View Full Version : A little Clonk advice, please
blkcat1028
08-04-2011, 07:05 AM
I'm planning on TRing my monk into a 34 point 2/18 healing focused Radiant Servant.
Here's what I have;
Character Plan by DDO Character Planner Version 3.9.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Good Half-Elf Male
(2 Monk \ 18 Cleric)
Hit Points: 337
Spell Points: 1438
BAB: 14\14\19\24
Fortitude: 18
Reflex: 12
Will: 23
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 10 12
Dexterity 15 17
Constitution 14 18
Intelligence 8 10
Wisdom 17 28
Charisma 13 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 Wisdom 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 2 3
Bluff 1 3
Concentration 2 9
Diplomacy 1 3
Disable Device n/a n/a
Haggle 1 3
Heal 3 11
Hide 2 3
Intimidate 1 3
Jump 0 1
Listen 3 9
Move Silently 2 3
Open Lock n/a n/a
Perform n/a n/a
Repair -1 0
Search -1 0
Spot 3 9
Swim 0 1
Tumble n/a n/a
Use Magic Device n/a n/a
Level 1 (Cleric)
Feat: (Selected) Empower Healing Spell
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Barbarian
Feat: (Past Life) Past Life: Monk
Level 2 (Monk)
Feat: (Monk Bonus) Toughness
Level 3 (Cleric)
Feat: (Selected) Past Life: Disciple of the Fist
Level 4 (Cleric)
Level 5 (Cleric)
Level 6 (Cleric)
Feat: (Selected) Mental Toughness
Level 7 (Cleric)
Level 8 (Monk)
Feat: (Monk Bonus) Stunning Fist
Level 9 (Cleric)
Feat: (Selected) Extend Spell
Level 10 (Cleric)
Level 11 (Cleric)
Level 12 (Cleric)
Feat: (Selected) Maximize Spell
Level 13 (Cleric)
Level 14 (Cleric)
Level 15 (Cleric)
Feat: (Selected) Quicken Spell
Level 16 (Cleric)
Level 17 (Cleric)
Level 18 (Cleric)
Feat: (Selected) Extra Turning
Level 19 (Cleric)
Level 20 (Cleric)
Enhancement: Cleric Radiant Servant I
Enhancement: Cleric Radiant Servant II
Enhancement: Undying Call
Enhancement: Follower of the Undying Court
Enhancement: Human Adaptability Constitution I
Enhancement: Human Greater Adaptability Wisdom I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Way of the Patient Tortoise I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Improved Concentration I
Enhancement: Improved Concentration II
Enhancement: Improved Heal I
Enhancement: Improved Heal II
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Energy of the Zealot III
Enhancement: Cleric Charisma I
Enhancement: Half-Elf Barbarian Constitution I
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Wisdom III
Enhancement: Half-Elf Barbarian Toughness I
Enhancement: Half-Elf Barbarian Toughness II
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Extra Turning III
Enhancement: Cleric Extra Turning IV
Enhancement: Cleric Improved Turning I
My thought process is that with 17 turns and nearly 500 standing hit points (when geared out), I should be able to heal my way through most quests using radiant burst.
I plan on dropping extend spell for empower spell at level 15 or so. This should add a little extra kick for divine punishment.
Taking first level as cleric was the only way to get the feats to fall into place.
Any feedback is appreciated.
Thanks.
blkcat1028
08-12-2011, 05:43 AM
No feedback from over 100 views? I hope that's a good sign. :)
I do have a question though. I took the monk active past life feat at 3 for the increase in damage. I planned on dropping extend for empower later in the build.
Would it be better to drop the monk past life feat and keep extend? My thinking is that while the extra damage will be beneficial at lowers levels, it will be negligible at best later in the game.
Thanks.
FuzzyDuck81
08-12-2011, 05:55 AM
You say its a healing clonk.. with those stats i'd say its a casting clonk that can heal really well :)
In which case you should probably ditch the monk PL feat (keep stunning fist, your to-hit wont be great but wont be too bad either & the DC will be very nice indeed) & pick something else to boost those casting capabilities, probably move maximise to there for boosting your healing burst early on (with the u11 changes you can just have it permanantly switched off for your cure spells to prevent overhealing before you get Heal) or maybe quicken & where you have either of those now, maybe stick heighten for casting DCs or empower spell for pure numbers - since you'll have plenty of SP & plan to heal a lot with bursts, having empower, maximise & empower heal together willl give you some seriously nasty cometfall/BB/divine punishment (maybe ditch a couple of enhancements from somewhere to boost light/alignment spells, it'll be worth it) & your bursts will be ridiculously powerful.
Extend is a matter of taste really... its nice to have long-lasting buffs & personally as someone who uses a melee clonk i like it for that as it helps reduce micromanaging & rebuffing divine power/divine favour but it may be less necessary for you.
fmkeller
08-12-2011, 06:00 AM
I wouldnt pick up Extra Turning because there are more awesome feats u dont have in your build. and i would pick up Pala Dilettante instead of Barb if your looking for survivability
t0r012
08-12-2011, 06:24 AM
The stats look very much like the clonk I just rolled up. I went less cha and a 16 dex and it's only a 32 pointer for me and I went human.
I also grabbed the first level of cleric as well for the feats to open up metas for my 1st level feats.
Waited till 3 to grab my first monk to get finesse with the monk bonus.
I think you went a bit crazy on the turns/ charisma as you wont need that many. After you gt rsII you won't need to rely on bursts to heal yourself your aura will do that for you. Unless you plan on going the divine might route which it doesn't seem you are (on my phone so I can't look past the tomes on the build) but I'm guessing no with only 13 starting cha which with a tome will only get you dmI.
The way I look at it monk with dex is for ease of early levels for beating on things till BB then it is only for evasion.
WielderofGigantus
08-12-2011, 06:29 AM
So is this an AC build too? You don't mention it in your post, but I don't see any other reason to have that much dex.
And as Fuzzyduck said, this indeed looks more like a casting clonk than a healing clonk. The reason most people go clonk is for better AC (often, but not always), survivability, and melee capability. You picked up stunning fist, which will help with nuking and reduces the amount of damage your party takes from monsters.
But you have no strength and no weapon finesse, so hitting things in melee will be difficult for you at higher levels. Since you won't be hitting things, the monk PL feat won't be as useful.
Woah... wait a second... you didn't max out your healing enhancements? I thought you said this was a healing build...
krackythehoodedone
08-12-2011, 07:58 AM
Ok
I think you are trying to fit in to much into one build.
What a Clonk does is heal as well as a capped cleric with awesome survivability.
In terms of AC/Saves/Evasion/Hit Points
You take all the healing enhancements
Geared you can expect 2000SP + at endgame
Actually i got 607 hit Points out of a 14 con start. With Epic help tho.
But then IMHO you can only really specialise in one other thing.
So you wanna go DP..then Emp/Max and the light enhancements
You wanna Stun you really need to increase Str and have twf/itwf/gtwf.
You cant do both and be effective with them endgame
With your build your stunning ability and rate of attack at endgame
Wont warrant the resource
Your starting Cha is much too high
8 will give you 20 at endgame which = 10 burst's which is more than enough
Unless you are trying for UMD which i did 2cnd time around and then gave up on
Extra turning is a waste of space.
So i think you should either go healer+full on stunner
The changes to stunning in U10 make that very attractive
Or Healer plus full on Divine Punishment. This would also give you a very tasty Bladebarrier
Enough to easily allow you to solo every explorer.
I actually went for Healer + twf Kama
And Halfling for amazing saves
But whatever you choose it is a fantastic build
If you enjoy it half as much as I have you will have a blast
GL
PS extend is not required at endgame
Phidius
08-12-2011, 11:28 AM
It looks like you're focusing on casting, so I'd change your stats to the following:
Starting
Abilities Base Stats
(34 Point) (Level 1)
Strength 22 = 14 (base) + 2 (tome) + 6 (item)
Dexterity 16 = 8 (base) + 2 (tome) + 6 (item)
Constitution 14
Intelligence 10 = 9 (base) + 1 (tome @ lvl3)
Wisdom 18
Charisma 13
All level ups into Wisdom
Feats:
1. Extend Spell (swap for Empower before you take level 17)
1. Half-Elf Dilettante: Paladin
2(M). Toughness
3. Maximize Spell (for nuking end boses)
3(M). Stunning Fist
6. Empower Healing (not sp efficient until you get RadServ/Cure Critical)
9. Spell Penetration
12. Quicken Spell
14(M). Path of Harmonious Balance: Fists of Light
15. Heighten Spell
18. Greater Spell Penetration
Skills:
Concentration: 22 (ranks)
Balance: 38 = 14 (ranks) + 3 (dex) + 15 (item) + 4 (GH) + 2 (luck)
Jump: 37 = 0 (ranks) + 6 (str) + 15 (item) + 4 (GH) + 2 (luck) + 10 (jidz tet'ka - insight bonus)
I think you'd get more benefit from 3rd monk, especially if you really want to make use of Stunning Fist.
blkcat1028
08-12-2011, 03:41 PM
Thanks for the replies and the good advice. I'm working on an update.
blkcat1028
08-13-2011, 06:14 AM
Character Plan by DDO Character Planner Version 3.9.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Good Half-Elf Male
(2 Monk \ 18 Cleric)
Hit Points: 337
Spell Points: 1438
BAB: 14\14\19\24
Fortitude: 18
Reflex: 12
Will: 23
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(34 Point) (Level 1) (Level 20) (Level 20)
Strength 12 14 14
Dexterity 14 16 16
Constitution 14 16 18
Intelligence 9 10 10
Wisdom 18 25 28
Charisma 9 12 14
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
+1 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
+3 Tome of Charisma used at level 11
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 2 12
Bluff -1 2
Concentration 6 30
Diplomacy -1 2
Disable Device n/a n/a
Haggle -1 2
Heal 4 11
Hide 2 3
Intimidate -1 2
Jump 1 4
Listen 4 9
Move Silently 2 3
Open Lock n/a n/a
Perform n/a n/a
Repair -1 0
Search -1 0
Spot 4 9
Swim 1 2
Tumble n/a n/a
Use Magic Device n/a n/a
Level 1 (Cleric)
Feat: (Selected) Empower Healing Spell
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Barbarian
Feat: (Past Life) Past Life: Monk
Level 2 (Monk)
Feat: (Monk Bonus) Toughness
Level 3 (Cleric)
Feat: (Selected) Empower Spell
Level 4 (Cleric)
Level 5 (Cleric)
Level 6 (Cleric)
Feat: (Selected) Extend Spell
Level 7 (Cleric)
Level 8 (Monk)
Feat: (Monk Bonus) Stunning Fist
Level 9 (Cleric)
Feat: (Selected) Mental Toughness
Level 10 (Cleric)
Level 11 (Cleric)
Level 12 (Cleric)
Feat: (Selected) Maximize Spell
Level 13 (Cleric)
Level 14 (Cleric)
Level 15 (Cleric)
Feat: (Selected) Quicken Spell
Level 16 (Cleric)
Level 17 (Cleric)
Level 18 (Cleric)
Feat: (Selected) Heighten Spell
Level 19 (Cleric)
Level 20 (Cleric)
Enhancement: Cleric Radiant Servant I
Enhancement: Cleric Radiant Servant II
Enhancement: Human Adaptability Constitution I
Enhancement: Human Greater Adaptability Wisdom I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Way of the Patient Tortoise I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Improved Concentration I
Enhancement: Improved Concentration II
Enhancement: Improved Heal I
Enhancement: Improved Heal II
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Smiting I
Enhancement: Cleric Smiting 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 Charisma I
Enhancement: Cleric Charisma II
Enhancement: Half-Elf Barbarian Constitution I
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Half-Elf Barbarian Toughness I
Enhancement: Half-Elf Barbarian Toughness II
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Extra Turning III
Enhancement: Cleric Extra Turning IV
Enhancement: Cleric Improved Turning I
Enhancement: Cleric Wand and Scroll Mastery I
I made some changes. What do you think?
blkcat1028
08-13-2011, 08:25 AM
I think this is the best one so far...
Character Plan by DDO Character Planner Version 3.9.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Good Half-Elf Male
(2 Monk \ 18 Cleric)
Hit Points: 282
Spell Points: 1438
BAB: 14\14\19\24
Fortitude: 19
Reflex: 13
Will: 25
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(34 Point) (Level 1) (Level 20) (Level 20)
Strength 10 12 12
Dexterity 12 14 14
Constitution 14 16 16
Intelligence 8 10 10
Wisdom 18 25 28
Charisma 14 17 20
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 Wisdom used at level 7
+2 Tome of Charisma used at level 7
+3 Tome of Charisma used at level 11
Level 1 (Cleric)
Feat: (Selected) Extend Spell
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Paladin
Feat: (Past Life) Past Life: Monk
Level 2 (Monk)
Feat: (Monk Bonus) Toughness
Level 3 (Cleric)
Feat: (Selected) Mental Toughness
Level 4 (Cleric)
Ability Raise: WIS
Level 5 (Cleric)
Level 6 (Cleric)
Feat: (Selected) Empower Healing Spell
Level 7 (Cleric)
Level 8 (Monk)
Ability Raise: WIS
Feat: (Monk Bonus) Stunning Fist
Level 9 (Cleric)
Feat: (Selected) Empower Spell
Level 10 (Cleric)
Level 11 (Cleric)
Level 12 (Cleric)
Ability Raise: WIS
Feat: (Selected) Maximize Spell
Level 13 (Cleric)
Level 14 (Cleric)
Level 15 (Cleric)
Feat: (Selected) Quicken Spell
Level 16 (Cleric)
Ability Raise: WIS
Level 17 (Cleric)
Level 18 (Cleric)
Feat: (Selected) Heighten Spell
Level 19 (Cleric)
Level 20 (Cleric)
Ability Raise: WIS
Enhancement: Cleric Radiant Servant I
Enhancement: Cleric Radiant Servant II
Enhancement: Improved Paladin Dilettante I
Enhancement: Improved Paladin Dilettante II
Enhancement: Improved Paladin Dilettante III
Enhancement: Human Adaptability Charisma I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
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 Incredible Life I
Enhancement: Cleric Prayer of Incredible Life II
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 Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Energy of the Zealot III
Enhancement: Cleric Charisma I
Enhancement: Cleric Charisma II
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Wisdom III
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Improved Turning I
I had to start with a high CHA for the Paladin Dilly feat. I think I got everything in otherwise.
Ready... set... critique!!!
Thanks
WielderofGigantus
08-13-2011, 05:18 PM
What spells are you extending? Typically extend is for short combat buffs like divine power and recitation. For a caster clonk like this, it wouldn't be nearly as useful as say, Extra Turning for more Positive Bursts.
blkcat1028
08-13-2011, 11:59 PM
See now I like Extra Turning... Would you take extend early on and change it for Extra Turning later? Say around level 12 or so?
WielderofGigantus
08-14-2011, 07:40 AM
Can't say. I've never played a caster cleric before. The only casters I've played never got extend because they didn't have the spare feats for it. My battle cleric got extend, but only for the combat buffs. Since you aren't getting into melee combat, I don't think extend is really worth it.
Raoull
08-14-2011, 09:20 AM
I had to start with a high CHA for the Paladin Dilly feat. I think I got everything in otherwise.
You don't have to start at a 13. You can start lower, and with a different Dilly. Then, after eating a tome to get you up to a 13, do a featswap over to Pal.
I'm not 100% it still works, but it worked like this for me on a test toon a few months ago. (Although I used the lvl 4 stat gain rather than a tome, but the effect should be the same.)
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