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View Full Version : Drow RS cleric build(with a bit offensive casting)



Eruntalon
07-10-2010, 06:39 AM
Instead of the tomes used at lvl 8 anyone can easily have a +2 item by then(and use the tomes when you will find them)

The build review(revised with Visty's tips)

Character Plan by DDO Character Planner Version 3.5.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Matron Triel
Level 20 Chaotic Neutral Drow Female
(20 Cleric)
Hit Points: 282
Spell Points: 1576
BAB: 15\15\20\25\25
Fortitude: 15
Reflex: 6
Will: 21

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 20) (Level 20)
Strength 8 8 8
Dexterity 10 10 10
Constitution 14 16 16
Intelligence 12 12 12
Wisdom 18 25 28
Charisma 10 12 14

Tomes Used
+2 Tome of Constitution used at level 8
+2 Tome of Wisdom used at level 8
+2 Tome of Charisma used at level 8

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 2 11 11
Bluff 0 2 2
Concentration 6 20 20
Diplomacy 0 2 2
Disable Device n/a n/a n/a
Haggle 0 2 2
Heal 4 9 11
Hide 0 0 0
Intimidate 0 2 2
Jump -1 -1 -1
Listen 4 9 11
Move Silently 0 0 0
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 1 1 1
Search 1 1 3
Spot 4 13 15
Swim -1 -1 -1
Tumble n/a n/a n/a
Use Magic Device 2 13 13

Level 1 (Cleric)
Skill: Balance (+2)
Skill: Concentration (+4)
Skill: Use Magic Device (+2)
Feat: (Selected) Empower Healing Spell


Level 2 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Cleric Life Magic I
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Wisdom I
Enhancement: Cleric Divine Vitality I


Level 3 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Toughness
Enhancement: Cleric Improved Empower Healing I
Enhancement: Racial Toughness I
Enhancement: Cleric Heal I
Enhancement: Cleric Prayer of Life I


Level 4 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Cleric Heal II
Enhancement: Cleric Life Magic II
Enhancement: Cleric Charisma I


Level 5 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Improved Spell Penetration I
Enhancement: Cleric Improved Turning I


Level 6 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Extra Turning
Enhancement: Cleric Radiant Servant I


Level 7 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Racial Toughness II
Enhancement: Cleric Energy of the Zealot II


Level 8 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Cleric Wisdom II


Level 9 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Quicken Spell
Enhancement: Cleric Charisma II


Level 10 (Cleric)
Skill: Balance (+0.5)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)


Level 11 (Cleric)
Skill: Balance (+0.5)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Cleric Wisdom III


Level 12 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Maximize Spell
Enhancement: Cleric Radiant Servant II
Enhancement: Cleric Energy of the Zealot III


Level 13 (Cleric)
Skill: Balance (+0.5)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Cleric Life Magic III
Enhancement: Cleric Divine Vitality II


Level 14 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Cleric Energy of the Zealot IV


Level 15 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Heighten Spell
Enhancement: Cleric Life Magic IV


Level 16 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Cleric Improved Spell Penetration II


Level 17 (Cleric)
Skill: Balance (+0.5)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Cleric Improved Empower Healing II


Level 18 (Cleric)
Skill: Balance (+0.5)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Spell Penetration


Level 19 (Cleric)
Skill: Balance (+0.5)
Skill: Spot (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Cleric Improved Empower Healing III


Level 20 (Cleric)
Ability Raise: WIS
Skill: Concentration (+3)
Enhancement: Cleric Improved Spell Penetration III




-Drow was selected cause i wanted to make a toon like Lolth clerics at Forgotten Realms
-Didn't raised Concentration skill much,because Quicken feat prevents the caster from Concentration failure
-Raised spot skill to be able to sense and stop being a dump person who just follows
-RS PrE was taken to babysit the group if it sticks near me,thus saving my mana
-Spell penetration total(feat+enchantment) was +5 so i think it's ok
-Didn't take extend cause at lvl 6 u take RS so you save your mana from buffing or spending a feat to extend buffs

The toon's role is to heal with RS(mostly) and in the maintime cast some spells.
With a proper equipment this toon can easily achieve over 1900 mana(example: with Lorrik's Champion Set)

Visty
07-10-2010, 06:44 AM
that with quicken conentration isnt needed is just wrong
quicken doesnt work on scrolls and drains alot of sp when it shouldnt be needed

if you are plinged by archers which deal 30dmg a hit, do you really want to waste 10sp per spell cast rather then putting points into concentration?

listen is a useless skill, esp if you have spot. put those ranks into concentration and youre off way better

also extra turning isnt that much of a good feat, you can easily get enough turn attempts even without it

Eruntalon
07-10-2010, 06:51 AM
Hm...didn't think that for the archers I may put some more point there instead of listen as u said.
I have 3 base turns+ cha mod+ feat+ enhancements
In this toon there are 3+2+4=9 turns.
wouldn't they become too few if there are just 5 turns??

Visty
07-10-2010, 06:54 AM
you can still wear a cha item to give you up to 3 more turns per rest

12 base
06 item
02 tome
=
20 cha = 5 turns

so you are at 3 (base) +5 (cha) =8 and if really needed you can also take extra turning enhancements as filler.
also at higher levels there are items which give you more turning attempts, currently comes to mind the warpriest amrath set which gives +2 turns, but there are others as well....think the necropolis scarabs give one too

Eruntalon
07-10-2010, 07:04 AM
Hm... not a bad thought leaving extra turn feat(don't like it much,i take it cause i must raise turns)
I may decide witch feat to take now...I'm between empower and greater spell penetration in order to raise the spell penetration total to +7

Rusty_Can
07-10-2010, 07:33 AM
Hm... not a bad thought leaving extra turn feat(don't like it much,i take it cause i must raise turns)
I may decide witch feat to take now...I'm between empower and greater spell penetration in order to raise the spell penetration total to +7

Both are definitely better options than Extra Turning.

ghettoGenius
07-10-2010, 08:48 AM
Ok a few thoughts.

IMO 8 str is a bad idea, youll be encumbered quite easily through a variety of spells. You could throw yourself a restore or two if necessary but its best to just avoid that situation if possible, plus there will be times when you need to hit some things (especially lower levels and when conserving SP). I would take points from int and place into str. The only skills that are absolutely necessary are concentration and balance.

Like others have said extra turning is unnecessary, greater spell pen is a great idea. Also, quicken at 9 is a waste. I usually take it at lvl 15 and only turn it on for dragon fights in Tor, soloing sometimes, or if i am having a very bad night. Heighten is iffy. I personally dont take it, and i think youll find it unecessary especially with max wisdom, plus it will deplete your SP even faster since you dont have mental toughness feats.

If you can fit in spell pen III and zealot IV thats great, but what I have found is that taking the improved healing crit and modifier enhancements boosts your aura significantly for a very minor investment in enhancement points.

Some things to think about.

ghettoGenius
07-10-2010, 08:55 AM
Drow was selected cause i wanted to make a toon like Lolth clerics at Forgotten Realms

Not to bash or anything but radiant servant and Lolth definitely dont mix. In fact, in all the FR books Ive read I cant remember once when a drow cleric cast a healing spell lol. But I can certainly understand the allure, those sexy chicks were badass!

Eruntalon
07-10-2010, 10:22 AM
IMO 8 str is a bad idea.

I think its pretty easy to find +2/3 items.So a 10-12 str i think its ok(I'm a player who rarely uses more than 40 slots on the backpack)


In fact, in all the FR books Ive read I cant remember once when a drow cleric cast a healing spell

Drow clerics healed when only when their heal was extremely necessary to their target of heal

Uska
07-10-2010, 10:27 AM
Not to bash or anything but radiant servant and Lolth definitely dont mix. In fact, in all the FR books Ive read I cant remember once when a drow cleric cast a healing spell lol. But I can certainly understand the allure, those sexy chicks were badass!

One of the fr drow books had the clerics casting healing spells but they were painful for some reason if remember right to caster and recpient.

ghettoGenius
07-10-2010, 12:39 PM
I think its pretty easy to find +2/3 items.So a 10-12 str i think its ok(I'm a player who rarely uses more than 40 slots on the backpack)


If you play long enough, you will eventually run out of bank space and pack space. I expect you will eventually have a +6 str item, but even still that wont guarantee you can avoid getting encumbered. My main cleric started with 12 str, ate a +2 tome and has a +6 str item and there are still times I get encumbered through ray of enfeeblement or negative levels. Just saying.