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Talon_Oakenleaf
04-11-2010, 01:49 PM
I am almost level 20 and enjoy playing a cleric but haate its squishiness and inability to melee (built for CC/Heal) I am going to TR and would like to change to a FS to be able to melee better and still heal. I plan to use a long sword (I know Khopesh is better just did not want to use the feat up). Here is my build let me know what you think. Any advice would be great as this would be my first FS




Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)


Level 20 Neutral Good Human Male
(20 Favored Soul)
Hit Points: 482
Spell Points: 2020
BAB: 15\15\20\25\25
Fortitude: 17
Reflex: 12
Will: 13

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 18 23
Dexterity 9 11
Constitution 17 20
Intelligence 10 12
Wisdom 8 12
Charisma 10 20

Tomes Used
+2 Tome of Strength used at level 4
+2 Tome of Dexterity used at level 4
+2 Tome of Constitution used at level 4
+2 Tome of Intelligence used at level 4
+2 Tome of Wisdom used at level 4
+2 Tome of Charisma used at level 4

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 0.5 11
Bluff 0 5
Concentration 7 28
Diplomacy 0 8
Disable Device n/a n/a
Haggle 0 8.5
Heal 1 7
Hide -1 0
Intimidate 0 5
Jump 7 28
Listen -1 1
Move Silently -1 0
Open Lock n/a n/a
Perform n/a n/a
Repair 0 1
Search 0 1
Spot -1 1
Swim 4 7
Tumble n/a 1
Use Magic Device n/a 6

Level 1 (Favored Soul)
Feat: (Human Bonus) Empower Healing Spell
Feat: (Diety) Favored by the Sovereign Host
Feat: (Past Life) Past Life: Cleric
Feat: (Selected) Toughness
Enhancement: Favored Soul Life Magic I
Enhancement: Favored Soul Energy of the Scion I
Enhancement: Favored Soul Toughness I


Level 2 (Favored Soul)
Enhancement: Human Improved Recovery I
Enhancement: Favored Soul Charisma I


Level 3 (Favored Soul)
Feat: (Selected) Toughness
Enhancement: Racial Toughness I


Level 4 (Favored Soul)
Enhancement: Favored Soul Prayer of Life I
Enhancement: Favored Soul Life Magic II
Enhancement: Favored Soul Wisdom I
Enhancement: Favored Soul Toughness II
Enhancement: Favored Soul Wand and Scroll Mastery I


Level 5 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Fire
Enhancement: Human Adaptability Strength I
Enhancement: Favored Soul Energy of the Scion II


Level 6 (Favored Soul)
Feat: (Selected) Toughness
Enhancement: Unyielding Sovereignty


Level 7 (Favored Soul)
Enhancement: Favored Soul Charisma II


Level 8 (Favored Soul)
Enhancement: Favored Soul Wisdom II


Level 9 (Favored Soul)
Feat: (Selected) Toughness
Enhancement: Racial Toughness II


Level 10 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Acid
Enhancement: Favored Soul Energy of the Scion III
Enhancement: Favored Soul Toughness III


Level 11 (Favored Soul)
Enhancement: Favored Soul Toughness IV


Level 12 (Favored Soul)
Feat: (Selected) Toughness
Enhancement: Favored Soul Life Magic III


Level 13 (Favored Soul)
Enhancement: Human Greater Adaptability Constitution I


Level 14 (Favored Soul)
Enhancement: Racial Toughness III


Level 15 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Electricity
Feat: (Selected) Quicken Spell
Enhancement: Favored Soul Charisma III


Level 16 (Favored Soul)
Enhancement: Favored Soul Longsword Specialization I


Level 17 (Favored Soul)
Enhancement: Favored Soul Prayer of Life II
Enhancement: Favored Soul Energy of the Scion IV


Level 18 (Favored Soul)
Feat: (Selected) Toughness
Enhancement: Favored Soul Life Magic IV


Level 19 (Favored Soul)
Enhancement: Favored Soul Longsword Specialization II
Enhancement: Favored Soul Prayer of Life III


Level 20 (Favored Soul)
Enhancement: Favored Soul Ascendency: Sovereign Host
Enhancement: Favored Soul Wand and Scroll Mastery II

AylinIsAwesome
04-11-2010, 05:03 PM
Small points: +2 Tomes have a minimum level of 7, and you should plan accordingly. Also Clerics can melee as well, Favoured Souls just get +4 damage per swing and Toughness enhancements.



Anyway, you're going to need more feats than just Quicken, Empower Healing and Toughness. I'd throw in Maximize at the very least. Since you said you're melee I'd also take TWF feats.


You could do something like this:


Character Plan by DDO Character Planner Version 3.32
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 True Neutral Human Male
(20 Favored Soul)
Hit Points: 322
Spell Points: 1980
BAB: 15\15\20\25\25
Fortitude: 15
Reflex: 15
Will: 12

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(34 Point) (Level 1) (Level 20) (Level 20)
Strength 16 23 24
Dexterity 15 17 17
Constitution 14 16 16
Intelligence 12 14 14
Wisdom 8 10 10
Charisma 14 16 20

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 3 14 14
Bluff 2 5 5
Concentration 6 26 26
Diplomacy 2 5 7
Disable Device n/a n/a n/a
Haggle 2 5 5
Heal -1 1 3
Hide 2 3 3
Intimidate 2 5 5
Jump 7 30 30
Listen -1 0 0
Move Silently 2 3 3
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 1 2 2
Search 1 2 2
Spot -1 6 6
Swim 3 7 7
Tumble 3 4 4
Use Magic Device 4 16 16

Level 1 (Favored Soul)
Skill: Balance (+1)
Skill: Concentration (+4)
Skill: Jump (+4)
Skill: Tumble (+1)
Skill: Use Magic Device (+2)
Feat: (Human Bonus) Empower Healing Spell
Feat: (Diety) Favored by the Sovereign Host
Feat: (Past Life) Past Life: Cleric
Feat: (Selected) Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Magical Training
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Spell (1): Cure Light Wounds
Spell (1): Divine Favor


Level 2 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Spell (1): Nightshield


Level 3 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Two Weapon Fighting
Feat: (Automatic) Child of the Sovereign Host
Spell (1): Remove Fear


Level 4 (Favored Soul)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Spell (2): Cure Moderate Wounds


Level 5 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Favored Soul Bonus) Energy Resistance: Electricity
Spell (2): Resist Energy


Level 6 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Quicken Spell
Spell (3): Cure Serious Wounds


Level 7 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Spell (3): Mass Aid
Spell (2): Bear's Endurance


Level 8 (Favored Soul)
Ability Raise: STR
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Spell (4): Divine Power


Level 9 (Favored Soul)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Two Weapon Fighting
Spell (4): Freedom of Movement
Spell (3): Prayer
Spell (2): Eagle's Spendor


Level 10 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Favored Soul Bonus) Energy Resistance: Fire
Spell (5): Mass Cure Light Wounds


Level 11 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Spell (5): Raise Dead
Spell (3): Magic Circle Against Evil
Spell (4): Cure Critical Wounds


Level 12 (Favored Soul)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Maximize Spell
Feat: (Automatic) Beloved of the Sovereign Host
Spell (6): Blade Barrier


Level 13 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Spell (6): Heal
Spell (4): Recitation
Spell (5): Stalwart Pact


Level 14 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Spell (7): Protection From Elements, Mass


Level 15 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Favored Soul Bonus) Energy Resistance: Cold
Feat: (Selected) Greater Two Weapon Fighting
Spell (6): Mass Cure Moderate Wounds
Spell (5): True Seeing
Spell (7): Resurrection


Level 16 (Favored Soul)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Spell (8): Death Pact


Level 17 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Automatic) Leap Of Faith
Spell (8): Mass Death Ward
Spell (7): Mass Cure Serious Wounds


Level 18 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Power Attack
Spell (9): Energy Drain


Level 19 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Spell (8): Mass Cure Critical Wounds
Spell (9): True Resurrection


Level 20 (Favored Soul)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Spell (9): Mass Heal
Enhancement: Favored Soul Ascendency: Sovereign Host
Enhancement: Unyielding Sovereignty
Enhancement: Favored Soul Longsword Specialization I
Enhancement: Favored Soul Longsword Specialization II
Enhancement: Human Adaptability Strength I
Enhancement: Human Improved Recovery I
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Human Versatility III
Enhancement: Human Versatility IV
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Favored Soul Prayer of Life I
Enhancement: Favored Soul Prayer of Life II
Enhancement: Favored Soul Prayer of Life III
Enhancement: Favored Soul Prayer of Incredible Life I
Enhancement: Favored Soul Prayer of Incredible Life II
Enhancement: Favored Soul Prayer of Incredible Life III
Enhancement: Favored Soul Life Magic I
Enhancement: Favored Soul Life Magic II
Enhancement: Favored Soul Life Magic III
Enhancement: Favored Soul Life Magic IV
Enhancement: Favored Soul Energy of the Scion I
Enhancement: Favored Soul Energy of the Scion II
Enhancement: Favored Soul Energy of the Scion III
Enhancement: Favored Soul Charisma I
Enhancement: Favored Soul Charisma II
Enhancement: Favored Soul Toughness I
Enhancement: Favored Soul Toughness II
Enhancement: Favored Soul Toughness III
Enhancement: Favored Soul Toughness IV
Enhancement: Favored Soul Wand and Scroll Mastery I
Enhancement: Favored Soul Wand and Scroll Mastery II
Enhancement: Favored Soul Wand and Scroll Mastery III
Enhancement: Favored Soul Wand and Scroll Mastery IV




It has no Improved Critical (though you can make that up with Mineral 2 weapons, so make those before you TR) or Extend (though that's more of a luxury than anything else).

I'd also go ahead and get a Torq from DQ and make a Concordant Opposition item from the Shroud if you haven't already done so. A Radiance Guard item wouldn't be a bad idea either.

Talon_Oakenleaf
04-11-2010, 06:18 PM
You are right , I must have had a brain fart at the +2 at level 4, I will definitely change that. I don't want to waste on Maximise as I do not plan on doing any thing devine other than heal and the odd buff, no CC. I can get the healing boost from empower healing and a good devotion item. I find now that I am over healing with maximize accept against Harry. I have items that will be great for this toon, I did not add them to keep this as simple as possible. TWF will cause me to increase Dexterity at a cost towords Strength or Con which I do not want to do. Here is the update for the tomes.


Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)


Level 20 Neutral Good Human Male
(20 Favored Soul)
Hit Points: 482
Spell Points: 1991
BAB: 15\15\20\25\25
Fortitude: 17
Reflex: 12
Will: 13

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 18 24
Dexterity 9 11
Constitution 17 20
Intelligence 10 12
Wisdom 8 12
Charisma 10 19

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 1 11
Bluff 0 4
Concentration 7 28
Diplomacy 0 6
Disable Device n/a n/a
Haggle 0 7
Heal 1 9
Hide -1 0
Intimidate 0 4
Jump 4 28
Listen -1 1
Move Silently -1 0
Open Lock n/a n/a
Perform n/a n/a
Repair 0 1
Search 0 1
Spot -1 1
Swim 4 7
Tumble 0 1
Use Magic Device n/a 5

Level 1 (Favored Soul)
Feat: (Selected) Empower Healing Spell
Feat: (Diety) Favored by the Sovereign Host
Feat: (Past Life) Past Life: Cleric
Feat: (Human Bonus) Toughness
Enhancement: Favored Soul Life Magic I
Enhancement: Favored Soul Energy of the Scion I
Enhancement: Favored Soul Toughness I


Level 2 (Favored Soul)
Enhancement: Human Improved Recovery I
Enhancement: Favored Soul Charisma I


Level 3 (Favored Soul)
Feat: (Selected) Toughness
Enhancement: Racial Toughness I
Enhancement: Favored Soul Prayer of Life I


Level 4 (Favored Soul)
Enhancement: Favored Soul Life Magic II
Enhancement: Favored Soul Wisdom I
Enhancement: Favored Soul Toughness II
Enhancement: Favored Soul Wand and Scroll Mastery I


Level 5 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Fire
Enhancement: Human Adaptability Strength I
Enhancement: Favored Soul Energy of the Scion II


Level 6 (Favored Soul)
Feat: (Selected) Toughness
Enhancement: Unyielding Sovereignty


Level 7 (Favored Soul)
Enhancement: Favored Soul Charisma II


Level 8 (Favored Soul)
Enhancement: Favored Soul Wisdom II


Level 9 (Favored Soul)
Feat: (Selected) Toughness
Enhancement: Racial Toughness II


Level 10 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Acid
Enhancement: Favored Soul Energy of the Scion III
Enhancement: Favored Soul Toughness III


Level 11 (Favored Soul)
Enhancement: Favored Soul Toughness IV


Level 12 (Favored Soul)
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Favored Soul Life Magic III


Level 13 (Favored Soul)
Enhancement: Human Greater Adaptability Constitution I


Level 14 (Favored Soul)
Enhancement: Racial Toughness III


Level 15 (Favored Soul)
Feat: (Selected) Toughness
Enhancement: Favored Soul Charisma III


Level 16 (Favored Soul)
Enhancement: Favored Soul Longsword Specialization I


Level 17 (Favored Soul)
Enhancement: Favored Soul Prayer of Life II
Enhancement: Favored Soul Energy of the Scion IV


Level 18 (Favored Soul)
Feat: (Selected) Toughness
Enhancement: Favored Soul Life Magic IV


Level 19 (Favored Soul)
Enhancement: Favored Soul Longsword Specialization II
Enhancement: Favored Soul Prayer of Life III


Level 20 (Favored Soul)
Enhancement: Favored Soul Ascendency: Sovereign Host
Enhancement: Favored Soul Wand and Scroll Mastery II

AylinIsAwesome
04-11-2010, 07:55 PM
I'm not quite sure why you think you need to have 6 Toughnesses... That's a little excessive.

Maximize would be to help your Blade Barrier out, and the TWF would be to actually give you some viable DPS.

Talon_Oakenleaf
04-12-2010, 04:06 PM
Without a high Wisdom score, BB will be saved more than hit so Maximise would be wasted on it IMO. I do not want to have a high wisdom score or a high Dex score at the cost of strength or con. BB would not even be a spell that I would be selecting. All spells would be healing or cure based with some buffs. The low wisdom would not benefit CC spells. TWF needs 15 Dex I believe and do not want to add that many points to Dex. THF is not a real option either as I am taking the unyielding soveriegnity line. Does anyone know what the DPS difference is between TWF dex build and one weapon high strength build? Is it really that much? IMO TWF hits more but with high strength you do more damage so don't the equal out or at least are close?

AylinIsAwesome
04-12-2010, 04:53 PM
Without a high Wisdom score, BB will be saved more than hit so Maximise would be wasted on it IMO. I do not want to have a high wisdom score or a high Dex score at the cost of strength or con. BB would not even be a spell that I would be selecting.

Blade Barrier saves against for half damage. Without a Potency item on, my Blade Barriers at level 12 did about 60 damage. So Maximize it, and even if they save they're still taking 60+ damage with no Potency item on.

Also I'm noticing that most mobs will either save or not save against it no matter what. Take the spell. It is just that good.


All spells would be healing or cure based with some buffs. The low wisdom would not benefit CC spells. TWF needs 15 Dex I believe and do not want to add that many points to Dex. THF is not a real option either as I am taking the unyielding soveriegnity line. Does anyone know what the DPS difference is between TWF dex build and one weapon high strength build? Is it really that much? IMO TWF hits more but with high strength you do more damage so don't the equal out or at least are close?

It really is that much. Using a single weapon is ok if you're mainly a caster who wants to add in what DPS you can when you're not casting, but for a melee it's absolutely inexcusable. You might have a slightly higher STR, but the TWF is hitting more times and deals full STR damage on the main weapon and half damage with the off-hand weapon. In order to make that up, you'd need to attack at 200% speed and have 150% the STR, not even counting things like Divine Favour which adds +3 to-hit and damage to both weapons if you're TWF.

You'd need 15 starting DEX to get the first feat, the 17 to get the last two. Just enough CHA to cast (I like 12 since 12 base + 2 capstone + 2 tome = 16, and if you take Eagle's Splendor in a level 2 spell slot you can cast again if you're hit with a Disjunction), the DEX for the feats, enough INT to get the skills you want (UMD, Balance and Concentration, so 10, unless you also wanted Jump) and then everything else into STR.

lizardo666
04-12-2010, 06:12 PM
Well if they added Deities you would have more free martial feats too :P

And you would lose Domains to TR to FvS. Guess its a two-edged sword kinda, not that any new class development will ever be added.

Talon_Oakenleaf
04-12-2010, 06:49 PM
Blade Barrier saves against for half damage. Without a Potency item on, my Blade Barriers at level 12 did about 60 damage. So Maximize it, and even if they save they're still taking 60+ damage with no Potency item on.

Also I'm noticing that most mobs will either save or not save against it no matter what. Take the spell. It is just that good.



It really is that much. Using a single weapon is ok if you're mainly a caster who wants to add in what DPS you can when you're not casting, but for a melee it's absolutely inexcusable. You might have a slightly higher STR, but the TWF is hitting more times and deals full STR damage on the main weapon and half damage with the off-hand weapon. In order to make that up, you'd need to attack at 200% speed and have 150% the STR, not even counting things like Divine Favour which adds +3 to-hit and damage to both weapons if you're TWF.

You'd need 15 starting DEX to get the first feat, the 17 to get the last two. Just enough CHA to cast (I like 12 since 12 base + 2 capstone + 2 tome = 16, and if you take Eagle's Splendor in a level 2 spell slot you can cast again if you're hit with a Disjunction), the DEX for the feats, enough INT to get the skills you want (UMD, Balance and Concentration, so 10, unless you also wanted Jump) and then everything else into STR.

First off, I already use BB on my cleric that I have now. BB is a great spell when solo, but for the most part (there are exceptions) when in a group, most people will not kite the mobs through the BB until dead. I have Maximize, Empower, Quicken etc. on that toon and I will agree that there are very helpful while playing my CC/healer toon.

Second, I do not quite understand your math, maybe its me but it just doesn't add up.

Thirdly, I recalculated the toon so that it could have the Quicken feat and all three TWF feats. By doing this and sacrificing con (str doesn't make sense) I will lose 128hp which I am sure you will agree is quite alot. Thats half of most clerics out there now and does not fit in with the survivability I would like. I know that everything is a trade off in this game and I do not see the "absolute" must have of TWF. I have played with some great people out there who do not use two weapons or two handed fighting and those groups have done quite well. I am sure the addage of the person behind the toon is what makes the differrence.

AylinIsAwesome
04-12-2010, 07:29 PM
First off, I already use BB on my cleric that I have now. BB is a great spell when solo, but for the most part (there are exceptions) when in a group, most people will not kite the mobs through the BB until dead. I have Maximize, Empower, Quicken etc. on that toon and I will agree that there are very helpful while playing my CC/healer toon.

When the melee in your group don't have the DPS to take down a group of mobs you'll be thankful you have this spell. It is annoying when your group will try to fight in front of it, but most often times those are the people you don't want to be grouping with anyway.

Also, since WIS is a dumpstat to you, there isn't much else for that slot you can take. Heal and MCMW are obvious choices, but you won't have the DC for Banishment, Symbol of Persuasion or Cometfall, Harm is more situational than anything else (saves for half and is single-target anyway), and Create Undead and Word of Recall are pretty useless.



Second, I do not quite understand your math, maybe its me but it just doesn't add up.

With TWF, your main hand gets it's full STR benefit, and your off-hand gets 1/2 of that. When you have GTWF, ever attack animation has both a main-hand and an off-hand attack. Just based on STR, in order to make that up you'd need to have 150% of the STR that the TWF has. Also since they are criticaling more often from getting in more attacks you would need to attack faster to get the same benefit.


Thirdly, I recalculated the toon so that it could have the Quicken feat and all three TWF feats. By doing this and sacrificing con (str doesn't make sense) I will lose 128hp which I am sure you will agree is quite alot. Thats half of most clerics out there now and does not fit in with the survivability I would like.

You'd still have over 350 HP before items in that case, and with a Minos, a +45 HP item from the shroud, a +6 CON and a Greater False Life item you'll be well over 400 HP.

Survivability isn't just how much HP you have. Remember that you'll be able to cast Quickened Heal on yourself whenever you get low, and with a Torq and a Con-Opp item you have pretty much infinite mana to fuel that. If you don't have the DPS to drop the mobs though (especially when solo) then you have a huge problem.


I know that everything is a trade off in this game and I do not see the "absolute" must have of TWF. I have played with some great people out there who do not use two weapons or two handed fighting and those groups have done quite well. I am sure the addage of the person behind the toon is what makes the differrence.

Are they intimitanking? Or not a real melee? (My caster FvS still melees, but isn't all that great at it).

If both of those are no, then they are limiting their DPS for absolutely no reason at all.

Gercho
04-13-2010, 09:29 AM
I think you will have more than enough HP's with only 1 thoughness feat and con 14, as aylin said, you can heal yourself quickened, and creatures dont go through over 400hps that fast anywa, at the same time, you spend a lot of points to start with str 18, but limiting yourself to 1 weapon, you cut in half your total damage output (well, twf is not exactly twice the 1 hand damage, but pretty close to it).

So, even if you dont want to sacrifice con, someone with 16 starting str and twf will do almost twice the damage than someone with 18 str and 1 weapon.
Of course, you will have to give up 3 thoughness feats for the twf line, so you have the option to give up 66 hps and 2 point of str, to gain a lot of dps, or to sacrifice a little more hp instead of lowering str.
You should be able to hit around 450 hps anyway, which is plenty, unless you plan to tank bosses, but if you plan to be a tank, you dont have the dps or intimidate to hold aggro anyway...

Polarkin
04-13-2010, 12:31 PM
For me, viability of a build is not solely dependent on hitpoints and spell points. It is a function of the skills, feats, and statistics of a build coupled with the ability to survive the consequences of the use of those skills, feats, and statistics which is usually measured in terms of hitpoints, spell points, and special abilities like evasion.

Your build certainly has the spell points, you can't really even screw that up as it's almost impossible to end up with fewer than 2000sp as a lvl 20 FVS. You will also most certainly have the hitpoints... 482hp without Minos Legens, Shroud hp item, item and exceptional CON, and GFL, which will easily put you near 650hp before buffs.

The issue, IMO, is you completely lack skills and feats.

You have no Extend metamagic so the buffs that truly matter for a melee FVS in solo, group, and raid content will suck. You are looking at sub two minutes for Divine Might, Divine Power, Recitation, Prayer, and Holy Aura. Until you reach the mid levels it'll be a ****-shoot on whether your normal duration buffs will even get you between shrines (referring to resists, protection vs elements, deathward, nightshield, shield of faith, circle of prot vs. evil, etc... )

You have no Quicken metamagic so the absolute best raid heal you get, that now hits everybody instead of being capped at 6 people, will be almost completely useless in any raid situation. Your regular mass cures will be slow and quite possibly put your entire group and/or raid at risk. Not to mention you better figure out a way to get your Concentration into the mid to high 50's at a minimum or you'll be at fault for killing people when mobs are beating on you in end game group and raid content.

Your melee damage output will be pathetic. At best you will be able to kill mobs while sword-n-boarding at 20-30hp per swing. If you try and dual wield longswords you will completely invalidate just about all of your strength bonus to-hit because you have no TWF feats to counter the effects of dual wielding two oversized weapons.

Judging from the replies you've given to others providing constructive criticism on your build it appears you are pretty set in your desire to play this build the way you have designed it.

And that is perfectly OK ! It's your build and at the end of the day if it is fun for you then congratulations. But from my personal perspective, and this isn't meant to be an attack against you, this build is simply a sword-n-board healbot with absurdly high hitpoints and questionable ability to adequately heal end game (Amrath/ToD) and epic content.

Talon_Oakenleaf
04-13-2010, 01:00 PM
I am not set in my ways to play this as is, in fact I appreciate all of the responses that I have recieved and have carefully considerred all of the suggestions. I agree with everyone that I need to take quicken. It has been absolutely invaluable for my cleric.

I have been considerring taking the TWF and I am wonderring how much will it hurt to only have the 15 Dex and only take the first feat? Is that useless or do I need all three feats?

I know that in quests like shroud my primary goal will be to heal the other DPS. The cleric I play now stands back alot since level 16 due to his squishiness and I really do not enjoy that. I want to be able to play as many aspects of the game. I have a fighter toon and really it is just ok on the enjoyment factor.

As for the Extend feat right now the only time I use it is for my BB on my Cleric, most groups I join up with a ranger, bard or wizard have been throwing up the buffs saving my SP for heals. I agree that it would help out with Divine Might / Power etc. But in reality as a cleric I rarely use them. Maybe I am playing it wrong but that is how I have been surving so far. I know that if I take it early I can always switch it out with Fred later on, but do not really want to waste the shard or the cash.

I have to state again that I really am thankfull for all the advice.

Gercho
04-13-2010, 01:25 PM
The thing is, that in your OP you state that you want your char to be able to do melee well, but other than starting with STR 18, you dont spend any other build resource on your melee ability, so you wont be much better at mele than your old cleric, but you will have lots of carrying capacity.
Favored souls have the possibility to be great healers and decent melee, but to be decent melee they need to invest on that, in general, you need to be thf or twf, the thing is, if you are twf, you will want the 3 feats, and a starting dex 15, so most fvs that go the twf line splash monk for 2 extra feats.
If you go the thf route, then the feats are not so important, but the race best swited for that is Warforged, cause they have GreatSword as the favored weapon if you chose lord of the blades. In that case you can go pure.
Warforged has better base inmunities, higher starting con, and as you go thf you dont need to invest on dex to start.
So you could go:

Str 18
dex 8
Con 18
int 12
wis 6
cha 10



Take the metamagic feats you want (i would take extend quicken empower and maximize at least) power attack and improved critical (to improve your melee capabilities) and thoughness for the hp's
So, i think that build is closer to what you had in mind, but using a two hand weapon and warforged, obviously you will have a little less hps cause you are using your feats to improve other parts of your capabilities.

without items this build can get you to 472 hp's if you invest on all thoughness enhancements

160 from level
180 from con (28 after tome +2 and +6 item and +2 wfg enhancements)
20 draconic
22 thoughness
80 thoughness enhancements
10 argonessen favor

add gfl shroud and minos and you have 567 without buffs, most than many melee builds, and you invested just one feat.

Talon_Oakenleaf
04-13-2010, 04:51 PM
I was under the impression that if I TR I had to stay human, is this not true?

AylinIsAwesome
04-13-2010, 05:08 PM
You can change everything except your name.

Talon_Oakenleaf
04-13-2010, 05:32 PM
That definitely changes alot of options. Definitely back to the drawing board.

Talon_Oakenleaf
04-13-2010, 06:07 PM
After all the advice and help from the other posters I have improved my FS. I now have two choices to pick from.



Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)


Level 20 Neutral Good Human Male
(20 Favored Soul)
Hit Points: 354
Spell Points: 1991
BAB: 15\15\20\25\25
Fortitude: 15
Reflex: 15
Will: 12

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 18 24
Dexterity 15 17
Constitution 14 17
Intelligence 10 12
Wisdom 8 10
Charisma 10 19

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 4 14
Bluff 0 4
Concentration 6 27
Diplomacy 0 6
Disable Device n/a n/a
Haggle 0 7
Heal 1 8
Hide 2 3
Intimidate 0 4
Jump 4 29
Listen -1 0
Move Silently 2 3
Open Lock n/a n/a
Perform n/a n/a
Repair 0 1
Search 0 1
Spot -1 0
Swim 4 7
Tumble 3 4
Use Magic Device n/a 5

Level 1 (Favored Soul)
Feat: (Selected) Empower Healing Spell
Feat: (Diety) Favored by the Sovereign Host
Feat: (Past Life) Past Life: Cleric
Feat: (Human Bonus) Two Weapon Fighting
Enhancement: Favored Soul Life Magic I
Enhancement: Favored Soul Energy of the Scion I
Enhancement: Favored Soul Toughness I


Level 2 (Favored Soul)
Enhancement: Human Improved Recovery I
Enhancement: Favored Soul Charisma I


Level 3 (Favored Soul)
Feat: (Selected) Quicken Spell
Enhancement: Racial Toughness I
Enhancement: Favored Soul Prayer of Life I


Level 4 (Favored Soul)
Enhancement: Favored Soul Concentration I
Enhancement: Favored Soul Jump I
Enhancement: Favored Soul Life Magic II
Enhancement: Favored Soul Toughness II
Enhancement: Favored Soul Wand and Scroll Mastery I


Level 5 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Fire
Enhancement: Human Adaptability Strength I
Enhancement: Favored Soul Energy of the Scion II


Level 6 (Favored Soul)
Feat: (Selected) Toughness
Enhancement: Unyielding Sovereignty


Level 7 (Favored Soul)
Enhancement: Favored Soul Charisma II


Level 8 (Favored Soul)
Enhancement: Human Improved Recovery II


Level 9 (Favored Soul)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Racial Toughness II


Level 10 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Acid
Enhancement: Favored Soul Energy of the Scion III
Enhancement: Favored Soul Toughness III


Level 11 (Favored Soul)
Enhancement: Favored Soul Toughness IV


Level 12 (Favored Soul)
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Favored Soul Life Magic III


Level 13 (Favored Soul)
Enhancement: Human Greater Adaptability Constitution I


Level 14 (Favored Soul)
Enhancement: Racial Toughness III


Level 15 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Electricity
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Favored Soul Charisma III


Level 16 (Favored Soul)
Enhancement: Favored Soul Longsword Specialization I


Level 17 (Favored Soul)
Enhancement: Favored Soul Prayer of Life II
Enhancement: Favored Soul Energy of the Scion IV


Level 18 (Favored Soul)
Feat: (Selected) Toughness
Enhancement: Favored Soul Life Magic IV


Level 19 (Favored Soul)
Enhancement: Favored Soul Longsword Specialization II
Enhancement: Favored Soul Prayer of Life III


Level 20 (Favored Soul)
Enhancement: Favored Soul Ascendency: Sovereign Host
Enhancement: Favored Soul Wand and Scroll Mastery II




Or this one


Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Warforged Male
(20 Favored Soul)
Hit Points: 392
Spell Points: 1991
BAB: 15\15\20\25\25
Fortitude: 18
Reflex: 12
Will: 11

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 18 24
Dexterity 8 10
Constitution 18 22
Intelligence 12 14
Wisdom 6 8
Charisma 10 18

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 1 11.5
Bluff 0 4
Concentration 8 29
Diplomacy 0 4
Disable Device n/a n/a
Haggle 0 4
Heal -2 11
Hide -1 0
Intimidate 0 6
Jump 8 29
Listen -2 -1
Move Silently -1 0
Open Lock n/a n/a
Perform n/a n/a
Repair 1 4
Search 1 2
Spot -2 -1
Swim 4 7
Tumble n/a n/a
Use Magic Device n/a 5

Level 1 (Favored Soul)
Feat: (Diety) Favored by the Lord of Blades
Feat: (Past Life) Past Life: Cleric
Feat: (Selected) Two Handed Fighting
Enhancement: Favored Soul Life Magic I
Enhancement: Favored Soul Energy of the Scion I
Enhancement: Warforged Healer's Friend I


Level 2 (Favored Soul)
Enhancement: Favored Soul Charisma I
Enhancement: Warforged Great Weapon Aptitude I


Level 3 (Favored Soul)
Feat: (Selected) Toughness
Enhancement: Warforged Constitution I


Level 4 (Favored Soul)
Enhancement: Racial Toughness I
Enhancement: Favored Soul Life Magic II
Enhancement: Favored Soul Toughness I
Enhancement: Favored Soul Toughness II


Level 5 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Fire
Enhancement: Warforged Healer's Friend II


Level 6 (Favored Soul)
Feat: (Selected) Empower Healing Spell
Enhancement: Favored Soul Charisma II


Level 7 (Favored Soul)
Enhancement: Favored Soul Energy of the Scion II
Enhancement: Favored Soul Toughness III


Level 8 (Favored Soul)
Enhancement: Warforged Constitution II


Level 9 (Favored Soul)
Feat: (Selected) Quicken Spell
Enhancement: Favored Soul Energy of the Scion III


Level 10 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Acid
Enhancement: Warforged Great Weapon Aptitude II


Level 11 (Favored Soul)
Enhancement: Racial Toughness II
Enhancement: Favored Soul Life Magic III


Level 12 (Favored Soul)
Feat: (Selected) Improved Two Handed Fighting
Enhancement: Warforged Healer's Friend III


Level 13 (Favored Soul)
Enhancement: Racial Toughness III


Level 14 (Favored Soul)
Enhancement: Favored Soul Energy of the Scion IV


Level 15 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Electricity
Feat: (Selected) Greater Two Handed Fighting
Enhancement: Favored Soul Greatsword Specialization I
Enhancement: Warforged Great Weapon Aptitude III


Level 16 (Favored Soul)
Enhancement: Racial Toughness IV


Level 17 (Favored Soul)
Enhancement: Favored Soul Life Magic IV


Level 18 (Favored Soul)
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Favored Soul Greatsword Specialization II


Level 19 (Favored Soul)
Enhancement: Favored Soul Charisma III


Level 20 (Favored Soul)
Enhancement: Favored Soul Ascendency: Lord of Blades
Enhancement: Warforged Construct Thinking I
Enhancement: Warforged Damage Reduction I