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  1. #1
    Community Member HumanJHawkins's Avatar
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    Default Healer w/ Splash Pally - Comments Pease

    This is intended to be a pure healer with consideration to survivability (Saves / AC) and ability to properly buff (Extend Spell instead of Quicken Spell).

    I went Human over Drow to avoid the Con penalty, and Human over Dwarf to avoid the Char penalty that would affect DVs and saves for this build. I happen to have the tomes listed, but may not actually eat the +2 Charisma... we'll see. What do you think?

    Code:
    Character Plan by DDO Character Planner Version 2.96
    DDO Character Planner Home Page
    
    Huevos Rancheros
    Level 16 Lawful Good Human Male
    (2 Paladin \ 14 Cleric) 
    Hit Points: 191
    Spell Points: 1202 
    BAB: 12\12\17\22
    Fortitude: 19
    Reflex: 10
    Will: 23
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (32 Point)       (Level 1)          (Level 16)        
    Strength              9                 10            
    Dexterity             9                 10            
    Constitution         11                 12            
    Intelligence          9                 10            
    Wisdom               18                 22            
    Charisma             16                 18            
    
    Tomes Used
    +1 Tome of Strength used at level 1
    +1 Tome of Dexterity used at level 1
    +1 Tome of Constitution used at level 1
    +1 Tome of Intelligence used at level 1
    +2 Tome of Charisma used at level 1
    
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 16)        
    Balance               0                  0            
    Bluff                 4                  5            
    Concentration         5                 20            
    Diplomacy             8                 24            
    Disable Device        n/a               n/a           
    Haggle                4                  5            
    Heal                  4                  8            
    Hide                  0                  0            
    Intimidate            4                  5            
    Jump                  0                  7.5          
    Listen                4                  8            
    Move Silently         0                  0            
    Open Lock             n/a               n/a           
    Perform               n/a               n/a           
    Repair                0                  0            
    Search                0                  0            
    Spot                  4                  8            
    Swim                  0                  0            
    Tumble                n/a               n/a           
    Use Magic Device      n/a               n/a           
    
    Level 1 (Cleric)
    Skill: Concentration (+4)
    Skill: Diplomacy (+4)
    Feat: (Selected) Combat Casting
    Feat: (Human Bonus) Mental Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency (ALL)
    Feat: (Automatic) Sneak
    Feat: (Automatic) Turn Undead
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    
    
    Level 2 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Jump (+0.5)
    Feat: (Automatic) Defensive Fighting
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Divine Cleansing I
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Extra Turning
    Enhancement: Cleric Divine Healing I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Jump (+0.5)
    
    
    Level 5 (Paladin)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Jump (+0.5)
    Feat: (Automatic) Aura of Good
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Smite Evil
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Enhancement: Human Adaptability Charisma I
    Enhancement: Paladin Focus of Good I
    Enhancement: Paladin Devotion I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Extra Turning II
    
    
    Level 6 (Paladin)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Toughness
    Feat: (Automatic) Divine Grace
    Feat: (Automatic) Lay on Hands
    Enhancement: Paladin Toughness I
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Jump (+0.5)
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Spell Penetration I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Divine Vitality II
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Divine Healing II
    
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Charisma II
    
    
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Cleric Extra Turning III
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Extend Spell
    Enhancement: Cleric Extra Turning IV
    
    
    Level 13 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Divine Healing III
    
    
    Level 14 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Divine Vitality III
    
    
    Level 15 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Improved Mental Toughness
    Enhancement: Cleric Wisdom III
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Jump (+0.5)
    Enhancement: Human Adaptability Wisdom II
    Thanks!
    Sarlona - Nyr Dyv Raiders
    Bloodbath, Smasher · Sonnkral, Finisher · Sentient, Caster


  2. #2
    Community Member Lymnus's Avatar
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    I'd personally drop Combat Casting, and seriously consider dropping Toughness.

    Feat arrangement, in my opinion, would look better as:
    1: Mental Toughness, Empower Healing Spell/Empower Spell (You'll gain more millage out of Empower Spell, only thing you lose is meta'ing Heal. Costs a few extra SP, since you can't use enhancements, but it's personally worth it to me. Your opinion may vary.)
    3: Extra Turning or Extend Spell
    6: Extra Turning or Extend Spell, whatever's not taken at 3.
    9: Improved Mental Toughness
    12: Maximize Spell, perhaps. Not sure. Would help BB, which adds to survivability.
    15: Quicken Spell.

    Even with combat casting, you can fail your con check. With quicken, it's impossible to fail your check. And, you cast spells at an increased speed, letting you get off Symbols and Blade Barriers in a reasonable time, adding to what your goal is (survivability).

    I'm really not sure what to take at level 12. Maximize would be my personal choice, but Toughness could go there. I just find that, and Toughness from Minos Legen (if you decide to go that path) to be redudant.

    Not important, but just an opinion. Drop STR, DEX, and INT by a point. Add to CON. Tome CON, and WIS (you didn't mention toming WIS).

  3. #3
    Community Member BlackSteel's Avatar
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    2 monk would give you more survivability with slightly less saves (+5 saves vs 6-8 with pally). You'd get two feats, evasion, and +2 wisdom as well. The biggest hurdle to overcome with monk splash is what weapons to use to maintain your stance. But the cleric monk is like a large divine cockroach.

    also i'd second not choosing combat casting, quicken is far more valuable; you can hit a decent concentration score w/o the feat. The times you'll get interrupted, that +4 isnt going to matter much; if it gave closer to ten it might be worthwhile.
    Shadowsteel [TR train wreck]

  4. #4

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    the more important question is how are you exactly going to play this toon? healbot or combat casting type?

    your enhancments and the empower healing feat suggests healbot. however, i do not see any empower healing enhancements taken. the enhancements will greatly reduce the sp requirement for large heals but you do not have the enhancements for crits for the really obscene healing numbers i've seen ie 1k heals

    i see a spell pen enhancement but no feat, any thing in vale, esp in shroud is going to give you difficulty in trying to banish or destruct them. if you conc on healbot, i also suggest losing the enhancements.

    you took pally devotion, not sure how it is going to stack with the cleric life magic

    last but not least, if u really want to healbot, u dun need str, dun need dex, dun need int. put all into con
    If you want to know why...

  5. #5
    Community Member HumanJHawkins's Avatar
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    Quote Originally Posted by BlackSteel View Post
    2 monk would give you more survivability with slightly less saves (+5 saves vs 6-8 with pally). You'd get two feats, evasion, and +2 wisdom as well. The biggest hurdle to overcome with monk splash is what weapons to use to maintain your stance. .
    Mmmmm Evasion sounds nice... Do you lose the feat when you are not centered? Or, do you just lose the +2 Wisdom?
    Sarlona - Nyr Dyv Raiders
    Bloodbath, Smasher · Sonnkral, Finisher · Sentient, Caster


  6. #6
    Community Member HumanJHawkins's Avatar
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    Thanks for the comments. The thinking behind my choices is below (inline in red). Please let me know if you think I am just not getting it, etc.

    Quote Originally Posted by Aranticus View Post
    the more important question is how are you exactly going to play this toon? healbot or combat casting type?
    Pure healer
    your enhancments and the empower healing feat suggests healbot. however, i do not see any empower healing enhancements taken. the enhancements will greatly reduce the sp requirement for large heals
    I should have 1400 +/- SP at end game. That's only about 28 empowered full heals. So, each level of enhancement only saves me 28 sp per shrine, right? I think I can get more out of the points elsewhere, such as with the soverign host thing (equivalent to an auto-crit full heal per shrine). What would you give up to get the enhancements to empower heal?
    but you do not have the enhancements for crits for the really obscene healing numbers i've seen ie 1k heals
    Ya. My other Cleric often heals for 950+ HP. Unfortunately most players only have 450 or so, so it is wasted. I thought I would see how things go without it, and then just reset my enhancements to get it if it turns out that I miss it.
    i see a spell pen enhancement but no feat, any thing in vale, esp in shroud is going to give you difficulty in trying to banish or destruct them. if you conc on healbot, i also suggest losing the enhancements.
    I'm pretty sure this was at a point in the progression where I couldn't find anything useful to take due to the requirement of number of action points spent. Plus, only on AP for +1 to defeating SR is a pretty good deal.
    you took pally devotion, not sure how it is going to stack with the cleric life magic
    Ya. I might be hosed when I get to that point in the game. Not sure if the planner is accurate in how it interprets that.
    last but not least, if u really want to healbot, u dun need str, dun need dex, dun need int. put all into con
    The STR is purely a playability thing... I know it doesn't benefit my character, but as a player I hate getting encumbered and falling behind, or not being able to drag multiple sets of full plate back to town from a dungeon.

    One point into Dex is so I can put a +6 item on with MFP and a Madstone Shield, and not have to worry too much about getting plinked with arrows or beaten on when the front line fails. I found on my other cleric that I have a free bracers slot, so I might get Chaosguards, etc, and get my AC up to the low 40s. That helps in 90% of the game.

    Int is so I can max out Diplo and concentration, and still build up those half-points of jump. Mostly the jump is a playability thing like STR... Not necessary, but it makes the game more fun.

    Between the three stats, it is only 3 points total, and it will let me eat those 3 tomes to get to an even number. So, it's a lot of bang for the buck.

    I will think about all of the above and revise... Expect a revised build tomorrow.
    Cheers!
    Sarlona - Nyr Dyv Raiders
    Bloodbath, Smasher · Sonnkral, Finisher · Sentient, Caster


  7. #7
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Aranticus View Post
    the more important question is how are you exactly going to play this toon? healbot or combat casting type?

    your enhancments and the empower healing feat suggests healbot. however, i do not see any empower healing enhancements taken. the enhancements will greatly reduce the sp requirement for large heals but you do not have the enhancements for crits for the really obscene healing numbers i've seen ie 1k heals

    i see a spell pen enhancement but no feat, any thing in vale, esp in shroud is going to give you difficulty in trying to banish or destruct them. if you conc on healbot, i also suggest losing the enhancements.

    you took pally devotion, not sure how it is going to stack with the cleric life magic

    last but not least, if u really want to healbot, u dun need str, dun need dex, dun need int. put all into con
    Generally good advice for this build, although I'm hesitant to recommend totally dropping Str. Getting hit by Ray of Enfeeblement or Symbol of Weakness can leave you incapped (and thus unable to self-heal) if your Str is very low. Poison and disease can do the same thing, although a non-melee toon will encounter them less. I like to be 10 base on a non-Str character, and to also use a +6 item when in areas that Str damage/debuffs are common.

    Another point - a Balance of 0 will cause you problems at times, as when you are getting up close and personal with the ground, noone (in many groups) can heal you. Fearsome armor helps here - but Fearsome armor doesn't have the greatest synergy with Bladebarrier, which is your second-best spell (second only to Heal). If you can get Balance higher, you won't regret it.


    Personally, however, I advise considering going for a hybrid healbot/offensive-caster cleric or a hybrid melee/healbot cleric. Sometimes, one well-placed Cometfall or Symbol of Stunning can prevent more damage than three Heal spells can heal. You'll sacrifice some healing capacity (Mental Toughness will probably have to go for Spell Penetration feats), but I'd suggest that it's worth it. Your call, however. This thread http://forums.ddo.com/showthread.php?t=156683 has some build ideas for such a hybrid character.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  8. #8

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    Quote Originally Posted by HumanJHawkins View Post
    Ya. My other Cleric often heals for 950+ HP. Unfortunately most players only have 450 or so, so it is wasted. I thought I would see how things go without it, and then just reset my enhancements to get it if it turns out that I miss it.

    its not for heal spell but more for the mass cures. crits can help alot when in a tight spot. lose the pally enhancements for them. you dun really need +1 saves or the devotion

    Int is so I can max out Diplo and concentration, and still build up those half-points of jump. Mostly the jump is a playability thing like STR... Not necessary, but it makes the game more fun.

    Between the three stats, it is only 3 points total, and it will let me eat those 3 tomes to get to an even number. So, it's a lot of bang for the buck.
    diplo is nice but not alway necessary. in many of the end content, i dun really see diplo being used. most of the time you are just too busy healing to hit the diplo button but like what you say, its a playstyle
    If you want to know why...

  9. #9
    Community Member BlackSteel's Avatar
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    Quote Originally Posted by HumanJHawkins View Post
    Mmmmm Evasion sounds nice... Do you lose the feat when you are not centered? Or, do you just lose the +2 Wisdom?
    you'll keep evasion but lose the +2 wisdom when not centered due to weapons; you'll lose evasion when wearing armor, but gain ac via your wisdom modifier
    Shadowsteel [TR train wreck]

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