sorry to be a bother but I started out playing ddo a few days ago and I still have quite a few troubles setting up my character properly. Right now I'm level 9 but, being a huge overplanner, I would like to know how to get the best out of my character.
My initial plan was to make a character which would mainly heal but could, if needed, throw in a crowd control/bb or even take up it's heavy mace and smash it on the head of mobs... right now it's a little too much I think and I probably messed up quite a few things (expecially on starting stats) so I was wondering if and what I could do to survive and if I will be able to reach end game content without too much hassle.. (the main problem is that I based myself on my past pen and paper expericences and so it pretty much screwed up a little ^^")
Human
str: 16
dex: 9 (was thought to get +3 items and fill up a full plate without spending too much)
con: 12
int: 8
wis: 16 (I have read quite a few threads that tells to make it 18 on a start I hope this won't mess too much...)
cha: 11 (I thought turnning would work a lot better and gain a +3 items... actually I'm mainly using it for divine vitality >.> I could have dumped it to 10 or even leave it at 8..)
I put my 2 stat points from lvl 4 and 8 into wis bringing it to 18 and pla to go wis all the way with 12 16 and 20 improvements
feats:
1-mental toughness
1-extend spell
3-empower healing
6-improved mental toughness
9-maximize spells
I still have another 3 feats at 12-15-18 I was thinkning to take toughness quicken spells and empower spells.
No idea wethere there are better solutions and/or I should swap something out.
enhancements:
here it was a huge mess didn't even know there was something like this when I started out the char... after it was pretty much a "what am I gonna do now..."
Ended up with heal magic 3 cleric wis 2 human wis 1 wand 1 extra turn 2 divine vitality 1 improved emp heal 2
hope to haven't forgot anything (I'm doing this on a memory basis right now as I can't login on the game not being at home I will update later if I see any major mess).
Equipment:
Again here not knowing what was in game it took me quite a few to see what could be useful... right now I have
helm: +3 cha (see stats above for reference)
armor: +5 full plate
shield: either +5 large shield (if I have to "tank") or +1 superior devotion III shield
weapon: either +2 true good frost ehavy mace or muckbane
necklace: wis+3 (bringing my wis at 24 totale including enchancement)
belt: poison proof - light fortification
boots: featherfalling +5jump
gloves: +3 dex (filling that full plate bonus)
bracers: expeditious retreat 3/d
trinket: wizardry II (crimson gemstone from tangleroot)
ring1: protection +1
ring2: 10% striding
cape: resistance +2
I think tehre are quite a few things that could be improved but I have no idea on what to aim... expecially considering that being this my first character I'm pretty much tight on money...
Spells:
Right now I'm mainly using heals, mass aid, mass prot evil, energy resistance, energy protection, freedom of movment, remove curse, death ward (usually either this or freedom depending on what is needed), raise dead, searing light, mass command or flame strike depending on quests, panacea, bull and bear (mainly to self buff and cover the lack of a +stat item on those 2).
Everything else pretty much varies from quests.
If anybody wants to suggest something that I should take absolutely and which I missed in the list below fee free to point it out.
I would gladly accept any suggestion on anything to get more effective....
I would also be really grateful if you would point out which are the better mid-high lvl gears I should aim to with my cleric in the long run.
Thanks in advance and again sorry to bother everyone
p.s. I was thinking to go cleric 20, could it be good to go 18cl/2monk or 19cl/1pal? what do I gain? what do I lose? in case I decide to go for the multiclass when is the best time to take those "other class" levels?
Thanks again