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  1. #1
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    Default Build an Elven Cleric/Wizard (Big Challenge)

    Looking for a build along these lines:
    - High dex, intel and wisdom
    - Must be elf, must have both wizard and cleric (not just a splash, and not a sorcerer)
    - 32 point builds available
    - Don't worry about survivability (will tolerate con as low as 8)
    - Must bring something unique to the table (i.e. can't just be a weak version of a spellcasting bard)
    - Completely neglect raid content. Endgame viability is a factor, and solo viability is an asset but not required.

    Those familiar with Baldur's Gate 2 may be familiar with the character I'm trying to build. An example of a build along these lines would be one that starts with 16 intel / 18 wisdom with points going into wisdom. Enough levels to pick up firewall and displacement (along with whatever goodies may come before that), the rest into cleric. Wisdom will be high enough for the DC in offensive cleric spells, firewall with a few enhancements will do plenty of damage (has no save), displacement is a huge asset to the largely cleric-based spellcaster, etc - you get the idea.

    Full build not required - provide an outline, bounce some ideas, or request additional input; all responses appreciated.

  2. #2
    Community Member Comfortably's Avatar
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    I am annoyed with the fact that you are to lazy to roll your own toons, would you like me to level it up for you too?
    Jeets said he wouldn't tell Turbine. ;(

  3. #3
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    Why would I want you to play the game for me? I enjoy playing the game. I just come here, as a new player, to bounce ideas to make a solid, fun character from the getgo rather than rerolling ten times because I overlooked this, or neglected that.

    With the other thread I posted, I had been searching extensively for a specific build for which feedback proved invaluable - someone pointed out the elven dragonmarks and now I have exactly the kind of fighter I wanted. If you find it troublesome to provide information on the topic of this thread, then don't. I'm sure there are plenty who enjoy this kind of thing.

  4. #4
    Community Member Dexxaan's Avatar
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    Quote Originally Posted by Comfortably View Post
    I am annoyed with the fact that you are to lazy to roll your own toons, would you like me to level it up for you too?
    LOL

    Cleric 11 Wizard 9

    +5 Twilight Mithral Full Plate (maybe Breastplate of Vol) or simply Blue Dragon Scale Robes....and the Farranon Shield (IIRC) from Necro whenever you decide to block or go 1H; The Archmagi Dagger (also Necro) and a GS Heavy Mace; Torque of Rayum; Reavers Napkin for sure; GS Helm of Existential Stalemate and maybe Concordant Opposition?

    Fun build...... I'd go Dwarf or even Human
    "Multi-Classing: If you don't know what you are doing...please don't do it."
    Arkkanoz / Barbarrus / BoarAxe / Bruttus / Dahlamaar / Dexxaan / Dominattrix / Gregorius / Inquisittor / Mechanikkus / Predattor / Suntzzu / Valkeerya

  5. #5
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    Quote Originally Posted by Dexxaan View Post
    LOL

    Cleric 11 Wizard 9

    +5 Twilight Mithral Full Plate (maybe Breastplate of Vol) or simply Blue Dragon Scale Robes....and the Farranon Shield (IIRC) from Necro whenever you decide to block or go 1H; The Archmagi Dagger (also Necro) and a GS Heavy Mace; Torque of Rayum; Reavers Napkin for sure; GS Helm of Existential Stalemate and maybe Concordant Opposition?

    Fun build...... I'd go Dwarf or even Human
    The cleric levels seem self-explanatory - cometfall and blade barrier, but is there any particular reason for 5th level wizard spells?

    Mind you my highest level character is a 10 sorcerer so the only item I understood in that list is +5 mithril full plate. Have you seen this build done? Though I'm fairly new, I've yet to see any mention of it.

  6. #6
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    Cleric11 (*going to Cleric13)
    -the all important Heal spell
    -raise dead
    -30point resists
    -120point protections
    *resurection
    *destruction

    Wizard5 (*going to Wizard7)
    -two metamagics (Maximize & Extend)
    -two third level spells
    *wall of fire

    Optional would be Clr9/Wiz7 at current cap, but then it is difficult to fill a party role.

  7. #7
    Community Member issiana's Avatar
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    imo wait until the new mod and lvl cap increase is out before planning this.

    I really like the idea its suitably "out there" to be my sort of thing but with so much uncertainty about whats to come i'd be waiting so see whats there just in case yourd have to reroll once the mod is out.

    that said at least 11 cleric lvls would be a must simply for the heal spell.
    Somedays your the Bug
    Somedays your the Windscreen.

  8. #8
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    Quote Originally Posted by Darlor View Post
    Looking for a build along these lines:
    - High dex, intel and wisdom
    - Must be elf, must have both wizard and cleric (not just a splash, and not a sorcerer)
    - 32 point builds available
    - Don't worry about survivability (will tolerate con as low as 8)
    - Must bring something unique to the table (i.e. can't just be a weak version of a spellcasting bard)
    - Completely neglect raid content. Endgame viability is a factor, and solo viability is an asset but not required.

    Those familiar with Baldur's Gate 2 may be familiar with the character I'm trying to build. An example of a build along these lines would be one that starts with 16 intel / 18 wisdom with points going into wisdom. Enough levels to pick up firewall and displacement (along with whatever goodies may come before that), the rest into cleric. Wisdom will be high enough for the DC in offensive cleric spells, firewall with a few enhancements will do plenty of damage (has no save), displacement is a huge asset to the largely cleric-based spellcaster, etc - you get the idea.

    Full build not required - provide an outline, bounce some ideas, or request additional input; all responses appreciated.
    You won't be able to destruct/pk/finger anything anyway, so I wouldn't take levels or stats for spells of that nature. You're only going to be using maxed/emped/extended firewalls for killing, so just take 11 cleric, 7 wiz, and two others. Personally I'd take two monk, max dex, pick up a few TWF feats, and dual-wield rapiers.

    Stats something like this:

    clr11/wiz7/monk2:

    str 12
    dex 18
    con 12
    int 14
    wis 14
    cha 8

    empower/max/quicken/extend/twf/ITWF/GTWF

    monk: finesse, (CE or toughness)

    You'll be the weirdest mutt on the server, but that's what I would do given the FW/BB requirement.


    If you really want cleric DC's to be good (don't understand why, your Spell pen will suck anyway) - drop the dex for wisdom, but that just doesn't seem as fun to me. I might've missed something on stat points or feats, did that off the cuff.

    *** Edit: forgot IC: pierce - if you really go more melee pick this up and drop empower, unless you just dual-wield min. II's for DPS and find all keen smiters/puncturers, etc ***
    Last edited by Enochroot; 06-01-2009 at 03:38 AM.

  9. #9
    Community Member Wurmwood's Avatar
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    This is a similar build I did with my Arcane Archer/Wizard/Trapsmith

    You can "Support" the group with your bow once you aquire a paralyzing longbow/shortbow, or the "Unwavering Ardency"
    You can wear heavy armor, have an OK mana pool, and your spell pen will be good. You have enough UMD to use the higher wizard scrolls (mostly for the summons-especially when bezukira comes out)
    I chose neutral because you will be unharmed by any alignment attacks (unholy, etc)
    Once mod 9 hits, you can take 2 levels of rogue to up your UMD to max, as well as jump. then take the rest of your levels as cleric. You don't need to take anymore wizard (you can use wands/scrolls easy)

    32 Point build (2 +1 tomes used-they are cheap)
    Level 16 True Neutral Elf Male
    (15 Cleric / 1 Wizard)
    Hit Points: 160
    Spell Points: 1239

    BAB: 11/11/16/21
    Fortitude: 10
    Reflex: 9
    Will: 17

    Starting Ending Feat/Enhancement
    Abilities Base Stats Base Stats Modified Stats
    (32 Point) (Level 1) (Level 16) (Level 16)
    Strength 9 10 10
    Dexterity 15 16 18
    Constitution 12 12 12
    Intelligence 14 14 14
    Wisdom 16 20 22
    Charisma 12 12 14

    Tomes Used
    +1 Tome of Strength used at level 1
    +1 Tome of Dexterity used at level 16

    Starting Ending Feat/Enhancement
    Base Skills Base Skills Modified Skills
    Skills (Level 1) (Level 16) (Level 16)
    Balance 2 4 4
    Bluff 1 2 2
    Concentration 5 19 19
    Diplomacy 1 2 2
    Disable Device n/a n/a n/a
    Haggle 1 2 2
    Heal 5 22 22
    Hide 2 4 4
    Intimidate 1 2 2
    Jump 2 9 9
    Listen 3 6 8
    Move Silently 2 4 4
    Open Lock n/a n/a n/a
    Perform n/a n/a n/a
    Repair 2 2 2
    Search 2 2 4
    Spot 3 6 8
    Swim 0 0 0
    Tumble n/a n/a n/a
    Use Magic Device 3 13 13

    Level 1 (Wizard)
    Skill: Concentration (+4)
    Skill: Heal (+2)
    Skill: Jump (+2)
    Skill: Use Magic Device (+2)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Mental Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Elven Keen Senses
    Feat: (Automatic) Enchantment Save Bonus
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    Feat: (Automatic) Inscribe Scroll
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Martial Weapon Proficiency: Longbow
    Feat: (Automatic) Martial Weapon Proficiency: Longsword
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortbow
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Profficiency: Throwing Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak

    Level 2 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency (ALL)
    Feat: (Automatic) Turn Undead
    Spell (1): Bane
    Spell (1): Bless
    Spell (1): Cause Fear
    Spell (1): Command
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Doom
    Spell (1): Inflict Light Wounds
    Spell (1): Nightshield
    Spell (1): Nimbus of Light
    Spell (1): Obscuring Mist
    Spell (1): Protection From Evil
    Spell (1): Remove Fear
    Spell (1): Shield of Faith
    Spell (1): Summon Monster I

    Level 3 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Point Blank Shot
    Feat: (Automatic) Defensive Fighting

    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Aid
    Spell (2): Bear's Endurance
    Spell (2): Bull's Strength
    Spell (2): Close Wounds
    Spell (2): Cure Moderate Wounds
    Spell (2): Deific Vengance
    Spell (2): Eagle's Spendor
    Spell (2): Find Traps
    Spell (2): Hold Person
    Spell (2): Inflict Moderate Wounds
    Spell (2): Lesser Restoration
    Spell (2): Owl's Wisdom
    Spell (2): Remove Paralysis
    Spell (2): Resist Energy
    Spell (2): Seek Eternal Rest
    Spell (2): Soundburst
    Spell (2): Spawn Screen
    Spell (2): Summon Monster II

    Level 5 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)

    Level 6 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Spell (3): Bestow Curse
    Spell (3): Blindness
    Spell (3): Contagion
    Spell (3): Cure Serious Wounds
    Spell (3): Dispel Magic
    Spell (3): Glyph of Warding
    Spell (3): Inflict Serious Wounds
    Spell (3): Magic Circle Against Evil
    Spell (3): Mass Aid
    Spell (3): Prayer
    Spell (3): Protection From Energy
    Spell (3): Remove Blindness
    Spell (3): Remove Curse
    Spell (3): Remove Disease
    Spell (3): Searing Light
    Spell (3): Summon Monster III
    Spell (3): Water Breathing

    Level 7 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1))
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)

    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Chaos Hammer
    Spell (4): Cure Critical Wounds
    Spell (4): Deathward
    Spell (4): Dismissal
    Spell (4): Divine Power
    Spell (4): Freedom of Movement
    Spell (4): Holy Smite
    Spell (4): Inflict Critical Wounds
    Spell (4): Mass Shield of Faith
    Spell (4): Neutralize Poison
    Spell (4): Order's Wrath
    Spell (4): Poison
    Spell (4): Recitation
    Spell (4): Restoration
    Spell (4): Summon Monster IV
    Spell (4): Symbol of Flame
    Spell (4): Unholy Blight

    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Mental Toughness

    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (5): Break Enchantment
    Spell (5): Flame Strike
    Spell (5): Greater Command
    Spell (5): Mass Cure Light Wounds
    Spell (5): Mass Inflict Light Wounds
    Spell (5): Protection From Elements
    Spell (5): Raise Dead
    Spell (5): Slay Living
    Spell (5): Spell Resistance
    Spell (5): Stalwart Pact
    Spell (5): Summon Monster V
    Spell (5): Symbol of Pain
    Spell (5): True Seeing

    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)

    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Spell
    Spell (6): Banishment
    Spell (6): Blade Barrier
    Spell (6): Cometfall
    Spell (6): Create Undead
    Spell (6): Greater Dispel Magic
    Spell (6): Greater Glyph of Warding
    Spell (6): Harm
    Spell (6): Heal
    Spell (6): Heroes Feast
    Spell (6): Mass Bear's Endurance
    Spell (6): Mass Bull's Strength
    Spell (6): Mass Cure Moderate Wounds
    Spell (6): Mass Eagle's Spendor
    Spell (6): Mass Inflict Moderate Wounds
    Spell (6): Mass Owl's Wisdom
    Spell (6): Summon Monster VI
    Spell (6): Symbol of Fear
    Spell (6): Symbol of Persuasion
    Spell (6): Undead to Death
    Spell (6): Word of Recall

    Level 13 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)

    Level 14 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Destruction
    Spell (7): Greater Restoration
    Spell (7): Mass Cure Serious Wounds
    Spell (7): Mass Inflict Serious Wounds
    Spell (7): Mass Restoration
    Spell (7): Mass Spell Resistance
    Spell (7): Protection From Elements, Mass
    Spell (7): Resurrection
    Spell (7): Summon Monster VII
    Spell (7): Symbol of Stunning
    Spell (7): Symbol of Weakness

    Level 15 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Penetration

    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Use Magic Device (+2)
    Spell (8): Death Pact
    Spell (8): Firestorm
    Spell (8): Mass Cure Critical Wounds
    Spell (8): Mass Inflict Critical Wounds
    Spell (8): Summon Monster VIII
    Spell (8): Symbol of Death
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Undying Call
    Enhancement: Follower of the Undying Court
    Enhancement: Elven Arcane Archer I
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer: Force Arrow
    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 Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    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


    Typical battle would be Buff, Summon, Heal, Support by paralying/cursing mobs, bladebarrier, etc. So you can be somewhat useful when you run out of mana.

    What you think?
    The worse this game gets, the more I am inching towards making my own DDO! [ With Unreal Engine, Blackjack and Hookers too! Hookers as in Fish ]

  10. #10
    Community Member Creeper's Avatar
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    Quote Originally Posted by Darlor View Post
    Looking for a build along these lines:
    - High dex, intel and wisdom
    - Must be elf, must have both wizard and cleric (not just a splash, and not a sorcerer)
    - 32 point builds available
    - Don't worry about survivability (will tolerate con as low as 8)
    - Must bring something unique to the table (i.e. can't just be a weak version of a spellcasting bard)
    - Completely neglect raid content. Endgame viability is a factor, and solo viability is an asset but not required.

    Those familiar with Baldur's Gate 2 may be familiar with the character I'm trying to build. An example of a build along these lines would be one that starts with 16 intel / 18 wisdom with points going into wisdom. Enough levels to pick up firewall and displacement (along with whatever goodies may come before that), the rest into cleric. Wisdom will be high enough for the DC in offensive cleric spells, firewall with a few enhancements will do plenty of damage (has no save), displacement is a huge asset to the largely cleric-based spellcaster, etc - you get the idea.

    Full build not required - provide an outline, bounce some ideas, or request additional input; all responses appreciated.
    My advice:
    I would go 16 levels of cleric and take 2 dragon marks for displacement. Firewall is not worth gimping your character over.

    For what it's worth, i am sure a level 16 wizard or a level 16 cleric would be much more enjoyable and powerful. I dont see this build being endgame viable with the criteria you have specified.

  11. #11
    Community Member spifflove's Avatar
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    Quote Originally Posted by Creeper View Post
    My advice:
    I would go 16 levels of cleric and take 2 dragon marks for displacement. Firewall is not worth gimping your character over.

    For what it's worth, i am sure a level 16 wizard or a level 16 cleric would be much more enjoyable and powerful. I dont see this build being endgame viable with the criteria you have specified.
    He could just cast displacment.

    why not end game viable? Make buffy, healy tank that stands in firewalls.

  12. #12
    Community Member MetaSyn's Avatar
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    jeeze, not try'n being a deec here, the reasons NOT to build a toon like that in DDO far outway anything else everywhere, for every and all reasons that could ever exsist. Dont do it

  13. #13
    Community Member Creeper's Avatar
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    Quote Originally Posted by Darlor View Post
    - Must bring something unique to the table (i.e. can't just be a weak version of a spellcasting bard)
    Buffy, healy, tank = bard

    Bards can cast displacement, heal, and buff of course.

    He is not worried about surviability. Standing in firewall endgame would result in his death.

    Instead of wall of fire I would consider fire storm and having a dc on your blade barrier high enough for mobs not to save against.
    as a level 7 - 8 wizard your displacement will not last as long as the dragonmark version. Your firewall and blade barrier will also not last long or do much damage for endgame use.

  14. #14
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    The example of going into wizard far enough to pick up firewall and the rest into cleric was just one example, and not one I'll likely do. Specifically it was to preemptively address the objection that splitting focus on intel/wisdom would gimp both spellcasters.

    Wurmwood - though the build has many similarities to what I'm going for, I do insist on going well into both wizard and cleric classes, without splashes elsewhere. Also, in-combat wand/scroll usage is something I wish to avoid.

    I realize that with this stringent restriction, viability will be affected. But if you're going to suggest that there's no way to make it endgame viable, you'll have to be more specific. For many, endgame equates to raids, which I'm just not interested in.

    "Buffy, healy, tank = bard"

    Don't know about bards tanking, but that loose characterization can be applied to clerics as well, or wand-heavy rogues, or arcane spellcasters with a splash of cleric, etc. The idea is not to have a unique general role, but unique specific role(s), even if it amounts to unusual tactics generally not available. An obvious example uses blade barrier, displacement and firewall.
    Last edited by Darlor; 06-04-2009 at 11:26 AM.

  15. #15
    Community Member spifflove's Avatar
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    Well after thinking about it the only possible role you could fill without being a bard is some sorta high ac build:

    Elf Arcane archer

    08
    18 +2 elf +4 level ups= 24
    08
    13 +1 enhancement =14
    17 +3 enhancments (monk/cleric) =20
    08

    split: 11cleric/7wizard/2 monk

    Sorta like a bard as it is a support role character but with better ac than a bard could get and limited offense.

    Feats:
    1: wf ranged
    3: point blank shot
    6: rapid shot
    9: precise shot
    12: multishot
    15: ic range
    18: improved precise shot
    monk: toughness, weapon finesse
    wizard: Max, extend

    Option 2: more in line with OP but at level 10 you can only afford drow:
    18 wis/16 intel version: trapmonky
    11 cleric/7 wizard/2 rogue

    08
    10 +2 elf +1 rogue
    08
    18 +1 enhancement
    18 + 4 level ups +2 enhancement
    08

    level 1: insightful reflex
    level 3: mt
    level 6: imt
    other feats optional
    wizard: max, extend

    I just don't see anything a bard could not do better.
    Last edited by spifflove; 06-04-2009 at 05:15 PM.

  16. #16
    Community Member Creeper's Avatar
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    Quote Originally Posted by Darlor View Post
    I realize that with this stringent restriction, viability will be affected. But if you're going to suggest that there's no way to make it endgame viable, you'll have to be more specific. For many, endgame equates to raids, which I'm just not interested in.
    Sorry, what is endgame then if not raids?

    Viable to me means useful, and a split level cleric/wizard with no other splash is the most useless undesirable build that I can think of other than a pure class fighter. That is only my opinion.

    That being said...

    I would not worry about raising your base wisdom or intel above a 12. As stated by others your spell penetration and DCs will be so low you will not be able to use any really effective CC except solid fog. I would put my points into dex and strength and dual wield rapiers with a very low BAB. For solo play kite everything around a max emp ext firewall/bladebarrier and hope nothing casts a spell on you because your saves and hps will be very low.

    Keep freedom of movement up, take the arcane fluidity enhancements, get your AC as high as possible. You will be able to solo most non-raid quests on normal with simply a high AC and firewall/blade barrier if you can stay alive.

    I'm not saying it wouldn't "work" I am just saying that it would be crippled and weak compared to ALL other "crazy" multiclass builds.
    Last edited by Creeper; 06-04-2009 at 12:09 PM.

  17. #17
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    Quote Originally Posted by Darlor View Post
    Looking for a build along these lines:
    - High dex, intel and wisdom
    - Must be elf, must have both wizard and cleric (not just a splash, and not a sorcerer)
    - 32 point builds available
    - Don't worry about survivability (will tolerate con as low as 8)
    - Must bring something unique to the table (i.e. can't just be a weak version of a spellcasting bard)
    - Completely neglect raid content. Endgame viability is a factor, and solo viability is an asset but not required.

    Those familiar with Baldur's Gate 2 may be familiar with the character I'm trying to build. An example of a build along these lines would be one that starts with 16 intel / 18 wisdom with points going into wisdom. Enough levels to pick up firewall and displacement (along with whatever goodies may come before that), the rest into cleric. Wisdom will be high enough for the DC in offensive cleric spells, firewall with a few enhancements will do plenty of damage (has no save), displacement is a huge asset to the largely cleric-based spellcaster, etc - you get the idea.

    Full build not required - provide an outline, bounce some ideas, or request additional input; all responses appreciated.
    In other words, build a Safety Net (Tija's mule... y'all remember Tija, right?)

  18. #18
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    Quote Originally Posted by Creeper View Post
    Sorry, what is endgame then if not raids?

    Viable to me means useful, and a split level cleric/wizard with no other splash is the most useless undesirable build that I can think of other than a pure class fighter. That is only my opinion.
    Pure class fighters are useless? Call me crazy, but I thought that a properly geared, tomed pure fighter was considered the most useful, desirable tank these days.

    Tangent aside, I specifically said to neglect raids - don't plan on hitting a single raid for this character. I would assume endgame refers to max level content. Namely, whatever I'll be hitting when I'm level 14-16 or so (18-20 with mod 9). Since my highest character is currently an 11 sorceress, I don't know what that will involve - I assume there's something up there other than raiding. If not, I'll simply play this character to that point, then delete or toss it aside.

  19. #19
    Community Member Creeper's Avatar
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    Quote Originally Posted by Darlor View Post
    Pure class fighters are useless? Call me crazy, but I thought that a properly geared, tomed pure fighter was considered the most useful, desirable tank these days.

    Tangent aside, I specifically said to neglect raids - don't plan on hitting a single raid for this character. I would assume endgame refers to max level content. Namely, whatever I'll be hitting when I'm level 14-16 or so (18-20 with mod 9). Since my highest character is currently an 11 sorceress, I don't know what that will involve - I assume there's something up there other than raiding. If not, I'll simply play this character to that point, then delete or toss it aside.
    There is nothing wrong with a pure class fighter or a equally split cleric/wizard. It's only when you compare them to other builds that you realize how badly they are lacking.

    Again, I do not recommend this build, but you can make it work just doing non-raid content if that's your intention. It's only when you compare it to other similar build options that you realize how bad it sucks.

  20. #20
    Community Member Wurmwood's Avatar
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    Default Nother try

    I think I figured out what hes trying to build (correct me if im wrong)

    *Pulled from wiki*

    Baldur's Gate II: Shadows of Amn NPCs

    For each of the following characters, the voice actor, race, character classes, and alignment are listed, along with some biographical details. The NPCs are categorized by general alignment.

    Good

    Aerie

    * Kath Soucie
    * Avariel Elf, Cleric/Mage (of Baervan Wildwanderer), Lawful Good.
    * Aerie is an Avariel, a race of elf that has wings. Aerie was captured by slavers and sold to the circus, she was kept in a cage which caused her wings to atrophy and they had to be removed. In an optional area of the game, the player may find her in Waukeen's Promenade, where she is working in the circus under a different ringmaster, Quayle, a gnome who appeared as a playable character in Baldur's Gate and, after the events of the first game, saved her from the previous ringmaster. Once the evil illusionist who has turned their circus into a deathtrap is defeated, Aerie may join the party. If she and Minsc are in the party together, Minsc may eventually adopt her as his new witch. If she becomes Minsc's witch and dies in the party, Minsc will enter a berzerk state. She is naive, physically weak, and a bit childish at times, but she is highly intelligent and has (despite her naivete) a high wisdom as well. She dually venerates her divine patron, the gnome god Baervan Wildwanderer, and her traditional avariel goddess, Aerdrie Faenya. It is possible for a male protagonist to romance her; if the romance continues into the Baldur's Gate II: Throne of Bhaal expansion, she has the protagonist's child. Although kind and often caring of her friends, Aerie still holds in thoughts of her wings, and often becomes depressed when speaking of her past. At one point in the game, the protagonist has the option to offer Aerie a new pair of wings, created via his newly-acquired god powers. Aerie will refuse if your character is of evil alignment.
    * Although Aerie does not focus on any stat, and has a rather low Constitution, the ability to cast both divine and arcane spells makes her extremely powerful, if used correctly.

    Here is my version of this build
    (I would go 4 more levels of wizard once the 20 cap comes out, so you have firewall, firewall+bladebarrier+pop a scroll of tensers, and you might still be standing after a fight)

    Level 16 Lawful Good Elf Female
    (12 Cleric / 4 Wizard)
    Hit Points: 132
    Spell Points: 1057

    BAB: 11/11/16/21
    Fortitude: 9
    Reflex: 8
    Will: 18

    Starting Ending Feat/Enhancement
    Abilities Base Stats Base Stats Modified Stats
    (32 Point) (Level 1) (Level 16) (Level 16)
    Strength 14 14 14
    Dexterity 14 14 16
    Constitution 10 10 10
    Intelligence 14 14 14
    Wisdom 16 20 22
    Charisma 10 10 10

    Starting Ending Feat/Enhancement
    Base Skills Base Skills Modified Skills
    Skills (Level 1) (Level 16) (Level 16)
    Balance 2 3 3
    Bluff 0 0 0
    Concentration 4 18 18
    Diplomacy 4 16 16
    Disable Device n/a n/a n/a
    Haggle 0 0 0
    Heal 7 22 22
    Hide 2 3 3
    Intimidate 0 0 0
    Jump 2 2 2
    Listen 3 6 8
    Move Silently 2 3 3
    Open Lock n/a n/a n/a
    Perform n/a n/a n/a
    Repair 2 2 2
    Search 2 2 4
    Spot 3 6 8
    Swim 2 2 2
    Tumble n/a n/a n/a
    Use Magic Device 2 9 9

    Level 1 (Cleric)
    Skill: Concentration (+4)
    Skill: Diplomacy (+4)
    Skill: Heal (+4)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Empower Spell
    Feat: (Automatic) Attack
    Feat: (Automatic) Elven Keen Senses
    Feat: (Automatic) Enchantment Save Bonus
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Martial Weapon Proficiency: Longbow
    Feat: (Automatic) Martial Weapon Proficiency: Longsword
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortbow
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency (ALL)
    Feat: (Automatic) Sneak
    Feat: (Automatic) Turn Undead
    Spell (1): Bane
    Spell (1): Bless
    Spell (1): Cause Fear
    Spell (1): Command
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favorr
    Spell (1): Doom
    Spell (1): Inflict Light Wounds
    Spell (1): Nightshield
    Spell (1): Nimbus of Light
    Spell (1): Obscuring Mist
    Spell (1): Protection From Evil
    Spell (1): Remove Fear
    Spell (1): Shield of Faith
    Spell (1): Summon Monster I

    Level 2 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Defensive Fighting

    Level 3 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Healing Spell
    Spell (2): Aid
    Spell (2): Bear's Endurance
    Spell (2): Bull's Strength
    Spell (2): Close Wounds
    Spell (2): Cure Moderate Wounds
    Spell (2): Deific Vengance
    Spell (2): Eagle's Spendor
    Spell (2): Find Traps
    Spell (2): Hold Person
    Spell (2): Inflict Moderate Wounds
    Spell (2): Lesser Restoration
    Spell (2): Owl's Wisdom
    Spell (2): Remove Paralysis
    Spell (2): Resist Energy
    Spell (2): Seek Eternal Rest
    Spell (2): Soundburst
    Spell (2): Spawn Screen
    Spell (2): Summon Monster II

    Level 4 (Cleric)
    Ability Raise: WIS

    Level 5 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)
    Spell (3): Bestow Curse
    Spell (3): Blindness
    Spell (3): Contagion
    Spell (3): Cure Serious Wounds
    Spell (3): Dispel Magic
    Spell (3): Glyph of Warding
    Spell (3): Inflict Serious Wounds
    Spell (3): Magic Circle Against Evil
    Spell (3): Mass Aid
    Spell (3): Prayer
    Spell (3): Protection From Energy
    Spell (3): Remove Blindness
    Spell (3): Remove Curse
    Spell (3): Remove Disease
    Spell (3): Searing Light
    Spell (3): Summon Monster III
    Spell (3): Water Breathing

    Level 6 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Mental Toughness

    Level 7 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)
    Spell (4): Chaos Hammer
    Spell (4): Cure Critical Wounds
    Spell (4): Deathward
    Spell (4): Dismissal
    Spell (4): Divine Power
    Spell (4): Freedom of Movement
    Spell (4): Holy Smite
    Spell (4): Inflict Critical Wounds
    Spell (4): Mass Shield of Faith
    Spell (4): Neutralize Poison
    Spell (4): Order's Wrath
    Spell (4): Poison
    Spell (4): Recitation
    Spell (4): Restoration
    Spell (4): Summon Monster IV
    Spell (4): Symbol of Flame
    Spell (4): Unholy Blight

    Level 8 (Cleric)
    Abillity Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)

    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Mental Toughness
    Spell (5): Break Enchantment
    Spell (5): Flame Strike
    Spell (5): Greater Command
    Spell (5): Mass Cure Light Wounds
    Spell (5): Mass Inflict Light Wounds
    Spell (5): Protection From Elements
    Spell (5): Raise Dead
    Spell (5): Slay Living
    Spell (5): Spell Resistance
    Spell (5): Stalwart Pact
    Spell (5): Summon Monster V
    Spell (5): Symbol of Pain
    Spell (5): True Seeing

    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)

    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)
    Spell (6): Banishment
    Spell (6): Blade Barrier
    Spell (6): Cometfall
    Spell (6): Create Undead
    Spell (6): Greater Dispel Magic
    Spell (6): Greater Glyph of Warding
    Spell (6): Harm
    Spell (6): Heal
    Spell (6): Heroes Feast
    Spell (6): Mass Bear's Endurance
    Spell (6): Mass Bull's Strength
    Spell (6): Mass Cure Moderate Wounds
    Spell (6): Mass Eagle's Spendor
    Spell (6): Mass Inflict Moderate Wounds
    Spell (6): Mass Owl's Wisdom
    Spell (6): Summon Monster VI
    Spell (6): Symbol of Fear
    Spell (6): Symbol of Persuasion
    Spell (6): Undead to Death
    Spell (6): Word of Recall

    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Extend Spell

    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Heal (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Quicken Spell
    Feat: (Automatic) Inscribe Scroll
    Spell (1): Detect Secret Doors
    Spell (1): Expeditious Retreat
    Spell (1): Jump
    Spell (1): Ray of Enfeeblement
    Spell (1): Shield
    Spell (1): Shocking Grasp

    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Heal (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (1): Charm Person
    Spell (1): Chill Touch

    Level 15 (Wizard)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Heal (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Penetration
    Spell (2): Blur
    Spell (2): Melf's Acid Arrow

    Level 16 (Wizard)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill:: Diplomacy (+0.5)
    Skill: Heal (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Glitterdust
    Spell (2): Knock
    Enhancement: Elven Arcane Fluidity I
    Enhancement: Elven Arcane Fluidity II
    Enhancement: Elven Arcane Fluidity III
    Enhancement: Elven Arcanum I
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Undying Call
    Enhancement: Follower of the Undying Court
    Enhancement: Wizard Improved Quickening I
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Smiting III
    Enhancement: Cleric Smiting IV
    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 Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Divine Vitality II
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II


    Couple of items I would consider












    Not ALL of those items, but maybe some of them? Would take many runs though. Not a huge melee damage dealer, but enough to get away/defend yourself so the fighters can get them off you.
    What you think?
    The worse this game gets, the more I am inching towards making my own DDO! [ With Unreal Engine, Blackjack and Hookers too! Hookers as in Fish ]

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