Impaqt
09-05-2007, 01:47 PM
THis is my Original 28Pt Cleric Build. He was a PnP Transfer to DDO and he worked out pretty well as a healer/Turner in the early levels and I enjoyed playing him through about level 8 or so.
After L8, TUrning never worked, so I started focusing on Offensive Casting. I aquired a few pieces of Raid Loot, and with some Spell Pen, Nice SP Pool, and FOcus Items, he became a potent Crown COntrol/Offensive Caster. THe sight of a Maximized Critical Blade Barrier is a wonderful thing.
Now that I have my new cleric up to L11, I've decided to go Full Null on Alandale. Of course, the upcoming changes to Maximize in Mod5 made this decsion a lot easier..... a Maximized Heightened Poison will now cost me just 65 Spell Points instead of the previuos 120. ANd Max/Extened Blade Barrier.... 70 as opposed to 100+. This allows me to sacrifice my Previous feat of Improved Mental toughness for Spell Focus:Necromancy
How to get Greater Spell Focus? Well, again, In Mod 5, we're getting a Bump to DV's VIA out CHR Items.... By Sacrificing Extra Turning I Lose 4 TUrns today, but will gain 3 of those Back. Dropping my Total to 10 DV II's (Dropped DV3 for a few extra ACtion points). In the groups I run with, I rarely have to dip into My DV's so this seemed like a Logical Place to save Points.
I feel Heighten is an Important Metamagic in this build, but you could Substitute IMT back for Heighten if you dont plan on using many low level Spells. I find Heighten adds a LOT of DC to Hold Person, Contagion, and Poison.... I wouldnt swap it back out.
So here he is Alandale 3.0 Full Null Speced... Ready to Kill.
Why a Null Speced Cleric? Well, Here are the Spells that Benefit.
Inflict Line of XXX WOunds.
Doom: Nice for low level boss' -2 to Saves and attacks
Bestow Curse: -4 to Saves, and attacks
Blindness: Auto Sneak for Rogues, attack penalty
Contagion: Take a Look at this spell if you havent. Slimy Doom is 1d4 Con damage. ANd you can MAXimize it.
Poison: The silent Instakill SPell for CLerics... 1d10 COn Damage.... ALso Maximizeable.
Slay Living: Mod 5 should make this spell even more powerfull.
Symbol of Pain: Area of Effect -4 to Atttack and Skill Checks
Harm: With Enhancments, and Items, 1000+ Points of damage is possibe in some enviroments... Scary Powerful. No One is Immune.
Symbol of Fear: Area of effect FEAR. Awesome in Pop and Reavers Fate.
Destruction: Our Long Range Instakill..... Not even Hardy Dwarven Fighters save against my Destruction very often.
Symbol of Weakness: Area of effect 3d6 of STR Damage...... 0 Str means Auto Crits for your Melee..... A few well placed Weakness symbols in Crucible go a LONG way.
Level 16 Neutral Good Human Male
(16 Cleric)
Hit Points:
20 Heroic Durability
128 L14 Cleric
70 Con Bonus
10 Dragonic
----
228 Standing Hit Points. Squeeze in a Greater False Life Item for 258. Plus Self Buffs like AID and
Divine Power for even more.
Spell Points: 1485
80 Magical training
755 Level 14 Cleric Base
275 Wisdom Bonus (32 Wisdom)
85 Mental Toughness
80 Improved Mental TOughness
100 PoPX or Dragon Eye
110 Energy of the Zelot
---
1485 Spell Points
BAB: 10\10\15\20
Saving THrows: 19/11/25 Standing + Buffs
10/5/10 Cleric 14 Base
5/2/11 Attribute Bonus'
4/4/4 Resistance Cloak
-------
19/11/25
4/4/4 GH
2/2/2 Recitation
------
25/17/31
Abilities
Strength 10 +5 Item = 15
Dexterity 10+4 Item or Pot
Constitution 14 + 1 Tome +5 Item =20
Intelligence 10 +6 Reaver Napkin = 16
Wisdom 16 +4 Levels +3 CLR Wis +1 Human +6 Item +2 Favor TOme = 32
Charisma 14 +1 Tome +5 Item = 20
THese are 28 Pt Build Stats! For 32 Point, I would recomend Dropping INT to 8 and raising WIS to 18
Skills (Level 1)
(9.5+)Balance 9.5 Ranks
{24}Concentration 19 Ranks +5 CON
{25}Diplomacy 19 Ranks + 6 CHR
28PT: Put Points into CONCENTRATION, BALANCE, and I went DIPLOMACY. Spot or Listen might be a good ALt
for Mod 5+
Just CON and Balance with 32Pt Build.
Level 1 (Cleric)
[COLOR=lightblue]Feat: (Human Bonus) Extend Spell
Feat: (Selected) Mental Toughness
Level 2 (Cleric)
Level 3 (Cleric)
Feat: (Selected) Spell Focus: Necromancy
Level 4 (Cleric)
Level 5 (Cleric)
Level 6 (Cleric)
Feat: (Selected) Maximize Spell
Level 7 (Cleric)
Level 8 (Cleric)
Level 9 (Cleric)
Feat: (Selected) Greater Spell Focus: Necromancy
Level 10 (Cleric)
Level 11 (Cleric)
Level 12 (Cleric)
Feat: (Selected) Quicken Spell
Level 13 (Cleric)
Level 14 (Cleric)
Level 15 (Cleric)
Feat: (Selected)Improved Mental Toughness (May swap this with
Spel Pen)
Level 13 (Cleric)
Enhancement: Human Adaptability Wisdom I
Enhancement: Cleric Concentration I
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Prayer of Incredible Life II
Enhancement: Cleric Smiting I
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Spell Penetration I
Enhancement: Cleric Spell Penetration II
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Energy of the Zealot III
Enhancement: Cleric Energy of the Zealot IV
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Wisdom III
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Divine Vitality II
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Wand Mastery I
Enhanncement: Cleric Wand Mastery II
Enhancement: Cleric Wand Mastery III
Enhancement: Cleric Wand Mastery IV
Spells: These are the Spells I carry (ANd swap Out as needed)
L1:
Command,NightSheild,Remove Fear,Sof,Inflict Light WOunds
L2:
Hold Person,Lessor Restroation,Inflict Mod,Resist Energy, SoundBurst
L3:
Bestow Curse, Blindness,Contagion, (Other 2 as desired)
l4:
Dismissal,Orders Wrath, Poison, Recitation (Swap out Deathward, and FoM as needed)
l5:
Greater Command,Slay Living,Raise Dead, Inflict Light-Mass, True Seeing
l6:
Banishment, Blade Barrier, HARM, HEAL, Symbol of Fear Needed
l7:
Destruction, Resuretion, Symbol of Weakness/Symbol of Stunning
l8:
Firestorm, Infict Critical Wounds,Mass
I carry Inflict Light and Mod as "Finisher" spells after a HARM. Harm wil only reduce a Mob to ONE hit
point. It cannot Kill. Follow a HARM with an Inflict Light or Mod to Finish the Job.Noteable Equiptment:
Helm: Concentration 13/UA/Helm of Freewill
Googles: Blindness Immunity
Necklace: +6 Wisdom
Trinket: Dragon Eye(PoPX)
CLoak: Reavers Napkin
Belt: +5 CON
Ring 1: +4 Dex
Boots: 30% Striders/FeatherFall/SureFooted Boots
Ring 2: Silver COncord(+5 CHR once Mod5 Goes Live)
Gloves: Reaver Gloves
Bracers: +5 STR
Armor: Blue DragonPlate/Robes
Currently Experimenting with the Bullork of the Storms Fist Sheild(+5CON) and a Greater False Life Belt. Seems to work out OK now that I have the Blue DragonPlate & Reavers Napkin for my Spell Pen (Dont need to 2hand Items very often)
EDIT: Updated for Mod6 1/30/08
After L8, TUrning never worked, so I started focusing on Offensive Casting. I aquired a few pieces of Raid Loot, and with some Spell Pen, Nice SP Pool, and FOcus Items, he became a potent Crown COntrol/Offensive Caster. THe sight of a Maximized Critical Blade Barrier is a wonderful thing.
Now that I have my new cleric up to L11, I've decided to go Full Null on Alandale. Of course, the upcoming changes to Maximize in Mod5 made this decsion a lot easier..... a Maximized Heightened Poison will now cost me just 65 Spell Points instead of the previuos 120. ANd Max/Extened Blade Barrier.... 70 as opposed to 100+. This allows me to sacrifice my Previous feat of Improved Mental toughness for Spell Focus:Necromancy
How to get Greater Spell Focus? Well, again, In Mod 5, we're getting a Bump to DV's VIA out CHR Items.... By Sacrificing Extra Turning I Lose 4 TUrns today, but will gain 3 of those Back. Dropping my Total to 10 DV II's (Dropped DV3 for a few extra ACtion points). In the groups I run with, I rarely have to dip into My DV's so this seemed like a Logical Place to save Points.
I feel Heighten is an Important Metamagic in this build, but you could Substitute IMT back for Heighten if you dont plan on using many low level Spells. I find Heighten adds a LOT of DC to Hold Person, Contagion, and Poison.... I wouldnt swap it back out.
So here he is Alandale 3.0 Full Null Speced... Ready to Kill.
Why a Null Speced Cleric? Well, Here are the Spells that Benefit.
Inflict Line of XXX WOunds.
Doom: Nice for low level boss' -2 to Saves and attacks
Bestow Curse: -4 to Saves, and attacks
Blindness: Auto Sneak for Rogues, attack penalty
Contagion: Take a Look at this spell if you havent. Slimy Doom is 1d4 Con damage. ANd you can MAXimize it.
Poison: The silent Instakill SPell for CLerics... 1d10 COn Damage.... ALso Maximizeable.
Slay Living: Mod 5 should make this spell even more powerfull.
Symbol of Pain: Area of Effect -4 to Atttack and Skill Checks
Harm: With Enhancments, and Items, 1000+ Points of damage is possibe in some enviroments... Scary Powerful. No One is Immune.
Symbol of Fear: Area of effect FEAR. Awesome in Pop and Reavers Fate.
Destruction: Our Long Range Instakill..... Not even Hardy Dwarven Fighters save against my Destruction very often.
Symbol of Weakness: Area of effect 3d6 of STR Damage...... 0 Str means Auto Crits for your Melee..... A few well placed Weakness symbols in Crucible go a LONG way.
Level 16 Neutral Good Human Male
(16 Cleric)
Hit Points:
20 Heroic Durability
128 L14 Cleric
70 Con Bonus
10 Dragonic
----
228 Standing Hit Points. Squeeze in a Greater False Life Item for 258. Plus Self Buffs like AID and
Divine Power for even more.
Spell Points: 1485
80 Magical training
755 Level 14 Cleric Base
275 Wisdom Bonus (32 Wisdom)
85 Mental Toughness
80 Improved Mental TOughness
100 PoPX or Dragon Eye
110 Energy of the Zelot
---
1485 Spell Points
BAB: 10\10\15\20
Saving THrows: 19/11/25 Standing + Buffs
10/5/10 Cleric 14 Base
5/2/11 Attribute Bonus'
4/4/4 Resistance Cloak
-------
19/11/25
4/4/4 GH
2/2/2 Recitation
------
25/17/31
Abilities
Strength 10 +5 Item = 15
Dexterity 10+4 Item or Pot
Constitution 14 + 1 Tome +5 Item =20
Intelligence 10 +6 Reaver Napkin = 16
Wisdom 16 +4 Levels +3 CLR Wis +1 Human +6 Item +2 Favor TOme = 32
Charisma 14 +1 Tome +5 Item = 20
THese are 28 Pt Build Stats! For 32 Point, I would recomend Dropping INT to 8 and raising WIS to 18
Skills (Level 1)
(9.5+)Balance 9.5 Ranks
{24}Concentration 19 Ranks +5 CON
{25}Diplomacy 19 Ranks + 6 CHR
28PT: Put Points into CONCENTRATION, BALANCE, and I went DIPLOMACY. Spot or Listen might be a good ALt
for Mod 5+
Just CON and Balance with 32Pt Build.
Level 1 (Cleric)
[COLOR=lightblue]Feat: (Human Bonus) Extend Spell
Feat: (Selected) Mental Toughness
Level 2 (Cleric)
Level 3 (Cleric)
Feat: (Selected) Spell Focus: Necromancy
Level 4 (Cleric)
Level 5 (Cleric)
Level 6 (Cleric)
Feat: (Selected) Maximize Spell
Level 7 (Cleric)
Level 8 (Cleric)
Level 9 (Cleric)
Feat: (Selected) Greater Spell Focus: Necromancy
Level 10 (Cleric)
Level 11 (Cleric)
Level 12 (Cleric)
Feat: (Selected) Quicken Spell
Level 13 (Cleric)
Level 14 (Cleric)
Level 15 (Cleric)
Feat: (Selected)Improved Mental Toughness (May swap this with
Spel Pen)
Level 13 (Cleric)
Enhancement: Human Adaptability Wisdom I
Enhancement: Cleric Concentration I
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Prayer of Incredible Life II
Enhancement: Cleric Smiting I
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Spell Penetration I
Enhancement: Cleric Spell Penetration II
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Energy of the Zealot III
Enhancement: Cleric Energy of the Zealot IV
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Wisdom III
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Divine Vitality II
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Wand Mastery I
Enhanncement: Cleric Wand Mastery II
Enhancement: Cleric Wand Mastery III
Enhancement: Cleric Wand Mastery IV
Spells: These are the Spells I carry (ANd swap Out as needed)
L1:
Command,NightSheild,Remove Fear,Sof,Inflict Light WOunds
L2:
Hold Person,Lessor Restroation,Inflict Mod,Resist Energy, SoundBurst
L3:
Bestow Curse, Blindness,Contagion, (Other 2 as desired)
l4:
Dismissal,Orders Wrath, Poison, Recitation (Swap out Deathward, and FoM as needed)
l5:
Greater Command,Slay Living,Raise Dead, Inflict Light-Mass, True Seeing
l6:
Banishment, Blade Barrier, HARM, HEAL, Symbol of Fear Needed
l7:
Destruction, Resuretion, Symbol of Weakness/Symbol of Stunning
l8:
Firestorm, Infict Critical Wounds,Mass
I carry Inflict Light and Mod as "Finisher" spells after a HARM. Harm wil only reduce a Mob to ONE hit
point. It cannot Kill. Follow a HARM with an Inflict Light or Mod to Finish the Job.Noteable Equiptment:
Helm: Concentration 13/UA/Helm of Freewill
Googles: Blindness Immunity
Necklace: +6 Wisdom
Trinket: Dragon Eye(PoPX)
CLoak: Reavers Napkin
Belt: +5 CON
Ring 1: +4 Dex
Boots: 30% Striders/FeatherFall/SureFooted Boots
Ring 2: Silver COncord(+5 CHR once Mod5 Goes Live)
Gloves: Reaver Gloves
Bracers: +5 STR
Armor: Blue DragonPlate/Robes
Currently Experimenting with the Bullork of the Storms Fist Sheild(+5CON) and a Greater False Life Belt. Seems to work out OK now that I have the Blue DragonPlate & Reavers Napkin for my Spell Pen (Dont need to 2hand Items very often)
EDIT: Updated for Mod6 1/30/08