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  1. #1
    Community Member grozzbaith's Avatar
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    Lightbulb dwarf cleric13/monk2/fig1 twf d.axes viable?????

    Hi all. Do you think this character is viable? I want to dual wield d.axe, have GTWF and be a decent healer (meaning that i melee for my fun only but want to be able to support group). I do have a 16 human cleric and i was looking for something different.



    Code:
    Character Plan by DDO Character Planner Version 3.00
    DDO Character Planner Home Page
    
    Redtainted 
    Level 16 Lawful Good Dwarf Male
    (1 Fighter \ 2 Monk \ 13 Cleric) 
    Hit Points: 272
    Spell Points: 867 
    BAB: 11\11\16\21
    Fortitude: 17
    Reflex: 10
    Will: 17
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 16)           (Level 16)
    Strength             15                 15                   15
    Dexterity            15                 17                   17
    Constitution         16                 16                   18
    Intelligence          8                 10                   10
    Wisdom               16                 20                   22
    Charisma              6                  6                    6
    
    Tomes Used
    +2 Tome of Dexterity used at level 1
    +2 Tome of Intelligence used at level 1
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 16)          (Level 16)
    Balance               7                  8                   12
    Bluff                -2                 -2                   -2
    Concentration         7                 23                   23
    Diplomacy            -2                 -2                   -2
    Disable Device        n/a               n/a                   n/a
    Haggle               -2                 -2                   -2
    Heal                  3                  6                    6
    Hide                  3                  3                    3
    Intimidate           -2                 -2                   -2
    Jump                  4                 14                   14
    Listen                3                  6                    6
    Move Silently         3                  3                    3
    Open Lock             n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair                0                  0                    0
    Search                0                  0                    2
    Spot                  3                  6                    6
    Swim                  2                  2                    2
    Tumble                5                  5                    5
    Use Magic Device     n/a               n/a                   n/a
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Jump (+2)
    Skill: Tumble (+2)
    Feat: (Monk Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting
    Feat: (Automatic) Attack
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Dwarven Stability
    Feat: (Automatic) Dwarven Stonecutting
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Giant Evasion
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Orc and Goblin Bonus
    Feat: (Automatic) Poison Save Bonus
    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 Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Feat: (Automatic) Spell Save Bonus
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Feat: (Automatic) Unarmed Strike
    
    
    Level 2 (Fighter)
    Skill: Jump (+2)
    Feat: (Fighter Bonus) Oversized Two Weapon Fighting
    Feat: (Automatic) Exotic Weapon Proficiency: Dwarven Waraxe
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency (ALL)
    Feat: (Automatic) Tower Shield Proficiency
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Extend Spell
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Turn Undead
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    
    
    Level 6 (Monk)
    Skill: Concentration (+1)
    Skill: Jump (+3)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Empower Healing Spell
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    
    
    Level 7 (Cleric)
    Skill: Concentration (+2)
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    
    
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Quicken Spell
    
    
    Level 13 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    
    
    Level 14 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Fighter Haste Boost I
    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 Constitution II
    Enhancement: Dwarven Faith I
    Enhancement: Dwarven Faith II
    Enhancement: Dwarven Faith III
    Enhancement: Fighter Item Defense I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of 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 Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Fighter Toughness I
    Enhancement: Cleric Wand Mastery I
    Enhancement: Cleric Wand Mastery II
    Enhancement: Cleric Wand Mastery III
    Hit points should be about 400.
    272 +
    48 (+6 ITEM)
    16 (+2 TOME)
    30 (GFL)
    10 (DRACONIC)
    18 (MINOS)
    45 (SHROUD ITEM)
    ---------
    439 HP.

    Spell point should be around 1200.
    867 +
    22 (+2 tome) not sure about the value
    66 (+6 item) not sure about the value
    150 (wiz VI)
    150 (shroud)
    -------------
    1255

    AC breakdown: ( i will try my best )
    10 base +
    10 wis (22+6item+2tome)
    6 dex (17 + 6 item )
    6 armor (on DTrobe)
    2 chaosguard
    4 deflection (shield of faith but maybe on DT robe or +5item)
    1 ritual
    1 dodge (will consider to swap for power attack at 16)
    4 insight
    3 chattering ring
    ----------
    47 +
    self buffed
    2 recitation
    3 barskin
    1 haste
    4 shield clickiessssssss
    -----
    57 can probably go higher with icy+ac bracer


    first swing w/ divine power and favor:
    16 base +
    6 str (2+3 DP + 1 (+1tome))
    5 weapon
    3 divine favor
    2 axe
    -2 axe twf/otwf
    ------
    30
    1 haste
    2 heroism potion
    1 rage potion
    ----
    34
    -5 with Power Attack
    ---
    29


    Constructive comments please....
    Writing this i consider taking the figther level around 11 to include IC:Slash instead of PA. Im also not sure about empower healing.....

    PS. I am currently testing this guy (no tomes eated!!!), he is currently lvl 5.

    Thanks for any input.

  2. #2
    Community Member Sphinx111's Avatar
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    Default

    See my Enygma cleric here:

    http://forums.ddo.com/showthread.php...20#post2233820

    Very similar to what you're talking about.

    Couple of notes.

    Long term I'd look at switching IC out completely. A pair of Mineral II DAs are the way to go, putting wisdom +1 on one, and wisdom +2 on the other. Try and get your hands on keen of puncturing weapons for Giants etc, and since undead can't be crit anyway it's not important for them.

    I have normally around +35 to-hit buffed with Divine Favour and Divine Power, so Power Attack is a great asset.
    Last edited by Sphinx111; 06-12-2009 at 01:42 AM.
    Enygma | Paradizio | Ataris | Herises | Genesyz | Mydas | Diesell

  3. #3
    Community Member
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    Why go wis-based with no casting feats/enhancements to support it?

  4. #4
    Community Member Sphinx111's Avatar
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    Quote Originally Posted by Enochroot View Post
    Why go wis-based with no casting feats/enhancements to support it?
    • Spell points
    • AC
    • Will Save
    • Some spells dont require enhancements to make them that much more viable
    Enygma | Paradizio | Ataris | Herises | Genesyz | Mydas | Diesell

  5. #5
    Community Member grozzbaith's Avatar
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    Default cup of Qs

    Thanks for your reply Sphinx.....Even though we seem to be a ocean apart. No wonder i did not find it on this forum
    I did follow your link to the codemaster forum. (I have found the discussion about the Ultimate Cleric very helpful in term of strategy in group and the versatility a cleric can have).

    enochroot: thanks for your reply. casting feat? heigten,spell pen,spell focus and such. Spell pen. is actually a good point. I will have to look at it because my philosophy for cleric is to be able to work within a group.So everything that is detrimental to the group is to me also. I will not dump wisdom because i want my fun and let the group die for poor spell selection(meaning having only the buff spells And starting with 11 Wis). I dont want to be a buff, go and dont care about the others type. Enhancement and feat will probably be moved around alot depending on level and gear. I encourage you to follow the link that Sphinx gave.

    Question:Is quicken worth it? with high con and high concentration and evasion.

    Question: Does the extII , max II from the gloves of the glacier work with the cleric even though he doesnt have them in his enhancement list?

    Question: Starting stats? should i go 16str,16dex,12con or 15str,16dex,14con?Or stay the same assuming i have a +2dex tome. The 15,16,14 split appeal more to the cheap guy inside me

    Thank you for any answers.

  6. #6
    Community Member Torgator's Avatar
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    Quote Originally Posted by grozzbaith View Post
    Question:Is quicken worth it? with high con and high concentration and evasion.

    Question: Does the extII , max II from the gloves of the glacier work with the cleric even though he doesnt have them in his enhancement list?

    Question: Starting stats? should i go 16str,16dex,12con or 15str,16dex,14con?Or stay the same assuming i have a +2dex tome. The 15,16,14 split appeal more to the cheap guy inside me

    Thank you for any answers.
    Question 1: Yes Quicken is worth it. There are many situation where the faster casting saves you. Espacially when you are meleeing

    Question 2: Yes it does.

    Question 3: I would start with 16 str 15 dex (+2 tome) 14 con

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