PDA

View Full Version : How to improve a Cleric and Wizard melee dps ?



lppmor
03-20-2010, 07:33 AM
At low levels, I use a lot of melee when soloing with my Wizard and Cleric, and that is working fine since I started with 16 STR on both toons. At higher levels I know sp start to get way higher for both characters, but for solo sp is always an issue, so I believe keeping melee capabilities is the key for a nice solo play. I know mobs start to get insane hp at higher levels, so just swinging a two handed weapon will probably not be enough without the help of feats and/or special weapons.

With the help of Divine Power for both toons (clickie for the Wizard), one idea is getting Power Attack and ogre power items to reach STR 22, hoping to reach good dps. Another idea is forgeting Power Attack but getting Improved Critical: Slash, and using high crit threat weapons (falchion) with insta-death enhancements, such as banishing and smiting.

What you guys suggest to improve dps on a Cleric and a Wizard, so I can not only trust spells to solo higher lvl quests (higher lvl I mean mostly Gianthold and above)?

Visty
03-20-2010, 09:35 AM
after lvl7 the wizards melee dps comes from firewall
after lvl11 the clerics melee dps comes from bladebarrier

might sound strange but its that way, these spells do way more damage then you could ever do with a weapon

ArgentMage
03-20-2010, 09:41 AM
There are a number of ways to up your DPS game. One way would be to take
a level of fighter (probably at 1st) to get access to 2-handed weapons
(Great Sword and Great Axe being the two big ones) and an extra feat.
This also allows you to up your Jump skill, and gives you access to Fighter
Armored Agility, which is nice for a cleric wearing heavy armor.

As a Human, you could take 2-handed fighting and toughness at 1st level, and
give you access to the Human Versatility line, which includes 20-second boosts
to attack rolls - great for red-named encounters.

Anyway, I've done this on all my solo guys to great effect.

dcp101
03-20-2010, 09:50 AM
There is very little reason to continue to work on your melee DPS as a wizard because 1) your class will never do enough to make a difference compared to what you can do with your spells, 2) defeats the purpose of playing a caster class. You CAN build your class to do more melee damage but honestly why would you sacrifice spell casting bonuses for that? Early on as a wizard you can cast Master's touch, give yourself bulls strength via potion, wand or your own spell and whack away with a two-hander. I do this on my wizard so I dont have to waste spell points no trash mobs.

Phidius
03-20-2010, 09:53 AM
Improved Critical is better than Power Attack, IMHO. There will be times when you will need Divine Power to hit things even without Power Attack on, especially on a wizard.

There are times when everything in the dungeon is immune to fire, or when mobs just stand in one spot and range you - it's good to have a backup plan.

jcTharin
03-20-2010, 09:53 AM
i say just keep doing what your doing. don't reroll.

and then when you get wall of fire and/or blade barrier find yourself a heart of wood and go talk to the weirdo with the tree

lppmor
03-20-2010, 09:54 AM
Thanks.

I know wall of fire and blade barrier are the main dps, but I don't think I'll be able to solo entire dungeons only casting, so that's why I would like to have at least average melee dps at high levels.

The idea of getting Banishing and Smiting weapons is probably great for dual-wielders with, say, two rapiers/scimitars. But since I won't have TWF on any of my toons, my main question is how effective would be using those weapon enhancements on a Falchion with slow attack speed due to my low BAB?

Impaqt
03-20-2010, 10:34 AM
Thanks.

I know wall of fire and blade barrier are the main dps, but I don't think I'll be able to solo entire dungeons only casting, so that's why I would like to have at least average melee dps at high levels.

The idea of getting Banishing and Smiting weapons is probably great for dual-wielders with, say, two rapiers/scimitars. But since I won't have TWF on any of my toons, my main question is how effective would be using those weapon enhancements on a Falchion with slow attack speed due to my low BAB?

People Solo high level dungeons all the time with absolutely no melee prowess.

LordMond
03-20-2010, 09:57 PM
I've got a couple of very low level (2-4 or so) arcane casters and what I do is take the spell called (I think) Master's Touch, which allows you general weapon proficience for a number of seconds plus a few more seconds per level. I find that low level damage spells do such poor damage that I actually do more damage swining the starter great sword. If I'm on my WF, I also take a Repair spell so I can heal myself. I don't imagine that this tactic will work for too many more levels (certainly not once I get FW), but it sure does work well now.

Of course, the issue at higher levels will be one of a lack of hit points for an arcane. Mobs past level 10 or so (once you regularly face giants and giant-class nasties) just do so much damage, even if they don't crit you, that you're liable to be constantly chugging potions to keep yourself alive. Fortification gear will help with that a bit, but no one is going to mistake you for a tank.

tihocan
03-20-2010, 11:59 PM
I know wall of fire and blade barrier are the main dps, but I don't think I'll be able to solo entire dungeons only casting, so that's why I would like to have at least average melee dps at high levels.
You can solo entire dungeons only casting, and you can also do a mix melee / casting. I do like it better myself. Basically you need those 3 things for melee:
- proficiency in a decent 2-handed weapon (possibly through a spell like Master's Touch)
- Power Attack
- Improved Crit
On a wizard you may have room for THF/ITHF, while on a cleric it's harder to fit.
Ideally you'd have a Torc from the DQ raid, as well as a Concordant Opposition from the Shroud. This will allow you to refill your Spell Points while fighting.
Self-Healing is a must though since you'll have no AC, so that you better be WF on wizard.

Talon_Oakenleaf
03-21-2010, 12:06 AM
This is just my opinion say take it with a grain of salt if you like;

I wouldn't add STR instead I would put it all in DEX and take weapon finese early if you want to melee. Reason I am saying this is at early levels the dex bonus will help in melee and throughout the game it will help with reflex saves etc. I could be wrong so ask for more advice on it but that is where I would head if you do not want to splash a couple of levels of something else.

Hope this helps.

TheBroken_JPK
03-21-2010, 12:12 AM
i say just keep doing what your doing. don't reroll.

and then when you get wall of fire and/or blade barrier find yourself a heart of wood and go talk to the weirdo with the tree

Exactly what I did. Don't regret it. Wizards are a pita to level from 1-7. Then its easy street.

Sweyn
03-21-2010, 12:20 AM
Why would the wizard get Divine Power? The point of that spell is that the power of a god empowers the caster with skill in combat. Wizards are arcane, and have no connection with the gods.....

LunaCee
03-21-2010, 12:40 AM
Because they are using buffing items that have charges of the spell. My wizard personally has a 5/day (read 5 per shrine visit) ring of Divine Power that is ML 9. That plus a nifty toy or two and I can do stuff while out of SP fairly well.

BelVic
03-21-2010, 01:02 AM
With the help of Divine Power for both toons (clickie for the Wizard), one idea is getting Power Attack and ogre power items to reach STR 22, hoping to reach good dps. Another idea is forgeting Power Attack but getting Improved Critical: Slash, and using high crit threat weapons (falchion) with insta-death enhancements, such as banishing and smiting.



Seems like you getting close to idea for battle caster. Look on forums for builds about it. See what feats they take.
For example http://forums.ddo.com/showthread.php?t=193537
Most battle casters multiclass so SP would be less than pure one.

I have character , haven't played lately , but he rely on special weapon effect mostly than dps. "wizard with vorpals" ( you just need find the way to confirm critical)

http://www.vimeo.com/5864901

vVAnjilaVv
03-21-2010, 01:05 AM
Ur not a melee toon...don't gimp ur spell casting ability unless u plan on making a battle caster.

With the proper weapon selection and DP clickies for arcanes...even an 8 base STR caster can hold thier own in melee....oh don't forget about ur constitution too :D

Sweyn
03-21-2010, 03:25 AM
Because they are using buffing items that have charges of the spell. My wizard personally has a 5/day (read 5 per shrine visit) ring of Divine Power that is ML 9. That plus a nifty toy or two and I can do stuff while out of SP fairly well.

nvm, i didn't read the OP close enough... i thought he was suggesting to GIVE wizards the divine power spell, and not use clickies heh