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  1. #1
    Community Member jeenne's Avatar
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    Default how to improve my cleric....or what am I doing wrong?

    I have a lvl 9 drow elf cleric. I enjoyed playing her when I first played ddo but now after coming back after a year she seems kinda flat.

    Here are my stats:
    STR 18
    DEX 10
    CON 13
    INT 10
    WIS 23
    CHA 19

    fort 8/reflex 7/will 13
    AC 30 unbuffed
    SP 688
    HP 101
    BAB 6

    My problem with her is that i run outta SP WAY to fast, I can't resist stuns, which basically makes me useless as a healer when I stand there waiting for the stupid stun to end. Also, my AC really doesnt seem great for a lvl 9. My 5th level pally hits 30 AC not even fully buffed.

    So i was wondering if I should take a lvl pally for the saves (resist stun) or possibly 1 lvl sorc for the sp.
    BTW main weapon/equipment: +2 true law adamantine heavy mace of deception, +5 Fullplate, +5 heavy shield.

    Feats are extend, improved mental toughness, extra turning/

    I am kinda lost here and some advise would be greatly appreciated!
    Ronya Lvl 9 Rogue, CureYou Lvl 10 Cleric, Fenng Lvl 3 Monk, Jeannee Lvl 6/2 Paladin/Fighter,

  2. #2
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    Quote Originally Posted by jeenne View Post
    I can't resist stuns, which basically makes me useless as a healer when I stand there waiting for the stupid stun to end.
    Stuns aren't really common, and you should be able to get an adequate Fortitude save. At this level you can now obtain a Planar Gird, which is expensive but will help saves.

    Quote Originally Posted by jeenne View Post
    So i was wondering if I should take a lvl pally for the saves (resist stun) or possibly 1 lvl sorc for the sp.
    Paladin2 is probably not, but Pal1 or Sorc1 are absolutely and completely NEVER take them.

    Quote Originally Posted by jeenne View Post
    main weapon/equipment: +2 true law adamantine heavy mace of deception
    Elf and Drow clerics should be defaulting to Rapier for their main weapon, not a mace.

  3. #3
    Community Member jeenne's Avatar
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    hmmm...so over all I shouldn't dump her, eh? I found that stunning is a major issue in any undead mission I do.
    I wil trying to switch to rapier and see what that leaves me with.
    Thanks
    Ronya Lvl 9 Rogue, CureYou Lvl 10 Cleric, Fenng Lvl 3 Monk, Jeannee Lvl 6/2 Paladin/Fighter,

  4. #4
    Community Member Shade's Avatar
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    Quote Originally Posted by jeenne View Post
    My problem with her is that i run outta SP WAY to fast,
    Common problem for almost all healers relying only SP to heal. In a VERY good group you can do pretty much every quest in the game using only SP to heal and never run out.. In an average pug - this is generally impossible no matter how good you are.

    So you need to use wands and scrolls. At level9 you should just use CSW wands, when you hit 10 you can use heal scrolls very effectively.

    To make them work well, be sure to maximize your scroll mastery, it is a very worthwhile enhancement.

    If you cannot afford wands or scrolls.. Ask your party members, they should chip in.

  5. #5
    Community Member Elsbet's Avatar
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    You'll probably be fine once you get into the shroud and can build a spell point item. It's good for about 300 additional sp (I don't recall exactly and can't log in at work to look).

    I'd definitely keep the max con item you can wear at level on though.

    Stuns are annoying. I have a decent enough fort save, but damned if I don't roll ones every other roll against stuns.

    ~Anaelsbet~; ~Elsbet~; ~Lilabet~; ~Islabet~; ~Phaeddre~
    ~Ascent~

  6. #6
    Hero JOTMON's Avatar
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    I found level 9 a tough transition point as well.

    Once I got to level 11+ things really started getting better.

    Tips...(things you may already know but just in case...)
    Don't be afraid to use aggressive spells.. stun them before they stun you (soundburst)
    Greater command, curse, poison, etc...
    If the enemy can't hit anyone in your party then you don't have to heal as much.
    If something is chasing you run past the tank in your group and let the tank take it off your hands.
    Get spell enhancing items like potency(better than devotion).
    Mana boost item like a magi item that you can equip before shrining then change out after buffing if conflicting gear.
    Don't stand too close to the party unless doing mass buffs find a spot to the side or even behind the enemy so you are not in a line of fire for area of effect spells or directional spells.
    Avoid over-healing use clw on casters and higher heal spells on tanks.
    Get enhancement for divine healing it is handy for someone taking low continuous damage, or is behind a barrier.
    Enhancements for extra mana if you have points available.
    Drink heroism pots or get GH clickie.. ask caster/bard to cast GH on you regularly.
    Carry lots of Mass cure Moderate and Heal scrolls.
    Summon Monster scrolls... use them better the enemy is attacking it instead of you.
    Use up all your mana before shrining, buffs.. whatever on party members that have already shrined, so you don't have to do it after you shrine.
    Use debuffing weapons/stat damagers if you melee .. paralyzing, destruction, etc...
    If party members zerg ahead dont heal them more than 70%(or less), they will use their own pots to cure themselves, or not go as far away.
    Target main tank for mass cures makes it easier to target for heal, periodic mass aid if party is >90% health
    Move around when casting, some spells cast at you will miss if you are not standing still.
    Tell party if you are running low on mana and they need to be more cautious.
    Encourage party to take out enemy casters/healers first (should be common knowledge but....)
    Ask for any loot not taken out of chests... sell these for cash to pay for scrolls.
    Don't turn down donations from party members, being a cleric can be expensive.

    If you are on Argonessan send me a tell, can go through stuff in detail.
    Last edited by JOTMON; 10-02-2009 at 11:44 AM.
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