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  1. #1
    Community Member urialdw's Avatar
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    Default Looking for assistance with starting a build

    I am looking for assistance with starting stats on claric that can fill any roll (healbot, Battle Cleric or Offensive caster) and use dragon marks.
    Mythralwolf Lvl 14 Warforged mage, Hedeon lvl 13 Dwarf intimitank, Vodehb lvl 9 elf favored soul, Mordee lvl 4 human Monk.

  2. #2
    Community Member Craggath's Avatar
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    I've got several ideas, but first I'd need a bit more information

    1. Any specific race in mind?
    2. Do you want to use DV's?
    3: Do you want to stay Pure Cleric or is splashing a level of something else ok?

    Edit: I'd recommend human (for the extra feats to help fit in the Dragonmarks, and a variety of better marks) or Dwarf (great combat enhancements/better Con but not so good for dv's)
    Last edited by Craggath; 11-10-2007 at 09:12 AM.
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  3. #3
    Community Member ShadowFox1978's Avatar
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    What race? and why dragonmarks? Assuming you want a 28 point build.
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  4. #4
    Community Member urialdw's Avatar
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    Sorry about that though I included the race. I was looking for Halfling. I do not mind splashing in a level or two of something else but not much more then that. DV i am assuming Divine Vitality ? not sure.
    Mythralwolf Lvl 14 Warforged mage, Hedeon lvl 13 Dwarf intimitank, Vodehb lvl 9 elf favored soul, Mordee lvl 4 human Monk.

  5. #5
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    Are you OK with being Below average in all three areas? Thats the only way to make a Dragonamarked cleric that can do all three.
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  6. #6
    Community Member urialdw's Avatar
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    I thought I may be pushing it wanting to do all three and the dragon marks. While I like the thought of a few free heals they are not vital. And as far as a heal bot I can use wands and Scrolls if needed.
    Mythralwolf Lvl 14 Warforged mage, Hedeon lvl 13 Dwarf intimitank, Vodehb lvl 9 elf favored soul, Mordee lvl 4 human Monk.

  7. #7
    Community Member Nauthiz's Avatar
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    Before I give you what you asked for, I'm going to make my own recommendation. Go with human, STR 17, DEX 8, CON 10, INT 8 WIS 17, CHA 8. Choose Empower Healing (for cheaper, faster healing with enhancements), Heighten (for a Level 7 Soundburst), Extend (for your combat buffs, if not for the resists), Weapon Focus, Improved Crit, and Mental Toughness. The extra skill point will let you max Concentration and feed your Heal, Balance, even Haggle. You can use the Human Adaptability enhancements to bring STR and WIS up to even numbers. These things are worth more than the few free heals that Halfling gives you. I'm personally leveling a 32 pt Dwarf that would work, also.

    For a Halfling, this will be a little tough. Starting stats can go a few different ways. Still on the assumption of a 28 point build: STR 16, DEX 10, CON 10, INT 8, WIS 16, CHA 8. This array will let you hit things (mostly), though you'll probably rely on Divine Power/Favor when you actually want to mix it up. You'll be able to hit a 30 WIS with +3 from levels, +3 from enhancements, +6 item and a +2 tome at 1750 favor. You might switch this to 14 STR and 18 WIS, and really count on self-buffs when you want to fight, hoping the Dragonmarks will save you plenty of SP for buffing. If you've got 32 point builds, try STR 16, DEX 12, CON 12, INT 8, WIS 16, CHA 8, which will cost you a bit of casting, but if you want to fight, will allow for a bit better AC and HP, while still being sufficient WIS to be a good healer.

    I would suggest 13 Cleric/1 Paladin, but definitely either fighter or paladin for the weapon proficiency. My first character was the same, and the martial weapon proficiency was wonderful; since I was just starting out, it let me use just about any nice weapon I found, instead of having to hope it was a morningstar or mace. Also, since you won't have enough feats to specialize, it doesn't matter if you carry a mix of maces, axes, and swords, does it? The pally level gets you about 40 SP that fighter would not, +1 to AC and saves. Fighter would give you an extra feat and tower shield proficiency.

    Either way, I think trying to get the Dragonmark feats on your cleric is redundant, and it's gonna cost you on both your combat and your offensive casting. You won't have enough feats to cover everything you want to do. Everything I have above is a bit balanced. I advise you to get a good Devotion item, keep your Life Magic enhancements up, and learn which spells to use and when. A timely use of Heal and Mass Cure Light Wounds will cover most situations. Gauge your party, so that you know whether they need a babysitter or not, and it should give you plenty of time to jump in and hack'n'slash away while everything's under control. Also know when to jump out, of course. With 30 Wisdom, you can pull off Greater Command, Destruction, Blade Barrier, and other fun stuff, but you won't be anywhere near as effective as a Wizard's Finger of Death or a Bard's Mass Hold, but you'll still do fine. It's just a matter of using the right spell at the right time.

    Below is a rough suggestion. Feel free to modify it and make it your own. Level 12 feat is open, take whatever you feel is missing once you get there: Mental Toughness, Weapon Focus, Improved Crit, Toughness, Heighten, etc. Notice all skills went to concentration, so your heals don't fail when you're getting smacked around. Try to get a decent heal skill item, so that you can help people get a few more HP back at the shrine and save yourself having to spend as much SP. Also, consider using the Dragonmark feats to bump up your fighting and casting abilities, or consider choosing the Dragonmarks and focus on either casting or fighting; you'll be able to stretch your stat points and feats further.

    Code:
    Character Plan by DDO Character Planner Version 2.75
    DDO Character Planner Home Page
    
    Level 14 Lawful Good Halfling Male
    (1 Paladin \ 13 Cleric) 
    Hit Points: 134
    Spell Points: 957 
    BAB: 10\10\15\20
    Fortitude: 12
    Reflex: 6
    Will: 16
    
                      Starting            Ending          
                     Base Stats         Base Stats        
    Abilities        (Level 1)          (Level 14)        
    Strength             16                 16            
    Dexterity            10                 10            
    Constitution         10                 10            
    Intelligence          8                  8            
    Wisdom               16                 19            
    Charisma              8                  8            
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 14)        
    Balance               0                  0            
    Bluff                -1                 -1            
    Concentration         4                 17            
    Diplomacy            -1                 -1            
    Disable Device       n/a               n/a            
    Haggle               -1                 -1            
    Heal                  3                  6            
    Hide                  0                  0            
    Intimidate           -1                 -1            
    Jump                  3                  3            
    Listen                3                  6            
    Move Silently         0                  0            
    Open Lock             n/a               n/a           
    Perform              n/a               n/a            
    Repair               -1                 -1            
    Search               -1                 -1            
    Spot                  3                  6            
    Swim                  3                  3            
    Tumble                n/a               n/a           
    Use Magic Device     n/a               n/a            
    
    Level 1 (Cleric)
    Feat: (Selected) Least Dragonmark of Healing
    
    Level 2 (Paladin)
    
    Level 3 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    Level 4 (Cleric)
    
    Level 5 (Cleric)
    
    Level 6 (Cleric)
    Feat: (Selected) Lesser Dragonmark of Healing
    
    Level 7 (Cleric)
    
    Level 8 (Cleric)
    
    Level 9 (Cleric)
    Feat: (Selected) Greater Dragonmark of Healing
    
    Level 10 (Cleric)
    
    Level 11 (Cleric)
    
    Level 12 (Cleric)
    Feat: (Selected) Mental Toughness
    
    Level 13 (Cleric)
    
    Level 14 (Cleric)
    Enhancement: Extra Dragonmark I
    Enhancement: Extra Dragonmark II
    Enhancement: Extra Dragonmark III
    Enhancement: Extra Dragonmark IV
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Cleric Improved Empower Healing II
    Enhancement: Cleric Improved Empower Healing III
    Enhancement: Cleric Prayer of Life I
    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 Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Wisdom III
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Wand Mastery I

  8. #8
    Community Member Craggath's Avatar
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    Personally, I was thinking going Human and getting the Dragonmark of Making or Passage.
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  9. #9
    Community Member weyoun's Avatar
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    I think the heal skill is totally over-rated and not utilized at all except at the lowest level. I would put very few, if any points in it, your wisdom will push you up over the negative It does not affect your ability to heal where it counts, and that is in battle. There are also plenty of + heal items out there you can equip if you need to help with HP while players are shrining, including the gauntlets of eternity out of the reaver which, I believe are +13 to heal.

    Also, if you are going to use DV's, charisma should not be a dump stat.

    You can take quicken and avoid putting any skill points into concentration. Sure its going to cost you SP but even high concentrations get broken in the high end content, and you waste all those SP. I am certain that I use less SP with quicken on because it suits my casting style, which is agressive (although not usually meleeing myself). Just make sure to turn it off when you are buffing and turn it back on when ur fighting.

    As far as the dragonmarks, its a novelty but don't bother. The free heals are not worth what its going to cost you in other valuable feats, (improved mental toughness, extend, quicken, empower heal). You can build your cleric with the charisma and skill points to UMD scrolls and items that are normally used by casters. UMD is a skill that should not be overlooked on a cleric as it provides a degree of flexibility that if you use, will make you a better build. I would take as much UMD as possible and jack up the charisma.

    And go human or drow. Human for the extra feat or drow for the charisma. Dwarven clerics are also good choices, but not for the UMD build.

    Code:
    Character Plan by DDO Character Planner Version 2.60
    DDO Character Planner Home Page
    
    UMD-Cleric 
    Level 14 Lawful Good Human Male
    (14 Cleric) 
    Hit Points: 146
    Spell Points: 1089 
    BAB: 10\10\15\20
    Fortitude: 10
    Reflex: 4
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 14)
    Strength             10                    10
    Dexterity            10                    10
    Constitution         11                    12
    Intelligence         10                    10
    Wisdom               17                    26
    Charisma             16                    20
    
    Tomes Used
    +1 Tome of Constitution used at level 1
    +1 Tome of Wisdom used at level 1
    +2 Tome of Wisdom used at level 14
    +1 Tome of Charisma used at level 14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 14)
    Balance               0                     7
    Bluff                 3                     6
    Concentration         3                     4
    Diplomacy             3                    12
    Disable Device        n/a                   n/a
    Haggle                4                     6
    Heal                  4                     8
    Hide                  0                     0
    Intimidate            3                     5
    Jump                  0                     1
    Listen                4                     8
    Move Silently         0                     0
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spot                  4                     8
    Swim                  1                     1
    Tumble                1                     1
    Use Magic Device      5                    13
    
    Level 1 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Feat: (Human Bonus) Mental Toughness
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Divine Vitality I
    
    Level 2 (Cleric)
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Cleric Wisdom I
    
    Level 3 (Cleric)
    Feat: (Selected) Quicken Spell
    Enhancement: Human Improved Recovery I
    Enhancement: Cleric Prayer of Life I
    
    Level 4 (Cleric)
    Enhancement: Human Versatility I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Charisma I
    
    Level 5 (Cleric)
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Cleric Energy of the Zealot II
    
    Level 6 (Cleric)
    Feat: (Selected) Improved Mental Toughness
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Spell Penetration I
    
    Level 7 (Cleric)
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Divine Vitality II
    
    Level 8 (Cleric)
    Enhancement: Cleric Prayer of Life II
    
    Level 9 (Cleric)
    Feat: (Selected) Extend Spell
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Charisma II
    
    Level 10 (Cleric)
    Enhancement: Cleric Extra Turning I
    
    Level 11 (Cleric)
    Enhancement: Cleric Wisdom III
    
    Level 12 (Cleric)
    Feat: (Selected) Spell Penetration
    Enhancement: Cleric Life Magic III
    
    Level 13 (Cleric)
    Enhancement: Human Adaptability Charisma II
    
    Level 14 (Cleric)
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Energy of the Zealot III
    
    UMD
    13 base
    +3 from +6 charisma item 
    +2 skill boost
    +4 GH from gird
    +3 Golden cartouche
    +1 rabbit gloves
    26 total - enough to UMD most race restricted items, and gives a decent chance at mid-level arcane spells.

    This gives build gives you some of the novelty of the dragonmarks and a whole lot more utility. If you want to take all the Human Versatility skill boots you can get another +3 umd. I still need to play around with the enhancements a bit, and I don't like the way all the skill points are spent but its just something to get you thinking about UMD on your cleric in lieu of a dragonmark.
    Lysol, Winner of the Award for Outstanding Achievement in the Field of Excellence

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