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  1. #1
    Community Member DaSawks's Avatar
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    Default Cookie cutter min/max 2nd life WF sorc

    This is a leveling build for the past life only. Went with Ice on the build but I will try all PRE as I reset almost every 3 days. Please critique.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 True Neutral Warforged Male
    (20 Sorcerer) 
    Hit Points: 240
    Spell Points: 2188 
    BAB: 10\10\15\20
    Fortitude: 13
    Reflex: 6
    Will: 11
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                 10                   10
    Dexterity             8                 10                   10
    Constitution         20                 22                   24
    Intelligence         10                 12                   12
    Wisdom                6                  8                    8
    Charisma             16                 22                   25
    
    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              -1                  0                    0
    Bluff                 3                 30                   30
    Concentration         8                 19                   19
    Diplomacy             3                  7                    7
    Disable Device        n/a               n/a                   n/a
    Haggle                3                  7                    7
    Heal                 -2                 -1                   -1
    Hide                 -1                  0                    0
    Intimidate            3                  7                    7
    Jump                 -1                  0                    0
    Listen               -2                 -1                   -1
    Move Silently        -1                  0                    0
    Open Lock            n/a                n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                0                  1                    1
    Search                0                  1                    1
    Spot                 -2                 -1                   -1
    Swim                 -1                  0                    6
    Tumble               -0.5                1                    1
    Use Magic Device      5                 18                   18
    
    Level 1 (Sorcerer)
    Skill: Concentration (+3)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Empower Spell
    Feat: (Past Life) Past Life: Wizard
    Spell (1): Acid Spray
    Spell (1): Burning Hands
    
    
    Level 2 (Sorcerer)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (1): Master's Touch
    
    
    Level 3 (Sorcerer)
    Skill: Bluff (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Maximize Spell
    
    
    Level 4 (Sorcerer)
    Ability Raise: CHA
    Skill: Bluff (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Scorch
    
    
    Level 5 (Sorcerer)
    Skill: Bluff (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Repair Moderate Damage
    
    
    Level 6 (Sorcerer)
    Skill: Bluff (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Focus: Evocation
    Spell (3): Displacement
    
    
    Level 7 (Sorcerer)
    Skill: Bluff (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Scorching Ray
    Spell (3): Haste
    
    
    Level 8 (Sorcerer)
    Ability Raise: CHA
    Skill: Bluff (+2)
    Skill: Use Magic Device (+0.5)
    Spell (4): Repair Critical Damage
    
    
    Level 9 (Sorcerer)
    Skill: Bluff (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Past Life: Arcane Initiate
    Spell (4): Wall of Fire
    Spell (3): Rage
    Spell (2): Resist Energy
    
    
    Level 10 (Sorcerer)
    Skill: Bluff (+2)
    Skill: Use Magic Device (+0.5)
    Spell (5): Cone of Cold
    
    
    Level 11 (Sorcerer)
    Skill: Bluff (+2)
    Skill: Use Magic Device (+0.5)
    Spell (3): Frost Lance
    Spell (4): Dimension Door
    Spell (5): Niac's Biting Cold
    
    
    Level 12 (Sorcerer)
    Ability Raise: CHA
    Skill: Bluff (+2)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Heighten Spell
    Spell (6): Reconstruct
    
    
    Level 13 (Sorcerer)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (4): Enervation
    Spell (5): Eladar's Electric Surge
    Spell (6): Acid Fog
    
    
    Level 14 (Sorcerer)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (7): Delayed Blast Fireball
    
    
    Level 15 (Sorcerer)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Penetration
    Spell (5): Cloudkill
    Spell (6): Disintegrate
    Spell (7): Banishment
    
    
    Level 16 (Sorcerer)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (8): Polar Ray
    
    
    Level 17 (Sorcerer)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (8): Black Dragon Bolt
    Spell (7): Finger of Death
    
    
    Level 18 (Sorcerer)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Mental Toughness
    Spell (9): Power Word: Kill
    
    
    Level 19 (Sorcerer)
    Skill: Bluff (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (8): Symbol of Death
    Spell (9): Wail of the Banshee
    
    
    Level 20 (Sorcerer)
    Ability Raise: CHA
    Skill: Bluff (+1)
    Skill: Concentration (+2)
    Spell (9): Meteor Swarm
    Enhancement: Sorcerer Bloodline of Power
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Sorcerer Improved Maximizing II
    Enhancement: Sorcerer Water Savant I
    Enhancement: Sorcerer Water Savant II
    Enhancement: Sorcerer Water Savant III
    Enhancement: Glacial Spellcasting I
    Enhancement: Glacial Spellcasting II
    Enhancement: Glacial Spellcasting III
    Enhancement: Glacial Spellcasting IV
    Enhancement: Glacial Spellcasting V
    Enhancement: Glacial Spellcasting VI
    Enhancement: Charged Spellcasting I
    Enhancement: Combustive Spellcasting I
    Enhancement: Deadly Ice I
    Enhancement: Deadly Ice II
    Enhancement: Deadly Ice III
    Enhancement: Deadly Ice IV
    Enhancement: Deadly Ice V
    Enhancement: Deadly Ice VI
    Enhancement: Deadly Shocks I
    Enhancement: Deadly Flame I
    Enhancement: Acid Manipulation I
    Enhancement: Frost Manipulation I
    Enhancement: Frost Manipulation II
    Enhancement: Frost Manipulation III
    Enhancement: Frost Manipulation IV
    Enhancement: Frost Manipulation V
    Enhancement: Frost Manipulation VI
    Enhancement: Frost Manipulation VII
    Enhancement: Storm Manipulation I
    Enhancement: Flame Manipulation I
    Enhancement: Sorcerer Spell Penetration I
    Enhancement: Sorcerer Spell Penetration II
    Enhancement: Sorcerer Energy of the Dragonblooded I
    Enhancement: Sorcerer Energy of the Dragonblooded II
    Enhancement: Sorcerer Energy of the Dragonblooded III
    Enhancement: Sorcerer Energy of the Dragonblooded IV
    Enhancement: Sorcerer Charisma I
    Enhancement: Sorcerer Charisma II
    Enhancement: Sorcerer Charisma III
    Enhancement: Sorcerer Wand and Scroll Mastery I
    Enhancement: Sorcerer Wand and Scroll Mastery II
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Inscribed Armor I
    Quote Originally Posted by Cordovan View Post
    No, although VIP players do get free Gold rolls on Daily Dice, so that might fit into your criteria. But when it comes to chest drops, chain rewards, general Daily Dice rolls (what number you get), etc., VIP does not confer additional "luck".

  2. #2
    Community Member Doxmaster's Avatar
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    Default

    Why Mental Toughness?

  3. #3
    Community Member Isharah's Avatar
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    Default

    You took this
    1 - empower
    3 - maximize
    6 - SF:evoc
    9 - PL:wiz
    12 - heighten
    15 - spell pen
    18 - mental toughness

    Some notes:
    1. You don't need SF:evoc until level 12. So I suggest take PL:wiz at level 6 instead.
    2. Mental toughness is pretty useless for you at end-game.

    I suggest going like this
    1 - empower
    3 - maximize
    6 - PL:wiz
    9 - SF:evoc
    12 - heighten
    15 - quicken (permanently turn on for reconstruct plus a few other spells only) or SF/GSF
    18 - spell pen

    I suppose you have a vibrant purple ioun stone unlocked? You should, because when paired with a guild augment slot you can get over 1k SP by level 5, eliminating the need for mental toughness all in all.

    For your enhancements, I strongly advise against boosting opposing elements (ex. you are water savant and you try to boost fire). Boosting a spell that has a 9 level caster level penalty isn't exactly optimal. For low levels fire/acid or fire/air is good, then by vale water/acid or water/air is nice, the first of each pair being your savant selection. Invest heavily on your second line and drop Energy of the Dragonblooded III-IV.

  4. #4
    Community Member DaSawks's Avatar
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    Quote Originally Posted by Isharah View Post
    You took this
    1 - empower
    3 - maximize
    6 - SF:evoc
    9 - PL:wiz
    12 - heighten
    15 - spell pen
    18 - mental toughness

    Some notes:
    1. You don't need SF:evoc until level 12.Good to know So I suggest take PL:wiz at level 6 instead. Will do.2. Mental toughness is pretty useless for you at end-game. Mental Toughness is not required to get DragonBlood SP lines. Dropped.I suggest going like this
    1 - empower
    3 - maximize
    6 - PL:wiz
    9 - SF:evoc
    12 - heighten
    15 - quicken (permanently turn on for reconstruct plus a few other spells only) or SF/GSF
    18 - spell pen I want Spell Pen earlier than 18 for Vale/Orchard.
    I suppose you have a vibrant purple ioun stone unlocked? You should, because when paired with a guild augment slot you can get over 1k SP by level 5, eliminating the need for mental toughness all in all.
    I do have the VP Ioun stone along with Cove Trinket and Large Guild Augment slot gear.
    For your enhancements, I strongly advise against boosting opposing elements (ex. you are water savant and you try to boost fire). Boosting a spell that has a 9 level caster level penalty isn't exactly optimal. For low levels fire/acid or fire/air is good, then by vale water/acid or water/air is nice, the first of each pair being your savant selection. Invest heavily on your second line and drop Energy of the Dragonblooded III-IV
    .Good advice here. Never leveled a SORC so I will be testing the Enhancements often. Thank you.
    Quote Originally Posted by Cordovan View Post
    No, although VIP players do get free Gold rolls on Daily Dice, so that might fit into your criteria. But when it comes to chest drops, chain rewards, general Daily Dice rolls (what number you get), etc., VIP does not confer additional "luck".

  5. #5
    Community Member Nephilia's Avatar
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    I would drop Cos by 2 and raise Str to 14.
    At low lv (u'll have not so much mana till lv 5 while u cold wear your vibrant purple IS) craft a min lv 1 holy greataxe or greatsword with medium or large slot for +3/+4 to hit, drink a lot of bull pots and go swinging around

    I would drop mental tough... it's a feat that could give u something at low levels but take it at level 18 is like putting a glass of water into the ocean. No need at all for that few mana points Instead u could get GSF that would be a lot more useful
    Last edited by Nephilia; 04-19-2012 at 10:28 AM.
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  6. #6
    Community Member DaSawks's Avatar
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    Quote Originally Posted by Nephilia View Post
    I would drop Cos by 2 and raise Str to 14.
    At low lv (u'll have not so much mana till lv 5 while u cold wear your vibrant purple IS) craft a min lv 1 holy greataxe or greatsword with medium or large slot for +3/+4 to hit, drink a lot of bull pots and go swinging around

    I would drop mental tough... it's a feat that could give u something at low levels but take it at level 18 is like putting a glass of water into the ocean. No need at all for that few mana points Instead u could get GSF that would be a lot more useful
    I still have my Starter Great axe. This combined with Masters Touch and Bulls makes for one angry Caster. I would take GSF but +1 to Evoc DC is not that great. Perhaps GSP?
    Quote Originally Posted by Cordovan View Post
    No, although VIP players do get free Gold rolls on Daily Dice, so that might fit into your criteria. But when it comes to chest drops, chain rewards, general Daily Dice rolls (what number you get), etc., VIP does not confer additional "luck".

  7. #7
    Community Member Isharah's Avatar
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    Quote Originally Posted by DaSawks View Post
    I would take GSF but +1 to Evoc DC is not that great. Perhaps GSP?
    On this build, GSF > GSP.

    In my opinion, GSP should be considered only if you intend to stay at 20 for a long time (and run epic raids and stuff). Since you stated that this is just a transition life, that +1 to Evoc DC will do you more good.
    Isharah(water savant) | Moooo I'm a Turtle(turtle tank) | Darlene(typical healer wannabe)

  8. #8
    Community Member Gurei's Avatar
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    Quote Originally Posted by Nephilia View Post
    I would drop Cos by 2 and raise Str to 14.
    At low lv (u'll have not so much mana till lv 5 while u cold wear your vibrant purple IS) craft a min lv 1 holy greataxe or greatsword with medium or large slot for +3/+4 to hit, drink a lot of bull pots and go swinging around

    I would drop mental tough... it's a feat that could give u something at low levels but take it at level 18 is like putting a glass of water into the ocean. No need at all for that few mana points Instead u could get GSF that would be a lot more useful
    Definitely a personal choice here, but I would advise with keeping spare points (dropping con bad idea imo since you aren't taking the toughness feat) in int for more skills. Strength is easily made up either permanently with a simple ring slot or or as OP stated with bull's strength.

    -------------------
    OP, if you find yourself with a feat slot you dont know what to do with, toughness is a nice choice but again goes with how you want to play your sorc. Just something I've thought about for my own skills next life is what do you plan to do with the UMD skill and wand and scroll mastery enhancements? yes, they are useful but you wont need them for your own scroll healing, at least not the UMD.

    it is totally understandable as to why you would want to keep them or at least the enhancements, but if you find what i'm saying reasonable then may i suggest balance in it's place? also, if you do switch to balance for survivability, then i suggest taking that late with the arrival of the +2 int tome and getting your concentration right off the bat to make sure each of your dots land, although i guess this isnt as big of a deal if you're not sticking around for epics.
    Cannith: Gurei - Kinkaku - Xier - Biggorox - Slenderbot - Lrrrr (RULER OF THE PLANET OMICRON PERSEI 8!)

  9. #9
    Community Member DaSawks's Avatar
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    Tried a human version.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 True Neutral Human Male
    (20 Sorcerer) 
    Hit Points: 244
    Spell Points: 2101 
    BAB: 10\10\15\20
    Fortitude: 10
    Reflex: 6
    Will: 12
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             10                 12                   12
    Dexterity             8                 10                   10
    Constitution         16                 18                   19
    Intelligence         14                 16                   16
    Wisdom                8                 10                   10
    Charisma             18                 25                   29
    
    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              -1                  5                    5
    Bluff                 8                 32                   32
    Concentration         7                 27                   27
    Diplomacy             4                  9                    9
    Disable Device        n/a               n/a                   n/a
    Haggle                4                 20                   20
    Heal                 -1                  0                    0
    Hide                 -1                  0                    0
    Intimidate            4                  9                    9
    Jump                  2                 12                   12
    Listen               -1                  0                    0
    Move Silently        -1                  0                    0
    Open Lock            n/a                n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                2                  3                    3
    Search                2                  3                    3
    Spot                 -1                  0                    0
    Swim                  0                  1                    1
    Tumble                0                  1                    7
    Use Magic Device      6                 20.5                 20.5
    
    Level 1 (Sorcerer)
    Feat: (Selected) Empower Spell
    Feat: (Past Life) Past Life: Wizard
    Feat: (Human Bonus) 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) Toughness
    
    
    Level 10 (Sorcerer)
    
    
    Level 11 (Sorcerer)
    
    
    Level 12 (Sorcerer)
    Ability Raise: CHA
    Feat: (Selected) Spell Focus: Evocation
    Enhancement: Human Adaptability Charisma I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Sorcerer Air Savant I
    Enhancement: Sorcerer Air Savant II
    Enhancement: Charged Spellcasting I
    Enhancement: Charged Spellcasting II
    Enhancement: Charged Spellcasting III
    Enhancement: Charged Spellcasting IV
    Enhancement: Deadly Shocks I
    Enhancement: Deadly Shocks II
    Enhancement: Deadly Shocks III
    Enhancement: Deadly Shocks IV
    Enhancement: Storm Manipulation I
    Enhancement: Storm Manipulation II
    Enhancement: Storm Manipulation III
    Enhancement: Storm Manipulation IV
    Enhancement: Storm Manipulation V
    Enhancement: Storm Manipulation VI
    Enhancement: Sorcerer Spell Penetration I
    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 Wand and Scroll Mastery I
    
    
    Level 13 (Sorcerer)
    
    
    Level 14 (Sorcerer)
    
    
    Level 15 (Sorcerer)
    Feat: (Selected) Greater Spell Focus: Evocation
    
    
    Level 16 (Sorcerer)
    Ability Raise: CHA
    
    
    Level 17 (Sorcerer)
    
    
    Level 18 (Sorcerer)
    Feat: (Selected) Spell Penetration
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Sorcerer Improved Maximizing I
    Enhancement: Sorcerer Improved Maximizing II
    Enhancement: Sorcerer Air Savant III
    Enhancement: Charged Spellcasting V
    Enhancement: Deadly Shocks V
    Enhancement: Storm Manipulation VII
    Enhancement: Sorcerer Charisma III
    
    
    Level 19 (Sorcerer)
    
    
    Level 20 (Sorcerer)
    Ability Raise: CHA
    Enhancement: Sorcerer Bloodline of Power
    Enhancement: Human Improved Recovery II
    Enhancement: Charged Spellcasting VI
    Enhancement: Deadly Shocks VI
    Enhancement: Frost Manipulation I
    Enhancement: Sorcerer Wand and Scroll Mastery II
    Quote Originally Posted by Cordovan View Post
    No, although VIP players do get free Gold rolls on Daily Dice, so that might fit into your criteria. But when it comes to chest drops, chain rewards, general Daily Dice rolls (what number you get), etc., VIP does not confer additional "luck".

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