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Ala_Triste
03-29-2014, 11:55 AM
Character Plan by DDO Character Planner Version 04.20.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Okuthor Villin
Level 20 Chaotic Neutral Human Male
(6 Ranger \ 14 Cleric)
Hit Points: 292
Spell Points: 1226
BAB: 16\16\21\26\26
Fortitude: 18
Reflex: 18
Will: 23

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(36 Point) (Level 1) (Level 20) (Level 20)
Strength 8 11 11
Dexterity 18 24 24
Constitution 12 15 15
Intelligence 8 11 11
Wisdom 18 25 30
Charisma 8 11 11

Tomes Used
+1 Tome of Strength used at level 1
+1 Tome of Dexterity used at level 1
+1 Tome of Constitution used at level 1
+1 Tome of Intelligence used at level 1
+1 Tome of Wisdom used at level 1
+1 Tome of Charisma used at level 1
+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 Strength used at level 11
+3 Tome of Dexterity used at level 11
+3 Tome of Constitution used at level 11
+3 Tome of Intelligence used at level 11
+3 Tome of Wisdom used at level 11
+3 Tome of Charisma used at level 11
+5 Tome of Dexterity used at level 19

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 6 12 14
Bluff -1 0 0
Concentration 3 25 25
Diplomacy -1 0 0
Disable Device n/a n/a n/a
Haggle -1 0 0
Heal 4 10 10
Hide 4 7 7
Intimidate -1 0 2
Jump 3 10.5 10.5
Listen 4 10 10
Move Silently 6 9 9
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair -1 0 0
Search -1 0 0
Spellcraft -1 0 0
Spot 4 10 10
Swim 3 4 4
Tumble 6 15 15
Use Magic Device 1 11.5 11.5

Level 1 (Ranger)
Skill: Balance (+2)
Skill: Concentration (+2)
Skill: Jump (+4)
Skill: Move Silently (+2)
Skill: Swim (+4)
Skill: Tumble (+2)
Skill: Use Magic Device (+2)
Feat: (Favored Enemy) Favored Enemy: Lawful Outsider
Feat: (Human Bonus) Least Dragonmark of Passage
Feat: (Past Life) Past Life: Barbarian
Feat: (Past Life) Past Life: Bard
Feat: (Past Life) Past Life: Ranger
Feat: (Past Life) Past Life: Ranger
Feat: (Past Life) Past Life: Ranger
Feat: (Past Life) Past Life: Rogue
Feat: (Past Life) Past Life: Sorcerer
Feat: (Selected) Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Bow Strength
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Feat: (Automatic) Wild Empathy


Level 2 (Ranger)
Skill: Balance (+0.5)
Skill: Concentration (+3)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Automatic) Rapid Shot
Feat: (Automatic) Two Weapon Fighting


Level 3 (Cleric)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Deity) Follower of the Silver Flame
Feat: (Selected) Mental Toughness
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Magical Training
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Turn Undead
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 4 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)


Level 5 (Cleric)
Skill: Concentration (+1)
Skill: Use Magic Device (+0.5)
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 Vengeance
Spell (2): Eagle's Splendor
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 6 (Ranger)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Tumble (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Precision
Feat: (Automatic) Diehard


Level 7 (Ranger)
Skill: Balance (+0.5)
Skill: Concentration (+2)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Automatic) Precise Shot
Spell (1): Camouflage
Spell (1): Jump
Spell (1): Longstrider
Spell (1): Merfolk's Blessing
Spell (1): Ram's Might
Spell (1): Summon Nature's Ally I
Spell (1): Tumble


Level 8 (Ranger)
Ability Raise: DEX
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Jump (+2)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Favored Enemy) Favored Enemy: Dragon
Feat: (Automatic) Archer's Focus
Feat: (Automatic) Improved Heroic Durability


Level 9 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Critical: Piercing Weapons


Level 10 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Spell (3): Aid, Mass
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): 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 11 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Automatic) Silver Flame Exorcism


Level 12 (Cleric)
Ability Raise: WIS
Feat: (Selected) Improved Mental Toughness
Spell (4): Chaos Hammer
Spell (4): Cure Critical Wounds
Spell (4): Death Ward
Spell (4): Dismissal
Spell (4): Divine Power
Spell (4): Freedom of Movement
Spell (4): Holy Smite
Spell (4): Inflict Critical Wounds
Spell (4): Neutralize Poison
Spell (4): Order's Wrath
Spell (4): Panacea
Spell (4): Poison
Spell (4): Recitation
Spell (4): Restoration
Spell (4): Shield of Faith, Mass
Spell (4): Summon Monster IV
Spell (4): Symbol of Flame
Spell (4): Unholy Blight


Level 13 (Cleric)
Skill: Concentration (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)


Level 14 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Spell (5): Break Enchantment
Spell (5): Cure Light Wounds, Mass
Spell (5): Divine Punishment
Spell (5): Flame Strike
Spell (5): Greater Command
Spell (5): Inflict Light Wounds, Mass
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


Level 15 (Ranger)
Skill: Concentration (+2)
Skill: Tumble (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Past Life: Berserker's Fury
Feat: (Automatic) Improved Two Weapon Fighting
Feat: (Automatic) Manyshot


Level 16 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)


Level 17 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Spell (6): Banishment
Spell (6): Bear's Endurance, Mass
Spell (6): Blade Barrier
Spell (6): Bull's Strength, Mass
Spell (6): Cometfall
Spell (6): Create Undead
Spell (6): Cure Moderate Wounds, Mass
Spell (6): Eagle's Splendor, Mass
Spell (6): Greater Dispel Magic
Spell (6): Greater Glyph of Warding
Spell (6): Harm
Spell (6): Heal
Spell (6): Heroes Feast
Spell (6): Inflict Moderate Wounds, Mass
Spell (6): Owl's Wisdom, Mass
Spell (6): Protection from Elements, Mass
Spell (6): Summon Monster VI
Spell (6): Symbol of Fear
Spell (6): Symbol of Persuasion
Spell (6): Undeath to Death
Spell (6): Word of Recall


Level 18 (Cleric)
Skill: Concentration (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Weapon Finesse


Level 19 (Cleric)
Skill: Concentration (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Spell (7): Cure Serious Wounds, Mass
Spell (7): Destruction
Spell (7): Greater Restoration
Spell (7): Inflict Serious Wounds, Mass
Spell (7): Restoration, Mass
Spell (7): Resurrection
Spell (7): Spell Resistance, Mass
Spell (7): Summon Monster VII
Spell (7): Symbol of Stunning
Spell (7): Symbol of Weakness


Level 20 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Enhancement: Human - Human Versatility: Spell Power Boost (Rank 1)
Enhancement: Human - Human Adaptability: Wisdom (Rank 1)
Enhancement: Human - Improved Recovery (Rank 1)
Enhancement: Arcane Archer (Rgr) - Arcane Archer (Rank 1)
Enhancement: Arcane Archer (Rgr) - Morphic Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Metalline Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Conjure Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Flaming Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Corrosive Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Energy Resistance Boost (Rank 1)
Enhancement: Arcane Archer (Rgr) - Energy Resistance Boost (Rank 2)
Enhancement: Arcane Archer (Rgr) - Energy Resistance Boost (Rank 3)
Enhancement: Arcane Archer (Rgr) - Terror Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Terror Arrows (Rank 2)
Enhancement: Arcane Archer (Rgr) - Terror Arrows (Rank 3)
Enhancement: Arcane Archer (Rgr) - Soul Magic (Rank 1)
Enhancement: Arcane Archer (Rgr) - Shock Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Wisdom (Rank 1)
Enhancement: Arcane Archer (Rgr) - Paralyzing Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Paralyzing Arrows (Rank 2)
Enhancement: Arcane Archer (Rgr) - Paralyzing Arrows (Rank 3)
Enhancement: Arcane Archer (Rgr) - Frost Arrows (Rank 1)
Enhancement: Arcane Archer (Rgr) - Wisdom (Rank 1)
Enhancement: Divine Disciple (Clr) - Divine Emissary of Light (Rank 1)
Enhancement: Divine Disciple (Clr) - Sacred Defense (Rank 1)
Enhancement: Divine Disciple (Clr) - Sun Bolt (Rank 1)
Enhancement: Divine Disciple (Clr) - Sunbeam (Rank 1)
Enhancement: Divine Disciple (Clr) - Spellpower: Light (Rank 1)
Enhancement: Divine Disciple (Clr) - Divine Vitality (Rank 1)
Enhancement: Divine Disciple (Clr) - Divine Vitality (Rank 2)
Enhancement: Divine Disciple (Clr) - Divine Vitality (Rank 3)
Enhancement: Divine Disciple (Clr) - Spell Critical: Light (Rank 1)
Enhancement: Divine Disciple (Clr) - Spell Points (Rank 1)
Enhancement: Divine Disciple (Clr) - Spell Points (Rank 2)
Enhancement: Divine Disciple (Clr) - Spell Points (Rank 3)
Enhancement: Divine Disciple (Clr) - Spell Penetration (Rank 1)
Enhancement: Divine Disciple (Clr) - Spell Penetration (Rank 2)
Enhancement: Divine Disciple (Clr) - Spell Penetration (Rank 3)
Enhancement: Divine Disciple (Clr) - Spellpower: Fire (Rank 1)
Enhancement: Divine Disciple (Clr) - Spell Critical: Universal (Rank 1)
Enhancement: Divine Disciple (Clr) - Searing Light (Rank 1)
Enhancement: Divine Disciple (Clr) - Searing Light (Rank 2)
Enhancement: Divine Disciple (Clr) - Searing Light (Rank 3)
Enhancement: Divine Disciple (Clr) - Spellpower: Light (Rank 1)
Enhancement: Divine Disciple (Clr) - Spell Critical: Light (Rank 1)
Enhancement: Divine Disciple (Clr) - Wisdom (Rank 1)
Enhancement: Divine Disciple (Clr) - Holy Smite (Rank 1)
Enhancement: Divine Disciple (Clr) - Holy Smite (Rank 2)
Enhancement: Divine Disciple (Clr) - Holy Smite (Rank 3)
Enhancement: Divine Disciple (Clr) - Wisdom (Rank 1)
Enhancement: Divine Disciple (Clr) - Flame Strike (Rank 1)
Enhancement: Divine Disciple (Clr) - Flame Strike (Rank 2)
Enhancement: Divine Disciple (Clr) - Flame Strike (Rank 3)
Enhancement: Divine Disciple (Clr) - Spellpower: Light (Rank 1)
Enhancement: Divine Disciple (Clr) - Divine Empowerment (Rank 1)

unbongwah
04-01-2014, 11:03 AM
It would help if you reviewed your build goals. Issues I see:

You dumped STR & CHA; that's going to hurt your melee & ranged DPS. You appear to want to go DEX-based, but you didn't take anything which lets you add DEX to dmg; Finesse only applies to to-hit and you don't have Tempest or Imp Weap Finesse.
You went WIS-based and loaded up on DiDi, but stop at lvl 7 spells (cleric 14) and don't take any DC-boosting feats (Heighten, Spell Focus); that hurts your DC-based casting.
You load up on Mental Toughnesses rather than metamagics or more melee feats like GTWF - why?
You loaded up on AA enhs, but took IC:Pierce & Finesse. If you plan to focus on archery, you should take IC:Ranged instead; if you plan to focus on melee, you should put pts into Tempest and DWS.


Bottom line: I see a char which tries to do too much (melee, ranged, and caster DPS) and won't be very good at any of it.

ValariusK
04-01-2014, 11:33 AM
Here's what I suggest:
Go 18 cleric/2 ranger or 17 cleric/3 ranger.
Since you're using ranger levels instead of fighter or pally in your splash, you obviously want to TWF and use bows. However going below 17 cleric is a really major sacrifice and even going below 18 is a significant one (warpriest, where you may seriously want to be has a nice core at 18th that gives you haste in your spell list).

If you go 2 ranger, you'll get bow strength, basic twf, and rapid shot. You'll also get a lot of skill points to make use of. 3 ranger will give you +10% off hand strike percentage if you pony up the 6 points in tempest, which you should. 3 ranger also gives you the option of scimitars as light weapons, which is effectively +2 better accuracy, which might matter for you depending on the rest of your build. +10% more offhand strike will let you get to 90%, which is nice for ameliorating strike, which if you're NOT doing makes a ranger splash kind of pointless (if you're not planning that, just do fighter-1/pally-2, heck, you can even do this easy with a purple dragon knight iconic and start at 15th).

For enhancements you want at least 22 points of warpriest (up to AM strike) and more likely 25 (to get the 12th level core, another +1 strength, and AM strike). You can't do everything well, so I suggest stacking up the radiant to 32 points to get healing aura. Healing aura plus AM strike will give you a lot of party utility and make most of it mana free (your healing bursts, aura and am strike should take care of most damage most of the time).

For races, if you desperately want to dump strength, which I don't recommend because you can and should be adding your charisma bonus to it with divine might, go elven. You can then do dex to damage with the particular elven suite you choose. You probably can't afford to be good at both twf and bows. If you want something self-sufficient that is good with twf and bows and only moderately bad at healing, you might consider ranger-12/cleric-7/rogue-1---that's what I'm running presently.

But sacrificing your mass heal , implosion and energy drain really isn't a good idea unless you're getting a LOT for it, which you won't be. Also, I don't recommend chaotic neutral. You can make an argument for the various good alignments, since some ED powers give you your alignment in damage type DR breakers, but if you're not doing that, I suggest true neutral. That will limit the damage you take and also make superior stability open to you for gear options. Superior stability crafted armor is really nice, even up to moderate epic levels.

MangLord
05-05-2014, 01:49 AM
You'll want to focus on either bows or melee weapons. Its one or the other. Unless you plan on running heroic normal or hard(EC or EN with no focus), you'll need to focus your abilities. The elf racial tree offers a lot for a ranged DEX build, so you may want to look into that. Aerenal longbow bonuses pay dividends from korthos to cap. For EE, I currently play a pure Elf AA Ranger and it really works, I'm so bored of monk splashes, and I (barely over a BF sorc) had top kills in an at level EE Belly of the Beast. There must be something to the class. The more you thin out your character, the harder of a time you'll have. Specialize in one thing, and you'll be a valuable asset. A cleric focused in healing is a huge asset for melees wanting to run EE.

As an old PnP player, I'd like more options for a bludgeoning weapon warpriest, but it doesn't exist in DDO outside of sun elf. Even then, you're better of with Valenar scimitar crit range. I just chalk it up to a loss.

My current favorite thing for heroic cleric life TR is a lawful good, dual wielding elf scimitar pure cleric warpriest, assuming you've saved past life gear to maximize the build. Even without all that junk, you'll do well. A good stock of disruption/banishing/smiting/vorpal scimitars, a HN and HE Shamanic Fetish and white dragonplate is easily enough to breeze through a heroic TR. The damage is there and the healing is there, so it's doable. I can also spot heal a PUG. I'm definitely weaker than a pure healer or warrior, but I can solo quests when the LFM is dry. The drawback to TWF style is that you have to focus on one enemy at a time, because cleric doesn't get a ton of feats.

80% of traps can be largely mitigated with Prot From Energy spell/scroll and HP boosting spells. PRR and stoneskin helps with the other 9%. Nothing helps fleshies against poison traps aside from high HP.

Elf allows you to dump STR (gaining racial scimitar DEX bonus) and focus on WIS, CON and DEX for TWF feats. You need a 12 STR for oversized TWF feat, which is important. This might be a good 36pt/+4 tome build, I haven't crunched the numbers. I use my light/good spells as supplemental ranged and mob damage primarily.

Keep in mind that melee drops off considerably when you hit 20. Enemies do so much DPS that its hard to keep up without strong self healing. Their hit bonuses assure that you will take a ton of damage if you have 1-2 opponents' aggro. As of now, a ranged evasion build with cocoon and dodge/ghostly/blur will always be better for levels 20+. Even on EH, enemies will hit you with heavy armor 90% of the time. They almost never miss.