Page 2 of 6 FirstFirst 123456 LastLast
Results 21 to 40 of 108
  1. #21
    Community Member Riorik's Avatar
    Join Date
    Apr 2006
    Posts
    0

    Default

    Quote Originally Posted by Mindspat View Post
    Here's my opinions as I play a Heal Bot build of my own.

    Divine Healing and Divine Clensing are more vaulable then Divine Vitality on a Heal-Bot.

    Divine Healing III

    Divine Cleansing III
    I would disagree too but it's sort of a personal preference. I've been messing around with Divine Healing a bit in the last few months and it was really just a dumping ground for enhancement points. The big difference really is, it didn't really have the kind of benefit you'd need as an end-game ability to justify the costs.

    So, in my opinion, absolutely NO as an end game ability, however, play your character the way you want to play it. I can see how it might have value to different styles; I am, after all, goofing off with it myself. I'm about to reincarnate my only cleric soon anyways and it's probably permanently gone at that point.
    Ghallanda ReRolled Naxy-Transil-Kottol-Nax-Riorsil-Riorik-Kaol

  2. #22
    Community Member rendet's Avatar
    Join Date
    Oct 2009
    Posts
    193

    Default

    On my Dwarf I dump stat'd charisma and ate a +2 tome for a grand total of 3 turn undead attemps. I use them for Divine Intervention. I don't see the point in spending enhancements for dv's. Sure you can help out other mana dependent players but imo I'd rather put those points into enhancements that help me personally. What do I do when I run out of sp? Mysterious bauble, spell storing ring, and *gasp!* I carry major pots on me. If another player runs of of sp and needs dv's to survive he should have planned ahead. Just because I'm a cleric doesn't mean I'm your personal sp refiller. I save those 1-3 enhancement points for scroll mastery or racial enhancements.

  3. #23
    Community Member farbtonwolf's Avatar
    Join Date
    Apr 2007
    Posts
    45

    Default

    The only thing I would recommend about the healbot build is to have more hitpoints, you can accomplish this easily with some gear, a +con item, certain false life items, and eventually that helm from the necropolis. Just remember that even healbots can do some damage with bladebarriers and the occassional flame strike.

  4. #24
    The Hatchery sirgog's Avatar
    Join Date
    Apr 2007
    Posts
    11,175

    Default

    Quote Originally Posted by farbtonwolf View Post
    The only thing I would recommend about the healbot build is to have more hitpoints, you can accomplish this easily with some gear, a +con item, certain false life items, and eventually that helm from the necropolis. Just remember that even healbots can do some damage with bladebarriers and the occassional flame strike.
    The character planner is pretty misleading about your HP total - it doesn't include a lot of things. By level 20 you can expect to have all of the following:

    Greater False Life (+30)
    Minos Legens (+20)
    Con +6 item (+60)
    Con +2 tome (+20)
    Agents 150 favor (+10, may require a small amount of farming if you don't run Gianthold elite while levelling)

    That's 140 hp. Adding the Racial Toughness enhancements to the build (possibly at the expense of Extra Turning 3 and 4) will make you much more survivable. As a Human, you can get Human Greater Adaptability - Con and Human Toughness 1-3 for 30 or 50 hp (depending on whether or not the Con point puts you up a tier). (Human Adaptability goes to Wisdom).


    Other than that, I'd suggest you maybe reconsider the level 15 and 18 feats - neither give you much of a bang for your buck. Perhaps take Empower Spell (as well as Empower Healing) for when you want to drop a Bladebarrier.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  5. #25
    Community Member Anderei's Avatar
    Join Date
    Sep 2009
    Posts
    1,276

    Default

    I just threw up a cleroque for newbies: Maybe you want to include this (possibly with improvements?)

    http://forums.ddo.com/showthread.php?t=230165

    The main idea is to have trapmonkeys for newbies, without all the playing difficulty a (mostly) pure rogue brings.

  6. #26
    Community Member
    Join Date
    Dec 2009
    Posts
    3

    Default 18clr/1ftr/1pal

    Have already gone the route of the melee-focused cleric. Have already splashed one level of fighter. Originally was supposed to have a paladin in our group, but now we don't, so I started thinking how viable splashing paladin would be. According to http://compendium.ddo.com/wiki/Desig...our_Own_Cleric (very nice btw, thanks) the bab, hp, fort saves, martial weapons, would all be a wash. I'd lose one extra feat. I'd gain SP. I'd gain +1 AC/Will aura. I'd have access to all 3 Fighter enhancements and the 2 Paladin enhancements (I know the toughness ones don't stack). Is losing the bonus fighter feat the only draw back? Is the aura and SP worth that? I'm thinking no (feats are just too few, and too useful to give up) but the idea is running through my head so I just wanted to post about it. Appreciate the feedback.

  7. #27
    Community Member Narwayne's Avatar
    Join Date
    Nov 2009
    Posts
    12

    Default

    Quote Originally Posted by cypherthis View Post
    I'm trying to make a healbot cleric and this is what i've come up with. I have 32pt builds as i bought it tonight as well as veteran status so i can start at lvl 4 for easier tp farming later. I'm just looking for some general critiquing as to feat selection/order and enhancement selection/order.



    Code:
    Character Plan by DDO Character Planner Version 3.16
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (20 Cleric) 
    Hit Points: 242
    Spell Points: 1757 
    BAB: 15\15\20\25\25
    Fortitude: 14
    Reflex: 5
    Will: 20
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             10                 10                   10
    Dexterity             8                  8                    8
    Constitution         14                 14                   14
    Intelligence         10                 10                   10
    Wisdom               18                 23                   26
    Charisma             14                 14                   14
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               0                  9                    9
    Bluff                 2                  2                    2
    Concentration         6                 25                   29
    Diplomacy             2                  2                    2
    Disable Device        n/a               n/a                   n/a
    Haggle                2                  2                    2
    Heal                  4                 10                   10
    Hide                 -1                 -1                   -1
    Intimidate            2                  2                    2
    Jump                  2                 11                   11
    Listen                4                  8                    8
    Move Silently        -1                 -1                   -1
    Open Lock            n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                0                  0                    0
    Search                0                  0                    0
    Spot                  4                  8                    8
    Swim                  0                  0                    0
    Tumble                0                  0                    0
    Use Magic Device      n/a               n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+4)
    Skill: Jump (+2)
    Skill: Tumble (+1)
    Feat: (Human Bonus) Empower Healing Spell
    Feat: (Selected) Mental Toughness
    Enhancement: Cleric Concentration I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Divine Vitality I
    
    
    Level 2 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 3 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Toughness
    Enhancement: Human Improved Recovery I
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Cleric Prayer of Life I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Life Magic II
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Divine Vitality II
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Improved Mental Toughness
    Enhancement: Cleric Wisdom II
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Prayer of Life II
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Wand and Scroll Mastery III
    
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Energy of the Zealot III
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Life Magic IV
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Concentration II
    Enhancement: Cleric Prayer of Life III
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Wand and Scroll Mastery IV
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Divine Vitality III
    
    
    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Energy of the Zealot IV
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Combat Casting
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Cleric Concentration III
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Improved Empower Healing II
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Concentration IV
    
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Extra Turning
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Extra Turning III
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Heal (+2)
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Extra Turning IV
    Personally, I would switch your toughness feat with your empowered healing feat. Toughness gets you more hitpoints immediately and stacks each level, so you want to take it as early as possible. (It's not a huge amount, but worth it IMO.) As a veteran status, it doesn't matter when you take empowered healing, and if you were actually playing this character from level one, you would be spending extra spell points that you don't have yet.

    Also, I would take extend spell over combat casting and take it earlier in your chain. The buffs that clerics have access to are pretty awesome, and having things like protection from evil for twice as long means that I don't have to cast it twice. And combat casting basically gives you +4 to concentration, which you can get from an item.

    Those are my suggestions. On a side note, I understand the logic in taking enhancements that primarily benefit myself, but the spell points from DV has allowed a caster to cast a few more firewalls and that's been just enough to save my party on more than one occassion!

  8. #28
    The Hatchery sirgog's Avatar
    Join Date
    Apr 2007
    Posts
    11,175

    Default

    Quote Originally Posted by grumpygourmet View Post
    Have already gone the route of the melee-focused cleric. Have already splashed one level of fighter. Originally was supposed to have a paladin in our group, but now we don't, so I started thinking how viable splashing paladin would be. According to http://compendium.ddo.com/wiki/Desig...our_Own_Cleric (very nice btw, thanks) the bab, hp, fort saves, martial weapons, would all be a wash. I'd lose one extra feat. I'd gain SP. I'd gain +1 AC/Will aura. I'd have access to all 3 Fighter enhancements and the 2 Paladin enhancements (I know the toughness ones don't stack). Is losing the bonus fighter feat the only draw back? Is the aura and SP worth that? I'm thinking no (feats are just too few, and too useful to give up) but the idea is running through my head so I just wanted to post about it. Appreciate the feedback.
    You won't get much from Paladin levels that you can't get elsewhere. The only time I'd really consider splashing Paladin on a Cleric is on builds that want to pay the least amount possible (SP wise) for martial weapon proficiency.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  9. #29
    The Hatchery sirgog's Avatar
    Join Date
    Apr 2007
    Posts
    11,175

    Default

    Quote Originally Posted by Narwayne View Post
    Personally, I would switch your toughness feat with your empowered healing feat. Toughness gets you more hitpoints immediately and stacks each level, so you want to take it as early as possible. (It's not a huge amount, but worth it IMO.) As a veteran status, it doesn't matter when you take empowered healing, and if you were actually playing this character from level one, you would be spending extra spell points that you don't have yet.

    Also, I would take extend spell over combat casting and take it earlier in your chain. The buffs that clerics have access to are pretty awesome, and having things like protection from evil for twice as long means that I don't have to cast it twice. And combat casting basically gives you +4 to concentration, which you can get from an item.

    Those are my suggestions. On a side note, I understand the logic in taking enhancements that primarily benefit myself, but the spell points from DV has allowed a caster to cast a few more firewalls and that's been just enough to save my party on more than one occassion!
    When you take Toughness has no impact on how many HP it provides you with. But I definitely agree with Extend Spell. (You might also consider taking Spell Penetration instead of Extra Turning, but that's less important of a decision).
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  10. #30
    Community Member skolvikings's Avatar
    Join Date
    Mar 2010
    Posts
    25

    Default

    This might be a really stupid question, but how to you build characters that are cleric/rogue/monk? What I mean is, how do you start them out? Does it start as a rogue, and then when you level, you can choose other types?

    Yes, I'm a complete newbie.

  11. #31
    Community Member Preist's Avatar
    Join Date
    Jun 2009
    Posts
    4

    Default

    Quote Originally Posted by skolvikings View Post
    This might be a really stupid question, but how to you build characters that are cleric/rogue/monk? What I mean is, how do you start them out? Does it start as a rogue, and then when you level, you can choose other types?

    Yes, I'm a complete newbie.
    Yeppers. You change them at level-up. However, you will see lots of folks out there doing amazing things with their toons that are multi-classed...usually rogue and monk. But these specialized builds can be very difficult and frustrating to play for someone brand new to the game. My advice...take your first toon to 20, and really learn how to play it. BTW, you are doing the right thing....research, grats on taking the time to read through forum posts. This can help lots! Good luck!
    Preist / Neopreist / Preistar / Preistess / Panicswitch
    Disciples of the Apocalypse, Sarlona
    "Blessings upon all the Brethren of Stormreach, may your lootz be kick-azzzzzz! Amen"

  12. #32
    The Hatchery sirgog's Avatar
    Join Date
    Apr 2007
    Posts
    11,175

    Default

    Quote Originally Posted by Preist View Post
    Yeppers. You change them at level-up. However, you will see lots of folks out there doing amazing things with their toons that are multi-classed...usually rogue and monk. But these specialized builds can be very difficult and frustrating to play for someone brand new to the game. My advice...take your first toon to 20, and really learn how to play it. BTW, you are doing the right thing....research, grats on taking the time to read through forum posts. This can help lots! Good luck!
    I agree with this. Go with a build that's newbie friendly to start with.

    As for how to multiclass - when you are entitled to level up, instead of visiting your class trainer, visit a trainer of a different class. Don't do this without careful planning, as it's irreversible (save with a very expensive DDO store item) and you will never be as good at your original class as you would have been if you stayed pure.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  13. #33
    Community Member skolvikings's Avatar
    Join Date
    Mar 2010
    Posts
    25

    Default

    Thanks for the replies! I actually did figure it out for myself when leveling the first time.

    I decided to role with a cleric/rogue/monk. I created him earlier tonight and after 2 hours had him all setup and up to level 2. Yes I'm new to DDO, but overall familiar with the game type. I just needed to get my bearings on the small differences between DDO and the others I've played.

    I'm quite enjoying the build so far. I've always enjoyed clerics, and also I had a level 70 rogue in WoW (quit before the latest expansion pack). Which means that so far, it's coming quite naturally for me to sneak around everywhere and stab mobs in the back. LOL.

    I also realized I could buy a hireling from the DDO Store for 5 points, which makes a huge difference while running the Korthos Island wilderness instances. Originally on Saturday I rolled a healbot up to level 3, and found that if I got the human warrior hireling, I could finish most of the wilderness instances before the hireling expired. Then I also discovered that if the summon timer had expired but he was still with me, then I could just run around the island itself and kill everything I could before going back to the village (at which point I would lose him).

    But like I said, I just created my new c/r/m tonight... I'm up to level 2... and no hirelings yet either. Very fun indeed! And I figure if the build gets too tough, I'll just switch back to my healbot for awhile to help me improve at my gameplay. I'll just see how it goes...

  14. #34
    Community Member Gelfin's Avatar
    Join Date
    Mar 2010
    Posts
    2

    Default

    Thanks for all the great cleric build info. I have a question. I have veteran status and want to roll a melee-focused cleric. What starter gear should I take? Fighter or Cleric?

    http://ddowiki.com/page/Veteran_Award_Starter_Items

  15. #35
    Community Member rendet's Avatar
    Join Date
    Oct 2009
    Posts
    193

    Default

    Cleric. Unless you dont want the archivist necklace

  16. #36
    Community Member Anderei's Avatar
    Join Date
    Sep 2009
    Posts
    1,276

    Default

    You still can go back to korthos and get the other set.

  17. #37
    Community Member DToNE's Avatar
    Join Date
    Feb 2010
    Posts
    344

    Default

    After spending much time with my Jack-of-All-Trades build. I would definitely recommend it for at least a trial run for experienced players.

    Using sirgog's template.

    Jack-of-All-Trades
    Typical class level split: 17 Cleric/2 Monk/1 Rogue (Level Direction, Rogue > Monk > Monk > Cleric)
    Optimal races: Human (+1 Skill Point and +1 Bonus Feat critical)
    Party role: All roles. Just have to be geared towards that role.
    New player friendly? Absolutely not. Severe multi-tasking skills and knowledge of game mechanics required. Be well trained in wide variety of classes or have at least 1 solid level 20 character.
    Signature spell(s): Divine Power, Divine Favor, Greater Heroism (Clicky), Stoneskin (Clicky), Cometfall, Find Trap

    Build Description
    Supreme Compensation for any and all missing roles. The build can reach high to very high levels of each role, but cannot peak it like others. Caster, Rogue, Healer, DPS, Tank, Supporter, Kiter, Tactician, so on, and so forth; all of these roles can be filled with this character providing player is properly equipped for such roles.

    Recommended Starting Stats
    32 point build
    Str: 16
    Dex: 15
    Con: 11
    Int: 14 (+2 Int Tome at level 7 is a must)
    Wis: 13
    Cha: 8
    Level up points into: 2 Dex, 1 Con, 2 Wis

    Key Feats:
    Two Weapon Fighting
    Combat Expertise
    Power Attack
    Stunning Blow
    Improved Trip
    Extend
    Quicken
    Improved Two Weapon Fighting
    Improved Critical: Bludgeon
    Greater Two Weapon Fighting

    Key Enhancements:
    Human Versatility
    Unyielding Sovereignty
    WIS and Con/Dex (depending on what you need)
    Rogue Haste
    Healing Amp
    All Heal Critical
    All SP enhancements

    Recommended Skill Point Allocation: Disable Trap, Open Lock, Search (Search can be 2 points lower than Disable Trap and Open Lock, as you get Find Trap spell), at least 4 on jump, and at LEAST 1 point in Tumble (at rogue level preferably)

    Gear to hunt out while levelling:
    Paralyzer, Vorpal, Disruptor, Smiting, Banishing Handwraps (Vorpal Kamas)
    Vertigo +10 Handwrap
    Burst of Weighted 5% Handwrap
    Weakening of Enfeebling Handwrap (For beholders and living spells)
    Eternal Rest (Silver Thread, Ghost Touch)
    Devotion (Flametouched Iron Thread, Holy)
    Bloodraged Symbiont (VITAL)
    Minos Legens
    +6 STR/DEX/CON/INT/WIS/CHA Equipment (INT and CHA items can be kept off until needed)
    Command Armor
    +10 Speaking Skilll items
    +15 Search/Disable/Spot Trap Goggles
    +15 Open Lock Gloves (optional)
    Blindness Ward Goggles of Eagle (spot) +7 Minimum
    Mummified Bat (feather fall item)
    Death Ward Outfit/Robe of Invulnerability (Pre-Symbiont), Deathward Outfit of Magi (Post-Symbiont)
    Nightforge Gorget (Pre Minos Legens)
    +6 Armor Bracers
    Protection +5
    Striding 30%
    Superior Potency VI (kama preferably)
    Superior Ardor VI
    Archivist Necklace

    Gear to hunt out when closing on level 20:
    Icy Raiments
    3 Planar Girds (11 minute Greater Heroism, 3 makes it 33 mins)
    +7 Armor Bracers
    2 Vorpal Dreamedges
    Glove of Titan
    Vorne's Belt (+6 Con, Greater False Life)
    Ghost Touch Handwrap of Disruption
    Blank Green Steel Goggle
    Seal of Earth (Stone Skin Clicky, +3 Natural Armor, 10 Acid Resist)
    Wounding Repeating Light or Heavy Crossbow of Puncturing

    Gear to aspire toward getting at endgame:
    Blindness Ward, Disease Ward, Wizardry VII, +6 WIS, Greater Regeneration (1 HP every 15 seconds), Stalemate II (1~4% chance of getting HP or SP when hit) Green Steel Goggles
    Mysterious Bauble (Major Mnemonic)

    Play notes: Good for both solo and party play. Solo is simple, Party is not. Be -VERY- attentive to situation and change styles accordingly. Do -NOT- play more than 2 roles at once and healer should ALWAYS be primary of those roles. Pre-meditate a LOT, the primary subject should be "how to save and conserve the most SP in this situation using what I have". You have all forms of incapacitation (STR/DEX with trip, Will Save with Paralyze/Greater Command, Reflex with Cometfall, Fortitude with Stunning Blow), so figure out which will give you the edge at that given point in time. Also know that you get TWO attempts at Trip and Stunning Blow with Two Weapon Fighting. Understand which weapon works best where, there is no universal weapon that works great on everything. When in solo, buff only according to what is needed at the time, not everything at once. Accuracy Buffs only when needed. Blade Barrier when it saves more SP killing a group than by healing. For living creatures you cannot reach, a wounding of puncturing repeating crossbow; even if you don't have the proficiency for it, you absolutely CANNOT miss when enemy stunned/helpless at 0 CON, and all hits will be Crits. Heal + Cure Light Wound combo to kill long range unreachable undead archers.

    Key Word of this build is Adapt. Survival of the fittest.
    Last edited by DToNE; 04-06-2010 at 10:16 PM.

  18. #38
    Community Member Autolycus's Avatar
    Join Date
    Jul 2009
    Posts
    441

    Default Thanks

    Quote Originally Posted by sirgog View Post
    This is a work in progress (I'm updating the old version of this thread, and reposting it here). More will be added over time, please offer suggestions if you want a particular build posted
    Thanks for doing this! I found your advice in the previous version of this thread extremely helpful. I'm planning to GR my original Cleric based on this thread.

    Not to get off topic, but do you have an equivalent thread or advice for Favored Souls?

  19. #39
    Community Member Kralgnax's Avatar
    Join Date
    Oct 2009
    Posts
    1,049

    Default

    Quote Originally Posted by DToNE View Post
    After spending much time with my Jack-of-All-Trades build. I would definitely recommend it for at least a trial run for experienced players.

    Using sirgog's template.

    Jack-of-All-Trades
    Typical class level split: 17 Cleric/2 Monk/1 Rogue (Level Direction, Rogue > Monk > Monk > Cleric)
    *SNIP*
    Fixed that for ya.
    Currently active

  20. #40
    Community Member DToNE's Avatar
    Join Date
    Feb 2010
    Posts
    344

    Default

    Quote Originally Posted by Kralgnax View Post
    Fixed that for ya.
    Haha, thanks. Didn't catch that.

Page 2 of 6 FirstFirst 123456 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload