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  1. #1
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    Default Heal and lp/traps build

    I'm new on this class forum, but my son and I are looking for a couple of builds for the two of us to have fun with most of the game content. We always play together. We are fairly new to ddo online, about 20 hrs in now (several chars up to lvl 4 or so only).

    I generally play a support class while he runs around in uberness killing stuff. We do group from time to time, and I've always found a healing class best for me (from other mmporgs) as it generally gets us invited into groups where if we were both say dps, many wouldn't take him because he's a young player.

    I want to create a support character that is primarily a healer, but can also handle all (or as much as possible) locks/traps in game.

    Is there a link to a build that could provide this? I thought you only need a couple levels of Rogue, but I'm hearing in game (and reading the mech thread here) that this may not be the case and the .5 non-class specialization penalty for skills basically limits you hard to meet the end-game traps/lock picking needs.

    Any suggestions here for a viable healer/mech specialist? I generally like to run around bashing things with him, but realize I'll probably have to sacrifice in the build to meet the primary healing/lp/device focus.

    thx for suggestions and links to any builds -

  2. #2

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    A Rog/Warchanter Bard or a Rog/Clr could be a great partner for your son, as well as be able to melee effectively.

    Rather than just follow a pre-made build, which can be fun, but it is more fun, IMO, to make your own. Download Ron's excellent character planner and tinker around. You do not need a high int to be able to search and disable most traps so starting around 14 should be more than sufficient. I have a 18/1/1 Rng/Rog/Mnk with a 8 base int that does just fine. As you are duoing a lot of stuff... don't skimp on con.

    You might also want to indicate whether or not you have 32 point builds unlocked, Drow, Warforged, Veteran status etc.
    Last edited by Clay; 11-07-2009 at 08:14 PM.
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  3. #3
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    Thx for replying - yes, we have 32 pt blds and unlocked races. He likes elf monk, I'm thinking about a human cleric or fvs with dragonmark making to be able to heal any warforged we group with.

    Quote Originally Posted by Clay View Post
    You do not need a high int to be able to search and disable most traps so starting around 14 should be more than sufficient. I have a 18/1/1 Rng/Rog/Mnk with a 8 base int that does just fine.
    .
    Hmm. I'm reading/hearing in game that 1 lvl of Rogue is not sufficient to have high enough trap/lp for end game. I'm confused and hearing opposite things. I don't want to invest the time and get to end game only to discover we can't get through many doors and traps.

    Yes, I have the character planner already. It's a cool tool, but very tedious and I don't really know what I'm doing. Was hoping there was a build already out there. Actually healing/lp/devices AND some chanting would be very very cool - any links to builds?
    Last edited by Mojofizznut; 11-07-2009 at 08:31 PM.

  4. #4
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    I play a 16/2 drow bard/rogue, and didn't take the 2nd rogue until level 18...though there's a few times I wished I had evasion earlier, like in VoN 5. Maybe better off taking it at 8 or 9. Went Spellsinger, total traps/healing/cc build, only problem is no DPS at all (hell he dual wields greater spell pen VI and superior potency VI weapons just for the bonuses, would be useless to swing them anyway). But he can definitely play second healer amazingly and can primary heal in a good group, and has a a potent dancing ball. Songs are also maxed out and really help the party a lot, as can buffs like blur, haste, and greater heroism that you wouldn't get with a cleric.

    You can go 8/12/14/16/8/18, keep UMD, search, disable, perform, and concentrate at max and raise spot and open lock at .5/level...OL isn't as important to keep super high as you can't blow locks up...just keep redoing until you hit a 20. Or if you know where the traps are or group with people that do you can forget about spot...that's what I did. And at level 7 you can eat a +2 int tome and have 3 points/level to spend between those 2 skills. As long as you take the rogue level first you get a ton of skill points to start and you'll be able to get 1 point/level in your rogue skills (provided you spend 2). Make sure you upgrade your DD and search equipment every odd level to have the max skill in it. The only trap I ever busted with that character was one time when I didn't have my +12 DD goggles on in Gianthold. Put all your level-ups in charisma to get the most SP, spell penetration, UMD and will save (with force of personality when you take it, probably not til later)

    My feats are skill focus: umd (got it high for teleport, res and heal scrolls, all at 100%), empower healing, extend, spell penetration, toughness, force of personality, and mental toughness (most people don't like it but you'll need all the SP you can get). Actually it appears I switched SF:UMD out for spell focus: enchantment as I didn't need the UMD points anymore. But you will until you reach a high level.

    Can do everything but deal damage. AC can't get high enough to be of any use and and fort save sucks. Stay out of combat and just support. Not the sexiest build ever but **** useful.
    Last edited by PopeDX; 11-07-2009 at 09:33 PM.

  5. #5

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    Threw this together quickly for you... could use some tinkering...

    Code:
    DivineRogue  
    Level 20 Lawful Good Human Male 
    (1 Monk / 4 Rogue / 15 Cleric) 
    Hit Points: 384
    Spell Points: 1522 
    
    BAB: 14/14/19/24 
    Fortitude: 15 
    Reflex: 14 
    Will: 18 
    
                  Starting    Feat/Enhancement 
    Abilities    Base Stats    Modified Stats 
    (32 Point)    (Level 1)      (Level 20) 
    Strength           12        +2t     14 +6i 20
    Dexterity          16         +2t+1e 20 +6i 26
    Constitution       14         +2t    16 +6i 22
    Intelligence       12          +2t   14 +6i 20
    Wisdom             15         +2t+4e 26 +6i 32
    Charisma            8         +2t+2e 12 +6i 18
    
    Tomes Used 
    +2 Tome of Intelligence used at level 1 
    +1 Tome of Dexterity used at level 8 
    +2s at lvl 20 in all stats, as you will loot them by that time.
    
                  Starting      Feat/Enhancement 
                 Base Skills  Modified Skills 
    Skills       (Level 1)      (Level 20) 
    Balance            7              16 
    Concentration      4              24 
    Diplomacy          3              5 
    Disable Device     6              25 
    Jump               5              6 
    Open Lock          7              11 
    Search             6              25 
    Spot               6              12 
    Tumble             7              9 
    Use Magic Device   3              27 
     
    Level 1 (Rogue) 
    Skill: Balance (+4) 
    Skill: Concentration (+2) 
    Skill: Diplomacy (+4) 
    Skill: Disable Device (+4) 
    Skill: Jump (+4) 
    Skill: Open Lock (+4) 
    Skill: Search (+4) 
    Skill: Spot (+4) 
    Skill: Tumble (+4) 
    Skill: Use Magic Device (+4) 
    Feat: (Human Bonus) Skill Focus: Use Magic Device 
    Feat: (Selected) Two Weapon Fighting 
    Enhancement: Rogue Haste Boost I 
    Enhancement: Human Versatility I 
     
    Level 2 (Cleric) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Enhancement: Human Improved Recovery I 
    Enhancement: Cleric Life Magic I 
    Enhancement: Cleric Energy of the Zealot I 
     
    Level 3 (Cleric) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Feat: (Selected) Weapon Finesse 
    Enhancement: Cleric Wisdom I 
    Enhancement: Cleric Wand Mastery I 
     
    Level 4 (Cleric) 
    Ability Raise: WIS 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Enhancement: Cleric Prayer of Life I 
    Enhancement: Human Versatility II 
     
    Level 5 (Cleric) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Enhancement: Cleric Life Magic II 
    Enhancement: Human Adaptability Wisdom I 
    Enhancement: Cleric Charisma I 
     
    Level 6 (Rogue) 
    Skill: Disable Device (+2) 
    Skill: Open Lock (+2) 
    Skill: Search (+2) 
    Skill: Use Magic Device (+5) 
    Feat: (Selected) Empower Healing Spell 
    Enhancement: Cleric Improved Empower Healing I 
    Enhancement: Rogue Dexterity I 
     
    Level 7 (Cleric) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Enhancement: Human Versatility III 
    Enhancement: Cleric Energy of the Zealot II 
     
    Level 8 (Cleric) 
    Ability Raise: WIS 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Enhancement: Cleric Improved Empower Healing II 
     
    Level 9 (Cleric) 
    Skill: Concentration (+5) 
    Feat: (Selected) Improved Two Weapon Fighting 
    Enhancement: Cleric Prayer of Life II 
    Enhancement: Cleric Life Magic III 
     
    Level 10 (Cleric) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Enhancement: Human Versatility IV 
     
    Level 11 (Cleric) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Enhancement: Cleric Energy of the Zealot III 
     
    Level 12 (Monk) 
    Ability Raise: WIS 
    Skill: Balance (+3) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Feat: (Selected) Extend Spell 
    Feat: (Monk Bonus) Toughness 
    Enhancement: Racial Toughness I 
    Enhancement: Racial Toughness II 
    Enhancement: Disciple of Puddles 
     
    Level 13 (Rogue) 
    Skill: Balance (+2) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Skill: Use Magic Device (+7) 
    Enhancement: Human Greater Adaptability Dexterity I 
     
    Level 14 (Cleric) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Enhancement: Cleric Life Magic IV 
     
    Level 15 (Cleric) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Feat: (Selected) Maximize Spell 
    Enhancement: Cleric Charisma II 
     
    Level 16 (Cleric) 
    Ability Raise: WIS 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Enhancement: Cleric Wisdom II 
     
    Level 17 (Cleric) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Use Magic Device (+1) 
    Enhancement: Cleric Wand Mastery II 
    Enhancement: Cleric Wand Mastery III 
     
    Level 18 (Cleric) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Search (+1) 
    Feat: (Selected) Greater Two Weapon Fighting 
    Enhancement: Cleric Wand Mastery IV 
     
    Level 19 (Cleric) 
    Skill: Concentration (+1) 
    Skill: Disable Device (+1) 
    Skill: Seearch (+1) 
     
    Level 20 (Rogue) 
    Ability Raise: WIS 
    Skill: Balance (+2) 
    Skill: Disable Device (+1) 
    Skill: Search (+2) 
    Skill: Use Magic Device (+6) 
    Enhancement: Rogue Haste Boost II 
    Enhancement: Cleric Wisdom III
    As you duo a lot with your son... I think it useful if you are also useful in combat.

    AC
    10 base
    6 DT robe
    1 alchemical
    8 dex
    11 wis
    5 Deflection (Shield of Faith/item)
    1 Dodge feat (switch SF:UMD-->Dodge)
    2 Chaosgarde
    1 Centered Bonus (if in stance)
    ---
    45

    Standard self-buff
    1 Haste
    3 Bark
    2 Recitation
    ---
    51

    With farming
    3 Dodge (Ring or DT)
    4 Insight (DT or Shroud item)
    ---
    58

    Less likely buffs
    +5 Paladin
    +2 Ranger Bark
    +4 Inspired Heroics
    ---
    65
    Last edited by Clay; 11-07-2009 at 09:33 PM.
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  6. #6
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    Thank you both - Pope and Clay -

    Pope, I really like the bard idea too - just posted over in the bard forum before you replied. Thanks for thoughts.

    Clay, I like your build for the heavier healing focus, would be a more useful healer for sure. Is the 1 monk level to get the wisdom bonus?

  7. #7

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    Quote Originally Posted by Mojofizznut View Post
    Thank you both - Pope and Clay -

    Pope, I really like the bard idea too - just posted over in the bard forum before you replied. Thanks for thoughts.

    Clay, I like your build for the heavier healing focus, would be a more useful healer for sure. Is the 1 monk level to get the wisdom bonus?
    and feat, but mostly ac, yes. Will allow you to fight alongside your son and participate in battles. It will also have decent blade barriers... don' forget that!

    You could forgo the 2-wpn fighting line and focus more on Clr feats, like empower, quicken and spell pen or mental toughness. But it is just fun beating on stuff... and your son will soon get bored chasing mobs chasing you thru blade barriers.
    Last edited by Clay; 11-07-2009 at 09:58 PM.
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  8. #8

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    Quote Originally Posted by Mojofizznut View Post
    Thx for replying - yes, we have 32 pt blds and unlocked races. He likes elf monk, I'm thinking about a human cleric or fvs with dragonmark making to be able to heal any warforged we group with.



    Hmm. I'm reading/hearing in game that 1 lvl of Rogue is not sufficient to have high enough trap/lp for end game. I'm confused and hearing opposite things. I don't want to invest the time and get to end game only to discover we can't get through many doors and traps.

    Yes, I have the character planner already. It's a cool tool, but very tedious and I don't really know what I'm doing. Was hoping there was a build already out there. Actually healing/lp/devices AND some chanting would be very very cool - any links to builds?
    That is a bit misleading... I have a 18/1/1 that can get everything... But Rog energizes well with
    Ranger, so you don't lose to much in skill points... just 3 really.
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  9. #9
    Community Member kamimitsu's Avatar
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    As I see it, you have one option that stands above the rest: a Warforged duo.

    You can play a Wiz X / Rog 2 (take rogue level at 1 and again at 10ish). You'll be able to heal WF, have crazy INT (and thus enough skill points to max all your rogue trap skills), you'll have evasion (and should take Insightful Reflexes to capitalize on your INT), and be able to solo most anything anyway (making it somewhat easier to save a quest if things go sour).

    Your son would be free to play any other WF meleer. A THF Barbarian (Falchion, Great Axe, etc.) would be a lot of fun, as he'd get to see those crazy high crit numbers. Alternately, a WF TWF fighter might be neat for the flashing steel and whirling blades (could do Tempest Ranger for this too). I've even seen some pretty cool WF paladins (lay on hands heals WF at normal rates, and exalted smites are crazy on the crit damage scale!).

    I know you said you were thinking of playing a healer for getting into groups, but I don't think you'd have that much trouble with a WF wiz/rog.

    That said, I've seen some pretty well played Clogues, I just don't know enough about them to make a recommendation. Clay's build seems interesting, though you might have some minor difficulty finding a group with an 'unusual' build that some folks won't understand.
    Shiz - Ghallanda > Orien (Pharoah let my people go!)
    Shizmonkey (OG Grand Poo-Bah of R.O.G.U.E. 1st edition) and other various ShizAlts
    R.O.G.U.E. Proving Grounds Redux is now defunct. Check out Part Quatre

  10. #10
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    Thx Kama -
    Yes, I saw the wiz/rogue alignment too for int. We might go wf - he loves his elf monk though atm.

    I really appreciate all the input, thx a ton.

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