View Full Version : Perfect heal cleric
vanishinglight
04-07-2008, 01:10 AM
I'm new to the game, sort of, and was looking for some ideas on how I can build a Cleric. I want to be pure healer cleric; I need suggestions on stats, items, and where to spend my points. Thanks in advance!
Edit: 32 point build, human. My first 32 point build toon. Also looking for info on feats, etc.
FluffyCalico
04-07-2008, 01:21 AM
I'm new to the game, sort of, and was looking for some ideas on how I can build a Cleric. I want to be pure healer cleric; I need suggestions on stats, items, and where to spend my points. Thanks in advance!
OK basics:
Start with 18 WIS
If you want to raid take high CHA for DVs for the other cleric and they hopefully do the same for you.
Take mental tuffness, Imrproved mental tuffness, empower healing, quicken, heighten (to defend your self)
Enhancements: wand+scroll, WIS, CHA, healing, mana ones, impower healing ones, and DV mana for others.
Please don't start with less than 12 CON or 18 WIS. Put the rest in CHA. Edit you might want 10 int unless you are human.
Get Super potency item of the highest level available to you, get +WIS, CON, CHA items highest available to you.
Don't listen to the you must be this race, you will not be told you can't go on x raid because of the race you took, at least not as a cleric.
Every 4 levels add to WIS.
Naso24
04-07-2008, 01:51 AM
For healing, wisdom is #1. Period.
Charisma can really help you, and not just for DVs. I use divine healing often. It will help keep you off your mana bar, and will encourage others to drink pots or wand whip.
If there are 2 clerics in the party, I usually use DVs for the wizard instead, but this is rarely the case.
STATS:
You should have at least a 12, unless you want to be dependent on a STR item, which you may want anyways for fighting. 12 will let you wear full plate and carry decent gear without becoming encumbered.
DEX, 12 max. Perfect for full plate.
CON, whatever you can spare after 18 WIS, 12 STR, and 16 CHR.
WIS 18
INT 8 if human, 10 otherwise.
CHR 16
I went with a drow for my cleric, and am quite happy with the results.
An alternative you might want to consider is some of the halfling build clerics that use dragonmarks to supplement their mana healing.
Hope this helps, not really a guide, just some ideas.
vanishinglight
04-07-2008, 02:00 AM
Why do I want more INT if I'm not a human? Also what if I get mithril full plate, would it be better to take more dex? Sorry I have no idea really, just asking ! :D
esoitl
04-07-2008, 02:04 AM
most has been covered but i figured i'd chime in on the halfling build
the dragonmark is a nice additional healing source, the problem is you have to sacrifice some other feats for it
mine currently runs all 3 DM feats, MT, IMT, and extra turning for additinal DV's(lower CHA)
if you have a higher CHA you can probably do without ET and grab empower or quicken for your 6th feat
enhances are similar but you'll want extra DM usage, wand and scroll, SP, healing and WIS mainly
esoitl
04-07-2008, 02:06 AM
Why do I want more INT if I'm not a human? Also what if I get mithril full plate, would it be better to take more dex? Sorry I have no idea really, just asking ! :D
humans get an extra AP every level therefore a 10 INT on any other class = an 8 on a human
clerics are notorious for having crappy skills as well so each point makes a difference
focus on concentration but put a few into tumble and jump when you can.... heal helps a little but don't feel you need to max it
12 dex is more than enough with an item to run MFP on a cleric, you wont get the enhances to improve max dex bonus so it'll never really matter as long as you cover the base of 3 which you will
Blazer
04-07-2008, 02:41 AM
Let's clear up a major misconception that is running loose here. Perhaps the OP is a bit unclear with his wants, however, thus leading to the confusion.
Misconception: to be a "pure healing cleric", you need 18 WIS. This is utter bull. Hell, you don't need 16 WIS even. Your character's ability to heal and the amount of HP you heal is not - repeat, underline, boldface not - based on your WIS. It's based on your enhancements and your gear (read: Life Magic enhancements and Devotion/Potency item) and then any metamagic feats you take (maximize, empower, empower healing). The higher your WIS score, the (marginally) larger SP pool you'll have and your offensive spell DCs will be higher.
If you want to be a "pure healing cleric" going halfling and taking the 3 healing dragonmarks with the enhancements is a very solid build; lots of extra cures/heals via the marks, plus they work in anti-magic aura (read: beholders). Humans work well also, as do drow (for the extra CHA bump for DVs as mentioned above, a nice benefit in a raid party, but not entirely necessary). Really, if you want to just be a "pure healing cleric" any race - yes, even WF - will work just fine. After all, you're only going to be sitting in the back, monitoring life bars, clicking the cure and heal spells.
Now, if you ever, ever, ever think you may want to cast an offensive spell at the highest level and make it stick (destruction, greater command, banishment, etc), then yes, you'll want to max out that WIS score and perhaps be human to score that extra feat in order to hit the highest spell DC possible. In this case, you'll need to think of your cleric in some ways as a wizard or sorc - just not as frail.
If you're going to be a "pure healing cleric" you may as well not even bother with mithral full plate. Just wear Fearsome armor (or a robe even) and you'll be fine.
FluffyCalico
04-07-2008, 02:57 AM
If you want to be a "pure healing cleric" going halfling and taking the 3 healing dragonmarks with the enhancements is a very solid build; lots of extra cures/heals via the marks, plus they work in anti-magic aura (read: beholders). Humans work well also, as do drow (for the extra CHA bump for DVs as mentioned above, a nice benefit in a raid party, but not entirely necessary). Really, if you want to just be a "pure healing cleric" any race - yes, even WF - will work just fine. After all, you're only going to be sitting in the back, monitoring life bars, clicking the cure and heal spells.
.
perhaps you missed the whole human 32 point build part of the post when you decided to tell him other races as that is the one thing he has already decided on. As for going with 14 WIS or so. Yes you only loose 50SP but you loose 2 spell DC and while that may not seem important as heals are not resisted, your spell DC effect your surriviveability more that your AC does. A cleric who when aggroed by 1 normal mob that can't kill it is not a good thing. Plus one of the greatest healing spells in the game is command er greater command. It can heal more than several heal scrolls in some situations.
vanishinglight
04-07-2008, 03:08 AM
This is very helpful, thank you guys!
Blazer
04-07-2008, 09:53 AM
perhaps you missed the whole human 32 point build part of the post when you decided to tell him other races as that is the one thing he has already decided on. As for going with 14 WIS or so. Yes you only loose 50SP but you loose 2 spell DC and while that may not seem important as heals are not resisted, your spell DC effect your surriviveability more that your AC does. A cleric who when aggroed by 1 normal mob that can't kill it is not a good thing. Plus one of the greatest healing spells in the game is command er greater command. It can heal more than several heal scrolls in some situations.
Oh no, I didn't miss it at all. But since he wrote "pure healing cleric", the halfing actually comes out a bit better than human and I wanted to let him know that. Please don't talk to me about the amazing power of CC and other spells on a cleric, I know all about them. The OP asked for "pure healing cleric" information, so that's what I gave him. Written between the lines was an attempt at getting him to investige how powerful the cleric class can be if you don't simply play a nanny healbot. I think he missed it however and it would appear he was not the only one.
Impaqt
04-07-2008, 10:15 AM
perhaps you missed the whole human 32 point build part of the post when you decided to tell him other races as that is the one thing he has already decided on. As for going with 14 WIS or so. Yes you only loose 50SP but you loose 2 spell DC and while that may not seem important as heals are not resisted, your spell DC effect your surriviveability more that your AC does. A cleric who when aggroed by 1 normal mob that can't kill it is not a good thing. Plus one of the greatest healing spells in the game is command er greater command. It can heal more than several heal scrolls in some situations.
So Blazer mentions some other Races.....
Your talking about Spell DC..... To someone who just wants to Heal...
Who Didnt read the OP?
If I was going to build a new Healing Speced Human his stats would be
12 4pts
8 0pts
15 8 pts
12 4 pts
16 10pts
14 6pts
Spell DC's can be just find witha 16Base WIS. Taking those 6 Build points it would of taken you to get to 20 gives ya a bunch more Skill points, more Hit Points, or Extra DV's.
1 dc simply doesnt matter to a caster (Divine or Arcane) unless the spells they are throwing is life or death. Some offensive casters think every spell is Life or death... so the extra DC makes em feel better. Its truely hard to notice.
Strakeln
04-07-2008, 11:27 AM
I went with a 17 starting wisdom on my cleric, and haven't regretted it yet. That was a lot of build points I was able to put elsewhere. Current setup resulted in 352 unbuffed HP, 1550 SP (no dorf SP enhancements, seemed wasteful to me), a high concentration skill, and a reasonably good jump skill (I saw way too many clerics unable to do the most basic jumps when I started playing).
In the current endgame setup, unless you have invested heavily in SR improvements, a lot of offensive spells become somewhat useless. Blade barrier is quite reliable, and you can usually just whomp on mobs with evasion since they are weaker than the fighter-type mobs.
Just be sure to get quicken. Best metamagic feat in the game for a cleric, IMO.
Reisz
04-07-2008, 11:42 AM
My first character and still my main is a 28pt build human cleric
str 14
dex 12
con 10
int 8
wis 16
chr 14
I regret only having a 10 con. Even with a +2 tome and +4 item, he could use more hit points. If I were to reroll him as 32 pt build I would pick these stats.
str 12
dex 12
con 14
int 10
wis 16
chr 14
Also note that skill selection is important. I recommend Heal, Concentration, and Balance. You can not heal if you are interrupted or on your back. Some people like diplomacy, but it is not affective against ranged attacks
Impaqt
04-07-2008, 11:48 AM
Also note that skill selection is important. I recommend Heal, Concentration, and Balance. You can not heal if you are interrupted or on your back. Some people like diplomacy, but it is not affective against ranged attacks
I've always found the best way to mitigate Ranged attacks is to Move out of the way.
Reisz
04-07-2008, 12:03 PM
I've always found the best way to mitigate Ranged attacks is to Move out of the way.
True, but tanks and barbs do funny things like run around corners and pillars or moving too far from your 'safe' spot, so you do not always have the option of standing where you want.
CrimsonEagle
04-07-2008, 12:09 PM
Human
15+tome, +6 item= 22str
8+6 bleah, personal preference. 12
15+1 tome, +6 item=22 con
8 bleah, though some like the skill points
16+1 tome, +6 item, +1 human, +3 cleric, +4 lvl up=31. You will get a plus 2 tome eventually to bring this to an even number.
13+1 tome, +6 item, +1 human, +2 cleric=23, Once again, eventually you will get a +2 tome to make this an even number.
I know the +2 tomes do not fall like rain, but they are becoming more common.
This is what I am thinking of doing. Have not decided yet though. working on other projects.
CrimsonEagle
04-07-2008, 12:12 PM
I've always found the best way to mitigate Ranged attacks is to Move out of the way.
LOL.......what is this "Move out of the way" you speak of?
Impaqt
04-07-2008, 12:18 PM
True, but tanks and barbs do funny things like run around corners and pillars or moving too far from your 'safe' spot, so you do not always have the option of standing where you want.
huh? That your Problem then..... "Standing" Theres no reason to Ever stand in place. Ranged Mobs dont fire Laser Guided Fleshy Seeking Arrows. They Target your and Fire. If your so close to them that you can move out of the way, then Diplo does indeed work. If your far enough away, the arrows will fly by... Hitting hte lace you were....
A Cleric that Just stands in place is asking for trouble. Keep Moving.
Reisz
04-07-2008, 12:33 PM
huh? That your Problem then..... "Standing" Theres no reason to Ever stand in place. Ranged Mobs dont fire Laser Guided Fleshy Seeking Arrows. They Target your and Fire. If your so close to them that you can move out of the way, then Diplo does indeed work. If your far enough away, the arrows will fly by... Hitting hte lace you were....
A Cleric that Just stands in place is asking for trouble. Keep Moving.
Just trying to justify spending very limited skill points. Didn't say I had a problem. I just personally don't use diplomacy. Plus you MOVE slower when you are in the act of casting a spell. It is a good tactic that concentration can back up.
P.S. Miss read your first comment. Thought you were saying to go find cover. As in 'move out of harms way'.
Darthspider
04-07-2008, 04:08 PM
"If you want to raid take high CHA for DVs for the other cleric and they hopefully do the same for you."
What does charima have to do with divine vitality ?
Blazer
04-07-2008, 04:16 PM
"If you want to raid take high CHA for DVs for the other cleric and they hopefully do the same for you."
what does charima has to do with divine vitality ?
The number of Turn attempts you get per day is increased by your CHA modifier. More CHA means more Turns which means more DVs.
Naso24
04-07-2008, 09:01 PM
I suggested 18 WISDOM because it will add to your mana pool, will saves, and spell DC all at the same time. Being a good healer often requires you to cast spells that protect your party from taking damage in the first place. Destruction is one of these spells. Greater command is another.
16 WISDOM is respectable, but I value the benefits for 18 WISDOM higher than the extra stat points.
For a halfling dragonmark cleric, the balance is different. Maximize and empower are particularly useful. It is a trickier build, that requires more balance and tradeoff, so I didn't want to go into detail and confuse things.
Strakeln
04-07-2008, 09:45 PM
Just some food for thought:
What if, at the end-end-end game, we end up with an odd number for max wisdom?
For example, pretend that right now is the end of the game... no more level raises or even more insane stackable loot...
18 base
4 levels
6 item
3 enhancement
3 tome
3 exceptional wisdom
1 abbott loot
38 wisdom
Now, probably under 50 people have the Abbott loot. So unless you have that specific piece of loot, it is a waste of build points to have an even starting wisdom.
Obviously, it's hard to speculate, since no one can say what loot will be coming out in the future. But still, it is something to consider.
vanishinglight
04-08-2008, 03:31 AM
All so much to learn! I won't get it right the first time! (:
FluffyCalico
04-08-2008, 03:42 AM
All so much to learn! I won't get it right the first time! (:
Just remeber this, those posting that 16 is not big difference than 18 to start are the same ones that at 16 will grid for months for a +3 tome when +1s are only about 100K on the AH. 18 to start and +1 tome gives you the same end # as 16 with a +3 tome. I love how people always say 1-2 in your starting stat is no biggie but at level cap they **** their pants if they find a tome that gives them any more than they already have.
vanishinglight
04-08-2008, 04:24 AM
Why not start with 18 WIS and get a +3 tome? or whatever else I can get! I'm not sure the max of any stat, just quite yet (:
Mad_Bombardier
04-08-2008, 10:11 AM
Now, probably under 50 people have the Abbott loot. So unless you have that specific piece of loot, it is a waste of build points to have an even starting wisdom.
Obviously, it's hard to speculate, since no one can say what loot will be coming out in the future. But still, it is something to consider.The one thing we do know is that we will get another +1 levelup stat raise sometime in the future at L20 to get you from odd to even (if you started with even number/18). Whether or not there will be higher tomes or items to further increase is unknown. But, an odd numbered stat for a few levels is not a bad thing that you need to build to avoid.
Laith
04-08-2008, 10:19 AM
Obviously, it's hard to speculate, since no one can say what loot will be coming out in the future. But still, it is something to consider.indeed, as human adaptability & the stat point at lvl20 throws a wrench in your estimation as well.
at the end of the day, worrying about your primary stat being even or odd is pointless: loot is just too unknown to guess, and if we ever go epic, we'll probably get epic stat boost feats.
if you want to focus in your primary stat, do it.
it it turns out that you end up odd, just don't buy the last enhancement and you find yourself 6ap richer.
Strakeln
04-08-2008, 10:28 AM
The one thing we do know is that we will get another +1 levelup stat raise sometime in the future at L20 to get you from odd to even (if you started with even number/18). Whether or not there will be higher tomes or items to further increase is unknown. But, an odd numbered stat for a few levels is not a bad thing that you need to build to avoid.Agreed, but there will be other things. Here's what I currently envision the end stat-items to be:
+6 items
+5 tomes
+5 level ups
+4 enhancement (speculation)
+3 exceptional stat item
+1 Abbot loot
+X some new form of loot
It all comes down to the +X loot. Every time we think we've seen the end of the stat train, another car comes around the corner :)
Strakeln
04-08-2008, 10:31 AM
indeed, as human adaptability & the stat point at lvl20 throws a wrench in your estimation as well.
at the end of the day, worrying about your primary stat being even or odd is pointless: loot is just too unknown to guess, and if we ever go epic, we'll probably get epic stat boost feats.
if you want to focus in your primary stat, do it.
it it turns out that you end up odd, just don't buy the last enhancement and you find yourself 6ap richer.Race and class dependent, for sure.
One thing: I suspect there will be another stat point enhancement at level 20, so the AP you save might be 8-10 if you end up at an odd stat.
Mad_Bombardier
04-08-2008, 10:35 AM
It all comes down to the +X loot. Every time we think we've seen the end of the stat train, another car comes around the corner :)Yup, yup. One of the Devs broke it down before Abbot and Shroud loot. It was something like: 18 (base) + 5 (levelup) + 5 (tome) + 1 (Human) + 3 (Cleric) + 6 (item) = 38 max WIS projected at that time.
Now we add +3 Exceptional (greensteel), +1 Profane (Litany) = 42 max WIS, with who knows how many other types of +X bonuses added in the future.
And I kinda hope that they stop adding other bonuses. Because then they balance monster saves (at least on Hard and Elite) against our maxed über-stats and the regular folks without all the raid loot end up being completely useless. :(
Angelus_dead
04-08-2008, 10:41 AM
All so much to learn! I won't get it right the first time! (:
Actually, you probably will get it right on your first try.
That's because your objective isn't a hard task. Maxxed healing power isn't a tough thing for a cleric to achieve.
Just make sure you have a high wisdom, many cleric levels, and Empower Healing at some point. Put the APs into Devotion and Heal Crits, and probably also Wand Mastery. Really, higher wisdom only improves your healing very little. It's not worth worrying about.
(The real reason to try for a max wis is offensive spells)
Reisz
04-08-2008, 10:48 AM
"If you want to raid take high CHA for DVs for the other cleric and they hopefully do the same for you."
What does charima have to do with divine vitality ?
Divine vitality is based on turn attempts per day which is = 3+CHA mod+feat bonus. So more charisma means more uses of DV.
Reisz
04-08-2008, 10:51 AM
Just some food for thought:
What if, at the end-end-end game, we end up with an odd number for max wisdom?
Obviously, it's hard to speculate, since no one can say what loot will be coming out in the future. But still, it is something to consider.
I would adjust my enhancements. The 3rd level is 6AP's that can be spent elsewhere. And they are easy enough to pickup again later.
Desteria
04-08-2008, 10:52 AM
The amount of SP you gain from 2 stat points at level 16 is Ruffly 25sp that Is soo little as to be unnoticable, i mean we are talkign half a heal spell :( the anount of SP we gain from high stats in DDO is WAY less then the equivelent spell levels gained in PnP, AND we have to cast 23846123893 bizziol more times per day(rest), btu it is what it is.
I personaly fell IF your play style Is goign to be healing buffing bot, I ahve afriend that realyl lieks this style, myguild considers him an Excelent cleric, and we never have any problem in any quest with him as the only one, he started with 14 or 15 wis, I fell you could easly start with a 12 wis on this type of character and work very well just know you will never realyl want to cast any save Dc spells, personaly I would never drop that low with out a realyl good reason IE battel celrics needing max STR or a Rouge cleric wanting very high INT/DEX. OR a walkign drow shrine wanting max cha for DV's.
I actuly think a 18 CON would benifit a heal bot cleric MORE then a 18 WIS, though getitng 16's in both and having stat poitns to spread arond yso your not perma encombered and have some skils is nto a bad thing :)
Strakeln
04-08-2008, 11:01 AM
I would adjust my enhancements. The 3rd level is 6AP's that can be spent elsewhere. And they are easy enough to pickup again later.A valid point, however, I submit to you that 6 build points are more valuable than 6 action points.
I will agree to this: if you're a hardcore min-maxer, then by all means, make sure the important stats are maxed.
Reisz
04-08-2008, 11:09 AM
A valid point, however, I submit to you that 6 build points are more valuable than 6 action points.
I will agree to this: if you're a hardcore min-maxer, then by all means, make sure the important stats are maxed.
I agree, I think 18 wis is a waste on a HEALING cleric. Spend those 6 build points making him more survivable. I just don't worry about odd's and even's because I can adjust with my enhancements.
P.S. 18 wis is good for offensive clerics
Strakeln
04-08-2008, 11:13 AM
P.S. 18 wis is good for offensive clericsI don't think anyone can argue that point :)
Impaqt
04-08-2008, 11:43 AM
Wait... arent all battle Clerics Offensive?
-You guys got me so confused-
Strakeln
04-08-2008, 11:57 AM
Wait... arent all battle Clerics Offensive?
-You guys got me so confused-Only the dwarven ones. It's the smell, I think.
Kraegor
04-09-2008, 02:26 PM
Let me break this down for you at high levels for a cleric:
Str: Well unless you are a "Battle" cleric, and use Divine Favor etc to buff yourself, you won't be able to hit more than 20% of the mobs anyways, so go with a 8 or 10, at lower levels you won't be able to solo easy, but thats fine, get a group.
Dex: Don't even try, you AC probably wont get above mid 30's anyways, and at high levels you will get your butt kicked if the mobs get on you anyways.
Con: Invaluable. Never underestimate an extra 20, 40 or 60 hitpoints (difference between 10, 12, 14 con).
Int: You only really need Concentration and Balance IMO. So this can be kept at a 10, or an 8 starting if you have a tome.
Wis: Invaluable, but can sacrifice. Having 42 compared to 40 wisdom endgame is the difference of like 40 spell points and +1 DC on saves for offensive. Thats 6 points you could turn your con into a 14 or 16.
Cha: Invaluable if you are doing DV or Turning. Try to get this at least a 14 or 16.
FluffyCalico
04-13-2008, 10:37 PM
Let me break this down for you at high levels for a cleric:
Str: Well unless you are a "Battle" cleric, and use Divine Favor etc to buff yourself, you won't be able to hit more than 20% of the mobs anyways, so go with a 8 or 10, at lower levels you won't be able to solo easy, but thats fine, get a group.
Dex: Don't even try, you AC probably wont get above mid 30's anyways, and at high levels you will get your butt kicked if the mobs get on you anyways.
Con: Invaluable. Never underestimate an extra 20, 40 or 60 hitpoints (difference between 10, 12, 14 con).
Int: You only really need Concentration and Balance IMO. So this can be kept at a 10, or an 8 starting if you have a tome.
Wis: Invaluable, but can sacrifice. Having 42 compared to 40 wisdom endgame is the difference of like 40 spell points and +1 DC on saves for offensive. Thats 6 points you could turn your con into a 14 or 16.
Cha: Invaluable if you are doing DV or Turning. Try to get this at least a 14 or 16.
Let me fix some of your #s.
At level 16 +1 modifier on con is worth 16HP
At level 16 +1 modifier on WIS is worth 25SP and +1DC
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