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  1. #1
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    Default Cleric who can melee

    Okay, so I've gone through myriad searches, and poked around a bit. I'm rather new at DDO (and I haven't played D&D PnP since 1994 [or so] - 2nd edition). So I need some help.

    I'm new to the game, though not to MMOs in general. I am looking to create a Cleric build, human, with 28 Att points (obviously, right? ). Cleric needs to be a good healer in groups, and I'd like to be decent in melee too (obviously not barbarian level). So I'm looking for an awkward ballance between primary healer and someone who can hold his own in melee.

    Can someone help me out here? I'm not even sure where I should put my limited attribute points.

    --Me

  2. #2
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    THread Right below this.. (Well, Probobly 2 down now that I bumped this)
    http://forums.ddo.com/showthread.php?t=142945
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  3. #3
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    ooops. I saw "stealth battle-cleric" and thought Rogue + Battle - Cleric So I didn't even look

    --Me

  4. #4
    The Hatchery sirgog's Avatar
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    I want to STRONGLY encourage you to choose Dwarf over Human, due to the massive increase in hitpoints you will have at endgame. At endgame, you will NEED those extra HP to be able to stand toe-to-toe with raid bosses like Arrietrikos and the Black Abbot (whenever that raid gets made playable).


    If you want to be effective in the role of primary healer, you will absolutely, positively, require 11 or more Cleric levels in your build (the Heal spell, cast from SP not scrolls, is just that good, as is Mass Cure Moderate Wounds). Most players choose to take 14 or 15 cleric levels in these types of builds. Here's a couple of possible level splits, and the reasons for and against.

    These are the common, popular builds.

    Clr16: The 'stealth' battlecleric, as linked to above.

    Clr15/Ftr1: You gain 1 feat and martial weapon proficiency. You'll be about as good as a primary healer as a Clr14 (you won't have the same Wisdom a Clr15 specced for healing would have, and hence will have less SP), and you'll have access to every spell in the game including the excellent Mass Death Ward.

    Clr15/Pal1: As above, but you lose the feat to instead pick up extra SP. The loss of the feat and the 1st level Fighter enhancements will hurt a little, but the SP is a solid gain.

    Clr14/Ftr2: You lose level 8 spells (and will not get Mass Heal until level 19 - this is a BIG loss when the cap goes to 18). You gain one more feat over Clr15/Ftr1, which likely means you can take Improved Crit: Piercing in addition to IC: Slashing - this will help you get full use out of some of the best weapons in the game such as Rapiers with on-crit procs like the devastating Puncturing, Banishing and Smiting.

    Clr14/Pal2: As Clr15/Pal1, but if you have the build points to get a high Charisma, you will have stellar saves. Worth considering if you have both 32-point builds and access to top-end gear such as +2 tomes, +6 stat boosters - probably not suited to a newer player to DDO.

    Clr13/Pal2/Ftr1: Very similar to Clr14/Pal2 but one more combat feat and less SP. No Mass Heal till level 20.

    Clr12/Ftr2/Pal2: More feats, no access EVER to Mass Heal or True Resurrection, think carefully before sacrificing those spells!

    And now some of the more unusual builds, incorporating Rogue levels:

    Clr13/Rog2/Ftr1: Basic Evasion battlecleric - mediocre heals, modest ability to disarm traps as a backup trapmonkey, very gear intensive.

    Clr11/Rog3/Pal2: Something I'm considering building. Dependant upon gear and 32-point builds so unsuitable for you, this would be a Dex-based finesse fighter, with evasion, stellar saves, modest sneak attack damage and some capacity to heal.

    Anyway, have a think about these and decide which way you want to go,, then I can help with more info.
    I don't have a zerging problem.

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  5. #5
    Community Member samho's Avatar
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    Quote Originally Posted by sirgog View Post

    Clr15/Ftr1: You gain 1 feat and martial weapon proficiency. You'll be about as good as a primary healer as a Clr14 (you won't have the same Wisdom a Clr15 specced for healing would have, and hence will have less SP), and you'll have access to every spell in the game including the excellent Mass Death Ward.
    Some correction about CLE15/Any_Class_1:

    Actually your healing power is as good as any *pure* CLE15, slightly less than CLE16 -- which only happen when casting mass cure spell (and has minimize difference, do you really worry about your MCMW / MCLW heal 1-2 point less? ); class splash make no different here about your sp / wisdom and healing ability ( which I mean CLE15/FTR1 vs CLE15, actually CLE15/FTR1 can have more sp than CLE15; however, it's no doubt that CLE16 could have more sp than CLE15/Non_Ranger_Paladin_Sorcerer_Bard_1 ). So long as you can access Cleric Life Magic IV (which require 10 level cleric) and Heal (which require 11 level cleric, but I would say has 12+ would be better, 15 is more than enough since Heal cap at level 15), you are golden; anything else is a plus but not absolutely necessary.
    [ Fernia / Ghallanda ]
    -- Role of the Combat Cleric : We fight for our party's survival --

  6. #6
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by samho View Post
    Some correction about CLE15/Any_Class_1:

    Actually your healing power is as good as any *pure* CLE15, slightly less than CLE16 -- which only happen when casting mass cure spell (and has minimize difference, do you really worry about your MCMW / MCLW heal 1-2 point less? ); class splash make no different here about your sp / wisdom and healing ability ( which I mean CLE15/FTR1 vs CLE15, actually CLE15/FTR1 can have more sp than CLE15; however, it's no doubt that CLE16 could have more sp than CLE15/Non_Ranger_Paladin_Sorcerer_Bard_1 ). So long as you can access Cleric Life Magic IV (which require 10 level cleric) and Heal (which require 11 level cleric, but I would say has 12+ would be better, 15 is more than enough since Heal cap at level 15), you are golden; anything else is a plus but not absolutely necessary.
    Disagree.

    The OP wanted to be able to melee properly. This means sacrificing some Wisdom (and probably Charisma) to boost Strength to an acceptable level. It also means spending AP on melee abilities (such as Dwarf Axe Attack), which means probably no critical chance/critical multiplier upgrades on cure spells.

    Numot heals about as well as a Clr14 for these reasons - less SP than a Clr15, no crits, and better Heals (due to 150 base not 140).
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  7. #7
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    or y ou could do what I did and start a 11 cleric 9 monk.

    Great saves, Improved Evasion, ability to cast heal, Full BAB for combat, divine favor, solid flurry of blows potential, great AC, and the ability to heal anything that might happen to yourself.

    You cannot beat it in my opinion from a theoretical standpoint.
    Clerics of Fernia
    King of Stormreach
    (and if you disagree with me, then you can treat me like a Nintendo Cartridge )

  8. #8
    Community Member Zuldar's Avatar
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    If you don't mind being more melee and less cleric, you could try 10cleric/4ranger/2fighter.

    You could easily achieve a str in the upper 30's, and in the 40's with a pair of madstone boots. That combined with a max divine favor and ram's might would be some good damage.

    The downside is you won't get heal or 30 point resists till the next cap increase.
    Chaotic evil means never having to say you're sorry.

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