Call Lightning Storm can be really strong, especially on an air Savant

Good morning everyone! It is me, Strimtom! I am here to bring you my first build being posted on the NEW DDO Forums! This is exciting because it's sort of like starting on a blank slate, with builds that will be more modern, especially given how many changes there have been to the game over the last 2 years with full spell revamps, strikethrough, animal form changes, all of epic destinies and augments. As such this will be the first post on my new build repository, which you can find by clicking on this link.

Today, I bring you my Call Lightning Storm Sorcerer! This build is designed to take advantage of the half elf Racial Dragonmark to get a call lightning storm that has a caster level over 45! This allows it to last a long time and hit extremely hard, only getting better as you dig deeper into epics.

Take a look for yourself!


If you want to see the whole build, find it below

Character name: Storm Caller Sorcerer
Classes: 20 Sorcerer, 10 Epic, 2 Legendary
Race: Half-Elf· · · · · · ·Alignment: Lawful Good

· · ·Start Tome Final · · ·Incorp:· · 10% · · ·Displacement:· ·50%
Str:· · 10· · 0 · ·16 · · ·HP:· · · ·1145 · · ·AC:· · 96
Dex:· · 10· · 0 · ·14 · · ·PRR: · · · 144
Con:· · 14· · 0 · ·44 · · ·MRR: · · · ·79 · · ·+Healing Amp:· · 73
Int:· · 10· · 0 · ·17 · · ·Dodge: · 16/27 · · ·-Healing Amp:· · ·0
Wis:· · ·8· · 0 · ·18 · · ·Fort:· · ·140% · · ·Repair Amp:· · · ·0
Cha:· · 18· · 0 · ·60 · · ·SR:· · · · ·20 · · ·BAB: · · · · · · 15
DR:
Immunities: Sleep, Most knockdown effects, Feather Fall, Magic Missiles, Magic Missiles, Fear

Saves:
------------------------------------------------------------------------------------------
Fortitude:· · · · ·54*
· vs Poison:· · · ·55*
· vs Disease: · · ·55*
Will: · · · · · · ·40
· vs Enchantment: ·41
· vs Illusion:· · ·40
· vs Fear:· · · · ·40
· vs Curse: · · · ·40
Reflex: · · · · · ·41
· vs Traps: · · · ·41
· vs Spell: · · · ·41
· vs Magic: · · · ·41
Marked with a * is no fail on a 1 if required DC met

Energy· · · ·Resistance and Absorbance
------------------------------------------------------------------------------------------
Acid: · · · · · · · ·11 · · · · · ·52%
Chaos:· · · · · · · · 0 · · · · · · 0%
Cold: · · · · · · · ·21 · · · · · ·63%
Electric: · · · · · ·31 · · · · · ·27%
Evil: · · · · · · · · 0 · · · · · · 0%
Fire: · · · · · · · ·73 · · · · · ·63%
Force:· · · · · · · · 0 · · · · · · 0%
Good: · · · · · · · · 0 · · · · · · 0%
Lawful: · · · · · · · 0 · · · · · · 0%
Light:· · · · · · · · 0 · · · · · · 0%
Negative: · · · · · · 0 · · · · · · 0%
Poison: · · · · · · ·50 · · · · · ·15%
Sonic:· · · · · · · ·21 · · · · · ·15%

Class and Feat Selection
------------------------------------------------------------------------------------------
Level Class · · · · · ·Feats
1 · · Sorcerer(1) · · ·Standard: Maximize Spell
· · · · · · · · · · · ·Half-Elf Dilettante: Half-Elf Dilettante: Paladin
· · · · · · · · · · · ·Class Skills: Spell Craft(4)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(4)
2 · · Sorcerer(2) · · ·
· · · · · · · · · · · ·Class Skills: Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
3 · · Sorcerer(3) · · ·Standard: Empower Spell
· · · · · · · · · · · ·Class Skills: Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
4 · · Sorcerer(4) · · ·Charisma: +1 Level up
· · · · · · · · · · · ·Class Skills: Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
5 · · Sorcerer(5) · · ·
· · · · · · · · · · · ·Class Skills: Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
6 · · Sorcerer(6) · · ·Standard: Quicken Spell
· · · · · · · · · · · ·Class Skills: Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
7 · · Sorcerer(7) · · ·
· · · · · · · · · · · ·Class Skills: Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
8 · · Sorcerer(8) · · ·Charisma: +1 Level up
· · · · · · · · · · · ·Class Skills: Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
9 · · Sorcerer(9) · · ·Standard: Spell Focus: Evocation
· · · · · · · · · · · ·Class Skills: Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
10· · Sorcerer(10)· · ·
· · · · · · · · · · · ·Class Skills: Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
11· · Sorcerer(11)· · ·
· · · · · · · · · · · ·Class Skills: Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
12· · Sorcerer(12)· · ·Standard: Least Dragonmark of Storm
· · · · · · · · · · · ·Charisma: +1 Level up
· · · · · · · · · · · ·Class Skills: Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
13· · Sorcerer(13)· · ·
· · · · · · · · · · · ·Class Skills: Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
14· · Sorcerer(14)· · ·
· · · · · · · · · · · ·Class Skills: Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
15· · Sorcerer(15)· · ·Standard: Greater Spell Focus: Evocation
· · · · · · · · · · · ·Class Skills: Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
16· · Sorcerer(16)· · ·Charisma: +1 Level up
· · · · · · · · · · · ·Class Skills: Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
17· · Sorcerer(17)· · ·
· · · · · · · · · · · ·Class Skills: Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
18· · Sorcerer(18)· · ·Standard: Heighten Spell
· · · · · · · · · · · ·Class Skills: Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
19· · Sorcerer(19)· · ·
· · · · · · · · · · · ·Class Skills: Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
20· · Sorcerer(20)· · ·Charisma: +1 Level up
· · · · · · · · · · · ·Class Skills: Concentration(1), Spell Craft(1)
21· · Epic(1) · · · · ·Epic Feat: Wellspring of Power
22· · Epic(2) · · · · ·Epic Destiny Feat: Epic Spell Power: Electric
23· · Epic(3) · · · · ·
24· · Epic(4) · · · · ·Epic Feat: Burst of Glacial Wrath
· · · · · · · · · · · ·Charisma: +1 Level up
25· · Epic(5) · · · · ·Epic Destiny Feat: Perfect Two Handed Fighting
26· · Epic(6) · · · · ·
27· · Epic(7) · · · · ·Epic Feat: Embolden Spell
28· · Epic(8) · · · · ·Epic Destiny Feat: Deific Warding
· · · · · · · · · · · ·Charisma: +1 Level up
29· · Epic(9) · · · · ·
30· · Epic(10)· · · · ·Epic Feat: Intensify Spell
· · · · · · · · · · · ·Legendary: Scion of the Plane of Fire
31· · Legendary(1)· · ·Epic Destiny Feat: Crush Weakness
32· · Legendary(2)· · ·Charisma: +1 Level up

Enhancements: 80 APs
------------------------------------------------------------------------------------------
Half-Elf - Points spent: 12
Core1 Half Elven Versatile Nature
Core2 Elven Dexterity / Human Adaptability I: Human Adaptability: +1 Charisma
Tier1 Lyrandar Dragonmark Focus - 3 Ranks
Tier1 Improved Dilettante I: Improved Dilettante: Paladin
Tier2 Lesser Dragonmark of Storm
Tier2 Improved Dilettante II: Improved Dilettante: Paladin
Tier3 Greater Dragonmark of Storm
------------------------------------------------------------------------------------------
Eldritch Knight (Sorc) - Points spent: 23
Core1 Eldritch Strike
Tier1 Improved Mage Armor - 3 Ranks
Tier1 Toughness - 3 Ranks
Tier1 Battlemage - 1 Ranks
Tier2 Improved Shield - 3 Ranks
Tier2 Mystic Wards - 3 Ranks
Core2 Spellsword
Tier3 Ability I: +1 Charisma
Core3 Imbue the Blade
Tier3 Arcane Barrier
Tier4 Armored Arcana
Core4 Subtle Force I
------------------------------------------------------------------------------------------
Air Savant - Points spent: 45
Core1 Air Savant
Tier1 Spell Critical: Electric I
Tier1 Electrocution - 3 Ranks
Tier2 Efficient Metamagic I: Efficient Maximize - 3 Ranks
Core2 Air Affinity
Tier2 Spell Critical: Electric II
Tier3 Efficient Metamagic II: Efficient Quicken - 3 Ranks
Tier3 Ability I: +1 Charisma
Core3 Greater Air Affinity
Tier3 Spell Critical: Electric III
Tier4 Ability II: +1 Charisma
Tier4 Efficient Heighten - 2 Ranks
Tier4 Feather Fall
Core4 Conduction
Tier4 Spell Critical: Electric IV
Tier5 Wind Dance
Tier5 Awaken Elemental Weakness: Electric
Tier5 Evocation Focus
Core5 Light on Your Feet
Core6 Elemental Apotheosis: Air
------------------------------------------------------------------------------------------
Epic Destinies: 40 APs + 12 permanent Destiny Points
------------------------------------------------------------------------------------------
Draconic Incarnation - Points spent: 36
Core1 Draconic Bloodline: Draconic Bloodline: Blue
Tier1 Dragonhide - 3 Ranks
Tier1 Arcane Studies - 3 Ranks
Tier2 Dragon Breath: Blue Dragon Breath - 3 Ranks
Core2 Draconic Heritage I
Tier2 Coalescence - 3 Ranks
Core3 Elemental Blood
Tier3 Scales of the Dragon
Tier3 Draconic Spell Focus: Evocation - 3 Ranks
Tier3 Daunting Roar
Core4 Draconic Heritage II
Tier4 Pull from the Wellspring
Tier4 Improve Dragon Breath: Gaping Maw
Tier4 Epic Improved Metamagic: Epic Improved Maximize - 3 Ranks
Tier5 Hellstorm
Tier5 Enhanced Draconic Spell Focus - 3 Ranks
Tier5 Spread your Wings
------------------------------------------------------------------------------------------
Primal Avatar - Points spent: 18
Core1 This is your Nature: Sky
Tier1 Epic Strikes: Storm Catcher
Tier1 Rejuvenation Cocoon
Tier2 Mantle of Nature: Sky - 3 Ranks
Tier2 Primal Choice: Thunder Snow
Tier2 Thrive
Core2 Now Grow: Thorn
Tier3 At it's Core - Upgrade Primal Spell: At Its Core - Sky
Tier3 Ever Green - 3 Ranks
Core3 Weathering the Elements
------------------------------------------------------------------------------------------
Unyielding Sentinel - Points spent: 6
Core1 Unyielding
Tier1 Divine Energy Resistance
Tier1 Brace for Impact - 2 Ranks
Tier2 Renewal
------------------------------------------------------------------------------------------
Spell Power · · · · · · ·Base · ·Critical Chance· · Critical Multiplier.
------------------------------------------------------------------------------------------
Acid· · · · · · · · · · · 782 · · ·16%· · · · · · · · 15
Light/Alignment · · · · · 819 · · ·16%· · · · · · · · 15
Cold· · · · · · · · · · ·1011 · · ·16%· · · · · · · · 15
Electric· · · · · · · · ·1169 · · ·47%· · · · · · · · 60
Evil· · · · · · · · · · · 804 · · ·16%· · · · · · · · 15
Fire· · · · · · · · · · · 849 · · ·16%· · · · · · · · 30
Force/Untyped · · · · · · 807 · · ·16%· · · · · · · · 15
Negative· · · · · · · · · 854 · · ·37%· · · · · · · · 15
Physical· · · · · · · · · 804 · · ·16%· · · · · · · · 15
Poison· · · · · · · · · · 886 · · ·37%· · · · · · · · 15
Positive· · · · · · · · · 790 · · ·16%· · · · · · · · 20
Repair· · · · · · · · · · 774 · · ·16%· · · · · · · · 15
Rust· · · · · · · · · · · 774 · · ·16%· · · · · · · · 15
Sonic · · · · · · · · · · 978 · · ·26%· · · · · · · · 15
------------------------------------------------------------------------------------------

Spells· · · · · · · · · · · · · · · · · · · School· · · · ·DC
------------------------------------------------------------------------------------------
Sorcerer Spells - Important note, make sure you are taking DAMAGE SPELLS during the levelling process, and swap them out for the full list once you reach level 20.
L1: Feather Fall· · · · · · · · · · · · · · Transmutation · 69
L1: Jump· · · · · · · · · · · · · · · · · · Transmutation · 69
L1: Nightshield · · · · · · · · · · · · · · Abjuration· · · 69
L1: Shield· · · · · · · · · · · · · · · · · Abjuration· · · 69
L2: Blur· · · · · · · · · · · · · · · · · · Illusion· · · · 69
L2: Invisibility· · · · · · · · · · · · · · Illusion· · · · 69
L2: Knock · · · · · · · · · · · · · · · · · Transmutation · 69
L2: Scorch· · · · · · · · · · · · · · · · · Evocation · · · 86
L3: Displacement· · · · · · · · · · · · · · Illusion· · · · 69
L3: Lightning Bolt· · · · · · · · · · · · · Evocation · · · 86
L3: Magic Circle Against Evil · · · · · · · Abjuration· · · 69
L3: Rage· · · · · · · · · · · · · · · · · · Enchantment · · 69
L4: Crushing Despair· · · · · · · · · · · · Enchantment · · 69
L4: Dimension Door· · · · · · · · · · · · · Conjuration · · 69
L4: Fire Shield · · · · · · · · · · · · · · Evocation · · · 86
L4: Lesser Globe of Invulnerability · · · · Abjuration· · · 69
L5: Ball Lightning· · · · · · · · · · · · · Evocation · · · 86
L5: Break Enchantment · · · · · · · · · · · Abjuration· · · 69
L5: Protection from Elements· · · · · · · · Abjuration· · · 69
L5: Teleport· · · · · · · · · · · · · · · · Conjuration · · 69
L6: Chain Lightning · · · · · · · · · · · · Evocation · · · 86
L6: Greater Heroism · · · · · · · · · · · · Enchantment · · 69
L6: True Seeing · · · · · · · · · · · · · · Divination· · · 69
L7: Delayed Blast Fireball· · · · · · · · · Evocation · · · 86
L7: Prismatic Spray · · · · · · · · · · · · Evocation · · · 86
L7: Protection from Elements, Mass· · · · · Abjuration· · · 69
L8: Arcane Tempest· · · · · · · · · · · · · Unknown · · · · ·0
L8: Greater Shout · · · · · · · · · · · · · Evocation · · · 86
L8: Sunburst· · · · · · · · · · · · · · · · Evocation · · · 86
L9: Energy Drain· · · · · · · · · · · · · · Necromancy· · · 69
L9: Thunderstroke · · · · · · · · · · · · · Evocation · · · 86
L9: Wail of the Banshee · · · · · · · · · · Necromancy· · · 69
------------------------------------------------------------------------------------------

Spell Like / Special Abilities
------------------------------------------------------------------------------------------
Dismiss Charm · · · · · · · · · · · · · · ·
Gust of Wind· · · · · · · · · · · · · · · ·
Electric Loop · · · · · · · · · · · · · · ·
Call Lightning Storm· · · · · · · · · · · ·
Wind Dance· · · · · · · · · · · · · · · · ·
Mage Armor· · · · · · · · · · · · · · · · ·
Shield· · · · · · · · · · · · · · · · · · ·
Divine Energy Resistance· · · · · · · · · ·
Renewal · · · · · · · · · · · · · · · · · ·
Thunder Snow· · · · · · · · · · · · · · · ·
------------------------------------------------------------------------------------------

Equipped Gear Set: Standard
------------------------------------------------------------------------------------------
Armor · · · · Cladding of Dead Leaves · Drops in: U48: Feytwisted Chest
· · · · · · · Green: +15 Sapphire of Spell Agility
· · · · · · · Eminence of Autumn
Belt· · · · · Legendary Belt of the Black Sands · Drops in: Isle of Dread (wilderness), rare encounter chest
· · · · · · · IoD: Accessory: Claw Slot: Claw: Positive Spell Crit Damage
· · · · · · · Green: Empty augment slot
· · · · · · · Colorless: Empty augment slot
· · · · · · · The Legendary Dread Isle's Curse
Boots · · · · Legendary Sunken Slippers · Drops in: Quest: Members Only
· · · · · · · Nearly Finished (Qual IWC): +3 Quality Charisma
· · · · · · · Yellow: Empty augment slot
Bracers · · · Legendary Green Dragonscale Bracers · Drops in: U48 Quest: Needle in a Feystack
· · · · · · · Green: Empty augment slot
· · · · · · · Eminence of Autumn
Cloak · · · · Legendary Cloak of Autumn · Drops in: U48 Quest: The Knight who Cried Windmill
· · · · · · · Green: Empty augment slot
· · · · · · · Eminence of Autumn
Gloves· · · · Legendary Deadringers · Drops in: U48 Quest: Make Believe
· · · · · · · Green: Empty augment slot
· · · · · · · Eminence of Autumn
Goggles · · · Legendary Goggles of Dusk · Drops in: U57 Quest: Army of Eternal Night
· · · · · · · Green: Empty augment slot
· · · · · · · Colorless: Empty augment slot
Helmet· · · · Legendary Darkstorm Helm· ·Drops in: Quest: Spinner of Shadows (Requires Scroll, Shard and Seal)
· · · · · · · Green: Empty augment slot
Necklace· · · Celestial Insignia· ·Drops in: U48: Any Feytwisted chest
· · · · · · · Green: Empty augment slot
· · · · · · · Eminence of Autumn
Ring1 · · · · Legendary Signet Ring of the Sea· ·Drops in: Quest: All Hail the King
· · · · · · · IoD: Accessory: Claw Slot: Claw: Magical Resistance Rating
· · · · · · · Green: Empty augment slot
· · · · · · · Colorless: +5 Diamond of Insightful Charisma
· · · · · · · The Legendary Dread Isle's Curse
Ring2 · · · · Dinosaur Bone Ring· ·Drops in: The Isle of Dread, any legendary chest; or Dread saga legendary end reward
· · · · · · · IoD: Accessory: Artifact Scale Slot: Scale: +15 Charisma
· · · · · · · IoD: Accessory: Fang Slot: Fang: Electric Spell Crit Damage
· · · · · · · IoD: Accessory: Claw Slot: Claw: Electric Spell Crit Damage
· · · · · · · IoD: Accessory: Horn Slot: Horn: Sacred DCs
· · · · · · · Blue: Empty augment slot
· · · · · · · Green: Empty augment slot
· · · · · · · Yellow: Empty augment slot
· · · · · · · The Legendary Dread Isle's Curse
· · · · · · · Filigree 1: Otto's Irrevocable Power: Charisma
· · · · · · · Filigree 2: Eye of the Beholder: Charisma
· · · · · · · Filigree 3: Eye of the Beholder: Spellpower
· · · · · · · Filigree 4: Voltaic Experiment: Electric Spell Power
Trinket · · · Bottled Rainstorm · Drops in: U48 Raid: The Dryad and the Demigod
· · · · · · · Blue: Empty augment slot
· · · · · · · Green: Empty augment slot
· · · · · · · Eminence of Autumn
Weapon1 · · · Attuned Bone Dagger · Drops in: Skeletons in the Closet, Raid Warded Chest
· · · · · · · IoD: Weapon: Scale Slot: Iridiscent Scale
· · · · · · · IoD: Weapon: Fang Slot: Meltfang
· · · · · · · IoD: Weapon: Claw Slot: Meltclaw: Charisma
· · · · · · · IoD: Weapon: Horn Slot: Flamehorn
· · · · · · · Orange: Empty augment slot
· · · · · · · Purple: Empty augment slot
· · · · · · · The Legendary Dread Isle's Curse
· · · · · · · Filigree 1: Otto's Irrevocable Power: Charisma
· · · · · · · Filigree 2: Otto's Irrevocable Power: Constitution
· · · · · · · Filigree 3: Otto's Irrevocable Power: Spell Power
· · · · · · · Filigree 4: Eye of the Beholder: Charisma
· · · · · · · Filigree 5: Eye of the Beholder: Spellpower
· · · · · · · Filigree 6: Voltaic Experiment: Electric Spell Power
Weapon2 · · · Legendary Wheel of the St. Marie· ·Drops in: Quest: The Stone Crypt Chronicle, End chest
· · · · · · · Red: Empty augment slot
· · · · · · · The Legendary Dread Isle's Curse
 
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Strimtom

Well-known member
Fire because the dodge doesn't work, and all you lose is 5% crit multi and 10 SP.

The filigree selection is for beginners, since raiders already know to use raid filigree.

Shields give great defense for starters, but the globe can work instead for sure if you don't need the defense.
 

Craigoth

New member
This build looks like lots of fun.

Is there any reason not to take the "Least Dragonmark of Storm" at first level rather than level 12? It seems this would allow the "Greater Dragonmark of Storm" enhancement to be taken much earlier.
 

Sisho

New member
This build looks like lots of fun.

Is there any reason not to take the "Least Dragonmark of Storm" at first level rather than level 12? It seems this would allow the "Greater Dragonmark of Storm" enhancement to be taken much earlier.

Unless you're dumping points in the Half-Elf enhancement tree, you would not practically have the Greater Dragonmark of Storm until level 12.

He mentions in the video that Call Lightning doesn't really last long enough pre-12 to be useful as well.
 

Isilion

Member
This is very interesting as I'm just doing H-Elf racials. Currently level 7 stormsinger so wondering how to juggle AP's to fit this in (currently have 4 racial AP's)
 

DeathTitan

Well-known member
I saw the video and call lightning storm has a duration of 1 minute and 50 seconds, and because it lasts 3 seconds per level then it's cast at level 34 (not at caster level over 45 as you wrote).
On my cold druid it lasts 1 minute and 33 seconds, that means that it's cast at level 31.

And what do you mean by "hit extremely hard"? Show a video soloing r10 with that build so we can see what do you mean by "hard" at that difficulty. So far I saw a maybe "r1" difficulty "the end of the road"? (I would not call 3k damage at r1 difficulty "hit extremelyl hard").

I see 490 damage (non critical) at r10 difficulty with a level 32 druid with just universal spell power equipment.

And what's the evocation DC of the build you posted? I read 86 but I can't believe that it's so low at level 32: everything will save that DC at high reaper.
 
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Strimtom

Well-known member
I saw the video and call lightning storm has a duration of 1 minute and 50 seconds, and because it lasts 3 seconds per level then it's cast at level 34 (not at caster level over 45 as you wrote).
On my cold druid it lasts 1 minute and 33 seconds, that means that it's cast at level 31.

And what do you mean by "hit extremely hard"? Show a video soloing r10 with that build so we can see what do you mean by "hard" at that difficulty. So far I saw a maybe "r1" difficulty "the end of the road"? (I would not call 3k damage at r1 difficulty "hit extremelyl hard").

I see 490 damage (non critical) at r10 difficulty with a level 32 druid with just universal spell power equipment.

And what's the evocation DC of the build you posted? I read 86 but I can't believe that it's so low at level 32: everything will save that DC at high reaper.
So as I explained, I don't use the druid version of the spell since it stops gaining levels at level 20, with only additional bonuses from epics and your seasons herald bringing it up. I use the version from the half elf that scales with character level going up to level 32, which then gains +6 from epic levels, +7 from air savant, for a minimum of level 45. It's much higher than druid, which is why I didn't make a druid but instead made a half elf with the dragonmark!

For the damage, the spell does 1d6+6 damage per level, so at level 45 that is 45d6+270, or 427.5 average damage per hit, and it hits every 3 seconds. It's almost as much damage as ruin, not including the T5 draconic incarnation ability that adds additional damage based on your choice element. An air sorcerer should have around 900 spellpower in town and it is effected by all metamagics, so with an extra 300 from there we get around 1200 spellpower, or x13 damage, bringing the 427.5 to ~5557 damage per hit, not including critical strikes. This damage is consistant and happens every 3 seconds, so it adds about 1800 non-crit dps to the table on a single target. Of course, criticals are a thing, and casters are able to get about 60% crit chance now a days, and with scion feats and dinosaur bone gear you can grab easily +60% critical multiplier, bringing the average hit to 10,891 (crit damage would be 14,448 on average, but only 60% crit chance) which would add a good chunk of added single target for bosses. Remember, this damage does not have a spellpoint cost so it is just granted as additional damage! I'm not doing the math for druid, because druid is worse and has nothing to do with my video.

My evocation DC in the build posted is what a reasonable DC would look like for a first life caster with no tomes, or past lives, with minimal raid gear for people to get started. Ideally you want to have above 110 with evocation, especially with the prevalence of evasion, but that requires a bit more gear intensive stats. If you're struggling with evocation DCs, I recommend using ruin/greater ruin, as well as possible trying to use blightcaster or acid sorcerer since those classes have either fortitude save for damage, or simply have spells with no saving throw!

Edit: So I rewatched my video, because sometimes I do worry about whether I explain things well, since you have very clearly thought I was talking about druid lightning storm during my video. So I gave it a rewatch just in case, and from 1:18 - 6:02 I very clearly explain the concept of caster levels, and explain why we do not use druid and how this spell is mediocre for druid. So you may have watched the wrong video! I would recommend checking the video linked at the top of the thread here, it will help out with the misunderstanding I think :)
 
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DeathTitan

Well-known member
I don't know how to explain you better the caster level of that spell: you can see it by it's duration, view again your own video and when you cast it the duration is 1 minute and 50 second (it could be 1 minute and 51 seconds)

Because the spell lasts 3 seconds per level and the spell lasts 1 minute and 50 seconds, which caster level it is?
1 minute and 50 seconds are 110 seconds, so 110 seconds / 3 seconds per caster level = call lightning storm is cast at level 37.

If the spell was cast at caster level 45, then its duration would be 45 * 3 = 135 seconds (but you don't see anywhere 2 minutes and 15 seconds duration in the buff bar).

You then say +6 from epic levels when the epic levels are only 10 and you get +1 for every 2 epic levels (you don't have to consider the 2 legendary levels from level 31 and 32, but only the "epic" levels that go from level 20 to 30 for the caster level/max caster level bonus).

All the damage math you did is wrong and it's not demonstrated in any videos.
I really suggest you to step up your game play and show only videos where you solo R10 legendary quests (even small pieces if you can't complete the whole quest).

I watch your videos and Vodoo videos and there are interesting parts, but I will never take seriously yours or Vodoo builds if those builds play in full R10 groups (where the others do all the work) or solo r1 quests.

So as I explained, I don't use the druid version of the spell since it stops gaining levels at level 20, with only additional bonuses from epics and your seasons herald bringing it up. I use the version from the half elf that scales with character level going up to level 32, which then gains +6 from epic levels, +7 from air savant, for a minimum of level 45. It's much higher than druid, which is why I didn't make a druid but instead made a half elf with the dragonmark!

For the damage, the spell does 1d6+6 damage per level, so at level 45 that is 45d6+270, or 427.5 average damage per hit, and it hits every 3 seconds. It's almost as much damage as ruin, not including the T5 draconic incarnation ability that adds additional damage based on your choice element. An air sorcerer should have around 900 spellpower in town and it is effected by all metamagics, so with an extra 300 from there we get around 1200 spellpower, or x13 damage, bringing the 427.5 to ~5557 damage per hit, not including critical strikes. This damage is consistant and happens every 3 seconds, so it adds about 1800 non-crit dps to the table on a single target. Of course, criticals are a thing, and casters are able to get about 60% crit chance now a days, and with scion feats and dinosaur bone gear you can grab easily +60% critical multiplier, bringing the average hit to 10,891 (crit damage would be 14,448 on average, but only 60% crit chance) which would add a good chunk of added single target for bosses. Remember, this damage does not have a spellpoint cost so it is just granted as additional damage! I'm not doing the math for druid, because druid is worse and has nothing to do with my video.

My evocation DC in the build posted is what a reasonable DC would look like for a first life caster with no tomes, or past lives, with minimal raid gear for people to get started. Ideally you want to have above 110 with evocation, especially with the prevalence of evasion, but that requires a bit more gear intensive stats. If you're struggling with evocation DCs, I recommend using ruin/greater ruin, as well as possible trying to use blightcaster or acid sorcerer since those classes have either fortitude save for damage, or simply have spells with no saving throw!

Edit: So I rewatched my video, because sometimes I do worry about whether I explain things well, since you have very clearly thought I was talking about druid lightning storm during my video. So I gave it a rewatch just in case, and from 1:18 - 6:02 I very clearly explain the concept of caster levels, and explain why we do not use druid and how this spell is mediocre for druid. So you may have watched the wrong video! I would recommend checking the video linked at the top of the thread here, it will help out with the misunderstanding I think :)
 
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PraetorPlato

Well-known member
I had a few quick questions:

-Why don't you take mass hold? Especially if you're dc challenged, holding monsters seems really impactful, and probably better than energy drain.
-Why not 7 piece autumn for the dps increase if you're gearing 6 piece autumn already? I'm pretty sure you could make room—maybe swap the shield for the Hallowsphere, which also gets you insightful impulse. Because of 5 piece dread isle set, you don't need profane well rounded, right? I think that would be a ~5-10% raw increase in damage, which seems very worthwhile.
-Where are you getting insightful/quality CHA?

Build concept is super clever, though!
 

Strimtom

Well-known member
I don't know how to explain you better the caster level of that spell: you can see it by it's duration, view again your own video and when you cast it the duration is 1 minute and 50 second (it could be 1 minute and 51 seconds)

Because the spell lasts 3 seconds per level and the spell lasts 1 minute and 50 seconds, which caster level it is?
1 minute and 50 seconds are 110 seconds, so 110 seconds / 3 seconds per caster level = call lightning storm is cast at level 37.

If the spell was cast at caster level 45, then its duration would be 45 * 3 = 135 seconds (but you don't see anywhere 2 minutes and 15 seconds duration in the buff bar).

You then say +6 from epic levels when the epic levels are only 10 and you get +1 for every 2 epic levels (you don't have to consider the 2 legendary levels from level 31 and 32, but only the "epic" levels that go from level 20 to 30 for the caster level/max caster level bonus).

All the damage math you did is wrong and it's not demonstrated in any videos.
I really suggest you to step up your game play and show only videos where you solo R10 legendary quests (even small pieces if you can't complete the whole quest).

I watch your videos and Vodoo videos and there are interesting parts, but I will never take seriously yours or Vodoo builds if those builds play in full R10 groups (where the others do all the work) or solo r1 quests.

The character in the video is level 27 for the demonstration of the play style, because this build is designed for levelling and to be fun. The math isn't wrong; I just because I didn't show it in the video, I didn't fully gear it for super endgame because I wanted to move on to other things. If I made a mistake in my calculation, please let me know and I can adjust it, but it looks correct to me.

I don't like playing R10 solo. It's just not fun to me, so I'm not going to do it. Reaper mode is a game mode designed for group play, which is why there are penalties to self healing and monsters that require different strategies to overcome. I like doing reaper mode with my friends and pugs, so I don't see a need to do this. I think it's cool that some people do, but it just isn't for me.

If you are an endgame solo R10 beast, then my build videos are probably not super helpful for you since I make mine mostly for finding fun character as well as putting together builds for beginners, which is a very different expectation than R10. It's why I posted this character build as a 28 point first life without using any universal enhancement trees instead of using my racial completionist for comparison. Sorry if you got the impression I was making R10 solo builds but that has never been my goal, I try to focus more on getting people into the game and giving them effective builds for getting started for the most part.

I had a few quick questions:

-Why don't you take mass hold? Especially if you're dc challenged, holding monsters seems really impactful, and probably better than energy drain.
-Why not 7 piece autumn for the dps increase if you're gearing 6 piece autumn already? I'm pretty sure you could make room—maybe swap the shield for the Hallowsphere, which also gets you insightful impulse. Because of 5 piece dread isle set, you don't need profane well rounded, right? I think that would be a ~5-10% raw increase in damage, which seems very worthwhile.
-Where are you getting insightful/quality CHA?

Build concept is super clever, though!

-No mass hold because on the first life version it's too hard to get the DCs built up for two different spell schools imo; if you have some built up gear, past lives, tomes, and filigrees, you can definitely make it work and it's a fantastic spell for any sorcerer.
-The gear is designed for beginners who more often than not will struggle with living, which is why the shield works. The substitution for 7 piece autumn is a good idea, but it also comes at the sacrifice of a fair amount of PRR, MRR, and taking extra damage from AOE effects which can be impactful for beginners who aren't great at position and might get hit by a bunch of extra spells.
-Thank you for the notes about the gear! It's one of the reasons I don't always include an endgame set is that it can take an extra hour to put the gear together and then still have some glaring errors.

Changes:
-Shield swapped for the wheel of saint Marie to keep isle of dread set
-15 spell agility augment required to get 0 ASF with tower shield added to chest piece.
-Shoes swapped for sunken slippers with Q3 charisma
-Ins charisma augment added to gear
 

PraetorPlato

Well-known member
-No mass hold because on the first life version it's too hard to get the DCs built up for two different spell schools imo; if you have some built up gear, past lives, tomes, and filigrees, you can definitely make it work and it's a fantastic spell for any sorcerer.
-The gear is designed for beginners who more often than not will struggle with living, which is why the shield works. The substitution for 7 piece autumn is a good idea, but it also comes at the sacrifice of a fair amount of PRR, MRR, and taking extra damage from AOE effects which can be impactful for beginners who aren't great at position and might get hit by a bunch of extra spells.
-Thank you for the notes about the gear! It's one of the reasons I don't always include an endgame set is that it can take an extra hour to put the gear together and then still have some glaring errors.
That all makes sense—I think mass hold might be better than wail then. I played a pretty under geared sort at cap last life (only +2 tome, night mother's scepter+wild flame+flamecleansed+random other sharn gear, definitely worse than this set, although I did have reaper dc bonuses and festive cha + gh augment) last life, and mass hold worked 80+% of the time up to r4 sharn on anything that survived the first wave of blasting, but wail normally failed to instant kill (probably 40% success rate on archers).

Endgame gear is definitely annoying. The sets I've put together tend to look better without autumn, but that does require elder's knowledge gear tetris, so probably not worth it.
 

MSC

Well-known member
You then say +6 from epic levels when the epic levels are only 10 and you get +1 for every 2 epic levels (you don't have to consider the 2 legendary levels from level 31 and 32, but only the "epic" levels that go from level 20 to 30 for the caster level/max caster level bonus).

All the damage math you did is wrong and it's not demonstrated in any videos.
I really suggest you to step up your game play and show only videos where you solo R10 legendary quests (even small pieces if you can't complete the whole quest).
Level 32 gives the Legendary Knowledge feat for free, which does the exact same thing as Epic Knowledge, so an at cap character will get +6 caster level and max caster levels.

How is the damage math wrong? Mind actually explaining how it is wrong?

Solo R10 is an incredibly narrow scope to make builds for, and only applies to an infinitesimally small portion of the game's playerbase. A fun build that deals good damage for potential new players is a totally reasonable thing to make builds for (especially since many new players get confused on how to make a build; if you are at the point of solo'ing R10's you should be able to make godly builds on your own imho).
 

C-Dog

Well-known member
Is there any reason not to take the "Least Dragonmark of Storm" at first level rather than level 12? It seems this would allow the "Greater Dragonmark of Storm" enhancement to be taken much earlier.
Unless you're dumping points in the Half-Elf enhancement tree, you would not practically have the Greater Dragonmark of Storm until level 12.

He mentions in the video that Call Lightning doesn't really last long enough pre-12 to be useful as well.
Actually, if "dumping AP into the Half-Elf tree", you get it for only 12 AP, just before Level 4. Only lasts 3 shots, true, but it's "doable".

But that aside, a typical Sorc' wants Maximize + Empower asap to power their SLA's. Delaying Maximize +/or Empower hurts the overall DPS considerably. A starting sorcie can put 2 AP into each of Maximized Burning Hands and Acid Spray, plus have 1-2 regular offensive (non-SLA) spells (I like a "x-bolt"), and they can handle most any situation in Korthos (if by taking their time between fights, or kiting until the cooldowns expire). By the time they get Empower (start of Level 3), they've got a couple more spells and are good for Borderlands and on to The Harbor.

Quicken comes in at 6, about the time that all offensive spells become too big to be handled without.


That said, getting the Electric Loop SLA for 7 AP is very attractive! (Air Savant tree offers it for 23 AP, and the spell arrives w/ Sorc 4.) The question then is "Is it as attractive if there are no metamagics behind it?":unsure:

I might be tempted to get it as early as Level 3, after Maximize, and go with an AP split of 7 racial/x/y. The added Crowd Control of 'Loop could offset any loss in DPS from delaying Empower - if you have the DC's to land it consistently! So it would depend on gear/past lives/etc. (If you're thinking for HardCore, those are going to be largely non-existent. :cool: )

Of course, if this is off HC and you have a pile of free Racial AP and/or the PL's to delay the +Evoc feats, then grabbing the DM earlier (at 3 or 6) becomes far more attractive.
 

C-Dog

Well-known member
Enhancements: 80 APs
------------------------------------------------------------------------------------------
Half-Elf - Points spent: 12
Core1 Half Elven Versatile Nature
Core2 Elven Dexterity / Human Adaptability I: Human Adaptability: +1 Charisma
Tier1 Lyrandar Dragonmark Focus - 3 Ranks
Tier1 Improved Dilettante I: Improved Dilettante: Paladin
Tier2 Lesser Dragonmark of Storm
Tier2 Improved Dilettante II: Improved Dilettante: Paladin
Tier3 Greater Dragonmark of Storm
------------------------------------------------------------------------------------------
Eldritch Knight (Sorc) - Points spent: 23
...
------------------------------------------------------------------------------------------
Air Savant - Points spent: 45
Core1 Air Savant
Tier1 Spell Critical: Electric I
Tier1 Electrocution - 3 Ranks
Tier2 Efficient Metamagic I: Efficient Maximize - 3 Ranks
Core2 Air Affinity
Tier2 Spell Critical: Electric II
Tier3 Efficient Metamagic II: Efficient Quicken - 3 Ranks
Tier3 Ability I: +1 Charisma
Core3 Greater Air Affinity
Tier3 Spell Critical: Electric III
Tier4 Ability II: +1 Charisma
Tier4 Efficient Heighten - 2 Ranks
Tier4 Feather Fall
Core4 Conduction
Tier4 Spell Critical: Electric IV
Tier5 Wind Dance
Tier5 Awaken Elemental Weakness: Electric
Tier5 Evocation Focus
Core5 Light on Your Feet
Core6 Elemental Apotheosis: Air
Strim - you dismiss the Sorc SLA's in your vid ("This spell is bad...") and say "they're really expensive". I won't disagree w/ Shocking Grasp*, but I find Electric Loop a great spell! The ability to cause several targets to slump over and drool into their shoes while you deal with their friends is huge. With Heighten, it can easily last into early Epics, and the chain effect gives it a wider "footprint" than Web (not making it "better than", just diff utility).

As for expense, additional AP beyond the 1st only reduce cool-down; if you're just using as an opening CC effect, that's 1 AP, totally worth it imo (or 2 AP for 2 of them w/ the DM!). And you can always dump them once Heighten isn't enough for mid-/later Epics.

(* There is a way to make it better with Enlarge, but it's still not AoE like Burning Hands or Acid spray - and that's a diff build)
 
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