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Thread: Druid Build

  1. #1
    Community Member ThePrincipal's Avatar
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    Default Druid Build

    I wanted to do what the Devs haven't, and that is put together a Druid character build based on existing class options. This is definitely a flavor build first but in order to get to 20 needs to be functional.

    I originally wanted a 17cleric/2monk/1barbarian but the alignment restrictions don't let this combo happen. So, replaced monk with ranger.

    Druids can heal, summon pets, and use elemental magic. For flavor, he will use hide/leather armor or robes/outfits only. Melee will be TWF with Scimitars which is fitting to both druids, elves, and the undying court cleric enhancement. TWF is not fully developed. I only invested the free TWF feat, OSTWF, and Improved Crit for dual scimi's. The other feats went into metamagic.

    There is no true shape-change ability, however the mini-rage is the closest I could get to a transformation. The one lvl contributes speed and sprint.

    How would you build a Druid?

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Elf Male
    (1 Barbarian \ 2 Ranger \ 17 Cleric) 
    Hit Points: 276
    Spell Points: 1178 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 9
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    21
    Dexterity            10                    13
    Constitution         14                    14
    Intelligence         10                    10
    Wisdom               16                    19
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                    12
    Bluff                -1                    -1
    Concentration         4                    25
    Diplomacy            -1                    -1
    Disable Device        n/a                   n/a
    Haggle               -1                    -1
    Heal                  3                     4
    Hide                  0                     1
    Intimidate           -1                    -1
    Jump                  7                    11
    Listen                3                     6
    Move Silently         0                     1
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                0                     0
    Search                0                     2
    Spot                  3.5                  11
    Swim                  4                     6
    Tumble                1                     2
    Use Magic Device     n/a                   n/a
    
    Level 1 (Barbarian)
    Feat: (Selected) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Dismiss Rage
    Feat: (Automatic) Elven Keen Senses
    Feat: (Automatic) Enchantment Save Bonus
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Rage
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Wild Empathy
    
    
    Level 3 (Ranger)
    Feat: (Selected) Oversized Two Weapon Fighting
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Turn Undead
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    
    
    Level 9 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Ability Raise: STR
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 16 (Cleric)
    Ability Raise: STR
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Ability Raise: STR
    Enhancement: Barbarian Sprint Boost I
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Valenar Elf Melee Attack I
    Enhancement: Valenar Elf Melee Attack II
    Enhancement: Valenar Elf Melee Damage I
    Enhancement: Valenar Elf Melee Damage II
    Enhancement: Undying Call
    Enhancement: Follower of the Undying Court
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Cleric Energy of the Zealot IV
    Enhancement: Ranger Dexterity I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Wisdom III
    Enhancement: Barbarian Toughness I
    Enhancement: Cleric Divine Healing I
    Enhancement: Cleric Divine Healing II
    Enhancement: Cleric Divine Healing III
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    Enhancement: Cleric Wand and Scroll Mastery III
    Enhancement: Cleric Wand and Scroll Mastery IV

  2. #2
    Community Member Fedora's Avatar
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    Default

    I like the creative thinking. Using existing tools and thoughtful insight to make this. I'm not experienced enough to critique the actual build, but again I like your idea.

  3. #3
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    Drop barbarian for fighter, and make it monk again. Barbarians really won't help this build because the rage cancels when you cast a spell. Other than that, pretty good job.

  4. #4
    Community Member Talon_Moonshadow's Avatar
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    I think the closest to a Druid would be Rgr6/Clr7/Wiz7. But that build is missing some things.....it would aactually need more Rgr lvls, to get all the spells....like Barkskin.

    But Clr7 gives mst of the druid heal/cure spells.
    Wiz7 gives most of the arcabe type druid spells.

    The Druid spell list is small at high lvls but contains a lot of nice lower lvl spells.

    The DDO spell list contains even fewer high level spells, that would be on a the Druid spell list.

    But a build like I suggest would also be lacking in High lvl summonings, that should be a part of a Druid.

    Anyway, I really want Druids. And I wouldn't be happy with one that did not have FireWall.
    I gave up a life of farming to become an Adventurer.

    Quote Originally Posted by Jandric View Post
    ..., but I honestly think the solution is to group with less whiny people.

  5. #5
    Community Member ThePrincipal's Avatar
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    I like the 17cleric/2monk/1figher idea as fighter is the best subsitute for the barbarian lvl. I loose movement speed but gain haste boost and a feat which seems fair. I will play around and post a build for that mix.

    I hear what youre saying about firewall. I dont know arcane splash if worth it cause it drains HP, BAB, and higher lvl cleric spells badly.

    How about at higher lvls, exchange Emp. Heal for Heighten and change enchancements around to max out cleric spell penetration to become a more effective offensive caster? Could use firestorm, implusion, destruction, BB, and friends? I believe Maximize also doubles the effectiveness of cure spells.

  6. #6
    Community Member Aerendil's Avatar
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    Go Cleric - either pure or splash Monk if you like.

    Restrict yourself to leather armour (or robes).

    Augment summoning feat for sure. Maybe even mithril defender (as it's the closest looking animal we get that's useful).

    Sit in the back and nuke/heal while pet tanks.
    Unless of course you want a melee Druid - but with no shapeshifting ingame, that's hard to do. You'd be forced to do the traditional melee cleric/FvS route using divine power/favor.

  7. #7
    Community Member ThePrincipal's Avatar
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    Well, monk/fighter splash allows for the entire THF line, Power Attack, Improv Crit while still taking the 4 metamagic feats and toughness. Add in Evasion, wis AC modifier, and the flavorful monk animal path, self imposed restructions to spells/armor/weapons and it feels pretty darn Druidic to me.

    Yes it's basically a battle cleric but it's not the common 18cleric/2fighter. I'm really leaning towards going the Spell Penetration/Heighten route with Elf (or drow) rather than Empower Healing/Divine clickies and WF/Dwarf like most battleclerics, who dont attempt offensive casting, would also set this build apart a bit.

    I really wish it was possible to make a 17cleric/2monk/1barbarian... that would have been soooo sweet.

    EDIT: Didn't want to bump, but I did roll the original Druid build starting out 2ranger/2cleric twf elf. DDO won't let you select "Druid" as a character name oddly. I've been soloing a lot of the harbor (big accomplishment I know) with a barbarian hirling and my trusty dog. And basically spam Command and slice whatever gets too close (thanks Anger Set!). Decided on the ranger/barb over monk/fighter because of flavor and concede the latter is a stronger build (it's a Clonk).
    Last edited by ThePrincipal; 06-24-2010 at 08:01 PM.

  8. #8
    Community Member ThePrincipal's Avatar
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    I wanted to get your opinion for Zen Archery in this build. This is a str/wis - ranger/cleric build so it seems like a solid option. I need to recalc the feats to see if I can afford to take the elf bow enchancement line along with scimitars.

    Is bow strength, zen archery, and rapid shot enough for ranged to mean anything? I could buy a bow that has the precise shot feat built in.

    The tradeoff would be for one of the metamagic feats. Which are considered critical of offensive casting? I was thinking Heighten, Maximize, and Quicken are the big three.

  9. #9
    Build Constructionist unbongwah's Avatar
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    Without Manyshot, your ranged DPS takes a big hit; and it requires base DEX 17, so you can't get away with dump-stating DEX. I suspect Zen Archery will be to ranged combat what Weapon Finesse is to melee combat: sounds good in theory, but in practice there will be few builds where WIS is so much higher than DEX that you will want to burn a feat on ZA.

    Tangent: one Zen Archery build which I thought would be funny (if not necessarily effective) - a cleric with heavy repeaters. Manyshot doesn't apply to crossbows, so I think the only other ranged feats you couldn't take with DEX as a dump stat is Rapid Shot (13) & Improved Precise Shot (19). Rather than going for DPS, focus on repeaters which proc debuffs; imagine laying down a Blade Barrier, then kiting mobs through it with a Cursespewing or Strength Sapping repeater to lower their Reflex saves.

  10. #10
    Community Member kurglar's Avatar
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    I was wondering if this build could be viable or is my progression to random?

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    kilarney 2 
    Level 20 Lawful Good Elf Male
    (1 Fighter \ 6 Ranger \ 13 Cleric) 
    Hit Points: 274
    Spell Points: 1062 
    BAB: 16\16\21\26\26
    Fortitude: 17
    Reflex: 10
    Will: 16
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 14                   14
    Dexterity            10                 10                   13
    Constitution         14                 14                   14
    Intelligence         10                 10                   10
    Wisdom               16                 21                   22
    Charisma              8                  8                    8
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               1                  2                    2
    Bluff                -1                 -1                   -1
    Concentration         4                 24                   24
    Diplomacy            -1                 -1                   -1
    Disable Device        n/a               n/a                   n/a
    Haggle               -1                 -1                   -1
    Heal                  3                  6                    6
    Hide                  0                  1                    1
    Intimidate           -1                 -1                   -1
    Jump                  4                 19                   19
    Listen                3                  6                    8
    Move Silently         0                  2                    2
    Open Lock             n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair                0                  0                    0
    Search                0                  0                    2
    Spot                  3                 25                   27
    Swim                  2                  2                    2
    Tumble                n/a               n/a                   n/a
    Use Magic Device     n/a               n/a                   n/a
    
    Level 1 (Fighter)
    Skill: Balance (+1)
    Skill: Concentration (+2)
    Skill: Jump (+2)
    Feat: (Fighter Bonus) Point Blank Shot
    Feat: (Selected) Toughness
    Enhancement: Elven Ranged Damage I
    Enhancement: Fighter Toughness I
    
    
    Level 2 (Ranger)
    Skill: Concentration (+3)
    Skill: Jump (+3)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Enhancement: Fighter Haste Boost I
    Enhancement: Ranger Skill Boost I
    
    
    Level 3 (Ranger)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Spot (+4)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Enhancement: Elven Dexterity I
    Enhancement: Racial Toughness I
    Enhancement: Ranger Dexterity I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Spot (+0.5)
    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: Elven Ranged Attack I
    Enhancement: Follower of the Silver Flame
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Skill: Spot (+0.5)
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 6 (Ranger)
    Skill: Concentration (+1)
    Skill: Jump (+2)
    Skill: Spot (+3)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Racial Toughness II
    
    
    Level 7 (Ranger)
    Skill: Concentration (+1)
    Skill: Jump (+2)
    Skill: Move Silently (+1)
    Skill: Spot (+2)
    Spell (1): Camouflage
    Spell (1): Jump
    Spell (1): Longstrider
    Spell (1): Merfolk's Blessing
    Spell (1): Ram's Might
    Spell (1): Resist Energy
    Spell (1): Summon Nature's Ally I
    Spell (1): Tumble
    Enhancement: Elven Ranged Damage II
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Jump (+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 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): Seek Eternal Rest
    Spell (2): Soundburst
    Spell (2): Spawn Screen
    Spell (2): Summon Monster II
    Enhancement: Elven Dexterity II
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Zen Archery
    Enhancement: Ranger Skill Boost II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Life Magic II
    
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Spot (+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 Energy of the Zealot II
    Enhancement: Cleric Divine Healing I
    Enhancement: Cleric Extra Turning I
    
    
    Level 11 (Ranger)
    Skill: Concentration (+1)
    Skill: Jump (+2)
    Skill: Spot (+3)
    Feat: (Favored Enemy) Favored Enemy: Construct
    Enhancement: Elven Ranged Attack II
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Improved Critical: Ranged Weapons
    Enhancement: Silver Flame Exorcism
    
    
    Level 13 (Ranger)
    Skill: Concentration (+1)
    Skill: Jump (+3)
    Skill: Spot (+2)
    Enhancement: Cleric Extra Turning II
    
    
    Level 14 (Cleric)
    Skill: Concentration (+1)
    Skill: Spot (+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: Cleric Prayer of Life II
    Enhancement: Cleric Life Magic III
    
    
    Level 15 (Cleric)
    Skill: Concentration (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Mental Toughness
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer I
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Spot (+1)
    Spell (5): Break Enchantment
    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: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    
    
    Level 17 (Cleric)
    Skill: Concentration (+1)
    Skill: Spot (+0.5)
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    Enhancement: Cleric Divine Healing II
    
    
    Level 18 (Cleric)
    Skill: Concentration (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Extra Turning
    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 Divine Healing III
    
    
    Level 19 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    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: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Cleric Divine Cleansing I

  11. #11
    Build Constructionist unbongwah's Avatar
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    Viable at what, exactly? It helps if you state your build goals first.

    Issues I see: You sacrificed DEX to go WIS-based w/ZA, which means no Imp Prec Shot; but with so few cleric lvls, what does it matter that you have almost max WIS? You don't take MT until lvl 15, so that's 7 lvls where you could've been an AA but weren't.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

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