View Full Version : Cleric / Paladin / Wizard??
Havlin1209
05-22-2009, 06:01 PM
I'm looking to build this as my Healer. New to the game, so am still learning. I'm looking at this one to primary heal, but at least have good solo ability.
Off question... How high does Int. / Wis. be to open the low lvl runes to open doors? Like in the Waterworks?
Gelandor
05-22-2009, 06:20 PM
I dont usually recommend mixing divine and arcane classes, but if you must do cleric and paladin, dont go wizard, go sorc.
Sorcs are CHA based, as are paladins, and it helps clerics with Turns and DV's as well.
Havlin1209
05-22-2009, 07:18 PM
Thank you sir! that's the kind of info I was looking for.
Noctus
05-23-2009, 07:32 AM
I'm looking to build this as my Healer. New to the game, so am still learning. I'm looking at this one to primary heal, but at least have good solo ability.
Good healer / Solo-capable Cleric:
You dont need to multiclass a Ceric for good solo ability. The get all the necessary stuff by themselfs.
Elf, Cleric 16.
Strength 14
Dexterity 10
Constitution 12
Intelligence 8
Wisdom 18 all level ups here
Charisma 8
Take the Longsword enhancements and go Longsword and the highest +X shield you can find when soloing.
With the enhancements from the elfen race, and the cleric Longsword enhancement, in combination with base STR 14 and some clerical selfbuffs you will be a competent melee when soloing.
Take all the normal cleric Feats.
P.S.
best healing Power youc an get, as this will be a pure cleric. And a high level cleric also gets access to Insta-Kill and damage spells.
Arianrhod
05-23-2009, 12:05 PM
Multiclass characters are tricky to pull off in this game - if you try to do too many different things, you can esily end up being unable to do any of them adequately.
When designing a multiclass character, first decide how you want to kill stuff - melee, ranged, or spells. Then design a character who will be really good at that. Self-healing, buffs, crowd control, and dealing with traps & locks are all secondary (caveat - if you want to be good at crowd control, it needs to be primary, but then you'll be relying on minions to kill stuff).
If you want a character who can solo, self-heal, buff, and use spells offensively, a pure cleric is probably your best bet. Start with high wisdom, decent strength, and don't neglect con. You'll be able to wear heavy armor, use some weapons, heal and buff very well, and, at higher levels when melee gets less useful to all but the most dedicated, blast stuff to smithereens with spells.
Dark-Star
05-23-2009, 11:08 PM
Sorcs are CHA based, as are paladins, and it helps clerics with Turns and DV's as well.
Paladins, like clerics are wisdom based. Paladins, like clerics benefit from cha.
Go pure cleric for your first healer.
captain1z
05-23-2009, 11:16 PM
shouldnt mix a cleric.
for best solo ability go pure cleric, there were some pretty good suggestions above but pure cleric is 1000 x's better than a pali, wiz,cleric mix.
Havlin1209
05-24-2009, 07:13 AM
Ok, then what would be a good mix
Arianrhod
05-24-2009, 09:54 AM
Ok, then what would be a good mix
For a primary healer, cleric. Pure Cleric. You could add a paladin level or 2 (3 at the most) for weapon proficiencies, immunities, and adding CHA bonus to saving throws, but that's about it. If you want to be a primary healer, you stay as pure as possible. Pure clerics are not in any way lacking for survivability and soloability.
Other things people do once they have the experience and "twink" gear that goes along with having worked a previous character up to 1750 favor & 32-point builds include battlebards (they can be primary healers with scrolls & UMD), Cleric/Monks (X cleric/2 monk) - they can be very survivable, but need the gear to get a high AC without any armor, and even cleric/rogues (X cleric, 2 rogue) - they're kind of a "do-everything" class, but like all "do-everything" types they suffer from a severe shortage of stat & skill points, and are highly gear-dependent.
If you really like the idea of being able to use arcane spells as well as divine, you could splash 1 sorceror level onto an otherwise pure cleric. THat gives you a modest boost to spellpoints, a couple of sorceror spells (that you will always cast at caster level 1, making them not very useful), and access to all wiz/sorc wands. The wands generally aren't much use for offensive spells, but there are some buffs, and repair, if you happen to hang out with any Warforged characters.
Kamboe
05-29-2009, 10:12 AM
For a primary healer, cleric. Pure Cleric. You could add a paladin level or 2 (3 at the most) for weapon proficiencies, immunities, and adding CHA bonus to saving throws, but that's about it. If you want to be a primary healer, you stay as pure as possible. Pure clerics are not in any way lacking for survivability and soloability.
Exactly what i was going to say..I have seen you post a few times on 'what would be a good mix?' but in this game all of the good healing spells are at high lvl cleric. Heal Mass which is coming out in Mod 9 in 2099 will be the best heal spell out there. If you splash more than 1 level of anything else, you will not get this spell and, depending on content, might not be able to heal the newer raids like pure cleric.
With Blade Barrier, a cleric can dish out tons of DPS. My cleric is set up for damage instead of healing, but I can still heal the raids easily. The damage set up allows me and most of DDO's clerics to solo pre-shroud elite quest blind folded.
Gelandor
05-29-2009, 11:26 PM
Paladins, like clerics are wisdom based. Paladins, like clerics benefit from cha.
Go pure cleric for your first healer.
Actually, the main stat for paladins are CHA, thats why the stat enhancement for paladins is CHA, spell points are wis based, but you really only need a 14 wis max on a paladin.
You can pay a paladin with low wis, but a low cha is bad news.
Arianrhod
05-30-2009, 06:35 AM
Actually, the main stat for paladins are CHA, thats why the stat enhancement for paladins is CHA, spell points are wis based, but you really only need a 14 wis max on a paladin.
You can pay a paladin with low wis, but a low cha is bad news.
Actually, I'd argue for neither cha nor wis, but str. Low starting cha or wis can be brought up with items and/or enhancements to something playable. Low starting STR, on the other hand....well, just look at these 3 samples, and think about which would be most unplayable:
Halfling (Max cha, no str): 6/14/16/8/8/18
WF (Max str, no wis): 18/12/14/8/6/10
Dwarf (Max wis, no cha): 12/12/14/8/18/6
If the paladin was primarily a caster, or could use CHA for any real offense, the halfling or dwarf would be ok. But since the paladin is primarily a meleer, the halfling doesn't work at all, and the dwarf is very inefficient.
Noctus
05-30-2009, 10:21 AM
Actually, the main stat for paladins are CHA, thats why the stat enhancement for paladins is CHA, spell points are wis based, but you really only need a 14 wis max on a paladin.
You can pay a paladin with low wis, but a low cha is bad news.
Not if you want to be a melee fighter.
STR is the most important attibute. If you cant hit a monster, or deal relevant amounts of damage you are a lame duck.
I though the CHA-based Paladin became extinct 1 or 2 years ago, but seems the concept survived under some stone. Well, it shouldnt have.
These builds gave the whole class a rep as useless whimps. Not being able to pull their weight.
A Paladin needs some CHA, but it is definetly not his main attribute. You should invest between 6 and 10 Buildpoints into it, but not more. And no level raises.
Gelador is right on the WIS part, though.
You should never have more than a strating WIS of 14, and can even lower this without undue bad consequences if you get tight on buildpoints.
Comfortably
05-30-2009, 10:32 AM
I'd go dwarf for the free DA and ap lines that will boost your to hit and dmg even more.
Thrudh
06-02-2009, 02:28 PM
I though the CHA-based Paladin became extinct 1 or 2 years ago, but seems the concept survived under some stone. Well, it shouldnt have.
These builds gave the whole class a rep as useless whimps. Not being able to pull their weight.
Have you heard of Divine Might?
20 base CHA gets you +8 untyped damage on every swing on every monster, non-dispellable.
That's equal to 16 more STR... more than a barbarian gets when raging. Tell me again that Paladins with a decent CHA are wimps?
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