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  1. #1
    Community Member Mokeyman's Avatar
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    Question ????????? enought power for a cleric?

    Code:
    Character Plan by DDO Character Planner Version 2.96
    DDO Character Planner Home Page
    
    Mustheal 
    Level 16 True Neutral Dwarf Male
    (15 Cleric \ 1 Sorcerer) 
    Hit Points: 176
    Spell Points: 1407 
    BAB: 11\11\16\21
    Fortitude: 11
    Reflex: 5
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength              8                    10
    Dexterity             8                    10
    Constitution         10                    14
    Intelligence          8                     8
    Wisdom               18                    27
    Charisma             16                    20
    
    Tomes Used
    +2 Tome of Strength used at level 16
    +2 Tome of Dexterity used at level 16
    +2 Tome of Constitution used at level 16
    +2 Tome of Wisdom used at level 16
    +2 Tome of Charisma used at level 16
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance              -1                     4
    Bluff                 3                     5
    Concentration         4                    22
    Diplomacy             3                     5
    Disable Device       n/a                   n/a
    Haggle                3                     5
    Heal                  4                     8
    Hide                 -1                     0
    Intimidate            3                     5
    Jump                 -1                     0
    Listen                4                     8
    Move Silently        -1                     0
    Open Lock            n/a                    n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  4                     8
    Swim                 -1                     0
    Tumble               n/a                    n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 2 (Sorcerer)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Mental Toughness
    
    
    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) Empower Spell
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 16 (Cleric)
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Faith I
    Enhancement: Dwarven Faith II
    Enhancement: Cleric Concentration I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    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 Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Wisdom III
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Divine Vitality II
    Enhancement: Cleric Divine Vitality III
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Extra Turning III

  2. #2
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    Default

    Quote Originally Posted by Mokeyman View Post
    Code:
    Character Plan by DDO Character Planner Version 2.96
    DDO Character Planner Home Page
    
    Mustheal 
    Level 16 True Neutral Dwarf Male
    (15 Cleric \ 1 Sorcerer) 
    Hit Points: 176
    Spell Points: 1407 
    BAB: 11\11\16\21
    Fortitude: 11
    Reflex: 5
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength              8                    10
    Dexterity             8                    10
    Constitution         10                    14
    Intelligence          8                     8
    Wisdom               18                    27
    Charisma             16                    20
    
    Tomes Used
    +2 Tome of Strength used at level 16
    +2 Tome of Dexterity used at level 16
    +2 Tome of Constitution used at level 16
    +2 Tome of Wisdom used at level 16
    +2 Tome of Charisma used at level 16
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance              -1                     4
    Bluff                 3                     5
    Concentration         4                    22
    Diplomacy             3                     5
    Disable Device       n/a                   n/a
    Haggle                3                     5
    Heal                  4                     8
    Hide                 -1                     0
    Intimidate            3                     5
    Jump                 -1                     0
    Listen                4                     8
    Move Silently        -1                     0
    Open Lock            n/a                    n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  4                     8
    Swim                 -1                     0
    Tumble               n/a                    n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 2 (Sorcerer)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Mental Toughness
    
    
    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) Empower Spell
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 16 (Cleric)
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Faith I
    Enhancement: Dwarven Faith II
    Enhancement: Cleric Concentration I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    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 Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Wisdom III
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Divine Vitality II
    Enhancement: Cleric Divine Vitality III
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Extra Turning III

    Nope.

  3. #3
    Community Member Mokeyman's Avatar
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    Question ?

    Why not lol

  4. #4
    Community Member Darth_Sizzle's Avatar
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    Default

    I would start with no less than a 14 Constitution

  5. #5
    Community Member Mokeyman's Avatar
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    Default 14?

    why a 14 dwarf after the enchacments i should have close to 300 if not over

  6. #6

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    maxing cha on a dwarf cleric is foolish
    If you want to know why...

  7. #7
    Community Member jmonty's Avatar
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    Default

    Quote Originally Posted by Aranticus View Post
    maxing cha on a dwarf cleric is foolish
    i would say on a cleric period. but i guess some people might dig that new capstone.

  8. #8

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    Quote Originally Posted by jmonty View Post
    i would say on a cleric period. but i guess some people might dig that new capstone.
    whats the use if the str or dex is not there to ensure you hit in the 1st place?
    If you want to know why...

  9. #9
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    Quote Originally Posted by Aranticus View Post
    whats the use if the str or dex is not there to ensure you hit in the 1st place?

    You might want to look at the new Capstone.. Its got nothign to do with Hitting anything.. Its a Turn based ability....

    Cant comment ont he build since I have no idea what the OP expects out of it. Not something I would personally play though.. However, How do you expect to take Dwarven toughness Enhancments when you dotn have TOughness for a feat?
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  10. #10
    Founder Gol's Avatar
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    Default

    Quote Originally Posted by jmonty View Post
    i would say on a cleric period. but i guess some people might dig that new capstone.
    Why would capstone matter for this multiclass build?

    And yes, maxing Cha on a cleric is stupid.

  11. #11
    Community Member samho's Avatar
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    I think the major issue is what he mean about "enough power".

    Especially when the level cap raising might release at next mod or so.
    [ Fernia / Ghallanda ]
    -- Role of the Combat Cleric : We fight for our party's survival --

  12. #12
    Community Member Hobgoblin's Avatar
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    Default

    Quote Originally Posted by Mokeyman View Post
    Code:
    Character Plan by DDO Character Planner Version 2.96
    DDO Character Planner Home Page
    
    Mustheal 
    Level 16 True Neutral Dwarf Male
    (15 Cleric \ 1 Sorcerer) 
    Hit Points: 176
    Spell Points: 1407 
    BAB: 11\11\16\21
    Fortitude: 11
    Reflex: 5
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength              8                    10
    Dexterity             8                    10
    Constitution         10                    14
    Intelligence          8                     8
    Wisdom               18                    27
    Charisma             16                    20
    
    Tomes Used
    +2 Tome of Strength used at level 16
    +2 Tome of Dexterity used at level 16
    +2 Tome of Constitution used at level 16
    +2 Tome of Wisdom used at level 16
    +2 Tome of Charisma used at level 16
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance              -1                     4
    Bluff                 3                     5
    Concentration         4                    22
    Diplomacy             3                     5
    Disable Device       n/a                   n/a
    Haggle                3                     5
    Heal                  4                     8
    Hide                 -1                     0
    Intimidate            3                     5
    Jump                 -1                     0
    Listen                4                     8
    Move Silently        -1                     0
    Open Lock            n/a                    n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  4                     8
    Swim                 -1                     0
    Tumble               n/a                    n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 2 (Sorcerer)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Mental Toughness
    
    
    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) Empower Spell
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 16 (Cleric)
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Faith I
    Enhancement: Dwarven Faith II
    Enhancement: Cleric Concentration I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    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 Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Wisdom III
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Divine Vitality II
    Enhancement: Cleric Divine Vitality III
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Extra Turning III
    where do you expect to get all the +2 tomes?
    and are you going tolike geting oneshoted in the vale and shroud
    lets not even talk about vod .....

  13. #13
    Community Member moops's Avatar
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    All 3 of my clerics started with a 10 Con, I can't remember the last time I died in Shroud part 4, and I have over 200 runs. I frequently solo vale stuff. I think the only time I have ever died in VOD cept for the first time in there was when our rogue failed traps on elite--I have 60+ VODs.

    I melee sometimes, but I use Vorpals and various Q Staffs, so I am not drawing aggro. I am an offensive caster more than a healer on all of my clerics.

    I like having a decent CHR --I use intimidate as well as Diplo, and I like my paltry DVs. Recently I have begun to intimidate Devils in VOD to keep them in the web area--it makes the quest a little more fun for me. Next step will be Orthons after I improve my DR and AC.

    So build what you want, go with the ideas that you think are good, you are the one who will be playing your toon. Though, I would consider that if you want that much CHR not choosing Dwarf--you can still get 300 HP with items and stuff. Also Human gets another feat.

    I think that the Capstone is Dookie.
    Last edited by moops; 12-25-2008 at 04:25 PM.
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  14. #14
    Community Member Naso24's Avatar
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    From my experience on 2 clerics, you'd be better off dropping the charisma. 2 less CHR (1 extra turn undead) will free up 6 stat points. CON 16 will yield 3 extra fortitude save, 3 concentration skill, and 60 HP at level 20. Dropping 2 more to 12 CHR will give 4 more stat pts that can be used to round out your character (a little INT or STR). You will probably want a little higher STR to start if you plan on wearing armor, or you will have to dedicate an equipment slot to STR.

    Even with racial enhancements, your dwarven cleric will have fewer HP than my drow build.

    My favorite of my 2 cleric builds is a dwarven 2 monk/14 cleric. Evasion, HPs, AC, and saves are great. I also have a much nicer skill set (a cleric that can jump). I don't find the mana lacking at all, since I waste very little self healing. I also have a higher wisdom than otherwise achievable when in water stance. I can lose 200 HPs and still have 200 left so I don't worry about being hit as much.

    With 1 level of sorcerer, there is no capstone bonus. I won't get it either on my non pure build, but don't really care. I'm not crazy about the sorcerer level since the only thing of value it provides is mana. I think there are better splashes that will provide better value (rogue, monk, fighter, paladin). I'd actually prefer a wizard splash to sorcerer for 1 feat (can offset what you trade for toughness) and a few more level 1 spells that might be useful situationally if extended (jump, shield, tumble, expeditious retreat).
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  15. #15

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    Quote Originally Posted by Impaqt View Post
    You might want to look at the new Capstone.. Its got nothign to do with Hitting anything.. Its a Turn based ability....

    Cant comment ont he build since I have no idea what the OP expects out of it. Not something I would personally play though.. However, How do you expect to take Dwarven toughness Enhancments when you dotn have TOughness for a feat?
    bah my bad, the new capstone is the death prevention ability and not dm
    If you want to know why...

  16. #16
    Community Member Maxwell1380's Avatar
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    Quote Originally Posted by jmonty View Post
    i would say on a cleric period. but i guess some people might dig that new capstone.
    It's not foolish if you intend to have maximum dvs available

  17. #17
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    Quote Originally Posted by Gol View Post
    Why would capstone matter for this multiclass build?

    And yes, maxing Cha on a cleric is stupid.
    No. DV's for the casters, turning and with max diplomacy you'll always turn the aggro away when it comes.

  18. #18
    Community Member nbhs275's Avatar
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    Quote Originally Posted by Maxwell1380 View Post
    It's not foolish if you intend to have maximum dvs available
    if you put 16 points into cha on a dwarf, your getting a total of 6 extra DVs, which when they hit for 20-30 sp at most each, your talking about giving the 2400+ sp sorc 120-180 sp, vs having an additional 80 hp on yourself, 100 at cap.
    Aundair, New Khyber
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  19. #19
    Community Member Irongutz2000's Avatar
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    Default I dunno

    I don't understand this person, onn every build forum there is one of these..one for fighter, pali, etc etc. An everyone has eaten a +2 tome in every slot.....I just don't get it. What does he think its fun to play with the char. gen. or something? lol
    Most ppl call me Az. Captains crew on G-land.

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