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  1. #1
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    Default 28-point Human Battle Cleric

    Hello all,

    I'm a returning (and still relatively new) player and love the versatility of the cleric class. I've been following these forums and various builds for a few weeks now and wanted to get some feedback on a build I'm playing with. This build has the following goals in mind (basically in this order):

    1. Stay alive
    2. Keep the party alive
    3. Contribute melee DPS (but not tank)
    4. Cast occasional offensive and crowd control spells

    I do not have access to 32-point builds or tomes, so this is very much a newbie build.

    Revised based on feedback.

    Code:
    Character Plan by DDO Character Planner Version 2.96
    DDO Character Planner Home Page
    
    Level 16 Lawful Good Human Male
    (16 Cleric) 
    Hit Points: 164
    Spell Points: 1290 
    BAB: 12\12\17\22
    Fortitude: 11
    Reflex: 4
    Will: 17
    
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 16)
    Strength             16                    17
    Dexterity             8                     8
    Constitution         13                    13
    Intelligence          8                     8
    Wisdom               17                    25
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               1                     8.5
    Bluff                -1                    -1
    Concentration         5                    20
    Diplomacy            -1                    -1
    Disable Device       n/a                   n/a
    Haggle               -1                    -1
    Heal                  3                     7
    Hide                 -1                    -1
    Intimidate           -1                    -1
    Jump                  3                     3
    Listen                3                     7
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  3                     7
    Swim                  3                     3
    Tumble               n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Extend Spell
    Feat: (Human Bonus) Mental Toughness
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Improved Mental Toughness
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 16 (Cleric)
    Enhancement: Follower of the Sovereign Host
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Adaptability Wisdom II
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Incredible Smiting I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Smiting II
    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 Spell Penetration II
    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: Cleric Wisdom III
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Wand Mastery I
    Enhancement: Cleric Wand Mastery II
    Enhancement: Cleric Wand Mastery III
    Enhancement: Cleric Wand Mastery IV
    Keep in mind that I'm planning to use a Longsword for melee DPS, which costs one turn per day via Sovereign Host. A few of the Smiting enhancements were picked in order to fulfill prerequisites for other enhancements. Hopefully two levels of Spell Penetration will help my unmaxed base Wisdom.

    I'd appreciate any feedback you guys can offer. Thanks!
    Last edited by grhuff; 09-04-2008 at 07:41 PM.

  2. #2
    Community Member juniorpfactors's Avatar
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    Default

    i would always advise max wisdom, no matter your melee or healbot or off caster

    jrp

  3. #3
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    Quote Originally Posted by juniorpfactors View Post
    i would always advise max wisdom, no matter your melee or healbot or off caster

    jrp
    Totally disagree when 28pt builds come into play.... that 6 Build points.. THat Tanks Either STR or CON in this build. and would make the character very different from the OP's intention. My Original 28pt Cleric that started with a 16 Wisdom is still run on a regular basis to this day. Hes closing in on his 40th Shroud, and over 100 Raids all in all.

    +1 DC and 25 Spell points is absolutly not a Make or break for ANY cleric.
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  4. #4
    Community Member juniorpfactors's Avatar
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    Quote Originally Posted by Impaqt View Post
    Totally disagree when 28pt builds come into play.... that 6 Build points.. THat Tanks Either STR or CON in this build. and would make the character very different from the OP's intention. My Original 28pt Cleric that started with a 16 Wisdom is still run on a regular basis to this day. Hes closing in on his 40th Shroud, and over 100 Raids all in all.

    +1 DC and 25 Spell points is absolutly not a Make or break for ANY cleric.
    in the end, after about lvl 9 if your not 95% focused on healing your toon will get blackballed by most raid running groups, healing is your end game job 95% of the time, and if ya wanta kill Destruct is your best beat ,,sure you dont have to ...we always disagree on battle clerics, when the cap was 10 or 12 you could be 100 % effective in melee....now its all buffs to hit( unless you max str and at level ups) which the beholders are there to quickly take away then you cant hit anything unless you MAX your strength, its one or the other...battle clerics are fun as heck , but at the end game 28 pointers who dont max points into wis at every level will regret it in end game, and if your trying melee and start spreading your points in str and wis at level ups youll be avg at best in both at end game, or 100% buff reliant which just doesnt cut it, i still have my 28 point battlecleric too, wis is ghetto at 26 and str is @ 30, but balancing it is very difficult, sure I can outkill 60% of the avg builds out there if not more....but the groups dont need the help nor do they want it after level 9/10+,

    human and i would tank DEX, int, and char all 8, points into concentration and jump lol

    to the op your stats are fine and gl you will enjoy, i would drop con just a little to 13/14 and get wis to 17

    jrp
    Last edited by juniorpfactors; 09-04-2008 at 12:37 PM.

  5. #5
    Community Member Anthios888's Avatar
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    Default Looks really similar to what I play

    Looks like a fun character to play. Mid-levels, you'll find yourself being a healer a lot until you are able to acquire twink or high end items, but that's all right - the melee comes back at the dreaded endgame everyone is talking about.

    I think your to-hit would be all right with this character (divine power, divine favor, recitation add a lot), so you could consider getting improved critical: slashing at level 12 to help with your crits (weakening of enfeebling, bursting, etc.)

    What server are you on?
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    it might make more sense for the player to re-roll.

  6. #6
    Community Member Thelmallen's Avatar
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    Quote Originally Posted by juniorpfactors View Post
    in the end, after about lvl 9 if your not 95% focused on healing your toon will get blackballed by most raid running groups, healing is your end game job 95% of the time
    I was worried about this with my dwarven battle cleric (ftr2/cler14) but nobody has ever blackballed me out of a raid. I have yet to do VoD but never have a problem getting into hound, shroud, etc. That character has a 22 strength and I don't have much trouble hitting stuff in end-game raids. The BAB of 12 kinda sucks cuz you only get 4 attacks/round but I still hit consistently.

    That being said, I would recommend maxing wisdom, personally. I know the +1 DC isn't a deal-breaker but in reality, once I got blade barrier, my swinging hand-held steel days seemed to be over. Now I only swing a melee weapon when I feel like knocking the bad guys on their a**es with cometfall and chopping them up while they're down.

    Good luck! Battle clerics rock!
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  7. #7
    Community Member juniorpfactors's Avatar
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    Quote Originally Posted by Thelmallen View Post
    I was worried about this with my dwarven battle cleric (ftr2/cler14) but nobody has ever blackballed me out of a raid. I have yet to do VoD but never have a problem getting into hound, shroud, etc. That character has a 22 strength and I don't have much trouble hitting stuff in end-game raids. The BAB of 12 kinda sucks cuz you only get 4 attacks/round but I still hit consistently.

    That being said, I would recommend maxing wisdom, personally. I know the +1 DC isn't a deal-breaker but in reality, once I got blade barrier, my swinging hand-held steel days seemed to be over. Now I only swing a melee weapon when I feel like knocking the bad guys on their a**es with cometfall and chopping them up while they're down.

    Good luck! Battle clerics rock!
    agreed good battle clerics dont get blackballed by people, you balance it right and your better to the team, a beholder or a ruin on the wall stripping you of divine fvr/ greater heroism hurts the low bab < 30str battle cleric

    and the feats are tough to get, Human helps overcome needing EXTEND, which many dont normally have space for, and your spending tons of many just to get your to hit high enough to get in there via buffing in midbie levels, and have less many to heal the party
    Last edited by juniorpfactors; 09-04-2008 at 12:45 PM.

  8. #8

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    i'd say get a level of pally or a level of fighter for the extra fighting prowress, no need to invest in unyeilding sovereignty
    If you want to know why...

  9. #9
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    Quote Originally Posted by Anthios888 View Post
    What server are you on?
    Thelanis.

    Quote Originally Posted by Aranticus View Post
    i'd say get a level of pally or a level of fighter for the extra fighting prowress, no need to invest in unyeilding sovereignty
    Follower of the Sovereign Host costs 2 APs and 1 turn and let's me wield a Longsword with +1 on the attack roll. I feel like that's a good use of 2 APs. I really don't know if Unyielding Sovereignty is worth 4 APs, but I feel like the only other use I would have for 4 APs would be another level of Spell Penetration.

    I greatly appreciate all of the feedback. I expected to hear that melee capabilities become much harder toward endgame, but I do want to have some fun while progressing and not just stand in the back wanding and healing. However a few of you do make it sound like unless I put all my eggs into one basket (melee, healing, offensive casting, etc), that I won't be much of an asset to a group.

    Is Toughness a worthwhile investment in a Human build or is it really only useful for Dwarves? And what is the general consensus on wand healing? Do Clerics need to invest in all four levels of Wand Mastery?

  10. #10
    Community Member juniorpfactors's Avatar
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    Quote Originally Posted by grhuff View Post
    Thelanis.



    Follower of the Sovereign Host costs 2 APs and 1 turn and let's me wield a Longsword with +1 on the attack roll. I feel like that's a good use of 2 APs. I really don't know if Unyielding Sovereignty is worth 4 APs, but I feel like the only other use I would have for 4 APs would be another level of Spell Penetration.

    I greatly appreciate all of the feedback. I expected to hear that melee capabilities become much harder toward endgame, but I do want to have some fun while progressing and not just stand in the back wanding and healing. However a few of you do make it sound like unless I put all my eggs into one basket (melee, healing, offensive casting, etc), that I won't be much of an asset to a group.

    Is Toughness a worthwhile investment in a Human build or is it really only useful for Dwarves? And what is the general consensus on wand healing? Do Clerics need to invest in all four levels of Wand Mastery?

    wand mastery Yes, at high level content the Heal scroll with 4 levels of wand mastery Are very nice, do you have to NO, but i do on both my clerics

    straight 16 cleric,, human I would say no to toughness,, lots of better feats out there, empower healing, spell pens/spell focuses, empower
    jrp
    Last edited by juniorpfactors; 09-04-2008 at 02:17 PM.

  11. #11
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by grhuff View Post
    Thelanis.



    Follower of the Sovereign Host costs 2 APs and 1 turn and let's me wield a Longsword with +1 on the attack roll. I feel like that's a good use of 2 APs. I really don't know if Unyielding Sovereignty is worth 4 APs, but I feel like the only other use I would have for 4 APs would be another level of Spell Penetration.

    I greatly appreciate all of the feedback. I expected to hear that melee capabilities become much harder toward endgame, but I do want to have some fun while progressing and not just stand in the back wanding and healing. However a few of you do make it sound like unless I put all my eggs into one basket (melee, healing, offensive casting, etc), that I won't be much of an asset to a group.

    Is Toughness a worthwhile investment in a Human build or is it really only useful for Dwarves? And what is the general consensus on wand healing? Do Clerics need to invest in all four levels of Wand Mastery?
    On a Dwarf, Toughness is the best feat in the game - on a Human, it's pretty meh.

    I advise characters planning a battlecleric to choose either Str or Wis and max it (or be at most one below the max on that stat). If you choose Wis (as you have), you'll be a solid backup melee, capable of dealing massive damage with Bladebarrier, Destructing nasty Elementals and similar foes, and killing other foes while they are getting to really know the ground after a Greater Command or Cometfall. Alternately, if you choose Str (something I only recommend on 32 point Dwarf buiilds), you'll be a frontline self-healing melee that can toss a Quickened Heal out to a party member in need; and that uses Bladebarrier as much to draw aggro as to deal damage - while the mobs aggro on you, you can melee them, self-heal and let the other party members (particularly Rogues) cut sick.

    Either of these builds will be a significant asset to any group, but in different ways. The Wisdom-based battle Clr will be ideal for groups hunting a healer than can do more than just heal. They shine brightest in groups with no other clerics. The Str-based battle Clr will be an ideal party member in parties that want another melee DPS character that can also help heal, and will shine brightest in groups with other clerics.


    Edit: On +scroll damage enhancements: I recommend at least 3 levels, preferably 4, as at endgame, scrolls get used a lot, particularly by battleclerics that use their SP to cast spells and combat buffs more than Healbots, leaving less SP for healing.
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