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  1. #1
    Hero Propane's Avatar
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    Default Feedback on build...

    Hello Peps!-

    I am about to roll up a new character and hopefully end up with tweaked (and improved) version of my current 28 pt build dwarven cleric(13)/fighter(3). I would like to get some feed back from fellow players before I get started…

    My thought behind this build is to be a cleric first / melee & support second. I want to have Mass Heal at end game, so only a max of 3 non-cleric levels. I also want a survivable build (aka good HP), so that is why I chose dwarf. At 16th level, I choose a second fighter level with Khopesh feat – but one could take a different feat fighter side (toughness, etc) and use long swords, D axe, etc with great axe or great sword for the 2 handed stuff…

    The gear layout should be achievable with out a crazy amount of time (ok -maybe a lot of hound runs).

    For a simpler (less tomes and/or a 28 pt build) – drop the UMD stuff first, then drop the Intimidate – this is what my current build is and she is a blast to run! Thanks for the feedback!


    Code:
    Character Plan by DDO Character Planner Version 3.00
    DDO Character Planner Home Page
    
    Level 16 Lawful Neutral Dwarf Female
    (2 Fighter \ 1 Rogue \ 13 Cleric) 
    Hit Points: 282
    Spell Points: 1022 
    BAB: 11\11\16\21
    Fortitude: 15
    Reflex: 7
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength             13                    16
    Dexterity             9                    12
    Constitution         15                    18
    Intelligence         15                    16
    Wisdom               17                    22
    Charisma              6                    10
    
    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
    +1 Tome of Intelligence used at level 1
    +1 Tome of Wisdom used at level 1
    +2 Tome of Charisma used at level 1
    +3 Tome of Dexterity used at level 16
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               4                     9
    Bluff                 3                     4
    Concentration         5                    21
    Diplomacy            -1                     0
    Disable Device        n/a                   n/a
    Haggle                3                     4
    Heal                  6                     8
    Hide                  0                     1
    Intimidate            3                    20
    Jump                  6                     9
    Listen                4                     6
    Move Silently         0                     1
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair                3                     3
    Search                3                     5
    Spot                  8                    10
    Swim                  2                     3
    Tumble                4                     5
    Use Magic Device      3                    19
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Mental Toughness
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Improved Mental Toughness
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Feat: (Selected) Maximize Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Power Attack
    
    
    Level 16 (Fighter)
    Feat: (Fighter Bonus) Exotic Weapon Proficiency: Khopesh
    Enhancement: Fighter Haste Boost I
    Enhancement: Rogue Skill Boost I
    Enhancement: Dwarven Armor Mastery I
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Faith I
    Enhancement: Dwarven Faith II
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Life III
    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: Cleric Energy of the Zealot III
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    Enhancement: Cleric Wand Mastery I
    Enhancement: Cleric Wand Mastery II
    Enhancement: Cleric Wand Mastery III

    Helm: Minos helm <--> Concentration
    Necklace: + 3 umd / 6 wis  Shroud N/P/P +6 Wis / 45 Hp (Concordant Opposition??) (2nd)
    Trinket: HoGF, Mbat, Bloodstone
    Cloak: Resis + 4 CHR + 2
    Belt: Proof against Poison with Greater False life
    Ring#1:Con +6
    Gloves: GOEternity
    Boots: Striding 30%, Dex +6 / Solid Fog Clicky
    Ring#2: Intimidate +11 / Chr +6 / swap spot
    Bracers: Levik's Bracers (+6 str +20% incoming healing)
    Armor: Full plate of Defender (Full Fort, +2 hit, protection +4)
    Goggles: Trapblast  Shroud Air/Air/Air (Wiz VI, 150 sp, +6 CHR skills, Haste) (1st)
    Shield: +5 Mith / Madstone / Levik’s / Lorrik

    Spell Points

    1022 base
    300 Shroud item
    66 (10+12) * 3 wis item)
    ------
    1388 Normal

    Hit Points

    282 Base LV 16
    19 Minos
    30 GFL
    45 Shroud item
    48 + 6 Con Item
    ----------------
    424

    Concentration

    19 skill points
    7 con (with +6 con item)
    5 Shroud item (HP item)
    2 HoGF
    -------
    43 (+ 13 if helm)

    Intimidate

    20 skill points
    11 ring
    6 shroud
    2 HoGF
    1 cloak
    -----
    40 standing


    UMD

    19 skill points
    6 shroud item
    2 HoGF
    1 cloak (CHR)
    -------
    27 standing

    2 cloak (switching to +6 chr)
    2 Hero pot
    2 rouge skill boost
    3 necklace
    ------
    36 short term / self buffed

    AC

    10 Base
    +13 Armor from +5 Mith FP (of Defender)
    +9 Shield (Leviks)
    +4 Protection (of Defender)
    +4 Dex
    +4 Insight (Shroud weapon – or 3 with Levik’s shield)
    +1 Alchemical Armor Eldritch Ritual" - Grants armor a +1 alchemical bonus to AC
    +1 Alchemical Shield Eldritch Ritual" - Grants your shield a +1 alchemical bonus to AC.
    46 Unbuffed
    Sarlona - Guildmaster - Brotherhood of Redemption - ddoborguild.com - 2016 & 2017 Players Council --- Alts: Acetylene, Antimematter, CNG, Dilithium Crystal, EMF, EMPulse, Exothermic, Geothermal, Hexane, Hexyne, Hydropower, JA, Kerosene, LPG, Natural Gas, Nuclearpower, Propane, Solarpannel, Tidalpower, WASOB, Waulter, Windpower, Woodpile

  2. #2
    Community Member Hobgoblin's Avatar
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    Default

    46 ac isnt that much in end game. i would drop 1 fighter level and pick u evasion myself

  3. #3
    Hero Propane's Avatar
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    I thought about doing that, but I think my dex is too low to make that work too well... If I put more into dex, I would suffer somewhere else... I will try to tweak that today... maybe take WIS down a notch...

    I could work on the gear side, the chattering ring would be give me 3 more (swap spot), with bark skin (3), that would push me to 52. That is getting close - always thought 55ish would be an AC worth having....

    I haven't looked at the DT armor that much... isn't the base on that 15?

    CE isn't a good idea, I think I would be casting too much and don't like to have to reset it each time after I cast...Maybe I am too lazy
    Sarlona - Guildmaster - Brotherhood of Redemption - ddoborguild.com - 2016 & 2017 Players Council --- Alts: Acetylene, Antimematter, CNG, Dilithium Crystal, EMF, EMPulse, Exothermic, Geothermal, Hexane, Hexyne, Hydropower, JA, Kerosene, LPG, Natural Gas, Nuclearpower, Propane, Solarpannel, Tidalpower, WASOB, Waulter, Windpower, Woodpile

  4. #4
    Community Member Sequell's Avatar
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    Why not make it a Clonk build? 14 Cleric / 2 Monk?

  5. #5
    Community Member Joemama's Avatar
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    i dont know what the 1 lvl of rogue is.... why not do 2 rogue and 1 fighter?

  6. #6

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    Quote Originally Posted by Sequell View Post
    Why not make it a Clonk build? 14 Cleric / 2 Monk?
    Cause thats trendy, and Propane does not want trendy.

    I like the idea of Rogue 2 as well for the evasion, but it may be to much of a stretch to do with your abilities spread as they are. And, with UMD being Charisma based, I would look at brinigng that up a touch, maybe start at 7 (if you have a +1 tome laying around) or 8, then work on a +3 tome later on in life to boost the base to a 10 and wear a +6 item. 16 is better than 10, afterall.

    Course, sticking with 2 fighter feats is fine as well, but is there a specific need in that second level? I see the exotic weapon prof in Khopesh, but at 16? Why not move that prior to taking Improved Crit: Slashing? The crit range is good on it's own that you will notice a difference with the weapon, and then add the feat later in life to boost your DPS by that much. Otherwise you will be carrying a bunch of weapons you might not care about for a long time.

  7. #7
    Hero Propane's Avatar
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    Ha - I have been called a lot of things - trendy has never been one of them

    I stared out with 3 level of Fighter - but couldn't get the skill points to work out for any meaning full UMD...

    By starting with the Rogue at level 1, I have more skill points at the begining and can progress better with both the UMD and Intimidate. At fighter 2 - one gets the feat and a STR +1... Fighter 3 didn't add that much...

    FT at level two allows for more equipment use - I could wait a little longer to take it though...
    Sarlona - Guildmaster - Brotherhood of Redemption - ddoborguild.com - 2016 & 2017 Players Council --- Alts: Acetylene, Antimematter, CNG, Dilithium Crystal, EMF, EMPulse, Exothermic, Geothermal, Hexane, Hexyne, Hydropower, JA, Kerosene, LPG, Natural Gas, Nuclearpower, Propane, Solarpannel, Tidalpower, WASOB, Waulter, Windpower, Woodpile

  8. #8
    Stormreach Advisor
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    If you really want your AC to be meaningful you probably should aim at 55+ with reasonable gear and thus you probalby need CE. Otherwise, getting evasion seems like a better option to me, though your low base dex is definitely an issue here.
    At the very least, I would drop start int to 14 and get a +2 tome, saving 2 precious build points you can invest in strength (or dex if going towards evasion?)

    Other than that, as long as you don't mind having trouble finding pugs, it sounds fun (though definitely not super-optimal)

  9. #9
    Hero Propane's Avatar
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    Thanks for the input…
    I made a few tweeks (and need to find an Int tome…)
    Dropped Wis by a point
    Picked up CE

    Code:
    Character Plan by DDO Character Planner Version 3.00
    DDO Character Planner Home Page
    
    Level 16 Lawful Neutral Dwarf Female
    (2 Fighter \ 1 Rogue \ 13 Cleric) 
    Hit Points: 298
    Spell Points: 1022 
    BAB: 11\11\16\21
    Fortitude: 16
    Reflex: 7
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength             13                    16
    Dexterity            10                    12
    Constitution         17                    20
    Intelligence         14                    16
    Wisdom               16                    22
    Charisma              7                    10
    
    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 Intelligence used at level 1
    +1 Tome of Wisdom used at level 1
    +1 Tome of Charisma used at level 1
    +2 Tome of Dexterity used at level 16
    +2 Tome of Wisdom used at level 16
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               4                     9
    Bluff                 3                     4
    Concentration         6                    22
    Diplomacy            -1                     0
    Disable Device        n/a                   n/a
    Haggle                3                     4
    Heal                  5                     8
    Hide                  0                     1
    Intimidate            3                    20
    Jump                  6                     9
    Listen                3                     6
    Move Silently         0                     1
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair                3                     3
    Search                3                     5
    Spot                  7                    10
    Swim                  2                     3
    Tumble                4                     5
    Use Magic Device      3                    19
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Mental Toughness
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Improved Mental Toughness
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Feat: (Selected) Maximize Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Power Attack
    
    
    Level 16 (Fighter)
    Feat: (Fighter Bonus) Combat Expertise
    Enhancement: Fighter Haste Boost I
    Enhancement: Rogue Skill Boost I
    Enhancement: Dwarven Armor Mastery I
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Faith I
    Enhancement: Dwarven Faith II
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Life III
    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: Cleric Energy of the Zealot III
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    Enhancement: Cleric Wand Mastery I
    Enhancement: Cleric Wand Mastery II
    Enhancement: Cleric Wand Mastery III
    Helm: Concentration / Intimidate / swap
    Necklace: + 3 umd / 6 wis  Shroud N/P/P +6 Wis / 45 Hp (Concordant Opposition??) (2nd)
    Trinket: HoGF, Mbat, Bloodstone
    Cloak: Resis + 4 CHR + 2 / Chr +6
    Belt: Proof against Poison with Greater False life
    Ring#1:Con +6
    Gloves: GOEternity
    Boots: Striding 30%, Dex +6 / Solid Fog Clicky
    Ring#2: Chattering Ring
    Bracers: Levik's Bracers (+6 str +20% incoming healing)
    Armor: Full plate of Defender (Full Fort, +2 hit, protection +4)
    Goggles: Trapblast  Shroud Air/Air/Air (Wiz VI, 150 sp, +6 CHR skills, Haste) (1st)
    Shield: +5 Mith / Madstone / Levik’s / Lorrik

    Spell Points

    1022 base
    300 Shroud item
    66 (10+12) * 3 wis item)
    ------
    1388 Normal

    Hit Points

    298 Base LV 16
    30 GFL
    45 Shroud item
    48 + 6 Con Item
    ----------------
    421

    Concentration

    19 skill points
    7 con (with +6 con item)
    5 Shroud item (HP item)
    2 HoGF
    -------
    33 Standing
    + 11 / 13 Swap Helm Spot

    Intimidate

    22 skill points
    6 shroud
    2 HoGF
    1 cloak
    -----
    31 standing
    + 11 / 13 Helm Spot


    UMD

    19 skill points
    6 shroud item
    2 HoGF
    1 cloak (CHR)
    -------
    27 standing

    2 cloak (switching to +6 chr)
    2 Hero pot
    2 rouge skill boost
    3 necklace
    ------
    36 short term / self buffed

    AC

    10 Base
    +13 Armor from +5 Mith FP (of Defender)
    +9 Shield (Leviks)
    +4 Protection (of Defender)
    +4 Dex
    +3 Chattering Ring
    +4 Insight (Shroud weapon – or 3 with Levik’s shield)
    +1 Alchemical Armor Eldritch Ritual" - Grants armor a +1 alchemical bonus to AC
    +1 Alchemical Shield Eldritch Ritual" - Grants your shield a +1 alchemical bonus to AC.
    ----
    49 Standing

    +5 CE
    +3 Bark Skin

    ----
    57 selfbuffed
    Sarlona - Guildmaster - Brotherhood of Redemption - ddoborguild.com - 2016 & 2017 Players Council --- Alts: Acetylene, Antimematter, CNG, Dilithium Crystal, EMF, EMPulse, Exothermic, Geothermal, Hexane, Hexyne, Hydropower, JA, Kerosene, LPG, Natural Gas, Nuclearpower, Propane, Solarpannel, Tidalpower, WASOB, Waulter, Windpower, Woodpile

  10. #10
    Hall of Famer
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    Impaqt's Avatar
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    What exactly do you plan on using UMD for?

    I'm having a hard time justifying the 3 SPlash levels.... Kills any potential for a Tier 3 PRe.

    Taking Mental Toughness as a feat while taking superflous Fighter levels is rather innefficient....

    If you Drop one of the fighter levels and pick up 18 Cleric you can drop Improved Mental Toughness for one of your fighter feats, wind up with more spell Points, and still qualify for tier 3 PrE's when they come out.
    °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,¸
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    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~

  11. #11
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    think about this a second....

    We want to melee, but our str is low and we took power attack to make make hitting things much harder.

    We're putting level up points into wisdom, but not bothering to put any enhancements into Wisdom.

    We're concentrating on CHR Skills first and foremost, but we dumped CHR as a base stat. and then take CHR enh's.

    Now we say we want to be a healer first, but take CE and count that into our AC Stats.... CE Breaks every time we cast, use a wand, or use many potions..... Its not Practical at all.....

    We go with Dwarf..... But then take Khopesh as a Feat late in the Build?

    well, I'll flesh it out more if ya like, but I really cant figure out what the goal of the build is as I go though it... You lose some HP's with this build, but you Gain Evasion which makes up for the 50ish HP's IMO. The three skills you wanted remail, Kopesh Remains, you get a little better reflex save to go with the evasion, more Spell Points, even though Improved Mental Toughness is missing, and you can still do a Tier 3 PrE when they come out.. Which, IMO, is critical.
    Code:
    Character Plan by DDO Character Planner Version 3.00
    DDO Character Planner Home Page
    
    Level 16 True Neutral Human Male
    (2 Rogue \ 14 Cleric) 
    Hit Points: 240
    Spell Points: 1036 
    BAB: 11\11\16\21
    Fortitude: 12
    Reflex: 9
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength             14                    16
    Dexterity            11                    14
    Constitution         15                    16
    Intelligence         12                    14
    Wisdom               16                    25
    Charisma              9                    10
    
    Tomes Used
    +2 Tome of Intelligence used at level 10
    +2 Tome of Strength used at level 15
    +2 Tome of Dexterity used at level 15
    +2 Tome of Wisdom used at level 15
    +1 Tome of Charisma used at level 15
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               4                     6
    Bluff                -1                     0
    Concentration         4                    22
    Diplomacy            -1                     0
    Disable Device        5                     6
    Haggle               -1                     0
    Heal                  3                     7
    Hide                  0                     2
    Intimidate            3                    19
    Jump                  6                     7
    Listen                3                     7
    Move Silently         0                     2
    Open Lock             4                     8
    Perform              n/a                    n/a
    Repair                1                     2
    Search                5                     6
    Spot                  7                    11
    Swim                  2                     3
    Tumble                4                     6
    Use Magic Device      3                    22
    
    Level 1 (Rogue)
    Feat: (Human Bonus) Skill Focus: Use Magic Device
    Feat: (Selected) Toughness
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Mental Toughness
    
    
    Level 10 (Rogue)
    
    
    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: Human Adaptability Constitution I
    Enhancement: Human Adaptability Wisdom II
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Open Lock I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Prayer of Incredible Life II
    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: Rogue Dexterity I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Cleric Wand Mastery I
    Enhancement: Cleric Wand Mastery II
    Enhancement: Cleric Wand Mastery III
    Enhancement: Cleric Wand Mastery IV
    Its just not Geling for me at all.... lemme show ya what we can do with a 14Cleric/2Rogue build... Human.... (I'd actualy rather go 2Monk, but you want UMD for some reason so I'l stick there for now..... ) I'll link the build once I get it fleshed out.
    Last edited by Impaqt; 04-03-2009 at 05:45 PM.
    °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~

  12. #12

    Default

    Quote Originally Posted by Impaqt View Post
    What exactly do you plan on using UMD for?

    I'm having a hard time justifying the 3 Splash levels.... Kills any potential for a Tier 3 PRe.

    Taking Mental Toughness as a feat while taking superflous Fighter levels is rather innefficient....

    If you Drop one of the fighter levels and pick up 18 Cleric you can drop Improved Mental Toughness for one of your fighter feats, wind up with more spell Points, and still qualify for tier 3 PrE's when they come out.
    My only thought here is this. What if, and this is purely hypothetical, but what if... Tier 3 PrE's suck (or are not what he is after)? Just a thought there.

    As for my advice, I would say I dislike the revised version a bit more than the original and definetly see the arguments that Impaqt is making. I know Propane personally and I know that he is not overly concerned about finding a group to jam with (he will never be without a party) and that the low strength won't hold him back out of melee (you can still hit consistently with a 16 and some buffs, I know from experience).

    This is what I came up with in regards to a suggestion. Personally I don't care about Tier 3 PrE's, but Impaqt does have a point that we may want to consider them at this time. The second toughness feat can be swapped out for Improved Mental Toughness, Maximize Spell, Spell Penetration, Combat Expertise, Combat Casting, or any number of other feats. I like Kopesh wielding mad men, afterall that is what my Warchanter is, but with a dwarf the axe is really one of the better ways to go:

    Code:
    Character Plan by DDO Character Planner Version 3.00
    DDO Character Planner Home Page
    
    Level 16 Lawful Good Dwarf Male
    (1 Fighter \ 1 Rogue \ 14 Cleric) 
    Hit Points: 262
    Spell Points: 1073 
    BAB: 11\11\16\21
    Fortitude: 14
    Reflex: 8
    Will: 15
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength             14                    18
    Dexterity            12                    14
    Constitution         14                    16
    Intelligence         14                    16
    Wisdom               16                    22
    Charisma              8                    10
    
    Tomes Used
    +2 Tome of Strength used at level 16
    +2 Tome of Dexterity used at level 16
    +1 Tome of Constitution used at level 16
    +2 Tome of Intelligence used at level 16
    +2 Tome of Wisdom used at level 16
    +1 Tome of Charisma used at level 16
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               5                    10
    Bluff                -1                     0
    Concentration         2                    17
    Diplomacy             3                     4
    Disable Device        6                     7
    Haggle                3                     4
    Heal                  3                    20
    Hide                  1                     2
    Intimidate            3                     6
    Jump                  6                     8
    Listen                3                     6
    Move Silently         1                     2
    Open Lock             5                     6
    Perform              n/a                    n/a
    Repair                2                     3
    Search                6                     9
    Spot                  7                    10
    Swim                  2                     4
    Tumble                n/a                   n/a
    Use Magic Device      3                    19
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 6 (Cleric)
    Feat: (Selected) 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) Improved Critical: Slashing Weapons
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Toughness
    
    
    Level 16 (Cleric)
    Enhancement: Dwarven Armor Mastery I
    Enhancement: Dwarven Armor Mastery II
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Axe Attack II
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Axe Damage II
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Faith I
    Enhancement: Dwarven Faith II
    Enhancement: Dwarven Faith III
    Enhancement: Dwarven Faith IV
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Cleric Prayer of 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 Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Fighter Toughness I

  13. #13
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    Quote Originally Posted by Kalanth View Post
    My only thought here is this. What if, and this is purely hypothetical, but what if... Tier 3 PrE's suck (or are not what he is after)? Just a thought there.
    What if they dont suck? Is it worth a reroll? WIth three PrE's in the plan, its a safe be ONE of them willbe appealing.

    As for my advice, I would say I dislike the revised version a bit more than the original and definetly see the arguments that Impaqt is making. I know Propane personally and I know that he is not overly concerned about finding a group to jam with (he will never be without a party) and that the low strength won't hold him back out of melee (you can still hit consistently with a 16 and some buffs, I know from experience).
    Oh, I know a 16 isnt bad for a battle cleric.... But how about a 2 STR? Yes TWO... cause once you pop on Power attack and strap on a Tower Sheild your TO hit is the equivalent of -14STR.

    +5 Damage from Power attack doesnt add up when your missing your target 25% more.


    This is what I came up with in regards to a suggestion. Personally I don't care about Tier 3 PrE's, but Impaqt does have a point that we may want to consider them at this time. The second toughness feat can be swapped out for Improved Mental Toughness, Maximize Spell, Spell Penetration, Combat Expertise, Combat Casting, or any number of other feats. I like Kopesh wielding mad men, afterall that is what my Warchanter is, but with a dwarf the axe is really one of the better ways to go:
    I agree that axes are the way to go on a Dwarven Cleric. Especially when ya consider the 2d8 Damage of the Greensteel ones....

    I would still like to know why UMD is so important to the build though.
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  14. #14

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    Quote Originally Posted by Impaqt View Post
    What if they dont suck? Is it worth a reroll? WIth three PrE's in the plan, its a safe be ONE of them willbe appealing.

    Oh, I know a 16 isnt bad for a battle cleric.... But how about a 2 STR? Yes TWO... cause once you pop on Power attack and strap on a Tower Sheild your TO hit is the equivalent of -14STR.

    +5 Damage from Power attack doesnt add up when your missing your target 25% more.
    I agree. I have power attack on my warchanter, cause you have to, and I never use it. Just not worth it, honestly.


    Quote Originally Posted by Impaqt View Post
    I agree that axes are the way to go on a Dwarven Cleric. Especially when ya consider the 2d8 Damage of the Greensteel ones....

    I would still like to know why UMD is so important to the build though.
    Dunno the answer there. Some are just obsessed with that skill and I have never really understood it. I would completely drop the UMD out of the character and focus on something else. Two Rogue, maybe two fighters, don't know (just know he wants some splash in there) but UMD is not that important as I see it.

  15. #15
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    Thanks for the feed back… a lot of good points are made…
    I don’t play “a lot” and don’t expect to have this toon to lv 16 for 3-4 months, with that being said, I really want to make sure I plan well because of “limited” time I can play.

    1) opps – messed up the action points on the one – need to get the WIS bonus
    2) without knowing what the Tier 3 PrE will be, keeping 2 levels of splash is a good idea
    3) UMD is the end all – I just hate having issues using some gear and would like the ability to do some self-buffing – ss, teleport, reconstruction, wands of Force missile even come in handy.
    4) I have been playing around with Power Attack on my 13cl/3ft and you are 100% correct – at end game (even with Divine Power) I don’t hit as much as I would like and end up turning it off
    5) If I do end up with CE, that would be for the times I turtle up – I wouldn’t be casting or swing much – with that being said – it might not happen often enough to bother with… (don’t see me tanking the hound much…)
    6) The low CHR is the only way I saw to make the rest if the abilities to work out.. making up for the CHR with a higher INT and skill points – farther a head in the long run.. + 2 int  15 skill points – even with 2 for 1 I am still at 7 points vs the +1 the extra CHR would give me…

    With that being said I am looking for a …

    very non-squish cleric
    can do ok damage with a weapon
    be tough enough that I can intimate and tank up – taking agro from the party at times

    I will spend some more time on the build and post another attempt or two…

    I will try one without any UMD. one will a ok amount, and I will a good amount.
    The 2 rouge type build is interesting – but I would have to rethink my equipment to keep evasion reasonable (and the saves high enough)

    I will ponder some and post again later – off to try to find some more +2 tomes!
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  16. #16

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    One important thing to note is that if UMD is the only skill you are really interested in then you only really need a 12 Int which would give you +2 skill points per level.

  17. #17
    Community Member Comfortably's Avatar
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    Quote Originally Posted by Sequell View Post
    Why not make it a Clonk build? 14 Cleric / 2 Monk?
    If you really want evasion and the rogue lvl go 13cleric/2monk/1 rogue, a good friend of mine did that only human and he loves it.
    Jeets said he wouldn't tell Turbine. ;(

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