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ThePrincipal
06-23-2010, 04:55 AM
I wanted to do what the Devs haven't, and that is put together a Druid character build based on existing class options. This is definitely a flavor build first but in order to get to 20 needs to be functional.

I originally wanted a 17cleric/2monk/1barbarian but the alignment restrictions don't let this combo happen. So, replaced monk with ranger.

Druids can heal, summon pets, and use elemental magic. For flavor, he will use hide/leather armor or robes/outfits only. Melee will be TWF with Scimitars which is fitting to both druids, elves, and the undying court cleric enhancement. TWF is not fully developed. I only invested the free TWF feat, OSTWF, and Improved Crit for dual scimi's. The other feats went into metamagic.

There is no true shape-change ability, however the mini-rage is the closest I could get to a transformation. The one lvl contributes speed and sprint.

How would you build a Druid?


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

Level 20 Neutral Good Elf Male
(1 Barbarian \ 2 Ranger \ 17 Cleric)
Hit Points: 276
Spell Points: 1178
BAB: 15\15\20\25\25
Fortitude: 17
Reflex: 9
Will: 14

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 21
Dexterity 10 13
Constitution 14 14
Intelligence 10 10
Wisdom 16 19
Charisma 8 8

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 2 12
Bluff -1 -1
Concentration 4 25
Diplomacy -1 -1
Disable Device n/a n/a
Haggle -1 -1
Heal 3 4
Hide 0 1
Intimidate -1 -1
Jump 7 11
Listen 3 6
Move Silently 0 1
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 2
Spot 3.5 11
Swim 4 6
Tumble 1 2
Use Magic Device n/a n/a

Level 1 (Barbarian)
Feat: (Selected) Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Dismiss Rage
Feat: (Automatic) Elven Keen Senses
Feat: (Automatic) Enchantment Save Bonus
Feat: (Automatic) Fast Movement
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Rage
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Sunder
Feat: (Automatic) Trip


Level 2 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Feat: (Automatic) Bow Strength
Feat: (Automatic) Wild Empathy


Level 3 (Ranger)
Feat: (Selected) Oversized Two Weapon Fighting
Feat: (Automatic) Rapid Shot
Feat: (Automatic) Two Weapon Fighting


Level 4 (Cleric)
Ability Raise: STR
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Magical Training
Feat: (Automatic) Turn Undead


Level 5 (Cleric)


Level 6 (Cleric)
Feat: (Selected) Extend Spell


Level 7 (Cleric)


Level 8 (Cleric)
Ability Raise: STR


Level 9 (Cleric)
Feat: (Selected) Empower Healing Spell


Level 10 (Cleric)


Level 11 (Cleric)


Level 12 (Cleric)
Ability Raise: STR
Feat: (Selected) Improved Critical: Slashing Weapons


Level 13 (Cleric)


Level 14 (Cleric)


Level 15 (Cleric)
Feat: (Selected) Maximize Spell


Level 16 (Cleric)
Ability Raise: STR


Level 17 (Cleric)


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


Level 19 (Cleric)


Level 20 (Cleric)
Ability Raise: STR
Enhancement: Barbarian Sprint Boost I
Enhancement: Elven Dexterity I
Enhancement: Elven Dexterity II
Enhancement: Valenar Elf Melee Attack I
Enhancement: Valenar Elf Melee Attack II
Enhancement: Valenar Elf Melee Damage I
Enhancement: Valenar Elf Melee Damage II
Enhancement: Undying Call
Enhancement: Follower of the Undying Court
Enhancement: Racial Toughness I
Enhancement: Racial Toughness 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: Cleric Energy of the Zealot III
Enhancement: Cleric Energy of the Zealot IV
Enhancement: Ranger Dexterity I
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Wisdom III
Enhancement: Barbarian Toughness I
Enhancement: Cleric Divine Healing I
Enhancement: Cleric Divine Healing II
Enhancement: Cleric Divine Healing III
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Wand and Scroll Mastery I
Enhancement: Cleric Wand and Scroll Mastery II
Enhancement: Cleric Wand and Scroll Mastery III
Enhancement: Cleric Wand and Scroll Mastery IV

Fedora
06-23-2010, 08:51 AM
I like the creative thinking. Using existing tools and thoughtful insight to make this. I'm not experienced enough to critique the actual build, but again I like your idea.

Excaliviolet
06-23-2010, 09:35 AM
Drop barbarian for fighter, and make it monk again. Barbarians really won't help this build because the rage cancels when you cast a spell. Other than that, pretty good job. :)

Talon_Moonshadow
06-23-2010, 11:31 AM
I think the closest to a Druid would be Rgr6/Clr7/Wiz7. But that build is missing some things.....it would aactually need more Rgr lvls, to get all the spells....like Barkskin.

But Clr7 gives mst of the druid heal/cure spells.
Wiz7 gives most of the arcabe type druid spells.

The Druid spell list is small at high lvls but contains a lot of nice lower lvl spells.

The DDO spell list contains even fewer high level spells, that would be on a the Druid spell list.

But a build like I suggest would also be lacking in High lvl summonings, that should be a part of a Druid.

Anyway, I really want Druids. And I wouldn't be happy with one that did not have FireWall. :)

ThePrincipal
06-23-2010, 03:53 PM
I like the 17cleric/2monk/1figher idea as fighter is the best subsitute for the barbarian lvl. I loose movement speed but gain haste boost and a feat which seems fair. I will play around and post a build for that mix.

I hear what youre saying about firewall. I dont know arcane splash if worth it cause it drains HP, BAB, and higher lvl cleric spells badly.

How about at higher lvls, exchange Emp. Heal for Heighten and change enchancements around to max out cleric spell penetration to become a more effective offensive caster? Could use firestorm, implusion, destruction, BB, and friends? I believe Maximize also doubles the effectiveness of cure spells.

Aerendil
06-23-2010, 04:00 PM
Go Cleric - either pure or splash Monk if you like.

Restrict yourself to leather armour (or robes).

Augment summoning feat for sure. Maybe even mithril defender (as it's the closest looking animal we get that's useful).

Sit in the back and nuke/heal while pet tanks.
Unless of course you want a melee Druid - but with no shapeshifting ingame, that's hard to do. You'd be forced to do the traditional melee cleric/FvS route using divine power/favor.

ThePrincipal
06-23-2010, 04:52 PM
Well, monk/fighter splash allows for the entire THF line, Power Attack, Improv Crit while still taking the 4 metamagic feats and toughness. Add in Evasion, wis AC modifier, and the flavorful monk animal path, self imposed restructions to spells/armor/weapons and it feels pretty darn Druidic to me.

Yes it's basically a battle cleric but it's not the common 18cleric/2fighter. I'm really leaning towards going the Spell Penetration/Heighten route with Elf (or drow) rather than Empower Healing/Divine clickies and WF/Dwarf like most battleclerics, who dont attempt offensive casting, would also set this build apart a bit.

I really wish it was possible to make a 17cleric/2monk/1barbarian... that would have been soooo sweet.

EDIT: Didn't want to bump, but I did roll the original Druid build starting out 2ranger/2cleric twf elf. DDO won't let you select "Druid" as a character name oddly. I've been soloing a lot of the harbor (big accomplishment I know) with a barbarian hirling and my trusty dog. And basically spam Command and slice whatever gets too close (thanks Anger Set!). Decided on the ranger/barb over monk/fighter because of flavor and concede the latter is a stronger build (it's a Clonk).

ThePrincipal
07-01-2010, 04:45 PM
I wanted to get your opinion for Zen Archery in this build. This is a str/wis - ranger/cleric build so it seems like a solid option. I need to recalc the feats to see if I can afford to take the elf bow enchancement line along with scimitars.

Is bow strength, zen archery, and rapid shot enough for ranged to mean anything? I could buy a bow that has the precise shot feat built in.

The tradeoff would be for one of the metamagic feats. Which are considered critical of offensive casting? I was thinking Heighten, Maximize, and Quicken are the big three.

unbongwah
07-01-2010, 05:04 PM
Without Manyshot, your ranged DPS takes a big hit; and it requires base DEX 17, so you can't get away with dump-stating DEX. I suspect Zen Archery will be to ranged combat what Weapon Finesse is to melee combat: sounds good in theory, but in practice there will be few builds where WIS is so much higher than DEX that you will want to burn a feat on ZA.

Tangent: one Zen Archery build which I thought would be funny (if not necessarily effective) - a cleric with heavy repeaters. Manyshot doesn't apply to crossbows, so I think the only other ranged feats you couldn't take with DEX as a dump stat is Rapid Shot (13) & Improved Precise Shot (19). Rather than going for DPS, focus on repeaters which proc debuffs; imagine laying down a Blade Barrier, then kiting mobs through it with a Cursespewing or Strength Sapping repeater to lower their Reflex saves.

kurglar
02-03-2011, 01:56 PM
I was wondering if this build could be viable or is my progression to random?


Character Plan by DDO Character Planner Version 3.8.0
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

kilarney 2
Level 20 Lawful Good Elf Male
(1 Fighter \ 6 Ranger \ 13 Cleric)
Hit Points: 274
Spell Points: 1062
BAB: 16\16\21\26\26
Fortitude: 17
Reflex: 10
Will: 16

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 20) (Level 20)
Strength 14 14 14
Dexterity 10 10 13
Constitution 14 14 14
Intelligence 10 10 10
Wisdom 16 21 22
Charisma 8 8 8

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 1 2 2
Bluff -1 -1 -1
Concentration 4 24 24
Diplomacy -1 -1 -1
Disable Device n/a n/a n/a
Haggle -1 -1 -1
Heal 3 6 6
Hide 0 1 1
Intimidate -1 -1 -1
Jump 4 19 19
Listen 3 6 8
Move Silently 0 2 2
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 0 0 0
Search 0 0 2
Spot 3 25 27
Swim 2 2 2
Tumble n/a n/a n/a
Use Magic Device n/a n/a n/a

Level 1 (Fighter)
Skill: Balance (+1)
Skill: Concentration (+2)
Skill: Jump (+2)
Feat: (Fighter Bonus) Point Blank Shot
Feat: (Selected) Toughness
Enhancement: Elven Ranged Damage I
Enhancement: Fighter Toughness I


Level 2 (Ranger)
Skill: Concentration (+3)
Skill: Jump (+3)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Enhancement: Fighter Haste Boost I
Enhancement: Ranger Skill Boost I


Level 3 (Ranger)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+4)
Feat: (Selected) Weapon Focus: Ranged Weapons
Enhancement: Elven Dexterity I
Enhancement: Racial Toughness I
Enhancement: Ranger Dexterity I


Level 4 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Spot (+0.5)
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
Enhancement: Elven Ranged Attack I
Enhancement: Follower of the Silver Flame
Enhancement: Cleric Life Magic I
Enhancement: Cleric Energy of the Zealot I


Level 5 (Cleric)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wand and Scroll Mastery I


Level 6 (Ranger)
Skill: Concentration (+1)
Skill: Jump (+2)
Skill: Spot (+3)
Feat: (Selected) Empower Healing Spell
Enhancement: Cleric Improved Empower Healing I
Enhancement: Racial Toughness II


Level 7 (Ranger)
Skill: Concentration (+1)
Skill: Jump (+2)
Skill: Move Silently (+1)
Skill: Spot (+2)
Spell (1): Camouflage
Spell (1): Jump
Spell (1): Longstrider
Spell (1): Merfolk's Blessing
Spell (1): Ram's Might
Spell (1): Resist Energy
Spell (1): Summon Nature's Ally I
Spell (1): Tumble
Enhancement: Elven Ranged Damage II


Level 8 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Jump (+0.5)
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): Seek Eternal Rest
Spell (2): Soundburst
Spell (2): Spawn Screen
Spell (2): Summon Monster II
Enhancement: Elven Dexterity II


Level 9 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Zen Archery
Enhancement: Ranger Skill Boost II
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Life Magic II


Level 10 (Cleric)
Skill: Concentration (+1)
Skill: Spot (+0.5)
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
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Divine Healing I
Enhancement: Cleric Extra Turning I


Level 11 (Ranger)
Skill: Concentration (+1)
Skill: Jump (+2)
Skill: Spot (+3)
Feat: (Favored Enemy) Favored Enemy: Construct
Enhancement: Elven Ranged Attack II


Level 12 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Spot (+0.5)
Feat: (Selected) Improved Critical: Ranged Weapons
Enhancement: Silver Flame Exorcism


Level 13 (Ranger)
Skill: Concentration (+1)
Skill: Jump (+3)
Skill: Spot (+2)
Enhancement: Cleric Extra Turning II


Level 14 (Cleric)
Skill: Concentration (+1)
Skill: Spot (+0.5)
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
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Life Magic III


Level 15 (Cleric)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Feat: (Selected) Mental Toughness
Enhancement: Elven Arcane Archer: Imbue Force Arrows
Enhancement: Elven Arcane Archer I


Level 16 (Cleric)
Ability Raise: WIS
Skill: Spot (+1)
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
Enhancement: Elven Arcane Archer: Imbue Acid Arrows
Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
Enhancement: Elven Arcane Archer: Conjure +2 Arrows
Enhancement: Elven Arcane Archer: Conjure +3 Arrows


Level 17 (Cleric)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
Enhancement: Elven Arcane Archer: Conjure +4 Arrows
Enhancement: Cleric Divine Healing II


Level 18 (Cleric)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Feat: (Selected) Extra Turning
Spell (6): Banishment
Spell (6): Blade Barrier
Spell (6): Cometfall
Spell (6): Create Undead
Spell (6): Greater Dispel Magic
Spell (6): Greater Glyph of Warding
Spell (6): Harm
Spell (6): Heal
Spell (6): Heroes Feast
Spell (6): Mass Bear's Endurance
Spell (6): Mass Bull's Strength
Spell (6): Mass Cure Moderate Wounds
Spell (6): Mass Eagle's Spendor
Spell (6): Mass Inflict Moderate Wounds
Spell (6): Mass Owl's Wisdom
Spell (6): Summon Monster VI
Spell (6): Symbol of Fear
Spell (6): Symbol of Persuasion
Spell (6): Undead to Death
Spell (6): Word of Recall
Enhancement: Cleric Divine Healing III


Level 19 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Elven Arcane Archer: Imbue Terror Arrows
Enhancement: Cleric Wand and Scroll Mastery II


Level 20 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (7): Destruction
Spell (7): Greater Restoration
Spell (7): Mass Cure Serious Wounds
Spell (7): Mass Inflict Serious Wounds
Spell (7): Mass Protection From Elements
Spell (7): Mass Restoration
Spell (7): Mass Spell Resistance
Spell (7): Resurrection
Spell (7): Summon Monster VII
Spell (7): Symbol of Stunning
Spell (7): Symbol of Weakness
Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
Enhancement: Elven Arcane Archer: Conjure +5 Arrows
Enhancement: Cleric Energy of the Zealot III
Enhancement: Cleric Divine Cleansing I

unbongwah
02-03-2011, 02:56 PM
Viable at what, exactly? It helps if you state your build goals first.

Issues I see: You sacrificed DEX to go WIS-based w/ZA, which means no Imp Prec Shot; but with so few cleric lvls, what does it matter that you have almost max WIS? You don't take MT until lvl 15, so that's 7 lvls where you could've been an AA but weren't.