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  1. #1

    Default The Sacred Axe (A build by request)

    This build is from Sigtrent's build request thread

    Build Name: Sacred Axe
    Author: Sigfried Trent
    Requester: KelWayne
    Last Updated: 06/21/10

    Key Words [Battle Cleric, Dwarf, TWF, Healing, Monk]

    Objectives
    This was a secondary request, as it stemmed from another build. The original was a TWF human "ahmish" battle cleric that used hammers. The requester then wanted a dwarven version using axes. For the re-vamp I started with the dwarven build and decided to focus it a bit more on the "battle" part of battle cleric. I wanted the cleric side to be a fairly strong healer, sufficient buffer and not much more. On the combat side I wanted as much damage and durability as I could muster.

    Design
    I started with a fairly basic battle cleric, one level of fighter and a lot of cleric. I really wanted to get up to the key cleric spells (blade barrier and heal) ASAP and to support my casting along the way while slowly building up the melee profile. In the old days DPS characters couldn't specialize like they can today so a build like this was pretty solid DPS. These days its third rank DPS, which is still enough to solo pretty well and to contribute well so long as you have good gear. If you factor in the maximized blade barriers the overall damage output of the character is a fair bit better and their healing isn't shabby by any stretch. Mana is a limitation though so if you are playing main healer you will want to leave buffs to others as much as is possible.

    Once I hit mass critical and maxed out blade barrier damage there didn't seem a strong argument for getting 9th level spells. Also, a couple key combat feats were missing, Toughness and Power Attack. Monk seemed a nice way to pick those up and round out the build in a few other ways that enhanced survivability and utility.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Dwarf Male
    (2 Fighter \ 3 Monk \ 15 Cleric) 
    Hit Points: 351
    Spell Points: 961 
    BAB: 15\15\20\25\25
    Fortitude: 20
    Reflex: 11
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            15                    17
    Constitution         16                    20
    Intelligence          8                    10
    Wisdom               15                    18
    Charisma              6                     8
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                    13
    Bluff                -2                    -1
    Concentration         7                    29
    Diplomacy            -2                    -1
    Disable Device       n/a                    n/a
    Haggle               -2                    -1
    Heal                  2                     4
    Hide                  2                     3
    Intimidate           -2                    -1
    Jump                  3                    16.5
    Listen                2                     4
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                     0
    Search               -1                     2
    Spot                  2                     4
    Swim                  3                     7
    Tumble                n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Concentration (+4)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Dwarven Faith I
    Enhancement: Dwarven Spell Defense I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 2 (Fighter)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Two Weapon Fighting
    Enhancement: Fighter Haste Boost I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Fighter Critical Accuracy I
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Oversized Two Weapon Fighting
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Enhancement: Dwarven Constitution I
    Enhancement: Cleric Prayer of Life I
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Dwarven Axe Attack I
    Enhancement: Cleric Life Magic II
    
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Extend Spell
    Enhancement: Follower of the Sovereign Host
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Unyielding Sovereignty
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+2)
    Enhancement: Cleric Life Magic III
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Dwarven Axe Damage II
    
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Dwarven Axe Attack II
    
    
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Life Magic IV
    
    
    Level 12 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Maximize Spell
    Enhancement: Dwarven Constitution II
    
    
    Level 13 (Fighter)
    Skill: Jump (+2)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Dwarven Tactics I
    Enhancement: Fighter Strength I
    
    
    Level 14 (Cleric)
    Skill: Concentration (+2)
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Energy of the Zealot III
    
    
    Level 15 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Cleric Prayer of Life III
    
    
    Level 16 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Prayer of Incredible Life III
    
    
    Level 17 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Dwarven Faith II
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 18 (Monk)
    Skill: Concentration (+1)
    Skill: Jump (+3)
    Feat: (Selected) Quicken Spell
    Feat: (Monk Bonus) Toughness
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Fighter Toughness I
    
    
    Level 19 (Monk)
    Skill: Balance (+3)
    Skill: Concentration (+1)
    Feat: (Monk Bonus) Power Attack
    Enhancement: Way of the Patient Tortiose I
    Enhancement: Racial Toughness III
    
    
    Level 20 (Monk)
    Ability Raise: STR
    Skill: Balance (+3)
    Skill: Concentration (+1)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Enhancement: Dwarven Spell Defense II
    Enhancement: Monk Improved Recovery I
    Play
    This should feel like a strong melee build up until mid levels where the combat builds really come into their own and leave you behind. On the other hand it should be a pretty capable healer, just enough for most self sufficient groups while still adding significantly to the parties total DPS. The character should solo very well through out its career and be a good bit of fun to play. At high level it will not be a powerhouse as its DPS never reaches the level raid groups seek out, and its mana pool limits its use as a raid healer. While not a star you should still always be useful as a fall back or secondary in either roll.

    Variations
    The monk levels are rather optional. You could easily drop a feat or two and continue in cleric. Also if you wanted to get evasion or toughness earlier you could move the monk levels up front in the build, but that would greatly delay your functionality as a cleric to most groups.
    Last edited by Tolero; 03-10-2011 at 12:23 PM.
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  2. #2
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    Question spells

    what spells should he be using
    i mean it dusnt matter much when your low lvl but when your lvl7 and up you get more variety of spells that would help with diffrent things
    or
    use the spells that i think would be good for the serten quest i am soloing or partying

  3. #3
    Community Member Visty's Avatar
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    holy necro, let the dead rest

    the good thing about beeing a cleric is that you always can swap your spells
    the best advice is: just text every spell and look what suits your needs the most
    Love Life of an Ooze: One ooze. Idiot hits ooze. Two oozes.
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    *insert axe*
    o o

  4. #4
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    Sorry to re-reannimate this twice dead thread, but...

    After much searching I've not found much useful information on making an effective Battle Cleric anywhere on the forums. Because of the focus on PUGs, all Clerics are expected to be able to raid heal or they are deemed a total failure. This build is the closest I've found to what I need, which is a melee focused Cleric for a static group of casual players. All characters are being built to be mostly self-sufficient, but I'm including this Cleric for someone to be able to heal in an emergency and top off HPs between fights.

    I'm curious why you didn't take Radiant Servant I/II with this build. It seems a fit for a melee Cleric as you can turn it on and heal automatically while you fight. Even with a Charisma of only 8 you'd still get two turn undeads, and I understand that they regenerate pretty quickly.

    Is it possible to include Improved Trip on a build such as this? The Fighter and Dwarven enhancement bonuses make tactics very tempting.

    Sorry if these are dumb questions. I've not played a Cleric before and I'm still trying to figure out the details.

  5. #5
    Community Member Kourier's Avatar
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    This build is too old for radiant servant. Like, really. It's that old.

    For feats, improved trip requires you take combat expertise, which means int. That means dropping wis and str by one and putting them into int and hitting 13 with a +1 tome. Not sure it's worth it. Plus, this build looks like it's very tight on feats. I don't expect you could fit in two more without gimping the healing or attacking aspect.

  6. #6
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    Quote Originally Posted by Kourier View Post
    This build is too old for radiant servant. Like, really. It's that old.

    For feats, improved trip requires you take combat expertise, which means int. That means dropping wis and str by one and putting them into int and hitting 13 with a +1 tome. Not sure it's worth it. Plus, this build looks like it's very tight on feats. I don't expect you could fit in two more without gimping the healing or attacking aspect.
    I did see that the OP was old enough to pre-date radiant servant, but Sig updated the build 6/21/10, which I believe was after its release.

    You're probably right on improved trip. I hadn't considered the INT requirements.

  7. #7
    Community Member parowan's Avatar
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    I'm playing a H-Orc warpriest and enjoying it. Right now he's Clr17/Ftr1. Took my fighter level at 2. I gave up some sp, so I won't be solo healing elite raids, but in something like the Shroud I have no trouble stepping back and focusing on heals. And while no one will mistake me for a DPS build, I can certainly mix it up instead of sitting back and picking my nose, waiting for someone to shout HLZ PLZ! I'm still 6 ranks away from 20, so we'll see if it's any different at that point, but for now I'm loving it. And yes, I took the Radiant Servant PrE because it's perfect for a warpriest.

    While dwarf offers some great sp enhancements, I like H-Orc for the str and THF enhancements, and for the novelty of a H-Orc healer.

    32pt: Str18, Dex10, Con14, Int6, Wis16, Chr10
    2 level ups in Str, 3 in Wis

    Feats:
    Toughness
    Extend (switched for Quicken recently)
    Empower healing
    Mental Toughness
    Power Attack
    Maximize
    ImpCrit: Slash
    THF

    The THF is optional - not super interested in attracting extra aggro since I'm not a tank. My offensive casting is limited, but with buffs I can melee the trash respectably, then when it's boss time step back and launch quickened mass heals with all the healing feats and enhancements. Simple build, but it keeps healing from being boring.

  8. #8
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    Here's my first attempt at a Cleric build. Would appreciate any constructive criticism and feedback.

    Build is for a newer player that will part of a static group playing casually, approx. 6-10 hours a week. All group characters will be designed to be self-sufficient as much as possible, with this character topping off HPs between combat and switching to a healing role when needed. Due to the group's pace, performance while leveling is more important than maximized abilities at cap.

    Goals
    1 - DPS that matters throughout the leveling range (not top tier, but able to contribute)
    2 - Able to heal as needed while meleeing
    3 - Sufficient HPs to be able to focus on healing others, not himself

    I have 32 point builds but haven't yet spent the Turbine Points for half-orcs or favored soul.


    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Healing Axe
    Level 20 Lawful Good Dwarf Male
    (2 Fighter \ 18 Cleric) 
    Hit Points: 326
    Spell Points: 1171 
    BAB: 15\15\20\25\25
    Fortitude: 18
    Reflex: 9
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    22
    Dexterity            16                    17
    Constitution         16                    18
    Intelligence          8                     8
    Wisdom               14                    16
    Charisma              6                     6
    
    Tomes Used
    +1 Tome of Wisdom used at level 3
    +1 Tome of Dexterity used at level 8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                     7
    Bluff                -2                    -2
    Concentration         6                    24
    Diplomacy            -2                    -2
    Disable Device       n/a                   n/a
    Haggle               -2                    -2
    Heal                  2                     5
    Hide                  3                     3
    Intimidate           -2                    -2
    Jump                  3                     8
    Listen                2                     3
    Move Silently         3                     3
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  2                     3
    Swim                  3                     6
    Tumble                3.5                   3.5
    Use Magic Device     n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Concentration (+3)
    Skill: Tumble (+0.5)
    Feat: (Selected) Toughness
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Spell Defense I
    Enhancement: Cleric Life Magic I
    
    
    Level 2 (Fighter)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Two Weapon Fighting
    Enhancement: Fighter Haste Boost I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Fighter Toughness I
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Extend Spell
    Enhancement: Racial Toughness I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Power Attack
    Enhancement: Dwarven Axe Attack I
    Enhancement: Fighter Strength I
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Improved Heal I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Divine Healing I
    Enhancement: Cleric Extra Turning I
    
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Racial Toughness II
    Enhancement: Improved Heal II
    Enhancement: Cleric Life Magic II
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Improved Turning I
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Enhancement: Cleric Radiant Servant I
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Dwarven Axe Damage II
    Enhancement: Cleric Divine Healing II
    
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Spell Defense II
    
    
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 12 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Divine Vitality I
    
    
    Level 13 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Follower of the Sovereign Host
    Enhancement: Cleric Divine Vitality II
    
    
    Level 14 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Unyielding Sovereignty
    
    
    Level 15 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Divine Healing III
    
    
    Level 16 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Enhancement: Dwarven Axe Attack II
    
    
    Level 17 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Dwarven Constitution II
    
    
    Level 18 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Racial Toughness III
    
    
    Level 19 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Cleric Life Magic III
    
    
    Level 20 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Energy of the Zealot III
    Problems:
    Getting to 17 Dex for Improved Two Weapon Fighting was problematic. As I don't have a capped character yet I didn't want to rely on a +2 Dex tome, so I put the level 8 stat bump in Dex and went with a +1 tome, which I can save up the plat for and buy at the auction house. Would rather have this point in Strength, but since I'm limited to Fighter Strength I enhancement, this makes me end on an even number.

    No Maximize means weaker Blade Barriers, but focus is not on offensive casting so I'm okay with that.

    Thanks for any advice.

    EDIT: Based on Kourier's suggestion I rearranged the stats. Will probably re-look the enhancements as well, but those are flexible.
    Last edited by PurpleTimb; 01-18-2011 at 10:47 AM.

  9. #9
    Community Member Kourier's Avatar
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    Looks alright but you'll have a hard time raid-healing with just empower healing. Consider dropping gtwf for maximize. This affects your BB and your cure spells (NOT hea/mass heall).

    For enhancement's I'd personally drop spell defense (Good will save already), energy of the zealot II-III (60 sp for 5 ap?), and divine healing (Turns better used for aura). Then, pick up cleric life magic IV and whatever else you want. If you really want SP maybe take Dwarven Faith I in addition. But enh can be reset every 3 days so don't worry so much.

    Ooh, ooh, I got it. You could start with 16 str, then bump dex and wis up one. You only need a +1 tome so you can put the level up into str.
    Last edited by Kourier; 01-05-2011 at 06:12 PM.

  10. #10
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    Empowered healing is enough to raid heal with radiant servant II and mass heal. I would not roll a cleric without maximize, because there is a lot of situations where BB is the best solution, but if you are ok with not using it (without max and dumped wis it's a waste of time) then there is no problem. When/if you will craft mineral II axes you can swap impr crit to maximize and you are golden

    Beside this I think it is a fine build, you should enjoy playing it

  11. #11
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    Thanks for your comments guys. I appreciate the feedback.

    I think you're right with the stats Kourier. Good idea.


    Quote Originally Posted by Kourier View Post
    For enhancement's I'd personally drop spell defense (Good will save already)
    Does Dwarven Spell Defense affect all saves or just Will? I picked it mainly because I had an extra couple of APs I didn't know what to do with but I was hoping that it would help with the poor reflex save.
    Last edited by PurpleTimb; 01-06-2011 at 12:06 PM.

  12. #12
    Community Member parowan's Avatar
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    You'll be low in SP, which will limit your ability to solo heal raids or even normal quests if it's a poor pug. But you know that and you're planning on focusing on a static group and not end game, and what you've got is good for that.

    I would forget about divine healing--or at least switch it out for something else once you have radiant servant. The aura makes divine healing redundant. Also, I would forget about improved turning. Focus on extra turns and instead of turning undead you can blast them with your aura.

    If you want to keep GTWF you might consider taking Maximize instead of Quicken, and then at latter levels when your spell duration is long enough you could switch Extend out for Quicken. That way you'll have GTWF and Maximize and Quicken.

    My HOrc warpriest's blade barriers aren't top notch, but they certainly do contribute when they're maximized. But maximize is for BB, not healing. After I got the Heal spell I rarely use maximize for healing--it's not cost-effective. Having a few superior ardor clickies on hand is better.

    I would also recommend you consider 2 monk levels instead of 2 fighter. The main difference would be having to spend a feat for dwarven axe proficiency. In exchange you would have evasion. I went the fighter route myself, and it sounds like that's more what you're looking for, but evasion is always a wonderful thing to have.

  13. #13
    Community Member kjohnson1990's Avatar
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    Quote Originally Posted by sigtrent View Post
    This build is from Sigtrent's build request thread

    Build Name: Sacred Axe
    Author: Sigfried Trent
    Requester: KelWayne
    Last Updated: 06/21/10

    Key Words [Battle Cleric, Dwarf, TWF, Healing, Monk]

    Objectives
    This was a secondary request, as it stemmed from another build. The original was a TWF human "ahmish" battle cleric that used hammers. The requester then wanted a dwarven version using axes. For the re-vamp I started with the dwarven build and decided to focus it a bit more on the "battle" part of battle cleric. I wanted the cleric side to be a fairly strong healer, sufficient buffer and not much more. On the combat side I wanted as much damage and durability as I could muster.

    Design
    I started with a fairly basic battle cleric, one level of fighter and a lot of cleric. I really wanted to get up to the key cleric spells (blade barrier and heal) ASAP and to support my casting along the way while slowly building up the melee profile. In the old days DPS characters couldn't specialize like they can today so a build like this was pretty solid DPS. These days its third rank DPS, which is still enough to solo pretty well and to contribute well so long as you have good gear. If you factor in the maximized blade barriers the overall damage output of the character is a fair bit better and their healing isn't shabby by any stretch. Mana is a limitation though so if you are playing main healer you will want to leave buffs to others as much as is possible.

    Once I hit mass critical and maxed out blade barrier damage there didn't seem a strong argument for getting 9th level spells. Also, a couple key combat feats were missing, Toughness and Power Attack. Monk seemed a nice way to pick those up and round out the build in a few other ways that enhanced survivability and utility.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Dwarf Male
    (2 Fighter \ 3 Monk \ 15 Cleric) 
    Hit Points: 351
    Spell Points: 961 
    BAB: 15\15\20\25\25
    Fortitude: 20
    Reflex: 11
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            15                    17
    Constitution         16                    20
    Intelligence          8                    10
    Wisdom               15                    18
    Charisma              6                     8
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                    13
    Bluff                -2                    -1
    Concentration         7                    29
    Diplomacy            -2                    -1
    Disable Device       n/a                    n/a
    Haggle               -2                    -1
    Heal                  2                     4
    Hide                  2                     3
    Intimidate           -2                    -1
    Jump                  3                    16.5
    Listen                2                     4
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                     0
    Search               -1                     2
    Spot                  2                     4
    Swim                  3                     7
    Tumble                n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Concentration (+4)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Dwarven Faith I
    Enhancement: Dwarven Spell Defense I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 2 (Fighter)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Two Weapon Fighting
    Enhancement: Fighter Haste Boost I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Fighter Critical Accuracy I
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Oversized Two Weapon Fighting
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Enhancement: Dwarven Constitution I
    Enhancement: Cleric Prayer of Life I
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Dwarven Axe Attack I
    Enhancement: Cleric Life Magic II
    
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Extend Spell
    Enhancement: Follower of the Sovereign Host
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Unyielding Sovereignty
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+2)
    Enhancement: Cleric Life Magic III
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Dwarven Axe Damage II
    
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Dwarven Axe Attack II
    
    
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Life Magic IV
    
    
    Level 12 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Maximize Spell
    Enhancement: Dwarven Constitution II
    
    
    Level 13 (Fighter)
    Skill: Jump (+2)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Dwarven Tactics I
    Enhancement: Fighter Strength I
    
    
    Level 14 (Cleric)
    Skill: Concentration (+2)
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Energy of the Zealot III
    
    
    Level 15 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Cleric Prayer of Life III
    
    
    Level 16 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Prayer of Incredible Life III
    
    
    Level 17 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Dwarven Faith II
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 18 (Monk)
    Skill: Concentration (+1)
    Skill: Jump (+3)
    Feat: (Selected) Quicken Spell
    Feat: (Monk Bonus) Toughness
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Fighter Toughness I
    
    
    Level 19 (Monk)
    Skill: Balance (+3)
    Skill: Concentration (+1)
    Feat: (Monk Bonus) Power Attack
    Enhancement: Way of the Patient Tortiose I
    Enhancement: Racial Toughness III
    
    
    Level 20 (Monk)
    Ability Raise: STR
    Skill: Balance (+3)
    Skill: Concentration (+1)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Enhancement: Dwarven Spell Defense II
    Enhancement: Monk Improved Recovery I
    Play
    This should feel like a strong melee build up until mid levels where the combat builds really come into their own and leave you behind. On the other hand it should be a pretty capable healer, just enough for most self sufficient groups while still adding significantly to the parties total DPS. The character should solo very well through out its career and be a good bit of fun to play. At high level it will not be a powerhouse as its DPS never reaches the level raid groups seek out, and its mana pool limits its use as a raid healer. While not a star you should still always be useful as a fall back or secondary in either roll.

    Variations
    The monk levels are rather optional. You could easily drop a feat or two and continue in cleric. Also if you wanted to get evasion or toughness earlier you could move the monk levels up front in the build, but that would greatly delay your functionality as a cleric to most groups.
    OMFG, this is just like my 15 cleric/ 2 fighter/2 (almost 3) monk that i'm running on argonessen!!!! HAHA! Awesome.
    my build can be found here http://forums.ddo.com/showthread.php?t=295123 . Its very similar except its halfling and doesnt use dwarf axes.

  14. #14
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    Quote Originally Posted by parowan View Post
    You'll be low in SP, which will limit your ability to solo heal raids or even normal quests if it's a poor pug. But you know that and you're planning on focusing on a static group and not end game, and what you've got is good for that.

    I would forget about divine healing--or at least switch it out for something else once you have radiant servant. The aura makes divine healing redundant. Also, I would forget about improved turning. Focus on extra turns and instead of turning undead you can blast them with your aura.

    If you want to keep GTWF you might consider taking Maximize instead of Quicken, and then at latter levels when your spell duration is long enough you could switch Extend out for Quicken. That way you'll have GTWF and Maximize and Quicken.

    My HOrc warpriest's blade barriers aren't top notch, but they certainly do contribute when they're maximized. But maximize is for BB, not healing. After I got the Heal spell I rarely use maximize for healing--it's not cost-effective. Having a few superior ardor clickies on hand is better.

    I would also recommend you consider 2 monk levels instead of 2 fighter. The main difference would be having to spend a feat for dwarven axe proficiency. In exchange you would have evasion. I went the fighter route myself, and it sounds like that's more what you're looking for, but evasion is always a wonderful thing to have.
    Good points. Divine Healing was something I tossed in only because I had extra APs. You're right, it should probably go. Improved Turning is there because it's a prerequisite for Radiant Servant. I like your idea of swapping Extend for Quicken. Extend seems important to me while low level, but I can see it being less important later.

    I spent some time trying to work 2 Monk instead of 2 Fighter. I like the extra skill points Monk gives, and Evasion would be nice. But I really wanted to go with dwarven axes, and 2 Monk makes that very hard to do. I need a minimum BAB of 1 to take Exotic Proficiency, and I can't take it as a Monk bonus feat. That makes the early feats very crowded. I either have to wait to take Toughness until higher level (9?, 12?) or forgo Extend entirely. Fighter gives me higher BAB, martial weapons, Fighter Strength I and Fighter Toughness I. Monk gives Evasion and little else.

    Is 16 Cleric/2 Fighter/2 Monk worthwhile? Or do you give up too much healing with that?

  15. #15
    Community Member kjohnson1990's Avatar
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    Quote Originally Posted by PurpleTimb View Post
    Is 16 Cleric/2 Fighter/2 Monk worthwhile? Or do you give up too much healing with that?
    To be honest man, I TR'd from a pure FvS to a 15 cleric/ 2 fighter/ 2 (going 3) monk and there is no difference in healing between me and a lv 20 cleric/ FvS. No difference at all. Sure, i have less mana, but i'm not ashamed to use pots, i bought them a long time ago when they were glitched and a stack of 100 pots, (400-600 mana) was only one turbine point. So i'm not afraid to chug those pots. I also pick pot rewards no matter what loot is given, except +2 tome..


    but, there is no difference in healing. you get +5 on all your cure mass spells, and that only translates to +40 on a crit (maximized, empowered, empowered heal). Thats not a huge difference. Adn the aura's and bursts are unnafected by cleric levels, they are affected by caster levels. Kind of like the monk healing ki, and finisher attacks. Its based off of actual levels, not cleric ones.

  16. #16
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    Quote Originally Posted by kjohnson1990 View Post
    ... the aura's and bursts are unnafected by cleric levels, they are affected by caster levels. Kind of like the monk healing ki, and finisher attacks. Its based off of actual levels, not cleric ones.
    Ahhh! Now I understand this build much better. That makes Sig's original 15/2/3 build much more effective than I realized. Thanks for your comments; I'm learning a lot from this. I think I'll go back and see how this build looks when I work in 2 or 3 levels of Monk. If I can squeeze a couple more points into wisdom I might actually get some AC out of this setup as well. Not epic level of course, but enough to see some misses come up when fighting trash.

  17. #17
    Community Member Kourier's Avatar
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    You do give up 9th level spells (Mainly mass heal, true res, energy drain, summon IX). And if you're going to do 2 monk might as well go 3 monk for fists of light and/or swap to handwraps. Also if you want evasion invest in your reflex save. You want 30+ endgame, I hear, which seems doable with a twf build.

  18. #18
    Community Member icekinslayer's Avatar
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    Quote Originally Posted by parowan View Post
    Also, I would forget about improved turning. Focus on extra turns and instead of turning undead you can blast them with your aura.

    How did you get radiant servant PrE without the Improved Turning Enhancement?

  19. #19
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    Quote Originally Posted by icekinslayer View Post
    How did you get radiant servant PrE without the Improved Turning Enhancement?
    I didn't. It's there at Level 7. SigTrent's original build pre-dates the radiant servant PrE. parowan was commenting on my suggested build in post #8, but I think he forgot about it being a prerequisite.
    Last edited by PurpleTimb; 01-06-2011 at 07:02 PM.

  20. #20
    Community Member parowan's Avatar
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    Quote Originally Posted by PurpleTimb View Post
    I didn't. It's there at Level 7. SigTrent's original build pre-dates the radiant servant PrE. parowan was commenting on my suggested build in post #8, but I think he forgot about it being a prerequisite.
    That's right. My bad.

    As far as a 15/3/2 build, it's certainly workable, especially as you're planning on running with a mostly self-sufficient static group. But with that much splash you should expect to start running into arrogant PUGers who won't add you cause you're "not a healer."

    As for having full healing ability--of course you won't. But the difference between 15 and 18 is small and you should have enough for your static group. Not all of us have an endless stack of mana pots, and sp is where you'll feel the shortage most. After that what you'll miss most is Mass Heal. Quicken makes it a viable spell, and there's nothing so cost-efficient as mass heal mixed with your cures. But the mass cures alone can certainly do the job. Again, shouldn't be a problem in your static group. Implosion is convenient for clearing trash quickly, and True Resurrection costs less sp than Raise+Heal, but they're nonessential.

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