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  1. #1
    Community Member barryman5000's Avatar
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    Default Not Tukaw's build

    Ok, after having this idea for awhile, I found Tukaw's build at http://forums.ddo.com/showthread.php?t=181901 but he must have warped into the future and stole it from me! But seriously its about the same except I gave up the str for int.

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Warforged Male
    (2 Paladin \ 2 Rogue \ 16 Sorcerer) 
    Hit Points: 278
    Spell Points: 1570 
    BAB: 11\11\16\21
    Fortitude: 22
    Reflex: 21
    Will: 27
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                 10                   10
    Dexterity             8                 10                   10
    Constitution         16                 18                   20
    Intelligence         16                 18                   18
    Wisdom                6                  8                    8
    Charisma             16                 23                   26
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3                  4                    4
    Bluff                 3                  8                    8
    Concentration         5                 27                   30
    Diplomacy             3                  8                    8
    Disable Device        7                 27                   28
    Haggle                3                  8                    8
    Heal                 -2                 -1                   -1
    Hide                 -1                  0                    0
    Intimidate            3                  8                    8
    Jump                  3                  4                    4
    Listen                2                  3                    3
    Move Silently        -1                  0                    0
    Open Lock             3                 19                   20
    Perform               n/a               n/a                   n/a
    Repair                7                  8                    8
    Search                7                 27                   28
    Spot                  2                  3                    3
    Swim                 -1                  0                    0
    Tumble                3                  4                    4
    Use Magic Device      7                 12                   12
    
    {\b {\ul Notable Equipment }} \par Health Belt of Spell Resistance (19) \par Deathblock Docent of Invulnerability \par Dexterous Ring \par Clever Ring \par Striding Boots \par Charismatic Cowl of the Archmagi \par Necklace of Haggling \par Cloak of Resistance \par Gloves of Disabling \par Blindness Ward Goggles of Minute Seeing \par Head of Good Fortune \par  \par Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Jump (+4)
    Skill: Listen (+4)
    Skill: Open Lock (+4)
    Skill: Repair (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Force of Personality
    Feat: (Automatic) Attack
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortsword
    Feat: (Automatic) Martial Weapon Proficiency: Shortbow
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sneak Attack
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Warforged Resistances
    
    
    Level 2 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Magical Training
    Spell (1): Hypnotism
    Spell (1): Magic Missle
    
    
    Level 3 (Paladin)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Insightful Reflexes
    Feat: (Automatic) Aura of Good
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Smite Evil
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 4 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Spell (1): Nightshield
    
    
    Level 5 (Paladin)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Automatic) Divine Grace
    Feat: (Automatic) Lay on Hands
    
    
    Level 6 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Maximize Spell
    Spell (1): Repair Light Damage
    
    
    Level 7 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Spell (2): Blur
    
    
    Level 8 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Spell (2): Resist Energy
    
    
    Level 9 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Feat: (Selected) Empower Spell
    Spell (3): Acid Blast
    
    
    Level 10 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Spell (2): Scorching Ray
    Spell (3): Displacement
    
    
    Level 11 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Spell (4): Wall of Fire
    
    
    Level 12 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Extend Spell
    Spell (3): Haste
    Spell (2): Web
    Spell (4): Fire Shield
    
    
    Level 13 (Rogue)
    Skill: Disable Device (+1)
    Skill: Open Lock (+10)
    Skill: Search (+1)
    Feat: (Automatic) Evasion
    
    
    Level 14 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Spell (5): Protection From Elements
    
    
    Level 15 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Feat: (Selected) Toughness
    Spell (3): Rage
    Spell (4): Force Missles
    Spell (5): Mind Fog
    
    
    Level 16 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Spell (6): Disintegrate
    
    
    Level 17 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Spell (4): Enervation
    Spell (6): Greater Heroism
    Spell (5): Ball Lightning
    
    
    Level 18 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Feat: (Selected) Heighten Spell
    Spell (7): Protection From Elements, Mass
    
    
    Level 19 (Sorcerer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Spell (5): Cloudkill
    Spell (6): Reconstruct
    Spell (7): Greater Teleport
    
    
    Level 20 (Sorcerer)
    Ability Raise: CHA
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Spell (8): Mass Charm Monster
    Enhancement: Paladin Saves Boost I
    Enhancement: Rogue Skill Boost I
    Enhancement: Paladin Focus of Good I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Search I
    Enhancement: Sorcerer Lineage of Energy I
    Enhancement: Sorcerer Lineage of Energy II
    Enhancement: Sorcerer Lineage of Elements I
    Enhancement: Sorcerer Lineage of Elements II
    Enhancement: Sorcerer Lineage of Force I
    Enhancement: Sorcerer Lineage of Force II
    Enhancement: Sorcerer Lineage of Deadly Energy I
    Enhancement: Sorcerer Lineage of Deadly Energy II
    Enhancement: Sorcerer Lineage of Deadly Elements I
    Enhancement: Sorcerer Lineage of Deadly Elements II
    Enhancement: Sorcerer Lineage of Deadly Force I
    Enhancement: Sorcerer Lineage of Deadly Force II
    Enhancement: Sorcerer Energy Manipulation I
    Enhancement: Sorcerer Energy Manipulation II
    Enhancement: Sorcerer Energy Manipulation III
    Enhancement: Sorcerer Elemental Manipulation I
    Enhancement: Sorcerer Elemental Manipulation II
    Enhancement: Sorcerer Elemental Manipulation III
    Enhancement: Sorcerer Force Manipulation I
    Enhancement: Sorcerer Force Manipulation II
    Enhancement: Sorcerer Force Manipulation III
    Enhancement: Sorcerer Force Manipulation IV
    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: Paladin Toughness I
    Enhancement: Sorcerer Wand Mastery I
    Enhancement: Sorcerer Wand Mastery II
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    With splashes, you obviously get some awesome saves and evasion. The build is mostly going to be a buff and direct damage build. My MAIN concern is the rogue abilities later in the game. Can you disable traps and open locks with the right equipment if you max out your ranks?

    I'm already playing this build and at level 11 right now, he is invincible to everything except melee damage which is awesome. I can run through and disable traps easily on normal difficulties.

    Is this a waste of time or what?

  2. #2
    Community Member Asketes's Avatar
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    so it's tukaw without the melee lol

    hmm
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  3. #3
    Community Member barryman5000's Avatar
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    Quote Originally Posted by Asketes View Post
    so it's tukaw without the melee lol

    hmm
    It seems that way but wasn't intended.

  4. #4
    Community Member Khellendros13's Avatar
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    Each to their own and all...but sorry, I can't agree with swapping str and int.

    Just make a Wiz/rogue?
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  5. #5
    Community Member barryman5000's Avatar
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    Quote Originally Posted by Khellendros13 View Post
    Each to their own and all...but sorry, I can't agree with swapping str and int.

    Just make a Wiz/rogue?
    Then where would I get the nice saves from the pally splash that mixes with my main spell casting attribute?

  6. #6
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    Your main casting attribute is nullified by having too deep a splash. Unless you want to give less than max buffs and sit around until a trap comes about, this is inferior to the tukaw, sorry. Go Wiz/Rog if you want to do what you want. The saves do you no good, because even in a battle of attrition you have no way of killing anything.

  7. #7
    Community Member Phidius's Avatar
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    Quote Originally Posted by barryman5000 View Post
    Quote Originally Posted by Khellendros13 View Post
    Each to their own and all...but sorry, I can't agree with swapping str and int.

    Just make a Wiz/rogue?
    Then where would I get the nice saves from the pally splash that mixes with my main spell casting attribute?
    40 Int + Insightful Reflexes takes care of the Reflex save. Fortitude and Will can get up in the high 20's, but I don't recall having any problems with Fort/Will. At least, not in PvE - I don't do PvP, which is where high Fort/Will saves come in so handy.

    The Wiz/Rog doesn't give up on Strength, though... Str/Con/Int are all it needs. The good thing about the Wiz/Rog is that it doesn't give up as much in the casting department, as it starts with 18 Int and retains level 9 spells.

    It's really hard to multiclass Sorcerer - but it comes naturally to Wizards.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  8. #8
    Community Member barryman5000's Avatar
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    Quote Originally Posted by Phidius View Post
    40 Int + Insightful Reflexes takes care of the Reflex save. Fortitude and Will can get up in the high 20's, but I don't recall having any problems with Fort/Will. At least, not in PvE - I don't do PvP, which is where high Fort/Will saves come in so handy.

    The Wiz/Rog doesn't give up on Strength, though... Str/Con/Int are all it needs. The good thing about the Wiz/Rog is that it doesn't give up as much in the casting department, as it starts with 18 Int and retains level 9 spells.

    It's really hard to multiclass Sorcerer - but it comes naturally to Wizards.
    Thats some really good advice. I guess a wiz/rog might have been a better choice. Gonna keep playing with this character and see how he does. Its kinda nice to run up to a beholder and laugh at his fort saving beams

    Things I am missing by not doing rog/wiz so far are:

    +2 spell penetration
    +2 dc of spells (with heighten)
    level 9 spells

    I give those up for fort and will saves of which will saves shouldn't be much a problem with a caster.

  9. #9
    Community Member Phidius's Avatar
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    Quote Originally Posted by barryman5000 View Post
    Thats some really good advice. I guess a wiz/rog might have been a better choice. Gonna keep playing with this character and see how he does. Its kinda nice to run up to a beholder and laugh at his fort saving beams

    Things I am missing by not doing rog/wiz so far are:

    +2 spell penetration
    +2 dc of spells (with heighten)
    level 9 spells

    I give those up for fort and will saves of which will saves shouldn't be much a problem with a caster.
    Don't forget you're also giving up...

    4 free meta-magic feats (Spell Penetration/Greater Spell Penetration/Quicken/Spell Focus: Enchantment, etc...)
    Skill points
    Spell slots (1 1st, 1 2nd, 1 3rd, 1 4th, 1 5th, 2 6th, 2 7th, and 2 8th)
    Very tasty passive past life feat if you ever TR
    The respect and admiration of your peers


    Just kidding on that last one... kinda

    You can still laugh at beholders, though.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  10. #10
    Community Member DrNuegebauer's Avatar
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    Quote Originally Posted by barryman5000 View Post
    Is this a waste of time or what?
    No it's NOT a waste of time. But it's probably not 'optimal' either?

    With 16 starting int you'll be able to get every trap in the game. You might have too many ranks in open locks and not enough in UMD (you could swap the 2 and still have plenty of skill for all the locks plus be better off in the UMD stakes).

    obviously you're not gonna be a major CC'er - more of a 'damage dealer' - but that's ok.

    But you're better off with the STR over the INT - who cares about traps with your reflex save! Plus I can assure you it's a lot more fun dumping a crit firewall and then passing out 100s of damage with your Greatax too!!! (sure as heck beats kneeling beside the trapbox!).

    18/2 wiz/rogue is better for the traps - and (as pointed out) you'll have fine saves that way anyhow!

  11. #11
    Community Member barryman5000's Avatar
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    So I guess my big question after all the saves talk is, how much does fort saves matter end game? I've been blasted by disintegrate a few times with my pure sorcerer with a +11 fort and usually die. Maybe the dice doesn't like me.

  12. #12
    Community Member barryman5000's Avatar
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    So I've been leveling this character up and he is now level 14. Not too bad for party groups but not great at soloing. Considering the way most spells for arcane casters top out at level 15 or so, the damage has been great when fighting a boss.

    Found an interesting thing about all the talk about strength. I can still actually hit enemies on hard and eilte about half the time. I know its not endgame but really what casters is gonna try melee at level 20? The saves make me a better fighter some b/c I can run up in the thick of battle and tear up some guys while a caster is flamestriking the party!

    Traps and such have been no problems and most parties stare at you when you disable a trap with no problem (VoN 5 on hard, I did the two pathways and b/c of my higher hp had little problems.).

    Got a +6 str item and the +2 tome of str so I have a 16 str now and 18 if I cast rage. Being displaced and raged gives me a window of saving sp for now. Saves are all in the 30's.

    Current stats with items:

    str 16
    dex 10
    con 26
    int 22
    wis 10
    cha 28

    He's got 204 hp not including toughness which I'll get by end game. Cha looks to be about 32 at level 20 using a +6 item and enhancements.

    He was a little hard to level and parties sometimes take a while to let you join (if they don't decline) but its a solid build after level 8.

    Oh, btw, great pvp build!

  13. #13
    Community Member Tak's Avatar
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    Quote Originally Posted by barryman5000 View Post
    I know its not endgame but really what casters is gonna try melee at level 20?
    Divine power dude!!! Same BaB as a fighter 20.. So tukaw got better to hit bonus than a fighter 20 with 30 str (got 32str) :P
    Tukaw (Sorc 16/ pally 2/ rogue 2) + Tukah (Cleric 20)+Tukaa (Bard 19 / Barb 1)+Tukab (Barb 14/ fighter 2)+Tukas (Sorc 20)+Tuka (Pally 16)+Tukaq (Sorc 12/ pally 2/ rogue 2) + Tukal(Wiz11/Rogue3/Ranger6)

  14. #14
    Community Member ThePrincipal's Avatar
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    I can chime in. I like the 18wiz/2rogue build and wanted to cram in Pally saves so put together a tri class 16/2/2. I'm 9/2/2 right now so I can only comment on early/mid game. I went drow with 11 str, 10 dex, 12 con, 20 int, 13 cha. All lvls up in Int.

    Traps - maxed search/dd with gear, max Int, enchancements, and buffs mean I'm rolling +high 40s dd and low 40s search. 10 ranks in OL and Knock wand backup.

    Saves - 13 cha lets me take Force of Personality (cha mod to Will) and I took Insightful Reflexes (int mod to Reflex). Cha is 20 (13 +1 pally+6 item) which is +5 all saves. Aura is another +1. +6 Con item for Fort. Heroisim +2 all saves. Rage is +1 Fort. Gearwise I use Voices Trinket +1, Ring of Resis +3 and Parrying Weapon +1 for another +5 total all saves. Reflex save is over 30. Others are mid 20s. Evasion of course. Drow Spell Resistance enchancements (SR 18). Playing at level I make saves on a 2.

    Melee - 11 str + 6 item, +1 tome, rogue haste boost, sneak attack, 2x smites, divine power clickies, rage/hero, displacement/blur, stoneskin and greataxe (+3 holy greataxe of parrying is my generic beater). Fight in web or wall of fire for good measure. Ddoor or invisibility if I need to make an escape (usually with a stone or 3 in my bag).

    HP - just over 200 with gear. I did take Toughness early. More with rage and false life spell. Took Mental Toughness which will be switched for a second Toughness at higher lvls as well. Third toughness likely.

    MetaMagics - Quicken, Empower, and Extend. Will likely drop Extend for Maximize post lvl 16.

    Self Heals - 1x Lay on hands for 60 hp for emergencies and Cure Wands. I'm such a nice guy that I carry repair wands for the robots too.

    UMD - it's over 20 without gear or buffs. I've scored some nice WF racial gear on the cheap like underwater action poison immunity, and some rogue skills gear. Havent gotten into divine scroll territory yet.

    Vs the Sorc build, my build has a lower Cha which means saves will be lower on Fort, about the same on Will (elf), but higher on Reflex (assuming similar gear) than the Sorc. Wiz 16 gives 4 bonus feats and a more aggressive spell curve but less blue bar. Sorc build has more Str but the to-hit is about the same because that build also uses Power Attack. You're trading synergy with Pally Saves for synergy with Rogue Skills. As a dedicated Pugger, the Rogue skills get me into groups which is why I went this route.

    PS. For PVP I dont melee. I use a set of Superior Potency/Magi Scepters, turn on the metamagics and blast away.

  15. #15
    Community Member barryman5000's Avatar
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    Wow, the tukaw creator himself! Its an honor!

    I've given Divine Power a try and yeah, it helps a hell of alot. +9 to hit is always welcome. The difference between miss and hit means alot.

    A wiz/rog/pal build. Putting a pally and rogue splash on anything is so tempting unless you want to max something on your character. I would get two spell penetration feats if you plan to try to do any crowd control. My guy above is now lvl 17 and he rocks the firewall and acid fog(if needed) and spell penetration is a bit of a PITA. I always seem to roll below a 5 and that isn't gonna cut it in the Vale and Shavarath.

    I was thinking of reincarnating with the following stats below before enchances, all level ups into cha still:


    str 16
    Dex 9
    Con 12
    Int 14
    Wis 6
    Cha 15

    A greensteel 3 cha will even out the top cha to an even number.

  16. #16
    Community Member Dee_Snider's Avatar
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    Quote Originally Posted by Tak View Post
    Divine power dude!!! Same BaB as a fighter 20.. So tukaw got better to hit bonus than a fighter 20 with 30 str (got 32str) :P
    Divine power junkie!

  17. #17
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    I really like my rog2/wiz (the drow one, even though the WF one is better).

    Whenever I want to go solo something or just do some wilderness, that's the build I grab. Low stress, does everything.
    I've had lots of requests in game to tell them the build (I like saving my SP for the big fights so just melee the trash - fairly effectively) but it really is just a normal rog2/wiz.
    Have 18 x divine power with greater heroism & displacement with decent weapons and some combat feats (IC-P/ITWF rapier/SS). And then there is the staggering high disable/search skills (and decent spot, sneak, etc.) and it's pretty hard to go back to some of my other builds. And good UMD. etc.

    Looking forward to the new tier I/II wizard prestige (archmage?) enhancements for U7! But I'm finding the higher levels are not too exiting (ooh polar ray...) so looking forward when turbine spruces up (much needed!) other level 7 and 8 spells.

    Having 2 levels of another class does noticeably slow down spell progression so the other class better be awesome. With a sorcerer it would be equivalent to 3 levels below what a pure wizard would do.

    I'm so spoiled with wizards that I just can't convince myself to build a sorcerer. That's the only class I've never played (and have a few of every other class - I like building!). So still looking for a sorcerer build I like.

    Anyway if can handle playing a WF (I can't, even though it is awesome), a rog2/wiz that would be my suggestion. Otherwise human or drow are both good picks (note: if I redid my rog2/wiz, I probably would pick human (32pt build) instead of drow).

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