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musicalpants63
04-17-2010, 11:30 AM
I'm wanting to make a melee-capable cleric but what level should I get the fighter level? Also, would a shield be a viable option as one? Any other advice would be good too.
Thanks.

Talon_Oakenleaf
04-17-2010, 12:56 PM
Here is an answer for you. It is not from my knowledge base but from me asking a similar question and getting numerous responses from the helpful members who posted.

A melee capable cleric is hard to make, you have to give up alot when you splash a level or three of something else. You will lose points on your SR when casting CC spells and others such as destruction and banishment etc. Then there is the reality that you do not get enough feats to properly "outfit" your fighter levels as you need the feats for your caster abilities. Using a shield is an option as a cleric but you do not do the damage any of the fighter classes will do. Your BAB (base attack bonus) will be I believe something like 14/14/19/24 or 15/15/20/25/25 (depending on fighter levels) compared to a level 20 fighters 20/20/25/30/30. So you are not really going to be a "capable" melee option. Adding fighter levels will lower your spell points by about 100 for every non caster level you have.

Can it be done? Sure but your Cleric will suffer one way or the other in the later levels. I splashed 2 levels of monk in one of my clerics and he is a lot of fun to play with but I know he will never be like my pure cleric who is level 18 right now. The monk added evasion, HP (through feats), extra feats and saves which is a big bonus to a "squishy" cleric.

The reality is this - a favoured soul can make a better melee devine caster but you need to have access to the class. A "Battle Cleric" which I absolutely love the idea and think DDO messed it up, is really not possible at higher levels. I know that in a quest like shroud my job is to be the "healer" like it or not but that is what I am forced to do because I just do not have the DPS to do the other jobs. A "Battle Cleric" (because all Clerics are melee capable) is great to solo with because you can do all that you need to when you want to complete a quest. When you are in groups is when you will realize what your "expected" role becomes. Fair? No but it will take DDO to fix it before it changes.

Now to answer when to take a level of fighter I would say take your first one either at one or two it does not matter for skill points. If you chose ranger, monk, barbarian, bard and especially rogue take them first as you get more skill points at first level for them. Take your second level of fighter shortly after.

There are many great builds in the forums for cleric splashes built by some great players. All of these builds will have thier benefits and you should check them out. I would also suggest you download the character generator program and see what "fits" for you. Just type "chargen" in search and it will get you there. Have fun at building your toon. :)

Rusty_Can
04-17-2010, 02:09 PM
Your BAB (base attack bonus) will be I believe something like 14/14/19/24 or 15/15/20/25/25 (depending on fighter levels) compared to a level 20 fighters 20/20/25/30/30. So you are not really going to be a "capable" melee option.

Uhm... I guess you haven't ever heard of "Divine Power" (lvl 4 divine spell).

Talon_Oakenleaf
04-17-2010, 02:23 PM
Uhm... I guess you haven't ever heard of "Divine Power" (lvl 4 divine spell).

Yes I have, and have used it. Whats your point? Rely on Divine power and cast it every minute or so dpending on its length to complete a quest or slayer area? SP usage for this when the OP will need it to heal themselves or other party members? Please add a valuable point next time.

Nezichiend
04-17-2010, 02:52 PM
Yes I have, and have used it. Whats your point? Rely on Divine power and cast it every minute or so dpending on its length to complete a quest or slayer area? SP usage for this when the OP will need it to heal themselves or other party members? Please add a valuable point next time.

It will last more than 3 minutes, and it costs less than 50sp

Rusty_Can
04-17-2010, 03:05 PM
Yes I have, and have used it. Whats your point? Rely on Divine power and cast it every minute or so dpending on its length to complete a quest or slayer area? SP usage for this when the OP will need it to heal themselves or other party members? Please add a valuable point next time.

I added valuable points:

1. you said their BAB progression makes clerics not viable as melee characters;
2. I pointed out that Divine Power spell allows clerics to get full BAB.

Furthermore, just FYI,

1. at lvl 20, a pure cleric will have 15 BAB, not 14 as you wrote;
2. an extended Divine Power spell, cast by a lvl 20 cleric, will last about 4.5 minutes, thus said cleric won't be forced to cast it "every minute or so";
3. clerics have the same BAB progression (3:4) as bards, rogues, favored souls and all those classes can melee without any problem.

rendet
04-17-2010, 03:10 PM
I have a pure 20 cleric with 36 wisdom and 26 strength. In epics with my gear I can hit on a 2. Yes, I spam extended melee buffs like divine power, and they last for 4 minutes. I only have 2ksp and I can heal just fine while melee buffing. I also use a gh clicky. You don't have to splash at all. Your 20 cleric with a feat of greataxe will be just fine. I dual wield longswords using the soveirgn host enhancement but I used a +4 dex tome to take TWF which would be impractical for most. Stay pure and go dwarf and self buffed you will be a beast (for a healer).

Talon_Oakenleaf
04-17-2010, 03:19 PM
I added valuable points:

1. you said their BAB progression makes clerics not viable as melee characters;
2. I pointed out that Divine Power spell allows clerics to get full BAB.

Furthermore, just FYI,

1. at lvl 20, a pure cleric will have 15 BAB, not 14 as you wrote;
2. an extended Divine Power spell, cast by a lvl 20 cleric, will last about 4 minutes, thus said cleric won't be forced to cast it "every minute or so";
3. clerics have the same BAB progression (3:4) as bards, rogues, favored souls and all those classes can melee without any problem.

1. BAB progression was not for pure cleric but for a splash cleric as the OP had asked about.
2. although Devine power does allow for full BAB it does not add the 3 TWF or THF feats or improved crit which IMO are essential for a melee toon.
3. I never said they could not melee, in fact you can read my original post where I said all clerics are melee capable.

Finally I would like to point out that the OP was asking for advice as to which I freely gave with as much detail as I could. Next time maybe you could respond to a post differently than you did. "Uhm... I guess you haven't ever heard of "Divine Power" (lvl 4 divine spell)." is more of a sarcastic remark than helpfull to any person reading this post. I could suggest this "OP, the Devine Power spell will grant your cleric the same attributes as a fighter of the same level." That would have been informative.

acidtiger
04-17-2010, 03:20 PM
I disagree that a battle cleric 'suffers' at later levels.

My 17clr/2mnk/1rog does just fine at healing, and I'm including raids and epics in there.
I have no problem hitting things, even when divine power runs out, with the exception of epic quests, and even then I just turn off power attack. Do I have to drink an extra pot now and then, sure. But with 1600sp + bauble I don't think I'm suffering. In fact, I wouldn't trade the evasion or saves for anything at this point...I spend less time healing myself through blades in epic DQ, etc.

The only thing a battle cleric suffers from is the skill level of the person playing it.

Talon_Oakenleaf
04-17-2010, 03:28 PM
I disagree that a battle cleric 'suffers' at later levels.

My 17clr/2mnk/1rog does just fine at healing, and I'm including raids and epics in there.
I have no problem hitting things, even when divine power runs out, with the exception of epic quests, and even then I just turn off power attack. Do I have to drink an extra pot now and then, sure. But with 1600sp + bauble I don't think I'm suffering. In fact, I wouldn't trade the evasion or saves for anything at this point...I spend less time healing myself through blades in epic DQ, etc.

The only thing a battle cleric suffers from is the skill level of the person playing it.

When I was referring to the "suffer" part I was talking about SR for CC spells. I was attmpting to explain the pros and cons of adding a splash of something else to cleric. Your build is probably quite formidable when in melee. Other builds are probably more formidable at Crowd control. The whole point is to offer as much advice to the OP as I could.

acidtiger
04-17-2010, 03:37 PM
Ah. I think most pure casters, divine and arcane suffer from some of that once they hit the end game content anyways. I know personally, I find amrath quite frustrating on my wizard...


When I was referring to the "suffer" part I was talking about SR for CC spells. I was attmpting to explain the pros and cons of adding a splash of something else to cleric. Your build is probably quite formidable when in melee. Other builds are probably more formidable at Crowd control. The whole point is to offer as much advice to the OP as I could.

Rusty_Can
04-17-2010, 06:26 PM
1. BAB progression was not for pure cleric but for a splash cleric as the OP had asked about.


Melee-oriented clerics usually splash martial classes (i.e. fighter, paladin, barbarian, ranger). 3:4 BAB progression goes as follows: 0 +1 +1 +1; thus,

- 20 cleric will have 15 BAB;
- 19 cleric - 1 level in martial classes will have 15 BAB;
- 18 cleric - 2 levels in martial classes will have 15 BAB;
- 17 cleric - 3 levels in martial classes will have 15 BAB;
- 16 cleric - 4 levels in martial classes will have 16 BAB.

Hence, deeply multiclassed cleric builds (e.g. 16/4 builds) are often counter-productive (there are exceptions, ofc) and not very friendly: in particular, they often lose a lot on the casting side and gain very little on the melee side. I find 18/2 builds a good compromise: they acquire decent melee capabilities, without giving up their casting power.


Next time maybe you could respond to a post differently than you did. "Uhm... I guess you haven't ever heard of "Divine Power" (lvl 4 divine spell)." is more of a sarcastic remark than helpfull to any person reading this post. I could suggest this "OP, the Devine Power spell will grant your cleric the same attributes as a fighter of the same level." That would have been informative.

Uhm.... my slightly humorous remark was effective ..... it achieved its target ....

I take you don't like the way I post: duly noted.

sirgog
04-17-2010, 11:20 PM
When I was referring to the "suffer" part I was talking about SR for CC spells. I was attmpting to explain the pros and cons of adding a splash of something else to cleric. Your build is probably quite formidable when in melee. Other builds are probably more formidable at Crowd control. The whole point is to offer as much advice to the OP as I could.

Clerics are poor at endgame crowd control anyway, they don't have any backbreaking CC spells like a Sorc/Wizard's Mass Hold Monster and instead have to settle with Greater Command (which if you spend a feat on Heighten, does the same thing as Mass Hold minus the autocrits - i.e. about ½ the benefit). They have no access to the other best CC spell in the game (Otto's Irresistable Dance) and they don't even have the situationally useful power of Mass Suggestion.

Too many mobs have extremely high Fort saves to consider Heightened Soundburst, and everything is immune to Implosion at endgame except Shroud trash.

At present endgame, there's no reason to seriously invest in Wisdom on a 20th level Cleric, nor is there any reason to be concerned about spell penetration. Important caveat: Future content may change this - dangerous, low HP, evasive, high Reflex save and fire immune mobs like the bats in VoD may make a high DC Bladebarrier more important at endgame again, or more Amrath-style content where Implosion works, but only if you are specced for it, may also change this.


So the main question at level 20 is - is it possible to both melee and heal on a Cleric? And the answer is yes.

Healing requires the following feats in order of priority: Quicken Spell, Empower Healing, Maximize Spell (and optionally Empower Spell or Mental Toughness feats, I don't think these are important enough to bother with). 3 critical feats.

Melee requires Power Attack, your choice of all three TWF feats OR 1-3 THF feats, and Toughness (plus Improved Crit if you can fit it in and are not using a Mineral 2). 5-6 critical feats for TWF, 3-6 for THF.

That's 9 feats - easily obtained by going Clr18/Ftr2 (or possibly Clr18/Mnk2).

donotdirect1
04-18-2010, 03:39 AM
So I'm working on a slightly similar problem. I'm working towards my TR. Lately I've notice how abundant rangers are and am doubting my tempest build. So I was playing around trying to make a dwarven war cleric. I'm stuck as a dwarf, and without a doubt I'm going to craft dwarven axes in this life, so it makes being a melee cleric a bit more exciting post end game. It might be terrible (as I've been told some of my builds are) but I think it looks ok in the generator.

I took 1 barb 2 fig to net me the most for my melee side, and faster movement is always helpful. I just read sirgog's post and am thinking about changing a few of my feats.

Here is a question, is there any reason why Divine Power and my Fighter Past Life feat wouldn't stack?

I've also considered making a build of cleric with just enough to raise dead... but I'm not sure how that'd turn out.

Don't be too harsh... but I can accept constructive criticism.


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

Level 20 True Neutral Dwarf Male
(2 Fighter \ 1 Barbarian \ 17 Cleric)
Hit Points: 320
Spell Points: 1212
BAB: 15\15\20\25\25
Fortitude: 18
Reflex: 8
Will: 17

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(34 Point) (Level 1) (Level 20) (Level 20)
Strength 15 15 16
Dexterity 15 17 17
Constitution 14 14 16
Intelligence 12 14 14
Wisdom 16 21 24
Charisma 6 6 6

Tomes Used
+2 Tome of Intelligence used at level 7
+2 Tome of Dexterity used at level 11

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 4 10 14
Bluff -2 -2 -2
Concentration 4 26 26
Diplomacy -2 -2 -2
Disable Device n/a n/a n/a
Haggle -2 -2 -2
Heal 3 15 15
Hide 2 3 3
Intimidate 2 21 23
Jump 6 7 7
Listen 3 7 7
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 4
Spot 5 9 9
Swim 2 3 3
Tumble n/a n/a n/a
Use Magic Device n/a n/a n/a

Level 1 (Barbarian)
Feat: (Past Life) Past Life: Fighter
Feat: (Monk Bonus) Toughness


Level 2 (Cleric)


Level 3 (Cleric)
Feat: (Selected) Extend Spell


Level 4 (Cleric)


Level 5 (Cleric)


Level 6 (Cleric)
Feat: (Selected) Empower Healing Spell


Level 7 (Cleric)


Level 8 (Cleric)


Level 9 (Fighter)
Feat: (Selected) Past Life: Student of the Sword
Feat: (Fighter Bonus) Two Weapon Fighting


Level 10 (Cleric)


Level 11 (Cleric)


Level 12 (Fighter)
Feat: (Fighter Bonus) Improved Two Weapon Fighting
Feat: (Selected) Quicken Spell


Level 13 (Cleric)


Level 14 (Cleric)


Level 15 (Cleric)
Feat: (Selected) Greater Two Weapon Fighting


Level 16 (Cleric)


Level 17 (Cleric)


Level 18 (Cleric)
Feat: (Selected) Maximize Spell


Level 19 (Cleric)


Level 20 (Cleric)
Enhancement: Dwarven Axe Attack I
Enhancement: Dwarven Axe Attack II
Enhancement: Dwarven Axe Damage I
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Constitution II
Enhancement: Dwarven Faith I
Enhancement: Dwarven Faith II
Enhancement: Dwarven Faith III
Enhancement: Dwarven Faith IV
Enhancement: Dwarven Spell Defense I
Enhancement: Dwarven Spell Defense II
Enhancement: Cleric Improved Empower Healing I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Racial Toughness IV
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Prayer of Incredible Life II
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
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: Cleric Wisdom III
Enhancement: Fighter Toughness I
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Divine Vitality II
Enhancement: Cleric Divine Vitality III

Talon_Oakenleaf
04-18-2010, 08:18 AM
Your build shows a monk bonus feat at level 1 probably a typo. Are you going for more of a CC/healer? Reason why I am asking is you maxed out your wisdom, unless you did this for spell points? If you are going for more of a fighter/healer then I would suggest you add more to strength. I have no idea why you would take 1 barb and 2 fighter, I know I am missing something but just don't see it. If you want faster movement you might want to consider monk, at 2 levels you get evasion free, same goes for rogue but not sure on the speed thing as I have not played a rogue. Also you might want to exchange the DV's for more energy of the zealot if you are worried about spell points. And I do not know if the Divine power will stack with past life, sorry.

woundweaver
04-18-2010, 09:09 AM
I'm wanting to make a melee-capable cleric but what level should I get the fighter level? Also, would a shield be a viable option as one? Any other advice would be good too.
Thanks.

making a battle cleric is real risky, and youll find that a cleric with splashed levels other than monk for evasion will have a hard time getting into groups. everything you take away from a cleric is pushing that toon to being somewhat like a bard, a support healer. if you want to make a melee healer, roll a fvs. youll have to sacrifice wearing heavy armor, but breastplate serves just as well. fvs get extra attack and ac over a cleric. go drow, if you want to save feats, because they use rapiers and shortswords, plus a 2 to charisma bonus. i say save feats, because you wont have to take oversize twf, being rapier and ss are normal and offhand weps. you can do some really interesting things with a fvs, without compromising healing or splashing the class. just my opinion. if you want an idea of what i am talkng about, look up woundedsouls' build on my ddo. he is a jack of all trades. dual lightning 2's, high dc's for offensive casting, and action point lines maxed on healing and sp's. he can do most anything, and do it well for solo and group play alike.

note: i said my ddo, because unlike other people do, i have gear that stays on. no switching of items. what you see on my toons is what you get. and they ALL wear heavy fort at all times!!

Rusty_Can
04-18-2010, 09:11 AM
not sure on the speed thing as I have not played a rogue.

Only Acrobat II rogues get 10% bonus to movement speed.


And I do not know if the Divine power will stack with past life, sorry.

The purchaseable fighter past life feat provides an active ability which:
- can be activated three times per rest;
- lasts 1 minutes each time.

The active ability provides two things:
full BAB: as for the BAB, this part has the same effect as Divine Power spell; anyway, unlike the spell, it cannot be dispelled (at least, as far as I know);
+4 bonus to attack rolls.

vagner77
04-18-2010, 01:41 PM
I know I'm not at end game yet. but so far I'm really injoying my fighter/cleric build. It will end up with two lvls fighter and 18 cleric, he's a dwarf, I use dwarven axes and a shield when I'm sitting back and healing (my item with Devotion is my shield) and switch to my two handed greataxe for going up and banging on mobs.

I took fighter first level, and will take another one at level 13.

For feats
Feat: (Fighter Bonus) Power Attack
Feat: (Selected) Toughness
Feat: (Selected) Two Handed Fighting
Feat: (Selected) Empower Healing Spell
Feat: (Selected) Improved Two Handed Fighting
Feat: (Selected) Greater Two Handed Fighting
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Feat: (Selected) Quicken Spell

For Enhancements

Enhancement: Dwarven Axe Damage II
Enhancement: Dwarven Constitution II
Enhancement: Dwarven Faith IV
Enhancement: Dwarven Spell Defense III
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Strategy (Trip) I
Enhancement: Fighter Toughness I
Enhancement: Racial Toughness II
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Energy of the Zealot IV
Enhancement: Fighter Strength I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Divine Vitality III
Enhancement: Cleric Extra Turning III
Enhancement: Cleric Wand and Scroll Mastery III

Every state increase I dump in Str. I went 18 str, 16 con and 16 wis to start 32 point build, for a 28 build i would probably only do 14 wis.

At lvl 20 w/o items/clickies buffs/tombs...

(2 Fighter / 18 Cleric)
Hit Points: 316
Spell Points: 1261

BAB: 15/15/20/2525
Fortitude: 18
Reflex: 5
Will: 14

Anyway Like I said I'm not a pro and I havant gotten to end game yet but I like the build and I'm having alot of fun with it. Do what you will.

donotdirect1
04-18-2010, 02:25 PM
The more I think about it the less I'll ever really want to try this exercise in making a cleric...

But, just for fun, I made this.


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

Level 20 True Neutral Dwarf Male
(11 Ranger \ 9 Cleric)
Hit Points: 312
Spell Points: 877
BAB: 17\17\22\27\27
Fortitude: 17
Reflex: 10
Will: 13

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 18 22
Dexterity 8 10
Constitution 16 18
Intelligence 10 10
Wisdom 16 18
Charisma 6 6

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 1 10
Bluff -2 -2
Concentration 7 27
Diplomacy -2 -2
Disable Device n/a n/a
Haggle -2 -2
Heal 7 22
Hide -1 0
Intimidate 0 2
Jump 8 16
Listen 3 4
Move Silently -1 0
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 2
Spot 7 25
Swim 4 6
Tumble n/a 7
Use Magic Device n/a n/a

Level 1 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Past Life) Past Life: Fighter
Feat: (Selected) Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Bow Strength
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Dwarven Stability
Feat: (Automatic) Dwarven Stonecutting
Feat: (Automatic) Exotic Weapon Proficiency: Dwarven Waraxe
Feat: (Automatic) Giant Evasion
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Orc and Goblin Bonus
Feat: (Automatic) Poison Save Bonus
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Spell Save Bonus
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Feat: (Automatic) Wild Empathy


Level 2 (Ranger)
Feat: (Automatic) Rapid Shot
Feat: (Automatic) Two Weapon Fighting


Level 3 (Cleric)
Feat: (Selected) Quicken Spell
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Magical Training
Feat: (Automatic) Medium Armor Proficiency
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 4 (Cleric)


Level 5 (Cleric)
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 6 (Cleric)
Feat: (Selected) Empower Healing Spell


Level 7 (Cleric)
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 8 (Cleric)


Level 9 (Cleric)
Feat: (Selected) Extend Spell
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): Panacea
Spell (4): Poison
Spell (4): Recitation
Spell (4): Restoration
Spell (4): Summon Monster IV
Spell (4): Symbol of Flame
Spell (4): Unholy Blight


Level 10 (Cleric)


Level 11 (Cleric)
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 12 (Ranger)
Feat: (Selected) Oversized Two Weapon Fighting
Feat: (Automatic) Diehard


Level 13 (Ranger)
Spell (1): Camouflage
Spell (1): Jump
Spell (1): Longstrider
Spell (1): Merfolk's Blessing
Spell (1): Ram's Might
Spell (1): Summon Nature's Ally I
Spell (1): Tumble


Level 14 (Ranger)


Level 15 (Ranger)
Feat: (Selected) Past Life: Student of the Sword
Feat: (Automatic) Improved Two Weapon Fighting
Feat: (Automatic) Manyshot


Level 16 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Feat: (Automatic) Improved Wild Empathy


Level 17 (Ranger)


Level 18 (Ranger)
Feat: (Selected) Mental Toughness
Feat: (Automatic) Evasion


Level 19 (Ranger)


Level 20 (Ranger)
Enhancement: Ranger Sprint Boost I
Enhancement: Dwarven Axe Attack I
Enhancement: Dwarven Axe Attack II
Enhancement: Dwarven Axe Damage I
Enhancement: Dwarven Axe Damage II
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Constitution II
Enhancement: Dwarven Faith I
Enhancement: Dwarven Faith II
Enhancement: Dwarven Faith III
Enhancement: Dwarven Faith IV
Enhancement: Dwarven Spell Defense I
Enhancement: Dwarven Spell Defense II
Enhancement: Dwarven Spell Defense III
Enhancement: Cleric Improved Empower Healing I
Enhancement: Cleric Improved Empower Healing II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
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: Cleric Energy of the Zealot III
Enhancement: Ranger Dexterity I
Enhancement: Ranger Dexterity 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 Wand and Scroll Mastery I
Enhancement: Cleric Wand and Scroll Mastery II




Not sure why it isn't listing GTWF on lv 20, but it should. Just enough cleric to raise dead, just enough ranger to gtwf without any dexterity, completely ignores prestige enhancements. One of the best things about the build is that ranger and cleric share wisdom as their casting stat. He'd wear heavy armor as his evasion would be terrible even with a +6 item I'd bet. Would I play this? No, don't think so. But I made it for fun...

PS No one answered if Divine Power and the Fighter Past Life would stack. But thanks for outlining it.

Rusty_Can
04-18-2010, 03:10 PM
PS No one answered if Divine Power and the Fighter Past Life would stack. But thanks for outlining it.

I actually did. Read my previous post.

donotdirect1
04-19-2010, 01:11 AM
Guessed I was tripped up on divine power cause I read somewhere that it was +4 to BAB. Thanks.

sirgog
04-19-2010, 02:15 AM
The more I think about it the less I'll ever really want to try this exercise in making a cleric...

But, just for fun, I made this.


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

Level 20 True Neutral Dwarf Male
(11 Ranger \ 9 Cleric)
Hit Points: 312
Spell Points: 877
BAB: 17\17\22\27\27
Fortitude: 17
Reflex: 10
Will: 13

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 18 22
Dexterity 8 10
Constitution 16 18
Intelligence 10 10
Wisdom 16 18
Charisma 6 6

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 1 10
Bluff -2 -2
Concentration 7 27
Diplomacy -2 -2
Disable Device n/a n/a
Haggle -2 -2
Heal 7 22
Hide -1 0
Intimidate 0 2
Jump 8 16
Listen 3 4
Move Silently -1 0
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 2
Spot 7 25
Swim 4 6
Tumble n/a 7
Use Magic Device n/a n/a

Level 1 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Past Life) Past Life: Fighter
Feat: (Selected) Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Bow Strength
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Dwarven Stability
Feat: (Automatic) Dwarven Stonecutting
Feat: (Automatic) Exotic Weapon Proficiency: Dwarven Waraxe
Feat: (Automatic) Giant Evasion
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Orc and Goblin Bonus
Feat: (Automatic) Poison Save Bonus
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Spell Save Bonus
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Feat: (Automatic) Wild Empathy


Level 2 (Ranger)
Feat: (Automatic) Rapid Shot
Feat: (Automatic) Two Weapon Fighting


Level 3 (Cleric)
Feat: (Selected) Quicken Spell
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Magical Training
Feat: (Automatic) Medium Armor Proficiency
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 4 (Cleric)


Level 5 (Cleric)
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 6 (Cleric)
Feat: (Selected) Empower Healing Spell


Level 7 (Cleric)
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 8 (Cleric)


Level 9 (Cleric)
Feat: (Selected) Extend Spell
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): Panacea
Spell (4): Poison
Spell (4): Recitation
Spell (4): Restoration
Spell (4): Summon Monster IV
Spell (4): Symbol of Flame
Spell (4): Unholy Blight


Level 10 (Cleric)


Level 11 (Cleric)
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 12 (Ranger)
Feat: (Selected) Oversized Two Weapon Fighting
Feat: (Automatic) Diehard


Level 13 (Ranger)
Spell (1): Camouflage
Spell (1): Jump
Spell (1): Longstrider
Spell (1): Merfolk's Blessing
Spell (1): Ram's Might
Spell (1): Summon Nature's Ally I
Spell (1): Tumble


Level 14 (Ranger)


Level 15 (Ranger)
Feat: (Selected) Past Life: Student of the Sword
Feat: (Automatic) Improved Two Weapon Fighting
Feat: (Automatic) Manyshot


Level 16 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Feat: (Automatic) Improved Wild Empathy


Level 17 (Ranger)


Level 18 (Ranger)
Feat: (Selected) Mental Toughness
Feat: (Automatic) Evasion


Level 19 (Ranger)


Level 20 (Ranger)
Enhancement: Ranger Sprint Boost I
Enhancement: Dwarven Axe Attack I
Enhancement: Dwarven Axe Attack II
Enhancement: Dwarven Axe Damage I
Enhancement: Dwarven Axe Damage II
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Constitution II
Enhancement: Dwarven Faith I
Enhancement: Dwarven Faith II
Enhancement: Dwarven Faith III
Enhancement: Dwarven Faith IV
Enhancement: Dwarven Spell Defense I
Enhancement: Dwarven Spell Defense II
Enhancement: Dwarven Spell Defense III
Enhancement: Cleric Improved Empower Healing I
Enhancement: Cleric Improved Empower Healing II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
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: Cleric Energy of the Zealot III
Enhancement: Ranger Dexterity I
Enhancement: Ranger Dexterity 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 Wand and Scroll Mastery I
Enhancement: Cleric Wand and Scroll Mastery II




Not sure why it isn't listing GTWF on lv 20, but it should. Just enough cleric to raise dead, just enough ranger to gtwf without any dexterity, completely ignores prestige enhancements. One of the best things about the build is that ranger and cleric share wisdom as their casting stat. He'd wear heavy armor as his evasion would be terrible even with a +6 item I'd bet. Would I play this? No, don't think so. But I made it for fun...

PS No one answered if Divine Power and the Fighter Past Life would stack. But thanks for outlining it.


The 9 levels of Cleric are totally wasted on this build, you could get all of the cleric abilities you have (and more) from one Rogue level and UMD.

I see no reason to ever take Cleric levels unless you are taking at least 11 (for quickened Heal) and preferably 17 (for Mass Heal).

acidtiger
04-19-2010, 07:17 AM
Agreed, there's no reason to take that much cleric on a ranger. You get wands and cure serious. Might as well go 20 lvls of ranger.

As a compulsive cleric player, rolling up a ranger was out of my comfort zone. I thought for sure I'd miss Heal. Turns out you get by just fine with wands/etc. With most of the bow/melee feats being free on a ranger, I still had room for empower healing and some ranger devotion enhancements. My cure serious hits for almost 100 now at 19. Nothing like a cleric, but enough to save my butt in a pinch. :)

Propane
04-19-2010, 02:44 PM
I agree that a dwarf cleric would be a good way to go.

Clerics are a little feat starved, 1 or 2 fighter or 2 monk are good choices to help out round out your character.

I personally like the 2 fighter (have one at lv 20 and one at lv 13). I am trying the two monk as well (lv 8) – seems a lot of fun as well.

The fighter splash is the simplest way to go…

Skill points into Concentration 1st - Balance 2nd... (1 in tumble is good as well)

LV ups can be in STR or WIS – either is fine – depending on how you want to play…

I like WIS – keeps yours DC a little higher for the BB and Comet Falls… most of the CC spells will not land at end game / epic – Your STR is a little low – but with a few buffs you will be able to hit ok and contribute in the DPS department.

For Feats… something like…

1 Extend
3 Toughness
6 Empower Spell
9 Quicken
12 Improved Crit (slash)
15 Maximize
18 open – lots of options..

For a 28 pt build – I would go two handed fighting…

STR 15
DEX 10
CON 16
INT 10
WIS 16
CHR 6

Fighter (LV 2) 2 Two-weapon Fighting
Fighter (LV15) Power Attack

For a 32 pt build you can go two weapon fighting if you would like…


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

Level 20 Lawful Good Dwarf Female
(2 Fighter \ 18 Cleric)
Hit Points: 336
Spell Points: 1291
BAB: 15\15\20\25\25
Fortitude: 18
Reflex: 9
Will: 19

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 15 18
Dexterity 15 17
Constitution 14 18
Intelligence 10 12
Wisdom 16 26
Charisma 6 8

Tomes Used
+2 Tome of Intelligence used at level 7
+2 Tome of Dexterity used at level 14
+2 Tome of Strength used at level 20
+2 Tome of Constitution used at level 20
+2 Tome of Wisdom used at level 20
+2 Tome of Charisma used at level 20

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 18
Bluff -2 -1
Concentration 6 29
Diplomacy -2 -1
Disable Device n/a n/a
Haggle -2 -1
Heal 3 9
Hide 2 3
Intimidate -2 -1
Jump 2 11
Listen 3 8
Move Silently 2 3
Open Lock n/a n/a
Perform n/a n/a
Repair 0 1
Search 0 3
Spot 3 8
Swim 2 4
Tumble 3 4
Use Magic Device n/a n/a

{\b {\ul Notable Equipment }} \par Full Plate of the Defender \par \par Level 1 (Cleric)
Skill: Balance (+1)
Skill: Concentration (+4)
Skill: Tumble (+1)
Feat: (Selected) Extend Spell


Level 2 (Fighter)
Skill: Balance (+1)
Feat: (Fighter Bonus) Two Weapon Fighting


Level 3 (Cleric)
Skill: Concentration (+2)
Feat: (Selected) Toughness


Level 4 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Dwarven Armor Mastery I
Enhancement: Dwarven Axe Attack I
Enhancement: Dwarven Constitution I
Enhancement: Fighter Critical Accuracy I
Enhancement: Racial Toughness I
Enhancement: Cleric Concentration I
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Life Magic I
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Wisdom I
Enhancement: Fighter Toughness I
Enhancement: Cleric Wand and Scroll Mastery I


Level 5 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)


Level 6 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Empower Spell
Enhancement: Racial Toughness II
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Wand and Scroll Mastery II


Level 7 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)


Level 8 (Cleric)
Ability Raise: WIS
Skill: Balance (+1)
Skill: Concentration (+1)


Level 9 (Cleric)
Skill: Balance (+1)
Skill: Concentration (+1)
Feat: (Selected) Maximize Spell
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Wisdom II


Level 10 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)


Level 11 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)


Level 12 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Dwarven Axe Attack II
Enhancement: Dwarven Constitution II
Enhancement: Racial Toughness III
Enhancement: Cleric Prayer of Life III
Enhancement: Cleric Prayer of Incredible Life II


Level 13 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)


Level 14 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+1)


Level 15 (Fighter)
Skill: Jump (+3)
Feat: (Fighter Bonus) Improved Two Weapon Fighting
Feat: (Selected) Quicken Spell
Enhancement: Racial Toughness IV
Enhancement: Cleric Life Magic IV
Enhancement: Fighter Strength I


Level 16 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+2)
Enhancement: Cleric Wisdom III


Level 17 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)


Level 18 (Cleric)
Skill: Balance (+1)
Skill: Concentration (+1)
Feat: (Selected) Greater Two Weapon Fighting


Level 19 (Cleric)
Skill: Balance (+1)
Skill: Concentration (+1)


Level 20 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+0.5)
Enhancement: Dwarven Faith I
Enhancement: Dwarven Spell Defense I
Enhancement: Dwarven Spell Defense II
Enhancement: Cleric Concentration II
Enhancement: Cleric Prayer of Incredible Life III
Enhancement: Cleric Improved Spell Penetration I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Wand and Scroll Mastery III




Hexane is very close to this build... she is fun to play!

cdemeritt
04-19-2010, 03:26 PM
to the OP:
A melee Capable cleric is possible, a lot of fun to play, but is not beginner friendly. In a quest, a clerics job is to keep people alive... How they do it is up to them, (Healing, CC, Offensive casting, or melee... doesn't matter, as long as people live).. when people die, you will get the blame... if you are fighting, and not healing, you will become a hated cleric quickly.... Most people who are playing a Battle Fighting Cleric, have played many other clerics first... There is a nack to being a cleric (who's gonna need the most attention, What buffs are really important here, OH No, a 500 hp WF Barbarian without healers friend...), these things are best learned from playing a healer first, then moving into other areas...

To the rest:
I started a new Experiment for a melee focused cleric... I'm loving her so far... 17 cleric/2 monk/1 fighter.....
She is a Dwarf for the Xtra con bonus and Dwarven axes...

2 monk for evasion, wis bonus (for later in the game) and xtra feat
1 fighter for the Xtra feat, HP, and martial weapons Prof (needed for the DA).

Don't have everything worked out yet, kinda winging it... but I'm having a blast with her...

Last night she solo'd WW elite at Lvl 5... (soloing doesn't quite have the same feel as it used to... but) It was a blast tearing though kobold... Norm it was a walk though, hard not much more difficult, elite, I had to be careful, but still had plenty of SP for buffs and healing... and yes I took out the ogre in pt 3 (granted I did use Festivault cakes)

She is now lvl 7.

Propane
04-19-2010, 03:36 PM
Very true...

It is not a bad idea for you first cleric to be pure and lots of hit pots... Healbot will allow you to learn the game, but in the long run won't be quite as much fun...

Heal first, swing second...