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sirgog
02-19-2009, 07:32 AM
This is in the process of being edited for level 20. Please continue to send suggestions for builds, comments, flames, etc.

This thread is designed to be a source of information for players considering rolling a Cleric and wanting answers to the most important questions of all - what starting stats should I choose, should I stay pure-classed or multiclass, how should skill points and feats be allocated, and so on. It's designed to be useful both for a player with 8 capped characters contemplating rolling a new type of cleric, and also for a new player looking to roll their first toon. (I'm limiting my definition of Cleric to be only characters that have 11 or more levels in the Cleric class at endgame - there's some great builds which only splash Cleric, but I'm not going to list them here).

All of these builds are capable (to varying degrees) of being useful party members in current end-game content. But they bring very, very different capabilities to the party they join. Some can melee end-game raid bosses, others struggle to melee Waterworks kobolds at level 12. Some can heal an entire raid party without assistance - others add the most to the party when they spend most of their SP healing themselves while another player heals the party. Some have stellar saves with evasion, others get toasted when area damage spells come their way.

Additional builds will be added as they are suggested. In addition, I'd like to be able to add more info to some of the builds that I'm not sure how to build - so if you have played a different type of cleric build and have build tips for them, please feel free to share them here. Also, if you think some of these builds are terrible or can be improved, then feel free to say so here.

Be warned - some of these builds are not particularly newbie-friendly. If a build is newbie-friendly, I'll provide 28 point build advice. If there's only 32 point build info, assume that this build is only for experienced players and may not function very well without significant amounts of gear, raid loot, +2 tomes and so on.

Some starting builds follow in the next post. Additional builds will be added in post 3 when people recommend them. I'll post a summary of the build, plus a link to the thread it's been posted in (or to the post if you post it in this thread).

Also a minor caveat - the original post predates the changes to Toughness enhancements. As a result, several builds recommend Dwarf as the optimal race - this choice is less important now.

Builds posted:

'Old-school' cleric - The pure healbot. Post #2 in this thread.
Offensive caster cleric - post #3
Melee-capable cleric - makes minor sacrifices to spellcasting to fit in combat feats - post #4
Melee-focused cleric - makes larger sacrifices to spellcasting to specialise in melee - post #5
Intimi-cleric - makes still larger sacrifices to pick up endgame-worthy Intimidate and the resilience to use it well - post #6
PVP cleric (incomplete - help requested) - brutally fast killer in PVP - post #7
Evasive Battle Cleric (incomplete - help requested) - incredibly resilient self-healing melee, that makes huge sacrifices to 'traditional' cleric abilities of healing and offensive casting to achieve this - post #8
Clogue - Cleric with trapsmithing skills and often Evasion too - post #9

Post #10 contains builds posted by other players that they have had success with.

Coming soon - Resilient Offensive Caster Cleric - these builds use a Monk splash to gain stellar AC and also possibly stellar saves, but eschew melee, focusing on healing and offensive spellcasting instead.






If you want to propose a build, please include the following information:

Build Name: e.g. Healbot, Evasive Battle Cleric

Typical class levels taken: e.g. Clr16 or Clr15/Sor1
Optimal races: Any
Party Roles: e.g. Healer, Party Support, mediocre Nuker, mediocre Crowd Controller
New player friendly?
Signature Spell: (name one spell, if you can, that sums up your build - for a Healbot this would be Heal, for example).

Description:
Describe the party role your build fills here (e.g. resiliant self-buffing, self-healing melee combatant that can also play a Healbot role when required)

Recommended starting stats (28 point build/32):
[i]If your build is newbie-friendly, include 28 point advice - if it requires a lot of play experience or +2 tomes to work, consider only giving 32 point build advice. Also, advise here where to spend level-up stat points and any tomes that are critical to the build.

Key Feats:
List some feats your build requires.

Key Enhancements:
List enhancements that are required.

Key Skills:
List skills that you consider most important.

Key Gear:
List key gear you advise a player to have at endgame.

Alternately, post a Character Builder code block - if you do that, please also post the playtips, party role, character signature spell and key gear

sirgog
02-19-2009, 07:34 AM
'Old-school' cleric (Healbot)

Typical class combination: Clr20 (occasionally Clr19/Sor1; this is not recommended)
Optimal races: Any (Human is probably optimal due to a nice combination of enhancements)
Party Roles: Healer, Party Support (also is a mediocre Nuker and a mediocre Crowd Controller)
New player friendly? Yes
Signature Spell: Heal

Description:
The traditional Cleric focuses on optimising the rest of the party – buffing them, healing them during combat and between combat, and using DVs to boost the SP pools of party casters. Due to their feat choices, they have the largest SP pools of all clerics – however, to get this they sacrifice some crowd control and nuking capacity. (Some take a Sorcerer level to add more SP - I generally advise against doing this, as the tradeoff is significant for little overall SP gained; I'm not even sure if this still adds SP at level 20. Your choice, however.)

Typical starting stats (28 point build/32):
Str 10/14 (sometimes lower)
Dex 8/8
Con 12/12
Int 8/8
Wis 18/18 (Level up points here)
Cha 14/14 (if a lower Strength than indicated was taken, increase Charisma with remaining points, you might prefer to up Constitution)

Key Feats:
Empower Healing
Maximize Spell (used when casting Mass Cure spells)
One or more Mental Toughness feats

Key Enhancements:
Divine Vitality (most or all of the line)
Cleric Life Magic 4; optionally the Prayer of Life/Prayer of Incredible Life lines too, but they are much less useful than Life Magic
Cleric Wand/Scroll Mastery 4
Most or all available +SP enhancements for your class and race
Cleric Wisdom 2 or 3

Key Skills:
Concentration

Popularity:
You'll have little trouble finding a group with a build like this. A large number of characters like this can be found online at any given time, many of them choosing to be anonymous to avoid unwanted unsolicited tells asking them to join a party.
Back when the level cap was 10 or 12, this was probably the most popular character design to party with – now, most people prefer an offensive-caster cleric instead, but a Healbot is always very welcome in a group.


Key Gear at medium-high level:
Usual defensive gear (at low level, prioritize AC; at higher levels, prioritize Fortification and consider Fearsome armor - be warned Fearsome armor will reduce the impact of your best offensive spell, Bladebarrier)
+6 Wisdom item
One or two Cure Serious wands for regular use in quests (don't bother with them on raids)
A moderate number of Heal scrolls for emergency use in quests and frequent use in raids
A moderate stack of Mass Cure Moderate Wounds scrolls for raid usage
A small number of mana potions for emergency use in raids
Relevant melee weapons if you chose to go 14 Str and want to ever play a backup melee role (I recommend high-accuracy weapons such as a +4 holy longsword over high-damage weapons such as a +1 holy burst of pure good khopesh)
Superior Devotion 6 one-handed scepter or better
+SP item (Shroud crafted item recommended)

sirgog
02-19-2009, 07:34 AM
Offensive Caster Cleric

Typical class combination: Always Clr20
Optimal races: Any
Party Roles: Healer, Party Support, either or both of Crowd Controller and Nuker. Variants with Quicken may also qualify as Sole Survivors.
New player friendly? Yes
Signature Spells: Destruction, Bladebarrier, Implosion
Description:
The Offensive Caster Cleric (OCC) is a multiskilled character – capable of using potent clerical offensive spells such as Implosion, Destruction, Bladebarrier, Cometfall, Symbol of Persuasion/Stunning and Greater Command to neutralize foes, and also capable of healing wounded party members.

Typical starting stats (28 point build/32):
Str 10/14
Dex 8/8
Con 14/14
Int 10/10
Wis 18/18 (Level up points here)
Cha 10/10

Key Feats:
Maximize Spell
Spell Penetration and Improved Spell Penetration
Empower Spell
(Optionally) Quicken Spell

Key Enhancements:
Cleric Life Magic 4
Cleric Wand/Scroll Mastery 4
Some but not all +SP enhancements for your class and race
Cleric Wisdom 2 or 3
Spell Penetration enhancements (preferably all of them, at least 2)

Key Skills:
Concentration

Popularity:
Probably the most sought-after character type in the game in general, due to your versatility and power. The OCC is one of the best soloist builds in shrine-heavy quests as well as being one of the best additions available to a party.

Key Gear:
Usual defensive gear (Heavy Fortification, and any one or more of the following: Quicken Spell so you can ignore defense and self-heal while being pounded upon, or Fearsome armor, or a 55+ AC)
+6 Wisdom item
Superior Potency 6 scepter/club/etc
One or two Cure Serious wands for regular use in quests (don't bother with them on raids)
A significant number of Heal scrolls for emergency use in quests and frequent use in raids
A moderate stack of Mass Cure Moderate Wounds scrolls for raid usage
A small number of mana potions for emergency use in raids
Relevant melee weapons if you chose to go 14 Str and want to ever play a backup melee role (I recommend high-accuracy weapons such as a +4 holy longsword over high-damage weapons such as a +1 holy burst of maiming khopesh)
+SP item (Shroud crafted item recommended)

sirgog
02-19-2009, 07:36 AM
Melee-Capable Cleric

Typical class combination: Clr19/Pal1; Clr19/Ftr1, Clr19/Bbn1 or Clr20
Optimal races: Human, Dwarf (they have higher potential HP than other races; Dwarves get nice combat bonuses with axes too)
Party Roles: Healer, Party Support, Melee DPS
New player friendly? Yes, but takes a bit of practice playing it.
Signature Spell: Bladebarrier, Divine Power

Description:
The first of several battlecleric builds, the Melee-Capable Cleric (MCC) is another multiskilled character – capable of healing wounded party members or wading into combat and using potent clerical self-buffing spells to turn themselves into a capable melee combatant.
In combats, you can fire off maximised, quickened mass cure spells to keep the party alive. In addition, you can fire a quickened Heal off at someone who is in dire straights.
Unlike the more dedicated battlecleric builds presented later, this character sacrifices only a small amount of offensive casting power compared to the Offensive Caster Cleric build earlier. Later battlecleric builds will lose more and more offensive casting and healing power, but will become better at melee. This build is capable of effectively meleeing most foes, but isn't so hot at meleeing raid bosses or the toughest quest bosses.

Typical starting stats (28 point build/32), before racial modifiers:
Str 16/17
Dex 8/8
Con 13/14
Int 8/8
Wis 17/17 (Level up points here)
Cha 8/8

Key Feats:
Quicken Spell
Maximize Spell
Toughness

Key Enhancements:
Cleric Life Magic 3 or 4 (4 recommended)
Cleric Wand/Scroll Mastery 3 or 4 (again, 4 recommended)
Racial Toughness 3, maybe 4, plus any class Toughness enhancements you may qualify for
Some but not all +SP enhancements for your class and race
Cleric Wisdom 1 or 2 (consider 3)
Dwarven Constitution 1 or 2, or Human Adaptability: Wisdom and Human Improved Adaptability: Constitution or Strength
Dwarven Axe Attack and Damage 1 (consider level 2 in each as well). Does not apply for Humans.

Key Skills:
Standard melee skills (Balance, Jump) and/or Concentration

Popularity:
These were once reviled, but now most players accept the power that a battlecleric can bring to a group. You can assist a party that is primarily seeking a healer, or you can join a party that is seeking a melee-type. Two battlecleric builds generally help a party more than one healbot and one melee DPS in almost all quests and raids, so finding a group is usually easy at high level.

Key Gear:
A good melee DPS weapon, plus a series of good support weapons such as Wounders, Vorpals and Weakening of Enfeebling weapons. This list is likely to change over time as people get more used to the Mod 9 changes and content - in particular you might want Improved Destruction weapons at least in future.
+6 Wisdom item
Superior Potency 6 necklace (named loot from some Mod 9 quests; these are bard-class items but are still ones you will want)
One or two Cure Serious wands for regular use in quests (don't bother with them on raids)
A significant number of Heal scrolls for emergency use in quests and frequent use in raids
A moderate stack of Mass Cure Moderate Wounds scrolls for raid usage
A small number of mana potions for emergency use in raids
+SP item (Shroud crafted recommended, might also be your +6 Wisdom item)
Greater False Life item
Heavy Fortification item

sirgog
02-19-2009, 07:37 AM
Melee-Focused Cleric

Typical class combination: Clr19/Pal1; Clr19/Ftr1; Clr19/Bbn1; Clr18/Ftr2; Clr18/Pal2; Clr17/Ftr1/Pal2; Clr17/Pal3; Clr16/Pal2/Ftr2; Clr15/Pal3/Ftr2
Optimal races: Again, Human or Dwarf
Party Roles: Melee DPS, Healer
New player friendly? Not particularly
Signature Spell: Mass Cure Moderate Wounds, Divine Power

Description:
The second of several battlecleric builds, the Melee-Focused Cleric (MFC) is designed to wade into combat and using potent clerical self-buffing spells to turn themselves into a capable melee combatant. In combats, you can fire off maximised, quickened mass cure spells to keep the party (and yourself) alive. In addition, you can fire a quickened Heal off at someone who is in dire straights – frequently, this will be you, as you are a frontline fighter.
This character sacrifices a significant amount of offensive casting power compared to the Offensive Caster Cleric build earlier. In exchange for this tradeoff, this build is survivable and effective when meleeing anything, including elite raid bosses.

Typical starting stats (32 point build strongly recommended here, presented pre-racial modifiers, those with 2 or more Paladin levels might drop Str by 1 and Con by 1 to boost Cha by 5):
Str 18 - level up points here
Dex 8
Con 16
Int 8
Wis 14
Cha 8

Key Feats:
Quicken Spell
Power Attack (this feat is utterly terrible at low level, but by endgame is stellar indeed)
Maximize Spell (more for mass cures than bladebarrier, but BB is still fine with a low save DC)
Toughness
Extend Spell (for short duration Clr self-buffs such as Divine Favor, Divine Power and, when used, Recitation)

Key Enhancements:
Cleric Life Magic 3 or 4 (4 recommended)
Cleric Wand/Scroll Mastery 3 or 4 (your lower SP pool than other clerics will mean you will need to scrollheal more)
Racial Toughness 3 or 4
Some but not all +SP enhancements for your class and race
Dwarven Constitution 1 or 2 OR Human Adaptability - Strength and Human Greater Adaptability - Constitution
Dwarven Axe Attack and Damage 2 (if available)

Key Skills:
Standard melee skills (Balance, Jump) and/or Concentration

Popularity:
These were once reviled, but now most players accept the power that a battlecleric can bring to a group. You can assist a party that is primarily seeking a healer, or you can join a party that is seeking a melee-type. Two battlecleric builds generally help a party more than one healbot and one melee DPS in almost all quests and raids, so finding a group is usually easy at high level.

Key Gear:
Superior Potency 6 necklace (one of the Bard set amulets from Mod 9 content)
A good melee DPS weapon, Mineral 2 greataxe recommended.
+6 Strength item (as you won't have Divine Power up all the time)
A good shield and a Greater Potency 7 scepter/dagger (you aren't built to healbot, but sometimes a mediocre and sturdy healbot is more help to a party than a solid frontline fighter, so you should carry this gear to be able to change to healbot mode; the Greater Potency 7 gives you three highly effective Mass Cure spells)
One or two Cure Serious wands for regular use in quests (don't bother with them on raids)
A significant number of Heal scrolls for use in quests and frequent use in raids
A moderate stack of Mass Cure Moderate Wounds scrolls for raid usage
A moderate number of mana potions for emergency use in raids. This build will use more than most clerics, as you are sacrificing SP for melee power.
+SP item
Greater False Life item
+6 Con item
Heavy Fortification item

sirgog
02-19-2009, 07:37 AM
Intimi-Cleric

Props to Samho for this build info.
Typical class combination: Often Clr17/Mnk2/Ftr1 (taking Ftr first for Intimidate skill point reasons)
Party Role: Crowd Controller, Secondary Healer, Secondary Melee DPS
New player friendly? Not at all
Signature Spell: Bladebarrier, Quickened Heal

Starting Stat Guide INT should start with 10 (if could obtain +2 INT tome at creation) or 11 (with +1 INT tome), it's necessary for make intimidate useful. Otherwise, this can very a bit.


Key Feats:
Quicken
Maximize
Toughness
[optional]
SF: Intimidate
Bullhead
Shield Mastery
Improved Shield Mastery


Key Skills:
Max rank of Intimidate. As much as you can afford in Concentration, Jump and Balance (in that order - max Concentration before spending anything on Jump, etc)


Key Gear:
Intimidate 15 Item (either ring, or helmet -- would recommend ring slot)
Head of Good Fortunate
+6 stat of Strength / Charisma / Dexterity / Constitution / Wisdom item
Protection +5 item
Best +5 Heavy Shield and Mithral Tower Shield you could get (recommend Hound shield), better come up with Axeblock / Spearblock; and elemental Guard is a plus
Couple stacks of Heal scroll, Barkskin Potion, Haste Potion, and CSW wand, and some CSW Potion.
Insight bonus AC gear (usually Greensteel insight AC type weapon)
SP item
Greater False Life Item
Heavy Fortification item
As many Immunity item as possible
Recommend Greensteel item with Airguard and Concordant Opposition
Anything Melee Focus battle cleric could use, this type of cleric could use them as well



Description:
The Intimi-Cleric uses the Bladebarrier spell and Intimidate skill to hold the aggression of enemies, allowing the rest of the party to dispatch them with ease. The Intimi-Cleric can use various means of damage mitigation to survive this aggro - from quickened healing with significant HP, to high AC (monk level does help but not necessary), to high Damage Reduction gained by shieldblocking.
This kind of build is not recommend to most new players -- you should have some sort of knowledge about how to build your AC up, how to mitigate incoming damage, when to turtle up, how to use intimidate effectively (something you can learn while you level up), and is gear-intensive, requiring Intimidate 15 gear, Head of Good Fortunate, Shroud gear, and more - and most important you only have limited gear slot to fit all everything in so planning ahead is important.

sirgog
02-19-2009, 07:39 AM
PVP Cleric

Typical class combination: Clr14/Mnk2; Clr14/Pal2
Party Roles: Nuker, Sole Survivor, Healer
New player friendly? No
Signature Spell: Searing Light

Description:
This cleric seeks to kill, and fast. Maximized, Empowered Searing Light spells deal devastating burst damage. High saves keep the PVP cleric alive through most counterattacks. However, the star that burns twice as fast burns twice as long - this build runs out of SP rapidly in many quests.

Help is sought in completing this build entry. If you know how to build a good PVP cleric, please post your build below.

sirgog
02-19-2009, 07:40 AM
Evasive Battle Cleric

Typical class combination: Clr16/Rog2/Pal2; Clr15/Rog3/Pal2; Clr15/Rog2/Pal3; Clr18/Mnk2; Clr16/Mnk2/Pal2
Optimal races: Again, dwarf or human, same reasons as usual. Dwarf is probably superior due to Dwarven Spell Defense
Party Roles: Sole Survivor, Healer, Melee DPS, occasionally Crowd Controller (through use of Intimidate rather than spells)
New player friendly? No
Signature Spell: Divine Power

Description:
The final battlecleric build listed at the start of this guide, the Evasive Battle Cleric (EBC) is designed to wade into combat and using potent clerical self-buffing spells to turn themselves into a capable melee combatant that, due to quickened self-healing, evasion and paladin saves, is nearly impossible to kill. In combats, you can fire a quickened Heal off at someone who is in dire straights – frequently, this will be you, as you are a front line fighter.
This character sacrifices almost all offensive casting power compared to the other cleric builds. In exchange for this tradeoff, this build is capable of meleeing Elite quest and raid bosses. Depending on how you build it, this character may also have trapsmithing skills.

Help is sought in completing this build entry – if you know how to build a good EBC, please post your build info below.

sirgog
02-19-2009, 07:40 AM
'Clogue'

Typical class combination: Clr19/Rog1; Clr18/Rog2
Optimal races: Drow, Elf
Party Role: Healer, Party Support, Trapsmith
New player friendly? Not particularly
Signature Spell: Heal

Description:
The Clouge combines many of the features of the traditional cleric with enough Intelligence to Spot, Search and Disable endgame traps. Many also gain Evasion and use this to aid their survivability and offset the lower Constitution these characters generally have compared to other cleric builds.

Impaqt has provided a link to his Rogue Cleric build here: http://forums.ddo.com/showthread.php?t=126952 . Thanks Impaqt.

sirgog
02-19-2009, 07:41 AM
Links to other people's Cleric builds:




Stonespeaker, the False Priest - Non-Evasion Intimicleric by Samho

http://forums.ddo.com/showthread.php?t=141649

Party Role: Crowd Controller, Healer, mediocre Nuker, mediocre Melee DPS

This build combines 14 Cleric levels (providing Heal and Bladebarrier), with 2 Fighter levels for access to the Intimidate skill.



Excelovely, the Evasion Intimicleric by Iruka41:

http://forums.ddo.com/showthread.php?t=156605

Party Role: Crowd Controller, Healer, mediocre Nuker, mediocre Melee DPS

This build combines 13 Cleric levels (providing Heal and Bladebarrier), with 2 Monk levels for Evasion and significant AC, plus one Fighter level to gain access to the Intimidate skill.



Allendale, Hybrid Melee-Capable and Offensive Caster Cleric by Impaqt:

http://forums.ddo.com/showthread.php?t=115800

Party Role: Healer, Nuker, backup melee, backup Crowd Controller

This build trades off the Offensive Caster Cleric's ability to bypass SR in order to gain substantial survivability (huge HP) and better melee capacity than most OCCs (this build should be able to melee trash mobs on normal, hard and elite, non-raid bosses on normal and hard and some raid bosses on normal). The build packs a mean Bladebarrier, and the HP to survive the aggro BB usually generates.


The Crafty Cleric, Elven (or Drow) Rogue Cleric hybrid by Impaqt:
I prefer calling these builds Clogues, but Impaqt has asked for it to be changed :(

Original version: http://forums.ddo.com/showthread.php?t=126952
Second version: http://forums.ddo.com/showthread.php?p=1842377

Party Role: Healer, Trapsmith, Nuker

These builds combine excellent Rogue skills with healing and the potential to drop a mean bladebarrier. Oh, and did I say Evasion?


your build here... if you ask for it to be put in






__________________________________________________ __________________________________________________ _

Demoyn
04-24-2009, 10:48 AM
Here's a little help with your evasion cleric build. This is the build I use (actually, I traded quicken for oversized two weapon fighting) as my main and it's absolutely godly. It doesn't quite meet your blurb standards as it doesn't have paladin levels or intimidate, but it doesn't need them.


Character Plan by DDO Character Planner Version 3.00
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Illisheel Quickfoot
Level 16 Lawful Good Halfling Male
(2 Monk \ 14 Cleric)
Hit Points: 223
Spell Points: 928
BAB: 11\11\16\21
Fortitude: 16
Reflex: 15
Will: 20

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 16)
Strength 14 14
Dexterity 16 18
Constitution 14 14
Intelligence 8 8
Wisdom 16 22
Charisma 8 8

Tomes Used
+1 Tome of Dexterity used at level 1

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16)
Balance 3 8
Bluff -1 -1
Concentration 6 22
Diplomacy -1 -1
Disable Device n/a n/a
Haggle -1 -1
Heal 3 6
Hide 3 6
Intimidate -1 -1
Jump 2 4
Listen 3 8
Move Silently 3 6
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 -1
Spot 3 6
Swim 2 2
Tumble n/a n/a
Use Magic Device n/a n/a

Level 1 (Cleric)
Skill: Concentration (+4)
Feat: (Selected) Extend Spell


Level 2 (Cleric)
Skill: Concentration (+1)


Level 3 (Cleric)
Skill: Concentration (+1)
Feat: (Selected) Exotic Weapon Proficiency: Khopesh


Level 4 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)


Level 5 (Cleric)
Skill: Concentration (+1)


Level 6 (Cleric)
Skill: Concentration (+1)
Feat: (Selected) Two Weapon Fighting


Level 7 (Cleric)
Skill: Concentration (+1)


Level 8 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)


Level 9 (Cleric)
Skill: Concentration (+1)
Feat: (Selected) Improved Two Weapon Fighting


Level 10 (Cleric)
Skill: Concentration (+1)


Level 11 (Cleric)
Skill: Concentration (+1)


Level 12 (Monk)
Ability Raise: WIS
Skill: Balance (+2)
Skill: Concentration (+1)
Feat: (Selected) Improved Critical: Slashing Weapons
Feat: (Monk Bonus) Toughness


Level 13 (Monk)
Skill: Balance (+2)
Skill: Concentration (+1)
Feat: (Monk Bonus) Power Attack


Level 14 (Cleric)
Skill: Concentration (+1)


Level 15 (Cleric)
Skill: Concentration (+1)
Feat: (Selected) Quicken Spell


Level 16 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Enhancement: Halfling Dexterity I
Enhancement: Halfling Cunning I
Enhancement: Halfling Cunning II
Enhancement: Halfling Cunning III
Enhancement: Halfling Cunning IV
Enhancement: Halfling Guile I
Enhancement: Halfling Guile II
Enhancement: Halfling Guile III
Enhancement: Halfling Guile IV
Enhancement: Halfling Luck I (Fortitude)
Enhancement: Halfling Luck I (Reflex)
Enhancement: Halfling Luck II (Reflex)
Enhancement: Halfling Luck III (Reflex)
Enhancement: Halfling Luck I (Will)
Enhancement: Way of the Patient Tortiose I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
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 Divine Cleansing I
Enhancement: Cleric Wand Mastery I
Enhancement: Cleric Wand Mastery II

ZNKJ1234
04-28-2009, 07:35 PM
PVP Cleric

Typical class combination: Clr14/Mnk2; Clr14/Pal2
Party Roles: Nuker, Sole Survivor, Healer
New player friendly? No
Signature Spell: Searing Light

Description:
This cleric seeks to kill, and fast. Maximized, Empowered Searing Light spells deal devastating burst damage. High saves keep the PVP cleric alive through most counterattacks. However, the star that burns twice as fast burns twice as long - this build runs out of SP rapidly in many quests.

Help is sought in completing this build entry. If you know how to build a good PVP cleric, please post your build below.

IM Building a pvp build right now and his stats were 10/16/18/8/16/6 Lawful Neutral Dwarf 14clr/2mnk

18 con for hp
dex is for ac/reflex save
wisdom is only at 16 because of monk water stance you can hit 18 pm me or whatever if u need anything else

sirgog
09-16-2009, 06:10 AM
Started to update this for Mod 9.

PSU93
09-30-2009, 08:06 PM
Offensive Caster Cleric

Typical starting stats (28 point build/32):
Str 10/14
Dex 8/8
Con 14/14
Int 10/10
Wis 18/18 (Level up points here)
Cha 12/12



Looks good but I think you have 2 extra build points. For 32-pt Human starting stats could only be 14 8 14 10 18 10.

Would you keep it like this, or make INT 8 and CHA 12?

sirgog
09-30-2009, 08:50 PM
Looks good but I think you have 2 extra build points. For 32-pt Human starting stats could only be 14 8 14 10 18 10.

Would you keep it like this, or make INT 8 and CHA 12?

Thanks, corrected. Cha reduced by 2.