PDA

View Full Version : Insert Spiffy Name of Build here Cleric



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:

maddmatt70
03-19-2009, 01:31 PM
Duck while using a shield you will not retain the monk wisdom bonus to ac.. You should perhaps alter your build to reflect this..

SneakThief
03-19-2009, 05:50 PM
Duck while using a shield you will not retain the monk wisdom bonus to ac.. You should perhaps alter your build to reflect this..

Really? Bah!! Turbine's descriptions are ambiguous at best.



Can wear no armor or shields without losing class abilities, but gains Wisdom bonuses to Armor Class when unarmored.


Of course the SRD description of it specifically says no bonus when using a shield... Who would have figured they would follow the rules! :eek:

So ... -10 with a shield and -10 without ... ouch ... thats still in the 70-ish range for raids ... not counting the unknown:
"grants additional armor class and damage reduction when blocking with a shield" from Defender.

Ooops ... and defender 2 also has: "increases your maximum dexterity bonus allowed by heavy armor and shields" so I should correct the speculative DEX bonus.
Doesnt say whether casting would kick you out of the stance (man would that suck for the Pally version). All of the feat stances specifically say, but it could just be an oversight in the description.

I suppose I could go pally, get the saves, a point to AC, and some SP all for the low low price of low reflex evasion and some HP. I guess thats not that bad.
At that point I can wear armor (MFP), moving armor from 6 to 13 ... would need to fit in an armor mastery. Hmmmmm 8 ac ... Let me figure that one up.



AC - with Pally instead of Monk
10 - Base
13 - Armor +5 MFP
1 - Alchemical Armor
9 - Shield
1 - Alchemical Shield
5 - Prot
2 - Chaos Guard
5 - Dex (capped by Tower or MFP w/Armor Mastery 1 and reduction from Defender)
4 - Shroud Insight
3 - Barkskin Pot
2 - Recitation (self cast)
2 - Shield Blocking
1 - Haste
1 - Self Pally Aura
2 - from Dorf Stalwart Defender 2 - POSSIBLY?
61 Normal (No CE ... I hate CE on casters)

+3 - Dodge (Chattering Ring/ DT Armor)
64 with nice pulls

+2 - Ranger Bark
+4 - Morale, Bard Inspire Heroics
70 Raid Bufs

+4 - Max Pally Aura (not self) 5 -1 Self
74 Max

+ whatever other bonuses you get blocking from defender.
+ 3 Dodge from Defender 2 Defensive stance.


Actually ... thats not all that bad being able to wear armor ... Hmmmmm

Miss anything?? .... I dont play bards ... just with them ... any AC things I am missing from Buffs?

SneakThief
03-19-2009, 06:28 PM
Pally version ...

-2 Itimidate (55 average gear, 59 max)
-7 Concentration :(
- 9 HP (410 normal)
+ 92 SP (1447)
+3 saves (avg) 32/20/29 w/ resist 4 & GH

AC in last post...


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 Paladin \ 13 Cleric)
Hit Points: 302
Spell Points: 1081
BAB: 12\12\17\22
Fortitude: 21
Reflex: 9
Will: 18
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 20 20
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 25
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: (Fighter Bonus) Shield Mastery
Feat: (Selected) Toughness
Enhancement: Dwarven Armor Mastery I
Enhancement: Fighter Toughness I

Level 2 (Paladin)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Dwarven Faith I

Level 3 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Selected) Extend Spell
Enhancement: Dwarven Constitution I
Enhancement: Racial Toughness I
Enhancement: Cleric Life Magic I
Enhancement: Cleric Energy of the Zealot I

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

Level 5 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Cleric Wisdom I

Level 6 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Selected) Maximize Spell
Enhancement: Fighter Intimidate I

Level 7 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Dwarven Faith II
Enhancement: Racial Toughness II
Enhancement: Cleric Life Magic II
Enhancement: Cleric Charisma I

Level 8 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Cleric Energy of the Zealot II

Level 9 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Selected) Quicken Spell
Enhancement: Dwarven Constitution II
Enhancement: Dwarven Faith III
Enhancement: Racial Toughness III
Enhancement: Cleric Wisdom II

Level 10 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Cleric Life Magic III

Level 11 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Cleric Charisma II

Level 12 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Selected) Mental Toughness
Enhancement: Racial Toughness IV

Level 13 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Cleric Life Magic IV

Level 14 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Cleric Energy of the Zealot III

Level 15 (Cleric)
Skill: Concentration (+1)
Skill: Intimidate (+1)
Feat: (Selected) Skill Focus: Intimidate
Enhancement: Cleric Wisdom III

Level 16 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Intimidate (+1)
Enhancement: Cleric Energy of the Zealot IV



I could definately go less HP ... I would probably adjust them to just over my max Heal once I got to that point ...

SneakThief
03-20-2009, 12:07 PM
I guess I could stick with the monk and just switch between armor and clothes ...

6 armor, 4 shield, and 10 monk = 20 OR
13 armor and 10 shield. = 23 ...

So 3 Less AC for the times when I dont need it all and/or evasion is more important. 7 Less when the clickies run out. LOL

Actually ... the evasion just needs light armor... So not needing the clickie:
10 armor (MBP) and 10 shield = 20

Wouldn't fill out the dex completely with the armor mastery and such.

Deadz
03-20-2009, 12:10 PM
Really? Bah!! Turbine's descriptions are ambiguous at best.





That's not all that's ambiguous at turbine *wink*.

SneakThief
03-20-2009, 12:31 PM
That's not all that's ambiguous at turbine *wink*.
True ... there are much worse!

(Thinking of the description for Tempest leaving out the pre-reqs ... LOL)

SneakThief
03-20-2009, 01:10 PM
Redoing AC cuz it go confusing.



AC
10 - Base
5 - Dex
5 - Prot
1 - Alchemical Armor
2 - Chaos Guard
4 - Shroud Insight
3 - Barkskin Pot
2 - Recitation (self cast)
2 - Blocking
1 - Haste
3 - Dodge (Chattering Ring/ DT Armor)
2 - from Dorf Stalwart Defender 2 - POSSIBLY?
40 Base gear

+2 - Ranger Bark
+4 - Morale, Bard Inspire Heroics
46 Raid Bufs

No Armor Light Armor Heavy Armor (no Evasion)
6 Armor 10 Armor 13 Armor
(4 Shield) 10 Shield 10 Shield
10 Monk

No Armor Light Armor Heavy Armor (no Evasion)
+16(20) +20 +23

Light and Heavy also get:
+whatever other bonuses you get blocking from defender.
+ 3 Dodge from Defender 2 Defensive stance.

And +5 with a Pally around


So ... 62(66), 66, and 69.
+5 with a pally 67(71), 71, 74

74/77 +"unknown blocking bonuses" in defensive stance ...