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sataricon
08-04-2011, 01:53 PM
Ok so i've a level 3 cleric now and i built it around the idea of a The Font of Healing.
Now i can't play it anymore because of the insane low damage output.
Even buffed with bull strength i still need alot of time killing most things on normal let alone the running Elite solo is suicide of course and i played to the point that i hate it.
Now what can i play as a solo character that can put a good fight and stay alive for sometime.

OR should i just stick to this class and it should pay later levels?
I don't know what's waiting later but i can imagine that it won't be pretty.

I'm a free player BTW though after 3 or 4 weeks i'll be able to pay a monthly sub but until then i can't make a 32 character or buy those insanely expensive +tomes.

Is this viable? can i at least have fun while on the free trail or should i wait te'll i'm able to pay?

Phidius
08-04-2011, 01:56 PM
I've got 4 accounts, and right now I'm having the most fun playing my completely F2P account.

The "Self Sufficient" link in my sig will explain what I'm doing.

Mubjon
08-04-2011, 03:42 PM
Ok so i've a level 3 cleric now and i built it around the idea of a The Font of Healing.
Now i can't play it anymore because of the insane low damage output.
Even buffed with bull strength i still need alot of time killing most things on normal let alone the running Elite solo is suicide of course and i played to the point that i hate it.
Now what can i play as a solo character that can put a good fight and stay alive for sometime.

OR should i just stick to this class and it should pay later levels?
I don't know what's waiting later but i can imagine that it won't be pretty.

I'm a free player BTW though after 3 or 4 weeks i'll be able to pay a monthly sub but until then i can't make a 32 character or buy those insanely expensive +tomes.

Is this viable? can i at least have fun while on the free trail or should i wait te'll i'm able to pay?

Well first you are level 3, and you can still have a lot of fun. If you decided to go the font of healing path, did you take that as a path in the game or did you find a build here?

If you took it as an automatic path in the game then I suggest you scrap that character and start over. There are a lot of builds around here with clerics in mind that will make the game a lot more fun than being pigeon hold into the game's auto build function.

Here is a build that would be a good caster cleric, great at healing and you would be able to cast offensive spells.


Character Plan by DDO Character Planner Version 3.9.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 True Neutral Human Male
(20 Cleric)
Hit Points: 282
Spell Points: 1458
BAB: 15\15\20\25\25
Fortitude: 15
Reflex: 5
Will: 19

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 14 14
Dexterity 8 8
Constitution 16 16
Intelligence 10 10
Wisdom 15 24
Charisma 10 12

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 1 10
Bluff 0 1
Concentration 7 26
Diplomacy 0 6
Disable Device n/a n/a
Haggle 0 1
Heal 2 9
Hide -1 -1
Intimidate 0 1
Jump 3 10
Listen 2 7
Move Silently -1 -1
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 0
Spot 2 7
Swim 2 2
Tumble 0 0
Use Magic Device n/a n/a

Level 1 (Cleric)
Skill: Balance (+2)
Skill: Concentration (+4)
Skill: Jump (+1)
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
Enhancement: Follower of the Sovereign Host
Enhancement: Improved Heal I
Enhancement: Cleric Life Magic I


Level 2 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
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: Jump (+0.5)
Feat: (Selected) Spell Focus: Evocation
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
Enhancement: Racial Toughness I
Enhancement: Cleric Smiting I
Enhancement: Cleric Extra Turning I


Level 4 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Improved Heal II
Enhancement: Cleric Smiting II
Enhancement: Cleric Life Magic II


Level 5 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
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
Enhancement: Cleric Prayer of Smiting I
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Improved Turning I
Enhancement: Cleric Wand and Scroll Mastery I


Level 6 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Extend Spell
Enhancement: Cleric Radiant Servant I


Level 7 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (4): Chaos Hammer
Spell (4): Cure Critical Wounds
Spell (4): Deathward
Spell (4): Dismissal
Spell (4): Divine Power
Spell (4): Freedom of Movement
Spell (4): Holy Smite
Spell (4): Inflict Critical Wounds
Spell (4): Mass Shield of Faith
Spell (4): Neutralize Poison
Spell (4): Order's Wrath
Spell (4): Panacea
Spell (4): Poison
Spell (4): Recitation
Spell (4): Restoration
Spell (4): Summon Monster IV
Spell (4): Symbol of Flame
Spell (4): Unholy Blight
Enhancement: Unyielding Sovereignty


Level 8 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Cleric Life Magic III


Level 9 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Empower Spell
Spell (5): Break Enchantment
Spell (5): Divine Punishment
Spell (5): Flame Strike
Spell (5): Greater Command
Spell (5): Mass Cure Light Wounds
Spell (5): Mass Inflict Light Wounds
Spell (5): Protection From Elements
Spell (5): Raise Dead
Spell (5): Slay Living
Spell (5): Spell Resistance
Spell (5): Stalwart Pact
Spell (5): Summon Monster V
Spell (5): Symbol of Pain
Spell (5): True Seeing
Enhancement: Human Improved Recovery I
Enhancement: Racial Toughness II
Enhancement: Cleric Prayer of Incredible Life I


Level 10 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Cleric Smiting III


Level 11 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (6): Banishment
Spell (6): Blade Barrier
Spell (6): Cometfall
Spell (6): Create Undead
Spell (6): Greater Dispel Magic
Spell (6): Greater Glyph of Warding
Spell (6): Harm
Spell (6): Heal
Spell (6): Heroes Feast
Spell (6): Mass Bear's Endurance
Spell (6): Mass Bull's Strength
Spell (6): Mass Cure Moderate Wounds
Spell (6): Mass Eagle's Spendor
Spell (6): Mass Inflict Moderate Wounds
Spell (6): Mass Owl's Wisdom
Spell (6): Summon Monster VI
Spell (6): Symbol of Fear
Spell (6): Symbol of Persuasion
Spell (6): Undead to Death
Spell (6): Word of Recall
Enhancement: Cleric Life Magic IV


Level 12 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Quicken Spell
Enhancement: Cleric Radiant Servant II
Enhancement: Cleric Wand and Scroll Mastery II


Level 13 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (7): Destruction
Spell (7): Greater Restoration
Spell (7): Mass Cure Serious Wounds
Spell (7): Mass Inflict Serious Wounds
Spell (7): Mass Protection From Elements
Spell (7): Mass Restoration
Spell (7): Mass Spell Resistance
Spell (7): Resurrection
Spell (7): Summon Monster VII
Spell (7): Symbol of Stunning
Spell (7): Symbol of Weakness
Enhancement: Human Adaptability Charisma I
Enhancement: Cleric Charisma I


Level 14 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Cleric Prayer of Incredible Smiting I
Enhancement: Cleric Smiting IV


Level 15 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Maximize Spell
Spell (8): Death Pact
Spell (8): Firestorm
Spell (8): Holy Aura
Spell (8): Mass Cure Critical Wounds
Spell (8): Mass Death Ward
Spell (8): Mass Inflict Critical Wounds
Spell (8): Summon Monster VIII
Spell (8): Symbol of Death
Enhancement: Human Improved Recovery II


Level 16 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Human Greater Adaptability Wisdom I


Level 17 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Spell (9): Energy Drain
Spell (9): Implosion
Spell (9): Mass Heal
Spell (9): Summon Monster IX
Spell (9): True Resurrection
Enhancement: Cleric Wisdom II


Level 18 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Feat: (Selected) Heighten Spell
Enhancement: Cleric Energy of the Zealot II


Level 19 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+1)
Enhancement: Cleric Wisdom III


Level 20 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Diplomacy (+2)
Enhancement: Cleric Divine Intervention
Enhancement: Cleric Extra Turning II




spell book by level, you always get a heal spell for the level

level 1
Nimbus of light -
night shield
obscuring mist
protection from evil
shield of faith

Level 2
Resist energy
deific vengeance
hold person
sound burst
spawn screen - this is a personal choice. you could go with bulls strength or one of the other boost to stats if you needed the +4 to a stat

level 3
magic circle against evil - replaces the level 1 protection from evil spell for the group
protection from energy
aid, mass
searing light
prayer - again you can choose something else if you wish.

level 4 - there is a lot more choices here for attack spells
Freedom of movement
Death ward
chaos hammer
panacea or mass shield of faith
neutralize poison

level 5
Divine punishment - this is just a awesome spell
slay living
greater command
raise dead
and your choice

level 6
comet fall
heal
harm
banishment
Blade Barrier
and your choice

level 7
destruction
greater restoration
spell resistance mass
protection from elements mass
symbol of stunning

level 8
Holy Aura
Summon monster VIII for the air elemental
death pact
symbol of death
death ward mass
fire storm

Level 9
You will be able to take all of these spells but the first I would make sure I had available is implosion

As soon as you pick your faith you can wield long swords without taking the feat. As well you can do some melee with them if needed. Get ardor clicks, devotion attributes on the shield, potency items, beautified clicks, brilliance items to help with strengthen your healing, and damage from the spells. Most of your attack spells are of the evocation school so having the spell focus and then anything that strengthens that school will help with getting through spell resistances.

Don't give up yet the cleric is a nice class that can be a lot of fun, and the best part is that you can be picky on which groups you work with because more than likely they are not going to get through the quest without you.

sataricon
08-04-2011, 04:18 PM
No man i used the build mentioned here in the site as i played many D&D before and i know that premade classes are bad.
But again at level 3 i don't kill anything fast enough and it's getting more and more annoying...really pure healing clerics are very bad for solo though they are supposed to be able to heal themselves.
I love D&D and played nearly everything D&D but i don't know why i suck at this game that much.

rayworks
08-04-2011, 04:28 PM
The font of healing build is specifically a non-melee build. Its a healer, not a fighter.

If you want a more melee oriented cleric you really should just re-roll the character and go with any of the common "battlecleric" builds.

The beauty - IMHO - of the cleric is that you have the flexibility to do many things.

My first character was a battlecleric. She rocked at low levels, could solo everything until about 8th lvl. I then re-speced a feat or two so she could heal and cast offensive spells better and haven't looked back since.

Pick a style you want to play and there is a build for you. Have fun, don't sweat the small stuff.

joneb1999
08-04-2011, 04:54 PM
Follow the build Mubjon posted. Try to get in to a helpful guild who will help with resources for decent equipment, weapons and armor. Try to find others you can play with. Don't rush if you are solo. Don't do solo anything on elite as you don't have to. Don't do anything above your level.

Have a pet and a fighter hireling with you. Break as many breakables you come across as you will find potions that way. Gather collectables that can get you helpful items like cure pots and wands.

Take wands and scrolls for certain spells like resistances and remove/cure spells etc so saving you spell slots for as many offensive spells as possible. Take nightshield to deflect magic missiles which can be a real pain in the beginning levels. Also use full plate armor and a shield.

Also check this guide... http://compendium.ddo.com/wiki/Cleric_101

Mubjon
08-04-2011, 05:14 PM
No man i used the build mentioned here in the site as i played many D&D before and i know that premade classes are bad.
But again at level 3 i don't kill anything fast enough and it's getting more and more annoying...really pure healing clerics are very bad for solo though they are supposed to be able to heal themselves.
I love D&D and played nearly everything D&D but i don't know why i suck at this game that much.

If you used the build here then it just means that you will need a hireling to help with quests. I use hirelings a lot and will bring along whatever I might need for a quest.

If you want to do some melee you need some strength. The three most important stats to a cleric are Wisdom first, Constitution second and then strength. You can follow the stats I posted above to get a nice well round Cleric that can swing a long sword for some melee damage and then cast the spells I listed.

To boost the damage of the spells you need to get enhancements, or one of the other clickies and item boosters I mentioned above. Not to mention you really do not need them at your current level. On my pure 20 cleric I did all the quests on normal 2 or 3 times, then got groups together for the hard and elite runs.

As a cleric you will have very little trouble getting a group to run a quest. And if you are not comfortable with being the lone cleric in the group, accept a favored soul, bard, or cleric in the party and just make sure they understand that they are to help heal the group too. Heck while i was learning this game I would constantly take a second cleric on elite runs, so I could better learn when to cast healing spells, when to cast offensive spells and when to enter melee.

I am not sure what server you are on, but if you are on Sarlona look me up or send a message to Mubjon. I will be happy to answer your quests or create a level 4 character to go on a quest with you if we happen to be on at the same time. I love the cleric and I have 3 cleric and cleric hybrids right now.

Mubjon
08-04-2011, 05:16 PM
Follow the build Mubjon posted. Try to get in to a helpful guild who will help with resources for decent equipment, weapons and armor. Try to find others you can play with. Don't rush if you are solo. Don't do solo anything on elite as you don't have to. Don't do anything above your level.

Have a pet and a fighter hireling with you. Break as many breakables you come across as you will find potions that way. Gather collectables that can get you helpful items like cure pots and wands.

Take wands and scrolls for certain spells like resistances and remove/cure spells etc so saving you spell slots for as many offensive spells as possible. Take nightshield to deflect magic missiles which can be a real pain in the beginning levels. Also use full plate armor and a shield.

Also check this guide... http://compendium.ddo.com/wiki/Cleric_101

I forgot about the compendium, they give some good advice for starting out I think. Clerics are very easy to play and you can kill things as easily as any other class.

zwiebelring
08-04-2011, 06:29 PM
Ok so i've a level 3 cleric now and i built it around the idea of a The Font of Healing.
Now i can't play it anymore because of the insane low damage output.
Even buffed with bull strength i still need alot of time killing most things on normal let alone the running Elite solo is suicide of course and i played to the point that i hate it.
Now what can i play as a solo character that can put a good fight and stay alive for sometime.

OR should i just stick to this class and it should pay later levels?
I don't know what's waiting later but i can imagine that it won't be pretty.

I'm a free player BTW though after 3 or 4 weeks i'll be able to pay a monthly sub but until then i can't make a 32 character or buy those insanely expensive +tomes.

Is this viable? can i at least have fun while on the free trail or should i wait te'll i'm able to pay?
Simply reroll and focus more on STR, CON and INT. CHA is not needed except for Divine Might. Its particular high CHA prereq. makes it almost impossible for a PB 28 to aim for so leave it.

Instead take Power Attack and a THF weapon. Choose a race with melee weapon enhancements like Dwarf (Axe Damage).

Race: Dwarf

For the stats I suggest (racial bonus included):
STR - 15
DEX - 8
CON - 16
INT - 12
WIS - 16
CHA - 6

Use Soundburst as soon as it is available it will stun Kobold trash reliably so you can take out one by one and level up easily. left slots keep for melee buffs like Bull's STR, Divine Favor and as for defense Nightshield.

class (in order):
1 Ftr/ 19 Clr or even add 2 more Mnk

Feats (in order for 1 Ftr/19 Clr):
Toughness, Power Attack, Mental Toughness, Empower Healing Spell, Extend Spell, Quicken Spell, Maximize Spell, Improved Critical

For Mnk splash I'd go:

1. Clr -> Toughness, Mental Toughness
2. Ftr -> Power Attack
3. Clr -> Extend Spell
4. Mnk -> Toughness
5. - 13. Clr -> Empower Healing Spell, Maximize Spell, Quicken Spell
14. Mnk -> Toughness or Lightning Reflexes
15. - 20. Clr -> Improved Critical, 1 free

Your first aim is to get proficiency with martial weapons along with hp and more sp. Then you build up the Radiant Servant progression and go Clr straight till you get Heal spell. After that you improve melee with Improved critical and have 1 spare featslot at lvl. 18 so you can take whatever you think you'll need.

Your skills are Concentration, Balance and Jump. With INt 12 you can play around maybe get Balance to 5 ranks and then leave it because you think of wearing Balance +15 item and have Jump at +10 and left ranks are spent on Concentration because you might want to switch off Quicken Spell occasionally and have to cast incombat.

Mubjon
08-04-2011, 07:16 PM
I went ahead and did my version of a Battle cleric if you wanted to maybe go that route. As was stated above you would want to have a race that gave you weapon enhancements and preferable a decent weapon to use with a shield. So I went with dwarf as well.


Character Plan by DDO Character Planner Version 3.9.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Dwarf Male
(1 Fighter \ 19 Cleric)
Hit Points: 324
Spell Points: 1312
BAB: 15\15\20\25\25
Fortitude: 17
Reflex: 5
Will: 15

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 16 20
Dexterity 8 8
Constitution 16 18
Intelligence 10 10
Wisdom 16 18
Charisma 6 6

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 0 10
Bluff -2 -2
Concentration 3 26
Diplomacy -2 -2
Disable Device n/a n/a
Haggle -2 -2
Heal 3 6
Hide -1 -1
Intimidate -2 -2
Jump 7 11
Listen 3 4
Move Silently -1 -1
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 2
Spot 3 4
Swim 3 5
Tumble 0 0
Use Magic Device n/a n/a

Level 1 (Fighter)
Skill: Balance (+1)
Skill: Jump (+4)
Skill: Tumble (+1)
Feat: (Selected) Toughness
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Enhancement: Fighter Haste Boost I
Enhancement: Dwarven Axe Damage I
Enhancement: Fighter Toughness I


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


Level 3 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Empower Healing Spell
Enhancement: Follower of the Sovereign Host
Enhancement: Cleric Wisdom I


Level 4 (Cleric)
Ability Raise: STR
Skill: Concentration (+2)
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
Enhancement: Dwarven Axe Attack I
Enhancement: Cleric Smiting I
Enhancement: Cleric Extra Turning I


Level 5 (Cleric)
Skill: Concentration (+2)
Enhancement: Improved Heal II
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Life Magic II


Level 6 (Cleric)
Skill: Concentration (+2)
Feat: (Selected) Spell Focus: Evocation
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
Enhancement: Cleric Smiting II
Enhancement: Cleric Improved Turning I


Level 7 (Cleric)
Skill: Concentration (+2)
Enhancement: Cleric Radiant Servant I


Level 8 (Cleric)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (4): Chaos Hammer
Spell (4): Cure Critical Wounds
Spell (4): Deathward
Spell (4): Dismissal
Spell (4): Divine Power
Spell (4): Freedom of Movement
Spell (4): Holy Smite
Spell (4): Inflict Critical Wounds
Spell (4): Mass Shield of Faith
Spell (4): Neutralize Poison
Spell (4): Order's Wrath
Spell (4): Panacea
Spell (4): Poison
Spell (4): Recitation
Spell (4): Restoration
Spell (4): Summon Monster IV
Spell (4): Symbol of Flame
Spell (4): Unholy Blight
Enhancement: Dwarven Axe Damage II


Level 9 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Empower Spell
Enhancement: Dwarven Faith I
Enhancement: Cleric Life Magic III


Level 10 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (5): Break Enchantment
Spell (5): Divine Punishment
Spell (5): Flame Strike
Spell (5): Greater Command
Spell (5): Mass Cure Light Wounds
Spell (5): Mass Inflict Light Wounds
Spell (5): Protection From Elements
Spell (5): Raise Dead
Spell (5): Slay Living
Spell (5): Spell Resistance
Spell (5): Stalwart Pact
Spell (5): Summon Monster V
Spell (5): Symbol of Pain
Spell (5): True Seeing
Enhancement: Dwarven Axe Attack II
Enhancement: Racial Toughness I


Level 11 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Unyielding Sovereignty


Level 12 (Cleric)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Maximize Spell
Spell (6): Banishment
Spell (6): Blade Barrier
Spell (6): Cometfall
Spell (6): Create Undead
Spell (6): Greater Dispel Magic
Spell (6): Greater Glyph of Warding
Spell (6): Harm
Spell (6): Heal
Spell (6): Heroes Feast
Spell (6): Mass Bear's Endurance
Spell (6): Mass Bull's Strength
Spell (6): Mass Cure Moderate Wounds
Spell (6): Mass Eagle's Spendor
Spell (6): Mass Inflict Moderate Wounds
Spell (6): Mass Owl's Wisdom
Spell (6): Summon Monster VI
Spell (6): Symbol of Fear
Spell (6): Symbol of Persuasion
Spell (6): Undead to Death
Spell (6): Word of Recall
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Smiting III


Level 13 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Cleric Radiant Servant II
Enhancement: Cleric Energy of the Zealot II


Level 14 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (7): Destruction
Spell (7): Greater Restoration
Spell (7): Mass Cure Serious Wounds
Spell (7): Mass Inflict Serious Wounds
Spell (7): Mass Protection From Elements
Spell (7): Mass Restoration
Spell (7): Mass Spell Resistance
Spell (7): Resurrection
Spell (7): Summon Monster VII
Spell (7): Symbol of Stunning
Spell (7): Symbol of Weakness
Enhancement: Dwarven Faith II
Enhancement: Racial Toughness II


Level 15 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Quicken Spell
Enhancement: Cleric Wisdom II


Level 16 (Cleric)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (8): Death Pact
Spell (8): Firestorm
Spell (8): Holy Aura
Spell (8): Mass Cure Critical Wounds
Spell (8): Mass Death Ward
Spell (8): Mass Inflict Critical Wounds
Spell (8): Summon Monster VIII
Spell (8): Symbol of Death
Enhancement: Dwarven Faith III


Level 17 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Cleric Life Magic IV


Level 18 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Heighten Spell
Spell (9): Energy Drain
Spell (9): Implosion
Spell (9): Mass Heal
Spell (9): Summon Monster IX
Spell (9): True Resurrection
Enhancement: Cleric Smiting IV


Level 19 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Dwarven Constitution I
Enhancement: Racial Toughness III


Level 20 (Cleric)
Ability Raise: CON
Skill: Balance (+1)
Enhancement: Cleric Divine Healing I
Enhancement: Cleric Wand and Scroll Mastery I
Enhancement: Cleric Wand and Scroll Mastery II




The spells would be a bit different as you are not going to have the Wisdom to really get through DC's so you would be limited to buffs and spells like Blade Barrier and Divine Punishment.

rayworks
08-04-2011, 07:32 PM
I would not take Heighten when you take it. By the time you take it, all of your spells are already maxed out. Also, don't know that spell focus helps any with your build unless you pump up wisdom.

Mubjon
08-04-2011, 07:35 PM
I would not take Heighten when you take it. By the time you take it, all of your spells are already maxed out. Also, don't know that spell focus helps any with your build unless you pump up wisdom.

Heighten raises all your spells to the highest you can cast. So by taking it at lvl 18 when you have level 9 spells your blade barrier is cast as a level 9 spell as opposed to level 6 for DC.

Heighten is only useful at the end, not before.

sataricon
08-04-2011, 08:24 PM
This will sound real stupid guys...
I didn't know that you can get hirelings.
i thought they were item shop only thing but it turns out they are dirt cheap and helps alot and now i've more faith in my cleric.
Today i did a some quests on elite and didn't die once with a someone i met in game+hirelings.

It's not my fault you see.
because the hurling vendor doesn't have any mark over his head and he stands very shy.
But i didn't test this enough....how many hirelings can you summon per dungeon?
only 1?

Again thanks for every one here for the help and i really wish if there was a guild forum to look for a guild...an active one.

dennison_brillo
08-04-2011, 10:55 PM
http://my.ddo.com/character/orien/roboheals/
if you work your ststs more like this you might have a little more fun and dont forget to find the right gear.

rayworks
08-04-2011, 11:23 PM
Heighten raises all your spells to the highest you can cast. So by taking it at lvl 18 when you have level 9 spells your blade barrier is cast as a level 9 spell as opposed to level 6 for DC.

Heighten is only useful at the end, not before.

Then I was wrong. I thought heighten only raised effective spell level to 15 dice. Sorry. You may now take Heighten like you wanted. ;)

Phidius
08-05-2011, 01:24 AM
I would not take Heighten when you take it. By the time you take it, all of your spells are already maxed out. Also, don't know that spell focus helps any with your build unless you pump up wisdom.


Then I was wrong. I thought heighten only raised effective spell level to 15 dice. Sorry. You may now take Heighten like you wanted. ;)

Nonetheless, taking Heighten and Spell Focus: Evocation on a build that puts level ups into Str and Con (I wouldn't recommend Con) and doesn't have spell penetration feats seems a little confusing.

You can still melee with a casting focus, and you can still cast with a melee focus. But if you try to split your focus between the two, you probably won't enjoy the result.

wax_on_wax_off
08-05-2011, 01:59 AM
This will sound real stupid guys...
I didn't know that you can get hirelings.
i thought they were item shop only thing but it turns out they are dirt cheap and helps alot and now i've more faith in my cleric.
Today i did a some quests on elite and didn't die once with a someone i met in game+hirelings.

It's not my fault you see.
because the hurling vendor doesn't have any mark over his head and he stands very shy.
But i didn't test this enough....how many hirelings can you summon per dungeon?
only 1?

Again thanks for every one here for the help and i really wish if there was a guild forum to look for a guild...an active one.

Just 1 hireling per dungeon unless you get them from the turbine store, I'd suggest against this though.

Hirelings are great for some quests but you should try to consider this an exception rather than rule. Work on strategies to play without hirelings first and if it doesn't work then get a hireling.

Like all casters in D&D clerics get exponentially more powerful the further along that you get. For all intensive purposes if you can manage to get to level 6 and get radiant servant I you should be pretty sorted; maximised, empower healed radiant servant blasts annihilate all undead of which there are plenty in DDO, real trick is to get large groups of undead following you so you get maximum bang for buck.

Until then, you can work on a few different strategies:
divine favour + bulls strength + aid + weapon = good melee damage
nimbus of light/divine vengeance/searing light + maximise + potency/brilliance/beautitude = good burst/ranged damage for bosses/unreachables/dangerous guys (such as some spellcasters on elite)
command/soundburst with your high wisdom = good crowd control
turn undead + decent starting charisma + sacred item + seek eternal rest + eagles splendour = good turn undead ability

Good luck!
Wowo

Mubjon
08-05-2011, 08:31 AM
Nonetheless, taking Heighten and Spell Focus: Evocation on a build that puts level ups into Str and Con (I wouldn't recommend Con) and doesn't have spell penetration feats seems a little confusing.

You can still melee with a casting focus, and you can still cast with a melee focus. But if you try to split your focus between the two, you probably won't enjoy the result.

Well heighten and spell focus evocation would be to raise the DC on the blade barrier that every cleric should cast. making your blade barrier 3 levels higher and harder to resist seemed like a good idea. As no cleric is going to match the DPS of straight up swinging a blade as a Barb, fighter, or paladin.

I am just now working on a melee focused cleric so I have seen yet how it will work with those two as opposed to say weapon feats.

Phidius
08-05-2011, 10:44 AM
Well heighten and spell focus evocation would be to raise the DC on the blade barrier that every cleric should cast. making your blade barrier 3 levels higher and harder to resist seemed like a good idea. As no cleric is going to match the DPS of straight up swinging a blade as a Barb, fighter, or paladin.

I am just now working on a melee focused cleric so I have seen yet how it will work with those two as opposed to say weapon feats.

If you want to increase the DCs of your spells, you should start with a 17 Wisdom and put all your levels ups there. However, if you do this you should also consider Spell Penetration so you can get more bang from your buck with the other DC-based spells like Destruction, Implosion, Greater Command, etc...

Bladebarrier is a great spell for melee focused clerics because you don't have to have high DCs (or spell pen) to make good use of it. As long as the mobs don't have evasion, they'll take damage as they chase you through it (and most of the ones that have evasion tend to stand in one place and range you).

Taking Maximize/Empower was a good idea because they are useful for more than just Blade Barrier (Divine Punishment, Mass Cures, Cometfall, Flamestrike, Searing Light, etc...), but spending 2 additional feats just for Blade Barrier seems excessive.

It's not that you'll be a gimp if you split your focus evenly between casting and melee... I just prefer to squeeze as much as I can out of every purchase.

Oracle_Gil
08-05-2011, 12:59 PM
Ok so i've a level 3 cleric now and i built it around the idea of a The Font of Healing.
Now i can't play it anymore because of the insane low damage output.
Even buffed with bull strength i still need alot of time killing most things on normal let alone the running Elite solo is suicide of course and i played to the point that i hate it.
Now what can i play as a solo character that can put a good fight and stay alive for sometime.

OR should i just stick to this class and it should pay later levels?
I don't know what's waiting later but i can imagine that it won't be pretty.

I'm a free player BTW though after 3 or 4 weeks i'll be able to pay a monthly sub but until then i can't make a 32 character or buy those insanely expensive +tomes.

Is this viable? can i at least have fun while on the free trail or should i wait te'll i'm able to pay?

'The Font of Healing' path is playable. You may need to exchange one feat later though but free feat change covers it. It is basically a healer+caster build, but only good 'regular' casting spell is when you get blade barrier. Before that SP bar drains too quickly. But BB can make you very solo-able. For low levels also there are ways you only need to find one which suits you best by playing more.

I was using divine favor and bulls strength and it was fine for at level quests. I command enemies before I bashed them and commanded them again when they get up. Then when I got divine power, it increased my dps too.
However most important thing is knowing which spells to use when... when entering mm throwing kobolds put on a nightsheild, etc. Also dont stay at the same place after you hit a monster if it is hitting you back, move to left or right... you do loose some attack bonus but it is better to avoid hits when you have no dr or fortification.

It was harder for me too first but at higher levels it actually gets fun. After lvl 15 or so you may need to exchange a feat (dont remember for which one maybe i didnt have maximise) but it should be fine overall. I personally find a caster cleric more powerful than melee cleric at higher lvls (all clerics can heal anyways).

Mubjon
08-05-2011, 01:09 PM
If you want to increase the DCs of your spells, you should start with a 17 Wisdom and put all your levels ups there. However, if you do this you should also consider Spell Penetration so you can get more bang from your buck with the other DC-based spells like Destruction, Implosion, Greater Command, etc...

Bladebarrier is a great spell for melee focused clerics because you don't have to have high DCs (or spell pen) to make good use of it. As long as the mobs don't have evasion, they'll take damage as they chase you through it (and most of the ones that have evasion tend to stand in one place and range you).

Taking Maximize/Empower was a good idea because they are useful for more than just Blade Barrier (Divine Punishment, Mass Cures, Cometfall, Flamestrike, Searing Light, etc...), but spending 2 additional feats just for Blade Barrier seems excessive.

It's not that you'll be a gimp if you split your focus evenly between casting and melee... I just prefer to squeeze as much as I can out of every purchase.

My first cleric was pure caster, although he has some melee capability once I got to make him greensteel weapons. Boosted up and with a good weapon, he is doing some nice melee damage. Although I did ditch the mental toughness feat for bastardsword, though I could have went with kopesh, I could not afford them at the time from the AH and I did not realize how easy it was to make tier 2 greensteel.

Anyway, the OP seems to have found a new love for his healer based cleric, so hopefully he realizes that he can cast offensive spells and have a blast.

Noobian
08-05-2011, 01:26 PM
Go human, pure cleric

28 Point stats as follows:

STR 14, DEX 8, CON 14, INT 8, WIS 18, CHA 8

Use staff as your primary weapon

Feats at level 1: Toughness, Extend Spell
Feats at level 3: Empower Healing
Feats at level 6: Extra Turns (take RS I at this point as your PRE)

Find an adamantine type armor (hvy plate is best) or "invulnerability" as they will absorb damage from being hit (can be expensive though, but they're worth it at low levels).

Command is your friend, this spell will temporarily take one opponent out of the fight or make him easier to hit (many non-humanoids are immune though). Sonic Burst is another at level 3, it damages and stuns and is an AOE. Both of these spells should get your through a lot. Add in Bless or Aid and Divine Favor as melee buffs and have fun!

Command, smack smack, command, heal, smack command...etc...you get the idea.

Paradigm shift around levels 6-10, start thinking of healing/casting more and less meleeing. At this point your spells will be better DPS. Once you get Blade Barrier/Comet Fall/Destruction (11) you'll be kickin' butt with your mana as well as healing.

IMO this is what I do at lowby levels where melee is supreme. Just get a big stick and hit them til they don't get up. Once you level up past 6 start reviewing what you're doing, if it ain't workin' start rethinkin' you're spell slots and what kinda DPS you're packing (+3 Staff of "energy type" and pure good, is a good all around choice).

A good hireling for you will be a bard or arcane type that can give u buffs like blur, bard songs, haste, rage etc...

Potions are you're friend, if you can swing it, Haste/Rage/Heroism pots/clickies are a melees friend. Buy them lewt them, use them...

Haste nets faster swings, bonus to hit
Rage nets bonus to STR/CON which means more hit points and a better BAB and damage
Heroism nets bonuses to hits and saves.

Also, keep in mind you if you can't carry a spell yet, but can cast it, you can always buy the scroll in House J. So if you don't carry a meat shield spell like summon monster II or III, your could buy it and use it, there is no diff between carrying this spell and scrolling it (so carry a stack of 10 or so, for those times you need help with aggro).

Noobian
08-05-2011, 01:32 PM
low level Sword and Board (Human = Long Sword if you have the sovereign host enhancement) isn't bad either btw (levels 1-6?). Shield blocking, better AC, Long Sword has a decent crit' profile.

sataricon
08-05-2011, 03:08 PM
at the moment the only enemies that give me trouble are the ones the knocks me down but aside from that i run in and use soundburst if there is more than 3 mobs attacking me.
i don't bother using summon monster any more as they are too weak at lvl 3 but i hope that this will change later on.
This along with some barbarian hireling things go very smooth.
I'm lvl 3 ATM with no problem.
Thankx for the advise guys.

Ohh don't worry about me i'll come here for advise when i'm lvl 4 or 5 or so because i think clerics aren't that easy to play like say barbarians.

Chilldude
08-07-2011, 08:42 PM
If I could go back and tell myself one thing as a new player to DDO it would be don't plan on keeping any character you build right now.

As a new player you can have a ton of fun playing at the lower levels. You will learn a lot about DDO and grouping with others will be fast and easy. Every time a character you make reaches 100 favor, you earn 25 DDO points. I've learned more about DDO simply by building a character focusing on this stat or that, running dungeons to 100 favor, scrapping them and starting over. I keep what worked, scrap what didn't, and try something new.

I don't have a single character over level 15 that I don't wish I could change at least something about them. Sometimes it's not a big deal to change, other times it's nearly impossible. Of course, a TR fixes just about everything and makes a stronger character, but the earlier you catch a mistake the better off you are.

If you get veteran characters as one of your first purchases, every character you create can start at level 4, where they can really do something. Then you can make a new character, try different abilities, and have fun figuring it out on your own. When you get 100 favor, if you still like the character, go for 200 favor and another 25 DDO points.

I would advise getting used to grouping up as soon as possible. I soloed for a long time before I got the confidence to venture out into random groups, but once I started I wondered what I was so worried about. The vast majority of low level groups are quite friendly and fun, from my experience anyway. It's also the only way you'll meet any new friends.

However, if you really want to run solo, I'd suggest messing around with a warforged wizard or sorcerer (after you get veteran chracters and either VIP or buy Warforged). They can heal themselves and pack a very powerful offensive punch. With a veteran character your starting gear as a caster will include a robe/docent with arcane augmentation on it that increases your caster level by 1 (for level 1 spells), so you will be casting spells as if you were a level 5 caster right out of the gate. Niac's Cold Ray is the hardest hitting level 1 spell by far, and will one shot most mobs in the harbor, even on elite. A caster (sorcerer/wizard) is probably the very most powerful class a new player could choose, especially with veteran characters.

With UMD, any race can heal themselves with wands. A human sorcerer (sorcerers have high charisma, the stat that boosts UMD) can use cure light wound wands at level 4 without much failure by using human versatility skill boost enhancement.

Any character can heal themselves with potions, cure lights are great to heal up between fights as they are very inexpensive. However, in a fight you'll probably get damaged more than they heal while you drink them.

Finally, a hireling can tag along with you and heal you constantly, even in battle. They are by far the most cost efficient, and once you get used to their little quirks, you'll find they are often more powerful than an actual player as they can do things no player can do (teleport to you, and heal underwater to name a couple or the bigger ones).

Have fun!