View Full Version : Build an Elven Cleric/Wizard (Big Challenge)
Darlor
05-31-2009, 07:17 PM
Looking for a build along these lines:
- High dex, intel and wisdom
- Must be elf, must have both wizard and cleric (not just a splash, and not a sorcerer)
- 32 point builds available
- Don't worry about survivability (will tolerate con as low as 8)
- Must bring something unique to the table (i.e. can't just be a weak version of a spellcasting bard)
- Completely neglect raid content. Endgame viability is a factor, and solo viability is an asset but not required.
Those familiar with Baldur's Gate 2 may be familiar with the character I'm trying to build. An example of a build along these lines would be one that starts with 16 intel / 18 wisdom with points going into wisdom. Enough levels to pick up firewall and displacement (along with whatever goodies may come before that), the rest into cleric. Wisdom will be high enough for the DC in offensive cleric spells, firewall with a few enhancements will do plenty of damage (has no save), displacement is a huge asset to the largely cleric-based spellcaster, etc - you get the idea.
Full build not required - provide an outline, bounce some ideas, or request additional input; all responses appreciated.
Comfortably
05-31-2009, 07:54 PM
I am annoyed with the fact that you are to lazy to roll your own toons, would you like me to level it up for you too?
Darlor
05-31-2009, 08:19 PM
Why would I want you to play the game for me? I enjoy playing the game. I just come here, as a new player, to bounce ideas to make a solid, fun character from the getgo rather than rerolling ten times because I overlooked this, or neglected that.
With the other thread I posted, I had been searching extensively for a specific build for which feedback proved invaluable - someone pointed out the elven dragonmarks and now I have exactly the kind of fighter I wanted. If you find it troublesome to provide information on the topic of this thread, then don't. I'm sure there are plenty who enjoy this kind of thing.
Dexxaan
05-31-2009, 08:28 PM
I am annoyed with the fact that you are to lazy to roll your own toons, would you like me to level it up for you too?
LOL
Cleric 11 Wizard 9
+5 Twilight Mithral Full Plate (maybe Breastplate of Vol) or simply Blue Dragon Scale Robes....and the Farranon Shield (IIRC) from Necro whenever you decide to block or go 1H; The Archmagi Dagger (also Necro) and a GS Heavy Mace; Torque of Rayum; Reavers Napkin for sure; GS Helm of Existential Stalemate and maybe Concordant Opposition?
Fun build...... I'd go Dwarf or even Human
Darlor
05-31-2009, 08:40 PM
LOL
Cleric 11 Wizard 9
+5 Twilight Mithral Full Plate (maybe Breastplate of Vol) or simply Blue Dragon Scale Robes....and the Farranon Shield (IIRC) from Necro whenever you decide to block or go 1H; The Archmagi Dagger (also Necro) and a GS Heavy Mace; Torque of Rayum; Reavers Napkin for sure; GS Helm of Existential Stalemate and maybe Concordant Opposition?
Fun build...... I'd go Dwarf or even Human
The cleric levels seem self-explanatory - cometfall and blade barrier, but is there any particular reason for 5th level wizard spells?
Mind you my highest level character is a 10 sorcerer so the only item I understood in that list is +5 mithril full plate. Have you seen this build done? Though I'm fairly new, I've yet to see any mention of it.
Greydeath
06-01-2009, 01:33 AM
Cleric11 (*going to Cleric13)
-the all important Heal spell
-raise dead
-30point resists
-120point protections
*resurection
*destruction
Wizard5 (*going to Wizard7)
-two metamagics (Maximize & Extend)
-two third level spells
*wall of fire
Optional would be Clr9/Wiz7 at current cap, but then it is difficult to fill a party role.
issiana
06-01-2009, 01:54 AM
imo wait until the new mod and lvl cap increase is out before planning this.
I really like the idea its suitably "out there" to be my sort of thing but with so much uncertainty about whats to come i'd be waiting so see whats there just in case yourd have to reroll once the mod is out.
that said at least 11 cleric lvls would be a must simply for the heal spell.
Enochroot
06-01-2009, 02:18 AM
Looking for a build along these lines:
- High dex, intel and wisdom
- Must be elf, must have both wizard and cleric (not just a splash, and not a sorcerer)
- 32 point builds available
- Don't worry about survivability (will tolerate con as low as 8)
- Must bring something unique to the table (i.e. can't just be a weak version of a spellcasting bard)
- Completely neglect raid content. Endgame viability is a factor, and solo viability is an asset but not required.
Those familiar with Baldur's Gate 2 may be familiar with the character I'm trying to build. An example of a build along these lines would be one that starts with 16 intel / 18 wisdom with points going into wisdom. Enough levels to pick up firewall and displacement (along with whatever goodies may come before that), the rest into cleric. Wisdom will be high enough for the DC in offensive cleric spells, firewall with a few enhancements will do plenty of damage (has no save), displacement is a huge asset to the largely cleric-based spellcaster, etc - you get the idea.
Full build not required - provide an outline, bounce some ideas, or request additional input; all responses appreciated.
You won't be able to destruct/pk/finger anything anyway, so I wouldn't take levels or stats for spells of that nature. You're only going to be using maxed/emped/extended firewalls for killing, so just take 11 cleric, 7 wiz, and two others. Personally I'd take two monk, max dex, pick up a few TWF feats, and dual-wield rapiers.
Stats something like this:
clr11/wiz7/monk2:
str 12
dex 18
con 12
int 14
wis 14
cha 8
empower/max/quicken/extend/twf/ITWF/GTWF
monk: finesse, (CE or toughness)
You'll be the weirdest mutt on the server, but that's what I would do given the FW/BB requirement.
If you really want cleric DC's to be good (don't understand why, your Spell pen will suck anyway) - drop the dex for wisdom, but that just doesn't seem as fun to me. I might've missed something on stat points or feats, did that off the cuff.
*** Edit: forgot IC: pierce - if you really go more melee pick this up and drop empower, unless you just dual-wield min. II's for DPS and find all keen smiters/puncturers, etc ***
Wurmwood
06-03-2009, 04:47 PM
This is a similar build I did with my Arcane Archer/Wizard/Trapsmith
You can "Support" the group with your bow once you aquire a paralyzing longbow/shortbow, or the "Unwavering Ardency"
You can wear heavy armor, have an OK mana pool, and your spell pen will be good. You have enough UMD to use the higher wizard scrolls (mostly for the summons-especially when bezukira comes out)
I chose neutral because you will be unharmed by any alignment attacks (unholy, etc)
Once mod 9 hits, you can take 2 levels of rogue to up your UMD to max, as well as jump. then take the rest of your levels as cleric. You don't need to take anymore wizard (you can use wands/scrolls easy)
32 Point build (2 +1 tomes used-they are cheap)
Level 16 True Neutral Elf Male
(15 Cleric / 1 Wizard)
Hit Points: 160
Spell Points: 1239
BAB: 11/11/16/21
Fortitude: 10
Reflex: 9
Will: 17
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 16) (Level 16)
Strength 9 10 10
Dexterity 15 16 18
Constitution 12 12 12
Intelligence 14 14 14
Wisdom 16 20 22
Charisma 12 12 14
Tomes Used
+1 Tome of Strength used at level 1
+1 Tome of Dexterity used at level 16
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 16) (Level 16)
Balance 2 4 4
Bluff 1 2 2
Concentration 5 19 19
Diplomacy 1 2 2
Disable Device n/a n/a n/a
Haggle 1 2 2
Heal 5 22 22
Hide 2 4 4
Intimidate 1 2 2
Jump 2 9 9
Listen 3 6 8
Move Silently 2 4 4
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 2 2 2
Search 2 2 4
Spot 3 6 8
Swim 0 0 0
Tumble n/a n/a n/a
Use Magic Device 3 13 13
Level 1 (Wizard)
Skill: Concentration (+4)
Skill: Heal (+2)
Skill: Jump (+2)
Skill: Use Magic Device (+2)
Feat: (Wizard Bonus) Extend Spell
Feat: (Selected) Mental Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Elven Keen Senses
Feat: (Automatic) Enchantment Save Bonus
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Inscribe Scroll
Feat: (Automatic) Magical Training
Feat: (Automatic) Martial Weapon Proficiency: Longbow
Feat: (Automatic) Martial Weapon Proficiency: Longsword
Feat: (Automatic) Martial Weapon Proficiency: Rapier
Feat: (Automatic) Martial Weapon Proficiency: Shortbow
Feat: (Automatic) Simple Weapon Proficiency: Club
Feat: (Automatic) Simple Weapon Proficiency: Dagger
Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
Feat: (Automatic) Simple Weapon Profficiency: Throwing Dagger
Feat: (Automatic) Simple Weapon Proficiency: Unarmed
Feat: (Automatic) Sneak
Level 2 (Cleric)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency (ALL)
Feat: (Automatic) Turn Undead
Spell (1): Bane
Spell (1): Bless
Spell (1): Cause Fear
Spell (1): Command
Spell (1): Cure Light Wounds
Spell (1): Divine Favor
Spell (1): Doom
Spell (1): Inflict Light Wounds
Spell (1): Nightshield
Spell (1): Nimbus of Light
Spell (1): Obscuring Mist
Spell (1): Protection From Evil
Spell (1): Remove Fear
Spell (1): Shield of Faith
Spell (1): Summon Monster I
Level 3 (Cleric)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Point Blank Shot
Feat: (Automatic) Defensive Fighting
Level 4 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Spell (2): Aid
Spell (2): Bear's Endurance
Spell (2): Bull's Strength
Spell (2): Close Wounds
Spell (2): Cure Moderate Wounds
Spell (2): Deific Vengance
Spell (2): Eagle's Spendor
Spell (2): Find Traps
Spell (2): Hold Person
Spell (2): Inflict Moderate Wounds
Spell (2): Lesser Restoration
Spell (2): Owl's Wisdom
Spell (2): Remove Paralysis
Spell (2): Resist Energy
Spell (2): Seek Eternal Rest
Spell (2): Soundburst
Spell (2): Spawn Screen
Spell (2): Summon Monster II
Level 5 (Cleric)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Level 6 (Cleric)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Weapon Focus: Ranged Weapons
Spell (3): Bestow Curse
Spell (3): Blindness
Spell (3): Contagion
Spell (3): Cure Serious Wounds
Spell (3): Dispel Magic
Spell (3): Glyph of Warding
Spell (3): Inflict Serious Wounds
Spell (3): Magic Circle Against Evil
Spell (3): Mass Aid
Spell (3): Prayer
Spell (3): Protection From Energy
Spell (3): Remove Blindness
Spell (3): Remove Curse
Spell (3): Remove Disease
Spell (3): Searing Light
Spell (3): Summon Monster III
Spell (3): Water Breathing
Level 7 (Cleric)
Skill: Concentration (+1)
Skill: Heal (+1))
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Level 8 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Spell (4): Chaos Hammer
Spell (4): Cure Critical Wounds
Spell (4): Deathward
Spell (4): Dismissal
Spell (4): Divine Power
Spell (4): Freedom of Movement
Spell (4): Holy Smite
Spell (4): Inflict Critical Wounds
Spell (4): Mass Shield of Faith
Spell (4): Neutralize Poison
Spell (4): Order's Wrath
Spell (4): Poison
Spell (4): Recitation
Spell (4): Restoration
Spell (4): Summon Monster IV
Spell (4): Symbol of Flame
Spell (4): Unholy Blight
Level 9 (Cleric)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Mental Toughness
Level 10 (Cleric)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Spell (5): Break Enchantment
Spell (5): Flame Strike
Spell (5): Greater Command
Spell (5): Mass Cure Light Wounds
Spell (5): Mass Inflict Light Wounds
Spell (5): Protection From Elements
Spell (5): Raise Dead
Spell (5): Slay Living
Spell (5): Spell Resistance
Spell (5): Stalwart Pact
Spell (5): Summon Monster V
Spell (5): Symbol of Pain
Spell (5): True Seeing
Level 11 (Cleric)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Level 12 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Empower Spell
Spell (6): Banishment
Spell (6): Blade Barrier
Spell (6): Cometfall
Spell (6): Create Undead
Spell (6): Greater Dispel Magic
Spell (6): Greater Glyph of Warding
Spell (6): Harm
Spell (6): Heal
Spell (6): Heroes Feast
Spell (6): Mass Bear's Endurance
Spell (6): Mass Bull's Strength
Spell (6): Mass Cure Moderate Wounds
Spell (6): Mass Eagle's Spendor
Spell (6): Mass Inflict Moderate Wounds
Spell (6): Mass Owl's Wisdom
Spell (6): Summon Monster VI
Spell (6): Symbol of Fear
Spell (6): Symbol of Persuasion
Spell (6): Undead to Death
Spell (6): Word of Recall
Level 13 (Cleric)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Level 14 (Cleric)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Spell (7): Destruction
Spell (7): Greater Restoration
Spell (7): Mass Cure Serious Wounds
Spell (7): Mass Inflict Serious Wounds
Spell (7): Mass Restoration
Spell (7): Mass Spell Resistance
Spell (7): Protection From Elements, Mass
Spell (7): Resurrection
Spell (7): Summon Monster VII
Spell (7): Symbol of Stunning
Spell (7): Symbol of Weakness
Level 15 (Cleric)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Spell Penetration
Level 16 (Cleric)
Ability Raise: WIS
Skill: Use Magic Device (+2)
Spell (8): Death Pact
Spell (8): Firestorm
Spell (8): Mass Cure Critical Wounds
Spell (8): Mass Inflict Critical Wounds
Spell (8): Summon Monster VIII
Spell (8): Symbol of Death
Enhancement: Elven Dexterity I
Enhancement: Elven Dexterity II
Enhancement: Undying Call
Enhancement: Follower of the Undying Court
Enhancement: Elven Arcane Archer I
Enhancement: Elven Arcane Archer: Conjure +2 Arrows
Enhancement: Elven Arcane Archer: Force Arrow
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Spell Penetration I
Enhancement: Cleric Spell Penetration II
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Energy of the Zealot III
Enhancement: Cleric Charisma I
Enhancement: Cleric Charisma II
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Divine Vitality II
Enhancement: Cleric Divine Vitality III
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Extra Turning III
Typical battle would be Buff, Summon, Heal, Support by paralying/cursing mobs, bladebarrier, etc. So you can be somewhat useful when you run out of mana.
What you think?
Creeper
06-03-2009, 05:03 PM
Looking for a build along these lines:
- High dex, intel and wisdom
- Must be elf, must have both wizard and cleric (not just a splash, and not a sorcerer)
- 32 point builds available
- Don't worry about survivability (will tolerate con as low as 8)
- Must bring something unique to the table (i.e. can't just be a weak version of a spellcasting bard)
- Completely neglect raid content. Endgame viability is a factor, and solo viability is an asset but not required.
Those familiar with Baldur's Gate 2 may be familiar with the character I'm trying to build. An example of a build along these lines would be one that starts with 16 intel / 18 wisdom with points going into wisdom. Enough levels to pick up firewall and displacement (along with whatever goodies may come before that), the rest into cleric. Wisdom will be high enough for the DC in offensive cleric spells, firewall with a few enhancements will do plenty of damage (has no save), displacement is a huge asset to the largely cleric-based spellcaster, etc - you get the idea.
Full build not required - provide an outline, bounce some ideas, or request additional input; all responses appreciated.
My advice:
I would go 16 levels of cleric and take 2 dragon marks for displacement. Firewall is not worth gimping your character over.
For what it's worth, i am sure a level 16 wizard or a level 16 cleric would be much more enjoyable and powerful. I dont see this build being endgame viable with the criteria you have specified.
spifflove
06-03-2009, 05:16 PM
My advice:
I would go 16 levels of cleric and take 2 dragon marks for displacement. Firewall is not worth gimping your character over.
For what it's worth, i am sure a level 16 wizard or a level 16 cleric would be much more enjoyable and powerful. I dont see this build being endgame viable with the criteria you have specified.
He could just cast displacment.
why not end game viable? Make buffy, healy tank that stands in firewalls.
MetaSyn
06-03-2009, 05:24 PM
jeeze, not try'n being a deec here, the reasons NOT to build a toon like that in DDO far outway anything else everywhere, for every and all reasons that could ever exsist. Dont do it
Creeper
06-03-2009, 05:28 PM
- Must bring something unique to the table (i.e. can't just be a weak version of a spellcasting bard)
Buffy, healy, tank = bard
Bards can cast displacement, heal, and buff of course.
He is not worried about surviability. Standing in firewall endgame would result in his death.
Instead of wall of fire I would consider fire storm and having a dc on your blade barrier high enough for mobs not to save against.
as a level 7 - 8 wizard your displacement will not last as long as the dragonmark version. Your firewall and blade barrier will also not last long or do much damage for endgame use.
Darlor
06-04-2009, 10:21 AM
The example of going into wizard far enough to pick up firewall and the rest into cleric was just one example, and not one I'll likely do. Specifically it was to preemptively address the objection that splitting focus on intel/wisdom would gimp both spellcasters.
Wurmwood - though the build has many similarities to what I'm going for, I do insist on going well into both wizard and cleric classes, without splashes elsewhere. Also, in-combat wand/scroll usage is something I wish to avoid.
I realize that with this stringent restriction, viability will be affected. But if you're going to suggest that there's no way to make it endgame viable, you'll have to be more specific. For many, endgame equates to raids, which I'm just not interested in.
"Buffy, healy, tank = bard"
Don't know about bards tanking, but that loose characterization can be applied to clerics as well, or wand-heavy rogues, or arcane spellcasters with a splash of cleric, etc. The idea is not to have a unique general role, but unique specific role(s), even if it amounts to unusual tactics generally not available. An obvious example uses blade barrier, displacement and firewall.
spifflove
06-04-2009, 10:43 AM
Well after thinking about it the only possible role you could fill without being a bard is some sorta high ac build:
Elf Arcane archer
08
18 +2 elf +4 level ups= 24
08
13 +1 enhancement =14
17 +3 enhancments (monk/cleric) =20
08
split: 11cleric/7wizard/2 monk
Sorta like a bard as it is a support role character but with better ac than a bard could get and limited offense.
Feats:
1: wf ranged
3: point blank shot
6: rapid shot
9: precise shot
12: multishot
15: ic range
18: improved precise shot
monk: toughness, weapon finesse
wizard: Max, extend
Option 2: more in line with OP but at level 10 you can only afford drow:
18 wis/16 intel version: trapmonky
11 cleric/7 wizard/2 rogue
08
10 +2 elf +1 rogue
08
18 +1 enhancement
18 + 4 level ups +2 enhancement
08
level 1: insightful reflex
level 3: mt
level 6: imt
other feats optional
wizard: max, extend
I just don't see anything a bard could not do better.
Creeper
06-04-2009, 11:07 AM
I realize that with this stringent restriction, viability will be affected. But if you're going to suggest that there's no way to make it endgame viable, you'll have to be more specific. For many, endgame equates to raids, which I'm just not interested in.
Sorry, what is endgame then if not raids?
Viable to me means useful, and a split level cleric/wizard with no other splash is the most useless undesirable build that I can think of other than a pure class fighter. That is only my opinion.
That being said...
I would not worry about raising your base wisdom or intel above a 12. As stated by others your spell penetration and DCs will be so low you will not be able to use any really effective CC except solid fog. I would put my points into dex and strength and dual wield rapiers with a very low BAB. For solo play kite everything around a max emp ext firewall/bladebarrier and hope nothing casts a spell on you because your saves and hps will be very low.
Keep freedom of movement up, take the arcane fluidity enhancements, get your AC as high as possible. You will be able to solo most non-raid quests on normal with simply a high AC and firewall/blade barrier if you can stay alive.
I'm not saying it wouldn't "work" I am just saying that it would be crippled and weak compared to ALL other "crazy" multiclass builds.
Strakeln
06-04-2009, 11:11 AM
Looking for a build along these lines:
- High dex, intel and wisdom
- Must be elf, must have both wizard and cleric (not just a splash, and not a sorcerer)
- 32 point builds available
- Don't worry about survivability (will tolerate con as low as 8)
- Must bring something unique to the table (i.e. can't just be a weak version of a spellcasting bard)
- Completely neglect raid content. Endgame viability is a factor, and solo viability is an asset but not required.
Those familiar with Baldur's Gate 2 may be familiar with the character I'm trying to build. An example of a build along these lines would be one that starts with 16 intel / 18 wisdom with points going into wisdom. Enough levels to pick up firewall and displacement (along with whatever goodies may come before that), the rest into cleric. Wisdom will be high enough for the DC in offensive cleric spells, firewall with a few enhancements will do plenty of damage (has no save), displacement is a huge asset to the largely cleric-based spellcaster, etc - you get the idea.
Full build not required - provide an outline, bounce some ideas, or request additional input; all responses appreciated.In other words, build a Safety Net (Tija's mule... y'all remember Tija, right?)
Darlor
06-04-2009, 11:24 AM
Sorry, what is endgame then if not raids?
Viable to me means useful, and a split level cleric/wizard with no other splash is the most useless undesirable build that I can think of other than a pure class fighter. That is only my opinion.
Pure class fighters are useless? Call me crazy, but I thought that a properly geared, tomed pure fighter was considered the most useful, desirable tank these days.
Tangent aside, I specifically said to neglect raids - don't plan on hitting a single raid for this character. I would assume endgame refers to max level content. Namely, whatever I'll be hitting when I'm level 14-16 or so (18-20 with mod 9). Since my highest character is currently an 11 sorceress, I don't know what that will involve - I assume there's something up there other than raiding. If not, I'll simply play this character to that point, then delete or toss it aside.
Creeper
06-04-2009, 11:43 AM
Pure class fighters are useless? Call me crazy, but I thought that a properly geared, tomed pure fighter was considered the most useful, desirable tank these days.
Tangent aside, I specifically said to neglect raids - don't plan on hitting a single raid for this character. I would assume endgame refers to max level content. Namely, whatever I'll be hitting when I'm level 14-16 or so (18-20 with mod 9). Since my highest character is currently an 11 sorceress, I don't know what that will involve - I assume there's something up there other than raiding. If not, I'll simply play this character to that point, then delete or toss it aside.
There is nothing wrong with a pure class fighter or a equally split cleric/wizard. It's only when you compare them to other builds that you realize how badly they are lacking.
Again, I do not recommend this build, but you can make it work just doing non-raid content if that's your intention. It's only when you compare it to other similar build options that you realize how bad it sucks.
Wurmwood
06-04-2009, 12:15 PM
I think I figured out what hes trying to build (correct me if im wrong)
*Pulled from wiki*
Baldur's Gate II: Shadows of Amn NPCs
For each of the following characters, the voice actor, race, character classes, and alignment are listed, along with some biographical details. The NPCs are categorized by general alignment.
Good
Aerie
* Kath Soucie
* Avariel Elf, Cleric/Mage (of Baervan Wildwanderer), Lawful Good.
* Aerie is an Avariel, a race of elf that has wings. Aerie was captured by slavers and sold to the circus, she was kept in a cage which caused her wings to atrophy and they had to be removed. In an optional area of the game, the player may find her in Waukeen's Promenade, where she is working in the circus under a different ringmaster, Quayle, a gnome who appeared as a playable character in Baldur's Gate and, after the events of the first game, saved her from the previous ringmaster. Once the evil illusionist who has turned their circus into a deathtrap is defeated, Aerie may join the party. If she and Minsc are in the party together, Minsc may eventually adopt her as his new witch. If she becomes Minsc's witch and dies in the party, Minsc will enter a berzerk state. She is naive, physically weak, and a bit childish at times, but she is highly intelligent and has (despite her naivete) a high wisdom as well. She dually venerates her divine patron, the gnome god Baervan Wildwanderer, and her traditional avariel goddess, Aerdrie Faenya. It is possible for a male protagonist to romance her; if the romance continues into the Baldur's Gate II: Throne of Bhaal expansion, she has the protagonist's child. Although kind and often caring of her friends, Aerie still holds in thoughts of her wings, and often becomes depressed when speaking of her past. At one point in the game, the protagonist has the option to offer Aerie a new pair of wings, created via his newly-acquired god powers. Aerie will refuse if your character is of evil alignment.
* Although Aerie does not focus on any stat, and has a rather low Constitution, the ability to cast both divine and arcane spells makes her extremely powerful, if used correctly.
Here is my version of this build
(I would go 4 more levels of wizard once the 20 cap comes out, so you have firewall, firewall+bladebarrier+pop a scroll of tensers, and you might still be standing after a fight)
Level 16 Lawful Good Elf Female
(12 Cleric / 4 Wizard)
Hit Points: 132
Spell Points: 1057
BAB: 11/11/16/21
Fortitude: 9
Reflex: 8
Will: 18
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 16) (Level 16)
Strength 14 14 14
Dexterity 14 14 16
Constitution 10 10 10
Intelligence 14 14 14
Wisdom 16 20 22
Charisma 10 10 10
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 16) (Level 16)
Balance 2 3 3
Bluff 0 0 0
Concentration 4 18 18
Diplomacy 4 16 16
Disable Device n/a n/a n/a
Haggle 0 0 0
Heal 7 22 22
Hide 2 3 3
Intimidate 0 0 0
Jump 2 2 2
Listen 3 6 8
Move Silently 2 3 3
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 2 2 2
Search 2 2 4
Spot 3 6 8
Swim 2 2 2
Tumble n/a n/a n/a
Use Magic Device 2 9 9
Level 1 (Cleric)
Skill: Concentration (+4)
Skill: Diplomacy (+4)
Skill: Heal (+4)
Skill: Use Magic Device (+2)
Feat: (Selected) Empower Spell
Feat: (Automatic) Attack
Feat: (Automatic) Elven Keen Senses
Feat: (Automatic) Enchantment Save Bonus
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Magical Training
Feat: (Automatic) Martial Weapon Proficiency: Longbow
Feat: (Automatic) Martial Weapon Proficiency: Longsword
Feat: (Automatic) Martial Weapon Proficiency: Rapier
Feat: (Automatic) Martial Weapon Proficiency: Shortbow
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency (ALL)
Feat: (Automatic) Sneak
Feat: (Automatic) Turn Undead
Spell (1): Bane
Spell (1): Bless
Spell (1): Cause Fear
Spell (1): Command
Spell (1): Cure Light Wounds
Spell (1): Divine Favorr
Spell (1): Doom
Spell (1): Inflict Light Wounds
Spell (1): Nightshield
Spell (1): Nimbus of Light
Spell (1): Obscuring Mist
Spell (1): Protection From Evil
Spell (1): Remove Fear
Spell (1): Shield of Faith
Spell (1): Summon Monster I
Level 2 (Cleric)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Heal (+1)
Skill: Use Magic Device (+0.5)
Feat: (Automatic) Defensive Fighting
Level 3 (Cleric)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Heal (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Empower Healing Spell
Spell (2): Aid
Spell (2): Bear's Endurance
Spell (2): Bull's Strength
Spell (2): Close Wounds
Spell (2): Cure Moderate Wounds
Spell (2): Deific Vengance
Spell (2): Eagle's Spendor
Spell (2): Find Traps
Spell (2): Hold Person
Spell (2): Inflict Moderate Wounds
Spell (2): Lesser Restoration
Spell (2): Owl's Wisdom
Spell (2): Remove Paralysis
Spell (2): Resist Energy
Spell (2): Seek Eternal Rest
Spell (2): Soundburst
Spell (2): Spawn Screen
Spell (2): Summon Monster II
Level 4 (Cleric)
Ability Raise: WIS
Level 5 (Cleric)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Heal (+1)
Skill: Use Magic Device (+0.5)
Spell (3): Bestow Curse
Spell (3): Blindness
Spell (3): Contagion
Spell (3): Cure Serious Wounds
Spell (3): Dispel Magic
Spell (3): Glyph of Warding
Spell (3): Inflict Serious Wounds
Spell (3): Magic Circle Against Evil
Spell (3): Mass Aid
Spell (3): Prayer
Spell (3): Protection From Energy
Spell (3): Remove Blindness
Spell (3): Remove Curse
Spell (3): Remove Disease
Spell (3): Searing Light
Spell (3): Summon Monster III
Spell (3): Water Breathing
Level 6 (Cleric)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Heal (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Mental Toughness
Level 7 (Cleric)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Heal (+1)
Skill: Use Magic Device (+0.5)
Spell (4): Chaos Hammer
Spell (4): Cure Critical Wounds
Spell (4): Deathward
Spell (4): Dismissal
Spell (4): Divine Power
Spell (4): Freedom of Movement
Spell (4): Holy Smite
Spell (4): Inflict Critical Wounds
Spell (4): Mass Shield of Faith
Spell (4): Neutralize Poison
Spell (4): Order's Wrath
Spell (4): Poison
Spell (4): Recitation
Spell (4): Restoration
Spell (4): Summon Monster IV
Spell (4): Symbol of Flame
Spell (4): Unholy Blight
Level 8 (Cleric)
Abillity Raise: WIS
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Heal (+1)
Skill: Use Magic Device (+0.5)
Level 9 (Cleric)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Heal (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Mental Toughness
Spell (5): Break Enchantment
Spell (5): Flame Strike
Spell (5): Greater Command
Spell (5): Mass Cure Light Wounds
Spell (5): Mass Inflict Light Wounds
Spell (5): Protection From Elements
Spell (5): Raise Dead
Spell (5): Slay Living
Spell (5): Spell Resistance
Spell (5): Stalwart Pact
Spell (5): Summon Monster V
Spell (5): Symbol of Pain
Spell (5): True Seeing
Level 10 (Cleric)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Heal (+1)
Skill: Use Magic Device (+0.5)
Level 11 (Cleric)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Heal (+1)
Skill: Use Magic Device (+0.5)
Spell (6): Banishment
Spell (6): Blade Barrier
Spell (6): Cometfall
Spell (6): Create Undead
Spell (6): Greater Dispel Magic
Spell (6): Greater Glyph of Warding
Spell (6): Harm
Spell (6): Heal
Spell (6): Heroes Feast
Spell (6): Mass Bear's Endurance
Spell (6): Mass Bull's Strength
Spell (6): Mass Cure Moderate Wounds
Spell (6): Mass Eagle's Spendor
Spell (6): Mass Inflict Moderate Wounds
Spell (6): Mass Owl's Wisdom
Spell (6): Summon Monster VI
Spell (6): Symbol of Fear
Spell (6): Symbol of Persuasion
Spell (6): Undead to Death
Spell (6): Word of Recall
Level 12 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Skill: Heal (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Extend Spell
Level 13 (Wizard)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Heal (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Quicken Spell
Feat: (Automatic) Inscribe Scroll
Spell (1): Detect Secret Doors
Spell (1): Expeditious Retreat
Spell (1): Jump
Spell (1): Ray of Enfeeblement
Spell (1): Shield
Spell (1): Shocking Grasp
Level 14 (Wizard)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Heal (+0.5)
Skill: Use Magic Device (+0.5)
Spell (1): Charm Person
Spell (1): Chill Touch
Level 15 (Wizard)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Heal (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Spell Penetration
Spell (2): Blur
Spell (2): Melf's Acid Arrow
Level 16 (Wizard)
Ability Raise: WIS
Skill: Concentration (+1)
Skill:: Diplomacy (+0.5)
Skill: Heal (+0.5)
Skill: Use Magic Device (+0.5)
Spell (2): Glitterdust
Spell (2): Knock
Enhancement: Elven Arcane Fluidity I
Enhancement: Elven Arcane Fluidity II
Enhancement: Elven Arcane Fluidity III
Enhancement: Elven Arcanum I
Enhancement: Elven Dexterity I
Enhancement: Elven Dexterity II
Enhancement: Undying Call
Enhancement: Follower of the Undying Court
Enhancement: Wizard Improved Quickening I
Enhancement: Cleric Smiting I
Enhancement: Cleric Smiting II
Enhancement: Cleric Smiting III
Enhancement: Cleric Smiting IV
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Spell Penetration I
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Divine Vitality II
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Couple of items I would consider
http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Cloaks/CapeoftheRoc.jpg
http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Weapons/Sirroco.jpg
http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Shields/SkyvaultShield.jpg
http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Necklaces/ScourgeChoker.jpg
http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Rings/AncientBand.jpg
http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Bracers/TharnesBracers.jpg
http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Armor/BreastplateofDestruction.jpg
http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Necklaces/LorriksNecklace.jpg
http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Rings/Tumbleweed.jpg
http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Cloaks/StormreaversNapkin.jpg
http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Weapons/Treason.jpg
Not ALL of those items, but maybe some of them? Would take many runs though. Not a huge melee damage dealer, but enough to get away/defend yourself so the fighters can get them off you.
What you think?
Creeper
06-04-2009, 12:22 PM
Not ALL of those items, but maybe some of them? Would take many runs though. Not a huge melee damage dealer, but enough to get away/defend yourself so the fighters can get them off you.
What you think?
He doesn't want to do any raids.
Wurmwood
06-04-2009, 12:32 PM
Some of those items are from regular quests, you just have to get lucky. Not sure what else you can get from non raids though
Darlor
06-04-2009, 12:55 PM
That's the one. 12Cleric/8Wizard is a satisfactory end result for mod 9, and the enhancements look good. Few things:
Are you aware of what synergy exists between the wiz/cleric enhancements and cleric/wiz spells, respectively? If so, some wizard spell enhancements may be in order.
Why 12/4 instead of 11/5? The latter gives two level 3 spells, such as haste/displacement.
If possible, I would like to multiclass early. Early free metamagic, can use wizard wands (mostly for repair and higher level buffs), and the spells are not without their use (huge fan of enfeeble, personally). My first impression is to hit wizard on the fourth level, since that gives me command, soundburst, cure light/medium wounds and lesser restoration.
Oh and regarding the items - some of those look great, and I do like the idea of having some melee capability. Even on my 11 pure sorc (with 8 str) who torches everything with maximized firewalls I get some joy out of pulling out a stick and smacking people around a bit. Would it be possible to have a functional AC for levels 12+? With high dex, and good mithril armour/shield it seems it might be.
Your feedback has been most useful.
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