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  1. #1
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    Default Is there a good rogue/cleric build out there?

    I am kind of new, so if this has all been discussed enough, please point me in the right direction. Between rogues, rangers and TWF fighters, i just got bored of the damage competition. Is there a build of rogue and cleric that would be useful for healing and disarming? Or is it that those traits come second, because damage output is more important? I don't really care how lacking it would be in the damage dealing, I just want to know if it's worth trying. Thanks for reading.

  2. #2
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    Quote Originally Posted by cbeth View Post
    Is there a build of rogue and cleric that would be useful for healing and disarming? Or is it that those traits come second, because damage output is more important?
    Yes, damage is really more important than disarming. Spellcasting is also more important. But beyond that is that cleric levels aren't useful unless you're nearly pure cleric, and if you're nearly pure cleric it will be hard to have enough points of rogue skills.

    The following kinds of characters can easily learn to disarm traps:
    Rogue 8/X8
    Wiz14/Rog2
    Ran14/Rog1/X1
    Bard14/Rog2

    So what'll happen about traps is:
    1. It would take a lot of build-effort for a cleric/rogue to be able to do them, making you worse at everything else.
    2. There is a high probability that your group will contain one of the kinds of characters for whom traps are easy. If that happens, then your trap skills don't add anything.
    3. If a group is unable to disarm a trap, that's usually no problem. Just cast one more healing spell and keep on going.

  3. #3
    Community Member Noctus's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    Yes, damage is really more important than disarming. Spellcasting is also more important. But beyond that is that cleric levels aren't useful unless you're nearly pure cleric, and if you're nearly pure cleric it will be hard to have enough points of rogue skills.

    The following kinds of characters can easily learn to disarm traps:
    Rogue 8/X8
    Wiz14/Rog2
    Ran14/Rog1/X1
    Bard14/Rog2

    So what'll happen about traps is:
    1. It would take a lot of build-effort for a cleric/rogue to be able to do them, making you worse at everything else.
    2. There is a high probability that your group will contain one of the kinds of characters for whom traps are easy. If that happens, then your trap skills don't add anything.
    3. If a group is unable to disarm a trap, that's usually no problem. Just cast one more healing spell and keep on going.

    I concure.

    and it is elaborately worded.
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    Community Member quintuss's Avatar
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    If you are fine with losing the highest lvl cleric spells at lvl16 and being somewhat gimped concerning your offensive spells, it's possible to build a functioning hybrid (14cleric/2rogue). Even more so if you are able to spend at least 32pts and an +2 int tome.

    I wouldn't recommend that though since disabling traps is not really THAT important in most cases and a LOT of melee chars can double as rogue so you really don't need the cleric for that.

  5. #5
    Community Member Depravity's Avatar
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    I actually had my pure rogue (lvl 8 at the time) shown up in a xorian cipher hard run by a 2 rogue, 7 cleric build. I still haven't scrounged up +7 search goggles for some reason, so she was happily disarming while I was burning skill boosts to just find stuff.

    Assuming you don't care much about spot (you or someone in party knows where the boxes are), you only need 4 sp a level to keep skill points up in search and DD. That's a human with 12 int, which is pretty doable. You don't actually need the skill boosting enhancments to hit most traps in the game. Elite & quests you're significantly lower level than may be a problem, but most places you really need to get a trap they're not too bad a target number.

    I would recommend human, for the human versatility skill boost and extra skill point a level. Having a few extra points of bonus when you need them really takes the "pucker factor" out of some of the important boxes. 1 level of rogue gets you the right to bring disable and search up to fill progression, 2 will get you the ever-popular evasion on top of it. Also be aware that trapping gear costs an arm and a leg on the auction house.

    As has been pointed out, stay close to pure cleric for sake of spell casting ability.
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    Easy to do, but you need 32 point Human and +2 Int tome at creation (before lvl2). So not much time left.

    Something like this:

    Code:
    Character Plan by DDO Character Planner Version 3.00
    DDO Character Planner Home Page
    
    Level 16 Neutral Good Human Male
    (2 Rogue \ 1 Ranger \ 13 Cleric) 
    Hit Points: 188
    Spell Points: 951 
    BAB: 11\11\16\21
    Fortitude: 11
    Reflex: 11
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength             14                    14
    Dexterity            14                    15
    Constitution         12                    12
    Intelligence         14                    16
    Wisdom               16                    26
    Charisma              8                     8
    
    Tomes Used
    +2 Tome of Intelligence used at level 1
    +2 Tome of Wisdom used at level 16
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               6                     6
    Bluff                 3                     3
    Concentration         1                     1
    Diplomacy            -1                    -1
    Disable Device        7                    23
    Haggle                3                     3
    Heal                  3                     8
    Hide                  2                     2
    Intimidate           -1                    -1
    Jump                  6                     6
    Listen                3                     8
    Move Silently         2                     2
    Open Lock             6                    19
    Perform              n/a                   n/a
    Repair                3                     3
    Search                7                    22
    Spot                  7                    24
    Swim                  6                     6
    Tumble                6                     6
    Use Magic Device      3                    10
    
    Level 1 (Rogue)
    Feat: (Selected) Power Attack
    Feat: (Human Bonus) Toughness
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Ranger)
    Feat: (Selected) Empower Healing Spell
    Feat: (Favored Enemy) Favored Enemy: Undead
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Rogue)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Mental Toughness
    
    
    Level 16 (Cleric)
    Enhancement: Rogue Haste Boost I
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Cleric Improved Empower Healing II
    Enhancement: Cleric Improved Empower Healing III
    Enhancement: Racial Toughness I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Search I
    Enhancement: Rogue Spot I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Rogue Dexterity I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Wisdom III
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Cleric Wand Mastery I
    Enhancement: Cleric Wand Mastery II
    Enhancement: Cleric Wand Mastery III
    Human with Int 16 (14+2) gets 6 skill points at Cleric levels (2 cleric, 3 Int, 1 human), so enough to max 3 cross class skills. So: Search, Disable Device max, 1/2 OL, Spot. At rogue/ranger levels max OL/Spot and put whatever is left into UMD. You can even ignore Spot.

    Some notes:
    - spell Find Traps gives you stackable bonus for Search skill so your Search check will be as high as wizard/rogue gets, higher then 99% of pure Rogues have.
    - high Wisdom bonus gives you Spot bonus
    - Human Versality gives +5 skill boost and +5 saves boost (handy for some traps)

    Pro:
    - solid Ref saves (for a Cleric) and Evasion.
    - more durable than pure cleric, almost as good as cleric/monk hybrid
    - fully functional trapsmith and lockpicker
    - solid spell DC
    - solid healer (empower heal, maximize, full heal enhancements)
    - solid damage with maximize + blades
    - ok-ish battle cleric
    - veeeery welcome for "Cleric only Shroud" runs
    - very usefull for solo or lowman questing. As good as WF wizard/rogue i'd say

    Con:
    - monsters with SR. Ignore those and heal party Barbarians
    - lower mana pool. You'll be solid caster/healer, but you can't last long
    - nothing special in big groups that can afford to take specialists
    - average PUGs think you are healer not a rogue, so there can be some 'social' problems

    Variants:
    - replace Ranger with Rogue, use rapiers. Would be even easier to go Cleric13/Rogue3
    - with +3 Dex tome you can respec for TWF mode. Another feature at 18, so you can have GTWF. You'll have to drop some features tho
    - replace MT with Spell pen

  7. #7
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    That is definitely enough for me to think about, from everyone.Thanks for all the responses, guys!

  8. #8
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    I Love my Cleric/Rogue.

    Its not nearly as hard to build as people in this thread are claiming. I have 2 versions linked in my build index. My Actual character.. Who is very easy to build... and a second version that uses a few more TOmes and is built a little different.

    I've been playing clerics and rogues since the game started combining the 2 was an interesting challenege that worked out very well. Steelyn can even be constructed as a 28pt build without sacrificing any Rogue or healer skill at all.
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  9. #9
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    Quote Originally Posted by Kriogen View Post
    Easy to do, but you need 32 point Human and +2 Int tome at creation (before lvl2). So not much time left.

    Something like this:
    Great advice. I have the same build. I have tried on both human and halfling, both worked fine. Just gotta have the int.

    Cleric/Rogue/Monk is another build I would highly recommend.

  10. #10
    Community Member Samadhi's Avatar
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    Really pretty easy to do what you want. I built a build like this about a year ago, although today I would go human based on game changes since then.

    Rog 2/Cleric 14
    Str 8
    Dex 8
    Con 14
    Int 18
    Wis 16 (plus lvl up points)
    Cha 8

    This will let you keep search/disable/concentration maxed, open locks high enough to matter, extra point where you want them. Although personally, since you have the "find traps" spell, I might do some research on the amount of search you really need, wait for a +2 tome, and get UMD maxed as well.

    For feats, I took normal cleric stuff (quicken, maximize, empower, emp heal) + insightful reflexes to make your evasion matter off your intel. It was a fun build, and is able to hit the criteria you were talking about while still laying down some serious cleric assault with BB;s and the like.
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  11. #11
    Community Member sephiroth1084's Avatar
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    I'd say skip Spot and Open Lock (unless your REALLY want Open, and/or you aren't particularly familiar with the game). Search, Disable, and Concentration will require a Human with 14 Int (6 skill points per level). Spread your rogue levels out a bit (take at level 1 and again sometime down the road) and use them to catch up a little on other skills like Jump and Balance.

    Best bet, I'd say, would be to acquire a +2 Int tome, start with a 12 Int and read the tome before level two. As a level 1 rogue, I'd probably take full ranks in: Balance, Jump, Tumble, Open Lock, Disable Device, Search, Heal, Concentration, Swim and Haggle.

    I know the character is definitely workable at low levels, since I've run with a similar character through STK who did a good job.
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  12. #12
    Community Member Mani's Avatar
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    Quote Originally Posted by cbeth View Post
    I am kind of new, so if this has all been discussed enough, please point me in the right direction. Between rogues, rangers and TWF fighters, i just got bored of the damage competition. Is there a build of rogue and cleric that would be useful for healing and disarming? Or is it that those traits come second, because damage output is more important? I don't really care how lacking it would be in the damage dealing, I just want to know if it's worth trying. Thanks for reading.
    If you are asking if there are any good cleric rogue builds out there the answer is no.
    Every time I played with one they always had a list of things they cant do, for example they could open locks but not disable device… I’ve always regretted letting one in my party.

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    Quote Originally Posted by Mani View Post
    If you are asking if there are any good cleric rogue builds out there the answer is no.
    Every time I played with one they always had a list of things they cant do, for example they could open locks but not disable device… I’ve always regretted letting one in my party.
    Please look at my builds. Not only can I Open every lock AND do every trap (Except for Cabal Elite) I can spot the traps, Search them out and have a solid UMD to boot. I challenege anyone to point out a place where my build fails as a Rogue or a Healer Cleric.

    i sacrificed some Wisdom so shes not the best offensive caster, but I'll be sitting at a 32 Wisdom come mod 9. Lost a little spell penn due to the rogue levels of course so trying to make an offensive caster Cleric rogue has its challeneges that I choose to not worry about.
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    Quote Originally Posted by Mani View Post
    If you are asking if there are any good cleric rogue builds out there the answer is no.
    This is incorrect.

    A correct statement would be; "I have never grouped with a good cleric/rogue.".

  15. #15
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    Quote Originally Posted by Impaqt View Post


    I Love my Cleric/Rogue.

    Its not nearly as hard to build as people in this thread are claiming. I have 2 versions linked in my build index. My Actual character.. Who is very easy to build... and a second version that uses a few more TOmes and is built a little different.

    I've been playing clerics and rogues since the game started combining the 2 was an interesting challenege that worked out very well. Steelyn can even be constructed as a 28pt build without sacrificing any Rogue or healer skill at all.
    Agreed ... I started out the game on Rogues and made every combination there of. The 28 pt cleric rog was fun ... I did reroll her as 32 (I actaully still have both), but all the new one got was 4 pts more CON and a tome for UMD

    Quote Originally Posted by Mani View Post
    If you are asking if there are any good cleric rogue builds out there the answer is no.
    Every time I played with one they always had a list of things they cant do, for example they could open locks but not disable device… I’ve always regretted letting one in my party.
    Well, that just means you play with sucky people. Both of mine have around 1500 sp, and can spot, search, disable, and pick everything in the game except cabal elite. I frequently have to do the traps on elite when the pure Rogue in the party cant find them, or after the first one they blow up. The only thing mine cant do YET is cast level 8 spells (mass DW is the one most often requested).

    Some tips on going this route.
    Always rog at level 1!

    32 pt is wonderful thing!

    So are humans. +1 skill point p/level, an extra feat, human versatility skill/save boost, and +1 INT and +1 WIS enhancements make a big difference.

    If you go more than 2 levels non-cleric, you will lose out on level 9 spells. 18 levels of cleric still gets level 9 spells at 20 per PnP.

    Put off taking your 2nd level of rogue as long as you can. That way you can back fill any skill you find lacking while you are playing.

    It WILL take quite a bit of gear swapping, but +15 rogue gear is easy to come by (at least on Khyber). And luckily, none of the trapsmithing stuff needs to be equipped until you actually need it .... with the exception of Spot maybe.

    Cleric "Find Trap" spells adds to your search (cleric level/2) and it stacks.

    And most of all .... it doesnt work so well with battle clerics which are stat heavy to start with. the best case is heal bot / buffers since they are only dependent on SP ... and not DCs and Spell Pen.
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