Starting a Sorcerer

You're Elvis, not Gandalf so pick your spells wisely; loading up on all fire spells, for instance, barely tickles Red Dragons so make sure Fireball and Burning Hands are not the only offensive spells you have. Chill Touch is a good spell to start out as it tends to scare the heck out of undead.

You get alot of spell points but not so many spells so metamagic feats will be your bread and butter to get the most out of your limited menu. Wands are your best friend for versatility

Sorceror, Straight up
Str: 10 +0 to hit and damage. You suck at melee, but what is the Kobold you just flamed with Burning Hands gonna do about it? At least you wont get overloaded too quickly.

Dex: 14 +2 to AC and Reflex Saves. Dexterity is important because you are an unarmored target with few hitpoints.

Con: 12 +1 to HP/level and Constitution Saves. Goldilocks for a Sorceror

Int: 8 -1 Remember you are not a Wizard, but it is nice to boost your Concentration/Tumble every level. Want skills? Roll a Wizard instead

Wis: 11 +0 Your spells don't require Wis, but who needs to give Kobold Shamens an easy target for their Curse spells? 11 allows you to take one level of Cleric if you want to take the ultra cool Divine Vitality feat as your Turn Undead ability will be quite useless but your Charisma gives you plenty of turns to convert to spell points for fellow magic users in the party.

Cha: 17 +3 to spell DC and social skills. The only thing you'll need as a Sorceror, though it is nice to be well balanced. Luckily in DDO +1 Ability bonuses in your class ability are not too hard to come by so have no worries, this is even better than taking an 18 to start