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  1. #1
    Community Member Anthios888's Avatar
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    Arrow Melee cleric build - advice wanted

    I've read dozens of builds in these forums for fighter/paladin cleric hybrids, and after studying and trying a few, I'm still not satisfied. I'm only 6 weeks into this game, and I'm looking for a second serious character. I have a level 13 cleric that I love to play (healing, offensive casting), and I want a second one to focus much more on melee; my room mate is making a drow heal/dv cleric to level up with me. Lots of healing and mana to go around, so while there may be times that my healing will be relied upon, my sp will not be the sole source of victory or anguish in most groups.

    I sampled Grenfell's 1 paladin/15 dwarf shaman build, but realized that its casting focus (while great and well-reasoned) was not going to give me much different play experience than I already have with my existing character. I considered an intimicleric build, but remembered that I never have trouble drawing aggro with a cleric - there is a whole aresenal of aggro-drawing fun in cleric spell list. I considered samho's tactics fighter, but feel it is an angle I cannot yet afford, and could easily screw up pretty badly. I don't mind pulling away from combat for a pulse to toss a heal - combat expertise might be too troublesome. I don't really want a pure fighter, because I think that despite their stigma, a cleric hybrid can give more to many groups (more buffs, emergency healing/top off, good melee), and there is no shortage of dps or tanks out there. As a cleric, there is nothing I would rather group with than a well-built battlecleric. I want this to be a character I can play and enjoy for a long time, send my best rare items to, fully gear with raid loot. What I do not want is to become an endgame pariah, unable to stand up to key mobs.

    And I would love any advice in putting it together.

    I have access to 32 point build, most +1 tomes, however no +2 tomes.

    IC: Piercing is the goal; healing and blade barrier (etc.) proficiency preferred.

    Here are two possible builds. I tried to get strength high without compromising wisdom (either does or can get to around 30 without much trouble)

    [a few of the enhancement totals may be slightly off]

    The first seems more feasible, with more hp, dwarven saves, and a single fighter level. It has less wisdom, more con, better saves, and more hp. It looks like it might take longer to develop.

    Code:
    Character Plan by DDO Character Planner Version 2.85
    DDO Character Planner Home Page
    
    Build 1 
    Level 16 Lawful Good Dwarf Female
    (1 Fighter \ 15 Cleric) 
    Hit Points: 287
    Spell Points: 1085 
    BAB: 12\12\17\22
    Fortitude: 15
    Reflex: 4
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength             17                    22
    Dexterity             8                     8
    Constitution         15                    18
    Intelligence          9                    10
    Wisdom               17                    20
    Charisma              6                     6
    
    Tomes Used
    +1 Tome of Strength used at level 1
    +1 Tome of Constitution used at level 1
    +1 Tome of Intelligence used at level 1
    +1 Tome of Wisdom used at level 1
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance              -0.5                   7
    Bluff                -2                    -2
    Concentration         6                    23
    Diplomacy            -2                    -2
    Disable Device        n/a                   n/a
    Haggle               -2                    -2
    Heal                  4                     5
    Hide                 -1                    -1
    Intimidate           -2                    -2
    Jump                  4                    10.5
    Listen                4                     5
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform              n/a                   n/a
    Repair                0                     0
    Search                0                     2
    Spot                  4                     5
    Swim                  4                     6
    Tumble               n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Toughness
    Enhancement: Dwarven Faith I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    
    Level 2 (Cleric)
    Enhancement: Cleric Wisdom I
    
    Level 3 (Cleric)
    Feat: (Selected) Mental Toughness
    Enhancement: Dwarven Spell Defense I
    Enhancement: Cleric Wand Mastery I
    
    Level 4 (Cleric)
    Ability Raise: STR
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Spell Defense II
    Enhancement: Dwarven Toughness I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Life Magic II
    
    Level 5 (Cleric)
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Wand Mastery II
    
    Level 6 (Cleric)
    Feat: (Selected) Maximize Spell
    Enhancement: Dwarven Toughness II
    
    Level 7 (Cleric)
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Wisdom II
    
    Level 8 (Cleric)
    Ability Raise: STR
    Enhancement: Dwarven Constitution II
    
    Level 9 (Cleric)
    Feat: (Selected) Extend Spell
    Enhancement: Dwarven Spell Defense III
    
    Level 10 (Cleric)
    Enhancement: Dwarven Toughness III
    
    Level 11 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Cleric Life Magic IV
    Enhancement: Fighter Toughness I
    
    Level 12 (Cleric)
    Ability Raise: STR
    Feat: (Selected) Quicken Spell
    
    Level 13 (Cleric)
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Cleric Wand Mastery III
    
    Level 14 (Cleric)
    Enhancement: Cleric Wand Mastery IV
    
    Level 15 (Cleric)
    Feat: (Selected) Empower Spell
    Enhancement: Dwarven Toughness IV
    
    Level 16 (Cleric)
    Enhancement: Cleric Energy of the Zealot IV

    The second uses human and a second fighter level, getting improved mental toughness, enhancements for two more wisdom, and stunning blow.

    Code:
    Character Plan by DDO Character Planner Version 2.85
    DDO Character Planner Home Page
    
    Level 16 Lawful Good Human Female
    (2 Fighter \ 14 Cleric) 
    Hit Points: 223
    Spell Points: 1098 
    BAB: 12\12\17\22
    Fortitude: 15
    Reflex: 3
    Will: 15
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength             17                    22
    Dexterity             8                     8
    Constitution         13                    16
    Intelligence          9                    10
    Wisdom               17                    22
    Charisma              8                     8
    
    Tomes Used
    +1 Tome of Strength used at level 1
    +1 Tome of Constitution used at level 1
    +1 Tome of Intelligence used at level 1
    +1 Tome of Wisdom used at level 1
    +2 Tome of Strength used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance              -0.5                   7
    Bluff                -1                    -1
    Concentration         6                    22
    Diplomacy            -1                    -1
    Disable Device        n/a                   n/a
    Haggle               -1                    -1
    Heal                  4                     6
    Hide                 -1                    -1
    Intimidate           -1                    -1
    Jump                  4                    16
    Listen                4                     6
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform              n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spot                  4                     6
    Swim                  4                     6
    Tumble                0.5                   1
    Use Magic Device     n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+4)
    Skill: Tumble (+1.5)
    Feat: (Selected) Extend Spell
    Feat: (Human Bonus) Mental Toughness
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    
    Level 2 (Fighter)
    Skill: Jump (+3)
    Feat: (Fighter Bonus) Power Attack
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Human Improved Recovery I
    
    Level 3 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Toughness
    Enhancement: Cleric Wisdom I
    Enhancement: Fighter Toughness I
    Enhancement: Cleric Wand Mastery I
    
    Level 4 (Cleric)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Life Magic II
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Maximize Spell
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    
    Level 8 (Cleric)
    Ability Raise: CON
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Stunning Blow
    Enhancement: Fighter Strategy (Stunning Blow) I
    
    Level 10 (Fighter)
    Skill: Jump (+3)
    Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
    Enhancement: Fighter Strength I
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+2)
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery II
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Wand Mastery II
    Enhancement: Cleric Wand Mastery III
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Life Magic IV
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+2)
    Enhancement: Human Adaptability Wisdom II
    Enhancement: Cleric Wand Mastery IV
    
    Level 14 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Enhancement: Cleric Prayer of Life III
    
    Level 15 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Feat: (Selected) Improved Mental Toughness
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Energy of the Zealot IV
    
    Level 16 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Enhancement: Fighter Attack Boost I
    Enhancement: Cleric Prayer of Incredible Smiting I
    Enhancement: Cleric Prayer of Incredible Life II
    Neither build factors in gear. Looking at the two side by side, I might go for 2 more wisdom in the first build and maybe take the extra fighter level? However, I do not know what the various stat thresholds mean (why 30 wis?). The dex on both seems particularly bad.

    Everything appreciated. I would love to see any alternate build suggestions that use more or less of another fighting class, although any cleric level not taken should be compensated for with a significant melee contribution from the multiclass. Thanks!
    Rockan Robin . Rocka Red Emma . Roq Star . RockCandy Mountain . Rockna Delaflote | Build Index
    Co-Leader, Ghallanda ReRolled
    Quote Originally Posted by Tarrant View Post
    it might make more sense for the player to re-roll.

  2. #2
    The Hatchery sirgog's Avatar
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    Default

    Here's Numot's build, as well as I remember it. Concentration was worth having in Mod 5, but since I turned 15 and got Quicken Spell, I regretted putting the Int up to afford Concentration.

    Dwarf Clr15/Ftr1

    Initial stats:
    Str: 18
    Dex: 8
    Con: 14 (+2 racial for total of 16)
    Int: 10
    Wis: 15
    Cha 8 (-2 racial for total 6)

    At level 16, Str is 22 base +2 inherent +6 item (for 30, the magic number - +10 to hit, +15 to damage, or with Power Attack, +5 to hit, +25 damage), Dex is 14 only because I haven't found anything else to put in my Boots slot, so that is +6 Dex, Con is 16 +2 enhancements +1 inherent +5 item for 24, and Wisdom soon will be 15 +2 enhancements +1 inherent +6 item for a solid but unspectacular 24 (currently it's 23, need to craft my Existential Stalemate goggles.

    Skills: Share between Concentration, Jump and Balance as you see fit.

    Feats: Extend Spell, Quicken, Empower Healing (feel free to take Maximise instead here if you want to use Bladebarrier more than I do, this will mangle your SP bar when grouphealing, however), Imp. Crit Slashing, Toughness, Power Attack, cannot remember the last one, maybe Weapon Focus: Slashing?

    Key enhancements:
    +40% Healing effectiveness (skipped the crit ones tho)
    Dwarf axe accuracy (all)
    Dwarf axe damage (at least the first one, second one isn't so important)
    Dwarf Toughness (maxxed of course, with Fighter Toughness 1 as well)
    Dwarf Spell Defense
    Dwarf Constitution
    Fighter Item Defense 1
    Fill the rest to taste.


    Weaponwise, I prefer to go with weapons with solid accuracy over bursters - so +5 (useful mod) of righteousness or +2 or better Greater Banes are my preference, to get +6 or better on the to-hit to make up for using Power Attack. Grouping below level 16 you will really really want to have a Planar Gird (at endgame someone has GH in almost every party so it isn't needed at 16th). I primarily wield greataxes, but also carry a +5 shield and dwarf axes for the times that AC can be useful. I also carry a Sup Pot 6 club, which is very handy to switch to in order to drop a modest Bladebarrier (if I want the attention of every mob in a 60'ft radius, I'll do this), and to power up heals for the times I need to drop into a healbot role.

    Against the Pit Fiend, this build really shines - you can take the heat (400 HP when raged by the spell) of meleeing Arrietrikos on hard (never tried Elite, that may be a different story), and you can whack away like crazy whilst spamming Mass Cure spells and keeping both Divine Power and Divine Favor up.

    Against trash mobs, I have several available weapons - I can melee them, run them through a bladebarrier till they die, drop a Destruction (mobs save about 30% of the time on normal and 70% on elite), or, for big packs like in Coalescence Chamber, I can drop a Symbol of Persuasion (quickened) and run the pack through it, 30-50% of them get partyhatted (a Wisdom 34 build would partyhat 80% of them), and then let them fight each other.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  3. #3
    Community Member Grenfell's Avatar
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    Quote Originally Posted by Anthios888 View Post
    I've read dozens of builds in these forums for fighter/paladin cleric hybrids, and after studying and trying a few, I'm still not satisfied. I'm only 6 weeks into this game, and I'm looking for a second serious character. I have a level 13 cleric that I love to play (healing, offensive casting), and I want a second one to focus much more on melee; my room mate is making a drow heal/dv cleric to level up with me. Lots of healing and mana to go around, so while there may be times that my healing will be relied upon, my sp will not be the sole source of victory or anguish in most groups.

    I sampled Grenfell's 1 paladin/15 dwarf shaman build, but realized that its casting focus (while great and well-reasoned) was not going to give me much different play experience than I already have with my existing character. I considered an intimicleric build, but remembered that I never have trouble drawing aggro with a cleric - there is a whole aresenal of aggro-drawing fun in cleric spell list. I considered samho's tactics fighter, but feel it is an angle I cannot yet afford, and could easily screw up pretty badly. I don't mind pulling away from combat for a pulse to toss a heal - combat expertise might be too troublesome. I don't really want a pure fighter, because I think that despite their stigma, a cleric hybrid can give more to many groups (more buffs, emergency healing/top off, good melee), and there is no shortage of dps or tanks out there. As a cleric, there is nothing I would rather group with than a well-built battlecleric. I want this to be a character I can play and enjoy for a long time, send my best rare items to, fully gear with raid loot. What I do not want is to become an endgame pariah, unable to stand up to key mobs.

    And I would love any advice in putting it together.

    I have access to 32 point build, most +1 tomes, however no +2 tomes.

    IC: Piercing is the goal; healing and blade barrier (etc.) proficiency preferred.
    Based on these goals, I'd go with a 32pt Dwarven TWF battlecleric build along these lines:

    Anthios von Grenfell
    Level 16 Chaotic Good Dwarf Male
    (2 Fighter \ 2 Ranger \ 12 Cleric)

    Strength 16 +4 lvls +1 enh +6 item +1 tome +2 Rage = 30 (+10)
    Dexterity 16 +1 tome (before lvl 9) +1 enh +6 item = 24 (+7)
    Constitution 16 +2 enh +6 item = 24 (+7)
    Intelligence 8 = dumpstat
    Wisdom 14 +3 enh +1 tome +6 item = 24 (+7)
    Charisma 6 = dumpstat

    Tomes Used
    +1 Tome of Dexterity used at level 8

    HP:
    030 Base
    020 Ftr 2
    016 Rgr 2
    096 Clr 12
    112 Con bonus
    018 Toughness
    050 Dwarven Tough IV
    005 Ftr Tough I
    018 Minos Legens
    030 GFL
    --------------
    395 HP +16 Rage pot

    SP:
    465 Cleric 12
    080 Magical Training
    080 EOTZ III
    030 Faith II
    150 Wiz VI
    077 Rgr Wis bonus
    147 Clr Wis bonus
    -----------
    1029 SP

    Level 1 (Cleric)
    Feat: (Selected) Toughness

    Level 2 (Ranger)

    Level 3 (Ranger)
    Feat: (Selected) Extend Spell
    Feat: (Automatic) Two Weapon Fighting

    Level 4 (Cleric)
    Ability Raise: STR

    Level 5 (Cleric)
    Level 6 (Cleric)
    Feat: (Selected) Quicken Spell

    Level 7 (Cleric)
    Level 8 (Cleric)
    Ability Raise: STR

    Level 9 (Fighter)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Feat: (Selected) Maximize Spell

    Level 10 (Cleric)
    Level 11 (Cleric)
    Level 12 (Cleric)
    Ability Raise: STR
    Feat: (Selected) Improved Critical: Piercing Weapons

    Level 13 (Cleric)
    Level 14 (Cleric)
    Level 15 (Fighter)
    Feat: (Selected) Empower Spell
    Feat: (Fighter Bonus) Greater Two Weapon Fighting

    Level 16 (Cleric)

    Enhancements:
    [dwarf] - Constitution (Dwarven) I (2)
    [dwarf] - Constitution (Dwarven) II (4)
    [dwarf] - Faith I (1)
    [dwarf] - Faith II (2)
    [dwarf] - Toughness (Dwarven) I (1)
    [dwarf] - Toughness (Dwarven) II (2)
    [dwarf] - Toughness (Dwarven) III (3)
    [dwarf] - Toughness (Dwarven) IV (4)
    [cleric] - Energy of the Zealot I (1)
    [cleric] - Energy of the Zealot II (2)
    [cleric] - Energy of the Zealot III (3)
    [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] - Wand Mastery IV (4)
    [cleric] - Wisdom I (2)
    [cleric] - Wisdom II (4)
    [cleric] - Wisdom III (6)
    [fighter] - Haste Boost I (1)
    [fighter] - Strength I (2)
    [fighter] - Toughness I (1)
    [ranger] - Dexterity I (2)
    [ranger] - Sprint Boost I (1)

    To Hit:
    13 BAB
    10 Str bonus
    05 Weapons
    03 Divine Power BAB boost
    03 Divine Favor
    04 Greater Hero
    -2 TWF penalty (-4 if two large weapons)
    ----------------
    36/36/36/36/36/36/41/41/46/46


    You've got emp/max/extended Blade Barrier; you've got uninterruptible casting with Quicken; you've got a decent to-hit. You've got 10 attacks per round with Divine Power and GTWF, plus Haste Boost. You've got 40% boost to heals, with uninterruptible casting. You don't have Destruction, but with 14 Wisdom, that isn't necessarily advisable anyhow.

    Pimp this guy out with dual W/P rapiers, dual banishers, dual smiters, and just go to town.

    This is what I'd recommend given your goals.

    /gren

  4. #4
    Community Member Anthios888's Avatar
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    Thumbs up Think it'll work endgame?

    Great build, Grenfell. How do you think it'll work on the endgame content? [I have never been in shroud or anything, but I know some red names are hard even for barbarians to hit] Am I kidding myself to think it could contribute to a group?
    Rockan Robin . Rocka Red Emma . Roq Star . RockCandy Mountain . Rockna Delaflote | Build Index
    Co-Leader, Ghallanda ReRolled
    Quote Originally Posted by Tarrant View Post
    it might make more sense for the player to re-roll.

  5. #5
    Community Member Grenfell's Avatar
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    Quote Originally Posted by Anthios888 View Post
    Great build, Grenfell. How do you think it'll work on the endgame content? [I have never been in shroud or anything, but I know some red names are hard even for barbarians to hit] Am I kidding myself to think it could contribute to a group?
    In endgame, I think you'll be hanging back with a Sup Potency VI scepter and a stack of Heal scrolls.

    It's kinda what I do most end-game rednameds that are remotely difficult (e.g., Pit Fiend, Taeron, etc.)

    Okay, more seriously, you'll contribute fine. You just have to know, like any battlecleric does, when to step back and when to fight.

    For example, running Ritual on Elite...

    That first red-named with all his buddies... the fastest way to dispatch them is to drop an Emp/Max'ed BB then switch to healbot mode. After the fight is almost over, there's one straggler gnoll or dog or something. That's when the puncturing rapier comes out. It's ONE mob. I'm not spending 90SP's to kill ONE mob.

    A bit later on, there are sections where you have 2-3 archers who won't run and follow you through BB. Again, out comes the rapier, a quick DP/DF, and it's beatdown time. I'll gladly let them get me down to about 50 health, then Heal back full (427pt Heal, 400 hp).

    A bit later, you've got the waves of devils/scorps/bats/trogs fight. EM-Blade Barrier, then banishing rapiers FTW. Oh, a party member took an ouchie -- here's a Heal. Orthon boss? Time to hang back, flip to healbot mode, and keep the meatshields upright to beat down the Orthon.

    etc.

    In the Shroud, I CAN go up and melee the Pit Fiend, but if I'm one of 3 clerics, that may not be cost-effective. It depends. In some cases, meleeing with my +4 Transmuting Greataxe of Maiming while casting Quickened Mass Cures is best (let's all the melees go to town on Big Red, and the other clerics hang back). In other cases, it's much better off to go with Heal scrolls and a tank to keep alive.

    Versus Taeron (rednamed eladrin in Run With Devils) on Elite, I'll be healbotting, thanks very much, unless there's another cleric in the party who is willing to healbot.

    It isn't the build; it's the player and tactics.

    /gren

  6. #6
    Community Member Sinj's Avatar
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    Default Melee - Healer (Greylock)

    Hey,

    Some of these builds look pretty decent. I have really enjoyed mine and play him as my main now, so I thought I'd post it. Greylock is both a competitive healer and fighter. I am just going to list the highlights. The best part about it is you can slash, cast spells, and heal. Shoot me a PM if anyone would like to know more:

    Class: 1 FTR, 14 Cleric (For Extra feat)
    Race Human -32 PT (For extra feat and human adaptability (+1 STR and +1 WIS), and Human versatility to mimic a full fighter's combat boosts (+5attack, and damage, AC)

    Fighting Feats:
    Toughness
    Power-Attack
    Exotic Weapon (Khopesh or Bastard Sword for a little more damage)
    Imp. Crit Slashing

    Healing/Casting Feats:
    Empower Heal
    Maximize
    Mental Toughness
    Extend

    Some Current Stats:
    30 STR
    14 DEX
    28 WIS
    300 HP (At 15)
    SP 1204 (Lvl 15)
    BAB 15 (Divine Power)
    AC - Natural 40

    Key Enhancements:
    I have maxed out my healing spell enhancements, and extra spell points.
    Unyielding Sovereignty (+1100 HP every 10 minutes if you're getting your butt kicked)
    Human versatility to get fighter equivalent boosts
    Human adaptability to get those key stats up

    Tradeoffs for the build:
    Only 2 lvl 1 DVs - only used in an extreme emergency
    relatively low DEX so AC could be higher (honestly, you're rarely the main tank, but you can stand toe to toe with virtually any mob - if they kick your ass throw a giant heal on yourself or use the sovereignty
    You're not a "johnny on the spot" killer spell penn caster and don't have uber SP so keep your "destruction" and slay living spells to a min. Your CC spells though work great to split a mob in two.

    Suggestions for your character:
    If you take cleric at level one, you could lean more on the cleric side and fit in quickness and improved mental toughness, at the expense of exotic weapon and toughness.

    Cheers,

    Greylock
    Sinj <Truth> Ghallanda

  7. #7
    Community Member Sinj's Avatar
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    Default Worried about to hit?

    Anytime you're worried about your to hit - pull out a +5 (something) righteous weapon and a regular +5 non-tower shield. You'll smack anything. Seriously, with 30 STR and full BAB, you hit much like a fighter minus his weapon specs.
    Sinj <Truth> Ghallanda

  8. #8
    Founder Cowdenicus's Avatar
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    You know, I am currently building an 11 cleric, 9 monk.

    TWF, robe wearing, Full BAB (Divine Power) Merchant of death.

    I considered 9 cleric (heal scroll on a 6) 11 monk, but too many failures on the heal scroll would irk me as would the loss of blade barrier.

    I hate to say it, but without some serious changes to the spell lists, there is not much reason to go beyond 11 cleric at this point.
    Clerics of Fernia
    King of Stormreach
    (and if you disagree with me, then you can treat me like a Nintendo Cartridge )

  9. #9
    Community Member Anthios888's Avatar
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    Mar 2007
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    Default What I have ended up with: Rocka Red Emma

    Hey, just an update. I ended up with a more traditional 15/1 hybrid build instead of the two-weapon fighting version Grenfell sent (may try that someday). I'm sticking with piercing, and not dumping wisdom because I feel that cleric offensive spells and crowd control help make up for the grief battleclerics get because they do a good job mitigating damage dealt to the group. The good hit points will give me a better chance to be alive when other clerics are not. So far, the build has been a blast. I anticipate the end result to be very gear intensive, but I am looking forward to that, since I raid a lot. When I get to 16 I may consider switching out mental toughness for another melee feat or something, if I decide that is what is needed. My only concern has been with skill points - with only 8 int, I am putting my 1 skill point/level into concentration, knowing that firing off scrolls will be necessary at some point in my career. I am hoping that the strong str and con (30 and 26 at 16) will help with jump and balance.

    BTW - I took dwarven axe feat at 3 and will switch it for something else before picking up the fighter level at 11 or 12. It helps a lot leveling. The longsword enhancement is another option.

    Code:
    Character Plan by DDO Character Planner Version 2.85
    DDO Character Planner Home Page
    
    Red Emma
    Level 16 Lawful Good Dwarf Female
    (1 Fighter \ 15 Cleric) 
    Hit Points: 303
    Spell Points: 1085 
    BAB: 12\12\17\22
    Fortitude: 16
    Reflex: 4
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength             18                    24
    Dexterity             8                     9
    Constitution         16                    20
    Intelligence          8                     8
    Wisdom               16                    20
    Charisma              6                     6
    
    Tomes Used
    +2 Tome of Strength used at level 1
    +1 Tome of Dexterity used at level 1
    +1 Tome of Constitution used at level 1
    +2 Tome of Wisdom used at level 1
    +2 Tome of Constitution used at level 16
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance              -1                     3
    Bluff                -2                    -2
    Concentration         3                     6
    Diplomacy            -2                    -2
    Disable Device       n/a                   n/a
    Haggle               -2                    -2
    Heal                  4                     5
    Hide                 -1                    -1
    Intimidate           -2                    -2
    Jump                  5                     7
    Listen                4                     5
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  4                     5
    Swim                  5                     7
    Tumble               n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Toughness
    
    Level 2 (Cleric)
    
    Level 3 (Cleric)
    Feat: (Selected) Mental Toughness
    
    Level 4 (Cleric)
    Ability Raise: STR
    
    Level 5 (Cleric)
    
    Level 6 (Cleric)
    Feat: (Selected) Extend Spell
    
    Level 7 (Cleric)
    
    Level 8 (Cleric)
    Ability Raise: STR
    
    Level 9 (Cleric)
    Feat: (Selected) Maximize Spell
    
    Level 10 (Cleric)
    
    Level 11 (Cleric)
    
    Level 12 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Improved Critical: Piercing Weapons
    Feat: (Selected) Quicken Spell
    
    Level 13 (Cleric)
    
    Level 14 (Cleric)
    
    Level 15 (Cleric)
    Feat: (Selected) Empower Spell
    
    Level 16 (Cleric)
    Enhancement: Fighter Haste Boost I
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Faith I
    Enhancement: Dwarven Spell Defense I
    Enhancement: Dwarven Spell Defense II
    Enhancement: Dwarven Spell Defense III
    Enhancement: Dwarven Toughness I
    Enhancement: Dwarven Toughness II
    Enhancement: Dwarven Toughness III
    Enhancement: Dwarven Toughness IV
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Spell Penetration I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Cleric Energy of the Zealot IV
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Fighter Toughness I
    Enhancement: Cleric Wand Mastery I
    Enhancement: Cleric Wand Mastery II
    Enhancement: Cleric Wand Mastery III
    Rockan Robin . Rocka Red Emma . Roq Star . RockCandy Mountain . Rockna Delaflote | Build Index
    Co-Leader, Ghallanda ReRolled
    Quote Originally Posted by Tarrant View Post
    it might make more sense for the player to re-roll.

  10. #10
    Community Member
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    Default here a melee biuld using cleric I am working on

    Code:
    Character Plan by DDO Character Planner Version 2.75
    DDO Character Planner Home Page
    
    Level 14 Lawful Good Dwarf Male
    (6 Fighter \ 8 Cleric) 
    Hit Points: 281
    Spell Points: 496 
    BAB: 12\12\17\22
    Fortitude: 15
    Reflex: 6
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 14)
    Strength             16                    23
    Dexterity            13                    14
    Constitution         16                    18
    Intelligence         13                    14
    Wisdom               14                    17
    Charisma              6                     6
    
    Tomes Used
    +2 Tome of Strength used at level 14
    +1 Tome of Dexterity used at level 14
    +1 Tome of Intelligence used at level 14
    +1 Tome of Wisdom used at level 14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 14)
    Balance               3                     9
    Bluff                -2                    -2
    Concentration         3                    21
    Diplomacy            -2                    -2
    Disable Device        n/a                   n/a
    Haggle               -2                    -2
    Heal                  2                    10
    Hide                  1                     2
    Intimidate            2                    13
    Jump                  7                    12
    Listen                2                     3
    Move Silently         1                     2
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                1                     2
    Search                1                     4
    Spot                  2                     3
    Swim                  3                     6
    Tumble                n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Fighter)
    Feat: (Fighter Bonus) Dodge
    Feat: (Selected) Toughness
    
    Level 2 (Cleric)
    
    Level 3 (Fighter)
    Feat: (Selected) Extend Spell
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    Level 4 (Cleric)
    
    Level 5 (Cleric)
    
    Level 6 (Fighter)
    Feat: (Selected) Combat Expertise
    
    Level 7 (Cleric)
    
    Level 8 (Cleric)
    
    Level 9 (Fighter)
    Feat: (Selected) Empower Healing Spell
    Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
    
    Level 10 (Cleric)
    
    Level 11 (Fighter)
    
    Level 12 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Feat: (Selected) Power Attack
    
    Level 13 (Cleric)
    
    Level 14 (Cleric)
    Enhancement: Dwarven Armor Mastery I
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Faith I
    Enhancement: Dwarven Faith II
    Enhancement: Dwarven Faith III
    Enhancement: Dwarven Faith IV
    Enhancement: Dwarven Spell Defense I
    Enhancement: Dwarven Toughness I
    Enhancement: Dwarven Toughness II
    Enhancement: Dwarven Toughness III
    Enhancement: Dwarven Toughness IV
    Enhancement: Fighter Armor Mastery I
    Enhancement: Fighter Item Defense I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    This is more amelee type biuld a poor mans palidan biuld
    i would reset the enhancements and get the dwarven axe to hit and damage
    i have a 28 pts biuld version. thats 10cleric/6fighter. You waont be using higher level cleric offesive spells as much due to spell pen is low.
    Last edited by Torron; 06-05-2008 at 05:40 PM.

  11. #11
    The Hatchery sirgog's Avatar
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    11,175

    Default

    I also recommend slashing weapons, so that you can take advantage of the dwarven enhancements (Numot has spent 6 AP to get +2 accuracy with axes and 2 AP to get +1 damage).

    Dwarf is mandatory on a battlecleric to have the HP to melee at endgame.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  12. #12
    Founder Luthen's Avatar
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    Default

    Well take it for what it's worth. I have a melee cleric that I love. 32 pointer Dwarf.

    Madmardigan: 15 Cleric / 1 Paladin

    Starting stats:
    16 Str
    10 Dex
    18 Con
    16 Wis
    8 int
    6 Char

    Ending stats:
    24 Str (2 Tome, 6 Item)
    16 Dex (6 item)
    28 Con (3 Tome, 1 Race, 6 item)
    30 Wis (1 Class, 4 Lvl, 3 Tome, 6 item)
    14 Int (+6 from Napkin)
    6 Char

    400 hp
    1650 sp (1750 sp after I upgrade Shroud goggles to tier 3)

    Improve Crit Slashing
    Mental Toughness
    Imp Mental Toughness
    Toughness feat (+1 more from Minos Legens)
    Empower Heal
    Extend

    I can tank when needed or i can heal bot or I can do both. My DC is decent and I enjoy the versatility of being able to play however I want.
    Last edited by Luthen; 06-10-2008 at 07:46 PM.
    Luthen || Eldormadoh || Luthian || Theodread || Madmardigan || Whillow || Earnur || Halbarad || Adnakhor
    "A good player overcomes. A poor player is overcome" -Proud member of DWAT

  13. #13
    The Hatchery sirgog's Avatar
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    Default

    Re: The Clr10/Ftr6 build: It should also be clarified that having 11 or more Cleric levels is really important. The key strength a battlecleric has over a non-cleric melee is being able to cast a quickened Heal in combat (on themself or a party member).
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  14. #14
    Community Member
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    Default

    Quote Originally Posted by Luthen View Post


    Madmardigan: 15 Cleric / 1 Paladin

    Starting stats:
    16 Str
    10 Dex
    18 Con
    16 Wis
    8 int
    6 Char

    I can tank when needed or i can heal bot or I can do both. My DC is decent and I enjoy the versatility of being able to play however I want.
    Those are my exact stats as well. I think it works really well.

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