Delaluz
03-31-2010, 06:46 AM
Hello everyone,
I'm a brand new player on the F2P side and I must admit this game is very pleasant so far.
I am planning to build a cleric with a few levels in Fighter. I browsed many forums to learn about this kind of build, learnt a lot of things, and of course I still have questions :-)
To make it clear I'll state my requirements, then my questions, then the description of the build coming from the tool.
Thanks to everyone taking the time to read these lines.
PS : Sorry if my english is bad, it's my second langage and I did my best.
Requirements:
- Dwarf cleric (I am just a dward addict). The splash in Fighter is for the proficiencies and feats (the monk class is not accessible so far, and anyway I dislike finessable weapons).
- I need a solo build essentially, even if I will often play with one friend (who should be a tank), with some occasional pickup
- I want to be able to heal properly, even in a full group
- I prefer the melee side rather than the offensive caster side (I understood the caster side would me more powerful, that's just a personal preference)
- I will use blunt weapons, preferably mauls (I know axes would be better with the enhancements, but that's a RP preference, I know I'm a pain in the ... :-) )
Questions:
1) I understood clerics relied Divine favor/might for melee. Does that mean they cast them for each fight? Isn't it too mana costly? I also understood that strenght equipment didn't stack with these spells. Does that mean that I should not have any strenght equipement at all? In this case, does focusing on str enhancements and wis equipement is a good move?
2) Should I choose stunning blow ? I know I will not have a lot of strenght so a bad nitial DC. Let's say I will use a weighted maul and use the fighter/dwarf enhancements to balance my weak strenght. Is a feat and many enhancements worth it in the high levels (I expect mobs to be immune or with very high DC)?
3) Should I use the 3 Two handed fighting feats ? I would say no, since it requires 3 feats to be optimal, and since I don't want to loose too much healing power for melee capabilities. But I ask the question anyway, in case it is tremendous at high levels.
4) I just spent the ability points into Concentration first and then Balance. I saw a lot of builds spending a few points in Heal but I don't understand why. Do cleric use heal to save mana when not fighting? Why only a few points then? Should I consider putting a few points elsewhere? Like jump, tumble etc. ?
5) What kind of instance difficulty should I expect to achieve solo? Easy, normal, hard? Considering I will do half solo half playing with a friend, would I be able to reach the high levels this way? (I like the challenge, but not the farming...)
Build:
******, I just realized I didn't export the full build. I will update it tomorrow, sorry for that. :-(
Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Torvemine
Level 1 Neutral Good Dwarf Male
(1 Cleric)
Hit Points: 34
Spell Points: 195
BAB: 0
Fortitude: 5
Reflex: -1
Will: 5
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 1)
Strength 16 16
Dexterity 8 8
Constitution 16 16
Intelligence 10 10
Wisdom 16 16
Charisma 6 6
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 1)
Balance 1 5
Bluff -2 -2
Concentration 7 7
Diplomacy -2 -2
Disable Device n/a n/a
Haggle -2 -2
Heal 3 3
Hide -1 -1
Intimidate -2 -2
Jump 3 3
Listen 3 3
Move Silently -1 -1
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 2
Spot 3 3
Swim 3 3
Tumble n/a n/a
Use Magic Device n/a n/a
Level 1 (Cleric)
Feat: (Selected) Toughness
Enhancement: Dwarven Faith I
Enhancement: Cleric Life Magic I
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Divine Vitality I
Thank you very much for your answers !
I'm a brand new player on the F2P side and I must admit this game is very pleasant so far.
I am planning to build a cleric with a few levels in Fighter. I browsed many forums to learn about this kind of build, learnt a lot of things, and of course I still have questions :-)
To make it clear I'll state my requirements, then my questions, then the description of the build coming from the tool.
Thanks to everyone taking the time to read these lines.
PS : Sorry if my english is bad, it's my second langage and I did my best.
Requirements:
- Dwarf cleric (I am just a dward addict). The splash in Fighter is for the proficiencies and feats (the monk class is not accessible so far, and anyway I dislike finessable weapons).
- I need a solo build essentially, even if I will often play with one friend (who should be a tank), with some occasional pickup
- I want to be able to heal properly, even in a full group
- I prefer the melee side rather than the offensive caster side (I understood the caster side would me more powerful, that's just a personal preference)
- I will use blunt weapons, preferably mauls (I know axes would be better with the enhancements, but that's a RP preference, I know I'm a pain in the ... :-) )
Questions:
1) I understood clerics relied Divine favor/might for melee. Does that mean they cast them for each fight? Isn't it too mana costly? I also understood that strenght equipment didn't stack with these spells. Does that mean that I should not have any strenght equipement at all? In this case, does focusing on str enhancements and wis equipement is a good move?
2) Should I choose stunning blow ? I know I will not have a lot of strenght so a bad nitial DC. Let's say I will use a weighted maul and use the fighter/dwarf enhancements to balance my weak strenght. Is a feat and many enhancements worth it in the high levels (I expect mobs to be immune or with very high DC)?
3) Should I use the 3 Two handed fighting feats ? I would say no, since it requires 3 feats to be optimal, and since I don't want to loose too much healing power for melee capabilities. But I ask the question anyway, in case it is tremendous at high levels.
4) I just spent the ability points into Concentration first and then Balance. I saw a lot of builds spending a few points in Heal but I don't understand why. Do cleric use heal to save mana when not fighting? Why only a few points then? Should I consider putting a few points elsewhere? Like jump, tumble etc. ?
5) What kind of instance difficulty should I expect to achieve solo? Easy, normal, hard? Considering I will do half solo half playing with a friend, would I be able to reach the high levels this way? (I like the challenge, but not the farming...)
Build:
******, I just realized I didn't export the full build. I will update it tomorrow, sorry for that. :-(
Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Torvemine
Level 1 Neutral Good Dwarf Male
(1 Cleric)
Hit Points: 34
Spell Points: 195
BAB: 0
Fortitude: 5
Reflex: -1
Will: 5
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 1)
Strength 16 16
Dexterity 8 8
Constitution 16 16
Intelligence 10 10
Wisdom 16 16
Charisma 6 6
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 1)
Balance 1 5
Bluff -2 -2
Concentration 7 7
Diplomacy -2 -2
Disable Device n/a n/a
Haggle -2 -2
Heal 3 3
Hide -1 -1
Intimidate -2 -2
Jump 3 3
Listen 3 3
Move Silently -1 -1
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 2
Spot 3 3
Swim 3 3
Tumble n/a n/a
Use Magic Device n/a n/a
Level 1 (Cleric)
Feat: (Selected) Toughness
Enhancement: Dwarven Faith I
Enhancement: Cleric Life Magic I
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Divine Vitality I
Thank you very much for your answers !