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Racial Comparison
From an OP perspective, there are really only 3 races to choose from when building a sorcerer. These races and their
benefits are as follows:
Human: The human sorcerer has the advantage of extra skill points. There are only a few useful skills for a sorcerer, but
having the extra skill points makes it easy to optimize. Additionally, the bonus feat humans receive at level one can be a
major bonus throughout the course of the life of the build.
Stat allocation
This template uses a human for its racial choice, both for their extra feat at level 1 and increased skill point gain.
STR 10
DEX 8
CON 16
INT 10
WIS 8
CHA 18
Ability Point Buys: Every four levels, when given an ability point, increase your Charisma (CHA).
A sorcerer will almost always want to max his charisma, unless you are building a melee/sorcerer hybrid. The second
most important stat is constitution. Constitution governs the sorcerer's hit points and fortitude saves.
From a min/max OP perspective, these are the main two stats to be worried about. You can forget almost everything else.
- Strength: Strength gives bonuses to melee to-hit and damage. What kind of idiot full spellcaster hits anything with a
weapon? The only use for strength to a sorcerer is to prevent being rendered helpless by strength damage. This can
easily be avoided by drinking bull's strength potions at low levels, and wearing a strength item at the higher levels. Don't
waste those precious stat points.
- Dexterity: Dexterity gives a sorcerer a higher armor class and higher reflex saves. However, beyond the lowest levels,
the sorcerer is wasting his time by trying to have armor class and reflex saves. He has resistance and protection spells to
make up for his clumsiness. He has stoneskin and displacement to make up for his lack of armor class. The ranged touch
attack does not exist in DDO, thus making dexterity useless for all those ray spells.
- Intelligence: A sorcerer should only take enough intelligence to have enough skill points to max ranks in 3 or 4 chosen
skills. My recommendation is 3 skill points/level, you may wish to have 4. Five skill points per level is a waste of stat
allocation points. As with all classes, Intelligence (INT) affects a sorcerer's available skill points. With a high INT, more
skills can be raised, but it's generally recommended to boost Intelligence no higher than 12 unless you really feel like
more skill points are important to your character build.
- Wisdom: Wisdom gives a bonus to will saves for a sorcerer, and that's all it offers. Sorcerers have the high will save
progression, and thus allocating stat points to wisdom is more often than not a waste. If you are really worried about those
will saves, take Force of Personality to add your charisma bonus to will saves instead of wisdom.
Feats
Remember that humans get a bonus feat at level 1.
Level 1 - Empower Spell
+Toughness (human bonus)
Empower spell is much less costly than Maximize Spell, and at the lowest levels it functions just as well. The spell points
you conserve could be the difference between winning and dieing. You take this feat at level 1 to dump out the damage
when you really need to.
Level 3 - Spell Focus: Evocation
Is recommended to most Sorcerers, since they use mainly Evocation Spells to deal damage, and can use it as a prerequisit for the elemental savant line.
Level 6 - Maximize Spell
If you didn't take extend spell at 3, take it now at 6. You now have haste, and you want to extend this spell as often as
possible. If you took extend spell at 3, take maximize spell at level 6. Turn on maximize when you're looking for massive
damage output in the least amount of time with little regard for your spell point pool. This will often occur during a fight
with the BBEG right after you've rested (e.g. Stormcleave).
Enhancements
Sorcerer enhancements can boost spell-power significantly, and in a number of ways. Go for enhancements that stack
with your preferred spells and chosen feats.
Some sorcerer enhancements are useful in a broad sense, like those that grant extra SP and CHA score boosts -- a
sorcerer with more SP and CHA has more fuel for spells!
Tip! You're never permanently stuck with enhancements! For a small in-game fee, it's possible to refund all Action Points
and re-pick your enhancement load-out, so feel free to experiment once you're making enough in-game currency
[Spell Damage Type] Manipulation - These increase the damage output of your spells of the type designated by the
damage type descriptor. The available choices are: Fire/Ice, Electricity/Acid, and Force/Repair. Typically a sorcerer will
always take fire/ice to the max, because your staple damage spells are usually fire or cold based. Electricity/Acid is useful
for a sorcerer that wishes to be a pure nuker all the way through the game, since electricity spells work well on devils.
Force/Repair is useful for a sorcerer concerned about casting magic/force missile type spells, and for repairing friendly
warforged.
Lineage of [Spell Damage Type] - These enhancements increase the spell critical chance of your spells of the energy
descriptor type. A typical sorcerer has full ranks of all fire/ice spell critical chance to maximize their damage output. If you
are a pure nuker type sorcerer, it can be extremely useful to maximize your investment in lightning/acid as well. A sorcerer
concerned about utilizing force spells will invest ranks in this enhancement for force, but personally I do not take them
since force spells are not exactly a high DPS option.
Lineage of Deadly [Spell Damage Type] - These enhancements increase the spell critical damage of your spells of the
energy descriptor type. The higher your investment in these, the more damage your spells will do on a critical spell roll.
Usually a sorcerer takes full investment in fire/ice damage enhancements, and chooses their investment in the others
based on their build plan (explained a bit above in the spell critical chance entry).
Sorcerer's Charisma - These increase your charisma score, manipulate your investment in these enhancements to make
sure your charisma score is always as high as possible, and always on an even number to get the most bang for your
buck.
Wand and Scroll Mastery - These enhancements increase the damage done by your wands and scrolls. They also
increase the healing offered from cure wands and heal scrolls, which is their primary use to a sorcerer. I recommend
taking at least 2 ranks of this enhancement, taking more may or may not be worth the action points to you.
Wand Heightening - These enhancements are a waste, do not take them for any reason.
Sorcerer Bluff - These enhancements are a turkey, just like the bluff skill. Do not take them.
Sorcerer Concentration - Useful as a filler enhancement if you find you need to spend ranks to qualify for other, more
useful, enhancements. I don't recommend spending more ranks here than you absolutely must to qualify for other
enhancements.
Improved [Metamagic] - These enhancements help your spell point pool go further. I like improved heighten and
maximize, but wouldn't bother with the others. I only spent action points on one tier of Heighten, and at most 2 ranks of
Maximize. There are too many useful enhancements and a sorcerer has too many spell points to be especially concerned
with maximizing these enhancements.
Improved Spell Penetration - Take these enhancements if you often cast spells that call for a spell resistance check on
monsters. If you don't often cast spells with caster level checks for spell resistance, it doesn't make much sense to be
worried about these enhancements. They are highly dependent on your spell list.
Subtle Spellcasting - I would never invest in these enhancements, there are better ways to manage monster aggression
than spending action points.
Human Versatility: Nice for the boost to skills, but the short-term bonus makes it not as useful for things you'd like to have
all the time (like UMD).
Human Adaptability: Always take the first tier of this in Charisma. The second tier is pretty expensive, and if it puts you on
an even number you might choose to take it in Constitution. Not essential in second tier, though.
Racial Toughness: would recommend opening all 3 tiers of this. Take Toughness, take Greater Human Adaptability Con,
and max out this line. You gain up to 72 hit points depending on gear and modifiers.
Spells
This is only a loose guide for spell choices. You may want other spells depending on what you want your sorc to do. Also,
please note that this run-down is not especially party-friendly. You may choose to take Haste earlier because you want to
buff up your party with it. You may choose to take other CC spells in favor of the damage spells I prefer. It's all a matter of
preference.
Spell choices: 1st level
Magic Missile, Niac's Cold Ray
Niacs is for single-target damage output. It is the highest damage spell for first level available, and it works well on early
mobs, especially casters.
Consider swapping PK for Dimension Door. Dimension Door scrolls are rare and valuable, and it's a great utility spell to
have. Another option is Fire Shield, which makes you immune to webs and reduces fire/cold damage by 50%.
Swap Enervation for Fire Shield, which has two options, fire and cold versions. Each version reduces damage from the
opposite element by 50%, and does a small amount of damage when you are hit. It also makes you immune to web.
8th Level - Trap the Soul - will save or die, bypasses instant death wards. The only problem is that it has very expensive
components, and is subject to spell resistance (you dont want to waste components on this one)
or
Repair Critical Damage - Mass - For repairing lots of warforged