The main focus of this build is to use what sorcerers can do best: DPS. I will not focus on Necromancy and Enchantment schools because to do so I would need too many Past lives to break the SR of the Epic Elite mobs. Also, I would need too many Feats and I would have to sacrifice Feats that I'm not willing to sacrifice.
This build makes use of 3x Sorcerers Past Lives. It can be done without them but I highly suggest you to get them. 3 DC for your Evocation spells and 60 SP are awesome for those nasty EE mobs. If you have the Wizard PL, it's even better.
Pure Human, Lv25, 36 points, True neutral:
STR: 18 (9 base + 4 tome + 7 item) = 20 STR
DEX: 21 (11 base + 4 tome + 6 item + 1 exceptional) = 22
CON: 34 (18 base + 4 Tome + 1 Great Adaptability + 8 Item + 1 Exceptional + 2 Insight) = 34 CON (+12)
INT: 12 (8 base + 4 tome) = 12 INT
WIS: 18 (8 base + 4 Tome + 6 item) = 18 WIS
CHA: 50 (18 Base + 6 level ups + 4 Tome + 4 Enhancements + 8 Item + 1 Exceptional + 3 Insight + 5 Destiny +1 Great Charisma) = 50 CHA (+20)
As you can see I didn't put Litany of the Dead on purpose. I've been farming Abbot for a long time and it still eludes me. When and if you get a +5 tome, togheter with +1 from LotD, you will have 52 standing cha (+21 mod).
4*20 = 100 HP
34 con = 300 HP
Toughness = 27 HP
Racial Toughness III = 30 HP
GS HP Item = 45 HP
Greater False life = 30 HP
Epic levels = 50 HP
Draconic Vitality = 10 HP
Toughness item = 20 HP
617 unbuffed HP
45 Yugo Pot
25 +2 Con Shrine
687 HP sustainable
9: Spell focus: Evocation
15: Greater Spell Focus: Evocation
18: Past life: Sorcerer
21: Epic Spell Focus: Evocation
24: Greater Charisma
Instead of PL: Sorcerer, you can put PL: Wizard there if you have it. +1 DC to every school is still awesome.
Human Adaptability Charisma
Human Greater Adaptability Constitution
Imp Recovery I
Improved Empowering II (Should be Maximizing II)
Racial Toughness III
Air Savant III
Glacial SpellCasting I
Deadly Ice I
Frost Manipulation VII
Charged SpellCasting VI
Deadly Shocks VI
Storm Manipulation VII
Energy of the Dragonblooded II
Sorcerer Subtle Spellcasting II
Flame Manipulation I
Sorcerer Charisma III
Wand and Scroll Mastery II
I wish I had more points to put some more in Force but I can't lose anything so I'm sticking with it. Very few mobs are immune to both Elec and Cold (Abbot and Death Knights comes to mind but the DK are found in only 1 quest) and for those there is Disintegrate (or run).
Max UMD and Concentration.
UMD: 11 Rank + 19 Modifier + 5 GS item cha skills +5 Epic levels + 4 GH + 2 Good luck= 46 sustainable UMD
L1: Hypnotism, Jump, Protection from Evil, Nightshield
L2: Blur, Knock, Web, Resist Energy
L3: Haste, Rage, Displacement, Halt Undead
L4: DDoor, Crushing Despair, Solid fog, Ice storm
L5: Eladar's Electric Surge, Niac's Biting Cold, Ball Lightning, Cloudkill
L6: Chain Lightning, Disintegrate, Otilukes
L7: Primastic Spray, Protection from Elements: Mass, Finger of Death.
L8: Polar Ray, Ottos, Greater Shout
L9: Mass Hold Monster, PW: Kill, Enervation
- CC spells: Greater shout, Web 40 DC (+ Solid fog), Electric loop SLA. Very awesome spells for CC, rarely fails with such a high Evocation DC.
- Primastic Spray: I just love this spell. Flesh to stone, Death effects, Fear (in EE I'm revaluing Fear, when I'm overwhelmed its awesome), just gotta love it.
Epic Destiny: Draconic Incarnation
This is where things start to get a little bit tricky. There are many things useful in this destiny but I have to give up to some of them. The numbers before the ability means their Tier.
1) Energy Sheathe: Electric - Rank 2
1) Charisma 1
2) Go out with a Bang - Rank 1
2) Precise Evocation - Rank 2
2) Charisma 1
3) Blue Dragon Heritage - Rank 3
3) Charisma 1
4) Energy Burst - Rank 1
4) Blue Dragon Spell Knowledge - Rank 3
4) Charisma 1
5) Blue Dragon Breath
5) Charisma 1
As you can see, there is no T6 ability. Fearsome Invulnerability and Draconic Hunger are meh at best. Whenever I tried to use FI, which is supposedly be the "nuke and tank everything" ability, I kept dying anyway and decided to let it go.
EVortex was not bad actually. Thou, 2 things made me decide to not have it: 1) Centered on the caster, 2) Too long cooldown.
Twists of Fate:
- Rejuvenation Cocoon:Protect target ally with a shield of [90/120/150] temporary HP for 9 seconds. Heals 5d6 HP every 2 seconds while the shield persists. Very awesome for self-healing.
- Evocation Specialist (Magister): + 3 Evo DC
- Endless Faith (Exalted Angel): +10% Spell pool and Echoes restore up to 30 SP (free EBursts!)
10 base + 9 Heighten + 20 Modifier + 3 Epic Spell focus feat + 3 Major evocation bonus item + 3 Past lives + 5 from Destiny = 53 Evocation DC.
With sustainable buffs:
53 + 1 Ship buff + 1 Yugo Pot = 55 DC running most of the times. You can have many other buffs but those are not sustainable like these two.
Another tricky point
Head: EE Helm of the blue dragon (+3 Insightful Cha)(Green: +35 HP, Yellow: +2 Insight con)
Necklace: EE Iron beads (Magnetism +120, Superior Lightning Lore) (Yellow: +7 STR, Colorless: +1 Ex CON / Globe of Imperial blood )
Trinket: Planar focus of Erudition for the set / Litany
Cloak: Ghost-Waking Cloak (+8 Cha, +7 Resistance, 15 DR/Evil, Ghostly)
Belt: Calitomes' Sash
Ring1: Calitomes' Ring (+6 Charisma, +1 Exceptional Dex, 20% Heal amp)
Ring1 Swap: EE Ring of the Djinni
Boots: Kundarak Delving Boots
Gloves: GS +45 HP Gloves Mineral II (Heavy fort)
Bracers: Greater convalescence bracers of Superior Parrying (30% Heal amp, +4 stacking to saves)
Armor: Flawless blue dragonscale robe (Blue: 14 PRR )/Cormyrian Green Dragonscale Robe just for long fights
Goggles: GS +5 Cha skill with Concordant Opposition
Ring2: +8 Con ring
Main Hand: Twilight, +120 Impulse, +120 Glaciation, +114 Devotion in the red slot
Different set weapons:
Main Hand: 10/15/20% Electric/Fire/Cold/Acid Absorption Scepter
Off Hand: 10/20/30% Heal amp Scepter
Now, as you can see, I'm missing a few things from this setup:
- +3 Insight Con item: No idea where to put it at the moment, I'm still coming up with something. I might not add it at all, sitting at 617 HP without buffs.
Spell Power and Spell Pool:
Everything is counted with Superior Potions bought in House Jorasco, giving 25 Alchemical Spell Power (5 more than Shavarath belts).
I have 4006 SP with just Ship buffs, more than enough for every quest in game at the moment and happy with it.
I'm really enjoying the DPS and survavibility of this build. I had to get rid of EBurst Rank 3 for more Charisma. Rank 1 is fine as well thou I liked the 3/3: I liked big numbers.
Whenever I'm in trouble, Wind Dance and a heal Scroll healing me for 300+ are great and the knockdown immunity is just something that I can't give up. I really hated when, with no savants avaible, every Cometfall or Trip made me fall on the ground forever, basically meaning Death.