View Full Version : First Cleric need help
crazy7381
09-22-2010, 02:03 PM
Any advise on how to build a decent nanny bot pure cleric w/ capability to hold its own was thinking dwarven for race but am open to suggestions.
Quazicotl Lev 12 Rogue
Also it is a 32 pt build
SardaSlayer
09-22-2010, 03:42 PM
I've played a lot of cleric variations and my favorite pure cleric is an elf with longsword and shield. I can get in and do a little damage without getting agro, then drop back and heal once the damage begins to accumulate.
Dwarves have the dwarven waraxe proficiency and constitution which adds to melee but you take a hit on charisma. Having lots of turn attempts is highly valuable with the radiant servant enhancement line so I don't recommend dwarfs for that reason.
Dragonmarked halflings are great healers but lack a lot on melee.
Humans offer a better balance of attributes and allow you to get useful feats a lot sooner. At lvl 6 you can have extend, empower healing, khopesh and maybe a toughness or mental toughness.
So I'd probably recommend the human build as the easiest and most forgiving path to a pure cleric.
crazy7381
09-22-2010, 04:20 PM
I've played a lot of cleric variations and my favorite pure cleric is an elf with longsword and shield. I can get in and do a little damage without getting agro, then drop back and heal once the damage begins to accumulate.
Dwarves have the dwarven waraxe proficiency and constitution which adds to melee but you take a hit on charisma. Having lots of turn attempts is highly valuable with the radiant servant enhancement line so I don't recommend dwarfs for that reason.
Dragonmarked halflings are great healers but lack a lot on melee.
Humans offer a better balance of attributes and allow you to get useful feats a lot sooner. At lvl 6 you can have extend, empower healing, khopesh and maybe a toughness or mental toughness.
So I'd probably recommend the human build as the easiest and most forgiving path to a pure cleric.
could you recommend a pt build for 32
Khimberlhyte
09-23-2010, 12:13 PM
could you recommend a pt build for 32
2010 Cleric build catalogue (http://forums.ddo.com/showthread.php?t=223253). Also, I would recommend that you go browse through the cleric forums for an hour or two before rolling up a cleric, as there are plenty of build advice threads there.
I already have a level 20 cleric who started on one of the DDO paths (16 str and 16 wis iirc). It has okay, but not great DCs at level 20, so I won't roll another pure cleric without an 18 wisdom.
This is a 32 point cleric I have up to level 7 on Orien that I use to play with my kids. It's similar to my existing 28 point, but has more wisdom, and no khopesh proficiency: 14 str, 10 dex, 14 con, 10 int, 18 wis and 8 cha - pretty much the offensive casting build in the 2010 catalog, with points in str instead of cha. Human for the extra feat. Can't remember what I took for feats, but at level 6 I'm pretty sure that I have empower healing, maximize, extend, and possibly toughness. Future feats will include quicken, spell penetration, and maybe a spell focus. Not sure if I will bother with empower.
I've never cared much about charisma since turning was broken when I started my first cleric, so I never relied on it. I might try a cha-specced cleric one day, but I doubt it. - With update 5, the energy burst from Radiant Servant does a ton of damage to undead with no save, so I'm happier with that. Turn regeneration allows me to dump cha, and I'd rather have the melee versatility of a decent starting strength to get me through solo content until blade barrier.
The melee-capable survivalist cleric (17 clr/2 mnk/1 rog) on that page is also a lot of fun so far; I have one almost to level 10 now. It is a very capable build, but very expensive to gear up, since you need things like a +2 int tome by level 7. I wouldn't recommend that one until you've capped at least one character.
LordMond63
09-23-2010, 07:02 PM
I have a FTR/CLR 2/11 with a low (less than 10) CHA score that gives him about 5 Turns and a CLR 8 with a middling (14 I think) CHA score that (along with equipment- more on that in a sec) gives him 11 Turns and I'm finding that the higher CHA score does improve my capabilities in the healing department, what with the additional Turns being used for not only the Healing Burst but also for DVs for the casters. I find it to be worth it.
Once you get to be Red Fens age (7th-10th level), one of the quest rewards is a Sacred Band ring that gives you 2 additional Turns once you have rested at a Shrine. I think it is also +4 WIS. Well worth the trip into that new area.
Lorien_the_First_One
09-23-2010, 07:12 PM
I would strongly recommend you do not build a "nanny bot". It is a waste of a party spot in 99% of quests.
Instead consider a caster-cleric. A caster cleric requires very little change from what you would do with a "nanny bot" but is actually a useful party member, and more fun to play.
If healing is an important focus for you, I'd recommend human over dwarf. You miss out a little on SP, but you have the potential for higher WIS and higher CHR, and that gives you room for a Mental Toughness feat if you do want to make up the SP.
Starting
Abilities Base Stats
(32 Point) (Level 1)
Strength 12
Dexterity 8
Constitution 14
Intelligence 8
Wisdom 18
Charisma 14
All level ups in WIS. If you want to bring those DVs/RadSav heals up then you can reduce str and increase CHR but that might force you to wear a str item instead of something more valuable to you.
CaptainCameo
09-23-2010, 07:27 PM
I would recommend focusing points into wisdom and con.
Having 12 strength would be good just so you at least have an ok attack bonus while fighting.
My clerics don't have any points in charisma because I'm not to up on their special abilities. There's nothing wrong with them, I just prefer to focus on spells and attacking.
If you have 2 extra points, you can also put them into dex so you don't get a negative penalty for ac, but it's not too important.
For me, 12 strength, max wisdom and max constitution is the way to go.
Edit: Reason for that is it gives you more hit points and spell points. Ac isn't too important for a high level cleric as long as you have the hp to support yourself.
Extra points into Wisdom imo. You can use a lot of sp in raids and every little bit helps.
Aikou
09-24-2010, 03:30 AM
People who play Clerics do so because they haven't unlocked FvS.
FvS has sooooo much variability, you can do everything you'd want to with a cleric, with more versatility and more passive abilities.
People on Orien seem hooked on the Cleric PRE aura, trust me on this, unless you have some semblance of saves or evasion on a cleric, it's more or less worthless in endgame content. I've seen more than my fair share of Clerics rush through their SP, and then feel their burst aura is sufficient to rush into a raid boss situation, click that and back out. More often than naught, it ends with them unwilling to drink pots to heal themselves even despite eaching a meteor swarm from doing such a stupid action.
FvS however has the ability to cast a cure light wounds absolutely free, this cure light wounds is affected by maximize, empower and empower healing. It has a six second cool down and while not having a mass effect to it, the more important part is that it's ranged!
On top of all of this a 32pt FvS has the ability to be a complete sufficient solo build Evoker and still manage raid healing -easily-. Do a Google search for "DDO evoker", the build was designed by Impaqt, take a look at Azlynn in my signature for a really geared version of that. Evocation DC37, completely solo capable, Bril, Hiromo, Bravia, Eracia, etc. of Over Raided members, all Evoker FvS have SOLOd Vision of Destruction and are completely competent raid healers with upwards of 3000 SP with 500+ HP.
While I understand some people are forced into pursuing cleric, but given the option, I still stick by the position that all people who play clerics simply haven't unlocked FvS. Give it a look at the very least
FlyingTurtle
09-24-2010, 05:22 AM
I still stick by the position that all people who play clerics simply haven't unlocked FvS
800TP without discount or 2500 Favor, that's not something most people have.
unscythe
09-24-2010, 09:47 AM
You can try
Str: 16
Dex:8
Con:16
Intel:8
Wis:18
Cha:6
Dwarven Cleric
You can go 2-h fighting with greataxe early game, and be a caster/healer in the mid to late game. Juat max out Wisdom for all the level ups etc.
You can also pick-up the greataxe proficiency feat early on, and then swap it out for a meta-magic in the mid levels, when you notice that you need alot more swings to kill stuff.
The greataxe has mid range, so you won't be taking too many hits yourself, and you can drop crowd-control.
Since its a greataxe, you can watch health bars and not risk the chance of dieing by being too close to the combat.
If you really love the aura, then don't waste putting too many points into it, a +6 item will give you a few turnings, and so will enhancements.
If anything, the build is an end-game cleric healer. Putting a few points into attributes other then Str might give you a few more turnings, or skill points. Dex is a complete dump-stat.
For the melee to be even half-decent you need to make sure you cast divine favor on yourself for the extra damage and the to-hit.
unscythe
09-24-2010, 09:57 AM
People who play Clerics do so because they haven't unlocked FvS.
FvS has sooooo much variability, you can do everything you'd want to with a cleric, with more versatility and more passive abilities.
People on Orien seem hooked on the Cleric PRE aura, trust me on this, unless you have some semblance of saves or evasion on a cleric, it's more or less worthless in endgame content. I've seen more than my fair share of Clerics rush through their SP, and then feel their burst aura is sufficient to rush into a raid boss situation, click that and back out. More often than naught, it ends with them unwilling to drink pots to heal themselves even despite eaching a meteor swarm from doing such a stupid action.
FvS however has the ability to cast a cure light wounds absolutely free, this cure light wounds is affected by maximize, empower and empower healing. It has a six second cool down and while not having a mass effect to it, the more important part is that it's ranged!
On top of all of this a 32pt FvS has the ability to be a complete sufficient solo build Evoker and still manage raid healing -easily-. Do a Google search for "DDO evoker", the build was designed by Impaqt, take a look at Azlynn in my signature for a really geared version of that. Evocation DC37, completely solo capable, Bril, Hiromo, Bravia, Eracia, etc. of Over Raided members, all Evoker FvS have SOLOd Vision of Destruction and are completely competent raid healers with upwards of 3000 SP with 500+ HP.
While I understand some people are forced into pursuing cleric, but given the option, I still stick by the position that all people who play clerics simply haven't unlocked FvS. Give it a look at the very least
The difference between the cleric and fvs-when they are both built right- is that clerics can do healing/melee/casting , fvs are healing/melee or healing/casting. A fvs is hard pressed to be good at all three at the same time. But, a fvs will be much better at melee and casting compared to a cleric when built for it.
Also, it is much faster for a new divine to test out divine spells on a cleric, since, fvs are limited in that aspect.
A new fvs will probably pick up a few spells that they think are good, but find to be pretty useless, and will have to wait to change the spell and find a new one.
Versatility versus sp/specialization
EatSmart
09-25-2010, 09:49 AM
Pure healbot? hmm. well if you're sure:
Stats Advice:
Wisdom - 16, no more, no less. Its the class' casting stat so you want this high, and you want to be putting your level up points in it. You dont need to gimp your build points with an 18 if you're never casting offensive spells though. And to the naysayers who will follow and say "well in reality you're going to be offensive casting" yes i agree, but a base 16 is adequately functional for offensive casting in endgame content.
Constitution - 12+. HPs matter for you. You need to be able to take a failed roll from alpha strike spells because if you die the party can wipe, and you will roll 1s given enough time.
Dex - personal taste. Try and avoid dump statting it completely though, as its nice to occasionally save against whirlwind/cometfall trip.
Str - 12+. You need to still be mobile when strength penalty effects land on you. There will be times when you cant spare the cooldown to cast a restoration effect on yourself, and keep yourself healed, and keep everyone else healed. Personally I'd go with a 14, and carry a useful status effect weapon like an improved destruction weapon, so you can do something useful with the cleric 3/4 base attack progression.
Int - Try not to dump stat it, as you'll probably regret not having balance/umd/etc one day. Also, max concentration or reroll.
Cha - Leftover points go well here due to UMD, Diplomacy, Turn Undead attempts/rest, but its semi-dumpable.
Feats advice:
Musts
Empower Heal - clerics are build around optimising this feat. compulsory for radiant PRE.
Toughness - You need at least one, or you're a liability to your party.
Probably Shoulds
Quicken - if you're taking this, take it as the last feat you acquire or you'll never train yourself to cast with it off. Amrath is the only content that noticably needs it, and thats due to hard hitting, random agro, teleporting mobs. Opens up "mixing it up at ground zero" tactics, which can work well with conc-opp and torc.
Extend - in the long run, this will save you SP, and reduces micromanagement of short duration buffs.
Enlarge - useful tool. lets you cast spells from comfortably outside a beholder antimagic field. lets you cover an entire ToD raid when the other healer DCs / gets banished for forgetting their boots.
Maybes
Maximise - you shouldnt really need this for mass heals as a radiant, as empower heal is already giving you 75%, but its nice to have. also, non-maximised bladebarriers can be very depressing, and even a healbot will throw some down from time to time.
Mental Toughness/Improved - More SP is more SP. healing done from your SP pool is much more effective than healing from other sources like scrolls etc. You can get away with low SP pools as long as you know how to cast efficiently, and are willing to accept spending more resources in high SP cost situations.
Its pretty hard to go wrong with a cleric though, its a very versatile and forgiving class. Experiment and see what you like.
I might get around to posting my opinions on skills...
crazy7381
09-25-2010, 03:50 PM
Pure healbot? hmm. well if you're sure:
Stats Advice:
Wisdom - 16, no more, no less. Its the class' casting stat so you want this high, and you want to be putting your level up points in it. You dont need to gimp your build points with an 18 if you're never casting offensive spells though. And to the naysayers who will follow and say "well in reality you're going to be offensive casting" yes i agree, but a base 16 is adequately functional for offensive casting in endgame content.
Constitution - 12+. HPs matter for you. You need to be able to take a failed roll from alpha strike spells because if you die the party can wipe, and you will roll 1s given enough time.
Dex - personal taste. Try and avoid dump statting it completely though, as its nice to occasionally save against whirlwind/cometfall trip.
Str - 12+. You need to still be mobile when strength penalty effects land on you. There will be times when you cant spare the cooldown to cast a restoration effect on yourself, and keep yourself healed, and keep everyone else healed. Personally I'd go with a 14, and carry a useful status effect weapon like an improved destruction weapon, so you can do something useful with the cleric 3/4 base attack progression.
Int - Try not to dump stat it, as you'll probably regret not having balance/umd/etc one day. Also, max concentration or reroll.
Cha - Leftover points go well here due to UMD, Diplomacy, Turn Undead attempts/rest, but its semi-dumpable.
Feats advice:
Musts
Empower Heal - clerics are build around optimising this feat. compulsory for radiant PRE.
Toughness - You need at least one, or you're a liability to your party.
Probably Shoulds
Quicken - if you're taking this, take it as the last feat you acquire or you'll never train yourself to cast with it off. Amrath is the only content that noticably needs it, and thats due to hard hitting, random agro, teleporting mobs. Opens up "mixing it up at ground zero" tactics, which can work well with conc-opp and torc.
Extend - in the long run, this will save you SP, and reduces micromanagement of short duration buffs.
Enlarge - useful tool. lets you cast spells from comfortably outside a beholder antimagic field. lets you cover an entire ToD raid when the other healer DCs / gets banished for forgetting their boots.
Maybes
Maximise - you shouldnt really need this for mass heals as a radiant, as empower heal is already giving you 75%, but its nice to have. also, non-maximised bladebarriers can be very depressing, and even a healbot will throw some down from time to time.
Mental Toughness/Improved - More SP is more SP. healing done from your SP pool is much more effective than healing from other sources like scrolls etc. You can get away with low SP pools as long as you know how to cast efficiently, and are willing to accept spending more resources in high SP cost situations.
Its pretty hard to go wrong with a cleric though, its a very versatile and forgiving class. Experiment and see what you like.
I might get around to posting my opinions on skills...
I have read all the posts and forums that i can and have decided on a offensive caster/healer pure build knowing that I am looking for optimal race and stat breakdown.
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