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  1. #1
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    Default monk/ranger/cleric soloist

    So I've not played the game in over a year and I've been getting my relatives and friends into the game, but for when they arent on, I'd like to have a character that I can really do whatever I want at my own pace. I don't plan on exclusively soloing, but I also don't want to have to rely on a group. I've seen some monks be fairly self reliant in groups using some sort of ki healing ability (that I'm told is actually named 'ki healing' ) so I'm wondering if there's a possibility for some sort of a decent multiclass here for a monk/ranger/cleric to remain effectively naked (to remain balanced) and dual wield kamas and be able to actually do some decent damage, with lvls of cleric to provide self healing outside of ki abilities, some party buffs so I'm not just a leech, and use healing enhancements to buff ki healing (though ranger devotion might just be enough. do AE heals crit with the heal crit enhancement from clerics?).

    I was thinking something along the lines of a halfling ranger/monk/cleric. Here's what I started out with in the char builder. I'm not really sure where to go with this build. Are kama's good enough to rely on for this build? Or am I building a castle in a swamp here? If they're not optimal I don't really care. Should I just wait until I have 32 pt builds unlocked? If that would help the char a decent amount I'm willing to do so. I just think there might be a decent amount of potential in the char, but I don't know ddo terribly well.
    (28 pt build; I don't have 32...)

    Code:
    Character Plan by DDO Character Planner Version 3.00 
    DDO Character Planner Home Page  
    
    Level 4 Lawful Good Halfling Male 
    (2 Monk / 2 Ranger) 
    Hit Points: 60 
    Spell Points: 0 
    
    BAB: 3/3 
    Fortitude: 9 
    Reflex: 10 
    Will: 7 
    
                  Starting    Feat/Enhancement 
                 Base Stats    Modified Stats 
    Abilities    (Level 1)      (Level 4) 
    Strength           12                12 
    Dexterity          16                17 
    Constitution       14                14 
    Intelligence        8                 8 
    Wisdom             16                16 
    Charisma            8                 8 
     
    Level 1 (Ranger) 
    Feat: (Favored Enemy) Favored Enemy: Undead 
    Feat: (Selected) Weapon Focus: Piercing Weapons 
     
    Level 2 (Ranger) 
     
    Level 3 (Monk) 
    Feat: (Selected) Dodge 
    Feat: (Monk Bonus) Weapon Finesse 
     
    Level 4 (Monk) 
    Feat: (Monk Bonus) Mobility

    also, what skills would be useful? Concentration seems obvious. Could I get away with no cleric and sneak some levels of rogue in there to max DD? Ranger would work for search I think. At any rate, I'm rambling (I think I started out that way but w/e). I'll wait for some responses. Be kind!

  2. #2
    Community Member VKhaun's Avatar
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    Monk is usually only used as a splash of 1, 2, or totally pure to level cap.
    Typical build would be 2monk/rest cleric.

    I think the whole point of adding ranger is to go to six levels of it for tempest in addition to the two monk levels, and get the two free dual wield feats to save stat points. I don't think you actually need any dex to receive the ranger feats for free. Maybe 13 for the feats required for tempest, dodge, mobility, and spring attack, but you've already started with 16.

    I would reroll a 2mo/2ranger with those stats, TBH. The strength is dismal for intent to melee. I don't know where to tell you to go with that one. Wait for someone more experienced to weigh in. Maybe I'm wrong about the feats not needing dex, I can never remember. I need to do a ranger with 8 dex to level 2 and just leave him on my account to double check this. Total brain fart every time.

    Cleric also gets many fewer skill points per level vs monk/ranger, on 8int you will only be able to keep up one cleric class skill I think.
    Last edited by VKhaun; 07-02-2009 at 09:44 PM.

  3. #3
    Community Member Demoyn's Avatar
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    Quote Originally Posted by ph4tm4n View Post
    dual wield kamas ... decent damage
    These two statements don't EVER belong in the same sentence. Your answer is no.

    EDIT: I take that back... these two could be in the same sentence if the statement was, "I was going to dual wield kamas, but instead I opted to do decent damage".

  4. #4
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    Well my ftr used a +1 flaming kukri lvls 4-8 and I didn't notice any major gimpage. I'm not looking for optimal dps here. Just something that would work on a character.


    So ranger6 monk2 and the rest cleric sounds like a decent build. I'd start as ranger, continue to pick up rgr2 then add in mnk2 and then what?

  5. #5
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    Theres no good reason to use Kamas on a Monk splash build......

    Actually.. Theres no good reason to use Kamas ever as far as I'm concered... Kamas are only used out of necessity.. Greensteel.... Specific Greater Banes perhaps.....

    Deep Multiclass Clerical builds can do OK for soloing, but they generally fall flat in Groups...

    You dont need the 6 Ranger Levels to Dual Weild....

    I solo all the time on my Pure or mostly Pure Clerical builds. There really no reason to go into a lot of multiclassing for Soloing sake.
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  6. #6
    Community Member Demoyn's Avatar
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    Quote Originally Posted by ph4tm4n View Post
    Well my ftr used a +1 flaming kukri lvls 4-8 and I didn't notice any major gimpage. I'm not looking for optimal dps here. Just something that would work on a character.
    Then may I suggest you begin your search somewhere else, because there's nothing in this thread that fits your search requirements.

  7. #7
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    @ OP

    You have two things going on simultaneously -- the desire to be able to play a character away from family & friends that is able to solo when necessary AND the desire for that character to still be useful in a pick up group.

    Exotic builds do not usually fit the bill in this case.

    IMO, you will be better served by creating a battle focused cleric. Looking ahead to the raise in level cap, I would suggest a Cleric 16/Fighter 2/Monk 2. In the current game I would recommend Cleric 12/Fighter 2/Monk 2.

    Reasons:

    1. Four extra feats from Monk and Fighter.
    2. Reasonable non-boss DPS.
    3. Able to fill primary cleric role in groups looking for healer.
    4. Self healing.

    Here is a suggestion. You might want to consider changing level up stat increases to STR for more DPS. However, you probably won't need that because (unless soloing) your main mission in end fights will revert to healing.

    Code:
    Character Plan by DDO Character Planner Version 2.96
    DDO Character Planner Home Page
    
    Dwarf Cleric
    Level 16 Lawful Good Dwarf Male
    (2 Fighter \ 2 Monk \ 12 Cleric) 
    Hit Points: 253
    Spell Points: 745 
    BAB: 12\12\17\22
    Fortitude: 17
    Reflex: 10
    Will: 16
    
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 16)
    Strength             14                    15
    Dexterity            16                    17
    Constitution         14                    16
    Intelligence          8                     8
    Wisdom               15                    21
    Charisma              6                     6
    
    Tomes Used
    +1 Tome of Dexterity used at level 1
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               7                    13
    Bluff                -2                    -2
    Concentration         6                    20
    Diplomacy            -2                    -2
    Disable Device       n/a                   n/a
    Haggle               -2                    -2
    Heal                  2                     5
    Hide                  3                     3
    Intimidate           -2                    -2
    Jump                  6                     8
    Listen                2                     5
    Move Silently         3                     3
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  2                     5
    Swim                  2                     2
    Tumble                n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Monk Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Extend Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Fighter)
    Feat: (Selected) Empower Spell
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Fighter)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 16 (Cleric)
    Enhancement: Dwarven Armor Mastery I
    Enhancement: Dwarven Armor Mastery II
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Faith I
    Enhancement: Dwarven Faith II
    Enhancement: Dwarven Faith III
    Enhancement: Dwarven Toughness I
    Enhancement: Dwarven Toughness II
    Enhancement: Dwarven Toughness III
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Prayer of Incredible Life I
    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: Fighter Strength I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Fighter Toughness I
    Enhancement: Cleric Divine Cleansing I
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Wand Mastery I
    Enhancement: Cleric Wand Mastery II
    I added a +1 DEX tome at L1. It is needed before you take the ITWF feat.

    Edit: As you continue to level up past L16 take Cleric. Focus enhancements on the healing lines and on Wand Mastery. You will only pick up 16 additional enhancement points, so you will need to choose where to put the emphasis. Note that I made all the enhancement choices at L16. You will want to actually be making the selections at earlier levels as you are working your way up. Note also that I did not take Divine Vitality. The CHA is very low so there isn't much available. The enhancement choices reflect things that are more useful, IMO, than DVs where subbing for Turn Undead.

    Edit 2: Apologies, neglected that you are working on 28 point builds. Adjusted to reflect that. Also, fighter instead of ranger because you want to keep the primary focus on being a cleric. If you go ranger then you will want many more levels of ranger to get the same TWF abilities.
    Last edited by Leyoni; 07-04-2009 at 01:35 PM.

  8. #8
    Community Member Demoyn's Avatar
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    Quote Originally Posted by Leyoni View Post
    Able to fill primary cleric role in groups looking for healer.
    On what planet is a level 12 cleric an end-game primary healer? There are ZERO reasons to have two levels of fighter on this build.

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