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  1. #1
    Community Member Antheal's Avatar
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    Default Worth taking 1 Fighter level for Shield Mastery?

    As a healing-based Cleric, is it worthwhile taking a level of Fighter with Shield Mastery as the Fighter Bonus Feat, to be able to use Tower Shields and take -20% damage from physical attacks?
    Those are not pebbles surrounding the urn filled with Human teeth. They are megaliths!

  2. #2
    Community Member Bacab's Avatar
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    Quote Originally Posted by Antheal View Post
    As a healing-based Cleric, is it worthwhile taking a level of Fighter with Shield Mastery as the Fighter Bonus Feat, to be able to use Tower Shields and take -20% damage from physical attacks?
    Yes, and you will also get all martial weapon prof...

    AKA...

    Hello Carnifex at low levels.

    You will also get a bonus 10 HP from a class Toughness enhancement.

    BTW my take is...if not getting Capstone...why not splash 2 levels of Fighter or 1 FTR and 1 MNK (WIS to AC)? It is a preference thing.
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  3. #3
    Community Member MnaSidhe's Avatar
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    Absolutely yes. For the reasons already mentioned.
    No longer reading the Forums.

  4. #4
    Community Member Antheal's Avatar
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    Quote Originally Posted by Bacab View Post
    1 FTR and 1 MNK (WIS to AC)? It is a preference thing.
    Would that work though if I was wearing Heavy Armor and using a Tower Shield?
    Those are not pebbles surrounding the urn filled with Human teeth. They are megaliths!

  5. #5
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    Quote Originally Posted by Antheal View Post
    Would that work though if I was wearing Heavy Armor and using a Tower Shield?
    no


    Beware the Sleepeater

  6. #6
    Community Member Bacab's Avatar
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    Quote Originally Posted by Antheal View Post
    Would that work though if I was wearing Heavy Armor and using a Tower Shield?
    No, but you don't have to use the shield 100% of the time. A lot of people only use a shield when "Torcing".

    Its all about your playstyle.

    I have multiple shields even on my arcane casters because I tend to break them in long quests since I "Torc" so much.
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  7. #7
    Community Member Alternative's Avatar
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    There is very little reason to go pure cleric, so a fighter level is a good but not only option. ! wizard gives an extra feat that you can spend on quicken for example. Guildie made a 18/1/1 with wizard and sorc levels, over 2400sp, shield mastery and intimidate for trash, works great.

  8. #8
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    The capstone is lacking and situational at best. So splashing is not only a good idea on a Cleric, but can give you a much more powerful cleric in the long run.

    18 cleric/1 wiz/1 fighter (or monk) will give you so many more benefits than what you lose by splashing two levels.

    1 wiz will give you

    1 free meta magic feat (quicken, heighten etc)
    same SP that you would have gotten for that level of a cleric (about 20+ bonus to base ability score)
    Intelligence adds to your sp pool - this means that getting a +6 int item and starting with 12 int is good
    more skill points - if you increase your intelligence to 12 you will also get more skill points to spend on your cleric levels
    access to arcane buffs via wands with no UMD check
    Some very useful spells at level 1 to limit clickies carried (exp retreat, secret doors, feather fall or masters touch)
    20% boost to blade barrier and fire spells via enhancements
    Elven Arcanum if you go elf - +1 to spell pen and 20 more spell points (stacks with other enhancements from what I can tell)

    Con - loose 1 DC and less hp total

    Fighter will give you

    1 feat for melee feats - could be exotic weapon prof kopesh, shield mastery etc.
    1d10 hp
    free tower shield
    Free weapon prof - meaning Flachion or greataxe use without taking a feat or casting master touch
    10 more hp through enhancements

    Con - loose more SP and 1 DC/sp pen

    Monk will give you

    1 free feat, can use for toughness, zen archery etc (this is an option if you are going elf for the prof with long bows and enhancements to damage and to hit)
    Wis modifier to AC - have to not wear armor or shield, can easily get AC into the 50's and higher if you gear for it. Some claim to be able to get close to or over 100 ac.
    extra healing amp

    Zen archery goes off the wisdom modifier for to hit, meaning that you can be able to hit in epics with a bow if you wanted. Depending on feats taken you could be a third tier or second tier DPS and with divine punishment ticking you can match the DPS output of most Melee and surpass even some of them.

    I have taken a few clerics to cap and never liked the capstone. So all my new clerics are splashed, some are splashed with 3 classes (Archers, and melee specialists) and all have at least 1 level of wizard.

    Depending on your play style you could take the wizard level early (level 1 or 2) and then wait til you get blade barrier for the level of fighter or monk.

  9. #9
    Community Member Sarisa's Avatar
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    20 Cleric gets you:
    Capstone - Good, but situational.
    100 SP over a 19 Cleric build, 195 SP over an 18 Cleric build, 285 SP over a 17 Cleric build.
    19 or 20 Levels of Cleric give you the best RS Aura. 17 or 18 levels of Cleric get you a slightly weaker version (1 point less base, before being modified by items, metas, and enhancements).
    -1 Spell Penetration for Cleric spells for each level splashed.

    1 Fighter gets you:
    +1 BaB, +1 Fort save, -1 Will save.
    2 HP based on Class.
    1 bonus Fighter feat (Shield Mastery, TWF, THF, Improved Crit (ie for Terror))
    Martial weapon proficiency without needing to depend on Master's Touch.
    Tower Shield proficiency.
    Haste Boost 1, Attack Boost 1, Fighter Toughness 1, Fighter Item Defense 1

    2 Fighter gets you:
    +1 BaB. (Note that BaB doesn't matter because of Divine Power)
    2 HP higher based on Class levels.
    1 additional bonus feat
    Fighter STR 1

    1 Monk gets you:
    +1 Fort, +2 Reflex, +1 Will saves.
    Martial Arts feat (TWF, Toughness, Stunning Fist <3)
    Lesser stances (so 1 Monk gives you the highest possible WIS)
    Efficient handwrap use.
    2 more skill points.

    2 Monk gets you:
    +1 Additional Reflex save.
    Evasion
    Martial Arts feat
    WIS bonus to AC (can give a Clonk a viable AC in the mid levels), +1 passive AC on top of that from the granted feat.
    2 more skill points.
    Animal path enhancements
    Meditation

    3 Monk gets you:
    +1 Additional Reflex save.
    Light or Dark path
    +2 Will against enchantments (Still Mind)
    Fast Movement
    Monk Improved Recovery 1

    1 Artificer gets you:
    Unlocks access to the trap skills and UMD.
    2 additional skill points
    50 basic SP, giving you only 50 less than a 20 Cleric
    +2 bonus to UMD when casting scrolls, and a +1 caster level bonus.
    +1 Will save, -1 Fort save.
    -2 HP
    Dog (lever puller)
    Crossbow use.
    Spells (Master's Touch, Enchant Armor, Enchant Weapon)
    Item Defence 1, Skill Boost 1, Damage Boost 1

    2 Artificer gets you:
    Rune arm use
    2 additional skill points
    25 SP more than a 1 Arti split, for 120 less than a 20 Cleric
    +1 Will save, -1 Fort save on top of a 1 Arti split.
    -2 more HP.
    +1 bonus to the caster level of potions you use
    Better Wand and Scroll Mastery 1, Force Manipulation 1, Intelligence 1

    1 Wizard gets you:
    -1 Fort Save, +1 Will Save
    -4 HP
    Dismiss Charm
    Access to Master's Touch as a self-cast spell (Terror, eSoS)
    +20 SP
    Bonus feat (Metamagic or a Spell Focus)
    Force Manipulation 1

    1 Rogue gets you:
    -1 Fort, +2 Reflex, -1 Will saves
    -2 HP
    Unlock trap skills, UMD, Intimidate
    1d6 Sneak Attack
    6 additional skill points
    Damage, Haste, Skill Boosts 1, Sneak Attack Training 1
    Rapier, Shortsword, Shortbow as class weapons

    2 Rogue gets you:
    +1 Reflex
    -2 HP
    Evasion
    6 additional skill points
    Better Wand and Scroll Mastery 1, Sneak Attack Accuracy 1

    1 Ranger gets you:
    +1 Fort, +1 Reflex, -1 Will saves
    Martial Weapon proficiency
    one Favored Enemy
    Bow Strength
    4 additional skill points
    Sprint Boost 1, Skill Boost 1, Favored Damage 1, Favored Defence 1

    2 Ranger gets you:
    +1 Reflex save
    TWF
    Rapid Shot
    Favored Resistance 1, Ranger DEX 1.
    4 Additional skill points.

    1 Paladin gets you:
    +1 Fort, -1 Will saves
    Aura of Good (+1 AC, +1 Saves, stacking)
    Martial Weapon proficiency
    1 Smite per rest
    +1 BaB
    +2 HP
    Paladin Toughness 1, Attack Boost 1, Saves Boost 1, Extra Smites 1, Focus of Good 1 (+3 Concentration)

    2 Paladin gets you:
    +1 Fort save
    CHA mod to all saves
    Lay on Hands 1/rest
    +1 BaB
    +2 HP
    Paladin CHA 1

    1 Sorc gets you:
    -1 Fort, +1 Will saves
    +80 SP, and +5 SP on a Magi/+10 SP on an Archmagi item at cap.
    Dismiss Charm
    Master's Touch as a possible spell
    -4 HP
    Force Manipulation 1

    1 FvS gets you:
    +1 Fort, +2 Reflex, +1 Will saves
    +80 SP, and +5 SP on a Magi/+10 SP on an Archmagi item at cap.
    Diety feat
    FvS Toughness 1, Attack Boost 1, Saves Boost 1, Damage Boost 1

    1 Bard gets you:
    -1 Fort, +2 Reflex, +1 Will saves
    -50 SP, rather than -100 SP if a melee class was splashed instead.
    -2 HP
    Unlock UMD
    Weak Fascinate, Inspire Courage 1/Rest
    Dismiss Charm
    1 spell (Master's Touch or Focusing Chant)
    Longsword, Rapier, Short Sword, Shortbow proficiencies
    Extra Song 1

    1 Barbarian gets you:
    +1 Fort, -1 Will saves
    +4 HP
    2 additional skill points
    Fast movement
    Martial weapon proficiencies
    +1 BaB
    1 Rage per day (it'll prevent spellcasting, but can be useful in a fight when you're not healing).
    Barbarian Toughness 1, Damage Boost 1, DR Boost 1

    I'll let others discuss which split is best.

  10. #10
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    A nice list from Sarisa....

    One of the things that makes the cleric class so interesting is that the capstone is relatively weak, opening up the wide variety of splash choices to customize your cleric. What you end up rolling (and hopefully enjoying) should match your play style. Of course, your play style may change once you start to understand what some of the options allow you to do.

    Personally, I prefer a shallow splash to preserve the ability to prep True Resurrection, Mass Heal, Implosion and Energy Drain at the same time. A 19/1 cleric/fighter with Improved Crit Slashing wielding a Terror? Yes please!

  11. #11
    Community Member Lalangamena's Avatar
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    Quote Originally Posted by Sarisa View Post
    1 Wizard gets you:
    -1 Fort Save, +1 Will Save
    -4 HP
    Dismiss Charm
    Access to Master's Touch as a self-cast spell (Terror, eSoS)
    +20 SP
    Bonus feat (Metamagic or a Spell Focus)
    Force Manipulation 1
    wiki state that force manipulation require wizard level2 ( wiki might be wrong though)

    also I have to add that splashing cleric will not reduce the DC (spell level + wis mod) but the spell pen (caster level+enh).

    if you're correct 18cleric/1figter/1 wizard can be quite strong "jack of all trades" toon.
    little slow on low levels, will have to wait long to get rezz, but can use rezz scrolls.

    1-humanbonus: toughness
    1-level1: empower heal
    1-fighter bonus: shield mastery
    2-wizard bonus: maximize
    3-spell penetration (to get even with pure cleric)
    6-past life wizard
    9-sf:necro/evoc
    12-quicken
    15-heighten
    18-greater spell penetration


    spell focus evocation will have nice synergy with the force line for blade barrier.

  12. #12
    Community Member HungarianRhapsody's Avatar
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    But what about the amazing Cleric capstone?

  13. #13
    Micki's Delirium
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    I'm considering making a second cleric at some point (first one pure). It's gonna be a clonk with 2 levels of monk for evasion, but would 17 cleric/2 monk/1 wiz/sorc/fvs be a viable option?
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  14. #14
    Community Member HungarianRhapsody's Avatar
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    Quote Originally Posted by Micki View Post
    I'm considering making a second cleric at some point (first one pure). It's gonna be a clonk with 2 levels of monk for evasion, but would 17 cleric/2 monk/1 wiz/sorc/fvs be a viable option?
    It wouldn't be any worse than a 17 Cleric/2 Monk going into raids and epic quests, at least.

    It wouldn't be much better than one, though.

  15. #15
    Community Member Antheal's Avatar
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    My current Main is a level 18 Halfling Cleric (enough Exp to level to 19 but I'm holding off until I'm 1 Exp away from 20) who I'll be TRing into another Halfling Cleric a few times before becoming a Dragonmarked Halfing Favoured Soul after the Enhancement revamp in Update 14.

    I'm planning on getting an Alchemical Flametouched Iron Tower Shield from the Secrets of the Artificers as my Devotion/Healing Lore item.
    Those are not pebbles surrounding the urn filled with Human teeth. They are megaliths!

  16. #16
    Community Member Hobgoblin's Avatar
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    Quote Originally Posted by Antheal View Post
    My current Main is a level 18 Halfling Cleric (enough Exp to level to 19 but I'm holding off until I'm 1 Exp away from 20) who I'll be TRing into another Halfling Cleric a few times before becoming a Dragonmarked Halfing Favoured Soul after the Enhancement revamp in Update 14.

    I'm planning on getting an Alchemical Flametouched Iron Tower Shield from the Secrets of the Artificers as my Devotion/Healing Lore item.
    just as a note - if you are 18 holding 19 you don't get stuck at 1 xp to 20.

    it just caps you.

    hob

  17. #17
    Community Member -Zephyr-'s Avatar
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    Quote Originally Posted by Lalangamena View Post
    wiki state that force manipulation require wizard level2 ( wiki might be wrong though
    Force manipulation requires wiz 1/sorc 1/arty 1, and character level 2. Meaning that a pure wizzy will have to wait for wiz 2 to get it. But a 1/1 clr/wiz gets it as well.

  18. #18
    Community Member PNellesen's Avatar
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    Quote Originally Posted by Bacab View Post
    Yes, and you will also get all martial weapon prof...

    AKA...

    Hello Carnifex at low levels.
    My Half-Orc Battle Cleric LOVED his Carnifex - it was the only weapon he needed until he got Blade Barrier

    Remember - the Cleric's proper location is up front, killing everything so you don't have to heal the squishy barbs and fighters who can't heal themselves
    Quote Originally Posted by Ertay View Post
    While they were at it though, the devs decided to go on an incredible nerfhammer rampage and left nothing in their wake standing...

  19. #19
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    Quote Originally Posted by PNellesen View Post
    My Half-Orc Battle Cleric LOVED his Carnifex - it was the only weapon he needed until he got Blade Barrier

    Remember - the Cleric's proper location is up front, killing everything so you don't have to heal the squishy barbs and fighters who can't heal themselves
    Those squishy barbs and fighters will pout if you kill EVERYTHING. As the divine caster, you are the real leader of the party. Its far better to be a good leader, and leave at least a few scraps for the barbs and fighters.

  20. #20
    Community Member WruntJunior's Avatar
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    Quote Originally Posted by GermanicusMaximus View Post
    Those squishy barbs and fighters will pout if you kill EVERYTHING. As the divine caster, you are the real leader of the party. Its far better to be a good leader, and leave at least a few scraps for the barbs and fighters.
    Yeah, greater command a few enemies for the melees to feel good. Same way a caster mass holds a few things so the melees feel like they contribute. :P
    Pestilence: Wruntjunior ~ Dragonborn Fire Sorc (finished completionist project) // Wruntarrow ~ HW Archer // Youngwrunt ~ SWF SDK Bardbarian // Wruntstaff ~ Stick Melee (current tr project)

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