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ph4tm4n
07-02-2009, 09:30 PM
So I've not played the game in over a year and I've been getting my relatives and friends into the game, but for when they arent on, I'd like to have a character that I can really do whatever I want at my own pace. I don't plan on exclusively soloing, but I also don't want to have to rely on a group. I've seen some monks be fairly self reliant in groups using some sort of ki healing ability (that I'm told is actually named 'ki healing' ) so I'm wondering if there's a possibility for some sort of a decent multiclass here for a monk/ranger/cleric to remain effectively naked (to remain balanced) and dual wield kamas and be able to actually do some decent damage, with lvls of cleric to provide self healing outside of ki abilities, some party buffs so I'm not just a leech, and use healing enhancements to buff ki healing (though ranger devotion might just be enough. do AE heals crit with the heal crit enhancement from clerics?).

I was thinking something along the lines of a halfling ranger/monk/cleric. Here's what I started out with in the char builder. I'm not really sure where to go with this build. Are kama's good enough to rely on for this build? Or am I building a castle in a swamp here? If they're not optimal I don't really care. Should I just wait until I have 32 pt builds unlocked? If that would help the char a decent amount I'm willing to do so. I just think there might be a decent amount of potential in the char, but I don't know ddo terribly well.
(28 pt build; I don't have 32...)


Character Plan by DDO Character Planner Version 3.00
DDO Character Planner Home Page

Level 4 Lawful Good Halfling Male
(2 Monk / 2 Ranger)
Hit Points: 60
Spell Points: 0

BAB: 3/3
Fortitude: 9
Reflex: 10
Will: 7

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 4)
Strength 12 12
Dexterity 16 17
Constitution 14 14
Intelligence 8 8
Wisdom 16 16
Charisma 8 8

Level 1 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Selected) Weapon Focus: Piercing Weapons

Level 2 (Ranger)

Level 3 (Monk)
Feat: (Selected) Dodge
Feat: (Monk Bonus) Weapon Finesse

Level 4 (Monk)
Feat: (Monk Bonus) Mobility


also, what skills would be useful? Concentration seems obvious. Could I get away with no cleric and sneak some levels of rogue in there to max DD? Ranger would work for search I think. At any rate, I'm rambling (I think I started out that way but w/e). I'll wait for some responses. Be kind!

VKhaun
07-02-2009, 09:41 PM
Monk is usually only used as a splash of 1, 2, or totally pure to level cap.
Typical build would be 2monk/rest cleric.

I think the whole point of adding ranger is to go to six levels of it for tempest in addition to the two monk levels, and get the two free dual wield feats to save stat points. I don't think you actually need any dex to receive the ranger feats for free. Maybe 13 for the feats required for tempest, dodge, mobility, and spring attack, but you've already started with 16.

I would reroll a 2mo/2ranger with those stats, TBH. The strength is dismal for intent to melee. I don't know where to tell you to go with that one. Wait for someone more experienced to weigh in. Maybe I'm wrong about the feats not needing dex, I can never remember. I need to do a ranger with 8 dex to level 2 and just leave him on my account to double check this. Total brain fart every time.

Cleric also gets many fewer skill points per level vs monk/ranger, on 8int you will only be able to keep up one cleric class skill I think.

Demoyn
07-02-2009, 09:44 PM
dual wield kamas ... decent damage

These two statements don't EVER belong in the same sentence. Your answer is no.

EDIT: I take that back... these two could be in the same sentence if the statement was, "I was going to dual wield kamas, but instead I opted to do decent damage".

ph4tm4n
07-03-2009, 03:13 PM
Well my ftr used a +1 flaming kukri lvls 4-8 and I didn't notice any major gimpage. I'm not looking for optimal dps here. Just something that would work on a character.


So ranger6 monk2 and the rest cleric sounds like a decent build. I'd start as ranger, continue to pick up rgr2 then add in mnk2 and then what?

Impaqt
07-03-2009, 03:20 PM
Theres no good reason to use Kamas on a Monk splash build......

Actually.. Theres no good reason to use Kamas ever as far as I'm concered... Kamas are only used out of necessity.. Greensteel.... Specific Greater Banes perhaps.....

Deep Multiclass Clerical builds can do OK for soloing, but they generally fall flat in Groups...

You dont need the 6 Ranger Levels to Dual Weild....

I solo all the time on my Pure or mostly Pure Clerical builds. There really no reason to go into a lot of multiclassing for Soloing sake.

Demoyn
07-04-2009, 12:24 PM
Well my ftr used a +1 flaming kukri lvls 4-8 and I didn't notice any major gimpage. I'm not looking for optimal dps here. Just something that would work on a character.


Then may I suggest you begin your search somewhere else, because there's nothing in this thread that fits your search requirements.

Leyoni
07-04-2009, 12:59 PM
@ OP

You have two things going on simultaneously -- the desire to be able to play a character away from family & friends that is able to solo when necessary AND the desire for that character to still be useful in a pick up group.

Exotic builds do not usually fit the bill in this case.

IMO, you will be better served by creating a battle focused cleric. Looking ahead to the raise in level cap, I would suggest a Cleric 16/Fighter 2/Monk 2. In the current game I would recommend Cleric 12/Fighter 2/Monk 2.

Reasons:

1. Four extra feats from Monk and Fighter.
2. Reasonable non-boss DPS.
3. Able to fill primary cleric role in groups looking for healer.
4. Self healing.

Here is a suggestion. You might want to consider changing level up stat increases to STR for more DPS. However, you probably won't need that because (unless soloing) your main mission in end fights will revert to healing.


Character Plan by DDO Character Planner Version 2.96
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Dwarf Cleric
Level 16 Lawful Good Dwarf Male
(2 Fighter \ 2 Monk \ 12 Cleric)
Hit Points: 253
Spell Points: 745
BAB: 12\12\17\22
Fortitude: 17
Reflex: 10
Will: 16

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 16)
Strength 14 15
Dexterity 16 17
Constitution 14 16
Intelligence 8 8
Wisdom 15 21
Charisma 6 6

Tomes Used
+1 Tome of Dexterity used at level 1

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16)
Balance 7 13
Bluff -2 -2
Concentration 6 20
Diplomacy -2 -2
Disable Device n/a n/a
Haggle -2 -2
Heal 2 5
Hide 3 3
Intimidate -2 -2
Jump 6 8
Listen 2 5
Move Silently 3 3
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 1
Spot 2 5
Swim 2 2
Tumble n/a n/a
Use Magic Device n/a n/a

Level 1 (Monk)
Feat: (Monk Bonus) Toughness
Feat: (Selected) Two Weapon Fighting


Level 2 (Cleric)


Level 3 (Cleric)
Feat: (Selected) Exotic Weapon Proficiency: Khopesh


Level 4 (Cleric)


Level 5 (Cleric)


Level 6 (Monk)
Feat: (Monk Bonus) Dodge
Feat: (Selected) Extend Spell


Level 7 (Cleric)


Level 8 (Cleric)


Level 9 (Fighter)
Feat: (Selected) Empower Spell
Feat: (Fighter Bonus) Improved Two Weapon Fighting


Level 10 (Cleric)


Level 11 (Cleric)


Level 12 (Cleric)
Feat: (Selected) Maximize Spell


Level 13 (Cleric)


Level 14 (Cleric)


Level 15 (Fighter)
Feat: (Fighter Bonus) Greater Two Weapon Fighting
Feat: (Selected) Improved Critical: Slashing Weapons


Level 16 (Cleric)
Enhancement: Dwarven Armor Mastery I
Enhancement: Dwarven Armor Mastery II
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Constitution II
Enhancement: Dwarven Faith I
Enhancement: Dwarven Faith II
Enhancement: Dwarven Faith III
Enhancement: Dwarven Toughness I
Enhancement: Dwarven Toughness II
Enhancement: Dwarven Toughness III
Enhancement: Unyielding Sovereignty
Enhancement: Follower of the Sovereign Host
Enhancement: Fighter Critical Accuracy I
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Prayer of Life III
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Fighter Strength I
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Fighter Toughness I
Enhancement: Cleric Divine Cleansing I
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Wand Mastery I
Enhancement: Cleric Wand Mastery II




I added a +1 DEX tome at L1. It is needed before you take the ITWF feat.

Edit: As you continue to level up past L16 take Cleric. Focus enhancements on the healing lines and on Wand Mastery. You will only pick up 16 additional enhancement points, so you will need to choose where to put the emphasis. Note that I made all the enhancement choices at L16. You will want to actually be making the selections at earlier levels as you are working your way up. Note also that I did not take Divine Vitality. The CHA is very low so there isn't much available. The enhancement choices reflect things that are more useful, IMO, than DVs where subbing for Turn Undead.

Edit 2: Apologies, neglected that you are working on 28 point builds. Adjusted to reflect that. Also, fighter instead of ranger because you want to keep the primary focus on being a cleric. If you go ranger then you will want many more levels of ranger to get the same TWF abilities.

Demoyn
07-05-2009, 12:49 AM
Able to fill primary cleric role in groups looking for healer.


On what planet is a level 12 cleric an end-game primary healer? There are ZERO reasons to have two levels of fighter on this build.