PDA

View Full Version : TRing a Cleric



Sandheart
04-03-2011, 01:41 PM
This is a build for a friend...he's thinking about tring his Cleric into a FvS. He wanted a kick-ass fighter that could fill a party roll. His only requirement was a pure build. One of the main disadvantages I see is no power attack, and the past life feat is taken a little late. The spells aimed to do crowd control, but still have all the things a healer needed. This build will use duel longswords-taking advantage of the feat a FvS have to take. Any comments? I want this build to do well...would hate for him to be a few lvls in and find out the build will never work. XD

Character Plan by DDO Character Planner Version 3.8.2
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 True Neutral Human Male
(20 Favored Soul)
Hit Points: 220
Spell Points: 1969
BAB: 15\15\20\25\25
Fortitude: 14
Reflex: 16
Will: 11

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 15 22
Dexterity 16 18
Constitution 14 14
Intelligence 8 8
Wisdom 8 8
Charisma 16 23

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3.5 8
Bluff 3 6
Concentration 6 27
Diplomacy 3 8
Disable Device n/a n/a
Haggle 3 6
Heal 1 12
Hide 3 4
Intimidate 3 6
Jump 3 12
Listen -1 -1
Move Silently 3 4
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 -1
Spot -1 -1
Swim 2 6
Tumble n/a n/a
Use Magic Device n/a n/a

Level 1 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+4)
Skill: Heal (+2)
Skill: Jump (+1)
Feat: (Diety) Favored by the Sovereign Host
Feat: (Human Bonus) Oversized Two Weapon Fighting
Feat: (Past Life) Past Life: Cleric
Feat: (Selected) Two Weapon Fighting
Spell (1): Cure Light Wounds
Spell (1): Divine Favor


Level 2 (Favored Soul)
Skill: Concentration (+1)
Skill: Heal (+1)
Spell (1): Bless


Level 3 (Favored Soul)
Skill: Concentration (+1)
Skill: Jump (+1)
Feat: (Selected) Weapon Focus: Slashing Weapons
Spell (1): Remove Fear


Level 4 (Favored Soul)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (2): Cure Moderate Wounds


Level 5 (Favored Soul)
Skill: Concentration (+1)
Skill: Heal (+1)
Feat: (Favored Soul Bonus) Energy Resistance: Fire
Spell (2): Resist Energy


Level 6 (Favored Soul)
Skill: Concentration (+1)
Skill: Jump (+1)
Feat: (Selected) Extend Spell
Spell (3): Cure Serious Wounds


Level 7 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (2): Hold Person
Spell (3): Mass Aid


Level 8 (Favored Soul)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Heal (+1)
Spell (4): Inflict Critical Wounds


Level 9 (Favored Soul)
Skill: Concentration (+1)
Skill: Jump (+1)
Feat: (Selected) Improved Two Weapon Fighting
Spell (2): Spawn Screen
Spell (3): Remove Curse
Spell (4): Cure Critical Wounds


Level 10 (Favored Soul)
Skill: Concentration (+1)
Skill: Jump (+1)
Feat: (Favored Soul Bonus) Energy Resistance: Acid
Spell (5): Greater Command


Level 11 (Favored Soul)
Skill: Concentration (+1)
Skill: Heal (+1)
Spell (3): Remove Disease
Spell (4): Divine Power
Spell (5): True Seeing


Level 12 (Favored Soul)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Heal (+1)
Feat: (Selected) Improved Critical: Slashing Weapons
Spell (6): Heal


Level 13 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (4): Panacea
Spell (5): Symbol of Pain
Spell (6): Blade Barrier


Level 14 (Favored Soul)
Skill: Concentration (+1)
Skill: Heal (+1)
Spell (7): Destruction


Level 15 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Favored Soul Bonus) Energy Resistance: Electricity
Feat: (Selected) Greater Two Weapon Fighting
Spell (5): Stalwart Pact
Spell (6): Heroes Feast
Spell (7): Mass Protection From Elements


Level 16 (Favored Soul)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Heal (+1)
Spell (8): Firestorm


Level 17 (Favored Soul)
Skill: Concentration (+1)
Skill: Heal (+1)
Spell (8): Mass Inflict Critical Wounds
Spell (7): Greater Restoration


Level 18 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Quicken Spell
Spell (9): Mass Heal


Level 19 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (8): Mass Death Ward
Spell (9): True Resurrection


Level 20 (Favored Soul)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Diety) Favored Soul Damage Reduction: Cold Iron
Spell (9): Energy Drain
Enhancement: Favored Soul Attack Boost I
Enhancement: Favored Soul Attack Boost II
Enhancement: Favored Soul Attack Boost III
Enhancement: Favored Soul Attack Boost IV
Enhancement: Favored Soul Damage Boost I
Enhancement: Favored Soul Damage Boost II
Enhancement: Favored Soul Damage Boost III
Enhancement: Favored Soul Ascendency: Sovereign Host
Enhancement: Unyielding Sovereignty
Enhancement: Favored Soul Longsword Specialization I
Enhancement: Favored Soul Longsword Specialization II
Enhancement: Human Adaptability Charisma I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Human Improved Recovery III
Enhancement: Improved Concentration I
Enhancement: Improved Concentration II
Enhancement: Improved Heal I
Enhancement: Improved Jump I
Enhancement: Favored Soul Prayer of Life I
Enhancement: Favored Soul Prayer of Life II
Enhancement: Favored Soul Prayer of Life III
Enhancement: Favored Soul Life Magic I
Enhancement: Favored Soul Life Magic II
Enhancement: Favored Soul Life Magic III
Enhancement: Favored Soul Life Magic IV
Enhancement: Favored Soul Spell Penetration I
Enhancement: Favored Soul Spell Penetration II
Enhancement: Favored Soul Energy of the Scion I
Enhancement: Favored Soul Energy of the Scion II
Enhancement: Favored Soul Charisma I
Enhancement: Favored Soul Charisma II
Enhancement: Favored Soul Wand and Scroll Mastery I
Enhancement: Favored Soul Wand and Scroll Mastery II
Enhancement: Favored Soul Wand and Scroll Mastery III

jwdaniels
04-03-2011, 01:46 PM
With an 8 Wis, don't worry about crowd control - your DCs will be too low.

Sandheart
04-03-2011, 07:19 PM
Oh okay...doesn't have much CC spells anyway...and not enough points to add more WIS imo. He'll just use them to support his fighting then. =)

Arkadios
04-03-2011, 07:35 PM
I Suggest:



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

Level 20 True Neutral Human Male
(20 Favored Soul)
Hit Points: 282
Spell Points: 1812
BAB: 15\15\20\25\25
Fortitude: 16
Reflex: 15
Will: 11

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(34 Point) (Level 1) (Level 20) (Level 20)
Strength 16 23 23
Dexterity 15 17 17
Constitution 16 18 18
Intelligence 8 10 10
Wisdom 8 8 8
Charisma 14 16 16

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

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 2 9 9
Bluff 2 3 3
Concentration 5 27 27
Diplomacy 2 3 3
Disable Device n/a n/a n/a
Haggle 2 3 3
Heal -1 -1 -1
Hide 2 3 3
Intimidate 2 3 3
Jump 3 6 6
Listen -1 -1 -1
Move Silently 2 3 3
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair -1 0 0
Search -1 0 0
Spot -1 -1 -1
Swim 3 6 6
Tumble 3 4 4
Use Magic Device 4 14 14

Level 1 (Favored Soul)
Skill: Concentration (+2)
Skill: Tumble (+1)
Skill: Use Magic Device (+2)
Feat: (Diety) Favored by the Sovereign Host
Feat: (Past Life) Past Life: Cleric
Feat: (Selected) Toughness
Feat: (Human Bonus) Two Weapon Fighting
Spell (1): Divine Favor
Spell (1): Nightshield


Level 2 (Favored Soul)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (1): Remove Fear


Level 3 (Favored Soul)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Extend Spell
Spell (1): Cure Light Wounds


Level 4 (Favored Soul)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (2): Resist Energy


Level 5 (Favored Soul)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Favored Soul Bonus) Energy Resistance: Acid
Spell (2): Cure Moderate Wounds


Level 6 (Favored Soul)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Power Attack
Spell (3): Cure Serious Wounds


Level 7 (Favored Soul)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (2): Lesser Restoration
Spell (3): Magic Circle Against Evil


Level 8 (Favored Soul)
Ability Raise: STR
Skill: Concentration (+2)
Skill: Use Magic Device (+0.5)
Spell (4): Divine Power


Level 9 (Favored Soul)
Skill: Concentration (+2)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Two Weapon Fighting
Spell (2): Soundburst
Spell (3): Prayer
Spell (4): Freedom of Movement


Level 10 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Favored Soul Bonus) Energy Resistance: Fire
Spell (5): Raise Dead


Level 11 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (3): Remove Disease
Spell (4): Cure Critical Wounds
Spell (5): Mass Cure Light Wounds


Level 12 (Favored Soul)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Critical: Slashing Weapons
Spell (6): Blade Barrier


Level 13 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (4): Neutralize Poison
Spell (5): Stalwart Pact
Spell (6): Heal


Level 14 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (7): Mass Cure Serious Wounds


Level 15 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Favored Soul Bonus) Energy Resistance: Cold
Feat: (Selected) Greater Two Weapon Fighting
Spell (5): True Seeing
Spell (6): Mass Cure Moderate Wounds
Spell (7): Mass Protection From Elements


Level 16 (Favored Soul)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (8): Mass Cure Critical Wounds


Level 17 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (7): Resurrection
Spell (8): Mass Death Ward


Level 18 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Quicken Spell
Spell (9): Mass Heal


Level 19 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (8): Death Pact
Spell (9): True Resurrection


Level 20 (Favored Soul)
Ability Raise: STR
Skill: Balance (+1)
Skill: Concentration (+1)
Spell (9): Energy Drain

Pape_27
04-03-2011, 07:52 PM
few comments:

1. way too many skill points into heal. spread them out into other areas like balance, spot, etc. you dont need to add points to heal, it just gets you a few more points at the shrine

2. spells:
Level 3 - maybe consider removing remove disease. Add searing light - take advantage of the upcoming pre
Level 4 - add Freedom of Movement and Recitation, dump Panacea and Inflict Critical wounds.
Level 6 - Heroes feast - scroll it. Add Comet Fall
Level 7 - Destruction with an 8 wis is meaningless. Add ressurection.

3. Wait to tr. with the upcoming U9 release there will be a pre for FvS. Wait and see what it adds, you might just want to change your enhancements around to take advantage of it.



_

eldrytch75
04-03-2011, 07:59 PM
I would say that not taking any form of raise dead might be a problem at the levels 10-19 as you may be called upon to at least raise the dead. I guess you could carry a stack of raise dead scrolls to overcome this shortfall. Spawn screen didn't know that anyone took that spell. I question its need on a fav soul with the more limited spell selection.

Sandheart
04-04-2011, 08:16 PM
I would say that not taking any form of raise dead might be a problem at the levels 10-19 as you may be called upon to at least raise the dead. I guess you could carry a stack of raise dead scrolls to overcome this shortfall. Spawn screen didn't know that anyone took that spell. I question its need on a fav soul with the more limited spell selection.
I took all spells from an end game point of view. As this toon is lvling I would not expect the spells to be exactly like the planner just like that end-game. As for spawn screen I think I only took it because nothing looked better =P. Will change.


few comments:

1. way too many skill points into heal. spread them out into other areas like balance, spot, etc. you dont need to add points to heal, it just gets you a few more points at the shrine

2. spells:
Level 3 - maybe consider removing remove disease. Add searing light - take advantage of the upcoming pre
Level 4 - add Freedom of Movement and Recitation, dump Panacea and Inflict Critical wounds.
Level 6 - Heroes feast - scroll it. Add Comet Fall
Level 7 - Destruction with an 8 wis is meaningless. Add ressurection.

3. Wait to tr. with the upcoming U9 release there will be a pre for FvS. Wait and see what it adds, you might just want to change your enhancements around to take advantage of it.

I agree with taking less points in heal...told the guys I'm doing it for it was worthless, but who wants to listen when you think your right? I'll change it and he'll just have to deal with the fact he's wrong.

Yeah he'll probably wait for update 9 to TR if only because he needs to get the tomes. I will pop back into the planner and see if changes would be good.


I Suggest:



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

Level 20 True Neutral Human Male
(20 Favored Soul)
Hit Points: 282
Spell Points: 1812
BAB: 15\15\20\25\25
Fortitude: 16
Reflex: 15
Will: 11

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(34 Point) (Level 1) (Level 20) (Level 20)
Strength 16 23 23
Dexterity 15 17 17
Constitution 16 18 18
Intelligence 8 10 10
Wisdom 8 8 8
Charisma 14 16 16

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

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 2 9 9
Bluff 2 3 3
Concentration 5 27 27
Diplomacy 2 3 3
Disable Device n/a n/a n/a
Haggle 2 3 3
Heal -1 -1 -1
Hide 2 3 3
Intimidate 2 3 3
Jump 3 6 6
Listen -1 -1 -1
Move Silently 2 3 3
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair -1 0 0
Search -1 0 0
Spot -1 -1 -1
Swim 3 6 6
Tumble 3 4 4
Use Magic Device 4 14 14

Level 1 (Favored Soul)
Skill: Concentration (+2)
Skill: Tumble (+1)
Skill: Use Magic Device (+2)
Feat: (Diety) Favored by the Sovereign Host
Feat: (Past Life) Past Life: Cleric
Feat: (Selected) Toughness
Feat: (Human Bonus) Two Weapon Fighting
Spell (1): Divine Favor
Spell (1): Nightshield


Level 2 (Favored Soul)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (1): Remove Fear


Level 3 (Favored Soul)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Extend Spell
Spell (1): Cure Light Wounds


Level 4 (Favored Soul)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (2): Resist Energy


Level 5 (Favored Soul)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Favored Soul Bonus) Energy Resistance: Acid
Spell (2): Cure Moderate Wounds


Level 6 (Favored Soul)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Power Attack
Spell (3): Cure Serious Wounds


Level 7 (Favored Soul)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (2): Lesser Restoration
Spell (3): Magic Circle Against Evil


Level 8 (Favored Soul)
Ability Raise: STR
Skill: Concentration (+2)
Skill: Use Magic Device (+0.5)
Spell (4): Divine Power


Level 9 (Favored Soul)
Skill: Concentration (+2)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Two Weapon Fighting
Spell (2): Soundburst
Spell (3): Prayer
Spell (4): Freedom of Movement


Level 10 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Favored Soul Bonus) Energy Resistance: Fire
Spell (5): Raise Dead


Level 11 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (3): Remove Disease
Spell (4): Cure Critical Wounds
Spell (5): Mass Cure Light Wounds


Level 12 (Favored Soul)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Critical: Slashing Weapons
Spell (6): Blade Barrier


Level 13 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (4): Neutralize Poison
Spell (5): Stalwart Pact
Spell (6): Heal


Level 14 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (7): Mass Cure Serious Wounds


Level 15 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Favored Soul Bonus) Energy Resistance: Cold
Feat: (Selected) Greater Two Weapon Fighting
Spell (5): True Seeing
Spell (6): Mass Cure Moderate Wounds
Spell (7): Mass Protection From Elements


Level 16 (Favored Soul)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (8): Mass Cure Critical Wounds


Level 17 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (7): Resurrection
Spell (8): Mass Death Ward


Level 18 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Quicken Spell
Spell (9): Mass Heal


Level 19 (Favored Soul)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
Spell (8): Death Pact
Spell (9): True Resurrection


Level 20 (Favored Soul)
Ability Raise: STR
Skill: Balance (+1)
Skill: Concentration (+1)
Spell (9): Energy Drain




Thank you for taking the time to make this up...I like that it manged to add some things I could not fit in. The spell selection seems better then what I had. and taking a few points off CHA didn't do that much to SP.

FlameDiablo
04-04-2011, 08:33 PM
No maxximize/no empower healing = bad healer coz: yur heal word is useless, yu mass-heal needs epic dragon-eye and xachisian to be powerfull, yur mass-seruius/critical is useless.

Why extend? No BB (and BTW with up 9 will be nerfed), just for holy aura and recitation? As DPS if yu use torc yur mana will be endless.

I would suggest monk splash for this type of hybrid build, or just roll a full DPS for a DPS build, but if yu really want full FvS to DpS as well i would drop extend and greater 2 wepon for maxx and emp-heal, yu will lose some DPS but will be a decent healer.

cha is droppable down to 13