wizard which gives imp.crit and reconstruct.

    the 10 sorc/2p/2r battlemage gives you everything you need, though.
    best saves in the game. ultra high umd. light-moderate rogue abilities. all the spells you NEED. more spell points than the wizard version.

    warforged sorc/paly/rogue can reconstruct at level 16
    drow version can use heal scrolls on a 1 with max'd equipment at lvl 16.
    Last edited by Rentz; 09-24-2007 at 11:45 AM.
    Kinlore the Arcane Avenger: Drow 2 Rogue - 2 Paladin - 10 Sorcerer

  7. #7
    Community Member wiglin's Avatar
    Join Date
    Feb 2006


    Hey now don't forget the self buffed 350 hp 50AC (against giants) dwarven version.
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  8. #8
    Community Member Rentz's Avatar
    Join Date
    Apr 2006


    Quote Originally Posted by wiglin View Post
    Hey now don't forget the self buffed 350 hp 50AC (against giants) dwarven version.
    oh right, him too.
    Kinlore the Arcane Avenger: Drow 2 Rogue - 2 Paladin - 10 Sorcerer

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