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  1. #1
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    Mar 2010
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    Default How is my water sav build?

    Looking to TR soon, just need the Cannith Boots of Propulsion and the ML0 +2 INT hat from Shan-to-Kor.

    If you don't know why I chose ICP and ICB, all I can say is fight club and ask if it still does what I think it does and was told it used to do.

    All spells and enhancements are what I plan to have at level 19 or 20, not what I plan to have leveling. Enhancements will likely be significantly different.

    Code:
    Code:
    
    Character Generated Using: DDO Character Generator
    Direct Link to Build: http://www.ddochargen.com/home.aspx?build=53414
    
    Sorcerer 19 / Fighter 1
    Male Warforged - Lawful Good
    ________________________________________________________________
    
    PAST LIVES SELECTED:
    Rogue (1)
    Tomes Recorded: STR: +3, DEX: +3, CON: +2, INT: +3,
    WIS: +3, CHA: +3
    ________________________________________________________________
    
    LEVEL 1
    Race Selected: Male Warforged
    Alignment Selected: Lawful Good
    Class Selected: Sorcerer (Sorcerer 1)
    Abilities Raised: CON: 20, INT: 10, CHA: 16
    Skills Ranks Raised: Concentration +4 (4), UMD +2 (2)
    Feats Selected: Maximize Spell
    ________________________________________________________________
    
    LEVEL 2:
    Class Selected: Sorcerer (Sorcerer 2)
    Skills Ranks Raised: Concentration +1 (5), UMD +0.5 (2.5)
    Equipment Mods Changed To: INT: 2
    ________________________________________________________________
    
    LEVEL 3:
    Class Selected: Sorcerer (Sorcerer 3)
    (Applied Past Life Tome Bonuses)
    Skills Ranks Raised: Concentration +1 (6), UMD +0.5 (3)
    Feats Selected: Empower Spell
    Favor Bonus Granted: Draconic Vitality (15 Agents of Argonnessen Favor)
    ________________________________________________________________
    
    LEVEL 4:
    Class Selected: Sorcerer (Sorcerer 4)
    Abilities Raised: CHA: 18
    Skills Ranks Raised: Concentration +1 (7), UMD +0.5 (3.5)
    Equipment Mods Changed To: INT: 6
    ________________________________________________________________
    
    LEVEL 5:
    Class Selected: Sorcerer (Sorcerer 5)
    Skills Ranks Raised: Concentration +1 (8), UMD +0.5 (4)
    ________________________________________________________________
    
    LEVEL 6:
    Class Selected: Sorcerer (Sorcerer 6)
    Skills Ranks Raised: Concentration +1 (9), UMD +0.5 (4.5)
    Feats Selected: Toughness
    ________________________________________________________________
    
    LEVEL 7:
    Class Selected: Sorcerer (Sorcerer 7)
    (Applied Past Life Tome Bonuses)
    Skills Ranks Raised: Concentration +1 (10),
    Diplomacy +0.5 (0.5), UMD +0.5 (5)
    ________________________________________________________________
    
    LEVEL 8:
    Class Selected: Sorcerer (Sorcerer 8)
    Abilities Raised: CHA: 20
    Skills Ranks Raised: Concentration +1 (11),
    Diplomacy +0.5 (1), UMD +0.5 (5.5)
    ________________________________________________________________
    
    LEVEL 9:
    Class Selected: Sorcerer (Sorcerer 9)
    Skills Ranks Raised: Concentration +1 (12),
    Diplomacy +0.5 (1.5), UMD +0.5 (6)
    Feats Selected: Extend Spell
    ________________________________________________________________
    
    LEVEL 10:
    Class Selected: Sorcerer (Sorcerer 10)
    Skills Ranks Raised: Concentration +1 (13),
    Diplomacy +0.5 (2), UMD +0.5 (6.5)
    ________________________________________________________________
    
    LEVEL 11:
    Class Selected: Sorcerer (Sorcerer 11)
    (Applied Past Life Tome Bonuses)
    Skills Ranks Raised: Concentration +1 (14),
    Diplomacy +0.5 (2.5), UMD +0.5 (7)
    ________________________________________________________________
    
    LEVEL 12:
    Class Selected: Sorcerer (Sorcerer 12)
    Abilities Raised: CHA: 22
    Skills Ranks Raised: Concentration +1 (15),
    Diplomacy +0.5 (3), UMD +0.5 (7.5)
    Feats Selected: Spell Focus (Evocation)
    ________________________________________________________________
    
    LEVEL 13:
    Class Selected: Sorcerer (Sorcerer 13)
    Skills Ranks Raised: Concentration +1 (16),
    Diplomacy +0.5 (3.5), UMD +0.5 (8)
    ________________________________________________________________
    
    LEVEL 14:
    Class Selected: Sorcerer (Sorcerer 14)
    Skills Ranks Raised: Concentration +1 (17),
    Diplomacy +0.5 (4), UMD +0.5 (8.5)
    ________________________________________________________________
    
    LEVEL 15:
    Class Selected: Fighter (Sorcerer 14 / Fighter 1)
    Skills Ranks Raised: Diplomacy +1 (5), UMD +0.5 (9)
    Feats Selected: Improved Critical (Bludgeoning),
    Improved Critical (Piercing)
    ________________________________________________________________
    
    LEVEL 16:
    Class Selected: Sorcerer (Sorcerer 15 / Fighter 1)
    Abilities Raised: CHA: 23
    Skills Ranks Raised: Concentration +2 (19), UMD +0.5 (9.5)
    ________________________________________________________________
    
    LEVEL 17:
    Class Selected: Sorcerer (Sorcerer 16 / Fighter 1)
    Skills Ranks Raised: Concentration +1 (20),
    Diplomacy +0.5 (5.5), UMD +0.5 (10)
    ________________________________________________________________
    
    LEVEL 18:
    Class Selected: Sorcerer (Sorcerer 17 / Fighter 1)
    Skills Ranks Raised: Concentration +1 (21),
    Diplomacy +0.5 (6), UMD +0.5 (10.5)
    Feats Selected: Greater Spell Focus (Evocation)
    ________________________________________________________________
    
    LEVEL 19:
    Class Selected: Sorcerer (Sorcerer 18 / Fighter 1)
    Skills Ranks Raised: Concentration +1 (22),
    Diplomacy +0.5 (6.5), UMD +0.5 (11)
    ________________________________________________________________
    
    LEVEL 20:
    Class Selected: Sorcerer (Sorcerer 19 / Fighter 1)
    Abilities Raised: CHA: 24
    Skills Ranks Raised: Bluff +1 (1), Concentration +1 (23),
    Diplomacy +0.5 (7)
    Equipment Mods Changed To: HP: 95, SP: 350,
    STR: 7, CON: 7, INT: 0, WIS: 7, CHA: 7, Concentration: 15,
    Diplomacy: 15, Jump: 15, Spot: 15
    Enhancements Selected: Frost Manipulation I,
    Repair Manipulation I, Sorcerer Improved Empowering I,
    Sorcerer Improved Maximizing I, Sorcerer Energy of the Dragonblooded I,
    Racial Toughness I, Sorcerer Charisma I, Frost Manipulation II,
    Repair Manipulation II, Glacial Spellcasting I, Deadly Ice I,
    Sorcerer Energy of the Dragonblooded II, Sorcerer Subtle Spellcasting I,
    Sorcerer Improved Empowering II, Sorcerer Improved Maximizing II,
    Sorcerer Charisma II, Racial Toughness II, Frost Manipulation III,
    Sorcerer Water Savant I, Sorcerer Subtle Spellcasting II,
    Frost Manipulation IV, Frost Manipulation V, Glacial Spellcasting II,
    Deadly Ice II, Glacial Spellcasting III, Deadly Ice III,
    Sorcerer Water Savant II, Frost Manipulation VI, Frost Manipulation VII,
    Glacial Spellcasting IV, Deadly Ice IV, Sorcerer Subtle Spellcasting III,
    Sorcerer Improved Empowering III, Sorcerer Improved Maximizing III,
    Deadly Ice V, Glacial Spellcasting V, Sorcerer Water Savant III,
    Sorcerer Subtle Spellcasting IV, Sorcerer Energy of the Dragonblooded III,
    Sorcerer Energy of the Dragonblooded IV
    Stats at End of Level 20:
    HP:433 SP:2413 AC:12 FORT:17 REFL:6 WILL:14 BAB:+10/+10/+15/+20
    STR:18(+4) DEX:11(0) CON:29(+9) INT:13(+1) WIS:16(+3) CHA:33(+11)
    Balance:0, Bluff:12, Concentration:47, Diplomacy:33,
    Disable Device: n/a, Haggle:11, Heal:3, Hide:0, Intimidate:11,
    Jump:19, Listen:3, Move Silently:0, Open Lock: n/a,
    Perform: n/a, Repair:1, Search:1, Spot:18, Swim:10,
    Tumble: n/a, UMD:22

    Spell List:
    *Level 1
    **Magic Missile
    **Nightshield
    **Jump
    **Detect Secret Doors
    *Level 2
    **Snowball Swarm
    **Resist Energy
    **Knock
    **Blur
    **False Life
    *Level 3
    **Frost Lance
    **Chain Missiles
    **Haste
    **Acid Blast [prev Fireball]
    *Level 4
    **Ice Storm
    **Dimension Door
    **Repair Critical Damage
    **Stoneskin
    *Level 5
    **Teleport
    **Cone of Cold
    **Niac's Biting Cold
    **Cyclonic Blast
    *Level 6
    **Otiluke's Freezing Sphere
    **Reconstruct
    **Greater Heroism [prev. Globe of Invulnerability]
    *Level 7
    **Protection from Elements, mass
    **Prismatic Spray
    **Waves of Exhaustion
    *Level 8
    **Polar Ray
    **Symbol of Death
    **Power Word: Stun
    *Level 9
    **Mordenkainen's Disjunction
    **Power Word: Kill
    **Summon Monster 9

    EDIT: My level 21 and 24 feats will be Heighten and Epic Spell Focus: Evocation.
    EDIT 2: Apparently there was a bug and it got fixed. ICP and ICB increased the crit range of Frost Lance and Ice Storm due to their Piercing/Bludgeoning components. Wasn't sure if it was bugged or WAI at the time of OP. Dropping the fighter level and taking Quicken instead.
    Last edited by Merlin-ator; 06-27-2013 at 10:52 PM.

  2. #2
    Community Member
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    Default

    bump

  3. #3
    Community Member bibimbap's Avatar
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    Default

    Quote Originally Posted by Merlin-ator View Post
    bump

    Build is fine, I'd consider quicken and I have no idea about ICB, ICP here are suggestions for spell list.

    Spell List:
    *Level 1
    **Magic Missile
    **Nightshield
    **Jump
    **Detect Secret Doors (not needed could take something else, not that there is anything significantly better)
    *Level 2
    **Snowball Swarm (gust of wind is better)
    **Resist Energy
    **Knock
    **Blur
    **False Life
    *Level 3
    **Frost Lance
    **Chain Missiles
    **Haste
    **Fireball (why when you are a water savant? this should be displacement)
    *Level 4
    **Ice Storm
    **Dimension Door
    **Repair Critical Damage
    **Stoneskin
    *Level 5
    **Teleport (use scrolls get the other dot)
    **Cone of Cold
    **Niac's Biting Cold
    **Cyclonic Blast (get cloudkill, it will give the group a concealment bonus)
    *Level 6
    **Otiluke's Freezing Sphere
    **Reconstruct
    **Globe of Invulnerability (useless spell, get GH or disen)
    *Level 7
    **Protection from Elements, mass
    **Prismatic Spray
    **Waves of Exhaustion
    *Level 8
    **Polar Ray
    **Symbol of Death
    **Power Word: Stun
    *Level 9
    **Mordenkainen's Disjunction (something else, I suggest energy drain)
    **Power Word: Kill
    Ministry of Destruction - Hagau, Bibimbap, Gamjatang, Osis, Shuumai, Baau - Thelanis
    http://themod.guildlaunch.com/

  4. #4
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    Default

    Is there a particular reason you're taking Fireball over Acid Blast as a Water Savant? The only difference is one is Conjuration and the other is Evocation, but wouldn't it be better to take an element you're not penalized for using? This is coming from a novice player.

  5. #5
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    Ouch, yeah, forgot about losing Fire caster levels. Thanks for telling me that.

    I took Cyclonic Blast so I could have something to spam for the golem in VoN and for the AoE removal effect.

    Taking all of my Water Sav SLAs as spells, the spells have shorter cooldown.
    Last edited by Merlin-ator; 06-27-2013 at 10:58 PM.

  6. #6
    Community Member bibimbap's Avatar
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    Quote Originally Posted by Merlin-ator View Post
    Ouch, yeah, forgot about losing Fire caster levels. Thanks for telling me that.

    I took Cyclonic Blast so I could have something to spam for the golem in VoN and for the AoE removal effect.

    Taking all of my Water Sav SLAs as spells, the spells have shorter cooldown.
    Gust of wind will do removal (lv 2 spell) and disintegrate will help alot more it can be use on the wiz king as well
    Ministry of Destruction - Hagau, Bibimbap, Gamjatang, Osis, Shuumai, Baau - Thelanis
    http://themod.guildlaunch.com/

  7. #7
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    Why taking L1 NightShield ?

    The description tell :
    Grants a +1-3 Resistance bonus to saving throws, and protects against (completely negates) several force spells:
    Magic Missiles
    Force Missiles
    Chain Missiles (Only those directed at you, not the splash damage)
    The save bonus increases to +2 at caster level 6 and +3 at caster level 9.

    Why not Shield :

    Grants a +4 shield bonus to Armor Class and protects against (completely negates) several force spells:
    Magic Missiles
    Force Missiles
    Chain Missiles (Only those directed at you, not the splash damage)
    This Armor Class Bonus does not apply if the caster equips an actual shield with a greater bonus.
    This spell reduces Grazing Hit damage by 10%.

    Both give magic or force missile immunity and stay as long.
    +3 saves are useless because we can get +4 or better on objets and it does'nt stack.
    +4 shield is less common on items, if not shield of course, but sorcerer with shield is not usual I think

    But the 10% grazing hit reduction can be usefull.

  8. #8

    Default Spell redundancy

    New Sorcerer here, sorry if I make a stupid point, but I see you've chosen to take Snowball Swarm, Frost Lance, and Ice Storm --Don't you get those free with Water Savant?

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