SneakThief
03-18-2009, 06:34 PM
I was tossing around ideas of what to do for a build when Mod 9 came out. I have been leaning towards another cleric, but couldnt really set my mind to coming up with something interesting. Anyone that knows me knows I dont really like pure class and I'm always trying to come up with something that will be fun to play even if its only to see if I can make it work. They dont end up being the top 1%, but top 5% maybe ... :D
That said, I came across another thread that inspired me, so credit is due.
Warpriest 67 A/C 56 Intimidate (http://forums.ddo.com/showthread.php?t=161300)
That said ... I need more cleric-y goodness if I am going to roll a cleric.
I thought about Pally .. and Fighter ... and Rogue ... and Ranger ... I havent really done. In the end, Pally didnt have Intimidate as a skill, so I still needed a 3rd class. Rogue I have done to death. And Ranger, well, it just doesnt fit. I have been wanting to do something with monk ...
So this is what I came up with (I normally dont analyze these out this much so forgive my faux pas)
Character Plan by DDO Character Planner Version 3.00
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 16 Lawful Good Dwarf Male
(1 Fighter \ 2 Monk \ 13 Cleric)
Hit Points: 311
Spell Points: 989
BAB: 11\11\16\21
Fortitude: 18
Reflex: 9
Will: 19
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 16) (Level 16)
Strength 13 14 14
Dexterity 12 14 14
Constitution 16 18 20
Intelligence 10 12 12
Wisdom 16 21 24
Charisma 11 12 14
Tomes Used
+1 Tome of Strength used at level 1
+2 Tome of Dexterity used at level 1
+1 Tome of Constitution used at level 1
+2 Tome of Intelligence used at level 1
+1 Tome of Wisdom used at level 1
+1 Tome of Charisma used at level 1
+2 Tome of Constitution used at level 16
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 16) (Level 16)
Balance 2 2 6
Bluff 1 2 2
Concentration 3 24 27
Diplomacy 1 2 2
Disable Device n/a n/a n/a
Haggle 1 2 2
Heal 3 7 7
Hide 2 2 2
Intimidate 5 21 27
Jump 6 6 6
Listen 3 7 7
Move Silently 2 2 2
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 1 1 1
Search 1 1 3
Spot 3 7 7
Swim 2 2 2
Tumble n/a n/a n/a
Use Magic Device n/a n/a n/a
Level 1 (Fighter)
Skill: Intimidate (+4)
Skill: Jump (+4)
Feat: (Selected) Bullheaded
Feat: (Fighter Bonus) Shield Mastery
Enhancement: Dwarven Shield Mastery I
Enhancement: Dwarven Spell Defense I
Enhancement: Fighter Item Defense I
Enhancement: Fighter Intimidate I
Level 2 (Monk)
Skill: Concentration (+3)
Skill: Intimidate (+1)
Feat: (Monk Bonus) Toughness
Enhancement: Fighter Toughness I
Level 3 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Selected) Extend Spell
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Faith I
Enhancement: Racial Toughness I
Enhancement: Cleric Concentration I
Enhancement: Cleric Life Magic I
Enhancement: Cleric Energy of the Zealot I
Level 4 (Monk)
Ability Raise: WIS
Skill: Concentration (+3)
Skill: Intimidate (+1)
Feat: (Monk Bonus) Toughness
Enhancement: Dwarven Giant Dodger I
Enhancement: Dwarven Shield Mastery II
Enhancement: Way of the Patient Tortiose I
Level 5 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Dwarven Faith II
Enhancement: Cleric Wisdom I
Level 6 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Selected) Maximize Spell
Enhancement: Racial Toughness II
Level 7 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Cleric Concentration II
Enhancement: Cleric Life Magic II
Enhancement: Cleric Charisma I
Level 8 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Dwarven Constitution II
Level 9 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Selected) Quicken Spell
Enhancement: Cleric Energy of the Zealot II
Level 10 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Dwarven Faith III
Enhancement: Racial Toughness III
Level 11 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Cleric Life Magic III
Level 12 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Selected) Mental Toughness
Enhancement: Cleric Energy of the Zealot III
Level 13 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Cleric Charisma II
Level 14 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Dwarven Faith IV
Level 15 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Selected) Skill Focus: Intimidate
Enhancement: Cleric Wisdom II
Level 16 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Cleric Wisdom III
My idea here was to actually cleric (hence no CE and only 3 non cleric levels) and be able to pull the aggro from all the squishy wanna-be ... well ... you know. According to the arguments in other threads, the AC and Initimidate should be up to par for most things (possibly not level 18 raid bosses on elite, but then those are level 20 quests and this is a level 16 build :D). It still has a half decent mana pool and will still get level a 9 spell (mass heal) and can pick up Emp Healing just for that spell at 18 if needed. The Reflex save sucks, so the evasion isnt all that, but its there none the less. I am curious what the Cleric PRE WarPriest will bring, so that might fit in there as well.
The tomes at level 1 I have in my bank ... the only one that make a difference at level 1 is the INT +2. I believe all the rest could be taken when ever (I dont think there are any feats depending on it, but I could be wrong).
What this looks like on my paper (warning: may contain incorrect information):
SP
989 - Planner
300 - Shroud Item
66? - WIS +6
1355
AC
10 - Base
6 - Armor
1 - Alchemical Armor
5 - Prot
2 - Chaos Guard
5 - Dex
4 - Shroud Insight
3 - Barkskin Pot
2 - Recitation (self cast)
2 - Blocking
2 - from Dorf Stalwart Defender 2 - POSSIBLY?
10 - Monk
52 Normal (No CE ... I hate CE on casters)
+3 - Dodge (Chattering Ring/ DT Armor) OR +4 Icy's
55/56 with nice pulls
+4 - Shield (Clikie/Cookie)
+2 - Ranger Bark
+4 - Inspire Heroics
66 Raid buffs
-10 Monk
+7 - Armor (13 MFP -6)
+5 - Shield (9 MTS - 4)
+1 - Alchemical Shield
69 - Armored w/Shield
+5 - Max Pally Aura (not self)
71/74 Max with Evasion
+ whatever other bonuses you get blocking from defender.
+ 3 Dodge from Defender 2 Defensive stance.
HP
311 - No gear
10 - Favor
30 - GFL
20 - New Minos Change
48 - +6 CON
419
up to 45 from Shroud
another 16 from Rage
480 Max
Initimidate
27 - Planner
13 - Item
3 - CHA + 6
2 - Luck (Head)
4 - GH (self Gird if needed)
5 - Shroud SP/CHA skills item (could be 6, but thinking NEG/POS/POS)
4 - Stalwart Defender 2 - POSSIBLY?
58 Normal
15 item = 60
6 Shroud item = 61
Now all I have to do is hold my breath till mod 9 comes (yeah right) and come up with a really derogatory 6 letter or less word for a Dorf that wont get me banned. :eek:
That said, I came across another thread that inspired me, so credit is due.
Warpriest 67 A/C 56 Intimidate (http://forums.ddo.com/showthread.php?t=161300)
That said ... I need more cleric-y goodness if I am going to roll a cleric.
I thought about Pally .. and Fighter ... and Rogue ... and Ranger ... I havent really done. In the end, Pally didnt have Intimidate as a skill, so I still needed a 3rd class. Rogue I have done to death. And Ranger, well, it just doesnt fit. I have been wanting to do something with monk ...
So this is what I came up with (I normally dont analyze these out this much so forgive my faux pas)
Character Plan by DDO Character Planner Version 3.00
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 16 Lawful Good Dwarf Male
(1 Fighter \ 2 Monk \ 13 Cleric)
Hit Points: 311
Spell Points: 989
BAB: 11\11\16\21
Fortitude: 18
Reflex: 9
Will: 19
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 16) (Level 16)
Strength 13 14 14
Dexterity 12 14 14
Constitution 16 18 20
Intelligence 10 12 12
Wisdom 16 21 24
Charisma 11 12 14
Tomes Used
+1 Tome of Strength used at level 1
+2 Tome of Dexterity used at level 1
+1 Tome of Constitution used at level 1
+2 Tome of Intelligence used at level 1
+1 Tome of Wisdom used at level 1
+1 Tome of Charisma used at level 1
+2 Tome of Constitution used at level 16
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 16) (Level 16)
Balance 2 2 6
Bluff 1 2 2
Concentration 3 24 27
Diplomacy 1 2 2
Disable Device n/a n/a n/a
Haggle 1 2 2
Heal 3 7 7
Hide 2 2 2
Intimidate 5 21 27
Jump 6 6 6
Listen 3 7 7
Move Silently 2 2 2
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 1 1 1
Search 1 1 3
Spot 3 7 7
Swim 2 2 2
Tumble n/a n/a n/a
Use Magic Device n/a n/a n/a
Level 1 (Fighter)
Skill: Intimidate (+4)
Skill: Jump (+4)
Feat: (Selected) Bullheaded
Feat: (Fighter Bonus) Shield Mastery
Enhancement: Dwarven Shield Mastery I
Enhancement: Dwarven Spell Defense I
Enhancement: Fighter Item Defense I
Enhancement: Fighter Intimidate I
Level 2 (Monk)
Skill: Concentration (+3)
Skill: Intimidate (+1)
Feat: (Monk Bonus) Toughness
Enhancement: Fighter Toughness I
Level 3 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Selected) Extend Spell
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Faith I
Enhancement: Racial Toughness I
Enhancement: Cleric Concentration I
Enhancement: Cleric Life Magic I
Enhancement: Cleric Energy of the Zealot I
Level 4 (Monk)
Ability Raise: WIS
Skill: Concentration (+3)
Skill: Intimidate (+1)
Feat: (Monk Bonus) Toughness
Enhancement: Dwarven Giant Dodger I
Enhancement: Dwarven Shield Mastery II
Enhancement: Way of the Patient Tortiose I
Level 5 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Dwarven Faith II
Enhancement: Cleric Wisdom I
Level 6 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Selected) Maximize Spell
Enhancement: Racial Toughness II
Level 7 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Cleric Concentration II
Enhancement: Cleric Life Magic II
Enhancement: Cleric Charisma I
Level 8 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Dwarven Constitution II
Level 9 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Selected) Quicken Spell
Enhancement: Cleric Energy of the Zealot II
Level 10 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Dwarven Faith III
Enhancement: Racial Toughness III
Level 11 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Cleric Life Magic III
Level 12 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Selected) Mental Toughness
Enhancement: Cleric Energy of the Zealot III
Level 13 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Cleric Charisma II
Level 14 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Dwarven Faith IV
Level 15 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Selected) Skill Focus: Intimidate
Enhancement: Cleric Wisdom II
Level 16 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Cleric Wisdom III
My idea here was to actually cleric (hence no CE and only 3 non cleric levels) and be able to pull the aggro from all the squishy wanna-be ... well ... you know. According to the arguments in other threads, the AC and Initimidate should be up to par for most things (possibly not level 18 raid bosses on elite, but then those are level 20 quests and this is a level 16 build :D). It still has a half decent mana pool and will still get level a 9 spell (mass heal) and can pick up Emp Healing just for that spell at 18 if needed. The Reflex save sucks, so the evasion isnt all that, but its there none the less. I am curious what the Cleric PRE WarPriest will bring, so that might fit in there as well.
The tomes at level 1 I have in my bank ... the only one that make a difference at level 1 is the INT +2. I believe all the rest could be taken when ever (I dont think there are any feats depending on it, but I could be wrong).
What this looks like on my paper (warning: may contain incorrect information):
SP
989 - Planner
300 - Shroud Item
66? - WIS +6
1355
AC
10 - Base
6 - Armor
1 - Alchemical Armor
5 - Prot
2 - Chaos Guard
5 - Dex
4 - Shroud Insight
3 - Barkskin Pot
2 - Recitation (self cast)
2 - Blocking
2 - from Dorf Stalwart Defender 2 - POSSIBLY?
10 - Monk
52 Normal (No CE ... I hate CE on casters)
+3 - Dodge (Chattering Ring/ DT Armor) OR +4 Icy's
55/56 with nice pulls
+4 - Shield (Clikie/Cookie)
+2 - Ranger Bark
+4 - Inspire Heroics
66 Raid buffs
-10 Monk
+7 - Armor (13 MFP -6)
+5 - Shield (9 MTS - 4)
+1 - Alchemical Shield
69 - Armored w/Shield
+5 - Max Pally Aura (not self)
71/74 Max with Evasion
+ whatever other bonuses you get blocking from defender.
+ 3 Dodge from Defender 2 Defensive stance.
HP
311 - No gear
10 - Favor
30 - GFL
20 - New Minos Change
48 - +6 CON
419
up to 45 from Shroud
another 16 from Rage
480 Max
Initimidate
27 - Planner
13 - Item
3 - CHA + 6
2 - Luck (Head)
4 - GH (self Gird if needed)
5 - Shroud SP/CHA skills item (could be 6, but thinking NEG/POS/POS)
4 - Stalwart Defender 2 - POSSIBLY?
58 Normal
15 item = 60
6 Shroud item = 61
Now all I have to do is hold my breath till mod 9 comes (yeah right) and come up with a really derogatory 6 letter or less word for a Dorf that wont get me banned. :eek: