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  1. #21
    Community Member Lyletuba's Avatar
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    OK, OK. Looks like my build idea suxors. (Samho, I appreciate the encouragement)

    How about a plain ole’ melee capable Cleric. Maybe with a splash of Paladin:
    Dwarf Cleric Melee Guy - 32 point build
    16 Cleric OR 15 Cleric/1 Paladin {Paladin lvl is taken at 2nd}

    STATS
    Str 14
    Dex 8
    Con 16
    Int 8
    Wis 18
    Cha 10
    All 4 level stat increases go into Wis
    Stat Enhancements: Dwarven Con +2 and Cleric Wis +3
    No Tomes Required

    SKILLS: Pump all skill points into Concentration.

    FEATS:
    1 (@1st lvl) Mental Toughness (+10 sp at 1st level and +5 sp for each additional level)
    2 (@3rd lvl) Extend Spell (Bull’s Str and Resists – later swap out for Spell Pen)
    3 (@6th lvl) Toughness (goes great with Dwarven Toughness Enhancement boosters)
    4 (@9th lvl) Quicken Spell (some ppl think taking this earlier is unwise)
    5 (@12th lvl) Maximize Spell (for Blade Barrier)
    6 (@15th lvl) Greater Spell Penetration (first swap Extend for Spell Penetration)

    GOAL: Heal-bot that can fight - Decent melee power for beginning-middle of career and decent offensive spell power for end game.

    Having the Paladin lvl would give a boost to SP, AC + Saves Aura and access to Dwarven Axes (I have a considerable stash built up).
    Must be Lawful Good and can’t cast Chaos Hammer or Unholy Blight (no big loss there). The only real downside is -1 DC on offensive spells and get spells one lvl later than a pure cleric.
    Last edited by Lyletuba; 04-25-2008 at 09:46 AM.
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  2. #22
    Community Member Lyletuba's Avatar
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    Anyone that splashed a lvl of Pally live to regret it at end game?
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  3. #23
    Community Member Gunga's Avatar
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    Quote Originally Posted by Lyletuba View Post
    OK, OK. Looks like my build idea suxors. (Samho, I appreciate the encouragement)

    How about a plain ole’ melee capable Cleric. Maybe with a splash of Paladin:
    Dwarf Cleric Melee Guy - 32 point build
    16 Cleric OR 15 Cleric/1 Paladin {Paladin lvl is taken at 2nd}

    STATS
    Str 14
    Dex 8
    Con 16
    Int 8
    Wis 18
    Cha 10
    All 4 level stat increases go into Wis
    Stat Enhancements: Dwarven Con +2 and Cleric Wis +3
    No Tomes Required

    SKILLS: Pump all skill points into Concentration.

    FEATS:
    1 (@1st lvl) Mental Toughness (+10 sp at 1st level and +5 sp for each additional level)
    2 (@3rd lvl) Extend Spell (Bull’s Str and Resists – later swap out for Spell Pen)
    3 (@6th lvl) Toughness (goes great with Dwarven Toughness Enhancement boosters)
    4 (@9th lvl) Quicken Spell (some ppl think taking this earlier is unwise)
    5 (@12th lvl) Maximize Spell (for Blade Barrier)
    6 (@15th lvl) Greater Spell Penetration (first swap Extend for Spell Penetration)

    GOAL: Heal-bot that can fight - Decent melee power for beginning-middle of career and decent offensive spell power for end game.

    Having the Paladin lvl would give a boost to SP, AC + Saves Aura and access to Dwarven Axes (I have a considerable stash built up).
    Must be Lawful Good and can’t cast Chaos Hammer or Unholy Blight (no big loss there). The only real downside is -1 DC on offensive spells and get spells one lvl later than a pure cleric.
    I'd through the points into str if you want to hit stuff and hurt it. I'd get rid of the spell pens for imp crit and pa. Do you want to dump those points into concentration if you have quicken?

  4. #24
    Community Member Grenfell's Avatar
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    Just some reference info for you, Lyle.

    I have a Dwarven cleric that I've posted on before called "The Shaman" -- an offensive casting battlecleric. I would redo him as a 15c/1p or 15c/1ranger if I could, but he's stuck as a 15c/1F. I'll live with it.

    Right now, at 16, he's got:

    Str 22 = 16 base +6 item
    Dex 8
    Con 24 = 16 base +2 enh +6 item
    Int 8
    Wis 30 = 18 base +6 item +2 enh +4 levels (will be 32 w/ +2 favor tome)
    Cha 6

    I believe my HP is right around 400 (maybe 396 or something?).

    I carry Empower Healing, Maximize, Extend, Quicken, IC: Piercing, Toughness and Power Attack (fighter feat @ 2)

    I think he's extremely effective in all situations I've been in so far. I may swap out EH for Empower, or change out Improved Crit if I find the right weapons, but I'm loving it so far exactly as it is. With 400 hp, I want the Emp Healing to get fully healed with one button. Even the Power Attack comes in handy in places like the Shroud; hacking at portals with a greataxe of maiming, doing around 25 per swing. It ain't shabby. Haven't yet felt the real pain of only having 22 Str.

    With DP and DF active, I'm not finding too many problems hitting things with a rapier or an axe; but running things through Blade Barrier is some fun. I can heal with the best of 'em, but with 400 hp... it's really quite interesting. Shroud pt 4, for example -- I don't worry about Fire Prot. I can survive a DBF for 270, and just Heal past it.

    With 8 dex, my reflex save is awful and my AC is nothing to write home about. But that's okay. I have 400 hp and 472pt Heals.

    What I don't do much of is offensive casting that involves getting past SR. But Cometfall and BB both work just fine, as does Max'ed Searing Light if I need something like that. Worse comes to worst, I'll just strap on the WoP or vorpal dwarven axe or whatever I need to strap on to beat the mob down.

    I have a human cleric that is more of a Destruction type, but the Dwarf is stronger by far. That HP advantage just can't be overestimated. If I had gone with the Paladin splash, I would have another 110 or so SP as well, boosting the total to around 1400.

    I've tanked the Reaver (easy with Quicken), and solo-healed the Reaver raid, both without problems. I believe I can solo just about any quest that isn't heavy on traps if I felt like doing it. I can go in and melee the Pit Fiend, while throwin Mass Cures and not worry about dying all that much (except groups don't like it when the cleric puts himself in harm's way...).

    The versatility is really quite good, and it fits my playstyle very well. Make of that what you will, but I dig on the little guy.

    /gren

  5. #25
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    I dont quite understand the CHR bump from 6 to 10.
    Other than that, SPel Penn over IMT is a reasonable switch for th evale.

    http://forums.ddo.com/showthread.php?t=115800

    I actually started mine at 15Str/17Con Instead of 14/18 like the build cause i had some spare tomes to throw into him.
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  6. #26
    Community Member Lyletuba's Avatar
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    Gunga -
    All my level ups go into Wis. I once read some words of Wisdom (no pun intended) on this. I’ll paraphrase:
    The most efficient use of level up stat points is to put them into the stat(s) that were the most expensive to increase at creation. Since these additional points ignore the starting ratio (they are 1 for 1) you would be wasting points putting them elsewhere.

    Here’s an example:
    Let’s say you wanted to have an 18 Str and 18 Wis by lvl 16.
    You could start with a 14 Str and 18 Wis [costs 22 points at creation], then put all 4 level up points into Str.
    OR
    You could start with a 16 Str and 16 Wis [costs 20 points at creation], then put 2 level up points into Str and 2 into Wis. This also gets you to end stats of 18 Str and 18 Wis BUT the second option (16/16) gives 2 additional points to spread around at creation.

    As for Concentration, until I get Quicken Spell it will be handy. Plus Quicken doesn’t work on Scrolls. Besides, anything else worthwhile is cross-class.
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  7. #27
    Community Member Lyletuba's Avatar
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    Review both Gren’s and Impaqt’s builds while doing my research.

    Diverged from Gren’s build by not choosing to pierce. I have a whole stock of great Dwarven axes and want to use them. It’s one of the reasons I’m splashing Pally. Besides, a Dwarf using a rapier always looks to me like he’s swinging a toothpick ;]

    Diverged from Gren and Impaqt by bumping my Charisma from a 6 to a 10. I lose 2 points of ST vs the Gren build and 2 points of Con vs the Impaqt build. The main reason is DVs. This guy’s going to be in a static group with a Sorc (my brother) that is new to DDO. I want the DVs to keep him happy and playing.
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  8. #28
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    Quote Originally Posted by Lyletuba View Post
    Review both Gren’s and Impaqt’s builds while doing my research.

    Diverged from Gren’s build by not choosing to pierce. I have a whole stock of great Dwarven axes and want to use them. It’s one of the reasons I’m splashing Pally. Besides, a Dwarf using a rapier always looks to me like he’s swinging a toothpick ;]

    Diverged from Gren and Impaqt by bumping my Charisma from a 6 to a 10. I lose 2 points of ST vs the Gren build and 2 points of Con vs the Impaqt build. The main reason is DVs. This guy’s going to be in a static group with a Sorc (my brother) that is new to DDO. I want the DVs to keep him happy and playing.
    You might wantt o post a Enhancment list then.... Cause I dont see how 3-5 DV's are going to make or break a static group. THe beauty of a static group is learning how to cope with what ya got and working on each others strengths. If you dont have DV's you wont miss them. You learn a little bit better spell point management. DV's in a static group with a sorc seem kinda silly.... Early levels, a sorc uses his spell points for flare... Most groups can blast through any quest with minimal use of magic. Later game, Sorcs have more SPell Points than they know what to do with....
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  9. #29

  10. #30
    Community Member Grenfell's Avatar
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    Whatever else you do, you must max out Life Magic and Dwarven Toughness. Those are just far too good. You're losing 35 hp with this, and 20% to all your healing. You really don't need the Prayer of Incredible Life line. You will also be hatin' life later on when you don't have max SP and max Scroll mastery (Heal scrolls are expensive; getting +40% is a huge difference maker). If I might make a recommendation:

    [dwarf] - Axe Attack I (2)
    [dwarf] - Constitution (Dwarven) I (2)
    [dwarf] - Constitution (Dwarven) II (4)
    [dwarf] - Faith I (1)
    [dwarf] - Toughness (Dwarven) I (1)
    [dwarf] - Toughness (Dwarven) II (2)
    [dwarf] - Toughness (Dwarven) III (3)
    [dwarf] - Toughness (Dwarven) IV (4)
    [cleric] - Divine Vitality I (1)
    [cleric] - Divine Vitality II (2)
    [cleric] - Energy of the Zealot I (1)
    [cleric] - Energy of the Zealot II (2)
    [cleric] - Energy of the Zealot III (3)
    [cleric] - Energy of the Zealot IV (4)
    [cleric] - Extra Turning I (1)
    [cleric] - Extra Turning II (2)
    [cleric] - Life Magic I (1)
    [cleric] - Life Magic II (2)
    [cleric] - Life Magic III (3)
    [cleric] - Life Magic IV (4)
    [cleric] - Wand Mastery I (1)
    [cleric] - Wand Mastery II (2)
    [cleric] - Wand Mastery III (3)
    [cleric] - Wisdom I (2)
    [cleric] - Wisdom II (4)
    [cleric] - Wisdom III (6)
    [paladin] - Toughness I (1)

    This is based on what you said about wanting DV's. I don't think they're worth the sacrifice on a dwarven cleric build, but if you must, then you must. The ONLY thing I will recommend is that you not touch your CHA score. You can change your mind later on enhancements when your brother has 2500 SP on his sorc, and your 5 DV's aren't going to make one whit of difference, but not your stats.

    /gren

  11. #31
    Community Member Grenfell's Avatar
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    by the way, on the Dwarven Axe thing... consider this.

    Dwarven axes crit on a 20. Taking Improved Crit: Slash drops that to 19.

    What are the desirable effects on a axe crit?

    - More damage (duh)
    - Smiting
    - Crippling
    - Bursting
    - Slowburst

    etc.

    Vorpal is on a natural 20, so Improved Crit makes zero difference there. Disruption is on-hit. Paralyzing is on-hit. Wounding is on-damage. There is no banishing on slashers. There is no puncturing.

    In other words, by not taking IC: Slash, all that I give up while using D'Axes is the extra damage from a DPS axe crit on a 19.

    In contrast, IC: Piercing gives me:

    - Banishing
    - MUCH better smiting
    - Crippling
    - Bursting (though not for as much, though much more frequently)
    - Puncturing

    If I wanted to do crit-based damage, I can use a Heavy Pick for more-or-less equivalent DPS to a D'Axe: both crit on a 19 with improved crit.

    I still use dwarven axes and greataxes on my battlecleric. But by taking IC: Pierce, it opens up a whole realm of possibilities on specialty weapons.

    /gren

  12. #32
    The Hatchery sirgog's Avatar
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    I have a vaguely similar build, but went with maxxed Strength over maxxed Wisdom. I can't land Destruction as much as your latter builds, but you really notice the difference between a 24 and 30 Strength when meleeing the Pit Fiend (it's basically -2 attack and +15 damage per hit, as I can use Power Attack all the time and still regularly hit the Fiend in a way I couldn't if I didn't have the extra Str).
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  13. #33
    Community Member Lyletuba's Avatar
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    You guys make some good points on the DVs and the piercing weapons.
    That advise still holds, but here’s another curve ball: I’m going to splash a lvl of Bard instead of Paladin.
    A buddy suggested it because my main goals were some Melee ability and (originally) UMD. Now I see two other threads (here and here) with the same idea. Weird.

    Here’s my thinking:
    Advantages over Pure Cleric:
    1. Can Max UMD
    2. Hypnotise and Ottos - Heighten-able BUT I think the DC is based on CHA instead of Wis, so perhaps not helpful in endgame.
    3. Martial Weapon Use – Including Dwarven Ax ;]
    4. SP boost
    5. Fascinate
    6. Lots of skill points at 1st lvl


    Benefit over other popular splashes:
    • Paladin - This was my 1st choice. Pros - Slightly more SP than Bard splash b/c Paladin SP based on Wis and Auras are nice. Cons - UMD cross-class.
    • Sorc - Pros - More SP. Cons - Again, UMD still cross-class.
    • Fighter or Rog - Pros - Bonus feats and skills, respectively. Cons - Less SP.


    Stats:
    15 Str [Add +1 Tome]
    8 Dex
    15 Con [Add +1 Tome]
    10 Int
    17 Wis [Add +1 Tome]
    10 Cha
    Considered 13 Str and 17 Con but figured extra melee power was worth the loss of only 16 HP at current lvl cap.

    Feats:
    1st Toughness
    3rd Extend [Exchange for Spell Pen@15th]
    6th Quicken
    9th Heighten
    12th Maximize
    15th Greater Spell Pen or Improved Crit Pierce

    Alignment: True Neutral (for the UMD)

    What do you think?
    Last edited by Lyletuba; 04-27-2008 at 02:02 AM.
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  14. #34
    Community Member Lyletuba's Avatar
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    Two things I noticed:
    1) Arcane Spell Failure unless wearing Light Armor – Not bad but can be a buzz kill. Will occur even when UMDing Scrolls.
    2) Need at least an 11 Cha to cast Bard spells because a Bard is limited to casting spells no higher level than his Charisma-10. So either a Cha tome or +1 Cha item is required, minimum.

    Luckily, Bard songs don’t require light armor.
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  15. #35
    Community Member Lyletuba's Avatar
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    I've decided to give this Bard splashed Cleric a try.
    It gives me the melee ability I want with my Cleric.
    Plus, UMD is like a microwave - once you've had it, you can't remember how you ever lived without it.

    One added bonus I forgot about - It also allows me to heal (by taking CLW as 1st lvl Bard spell) at 1st level. Once I hit 2nd lvl and take my Cleric lvl I'll swap out (Expeditious Retreat is always nice until I get the Favor Pendant).
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  16. #36
    Community Member Grenfell's Avatar
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    Quote Originally Posted by Lyletuba View Post
    You guys make some good points on the DVs and the piercing weapons.
    That advise still holds, but here’s another curve ball: I’m going to splash a lvl of Bard instead of Paladin.
    A buddy suggested it because my main goals were some Melee ability and (originally) UMD. Now I see two other threads (here and here) with the same idea. Weird.

    Here’s my thinking:
    Advantages over Pure Cleric:
    1. Can Max UMD
    2. Hypnotise and Ottos - Heighten-able BUT I think the DC is based on CHA instead of Wis, so perhaps not helpful in endgame.
    3. Martial Weapon Use – Including Dwarven Ax ;]
    4. SP boost
    5. Fascinate
    6. Lots of skill points at 1st lvl


    Benefit over other popular splashes:
    • Paladin - This was my 1st choice. Pros - Slightly more SP than Bard splash b/c Paladin SP based on Wis and Auras are nice. Cons - UMD cross-class.
    • Sorc - Pros - More SP. Cons - Again, UMD still cross-class.
    • Fighter or Rog - Pros - Bonus feats and skills, respectively. Cons - Less SP.


    Stats:
    15 Str [Add +1 Tome]
    8 Dex
    15 Con [Add +1 Tome]
    10 Int
    17 Wis [Add +1 Tome]
    10 Cha
    Considered 13 Str and 17 Con but figured extra melee power was worth the loss of only 16 HP at current lvl cap.

    Feats:
    1st Toughness
    3rd Extend [Exchange for Spell Pen@15th]
    6th Quicken
    9th Heighten
    12th Maximize
    15th Greater Spell Pen or Improved Crit Pierce

    Alignment: True Neutral (for the UMD)

    What do you think?
    Couple of things.

    1. Bard is a 3/4 BAB class. So drop your BAB by 1 by splashing Bard. Of course, you've got DP, so that's not as big a deal, but something to consider.

    2. Now you're committing to CHA; it is a mistake, IMHO, and you will regret it later. You can do it effectively, but this isn't the build goals.

    3. UMD is very nice -- I have UMD on my Barbarian, so I know the addiction. BUT! As a cleric, consider carefully what you will want to UMD. Not Rez/Heal scrolls; you already have that. Arcane wands all basically suck, especially compared to what you can dish out as a cleric. Greater Hero? Teleport? Dim Door? These are all useful, but they are utility for utility builds.

    4. True Neutral is great... but levelling up is harder as you can't use Pure Good weapons until 20 UMD.

    Overall, I think you're trying to get too many goodies without prioritization. Prioritize then see how you want to approach things.

    /gren

  17. #37
    Community Member Lyletuba's Avatar
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    I hear ya, Gren. Especially the added difficulty of trying to lvl a True Neutral melee character.

    But I just want something fun to play while leveling (i.e., not just a heal-bot) but not so gimped at end game that I want to moth-ball him or re-roll.
    I also like choosing esoteric/unusual builds.

    And I want all my goodies!
    Quote Originally Posted by Grenfell View Post
    Couple of things.

    1. Bard is a 3/4 BAB class. So drop your BAB by 1 by splashing Bard. Of course, you've got DP, so that's not as big a deal, but something to consider.

    2. Now you're committing to CHA; it is a mistake, IMHO, and you will regret it later. You can do it effectively, but this isn't the build goals.

    3. UMD is very nice -- I have UMD on my Barbarian, so I know the addiction. BUT! As a cleric, consider carefully what you will want to UMD. Not Rez/Heal scrolls; you already have that. Arcane wands all basically suck, especially compared to what you can dish out as a cleric. Greater Hero? Teleport? Dim Door? These are all useful, but they are utility for utility builds.

    4. True Neutral is great... but levelling up is harder as you can't use Pure Good weapons until 20 UMD.

    Overall, I think you're trying to get too many goodies without prioritization. Prioritize then see how you want to approach things.

    /gren
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  18. #38
    Community Member Lyletuba's Avatar
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    Well, it looks like I wasted 3 Tomes.
    Bards get "Martial Weapon Proficiency" but it isn't the "Martial Weapon Proficiency" that grants Dwarven Axe use. See the difference? No? Well, that's because there isn't any, except it doesn't grant Dwarven Axe. Why? Because even though it is called "Martial Weapon Proficiency" it only grants proficiency for a limited set of Martial Weapons and therefor Dwarven Axe isn't a given.

    They should really make that clear.

    The "Martial Weapon Proficiency" that Rogs and Bards have should be renamed "Limited Martial Weapon Proficiency" and it should state in the compendium, under Dwarf:
    • Dwarven Waraxes: Dwarves that have full martial weapon proficiency receive proficiency in the dwarven waraxe, an exotic weapon, for free. Limited martial weapon proficiency (such as that granted to Bards and Rogues) is insufficient and will not grant the dwarven waraxe exotic wepon feat for free.
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  19. #39
    Community Member Lyletuba's Avatar
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    I gave up and made a modified version of Impaqt's Dwarven Super-Cleric Build with his original stats (15/8/17/8/18/6). It seems very solid.
    Putting all my skill points into Concentration (despite eyeing Quicken Feat for later) because I'm just plain tired of re-rolling this guy and need to go on auto-pilot for awhile for my sanity.

    Stats:
    15 Str [Add +1 Tome]
    8 Dex
    17 Con [Add +1 Tome]
    8 Int
    18 Wis
    6 Cha

    Feats:
    1st Toughness
    3rd Extend [Exchange for Spell Pen@15th]
    6th Quicken
    9th Heighten
    12th Maximize
    15th Greater Spell Pen or Improved Crit Pierce
    Last edited by Lyletuba; 05-02-2008 at 02:50 PM.
    Khyber Server - Disposable Heroes Guild
    Meepo - Human Paladin [15th] -=:=- Xilin Twojobs - Drow Elf Sorc [16th] -=:=- Strum Slythe - Human Bard/Rog [14th/2nd] -=:=- Phell d'Orien - Human Barbarian/Rog [12th/2nd] -=:=- Dokc Grimm - Dwarf Cleric/Paladin [9th/1st]

  20. #40
    Community Member Durack's Avatar
    Join Date
    Apr 2006
    Posts
    180

    Default

    if ye got the tomes try this... might be what your looking for and very close to what Samho's got going on in his reply..

    I chose to take another fighter (for +1 STR) and 2 more levels of pally (for +1 saves, +1 A/C from enhancements)

    So the total look for the build at current level cap 11 Cleric/3 Paladin/ 2 Fighter and when the cap goes to 18 --13 Cleric/3 Paladin/2 Fighter

    You will have a very high a/c like Samho pointed out it will be very much like the famous Borror build with gearing. Being that you wont get hit very often unless high end content (but everyone gets hit there ) so you wont have to come out of CE too often but when ya do get to a safe spot and re-buff.
    A guilde of mine had this build and he never died..... EVER... 1/2 of that is the player the other half was the build.....

    Code:
    Warpriest by DurrackBattleCleric
    Level 16 Lawful Good Dwarf Male 
    (2 Fighter / 3 Paladin / 11 Cleric) 
    Hit Points: 279 
    Spell Points: 710 
    
    BAB: 13/13/18/23 
    Fortitude: 20 
    Reflex: 10 
    Will: 18 
    
                  Starting      Ending     Feat/Enhancement 
    Abilities    Base Stats   Base Stats    Modified Stats 
    (32 Point)    (Level 1)    (Level 16)      (Level 16) 
    Strength           15             21                22  +6  28  STR
    Dexterity          12             14                14  +6  20  DEX
    Constitution       12             14                16  +6  22 CON
    Intelligence       12             13                13 
    Wisdom             16             18                20 +6   26 WIS
    Charisma           10             12                14 + 6  20 CHA
    
    Tomes Used 
    +2 Tome of Strength used at level 1 
    +2 Tome of Dexterity used at level 1 
    +2 Tome of Constitution used at level 1 
    +1 Tome of Intelligence used at level 1 
    +2 Tome of Wisdom used at level 1 
    +2 Tome of Charisma used at level 1 
     
                  Starting      Ending    Feat/Enhancement 
                 Base Skills  Base Skills  Modified Skills 
    Skills       (Level 1)    (Level 16)      (Level 16) 
    Balance            4              11               15 
    Bluff              1              2                2 
    Concentration      2              3                3 
    Diplomacy          1              2                2 
    Disable Device     n/a            n/a              n/a 
    Haggle             1              2                2 
    Heal               4              5                5 
    Hide               2              2                2 
    Intimidate         5              21               27 
    Jump               6              10               10 
    Listen             4              5                5 
    Move Silently      2              2                2 
    Open Lock          n/a            n/a              n/a 
    Perform            n/a            n/a              n/a 
    Repair             1              1                1 
    Search             1              1                3 
    Spot               4              5                5 
    Swim               3              6                6 
    Tumble             2.5            3                3 
    Use Magic Device   n/a            n/a              n/a 
     
    Level 1 (Fighter) 
    Skill: Balance (+2) 
    Skill: Intimidate (+4) 
    Skill: Jump (+3) 
    Skill: Tumble (+0.5) 
    Feat: (Selected) Toughness 
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons 
    Enhancement: Fighter Armor Class Boost I 
    Enhancement: Dwarven Armor Mastery I 
    Enhancement: Fighter Critical Accuracy I 
     
    Level 2 (Fighter) 
    Skill: Balance (+0.5) 
    Skill: Intimidate (+1) 
    Skill: Jump (+1) 
    Feat: (Fighter Bonus) Combat Expertise 
     
    Level 3 (Paladin) 
    Skill: Balance (+0.5) 
    Skill: Intimidate (+1) 
    Feat: (Selected) Dodge 
    Enhancement: Fighter Intimidate I 
    Enhancement: Fighter Strength I 
    Enhancement: Fighter Toughness I 
     
    Level 4 (Paladin) 
    Ability Raise: STR 
    Skill: Balance (+0.5) 
    Skill: Intimidate (+1) 
     
    Level 5 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Intimidate (+1) 
    Enhancement: Dwarven Armor Mastery II 
    Enhancement: Dwarven Constitution I 
    Enhancement: Dwarven Faith I 
    Enhancement: Dwarven Giant Dodger I 
    Enhancement: Dwarven Toughness I 
    Enhancement: Cleric Energy of the Zealot I 
     
    Level 6 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Intimidate (+1) 
    Feat: (Selected) Skill Focus: Intimidate 
     
    Level 7 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Intimidate (+1) 
    Enhancement: Dwarven Axe Attack I 
    Enhancement: Dwarven Axe Damage I 
    Enhancement: Dwarven Toughness II 
    Enhancement: Cleric Wisdom I 
     
    Level 8 (Cleric) 
    Ability Raise: STR 
    Skill: Balance (+0.5) 
    Skill: Intimidate (+1) 
    Enhancement: Cleric Charisma I 
    Enhancement: Cleric Wand Mastery I 
     
    Level 9 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Intimidate (+1) 
    Feat: (Selected) Extend Spell 
    Enhancement: Dwarven Constitution II 
     
    Level 10 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Intimidate (+1) 
    Enhancement: Cleric Wisdom II 
     
    Level 11 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Intimidate (+1) 
    Enhancement: Dwarven Toughness III 
     
    Level 12 (Cleric) 
    Ability Raise: STR 
    Skill: Balance (+0.5) 
    Skill: Intimidate (+1) 
    Feat: (Selected) Quicken Spell 
     
    Level 13 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Intimidate (+1) 
    Enhancement: Cleric Charisma II 
     
    Level 14 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Intimidate (+1) 
     
    Level 15 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Intimidate (+1) 
    Feat: (Selected) Bullheaded 
    Enhancement: Dwarven Axe Attack II 
    Enhancement: Dwarven Toughness IV 
     
    Level 16 (Paladin) 
    Ability Raise: STR 
    Skill: Intimidate (+1) 
    Skill: Tumble (+0.5) 
    Enhancement: Dwarven Spell Defense I 
    Enhancement: Paladin Bulwark of Good I 
    Enhancement: Paladin Resistance of Good I 
    Enhancement: Paladin Extra Lay on Hands I 
    Enhancement: Cleric Energy of the Zealot II
    Last edited by Durack; 06-23-2008 at 10:24 PM.
    Durrack, Durracka,Verminnard

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