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  1. #1
    Community Member OldAquarian's Avatar
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    Default WF Earth(Acid) Savant TR

    U11 added Black Dragon Bolt:
    Effect: Deals 1 to 3 acid damage per caster level (up to a max of 25 to 75 at caster level 25) every 2 seconds for 6 seconds to an enemy with a powerful bolt of corrosive acid. This spell has double range.

    Rounding out the Earth Savant a bit
    This is a TR build since Wiz past life really helps (and because I'm starting to plan to TR my Wizard)

    Spells:
    Spells:
    (1) 4 - Jump(Upgrade: Repair Light Damage), Shield, Hypnotism, Grease(Free: Acid Spray)
    (2) 4 - Resist Energy(Upgrade: Repair Moderate Damage), Blur, Web, Scorching Ray(Free: Melf's Acid Arrow)
    (3) 4 - Repair Serious Damage, Displacement, Haste, Rage(Free: Acid Blast)
    (4) 4 - Dimension Door(Upgrade: Repair Critical Damage), Acid Rain, Wall of Fire, Stoneskin
    (5) 4 - Cloudkill, Teleport, Niac's Biting Cold, Protection from Elements,
    (6) 3 - Reconstruct, Flesh to Stone, Acid Fog
    (7) 3 - Finger of Death, Otto's Sphere of Dancing, Mass Repair Serious Damage [Or Waves of Exhaustion]
    (8) 3 - Black Dragon Bolt,Otto's Irresistible Dance, Mass Repair Critical Damage [Or Symbol of Death]
    (9) 3 - Mass Hold Monster, Energy Drain, Summon Monster IX [Or Wail of the Banshee]

    Upgrade: Swap out repairs as upgrades are available - but keep Repair Serious - It costs 12sp so you can always cast it due to Echoes of Power
    Free: Swap out when they become free from PrE

    Separate Thread about Gear: http://forums.ddo.com/showthread.php?t=354178

    Comments Welcome

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Rocky The Flying Squirrel
    Level 20 True Neutral Warforged Male
    (20 Sorcerer) 
    Hit Points: 302
    Spell Points: 2003 
    BAB: 10\10\15\20
    Fortitude: 13
    Reflex: 6
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength              8                    10
    Dexterity             8                    10
    Constitution         20                    24
    Intelligence         10                    12
    Wisdom                6                     8
    Charisma             16                    24
    
    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
    
    Level 1 (Sorcerer)
    Feat: (Past Life) Past Life: Wizard
    Feat: (Selected) Toughness
    
    
    Level 2 (Sorcerer)
    
    
    Level 3 (Sorcerer)
    Feat: (Selected) Past Life: Arcane Initiate
    
    
    Level 4 (Sorcerer)
    Ability Raise: CHA
    
    
    Level 5 (Sorcerer)
    
    
    Level 6 (Sorcerer)
    Feat: (Selected) Maximize Spell
    
    
    Level 7 (Sorcerer)
    
    
    Level 8 (Sorcerer)
    Ability Raise: CHA
    
    
    Level 9 (Sorcerer)
    Feat: (Selected) Quicken Spell
    
    
    Level 10 (Sorcerer)
    
    
    Level 11 (Sorcerer)
    
    
    Level 12 (Sorcerer)
    Ability Raise: CHA
    Feat: (Selected) Spell Focus: Conjuration
    
    
    Level 13 (Sorcerer)
    
    
    Level 14 (Sorcerer)
    
    
    Level 15 (Sorcerer)
    Feat: (Selected) Empower Spell
    
    
    Level 16 (Sorcerer)
    Ability Raise: CHA
    
    
    Level 17 (Sorcerer)
    
    
    Level 18 (Sorcerer)
    Feat: (Selected) Heighten Spell
    
    
    Level 19 (Sorcerer)
    
    
    Level 20 (Sorcerer)
    Ability Raise: CHA
    Enhancement: Sorcerer Bloodline of Power
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Sorcerer Improved Maximizing II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    Enhancement: Sorcerer Earth Savant I
    Enhancement: Sorcerer Earth Savant II
    Enhancement: Sorcerer Earth Savant III
    Enhancement: Corrosive Spellcasting I
    Enhancement: Corrosive Spellcasting II
    Enhancement: Corrosive Spellcasting III
    Enhancement: Corrosive Spellcasting IV
    Enhancement: Corrosive Spellcasting V
    Enhancement: Corrosive Spellcasting VI
    Enhancement: Deadly Acid I
    Enhancement: Deadly Acid II
    Enhancement: Deadly Acid III
    Enhancement: Deadly Acid IV
    Enhancement: Deadly Acid V
    Enhancement: Deadly Acid VI
    Enhancement: Acid Manipulation I
    Enhancement: Acid Manipulation II
    Enhancement: Acid Manipulation III
    Enhancement: Acid Manipulation IV
    Enhancement: Acid Manipulation V
    Enhancement: Acid Manipulation VI
    Enhancement: Acid Manipulation VII
    Enhancement: Frost Manipulation I
    Enhancement: Flame Manipulation I
    Enhancement: Force Manipulation I
    Enhancement: Repair Manipulation I
    Enhancement: Repair Manipulation II
    Enhancement: Repair Manipulation III
    Enhancement: Repair Manipulation IV
    Enhancement: Repair Manipulation V
    Enhancement: Repair Manipulation VI
    Enhancement: Sorcerer Spell Penetration I
    Enhancement: Sorcerer Energy of the Dragonblooded I
    Enhancement: Sorcerer Energy of the Dragonblooded II
    Enhancement: Sorcerer Subtle Spellcasting I
    Enhancement: Sorcerer Subtle Spellcasting II
    Enhancement: Sorcerer Subtle Spellcasting III
    Enhancement: Sorcerer Subtle Spellcasting IV
    Enhancement: Sorcerer Charisma I
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Inscribed Armor I
    Last edited by OldAquarian; 01-18-2012 at 11:16 PM.

  2. #2
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    Why enlarge?
    Why no blur or displacement?
    Why 2 mass repair spells? Are you expecting to play healer to a bunch of WF melees?
    No heighten? That's really going to limit the usefullness of some of your spells.


    I'm just rolling my own sorc so I'm no expert. But those are the things that seemed very different than what I would expect.

  3. #3
    Community Member Inferno346's Avatar
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    Spells:
    (1) 4 - Jump(Upgrade: Repair Light Damage), Shield, Hypnotism, Grease
    Master's Touch while leveling obviously, otherwise not bad.

    (2) 4 - Resist Energy, Knock, Web, Scorching Ray
    Swap Ray for Blur at cap... Mostly because you don't want to explain to half the raid leaders why you don't have it.

    (3) 4 - Repair Serious Damage, Frost Lance, Haste, Rage
    Swap Repair or Frost Lance for Displace... 30 second scrolls just don't cut it.

    (4) 4 - Dimension Door, Acid Rain, Fire Shield, Stoneskin
    Looks good, obviously have firewall in for leveling.

    (5) 4 - Cloudkill, Teleport, Niac's Biting Cold, Protection from Elements,
    You can scroll teleport- replace it with eladar's. Even with no AP spent into it it's potent DPS.

    (6) 3 - Reconstruct, Disintegrate, Acid Fog
    Looks good.

    (7) 3 - Finger of Death, Waves of Exhaustion, Mass Repair Serious Damage
    Swap Mass Repair for Otto's Ball. No contest.

    (8) 3 - Black Dragon Bolt,Otto's Irresistible Dance, Mass Repair Critical Damage
    I'd replace Mass Repair with Symbol of Death or Polar Ray.

    (9) 3 - Mass Hold Monster, Summon Monster IX, Energy Drain
    I would replace Summon with Wail. I know this is more of a nuker build, but it's surprising how useful it is even with meh DCs.
    Thelanis: Takhysys, Tenauch, Vitriolus, Kalav, Leprous

  4. #4
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    Quote Originally Posted by Inferno346 View Post
    Spells:
    (5) 4 - Cloudkill, Teleport, Niac's Biting Cold, Protection from Elements,
    You can scroll teleport- replace it with eladar's. Even with no AP spent into it it's potent DPS.
    <snip>
    (7) 3 - Finger of Death, Waves of Exhaustion, Mass Repair Serious Damage
    Swap Mass Repair for Otto's Ball. No contest.
    <snip)
    (9) 3 - Mass Hold Monster, Summon Monster IX, Energy Drain
    I would replace Summon with Wail. I know this is more of a nuker build, but it's surprising how useful it is even with meh DCs.
    Eladar's won't be too great as an earth savant.

    The other two I quoted I definitely agree with.

    Overall, I think you'll be surprised at how little you need to actually use Mass Repairs. Sure, WF are going to pop up, but when you're responsible for healing them you're likely to be using scrolls or reconstruct. I'd just stick with MRCW and maybe one other.
    --Krilli--Zohymo--Krilia--Kridos--
    Thelanis

  5. #5
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by SetofBs View Post
    Why enlarge?
    1)Why no blur or displacement?
    2)Why 2 mass repair spells? Are you expecting to play healer to a bunch of WF melees?
    3)No heighten? That's really going to limit the usefullness of some of your spells.
    This is actually for a dedicated group with all WF (point 2) and a Wizard (point 1), so others might want to make slight adjustments
    (point 3)I am curious which spells are going to be effected by lack of Heighten, since I thought it was mostly an issue for spells with saves and most acid spells don't have one and the extra range is a huge bonus for me and my playstyle
    Noted in OP as a possibility for now

    So I will be a nuker/backup healer for an all WF party
    Given that - Dropped Waves of Exhaustion to put in Otto's Ball

    Apologies if this has a few decisions specific to my expected use, but I think that everything else should apply to everyone - Noted in OP as [Or ...]
    Last edited by OldAquarian; 09-15-2011 at 03:46 PM.

  6. #6
    Community Member OldAquarian's Avatar
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    Minor updates - a few agreeing with earlier comments
    Had some delays in TRing - but hopefully soon

    Any last thoughts?

  7. #7
    Community Member voodoogroves's Avatar
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    Personally, I'd take Heighten at 15 (or 12th).

    Funny thing, a Savant at 15 heightening Flesh To Stone gets the benefit as if he could cast 9th level spells ... since the DC is based on your effective CL with that spell. It's a pretty useful spell for lots of content in that range and the extra spell pen and 2 DC is handy.
    Ghallanda - now with fewer alts and more ghostbane

  8. #8
    Community Member voodoogroves's Avatar
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    I also never take mass repairs. Honestly, I tend to not take a single repair spell until reconstruct either; even on my Tukaw life when I only got it at 16th.

    I would suggest Symbol of Death - it's just a great mass debuff.

    If you're concerned at all about 8th level, consider Summon 8 for the Air Elemental.
    Ghallanda - now with fewer alts and more ghostbane

  9. #9
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by OldAquarian View Post
    Spells:
    (1) 4 - Jump(Upgrade: Repair Light Damage), Shield, Hypnotism, Grease(Free: Acid Spray)
    (2) 4 - Resist Energy(Upgrade: Repair Moderate Damage), Blur, Web, Scorching Ray(Free: Melf's Acid Arrow)
    (3) 4 - Repair Serious Damage, Displacement, Haste, Rage(Free: Acid Blast)
    (4) 4 - Dimension Door(Upgrade: Repair Critical Damage), Acid Rain, Wall of Fire, Stoneskin
    (5) 4 - Cloudkill, Teleport, Niac's Biting Cold, Protection from Elements,
    (6) 3 - Reconstruct, Flesh to Stone, Acid Fog
    (7) 3 - Finger of Death, Otto's Sphere of Dancing, Mass Repair Serious Damage [Or Waves of Exhaustion]
    (8) 3 - Black Dragon Bolt,Otto's Irresistible Dance, Mass Repair Critical Damage [Or Symbol of Death]
    (9) 3 - Mass Hold Monster, Energy Drain, Summon Monster IX [Or Wail of the Banshee]
    I've tended for Nightshield rather than Shield unless there is a permanent resist item on already.
    I have expeditious retreat as it is faster than striding +30% and more SP efficient than haste (though I use haste too).
    I have knock instead of Scorching Ray for numerous applications.
    I have protection from energy for shadow tanking (otherwise I'd have deep slumber for disabling purposes)
    I'd have Ice Storm instead of Firewall and Burning Blood is an amazing acid spell that you don't want to miss.
    I'd have Eledar's Electric Surge instead of Teleport, with neg CLs its still one of your best spells against elite devil bosses, just take 1 enhancement in elecricity damage for this. I'd possibly have Cone of Cold instead of Protection from Elements to have a backup AoE non-acid source of DPS (helpful in extraplanar palace at least vs yugoloth).
    I'd definitely go for Waves of Exhaustion.
    I'd definitely go for Symbol of Death or Polar Ray.
    I'd go for Meteor Swarm instead of Mass Hold Monster (Dancing Ball is enough CC).

    Enhancement wise I'd go at least 7/1/1 in cold along with your enhancements in acid. Some in Force (somewhere between 1 and 7/1/1) and the rest in repair i suppose.

    GL
    Wowo

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