View Full Version : Medistick 15 Cleric / 5 Rogue
mikhan3
04-22-2018, 11:10 AM
While testing build 1.0.0.32 of Maetrim's DDO Builder (https://github.com/Maetrim/DDOBuilder/releases) I came up with a free2play build:
Medistick - a quarterstaff & dart healing trapper - follower of Aureon with Animal domain
Goals were to cover two support tasks in the party, leaving DPS and tanking/CC to others.
Feats are not in proper order yet, and enhancements/destinies are still undecided as well.
Wisdom boosting gear/potions for casting can be hoarded as you level up the character.
Do you think it can hold its own while solo leveling and in Reaper difficulty parties later?
Adjustments are most welcome, since I'm quite new to DDO character building. Thanks!
Start Tome Final
Str: 16 0 23 HP: 730 AC: 4294967295 (bugged?)
Dex: 8 0 8 PRR: 0
Con: 12 0 12 MRR: 0 +Healing Amp: 20
Int: 14 0 14 Dodge: 1/25 -Healing Amp: 0
Wis: 10 0 10 Fort: 0% Repair Amp: 0
Cha: 14 0 14 SR: 0 BAB: 19
Saves:
Fortitude: 16
Will: 19 Race: Human Alignment: Neutral
Reflex: 20
Level Class Feats
1 Rogue(1) Standard: Power Attack, Human Bonus: Cleave
2 Cleric(1) Follower of Faith: Follower of Aureon
3 Cleric(2) Standard: Brutal Throw, Domain: Animal Domain Tier I
4 Cleric(3) Strength: +1 Level up
5 Rogue(2)
6 Cleric(4) Standard: Great Cleave
7 Cleric(5) Domain Feat: Animal Domain Tier II
8 Cleric(6) Deity: Aureon's Instruction, Strength: +1 Level up
9 Cleric(7) Standard: Two Handed Fighting
10 Rogue(3)
11 Cleric(8)
12 Cleric(9) Standard: Improved Two Handed Fighting, Domain Feat: Animal Domain Tier III, Strength: +1 Level up
13 Cleric(10)
14 Cleric(11)
15 Rogue(4) Standard: Greater Two Handed Fighting
16 Cleric(12) Strength: +1 Level up
17 Cleric(13)
18 Cleric(14) Standard: Quicken Spell, Domain Feat: Animal Domain Tier IV
19 Cleric(15)
20 Rogue(5) Strength: +1 Level up
21 Epic(1) Epic Feat: Improved Critical: Bludgeoning Weapons
22 Epic(2)
23 Epic(3)
24 Epic(4) Epic Feat: Overwhelming Critical, Strength: +1 Level up
25 Epic(5)
26 Epic(6) Epic Destiny Feat: Perfect Two Handed Fighting
27 Epic(7) Epic Feat: Intensify Spell
28 Epic(8) Epic Destiny Feat: Epic Spell Power: Positive, Strength: +1 Level up
29 Epic(9) Epic Destiny Feat: Fount of Life
30 Epic(10) Epic Feat: Empower Healing Spell, Legendary: Scion of Celestia
Skill Name 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Total Buffed
------------------------------------------------------------------------------------------
Balance 4 4.0 13.0
Bluff 0.0 12.0
Concentration 0.0 11.0
Diplomacy 0.0 12.0
Disable Device 4 4 5 5 5 23.0 35.0
Haggle 4 4.0 16.0
Heal 2 3 1 1 2 1 1 1 1 2 1 1 1 2 1 1 22.0 32.0
Hide 0.0 9.0
Intimidate 0.0 12.0
Jump 0.0 16.0
Listen 0.0 17.5
Move Silently 0.0 9.0
Open Lock 4 4.0 13.0
Perform 1 1.0 13.0
Repair 4 4.0 16.0
Search 4 4 1 1 3 5 5 23.0 35.0
Spell Craft 0.0 12.0
Spot 4 1 1 1 1 ½ 1 1 1 2 1½ 2 1½ 18.5 36.0
Swim 4 4.0 20.0
Tumble 2 2.0 11.0
Use Magic Device 4 1 1 2 1 2 2 2 2 1 2 2 1 23.0 35.0
------------------------------------------------------------------------------------------
Skill Points 44 5 5 5 11 5 5 5 5 11 5 5 5 5 11 5 5 5 5 11
Sunnie
04-22-2018, 01:12 PM
I'm not completely convinced. There are several factors working against it.
Q-staves make for poor caster weapons since dual wielding allows you to fit twice the number of spell power and lore onto your weapons. They also make for fairly poor melee weapons unless you couple them with great melee power (may the Henshin rest in peace until the day it returns to us as a useful tree) or great sneak attack damage. This build gets neither of those. It'll also be until level 20 before you can take the tier 5 TA enhancement that gives you increased critical threat range and multiplier, and taking that enhancement locks you out of the healing aura. Furthermore, many TA enhancements use dexterity (which you're dumping) and rogue level to determine their DC.
Sure, all else being equal, a q-staff will allow you to whack things harder than you could with a dagger, but you said you were going to leave dps to others anyway. That being so, I'd take things a bit further.
First, I'd follow Olladra or the Sovereign Host instead. They'll give you access to a panic button that heals someone to full, and in the case of SH removes all debuffs. Second, I'd drop Brutal Throw, the only reason to throw something is to hit a switch, unless you go all in, but then you're a monk with shuriken. I'd also drop the cleaves. That means we can move improved critical into the heroic levels, and take Empower Heal. Empower Heal can be applied to the Positive Energy Burst, PE Aura, and Rejuvenation Cocoon. Also to any SLAs of healing spells you might get.
If we stick with sticks I'd lean towards keeping the THF feats and rely on glancing blows for damage instead of cleaving.
I'd only put 13 AP into Mechanic, and none into the other rogue trees (maybe some cheap sneak attack dice from assassin depending on what's left over, but that's really it then). Mechanic Core 1, Tier 1 Mechanics and Awareness, Tier 2 Wand & Scroll Mastery, and Tier 3 UMD.
EN and possibly EH should be doable with a q-staff, but if grouping on EE or reaper with this build, I think I'd keep a large shield handy and wield that together with a wand of cure critical wounds.
Animal Domain looks solid for staying alive with the extra hitpoints.
The additional epic feat we can now afford after dropping the cleaves and brutal throw should probably be one of "Master of X" or Wellspring of Power. More spell points and a little better casting.
C-Dog
04-22-2018, 03:18 PM
Welcome to the game, and the fun, confoozling world of DDO character design! :D
DDO is not D&D - at least, not any "edition" that you've ever seen before. Just as you can't build a workable 3.5 character while only understanding the AD&D rules set, you can't design a solid DDO build without understanding "Dungeons and Dragons DDO-edition". There are several tweaks that were made to accommodate the MMORP thing, but the biggest diff is Enhancements. Enhancements specialize and customize a character, and two otherwise "identical" builds with different enhancements can be as diff as night and day. Enhancements are at least as important as Feats and Class special abilities for designing a successful character, and dovetailing them into a build is both an art and a challenge.
o http://ddowiki.com/page/Enhancements
Take a look at some similar builds, and the diff ways those designers have used enhancements:
o https://www.ddo.com/forums/showthread.php/470423-Build-Repository?p=5759353&viewfull=1#post5759353
mikhan3
04-22-2018, 10:51 PM
Had a few crashes so had to forum export manually, but here's a different free2play build:
Medistring - a longbow & kukri healing trapper - follower of Olladra with Animal domain
I dip Assassin for a DEX Kukri backup weapon, then Deepwood Stalker for DEX damage.
Elf later on for Arcane Archer, filling the gaps with Radiant Servant before the epic levels.
Is this better you think? Perhaps Mechanic is useful for great crossbows in early levels?
And thanks for the adjustments/links/suggestions, together with ddowiki they helped a lot!
Enhancements and Epic Destinies certainly add a lot to the build, compared to 3.5ed D&D.
Start Tome Final
Str: 8 0 8 HP: 1000 AC: 27
Dex: 16 0 23 PRR: 10
Con: 12 0 12 MRR: 0 +Healing Amp: 40
Int: 16 0 16 Dodge: 0/25 -Healing Amp: 0
Wis: 14 0 14 Fort: 40% Repair Amp: 0
Cha: 8 0 8 SR: 0 BAB: 20
Saves:
Fortitude: 22
Will: 17 Race: Elf Alignment: Neutral
Reflex: 33
Level Class Feats
1 Rogue(1) Point Blank Shot
2 Cleric(1) Follower of Olladra
3 Cleric(2) Precise Shot, Animal Domain Tier I
4 Cleric(3) DEX
5 Ranger(1) Favored Enemy: Undead
6 Cleric(4) Empower Healing Spell
7 Cleric(5) Animal Domain Tier II
8 Cleric(6) DEX Luck of Olladra
9 Cleric(7) Quicken Spell
10 Ranger(2)
11 Cleric(8)
12 Cleric(9) DEX Manyshot, Animal Domain Tier III
13 Cleric(10)
14 Cleric(11)
15 Rogue(2) Improved Precise Shot
16 Cleric(12) DEX
17 Cleric(13)
18 Cleric(14) Improved Critical: Ranged, Animal Domain Tier IV
19 Cleric(15)
20 Rogue(3) DEX
21 Epic(1) Combat Archery
22 Epic(2)
23 Epic(3)
24 Epic(4) DEX Overwhelming Critical
25 Epic(5)
26 Epic(6) Epic Spell Power: Positive
27 Epic(7) Intensify Spell
28 Epic(8) DEX Doubleshot
29 Epic(9) Fount of Life
30 Epic(10) Wellspring of Power, Scion of the Feywild
Skill Name 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Total Buffed
------------------------------------------------------------------------------------------
Balance 4 4.0 21.0
Bluff 0.0 9.0
Concentration 0.0 14.0
Diplomacy 0.0 15.0
Disable Device 4 1 1 1 2 1 1 1 6 5 23.0 36.0
Haggle 4 4.0 13.0
Heal 2 3 1 1 1 1 1 1 1 1 1 1 1 1 2 1 1 1 22.0 37.0
Hide 0.0 17.0
Intimidate 0.0 15.0
Jump 1 1.0 10.0
Listen 0.0 21.5
Move Silently 0.0 17.0
Open Lock 4 4.0 21.0
Perform 1 1.0 10.0
Repair 4 4.0 17.0
Search 4 4 5 5 5 23.0 38.0
Spell Craft 0.0 13.0
Spot 4 4 3 ½ 1 1 13.5 35.0
Swim 4 4.0 13.0
Tumble 1 1.0 18.0
Use Magic Device 4 1 1 1 1 1 2 2 2 2 1 1 2 1 1 23.0 32.0
------------------------------------------------------------------------------------------
Skill Points 44 5 5 5 9 5 5 5 5 9 5 5 5 5 11 5 5 5 5 11
Assassin (3 AP):
Knife in the Darkness
1. Sneak Attack Training I
Deepwood Stalker (6 AP):
Far Shot
1. Increased Empathy 3, Versatile Empathy 1
2. Improved Weapon Finesse
Elf (14 AP):
Accuracy I, Dexterity I, Accuracy II
1. Aerenal Weapon Training
2. Aerenal Weapon Training, Arcanum 1
3. Arcane Archer
Arcane Archer (17 AP):
Arcane Archer, Morphic Arrows
1. Conjure Arrows, Flaming Arrows
2. Force Arrows 3, Elemental Damage
3. Terror Arrows, Soul Magic
Radiant Servant (40 AP):
Healing Domain, Pacifism, Positive Energy Burst, Improved Empower Healing
1. Extra Turning 3, Wand Mastery 3, Altruism 3
2. Improved Turning 1, Efficient Empower Healing 3
3. Intense Healing 3, Unyielding Sovereignty
4. Endless Turning 1, Incredible Healing 3
5. Positive Energy Aura, Cure Focus
Unyielding Sentinel (24 EDP):
Vigor of Battle, Unbreakable, Stand Against the Tide, Stalwart Guardian, Heed No Pain, Steadfast
1. Divine Energy Resistance 3, Brace for Impact 1
2. Block Energy 3
3. Renewal 3, Healing Hands, Endless Lay on Hands 3
4. Light the Dark
5. Hardened 1, Strength of Vitality 3
6. Undying Vanguard
Lalangamena
04-23-2018, 02:19 AM
why animal domain? extra hit points and feral charge on wisdom modifier? what is the wisdom in your build?
if your goal is to be "support", heals and traps,
then maybe knowledge domain will be better?
you get +2 to all skills on level 2, and you get extra intelligence points on turn undead, since the important rogue skills (search and traps) are int skills, it is a good synergy..
just not sure what is the required skill range to search/trap for the endgame. maybe more experienced people know.
usually the rogue splash goes with wizzy and then all the points go to intelligence which allows them to be on the same level as pure rogues who go dex.
i know i am not helping, just thinking aloud... :(
mikhan3
04-23-2018, 05:34 AM
I think you're right, the skills need a boost; here's another variant of same free2play build:
Medistring - a longbow & kukri healing trapper - follower of Olladra with Healing domain
Still dips Assassin for DEX Kukri backup weapon, then Deepwood Stalker for DEX damage.
Then Arcane Archer, filling the gaps with Mechanic and Radiant Servant before epic levels.
Could go Human, since AA is from Ranger here, lowering senses and proficiency for a feat.
Maybe choose Empower Healing so another domain can be taken, losing healing efficiency.
Other domains: War for offense, Luck for defense, Animal for hp/spot, Knowledge for skills.
Start Tome Final
Str: 8 0 8 HP: 703 AC: 26
Dex: 16 0 23 PRR: 10
Con: 12 0 12 MRR: 0 +Healing Amp: 40
Int: 16 0 16 Dodge: 0/25 -Healing Amp: 0
Wis: 14 0 14 Fort: 40% Repair Amp: 0
Cha: 8 0 8 SR: 0 BAB: 20
Saves:
Fortitude: 21
Reflex: 25 Race: Elf Alignment: Neutral
Will: 20
Level Class Feats
1 Rogue(1) Point Blank Shot
2 Cleric(1) Follower of Olladra
3 Cleric(2) Precise Shot, Healing Domain Tier I
4 Cleric(3) DEX
5 Ranger(1) Favored Enemy: Undead
6 Cleric(4) Quicken Spell
7 Cleric(5) Healing Domain Tier II
8 Cleric(6) DEX Luck of Olladra
9 Cleric(7) Maximize Spell
10 Ranger(2)
11 Cleric(8)
12 Cleric(9) DEX Manyshot, Healing Domain Tier III
13 Cleric(10)
14 Cleric(11)
15 Ranger(3) Improved Precise Shot
16 Cleric(12) DEX
17 Cleric(13)
18 Cleric(14) Improved Critical: Ranged, Healing Domain Tier IV
19 Cleric(15)
20 Rogue(2) DEX
21 Epic(1) Combat Archery
22 Epic(2)
23 Epic(3)
24 Epic(4) DEX Overwhelming Critical
25 Epic(5)
26 Epic(6) Epic Spell Power: Positive
27 Epic(7) Intensify Spell
28 Epic(8) DEX Doubleshot
29 Epic(9) Fount of Life
30 Epic(10) Wellspring of Power, Scion of the Feywild
Skill Name 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Total Buffed
------------------------------------------------------------------------------------------
Balance 4 4.0 20.0
Bluff 0.0 9.0
Concentration 0.0 14.0
Diplomacy 0.0 15.0
Disable Device 4 1 1 1 1 1 1 1 1 1 1 2 1 1 5 23.0 39.0
Haggle 4 4.0 13.0
Heal 2 3 1 1 2 1 1 1 2 1 1 1 2 1 1 1 22.0 37.0
Hide 0.0 16.0
Intimidate 0.0 15.0
Jump 1 1.0 10.0
Listen 0.0 20.0
Move Silently 0.0 16.0
Open Lock 4 4.0 23.0
Perform 1 1.0 10.0
Repair 4 4.0 20.0
Search 4 4 5 5 5 23.0 44.0
Spell Craft 1 0.0 14.0
Spot 4 1 2 13.5 27.0
Swim 4 4.0 13.0
Tumble 1 1.0 17.0
Use Magic Device 4 1 1 1 ½ 1 1 1 ½ 2 2 2 1 2 2 1 23.0 32.0
------------------------------------------------------------------------------------------
Skill Points 44 5 5 5 9 5 5 5 5 9 5 5 5 5 9 5 5 5 5 11
Assassin (3 AP):
Knife in the Darkness
1. Sneak Attack Training I
Deepwood Stalker (11 AP):
Far Shot, Sneak Attack
1. Increased Empathy 3, Versatile Empathy 1
2. Empathic Healing 2, Improved Weapon Finesse
Mechanic (10 AP):
Arbalester
1. Mechanics 3, Awareness 3
2. Skill Boost 3
Arcane Archer (22 AP):
Arcane Archer, Morphic Arrows
1. Conjure Arrows, Flaming Arrows, Awareness 3
2. Force Arrows 3, Elemental Damage
3. Terror Arrows, Soul Magic, Corrosive Arrows
Radiant Servant (34 AP):
Healing Domain, Pacifism, Positive Energy Burst, Improved Empower Healing
1. Extra Turning 3, Wand Mastery 3, Altruism 3
2. Improved Turning 1
3. Intense Healing 3, Unyielding Sovereignty
4. Endless Turning 1, Incredible Healing 3
5. Positive Energy Aura, Cure Focus
Unyielding Sentinel (24 EDP):
Vigor of Battle, Unbreakable, Stand Against the Tide, Stalwart Guardian, Heed No Pain, Steadfast
1. Divine Energy Resistance 3, Brace for Impact 1
2. Block Energy 3
3. Renewal 3, Healing Hands, Endless Lay on Hands 3
4. Light the Dark
5. Hardened 1, Strength of Vitality 3
6. Undying Vanguard
C-Dog
04-23-2018, 08:10 AM
Still dips Assassin for DEX Kukri backup weapon...
No, never did, still doesn't.
A weapon with no feats is not "a backup weapon" - it's just there to ignore, by accident, a coincidence on the way to somewhere else - here, on the way to grab another SA die, apparently. If he ever pulls out a kukri... what's it going to do that the bow couldn't? So... yeah, there's that.
Without Spot, you either 1) have to have every trap location in the game memorized, or 2) rely on others for the same (or 3), walk into them and survive to then disarm them - not recommended). 33 points in archery, with nothing above Tier 3 - you never get to the good stuff, so not sure that's going to do much, despite the feats. Meanwhile, without either Concentration or Quicken, your healing spells have a good chance to be disrupted in combat, so that's unreliable. You're taking Tier 5 w/ RS, but he's really not specced to go that way. No Charisma, so I guess it's a good thing he has "Endless Turning" - he'll roll a 20 eventually. :rolleyes:
And all that sums up what this build lacks - Focus. A generalist is good at nothing, so (in this game) good for nothing. Be good at something, and then see what you can add to that.
Most "support" can still offer a noticeable amount of DPS - and while you are spending most all Feats on archery, you are spending almost no enhancements on same, so it's still weak at best. Healing is fine (if a bit niche), but without ~some~ DPS, it's less attractive than a hireling healer - and that's saying a lot.
(Also, you've got Awareness from 2 diff trees - they don't stack, lose one or the other.)
unbongwah
04-23-2018, 10:42 AM
Medistick - a quarterstaff & dart healing trapper - follower of Aureon with Animal domain
Skip the throwing weapon. And Aureon's not the best choice for a battlecleric; either Onatar for Melee Power boost or Sovereign Host or Olladra for the extra emergency heal. I would also consider Strength instead of Animal largely for the Reflex save boost; unless your plan is to use medium/heavy armor and skip Evasion?
It needs a few tweaks, IMO, but the core concept of "melee DPS + heals" is sound. There's a few cleric 13 / monk 6 / rog 1 builds in this thread (https://www.ddo.com/forums/showthread.php/480233-14-Cleric-6-Monk) along similar lines. Thread's a little old and doesn't reflect the latest monk changes / nerfs, but the builds still work.
Q-staves make for poor caster weapons since dual wielding allows you to fit twice the number of spell power and lore onto your weapons.
Good thing this clearly isn't a caster build, then.
Furthermore, many TA enhancements use dexterity (which you're dumping) and rogue level to determine their DC.
It's a STR to-hit & dmg build, so the cores don't matter. And the only Acrobat ability with a DEX-based DC is Sweeping Strikes. As long as OP isn't expecting to be able to trip anything with it, it's fine.
Medistring - a longbow & kukri healing trapper - follower of Olladra with Animal domain
I dip Assassin for a DEX Kukri backup weapon, then Deepwood Stalker for DEX damage.
Elf later on for Arcane Archer, filling the gaps with Radiant Servant before the epic levels.
This build, OTOH, is...not great. Trying to do too many things on a feat-starved combo and not doing any of them as well as it should, IMO.
mikhan3
04-23-2018, 06:53 PM
I hope for trapping and free2play no tomes, but I'll keep your melee pointers in mind, Ubo.
I tried mashing Rogue into your Machine Gun Nun Reborn (https://www.ddo.com/forums/showthread.php/492111-Cleric-Rogue-for-reaper) instead of Artificer - did it work?
If not, maybe I should stick to premades or Witcher 3. Thanks for all the pointers, anyway.
Start Tome Final HP: 728 AC: 10
Str: 8 0 8 PRR: 10
Dex: 14 0 21 MRR: 0 +Healing Amp: 40
Con: 12 0 12 Dodge: 2/25 -Healing Amp: 0
Int: 16 0 21 Fort: 0% Repair Amp: 0
Wis: 14 0 16 SR: 0 BAB: 19
Cha: 10 0 14 DR: 10\Epic Immunities: None
Saves:
Fortitude: 18
Reflex: 20 Race: Human Alignment: Lawful Good
Will: 24
Level Class Atr Feats
1 Rogue(1) Point Blank Shot, Precise Shot
2 Cleric(1) Follower of Olladra
3 Cleric(2) Empower Healing Spell, War Domain Tier I
4 Cleric(3) DEX
5 Rogue(2)
6 Cleric(4) Rapid Shot
7 Cleric(5) War Domain Tier II
8 Cleric(6) DEX Luck of Olladra
9 Rogue(3) Maximize Spell
10 Cleric(7)
11 Cleric(8)
12 Cleric(9) DEX Improved Critical: Ranged Weapons, War Domain Tier III
13 Rogue(4)
14 Cleric(10)
15 Cleric(11) Quicken Spell
16 Rogue(5) DEX
17 Cleric(12)
18 Cleric(13) Rapid Reload
19 Cleric(14) War Domain Tier IV
20 Rogue(6) DEX
21 Epic(1) Improved Precise Shot
22 Epic(2)
23 Epic(3)
24 Epic(4) DEX Overwhelming Critical
25 Epic(5)
26 Epic(6) Epic Spell Power: Positive
27 Epic(7) Intensify Spell
28 Epic(8) DEX Doubleshot
29 Epic(9) Fount of Life
30 Epic(10) Combat Archery, Scion of Celestia
Skill Name 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Total Buffed
------------------------------------------------------------------------------------------
Balance 4 4.0 19.0
Bluff 0.0 12.0
Concentration 0.0 14.0
Diplomacy 0.0 15.0
Disable Device 4 4 4 4 3 4 23.0 41.0
Haggle 4 4.0 16.0
Heal 2 2 2 1 2 1 1 2 1 1 2 1 2 1 1 22.0 38.0
Hide 0.0 15.0
Intimidate 0.0 18.0
Jump 1 1.0 10.0
Listen 0.0 16.0
Move Silently 0.0 15.0
Open Lock 4 1 1 1 1 1½ 1½ 1½ 1½ 1 2 1 1½ 1½ 21.0 39.0
Perform 1 1.0 13.0
Repair 4 4.0 22.0
Search 4 4 4 4 3 4 23.0 41.0
Spell Craft 2 2.0 17.0
Spot 4 1 1 1 2 1 1 2 1 1 1 3 1 1 1 22.0 38.0
Swim 4 4.0 13.0
Tumble 1 1.0 16.0
Use Magic Device 4 ½ 3 4 4 ½ 3 4 23.0 35.0
------------------------------------------------------------------------------------------
Skill Points 48 6 6 6 12 6 6 6 12 6 6 6 12 6 6 12 6 6 6 12
Human (5 AP):
Versatility I: Damage Boost
1. Action Surge I: Intelligence 2, Improved Recovery I
Mechanic (41 AP):
Arbalester, Tanglefoot, Targeting Sights
1. Sharpshooter I, Lacerating Shots 3, Awareness 3, Mechanics 3
2. Sharpshooter II, Skill Boost 3
3. Sharpshooter III, Ability I: Intelligence
4. Sharpshooter IV, Leg Shot, Fletching 3, Ability II: Intelligence
5. Sharpshooter V, Rapid Fire 3, Sniper, Mechanical Reloader
Radiant Servant (34 AP):
Healing Domain, Pacifism, Positive Energy Burst, Improved Empower Healing
1. Extra Turning 3, Altruism 3, Wand Mastery 3
2. Improved Turning
3. Unyielding Sovereignty, Intense Healing 3, Ability I: Wisdom
4. Endless Turning 1, Incredible Healing 1, Ability II: Wisdom
5. Positive Energy Aura, Cure Focus
Unyielding Sentinel (24 DP)
Vigor of Battle, Unbreakable, Stand Against the Tide, Stalwart Guardian, Heed No Pain, Steadfast
1. Divine Energy Resistance 3, Shield Prowess 1, Ability I: Charisma
2. Ability II: Charisma
3. Renewal 3, Healing Hands, Endless Lay on Hands 3, Ability III: Charisma
4. Light the Dark, Purify Weapon, Ability IV: Charisma
unbongwah
04-24-2018, 10:46 AM
I hope for trapping and free2play no tomes, but I'll keep your melee pointers in mind, Ubo.
I tried mashing Rogue into your Machine Gun Nun Reborn (https://www.ddo.com/forums/showthread.php/492111-Cleric-Rogue-for-reaper) instead of Artificer - did it work?
...sorta?
Okay, there's a couple of challenges to trying to do this as F2P:
multiple stat dependencies: INT for DPS (only stat option for xbows), DEX for ranged feat pre-reqs, CON for not dying. Then you put some pts into WIS & CHA for...cleric stuff, I'm guessing? Basically it's tricky to do all that on a tome-free first-lifer like your build.
I'm inferring you don't have Harper, which means you're relying on the level 6 Mechanic core (Targeting Sights) for INT to damage. The problem is you backloaded that until level 20, which means your ranged DPS is pretty backloaded too. Also you're stuck using great crossbows unless you spend a feat on repeaters earlier on.
So you have a ranged build which doesn't hit its full potential until it gets to epics; and a backloaded healer due to all the rogue levels sprinkled throughout. At least you keep your trap skills maxed out, though!
TBH I think you had the right idea with your first build; melee battlecleric is just easier to pull off, IMO. Although if you go War domain instead of Animal, you don't need to restrict yourself to staves; since War domain grants full martial weapon proficiencies and Holy Sword is an universal DPS booster (i.e., works with any weapon). Which also gives more flexibility with your class split - don't need tier-5 Acrobat anymore - so you could take tier-5 Radiant Servant instead.
mikhan3
04-24-2018, 06:58 PM
Hmm yeah it IS easier to frontload melee efficiency and still spread out the Rogue levels.
Deity and Slashing criticals can be changed as needed, not 100% sure of enhancements:
Start Tome Final HP: 610 AC: 4 (bugged?)
Str: 15 0 28 PRR: 10
Dex: 8 0 8 MRR: 0 +Healing Amp: 60
Con: 14 0 14 Dodge: 2/25 -Healing Amp: 0
Int: 16 0 16 Fort: 0% Repair Amp: 0
Wis: 12 0 14 SR: 0 BAB: 19
Cha: 8 0 14 DR: 10\Epic Immunities: None
Saves:
Fortitude: 22
Reflex (traps 24): 15 Race: Human Alignment: Lawful Good
Will: 18
Level Class Atr Feats
1 Rogue(1) Two Handed Fighting, Power Attack
2 Cleric(1) Follower of the Sovereign Host
3 Cleric(2) Empower Healing Spell, War Domain Tier I
4 Cleric(3) STR Child of the Sovereign Host
5 Rogue(2)
6 Cleric(4) Maximize Spell
7 Cleric(5) War Domain Tier II
8 Cleric(6) STR Unyielding Sovereignty
9 Cleric(7) Quicken Spell
10 Rogue(3)
11 Cleric(8)
12 Cleric(9) STR Improved Two Handed Fighting, War Domain Tier III
13 Cleric(10)
14 Cleric(11)
15 Rogue(4) Greater Two Handed Fighting
16 Cleric(12) STR
17 Cleric(13)
18 Cleric(14) Improved Critical: Slashing Weapons, War Domain Tier IV
19 Cleric(15)
20 Rogue(5) STR
21 Epic(1) Overwhelming Critical
22 Epic(2)
23 Epic(3)
24 Epic(4) STR Intensify Spell
25 Epic(5)
26 Epic(6) Perfect Two Handed Fighting
27 Epic(7) Blinding Speed
28 Epic(8) STR Perfect Two Weapon Fighting
29 Epic(9) Fount of Life
30 Epic(10) Wellspring of Power, Scion of Arborea
Skill Name 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Total Buffed
------------------------------------------------------------------------------------------
Balance 4 4.0 15.0
Bluff 0.0 12.0
Concentration 0.0 15.0
Diplomacy 0.0 15.0
Disable Device 4 1 1 2 1 1 2 1 1 2 1 1 1 4 23.0 39.0
Haggle 4 4.0 16.0
Heal 2 3 1 1 2 1 1 1 2 1 1 1 2 1 1 1 22.0 37.0
Hide 0.0 9.0
Intimidate 0.0 18.0
Jump 4 4.0 25.0
Listen 0.0 15.0
Move Silently 0.0 9.0
Open Lock 4 1 3 1 ½ ½ 3 1 ½ ½ 3 1 19.0 31.0
Perform 1 1.0 13.0
Repair 4 4.0 20.0
Search 4 ½ ½ ½ 2 1 1 ½ 2 1 1 2 1 1 1 4 23.0 39.0
Spell Craft 0.0 13.0
Spot 4 1 2 1 1 2 1 1 ½ 2 1½ ½ ½ 4 22.0 37.0
Swim 4 4.0 23.0
Tumble 2 2.0 13.0
Use Magic Device 4 1 3 1 3 1 3 16.0 29.0
------------------------------------------------------------------------------------------
Skill Points 48 6 6 6 12 6 6 6 6 12 6 6 6 6 12 6 6 6 6 12
Human (13 AP):
Versatility I: Damage Boost, Adaptability: +1 Strength
1. Improved Recovery I, Action Surge I: Strength 3
2. Fighting Style: Great Weapon Aptitude 3
3. Improved Recovery II
Thief-Acrobat (22 AP):
Staff Control
1. Sly Flourish 3, Thief Acrobatics 2
2. Haste Boost 3, Trip Focus 3, Subtlety 3
3. Improved Glancing Blows 3, Ability I: +1 Strength
4. Ability II: +1 Strength
Mechanic (11 AP):
Arbalester
1. Mechanics 3, Awareness 3
2. Skill Boost 3
3. Use Magical Device 1
Radiant Servant (34 AP):
Healing Domain, Pacifism, Positive Energy Burst, Improved Empower Healing
1. Extra Turning 3, Wand Mastery 3, Altruism 3
2. Improved Turning 1, Divine Healing 1
3. Intense Healing 3, Ability I: +1 Wisdom
4. Endless Turning 1, Incredible Healing 1, Endless Turning 1
5. Positive Energy Aura, Cure Focus
Unyielding Sentinel (24 DP):
Vigor of Battle, Unbreakable, Stand Against the Tide, Stalwart Guardian, Heed No Pain, Steadfast
1. Divine Energy Resistance 3, Ability I: +1 Charisma
2. Block Energy 1, Ability II: +1 Charisma
3. Renewal 3, Healing Hands, Endless Lay on Hands 1, Ability III: +1 Charisma
4. Light the Dark, Ability IV: +1 Charisma
5. Ability V: +1 Charisma
6. Ability VI: +1 Charisma
unbongwah
04-25-2018, 11:44 AM
It's been a while since I made a cleric / rogue first-lifer, but let's give this a shot.
Trapper Priest
15/5 Cleric/Rogue
True Neutral Human
Level Order
1. Rogue 6. Rogue 11. Cleric 16. Cleric
2. Cleric 7. Cleric 12. Cleric 17. Rogue
3. Cleric 8. Cleric 13. Cleric 18. Cleric
4. Cleric 9. Cleric 14. Cleric 19. Rogue
5. Cleric 10. Cleric 15. Cleric 20. Rogue
Stats
28pt 32pt Level Up
---- ---- --------
Strength 14 15 4: STR
Dexterity 8 8 8: STR
Constitution 14 14 12: STR
Intelligence 16 16 16: STR
Wisdom 10 10 20: STR
Charisma 12 14 24: STR
28: STR
Skills
R C C C C R C C C C C C C C C C R C R R
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
------------------------------------------------------------
Heal 2 2 2 2 2 2 2 2 2 3 1 1 23
Disable 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Open Lo 4 5 1 1 1 1 1 2 2 5 23
Search 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 23
UMD 4 5 8 5 1 23
Balance 4 1 2 7
Spot 4 4
Listen 4 4
Jump 4 4
Swim 4 4
Tumble 4 4
Haggle 4 4
Concent 1 1
------------------------------------------------------------
48 6 6 6 6 12 6 6 6 6 6 6 6 6 6 6 12 6 12 12
Feats
1 : Power Attack
1 Human : Cleave
3 : Quicken Spell
6 : Great Cleave
9 : Empower Healing Spell
12 : Improved Critical: Slashing
15 : Two Handed Fighting OR Maximize Spell
18 : Improved Two Handed Fighting OR Empower Spell
21 Epic : Overwhelming Critical
24 Epic : Greater Two Handed Fighting OR Intensify Spell
26 Destiny: Perfect Two Handed Fighting
27 Epic : Epic Damage Reduction
28 Destiny: Perfect Two Weapon Fighting
29 Destiny: Dire Charge OR Deific Warding
30 Epic :
30 Legend : Scion of: Arborea
3 Cleric : War Domain
2 Deity : Follower of: Olladra
8 Deity : Luck of Olladra
Enhancements (80 AP)
Radiant Servant (32 AP)
Healing Domain, Pacifism, Positive Energy Burst, Improved Empower Healing
Extra Turning III, Wand Mastery III, Altruism I
Improved Turning III
Intense Healing III, Unyielding Sovereignty
Endless Turning III, Incredible Healing I
Positive Energy Aura
Warpriest (23 AP)
Smite Foe, Resilience of Battle, Sanctuary, Blur
Divine Might III, Sacred Touch III
Smite Weakness, Wall of Steel III, Inflame III
Inflame: Energy Absorption III
Ameliorating Strike
Human (9 AP)
Damage Boost, Strength, Skills Boost
Skill Focus: Nimble Fingers III, Improved Recovery
Thief-Acrobat (8 AP)
Staff Control
Sly Flourish II, Fast Movement
Haste Boost III
Mechanic (8 AP)
Arbalester
Mechanics II, Awareness II
Skill Boost III
Leveling Guide
TA0 Staff Control; TA1 Thief Acrobatics I, II, III
War0 Smite Foe; War1 Divine Might I, II, III
TA1 Acrobat Staff Training; Hum0 Damage Boost; Hum1 Skill Focus: Nimble Fingers I
Hum1 Skill Focus: Nimble Fingers II, III; Hum1 Improved Recovery
Mec0 Arbalester; Mec1 Awareness I, II; Mec1 Mechanics I
TA2 Quick Strike I, II
Reset Thief-Acrobat
Radiant Servant: Healing Domain, Pacifism
Extra Turning III, Wand Mastery III
Improved Turning III
Unyielding Sovereignty
Mechanic
Mechanics II
Rad0 Positive Energy Burst; Mec2 Skill Boost I, II, III
Rad3 Intense Healing I, II
Rad3 Intense Healing III; Rad4 Endless Turning I
Rad4 Endless Turning II, III
Rad4 Incredible Healing I; Hum0 Strength
Hum0 Skills Boost; Rad1 Altruism I; War1 Sacred Touch I, II
Rad0 Improved Empower Healing; Rad5 Positive Energy Aura; War0 Resilience of Battle
War2 Smite Weakness; War2 Wall of Steel I; War0 Sanctuary
Reset Mechanic
Warpriest: Blur
Sacred Touch III
Wall of Steel III, Inflame III
Inflame: Energy Absorption III
Ameliorating Strike
TA0 Staff Control; TA1 Fast Movement; TA1 Sly Flourish I
TA1 Sly Flourish II; TA2 Haste Boost I, II, III
Mec0 Arbalester; Mec1 Awareness I, II; Mec1 Mechanics I
Mec1 Mechanics II; Mec2 Skill Boost I, II, III
Destiny (24 AP)
Divine Crusader
Endless Turning II, Interrogation, Purge the Wicked
Confront Any Foe, Consecration III
Sacred Ground, Empyrean Magic
No Regret, Crusade
Castigation, Heavenly Presence, Celestial Champion
Strike Down
EDIT: added heroic leveling guide.
Okay so why the differences from your build?
Stats: basically the same except I put more points into CHA for (A) extra uses of Turn Undead (TU) which powers your Radiant Bursts / Auras and (B) a higher STR bonus from Divine Might. Usually I dump-stat WIS on a battlecleric, but that might be a little too challenging for a newbie (since you still need WIS 18 eventually for level 8 spells) so I started WIS 10 instead.
Leveling order: I backloaded the rogue levels even more than you did, since I want to get cleric abilities ASAP, particularly Holy Sword. EDIT: the downside is Open Lock and UMD lag behind Search & Disable, but they're less critical for heroic leveling than trapping, IMO.
Feats: pretty similar to yours, the biggest differences are I added the Cleave feats and moved up Improved Critical to level 12. Also I give you the choice between (A) the THF feat chain for higher melee DPS or (B) extra metamagics to boost your healing (remember they can be applied for free to your radiant burst if nothing else). EDIT: fortunately you don't have to make up your mind which way you plan to go until level 15, so you have some time to decide which is more important to you. :)
Skills: Search and Disable Device are the must-haves on a trapper; while Heal is an obvious choice for a healer (boosts Positive Spellpower). I also like to max out Use Magic Device (UMD) and Open Lock. The only downside is I didn't have enough skill pts for Spot as well; an experienced trapper doesn't need it (because they've already memorized where they are), an inexperienced one...well, good luck with finding traps by walking into them. :o EDIT: or "cheat" by consulting the DDO wiki to find out where all the traps and control boxes are. I mean "Pray to your gods for divine guidance!" of course. ;)
Enhancements: I went deep into Warpriest for the extra healing from Ameliorating Strike plus other goodies like perma-Blur, extra PRR, Inflame, etc. I don't usually put so many APs into trap skills, but as a first-lifer I figure you can use all the help you can get. If you find you don't need the Mechanic boosts you can always put those APs into Assassin for extra DPS or whatever.
Epic Destiny (ED): I prefer Divine Crusader for a melee+heals divine build like this. There's a nice mix of healing bonuses (extra caster levels, Consecration) and DPS bonuses (Celestial Champion, Zeal of the Righteous, Crusade). Sentinel is the de facto tanking ED making it more of a niche choice for a battlecleric, IMO.
mikhan3
04-26-2018, 12:41 PM
That is... nice! MUCH better survivability early on, thanks! Any other readers should take pointers from U's two-hander build above.
Sorry for the late reply, I switched over to Character Builder Lite in the meantime, much leaner program with easy forum import :P
unbongwah
04-26-2018, 01:29 PM
Couple of extra points I forgot to make:
Weapons: for early levels (1-6), use staves, as it's the only 2H weapon you'll be proficient with. Put your first 4 APs into Acrobatics for the +15% attack speed which hopefully makes up for their lousy base damage (d6) and poor crit threat range (20/x2). [Okay, not really, but it's the best you can do at that point.] At level 7 (rog 2 / cleric 5) you gain all weapon proficiencies from War domain, so that's when you'll switch to regular 2H weapons. At this point, you can either reset Acrobat to reuse those APs; or keep Acrobatics so you can continue using staves vs skeletons. Up to you.
Some good (non-raid) named options at that point:
Carnifex (http://ddowiki.com/page/Item:Carnifex), every 2H build's first best friend :D
Sword of the Thirty (http://ddowiki.com/page/Item:Sword_of_the_Thirty) - Carnifex is better DPS, but Dhakaan is easier / faster to farm than Deleras IMO and the red augment slot can be used for extra damage or Positive Spellpower
Calomel Falchion (http://ddowiki.com/page/Item:Calomel_Falchion) and/or Greataxe of Fire (http://ddowiki.com/page/Item:Elemental_Greataxe_of_Fire) if you can run Cannith Challenges. One of the advantages to them being you can upgrade them every 4 levels.
Mournlode (http://ddowiki.com/page/Item:Mournlode_Weapons) maul and/or greataxe for undead-bashers
A little later on, I would aim for Whirlwind (http://ddowiki.com/page/Item:Whirlwind) or Bloody Cleaver (http://ddowiki.com/page/Item:Bloody_Cleaver) (upgraded to Vampiric or Maiming at lvl 12).Sword of Shadow (http://ddowiki.com/page/Item:Sword_of_Shadow) is fantastic, the best 2H named weapon at heroic levels, IMO. It's also what you might call an "aspirational weapon" as it will probably be a long time before you pull one, unless you get super-lucky the first time you run the Plane of Night raid. :cool:
Armor: even though this build has Evasion, its Reflex saves stink. :p There are ways of improving them - e.g., maxing out INT (which you want for trap skills anyway) and taking the Insightful Reflexes feat (http://ddowiki.com/page/Insightful_Reflexes) - but I would recommend ignoring Evasion, investing in MRR (http://ddowiki.com/page/Mrr), and just wearing heavy armor for more PRR.
unbongwah
05-09-2018, 12:01 PM
FYI, I added a heroic leveling guide to my build. Like I said, it's specced to use staves for levels 1-6, then switches to regular 2H weapons at lvl 7 which is where it acquires martial weapon profs. You could also play S&B for those first 6 levels instead, in which case skip the Acrobat staff enhancements entirely.
Delosari
05-27-2018, 03:39 PM
FYI, I added a heroic leveling guide to my build. Like I said, it's specced to use staves for levels 1-6, then switches to regular 2H weapons at lvl 7 which is where it acquires martial weapon profs. You could also play S&B for those first 6 levels instead, in which case skip the Acrobat staff enhancements entirely.
Very interesting build I am going to try it.
Would you have a suggestion for a shadarkai using this build? . Also do you think it could be adapted to ranged combat? Would it be viable?
C-Dog
05-27-2018, 06:57 PM
Also do you think it could be adapted to ranged combat? Would it be viable?
Ermmm... sorta. Depends what you mean by "adapted"...
Divine Might is a big perk for the final(ish?) melee version, so you'd have to use a bow and have a way apply Str to bow damage - and that means Ranger 1. And bows are not great, unless you have all the feats and 100% enhancements focused on them, and (as is) this only has 5 feats to spare for...
1) PBS
2) Rapid Shot
3) Precision
4) Precise
5) IPS
6) IC
7) (Manyshot)
... and as-is enhancements are split between combat, healing and turning.
Now, you could easily add more Ranger levels in to make up the extra Feats (and open some interesting new enhancement trees), at the cost of some Cleric levels/enhancements.
However, some of the Warpriest enhancements (the whole Smite Foe chain) are for melee only, so become useless. So that's another consideration and trade off - can you get enough from Ranger/etc to make up for that?
So... maybe? But it'll take some work.
unbongwah
05-27-2018, 10:48 PM
Would you have a suggestion for a shadarkai using this build? . Also do you think it could be adapted to ranged combat? Would it be viable?
If you have Harper and wanted to use crossbows, it's possible but it's also a very different build, since you'd be using INT to dmg and need DEX for ranged feat pre-reqs. I also did a cleric 15 / arty 4 / ftr 1 build (https://www.ddo.com/forums/showthread.php/492111-Cleric-Rogue-for-reaper?p=6046466&viewfull=1#post6046466) using repeaters + War domain a while back.
Some sort of cleric-based AA is also possible, though I haven't tried to do one of those in a long while.
Delosari
06-04-2018, 08:21 PM
Ermmm... sorta. Depends what you mean by "adapted"...
Divine Might is a big perk for the final(ish?) melee version, so you'd have to use a bow and have a way apply Str to bow damage - and that means Ranger 1. And bows are not great, unless you have all the feats and 100% enhancements focused on them, and (as is) this only has 5 feats to spare for...
1) PBS
2) Rapid Shot
3) Precision
4) Precise
5) IPS
6) IC
7) (Manyshot)
... and as-is enhancements are split between combat, healing and turning.
Now, you could easily add more Ranger levels in to make up the extra Feats (and open some interesting new enhancement trees), at the cost of some Cleric levels/enhancements.
However, some of the Warpriest enhancements (the whole Smite Foe chain) are for melee only, so become useless. So that's another consideration and trade off - can you get enough from Ranger/etc to make up for that?
So... maybe? But it'll take some work.
Thanks a lot for the explanations. I will go melee, I do not want anything too difficult :)
Delosari
06-04-2018, 08:22 PM
If you have Harper and wanted to use crossbows, it's possible but it's also a very different build, since you'd be using INT to dmg and need DEX for ranged feat pre-reqs. I also did a cleric 15 / arty 4 / ftr 1 build (https://www.ddo.com/forums/showthread.php/492111-Cleric-Rogue-for-reaper?p=6046466&viewfull=1#post6046466) using repeaters + War domain a while back.
Some sort of cleric-based AA is also possible, though I haven't tried to do one of those in a long while.
Thanks a lot and sorry for the delay. I will stick to melee then :).
So... has there been significant change regarding this in the last year and a bit? Warpriest still isn't likely to be good with quarterstaves?
I'd thought the favored weapon synergies would've been nice there.
I mean, I thought Aureon / Luck might have been a nice combination for a thief-acrobat, displacement SLA and all. Of course Strength domain is nice too, gets a lot better with reflex saves.
But yeah, not particularly first life friendly anyhow, skills are a bit tight and going with quarterstaves would be a lot easier if you'd stock up on named and other exceptional staves during previous lives... or I suppose other characters.
(And of course there's the part where clerics are pretty much expected to have at least RS burst if not full aura, and even burst is 22 AP, leaving ... not enough for all the fun things... from Warpriest and TA.)
swiftus
11-09-2019, 05:40 PM
It's been a while since I made a cleric / rogue first-lifer, but let's give this a shot.
Trapper Priest
15/5 Cleric/Rogue
True Neutral Human
Level Order
1. Rogue 6. Rogue 11. Cleric 16. Cleric
2. Cleric 7. Cleric 12. Cleric 17. Rogue
3. Cleric 8. Cleric 13. Cleric 18. Cleric
4. Cleric 9. Cleric 14. Cleric 19. Rogue
5. Cleric 10. Cleric 15. Cleric 20. Rogue
Stats
28pt 32pt Level Up
---- ---- --------
Strength 14 15 4: STR
Dexterity 8 8 8: STR
Constitution 14 14 12: STR
Intelligence 16 16 16: STR
Wisdom 10 10 20: STR
Charisma 12 14 24: STR
28: STR
Skills
R C C C C R C C C C C C C C C C R C R R
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
------------------------------------------------------------
Heal 2 2 2 2 2 2 2 2 2 3 1 1 23
Disable 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Open Lo 4 5 1 1 1 1 1 2 2 5 23
Search 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 23
UMD 4 5 8 5 1 23
Balance 4 1 2 7
Spot 4 4
Listen 4 4
Jump 4 4
Swim 4 4
Tumble 4 4
Haggle 4 4
Concent 1 1
------------------------------------------------------------
48 6 6 6 6 12 6 6 6 6 6 6 6 6 6 6 12 6 12 12
Feats
1 : Power Attack
1 Human : Cleave
3 : Quicken Spell
6 : Great Cleave
9 : Empower Healing Spell
12 : Improved Critical: Slashing
15 : Two Handed Fighting OR Maximize Spell
18 : Improved Two Handed Fighting OR Empower Spell
21 Epic : Overwhelming Critical
24 Epic : Greater Two Handed Fighting OR Intensify Spell
26 Destiny: Perfect Two Handed Fighting
27 Epic : Epic Damage Reduction
28 Destiny: Perfect Two Weapon Fighting
29 Destiny: Dire Charge OR Deific Warding
30 Epic :
30 Legend : Scion of: Arborea
3 Cleric : War Domain
2 Deity : Follower of: Olladra
8 Deity : Luck of Olladra
Enhancements (80 AP)
Radiant Servant (32 AP)
Healing Domain, Pacifism, Positive Energy Burst, Improved Empower Healing
Extra Turning III, Wand Mastery III, Altruism I
Improved Turning III
Intense Healing III, Unyielding Sovereignty
Endless Turning III, Incredible Healing I
Positive Energy Aura
Warpriest (23 AP)
Smite Foe, Resilience of Battle, Sanctuary, Blur
Divine Might III, Sacred Touch III
Smite Weakness, Wall of Steel III, Inflame III
Inflame: Energy Absorption III
Ameliorating Strike
Human (9 AP)
Damage Boost, Strength, Skills Boost
Skill Focus: Nimble Fingers III, Improved Recovery
Thief-Acrobat (8 AP)
Staff Control
Sly Flourish II, Fast Movement
Haste Boost III
Mechanic (8 AP)
Arbalester
Mechanics II, Awareness II
Skill Boost III
Leveling Guide
TA0 Staff Control; TA1 Thief Acrobatics I, II, III
War0 Smite Foe; War1 Divine Might I, II, III
TA1 Acrobat Staff Training; Hum0 Damage Boost; Hum1 Skill Focus: Nimble Fingers I
Hum1 Skill Focus: Nimble Fingers II, III; Hum1 Improved Recovery
Mec0 Arbalester; Mec1 Awareness I, II; Mec1 Mechanics I
TA2 Quick Strike I, II
Reset Thief-Acrobat
Radiant Servant: Healing Domain, Pacifism
Extra Turning III, Wand Mastery III
Improved Turning III
Unyielding Sovereignty
Mechanic
Mechanics II
Rad0 Positive Energy Burst; Mec2 Skill Boost I, II, III
Rad3 Intense Healing I, II
Rad3 Intense Healing III; Rad4 Endless Turning I
Rad4 Endless Turning II, III
Rad4 Incredible Healing I; Hum0 Strength
Hum0 Skills Boost; Rad1 Altruism I; War1 Sacred Touch I, II
Rad0 Improved Empower Healing; Rad5 Positive Energy Aura; War0 Resilience of Battle
War2 Smite Weakness; War2 Wall of Steel I; War0 Sanctuary
Reset Mechanic
Warpriest: Blur
Sacred Touch III
Wall of Steel III, Inflame III
Inflame: Energy Absorption III
Ameliorating Strike
TA0 Staff Control; TA1 Fast Movement; TA1 Sly Flourish I
TA1 Sly Flourish II; TA2 Haste Boost I, II, III
Mec0 Arbalester; Mec1 Awareness I, II; Mec1 Mechanics I
Mec1 Mechanics II; Mec2 Skill Boost I, II, III
Destiny (24 AP)
Divine Crusader
Endless Turning II, Interrogation, Purge the Wicked
Confront Any Foe, Consecration III
Sacred Ground, Empyrean Magic
No Regret, Crusade
Castigation, Heavenly Presence, Celestial Champion
Strike Down
EDIT: added heroic leveling guide.
Okay so why the differences from your build?
Stats: basically the same except I put more points into CHA for (A) extra uses of Turn Undead (TU) which powers your Radiant Bursts / Auras and (B) a higher STR bonus from Divine Might. Usually I dump-stat WIS on a battlecleric, but that might be a little too challenging for a newbie (since you still need WIS 18 eventually for level 8 spells) so I started WIS 10 instead.
Leveling order: I backloaded the rogue levels even more than you did, since I want to get cleric abilities ASAP, particularly Holy Sword. EDIT: the downside is Open Lock and UMD lag behind Search & Disable, but they're less critical for heroic leveling than trapping, IMO.
Feats: pretty similar to yours, the biggest differences are I added the Cleave feats and moved up Improved Critical to level 12. Also I give you the choice between (A) the THF feat chain for higher melee DPS or (B) extra metamagics to boost your healing (remember they can be applied for free to your radiant burst if nothing else). EDIT: fortunately you don't have to make up your mind which way you plan to go until level 15, so you have some time to decide which is more important to you. :)
Skills: Search and Disable Device are the must-haves on a trapper; while Heal is an obvious choice for a healer (boosts Positive Spellpower). I also like to max out Use Magic Device (UMD) and Open Lock. The only downside is I didn't have enough skill pts for Spot as well; an experienced trapper doesn't need it (because they've already memorized where they are), an inexperienced one...well, good luck with finding traps by walking into them. :o EDIT: or "cheat" by consulting the DDO wiki to find out where all the traps and control boxes are. I mean "Pray to your gods for divine guidance!" of course. ;)
Enhancements: I went deep into Warpriest for the extra healing from Ameliorating Strike plus other goodies like perma-Blur, extra PRR, Inflame, etc. I don't usually put so many APs into trap skills, but as a first-lifer I figure you can use all the help you can get. If you find you don't need the Mechanic boosts you can always put those APs into Assassin for extra DPS or whatever.
Epic Destiny (ED): I prefer Divine Crusader for a melee+heals divine build like this. There's a nice mix of healing bonuses (extra caster levels, Consecration) and DPS bonuses (Celestial Champion, Zeal of the Righteous, Crusade). Sentinel is the de facto tanking ED making it more of a niche choice for a battlecleric, IMO.
I have a couple new players I ran into on their way up in their first lives, helped them TR, and am preparing to run with them through another life (one decided on spellsinger bard, the other decided to stay with fighter.) I figured I could be great support for them with the character combo.
I just TR'd a bard into the Trapper Priest and am prepared to run him THF because I have nice staffs and greatswords banked, but I had an afterthought of trying to utilize the greensteel rapier he has (along with all the other nice rapiers he has.)
First, as the thread context was first-life viability, is there anything that can be suggested further for taking the 2nd life THF Trapper Priest build into reaper/epic content?
Second, could a SWF (with the rapier in mind and possibly orbs to add equipment effect possibilities) Trapper Priest work?
I got the 1st rogue level in and got him ready to level to 2, so I'm either just going to go with THF or lesser TR to change the stats around to accommodate SWF.
Any help appreciated!
unbongwah
11-10-2019, 02:28 PM
Second, could a SWF (with the rapier in mind and possibly orbs to add equipment effect possibilities) Trapper Priest work?
If you want to SWF with a rapier specifically, you should probably be looking at combining with Swashbuckler (e.g., cleric 15 / bard 3 / rogue 2). Whereas if you want to SWF with other weapons (e.g., Knight's Training (https://ddowiki.com/page/Knight%27s_Training)), you could probably recycle the build as-is, though I would take the SWF feats ASAP vs THF which can afford to backload the feats IMO.
C-Dog
11-10-2019, 02:59 PM
I have a couple new players I ran into on their way up in their first lives, helped them TR,...
As a side note, Respect for that, gj!
o7
swiftus
11-10-2019, 10:08 PM
If you want to SWF with a rapier specifically, you should probably be looking at combining with Swashbuckler (e.g., cleric 15 / bard 3 / rogue 2). Whereas if you want to SWF with other weapons (e.g., Knight's Training (https://ddowiki.com/page/Knight%27s_Training)), you could probably recycle the build as-is, though I would take the SWF feats ASAP vs THF which can afford to backload the feats IMO.
Thanks! I headed in to level 4 and about to take 5 and this is what I worked out so far. I might just push on with the original THF (been fun as such anyways) as I'm finding I'd have to have at least 4 more AP if I eliminate the thief-acrobat tree and swap in Swashbuckling to take it to tier 3 and at least pick up Elegant Footwork where I can swash with orb or buckler to take advantage of extra effects. Of course I'd have to get with the mindflayer to change out my first two feats, toughness just a filler (considered Nimble Fingers with what was available.) Played around with stats of the original Trapper Priest based on my tomes and objectives, finding I also would need to raise DEX instead at level 8 to make way for Precision at level 9 and then my BAB would be good enough to take ISWF for my next feat at level 12.
This is the output with just trying to utilize the freed up AP from thief-acrobat, my next session with it (going cross-eyed lol) I'm going to look at where I might steal AP from to do it. I would take bard next level (Level 5) so I can already start building in swash, and then wait until I get Raise Dead at level 11 (cleric level 9) to add the next two levels of bard...
Swervificus
15/3/2 Cleric/Bard/Rogue
True Neutral Human
Level Order
1. Rogue . . . . . 6. Cleric. . . . .11. Cleric. . . . .16. Rogue
2. Cleric . . . . .7. Cleric . . . . 12. Bard. . . . . .17. Cleric
3. Cleric . . . . .8. Cleric . . . . 13. Bard. . . . . .18. Cleric
4. Cleric . . . . .9. Cleric . . . . 14. Cleric . . . . 19. Cleric
5. Bard. . . . . .10. Cleric. . . . .15. Cleric. . . . .20. Cleric
Stats
. . . . . . . .34pt . . Tome . . Level Up
. . . . . . . .---- . . ----. . .--------
Strength. . . . 15. . . .+1. . . .4: STR
Dexterity . . . 10. . . .+2. . . .8: DEX
Constitution. . 14. . . .+3
Intelligence. . 16. . . .+2
Wisdom. . . . . 12. . . .+2
Charisma. . . . 12. . . .+4. . .
Skills
. . . . . R .C .C .C .B. C. C. C. C. C. C. B .B. C. C. R .C .C .C .C
. . . . . 1 .2 .3 .4 .5. 6. 7. 8. 9 10 11 12 13 14 15 16 17 18 19 20
. . . . .------------------------------------------------------------
Balance . 4 . . . . . . . . . . . . . . . . . . . . . .3. . . . . . . .7
. . . . .------------------------------------------------------------
. . . . . 4 .0 .0 .0 .0. 0. 0. 0. 0. 0. 0. 0 .0. 0. 0. 3 .0 .0 .0 .0
Max . . .48 .7 .7 .7 11 .7 .7 .7 .7 .7 .7 11 11 .7 .7 13 .7 .7 .7 .7
Feats
.1. . . . : Toughness
.1 Human. : Single Weapon Fighting
.3. . . . : Quicken Spell
.6. . . . : Empower Healing Spell
.9. . . . : Precision
12. . . . : Improved Single Weapon Fighting
15. . . . : Improved Critical: Piercing
18. . . . : Greater Single Weapon Fighting
21 Epic . :
24 Epic . :
26 Destiny:
27 Epic . :
28 Destiny:
29 Destiny:
30 Epic . :
30 Legend :
.3 Cleric : Fire Domain
.2 Deity. : Follower of: Sovereign Host
.8 Deity. : Unyielding Sovereignty
Enhancements (80 AP)
Radiant Servant (30 AP) Healing Domain, Pacifism, Positive Energy Burst, Improved Empower Healing Extra Turning III, Wand Mastery III, Altruism I
Improved Turning III
Intense Healing III, Unyielding Sovereignty
Endless Turning III, Incredible Healing I
Warpriest (23 AP) Smite Foe: Melee, Resilience of Battle, Sanctuary, Blur Divine Might III, Sacred Touch III
Smite Weakness, Wall of Steel III, Inflame III
Radiant Flourish: Melee II, Greater Inflame I
Ameliorating Strike
Swashbuckler (10 AP) Confidence, Swashbuckling On Your Toes III, Blow By Blow: Melee I
Sword Dance II
Human (9 AP) Damage Boost, Strength, Skills Boost Skill Focus: Nimble Fingers III, Improved Recovery
Mechanic (8 AP) Arbalester Mechanics II, Awareness II
Skill Boost III
edit: *correct mistakes*
swiftus
11-11-2019, 07:55 PM
As a side note, Respect for that, gj!
o7
I can't take all the credit as there were a few us who took to slowing down for them to understand the gameplay and content. Plus after returning to the game from a long hiatus, it was nice to take it at a not-so-zergy-race-to-the-next-TR-pace with them at times. :P
C-Dog
11-11-2019, 10:05 PM
I would take bard next level (Level 5) so I can already start building in swash, and then wait until I get Raise Dead at level 11 (cleric level 9) to add the next two levels of bard...
Typically, spreading classes out helps skill buys. That's a balancing consideration against getting RD asap, and I won't pretend that I know which is better for you (only you know that). But it would get some Bardish SWF juice earlier, which couldn't hurt re leveling.
Also, I'm not sure how much faith I'd put in Turn Undead on a build that is giving up Cleric levels. Just a thought.
bookmarked
01-15-2022, 08:29 PM
Yes, this thread hasn't had any posts in over 2 years, but since unbongwah's Trapper Priest from post #12 is still listed on the Build Repository's Cleric page, I figure it's fair game.
First, is the Trapper Priest still a reasonable build for a newbie? If not, is there a better similar build elsewhere?
If so, what changes would you make now, particularly regarding the changes to the Radiant Servant enhancements? Two RS enhancements used in the build are gone:
Core:Pacifism has been replaced by Cure Moderate Wounds and Tier 1:Extra Turning has been replaced by Divine Aid [+3% Positive Spell Crit Damage]. In addition, 2 more rounds of Divine Aid were added at Tier 3 & 4 and Tier 5 gets Radiance and Divine Energy Resistance, and some of the enhancement cost fewer APs, so there's room for more.
Thanks!
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