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PeWBOOMPeW
11-02-2010, 02:29 PM
I've played a healer in almost every mmo i've played. I like the clerics here in that they can deal damage too. I was looking at some of the 18cleric/2monk builds, and i really like the survivability. THe monk levels arent necessary, but i do want radiant servant in there. This is just something i put together really quick. Any critiques are welcome, and if you can recommend a OCC to me, i'd be extremely grateful.

Thanks in Advance.

Character Plan by DDO Character Planner Version 3.7.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Bob Jimbo
Level 6 True Neutral Human Male
(6 Cleric)
Hit Points: 92
Spell Points: 355
BAB: 4\4
Fortitude: 6
Reflex: 2
Will: 10

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

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 6)
Balance 1 3.5
Bluff 1 1
Concentration 5 10
Diplomacy 1 1
Disable Device n/a n/a
Haggle 1 1
Heal 4 7
Hide 0 0
Intimidate 1 1
Jump 0 0
Listen 4 5
Move Silently 0 0
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 -1
Spot 4 5
Swim 0 0
Tumble 1 1
Use Magic Device n/a n/a

Level 1 (Cleric)
Skill: Balance (+1)
Skill: Concentration (+4)
Skill: Tumble (+1)
Feat: (Selected) Empower Healing Spell
Feat: (Human Bonus) Toughness
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 2 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)


Level 3 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Extend Spell
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 4 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)


Level 5 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
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 6 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Maximize Spell
Enhancement: Cleric Radiant Servant I
Enhancement: Unyielding Sovereignty
Enhancement: Follower of the Sovereign Host
Enhancement: Human Improved Recovery I
Enhancement: Racial Toughness I
Enhancement: Improved Heal I
Enhancement: Improved Heal II
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Wisdom I
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Improved Turning I
Enhancement: Cleric Wand and Scroll Mastery I

googatron
11-02-2010, 07:33 PM
if your going to be a clonk (2) then drop str to 8 (you wont need it) & drop Cha to 8 (hard to do, but needed unfortunately) then put these points into Dex (since evasion with 10 dex is useless) and maybe con(since 12 con means you will die)

Your skillpoints and feats are fine, Ballance is awesome, and concentration is mandatory- good job there.

Feats wis, i'd take empower over maximise at 6, since you wont have the SP to back up the choice.


Overall, your on the right track, however a build like this will require decent investment of tomes,gear and defs benefits from at least one TR for the stat points Because you need Moderate Dex tot ake advantage of Evasion, High wis of corse to Spell cast, and moderate Cha to take advantage of rad serv.

Best of luck!

PeWBOOMPeW
11-03-2010, 03:45 PM
Okay, Took what you said into account, and also rolled a lvl 4 just to see how my new version would run, and i liked it. Here's a new version i created. All critique is welcome, but keep in mind its my first build. :)


Character Plan by DDO Character Planner Version 3.7.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Tithy Lunde
Level 20 Lawful Neutral Human Female
(2 Monk \ 18 Cleric)
Hit Points: 262
Spell Points: 1441
BAB: 14\14\19\24
Fortitude: 16
Reflex: 11
Will: 22

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 8 8
Dexterity 14 15
Constitution 14 14
Intelligence 8 8
Wisdom 18 26
Charisma 8 8

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 18
Bluff -1 -1
Concentration 6 24
Diplomacy -1 -1
Disable Device n/a n/a
Haggle -1 0
Heal 4 10
Hide 2 2
Intimidate -1 -1
Jump -1 -1
Listen 4 8
Move Silently 2 2
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 -1
Spot 4 8
Swim -1 -1
Tumble 3 3
Use Magic Device n/a n/a

Level 1 (Cleric)
Skill: Balance (+1)
Skill: Concentration (+4)
Skill: Tumble (+1)
Feat: (Selected) Empower Healing Spell
Feat: (Human Bonus) Mental Toughness


Level 2 (Monk)
Skill: Balance (+3)
Skill: Concentration (+1)
Feat: (Monk Bonus) Toughness


Level 3 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Extend Spell


Level 4 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)


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


Level 6 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Empower Spell


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


Level 8 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)


Level 9 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Quicken Spell


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


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


Level 12 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Spell Penetration


Level 13 (Monk)
Skill: Balance (+3)
Skill: Concentration (+1)
Feat: (Monk Bonus) Dodge


Level 14 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)


Level 15 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Heighten Spell


Level 16 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)


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


Level 18 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Maximize Spell


Level 19 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)


Level 20 (Cleric)
Ability Raise: WIS
Skill: Balance (+1)
Enhancement: Cleric Radiant Servant I
Enhancement: Cleric Radiant Servant II
Enhancement: Unyielding Sovereignty
Enhancement: Follower of the Sovereign Host
Enhancement: Human Adaptability Wisdom I
Enhancement: Human Greater Adaptability Dexterity I
Enhancement: Human Improved Recovery I
Enhancement: Way of the Clever Monkey I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Improved Heal I
Enhancement: Improved Heal II
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Prayer of Life III
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Smiting I
Enhancement: Cleric Smiting II
Enhancement: Cleric Smiting III
Enhancement: Cleric Smiting IV
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Improved Spell Penetration I
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: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Extra Turning III
Enhancement: Cleric Improved Turning I
Enhancement: Cleric Wand and Scroll Mastery I




One last thing, at lvl 13 monk, i was thinking of taking Resilience to help out my Reflex save. Wondering if it would hurt my overall damage. Thanks

PopeJual
11-03-2010, 03:49 PM
if your going to be a clonk (2) then drop str to 8 (you wont need it) & drop Cha to 8 (hard to do, but needed unfortunately) then put these points into Dex (since evasion with 10 dex is useless) and maybe con(since 12 con means you will die)

Your skillpoints and feats are fine, Ballance is awesome, and concentration is mandatory- good job there.

Feats wis, i'd take empower over maximise at 6, since you wont have the SP to back up the choice.


Overall, your on the right track, however a build like this will require decent investment of tomes,gear and defs benefits from at least one TR for the stat points Because you need Moderate Dex tot ake advantage of Evasion, High wis of corse to Spell cast, and moderate Cha to take advantage of rad serv.

Best of luck!


you said that Evasion with 10 dex is worthless, but is evasion with 14 dex really any better?

There is no Insightful Reflexes for Clerics to give a +15 (or more) to their reflex save, so you're going to need to use lots and lots of other ways to boost your reflex to make the Evasion really pay off.

rest
11-03-2010, 04:02 PM
if your going to be a clonk (2) then drop str to 8 (you wont need it) & drop Cha to 8 (hard to do, but needed unfortunately) then put these points into Dex (since evasion with 10 dex is useless) and maybe con(since 12 con means you will die)

Your skillpoints and feats are fine, Ballance is awesome, and concentration is mandatory- good job there.

Feats wis, i'd take empower over maximise at 6, since you wont have the SP to back up the choice.


Overall, your on the right track, however a build like this will require decent investment of tomes,gear and defs benefits from at least one TR for the stat points Because you need Moderate Dex tot ake advantage of Evasion, High wis of corse to Spell cast, and moderate Cha to take advantage of rad serv.

Best of luck!

If he plans on going into ocean stance as a clonk for the +2 wis, then his base str will be 6. Good luck not being encumbered, and you'd better hope you don't get hit by a ray of enfeeblement and become helpless.

googatron
11-03-2010, 05:35 PM
If he plans on going into ocean stance as a clonk for the +2 wis, then his base str will be 6. Good luck not being encumbered, and you'd better hope you don't get hit by a ray of enfeeblement and become helpless.

+2 tome, +6 item. 14 Str, if he gets rayed he can swap to fire stance to make it to 18 Str.... It isnt hard and its safe.


Also 14 Dex is easily attained, allows for TWF and with a +2 tome and +6 Item the modifer pays off.


Another tip, if you get incaped in wind stance, pop into mountain stance for a free pop

googatron
11-03-2010, 05:42 PM
Okay, Took what you said into account, and also rolled a lvl 4 just to see how my new version would run, and i liked it. Here's a new version i created. All critique is welcome, but keep in mind its my first build. :)


Character Plan by DDO Character Planner Version 3.7.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Tithy Lunde
Level 20 Lawful Neutral Human Female
(2 Monk \ 18 Cleric)
Hit Points: 262
Spell Points: 1441
BAB: 14\14\19\24
Fortitude: 16
Reflex: 11
Will: 22

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 8 8
Dexterity 14 15
Constitution 14 14
Intelligence 8 8
Wisdom 18 26
Charisma 8 8

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 18
Bluff -1 -1
Concentration 6 24
Diplomacy -1 -1
Disable Device n/a n/a
Haggle -1 0
Heal 4 10
Hide 2 2
Intimidate -1 -1
Jump -1 -1
Listen 4 8
Move Silently 2 2
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 -1
Spot 4 8
Swim -1 -1
Tumble 3 3
Use Magic Device n/a n/a

Level 1 (Cleric)
Skill: Balance (+1)
Skill: Concentration (+4)
Skill: Tumble (+1)
Feat: (Selected) Empower Healing Spell
Feat: (Human Bonus) Mental Toughness


Level 2 (Monk)
Skill: Balance (+3)
Skill: Concentration (+1)
Feat: (Monk Bonus) Toughness


Level 3 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Extend Spell


Level 4 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)


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


Level 6 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Empower Spell


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


Level 8 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)


Level 9 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Quicken Spell


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


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


Level 12 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Spell Penetration


Level 13 (Monk)
Skill: Balance (+3)
Skill: Concentration (+1)
Feat: (Monk Bonus) Dodge


Level 14 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)


Level 15 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Heighten Spell


Level 16 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)


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


Level 18 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Maximize Spell


Level 19 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)


Level 20 (Cleric)
Ability Raise: WIS
Skill: Balance (+1)
Enhancement: Cleric Radiant Servant I
Enhancement: Cleric Radiant Servant II
Enhancement: Unyielding Sovereignty
Enhancement: Follower of the Sovereign Host
Enhancement: Human Adaptability Wisdom I
Enhancement: Human Greater Adaptability Dexterity I
Enhancement: Human Improved Recovery I
Enhancement: Way of the Clever Monkey I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Improved Heal I
Enhancement: Improved Heal II
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Prayer of Life III
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Smiting I
Enhancement: Cleric Smiting II
Enhancement: Cleric Smiting III
Enhancement: Cleric Smiting IV
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Improved Spell Penetration I
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: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Extra Turning III
Enhancement: Cleric Improved Turning I
Enhancement: Cleric Wand and Scroll Mastery I




One last thing, at lvl 13 monk, i was thinking of taking Resilience to help out my Reflex save. Wondering if it would hurt my overall damage. Thanks

Looks good, however dodge may need replaceing... 1 dodge for a feat slot? no thanks. TWF somewhere early usualy pays off for soloing purposes and can be swaped out for a second toughness or something better than 1 AC later.

The stats (in my oppinion) look good for a 28 point build, Your STR is enough to be safe, just keep your finger over fire stance when there are enfeeblers lurking nearby, and try and shoot for a + Str item Asap, also getting into a guild early will allow for a +1 str shrine which makes the early +1 str items perfect for round numbers.

Wisdom is the generic max for most clerics. Fine.

Con is the generic Norm. Fine.

With a 32 point build or a TR, extra points go to buffing cha up to 10, Str up to 10 then the rest to dex.

ToKu
11-04-2010, 01:46 AM
I would consider taking your 2nd monk splash at 20 instead of 13, also take toughness for both monk feats. Taking them early hurts you especially in GH and Vale. You will be 2 caster lvl's lower then at level content in exchange for imp evasion (with only ok saves) and a animal stance.

At level 6 I would consider taking spell pen or heighten over empower. Heighten will give you a better bang for your buck with those commands. Around lvl 8 you will start encountering more drow for spell pen.

You want to take maximize before empower, you shouldn't be using them except for BB for solo'n or farming so max gives ya better bang for your buck.

Eventually you will want to use your free feat respec to get rid of mental toughness, prob in the late teens or even cap once you get at least a +100 sp item. Depending on what your goal is I would consider greater spell pen or spell focus (evo or necro) depending on what you personally prefer. Destruction is necro, Implosion and BB are evocation.

googatron
11-04-2010, 07:18 AM
I would consider taking your 2nd monk splash at 20 instead of 13, also take toughness for both monk feats. Taking them early hurts you especially in GH and Vale. You will be 2 caster lvl's lower then at level content in exchange for imp evasion (with only ok saves) and a animal stance.

At level 6 I would consider taking spell pen or heighten over empower. Heighten will give you a better bang for your buck with those commands. Around lvl 8 you will start encountering more drow for spell pen.

You want to take maximize before empower, you shouldn't be using them except for BB for solo'n or farming so max gives ya better bang for your buck.

Eventually you will want to use your free feat respec to get rid of mental toughness, prob in the late teens or even cap once you get at least a +100 sp item. Depending on what your goal is I would consider greater spell pen or spell focus (evo or necro) depending on what you personally prefer. Destruction is necro, Implosion and BB are evocation.

I concur with the above, however getting maximise is only worth it at level 11+ so your looking at level 10 or 13 for maximise. Empower is a good substitute untill you hit BB level (11).

As far as leveling goes, I disagree, taking your monk levels doesnt really matter as long as you do so somewhere after BB and commetfall (the majority of your offencive casting lies with these two spells).

Swapping out Mental toughness should defs be in favor of spell pen, as one of the downsides to clonk is a harder to hit on spells (spell pen) from lower caster levels.


Apart from this, this info is spot on. +1

ToKu
11-04-2010, 07:36 AM
I concur with the above, however getting maximise is only worth it at level 11+ so your looking at level 10 or 13 for maximise. Empower is a good substitute untill you hit BB level (11).

As far as leveling goes, I disagree, taking your monk levels doesnt really matter as long as you do so somewhere after BB and commetfall (the majority of your offencive casting lies with these two spells).

Swapping out Mental toughness should defs be in favor of spell pen, as one of the downsides to clonk is a harder to hit on spells (spell pen) from lower caster levels.


Apart from this, this info is spot on. +1

Well you can take your 2nd monk level earlier (after BB) but make sure the benefits are worth it. If you take monk2 earlier then 20 you gain:
-Evasion
-+1 each save
-Toughness feat
-Animal path

The downside is you will now be 2 caster levels lower for DC's on at level content, you will now take 2 levels longer to get your next tiers of spells instead of 1. So long as the benefits outweigh the cons then you can take monk2, otherwise I would say hold it.

My clonk took his monk2 early but has a much higher reflex save, I do still regret it on occasion when I hit a string of resists due to my caster level. The evasion is nice if you have the save to back it up.

As to the feat swap. In most situations I would suggest take spell pen, it will provide the most use. The other 2 choices are lesser but viable based on playstyle.

Tirkan
11-04-2010, 11:08 AM
Spell Resist =/= Spell Save

Save DC's are only tangentially related to caster level.

Spell penetration is directly related to caster level.

Against mobs with SR, don't use spells that have a SR check - just drop Blade Barrier/Cometfall or cast Divine Power and Divine Favor and beat your foes to death with your bare hands.

Evasion can massively improve your survivability -if- you have a good base reflex save.

Once you have Blade Barrier and Heal, losing quick access to the next spell level isn't much of a concern. Personally, on my Clonk, I'm not going to take the Spell penetration feats in favor of Quicken and Heighten - My Spell DC's are going to be pretty high, and Blade Barrier slices, dices, and juliennes quite well all by its lonesome.

Careful spell and target selection will allow you to avoid Spelll penetration problems.

Kilnedric
11-04-2010, 01:58 PM
you said that Evasion with 10 dex is worthless, but is evasion with 14 dex really any better?

There is no Insightful Reflexes for Clerics to give a +15 (or more) to their reflex save, so you're going to need to use lots and lots of other ways to boost your reflex to make the Evasion really pay off.

Insightful Reflexes is INT to Reflex saves, not WIS, right? I think you mixed these up.

If theres a feat for adding WIS bonus to reflex, I'd be all over it on a clonk.

PopeJual
11-04-2010, 02:14 PM
Insightful Reflexes is INT to Reflex saves, not WIS, right? I think you mixed these up.

If theres a feat for adding WIS bonus to reflex, I'd be all over it on a clonk.

That was actually my point. I love Insightful Reflexes on my Wizard 18/Rogue 2. I was just wondering what kind of Reflex saves Clonks can get to with no Cleric version of Insightful Reflexes available.

PeWBOOMPeW
11-04-2010, 03:14 PM
I would consider taking your 2nd monk splash at 20 instead of 13, also take toughness for both monk feats. Taking them early hurts you especially in GH and Vale. You will be 2 caster lvl's lower then at level content in exchange for imp evasion (with only ok saves) and a animal stance.

At level 6 I would consider taking spell pen or heighten over empower. Heighten will give you a better bang for your buck with those commands. Around lvl 8 you will start encountering more drow for spell pen.

You want to take maximize before empower, you shouldn't be using them except for BB for solo'n or farming so max gives ya better bang for your buck.

Eventually you will want to use your free feat respec to get rid of mental toughness, prob in the late teens or even cap once you get at least a +100 sp item. Depending on what your goal is I would consider greater spell pen or spell focus (evo or necro) depending on what you personally prefer. Destruction is necro, Implosion and BB are evocation.

Only Leveled the toon to 5 the other day, so I'll take all of this into account. I also was thinking of getting rid of mental toughness pretty soon, since i picked up a Vibrant Purple Ioun stone with suppressed power that same day. :D In case you dont know, end effects are Archmagi and Spell Pen IX.

googatron
11-04-2010, 09:01 PM
That was actually my point. I love Insightful Reflexes on my Wizard 18/Rogue 2. I was just wondering what kind of Reflex saves Clonks can get to with no Cleric version of Insightful Reflexes available.

With, Ocean stance, 12-16 Base Dex and NightSheild, Your reflex save will be enough. Considering a +6 item and +2 tome, and either +1 from ships or +2 depending on your guild. you'll be walking around with Evasion 26 Dex (with +3 resistance bonus to saves regardless of gear) ad the bonus from ocean stance. In an ideal situation- not as much as a pure, but about double a normal cleric with the addition of evasion which reduces damage from the delayed blasts and by reduce I mean negates.

googatron
11-04-2010, 09:05 PM
Only Leveled the toon to 5 the other day, so I'll take all of this into account. I also was thinking of getting rid of mental toughness pretty soon, since i picked up a Vibrant Purple Ioun stone with suppressed power that same day. :D In case you dont know, end effects are Archmagi and Spell Pen IX.

mental toughness is a very questionable feat, I personaly would recomend against getting it. at low levels I'd suggest taking advantage of extend since your buffs will wear off too soon, or empower. Failing that toughness is handy if you havnt got that yet.

rest
11-07-2010, 07:45 PM
+2 tome, +6 item. 14 Str, if he gets rayed he can swap to fire stance to make it to 18 Str.... It isnt hard and its safe.


Can't switch stances if you're not centered. Better hope you're not carrying much equipment around ;)

googatron
11-12-2010, 08:07 AM
Can't switch stances if you're not centered. Better hope you're not carrying much equipment around ;)

True but on the other hand when your un-centered you also lose the -2 Str penalty for being in a stance to begin with.. which likely takes you back to being centered...

14-16 Str can carry enough.. as long as your not hauling around a few peices of full plate just for kicks..