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  1. #1

    Lightbulb BiocDkT version - Walking Shrine (repost)

    Now I know that alot of people don't like this build for the primary reason that most characters don't have over 500hp, so why focus so much on critical heals. Regardless, it works great for me. I know there may be splashes out there that do what this character can, but better... however I'm a firm believer that ultimately for this type of build it's best to go pure-cleric.

    OH YEA! Yes I went for max HEAL skill. I sit around at shrines while people use them. Stop wicking your **** wands around me.

    Primary Focus
    • Mana based healing either by critical target heals or critical group heals.
    • Almost maxed count possible Divine Healings and Divine Vitalities.
      • Divine Healing: Used just prior to big fights to help take the edge off.
      • Divine Vitality: Not used much. More for PUG groups and boss fights that are caster heavy.
    • Crowd control with Mass Command


    Secondary Focus
    • Maximized and Heightened stat damage spells and debuffs for single targets.
    • Dismissal and Slay Living for everything else.


    Back Burner Focus
    • Buffing, however try to have a bard in the group for this.


    Code:
    Character Plan by DDO Character Planner Version 2.96
    DDO Character Planner Home Page
    
    Level 16 True Neutral Human Male
    (16 Cleric) 
    Hit Points: 212
    Spell Points: 1315 
    BAB: 12\12\17\22
    Fortitude: 14
    Reflex: 4
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength             12                    12
    Dexterity             8                     8
    Constitution         16                    18
    Intelligence         10                    10
    Wisdom               18                    26
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Constitution used at level 16
    +3 Tome of Wisdom used at level 16
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Concentration         7                    24
    Diplomacy             3                    19
    Heal                  8                    27
    
    Level 1 (Cleric)
    Skill: Concentration (+4)
    Skill: Diplomacy (+4)
    Skill: Heal (+4)
    Feat: (Selected) Extend Spell
    Feat: (Human Bonus) Mental Toughness
    Enhancement: Cleric Concentration I
    Enhancement: Cleric Diplomacy I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 2 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Feat: (Selected) Extra Turning
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Divine Healing I
    Enhancement: Cleric Wand Mastery I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Extra Turning II
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Divine Vitality II
    
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Feat: (Selected) Heighten Spell
    Enhancement: Cleric Wand Mastery II
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Life Magic III
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Enhancement: Cleric Divine Healing II
    Enhancement: Cleric Extra Turning III
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Cleric Prayer of Incredible Life II
    
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Enhancement: Cleric Life Magic IV
    
    
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Energy of the Zealot III
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Feat: (Selected) Improved Mental Toughness
    Enhancement: Cleric Divine Healing III
    
    
    Level 13 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Enhancement: Cleric Prayer of Incredible Life III
    
    
    Level 14 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Enhancement: Cleric Energy of the Zealot IV
    
    
    Level 15 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Divine Vitality III
    Enhancement: Cleric Wand Mastery III
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Enhancement: Cleric Wand Mastery IV
    Last edited by BiocDkT; 09-07-2008 at 04:58 AM.
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  2. #2
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    a "Walking Shrine" that puts absolutely nothing into Charisma?
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  3. #3
    Community Member Reverand's Avatar
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    Default confused as well

    Quote Originally Posted by Impaqt View Post
    a "Walking Shrine" that puts absolutely nothing into Charisma?
    Yeah, I'm alittle confused too. How many DVs does this build have? I know i have 17 with my cleric and didnt have to make any real sacrifices. Ofcoarse my cleric is a heal and buff build, but still.

  4. #4
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    Quote Originally Posted by Reverand View Post
    Yeah, I'm alittle confused too. How many DVs does this build have? I know i have 17 with my cleric and didnt have to make any real sacrifices. Ofcoarse my cleric is a heal and buff build, but still.
    I only count 12...
    5 8CHR +6Item
    4 Extra Turning Feat (Terrible Investment imo)
    3 Extra Turning Enh
    ---
    12
    °º¤ø,¸¸,ø¤º°`°º¤ø,¸,ø¤°º¤ø,¸ ¸,ø¤º°`°º¤ø,¸A R C H A N G E L S °º¤ø,¸¸,ø¤º°`°º¤ø,¸,ø¤°º¤ø,¸ ¸,ø¤º°`°º¤ø,¸
    Thelanis

    Alandael ~ Allendale ~ iForged ~ Roba ~ Sylon ~ Pokah ~ Keyanu ~ Wreckoning
    Quote Originally Posted by Severlin View Post
    We don't envision starting players with Starter Gear and zero knowledge playing on Hard or Elite.
    Sev~

  5. #5
    Founder & Super Hero Arkat's Avatar
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    Walking Shrine? Puh-lease.

    My cleric, Tyrax, now has 25 DVs. He's got a 38 Charisma but only one Extra Turning feat. He's got all the DV enhancements as well so with good rolling, he can give around 750 mana back to some lucky divine or arcane caster.

    That's what I'd call a "Walking Shrine."
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    Quote Originally Posted by Cordovan View Post
    The release notes themselves are essentially the same as was seen on Lamannia most recently.
    This^, in so many words, is how you say time and feedback on Lamannia are wasted.

  6. #6
    Community Member Merkinsal's Avatar
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    I like the idea of DHs but this is one of the few times I have seen someone advocate them. Most, like Arkat, use turns for DVs and most party members are looking for DVs.

    Yes, casters who burn thru their mana live for DVs, but I don't see why the clerics should be the ones to bail them out unless there is no other use for the turns. If DVs are the only use, I am not so sure that is a good enough reason to burn all those stats in Charisma.

    I just do not understand how having a dozen free heals of 3d3 every 2 secs for 30 secs is no a good thing for clerics who are always hurting for spell points.

    By the way, anyone know how empower healing, empower, maximize, potency and/or devotion items affect DHs?
    "Just remember what ol' Jack Burton does when the earth quakes, and the poison arrows fall from the sky, and the pillars of Heaven shake. Yeah, Jack Burton just looks that big ol' storm right square in the eye and he says, "Give me your best shot, pal. I can take it.""--Jack Burton, Big Trouble Little China

  7. #7
    Community Member nbhs275's Avatar
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    Quote Originally Posted by Arkat View Post
    Walking Shrine? Puh-lease.

    My cleric, Tyrax, now has 25 DVs. He's got a 38 Charisma but only one Extra Turning feat. He's got all the DV enhancements as well so with good rolling, he can give around 750 mana back to some lucky divine or arcane caster.

    That's what I'd call a "Walking Shrine."
    exactly. Though 38 seems a little overkill(Is it 20 base +2 clr +3 tome +6 item +3 shroud item +4 level?) DV's along with strong healing are what one thinks of with a "shrine" cleric. Your healing isnt any better than any other cleric, hell my battlecleric does just as well healing.

    You also seem to not really have updated the body of your post...as you still refer to dismissal and slay living as a secondary focus....should obviously be banishment/slay living/destruction.
    Aundair, New Khyber
    Alreck Gingerbarrel(15clr/1barb), Torrak Gingerbarrel(16 Brd), Oat(13 Rgr/3Ftr), Moxxy(16 Sor), Thorrac Gingerbarrel(6 Pal/1 Ftr) <<Current Toons>>

  8. #8
    Community Member nbhs275's Avatar
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    Quote Originally Posted by Merkinsal View Post
    I like the idea of DHs but this is one of the few times I have seen someone advocate them. Most, like Arkat, use turns for DVs and most party members are looking for DVs.

    Yes, casters who burn thru their mana live for DVs, but I don't see why the clerics should be the ones to bail them out unless there is no other use for the turns. If DVs are the only use, I am not so sure that is a good enough reason to burn all those stats in Charisma.

    I just do not understand how having a dozen free heals of 3d3 every 2 secs for 30 secs is no a good thing for clerics who are always hurting for spell points.

    By the way, anyone know how empower healing, empower, maximize, potency and/or devotion items affect DHs?
    DH at the end is worth 45d3 hp, or about 70ish on average. Each DV however is worth 7d4+10 SP each, an average of about 28. So 3 DVs equate to another cleric being able to cast 2 heal or mass mod spells. Each which provides FAR more healing then a DH.

    Also, The 6 AP he spends on DH could go to something more useful like SP, HP or spell pen.
    Aundair, New Khyber
    Alreck Gingerbarrel(15clr/1barb), Torrak Gingerbarrel(16 Brd), Oat(13 Rgr/3Ftr), Moxxy(16 Sor), Thorrac Gingerbarrel(6 Pal/1 Ftr) <<Current Toons>>

  9. #9
    Founder & Super Hero Arkat's Avatar
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    Quote Originally Posted by nbhs275 View Post
    exactly. Though 38 seems a little overkill(Is it 20 base +2 clr +3 tome +6 item +3 shroud item +4 level?)
    Exactly.

    My concept from the beginning was to make him a great Turning Cleric but since undead at the higher levels seem to be overly hard to turn/destroy, I decided to be useful in additional ways.

    I decided my high Charisma lent itself well to a LOT of DVs (turn attempts) so I took all the DV enhancements too. I don't know of anyone else's cleric with the same number or more DVs than Tyrax.

    Shroud groups are always glad to have me with them for that reason and the fact I can heal well too with my 1585 spell points which I don't think is too shabby.
    Quote Originally Posted by Aelonwy View Post
    Quote Originally Posted by Cordovan View Post
    The release notes themselves are essentially the same as was seen on Lamannia most recently.
    This^, in so many words, is how you say time and feedback on Lamannia are wasted.

  10. #10
    Community Member tinyjf's Avatar
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    Default Walking shrine?

    25 dv's is excessive by any standard. You have to give up way too much to get that many dv. As the post was labled though I would have to say having an 8 charisma is by far the extreme the other way. My cleric put a minimal amount into charisma and definately didn't use any feats or ap to increase the numbers of turns and still ended up with 13 dv's. If I wanted to respec I could end up with over 20 but I don't see the benefit in having that many more dv's vs having more SP. Tyrax you obviously are proud of how many dv's you have but I would like to know what did you sacrifice for that many? Whats your hp? Less than 1600 SP, is that with a shroud SP item? Whats your Str? What feats did you take other than the one for extra turns?

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