(reserved, builds are presently being added one by one)
Healbot Cleric
Typical class level split: Clr20.
Optimal races: Halfling, Human or Drow (all are viable, however).
Party role: Casting defensive buffs, then keeping the party alive.
New player friendly? Yep. I recommend people level a 'healbot' to level 5 or 6 before trying any of the other cleric builds, as you'll get a feel for SP conservation, and the timing of healing.
Signature spell(s): Heal, Mass Heal.
Build Description
The Healbot focuses on three things - being able to cast the biggest possible heal spells, being able to cast as many of them as possible, and on miscellaneous party support through Divine Vitality enhancements and the potent buffs available to the Cleric class.
They are also more than capable of casting offensive spells when the situation calls for it, although they don't have all the feats and enhancements to boost these that the later offensive caster builds have, nor are they likely to have some of the equipment that those builds will have.
Recommended Starting Stats
Str: 8 or 10
Dex: 8
Con: 14
Int: 8 or 10
Wis: 18
Cha: 10, 12 or 14 (all remaining points)
Level up points into: Wisdom
The capped Wisdom grants you the maximum possible spellpoints (and helps your offensive spells when you choose to use them). The Constitution helps keep you alive. Intelligence is worth considering for skill points, and Strength lets you carry more loot and reduces the chance of you being incapacitated by Strength damage. Charisma boosts your Divine Vitality enhancements, allowing you to grant more SP to other casters in your party or raid.
Key Feats:
Maximize Spell (for your Mass Cures primarily, but helps your Bladebarrier too)
Empower Healing
(optionally) Halfling Dragonmark of House Jorasco (all three)
(if not taking Dragonmarks) Mental Toughness, Improved Mental Toughness
Toughness
Quicken Spell (for situational use when lots of damage is coming in and can't be avoided)
Key Enhancements:
Divine Vitality (most or all of the line)
Cleric Life Magic 4
Cleric Wand/Scroll Mastery 4
Most or all available +SP enhancements for your class and race
Cleric Wisdom 2 or 3
(optionally) Cleric Prayer of Life 2 or 3 (the Prayer of Incredible Life line is much less useful)
Recommended Skill Point Allocation:
Keep Concentration at the highest you can. If you have spare skill points, put (exactly) one into Tumble and the rest into Balance. Jump is also worthy of consideration should you prefer it to Balance.
Gear to hunt out while levelling:
The best Devotion or Potency item you can find (preferably a one-handed weapon)
The highest AC shield and armor you can find (these will serve you well until level 13 or 14)
The best 'of wizardry' or 'of power' or 'of the magi' item you can find
The best +Wisdom item you can find
Gear to hunt out when closing on level 20:
A Heavy Fortification item (available from level 11)
A Superior Potency 6 item (you can get weapons at level 14, or necklaces at 18)
A Healing Lore item or Arcane Lore item (these are rare, and only drop in specific places. The Stormreaver Raid has one with a pretty high drop rate)
Dragontouched Armor with somewhat useful modifiers
A Shroud-crafted accessory with Existential Stalemate and +50 Exceptional Spellpoints (we'll upgrade this further later)
Amara's Belt (from an Amrath quest or the Tower of Despair raid)
+1 or +2 tomes in Wisdom and Constitution, maybe Charisma too.
Gear to aspire toward getting at endgame:
(name might be wrong) Epic Crest of St Markus (helmet with Superior Devotion 8)
A fully-upgraded Shroud accessory with Concordant Opposition, +150 Exceptional Spellpoints, and whatever you want on the first tier. Cleansed of Taint of Shavarath.
Torc of Raiyum (rare raid loot from the Demon Queen raid)
A fully-upgraded Shroud accessory with +45 hp (Mineral, Smoke, Radiance or Air are all worth considering here)
A 'perfect' Dragontouched armor, or the Epic Vambraces of Inner Light
Mysterious Bauble
Epic Ring of Spell Storing
Play notes:
Don't take it personally when someone dies. Don't let people blame you for their deaths unless it was your fault (most of the time, it won't be). Prioritize actions as follows (most of the time):
#1: Heal someone that's at risk of imminent death
#2: Cure debilitating debuffs (example: seven negative levels, Str drained to 0, healing immunity curse, Pit Fiend poison, the 50 damage per second Epic Offering of Blood curses)
#3: Heal someone that's low on HP but not at risk of imminent death. If appropriate, do so with a mass spell so you also top off other people.
#4: Cure minor debuffs (example: two negative levels, four points of Str damage, spider poison, typical curses). Don't do this unless asked - most people will handle these themselves from potions.
#5: Raise the dead
#6: Recast defensive buffs that have expired and are somewhat important
#7: Take an offensive action (cast a crowd control spell, a Bladebarrier, or similar)
#8: Heal someone that's got a decent amount of HP left and isn't in imminent danger
#9: Recast offensive buffs that have expired
#10: Pick your nose or take a bio
That is, of course, a very basic system. Doing that will make you an OK healbot, working out when to deviate from those guidelines will make you a great one.
Pure-classed Offensive Caster Cleric
Typical class level split: Clr20 (Monk splash variants will be dealt with separately)
Optimal races: Human (for the extra +1 to Wisdom)
Party role: Reducing damage taken by the party by damaging, killing, debuffing or incapacitating foes, then healing whatever damage you could not prevent.
New player friendly? Yep.
Signature spell(s): Bladebarrier, Implosion, Soundburst, Greater Command.
Build Description
Of all Cleric builds, the offensive caster cleric has the best overall offensive spellcasting - through having a maximum possible spell penetration and extremely high Wisdom for high save DCs. These builds are capable of ripping apart enemy hordes with their potent spells. Sometimes they kill the enemies themselves, other times, they drag along melee characters to do it for them.
In endgame content, these builds tend to be played as healbots, as endgame foes are mostly immune to (or in the case of elite Amrath, just highly resistant to) their most potent spells. They function well as Healbots, although they have less SP they can make better use of debuff spells such as Symbol of Weakness than healbots can.
Recommended Starting Stats
Str: All remaining points (8, 10, 12 or 14)
Dex: 8
Con: 14 or 16
Int: 8 or 10
Wis: 18
Cha: 8
Level up points into: Wisdom
The capped Wisdom grants you the maximum possible spell save DC. The Constitution helps keep you alive. Intelligence is worth considering for skill points, and Strength lets you carry more loot and reduces the chance of you being incapacitated by Strength damage. In addition, a 14 Strength (probably only an option if you have 32 point builds) will allow you to occasionally melee when close to 0 mana, or against targets that don't hit back hard (like Shroud portals or iron golems).
Key Feats:
Maximize Spell (for your Bladebarrier primarily, but helps your Mass Cures too)
Empower Spell
Spell Penetration and Greater Spell Penetration and/or Spell Focus feats
Toughness
Quicken Spell (for situational use)
Key Enhancements:
Cleric Life Magic 4
Cleric Wand/Scroll Mastery 4
Cleric Spell Penetration 3
Cleric Wisdom 2 or 3
Racial Toughness 2
Recommended Skill Point Allocation:
Keep Concentration at the highest you can. If you have spare skill points, put (exactly) one into Tumble and the rest into Balance. Jump is also worthy of consideration should you prefer it to Balance.
Gear to hunt out while levelling:
The best Potency item you can find (preferably a one-handed weapon). Devotion items can fill in if you are desperate.
The highest AC shield and armor you can find (these will serve you well until level 13 or 14)
The best 'of wizardry' or 'of power' or 'of the magi' item you can find
The best +Wisdom item you can find
Gear to hunt out when closing on level 20:
A Heavy Fortification item (available from level 11)
A Superior Potency 6 item (you can get weapons at level 14, or necklaces at 18)
An Arcane Lore item (these are rare, and only drop in specific places)
Good Spell Penetration items (Spell Penetration 7 weapons are common)
The Stormreaver's Napkin (common raid drop that gives +1 to the DC of all of your spells; most people that want it already have it so it's pretty quick to get)
Dragontouched Armor with somewhat useful modifiers OR elf relic armor
A Shroud-crafted accessory with Existential Stalemate and +50 Exceptional Spellpoints (we'll upgrade this further later)
Amara's Belt (from an Amrath quest or the Tower of Despair raid)
+1 or +2 tomes in Wisdom and Constitution, maybe Strength too.
Gear to aspire toward getting at endgame:
A fully-upgraded Shroud accessory with Concordant Opposition, +150 Exceptional Spellpoints, and whatever you want on the first tier. Cleansed of Taint of Shavarath.
Torc of Raiyum (rare raid loot from the Demon Queen raid). Epic version is even better.
A fully-upgraded Shroud accessory with +45 hp (Mineral, Smoke, Radiance or Air are all worth considering here)
A 'perfect' Dragontouched armor, or the Epic Vambraces of Inner Light, or Blue Dragonscale armor
Mysterious Bauble, Epic Ring of Spell Storing
(if non-good) Litany of the Dead (trinket with +1 Wisdom that stacks with everything, plus much more)
Shroud or Tower of Despair crafted item with +3 Exceptional Wisdom
Play notes:
The best way to heal is to prevent damage.
There's nothing wrong with letting someone die, if it makes the encounter easier. But that said, do try to keep people alive unless you have a very good reason not to. Even though you can probably solo the quest, it's usually faster with another person or five dealing some extra damage.
When in doubt, cast Bladebarrier.
Melee-Capable Cleric
Note: This is the first of several melee-specced cleric builds. Each one will sacrifice more offensive spellcasting ability and healing ability than the last, in order to be better and better at melee DPS.
Typical class level split: Clr19/Ftr1. Instead of Fighter, you could also consider Paladin, Ranger or Barbarian, or staying pure Cleric and taking a weapon proficiency feat.
Optimal races: Dwarf, Human.
Party role: Healing when urgently needed, using melee or spells to kill foes at other times.
New player friendly? Moderately. I recommend levelling a 'healbot' to level 5 or 6 before trying this build, as you'll get a feel for SP conservation, and the timing of healing.
Signature spell(s): Heal, Divine Power, Implosion.
Build Description
This build looks like an Offensive Caster cleric that's sacrificed some Wisdom and spellcasting feats to boost melee. Like the offensive caster builds, you still have a devastating Bladebarrier, but your Implosion and Destruction will land less often. In exchange for this loss, you can dish out pretty noticeable melee DPS against foes - particularly the high-HP rednamed foes that you offensive caster bretheren have such trouble with.
You excel at healing from the front lines - firing off quickened, empowered mass cures or heals on party members that need it in between swings of your greataxe or falchion.
Recommended Starting Stats
Str: 16 or 17 (16 for 28 points, either 16 or 17 for 32)
Dex: 8
Con: 13 or 14 (13 for 28, 14 for 32)
Int: 8
Wis: 17 or 18 (18 only for 32 point builds with 16 Strength)
Cha: 8
Level up points into: Wisdom
Here you balance between Strength and Wisdom, but keep Wisdom dominant.
How to decide your class level split:
Most builds of this type go Clr19/Ftr1, with the Fighter level providing access to martial weapons and one melee feat (Power Attack or, if the level is taken late, Improved Crit). However, going Barbarian provides an extra 10% movement speed and 2 more HP over Fighter. (It also provides one use of Rage, which is nearly useless to you as it prevents spellcasting). Ranger and Paladin provide some SP at first level, but I don't recommend those options as you could just go Fighter and use the spare feat you free up to take the Mental Toughness feat. (Note - you cannot use the fighter bonus feat for mental toughness, but you can use it on a melee feat you were going to take as a standard feat, freeing up that standard feat for MT).
Key Feats:
Maximize Spell
Quicken Spell (allows you to cast on the frontlines, you'll keep this on more than most cleric builds)
Empower Healing OR Empower Spell
Power Attack (for use against foes you can easily hit, this feat is awful at low level but really good later on)
Toughness
Improved Critical: Slashing (you may get rid of this after crafting a Mineral 2 weapon)
Key Enhancements:
Cleric Life Magic 4
Cleric Wand/Scroll Mastery 4
Some available +SP enhancements for your class and race
Cleric Wisdom 2 or 3
Racial Toughness 2 or 3
Human Adaptability (Wisdom and Strength ) OR Dwarven Axe and Con enhancements
Recommended Skill Point Allocation:
Keep Concentration at the highest you can. If you have spare skill points, put (exactly) one into Tumble and the rest into Balance. Jump is also worthy of consideration should you prefer it to Balance.
Gear to hunt out while levelling:
The best Devotion or Potency item you can find (preferably not a weapon). You'll swap around your weapon slot quite a bit from caster weapons to melee DPS weapons.
Paralyzing and Vorpal weapons for the tougher trash mobs, good DPS weapons for the rest
The highest AC shield and armor you can find (these will serve you well until level 10 when you'll want to look to two-handed weapons)
The best 'of wizardry' or 'of power' or 'of the magi' item you can find
The best +Wisdom, +Strength and +Constitution items you can find
Gear to hunt out when closing on level 20:
A Heavy Fortification item (available from level 11)
A Superior Potency 6 item (you can get weapons at level 14, or necklaces at 18, the named necklaces are particularly good for you)
Dragontouched Armor with somewhat useful modifiers
+6 Str and Con items
A Shroud-crafted accessory with Existential Stalemate and +50 Exceptional Spellpoints (we'll upgrade this further later)
Amara's Belt (from an Amrath quest or the Tower of Despair raid)
+1 or +2 tomes in Wisdom, Strength and Constitution.
A Shroud-crafted weapon with DPS modifiers on it (a Holy Goodburst weapon is a good start, you can do the final upgrade later)
Gear to aspire toward getting at endgame:
(name might be wrong) Epic Crest of St Markus (helmet with Superior Devotion 8). You use Mass Cure spells quite a bit, and the 7th and 8th level ones are more mana-efficient than the 6th and 5th level ones if you have Sup Dev 8. (There are other sources of Sup Dev 8 in game)
A fully-upgraded Shroud accessory with Concordant Opposition, +150 Exceptional Spellpoints, and whatever you want on the first tier. Cleansed of Taint of Shavarath.
Torc of Raiyum (rare raid loot from the Demon Queen raid)
A fully-upgraded Shroud accessory with +45 hp (Mineral, Smoke, Radiance or Air are all worth considering here)
A 'perfect' Dragontouched armor, or the Epic Vambraces of Inner Light
A selection of Shroud-crafted weapons - I recommend a Mineral 2 greataxe (dwarf) or Falchion (human), plus a holy/goodburst/no upgrade blunt weapon. If you are lucky enough to have a superior Pit Fiend beater (such as a +4 Metalline Flametouched Iron Greataxe of Greater Evil Outsider Bane), you might consider instead crafting Lightning 2.
A selection of other utility weapons - a Weighted 5% weapon (for trash mobs immune to Vorpals, such as in Epic dungeons or Stealer of Souls, Tenderizer is a good choice), Rahl's Might or another Improved Destruction weapon. A decent Vorpal weapon (+4 or better ones seldom 'waste' a 20 by failing to confirm the crit).
And, of course, the good old Mysterious Bauble and Epic Spell Storing Ring. Good luck with those. And let's not forget the Epic Spectral Gloves (or maybe the Epic Vulkoorim Fighting Leathers) for the +4 To-Hit.
Play notes:
To some extent, you are a jack of all trades - healing, offensive casting, and melee. However, you don't fit the 'jack of all trades, master of none' category. You can contribute to a party by sitting back and healing, or by incapacitating mobs via crowd control then helping dispatch them in melee, or wading into melee, copping a pounding, and healing yourself and others from the frontline as needed.
With this build, you will have a *lot* of choices to make, and it will take a fair bit of experience to master the skill of deciding whether to attack, cast a spell or throw a heal.
Melee-Focused Cleric
As hinted at before, this cleric build is better at melee than its predecessor, but pays a significant price in the spellcasting department.
Typical class level split: Clr18/Ftr2. Instead of Fighter, you could also consider Paladin.
Optimal races: Dwarf
Party role: Healing when urgently needed, melee DPS at other times.
New player friendly? Moderately. I recommend levelling both a 'healbot' and a traditional melee class (perhaps a Paladin) to level 5 or 6 before trying this build, as you'll get a feel for SP conservation, and the timing of healing, plus a sense of melee tactics.
Signature spell(s): Divine Power, Divine Favor, (quickened) Mass Heal.
Build Description
This build sacrifices pretty much all use of 'save or die' spells and debuffs in order to focus heavily on laying out the beatings in melee. Like the last build presented, you excel at healing from the front lines - firing off quickened, empowered mass cures or heals on party members that need it in between swings of your greataxe. In addition, however, you excel at melee, and are able to pull your weight in all quests (even on Epic difficulty, or raids) as a melee character that only provides emergency healing.
You are at your best in raid groups with two other clerics or in parties with one other cleric, where you can buff the group/raid (saving the other clerics precious SP), then act purely as a melee unless something goes wrong - perhaps one of the other clerics dies, is stunned or runs out of mana. At this point, you change instantly to 'healbot mode', and save the day.
You are also at home in Epic content as a sole cleric, contributing melee DPS until someone is badly hurt, then firing off a quickened, empowered Mass Heal to get the whole party back to full health (or close to it).
With maximum possible Strength, and your potent self-buff spells Divine Power and Divine Favor, you deal about the same damage as a Paladin would deal without their Smites or their bonuses against Evil Outsiders and Undead. Even when not using the selfbuffs (to conserve mana), you deal reassonable damage.
Recommended Starting Stats (before racial modifiers)
Str: 18
Dex: 8
Con: 14 (optionally 16 for 32 point builds)
Int: 8
Wis: 14 or 16 (14 for 28 point builds, 32 point builds can afford 16 if they took 14 Con)
Cha: 8
Level up points into: Strength
Here you are keeping Strength totally dominant and have only a mediocre Wisdom score.
Key Feats:
Maximize Spell
Quicken Spell (allows you to cast on the frontlines, you'll keep this on most of the time)
Empower Healing OR Empower Spell (Empower Spell is superior from getting Bladebarrier at level 12 through to about level 18, where Empower Healing's ability to affect Heal and Mass Heal becomes worthwhile as player HP increases).
Power Attack
Toughness
Improved Critical: Slashing (you may get rid of this after crafting a Mineral 2 weapon) OR Two-Handed Fighting
(optional) Greater and Improved Two-Handed Fighting
Key Enhancements:
Cleric Life Magic 4
Cleric Wand/Scroll Mastery 4
Some available +SP enhancements for your class and race
Cleric Wisdom 2 or 3
Racial Toughness 3, maybe even 4
Dwarven Axe and Con enhancements
Recommended Skill Point Allocation:
Keep Concentration at the highest you can (this is for casting Heal scrolls when under pressure). If you have spare skill points (either from an Int tome, or from deviating from the original build a little), put (exactly) one into Tumble and the rest into Balance. Don't worry about Jump, you can get it to 40 without skill points if you wear light armor and have a Jump spell cast upon you.
Gear to hunt out while levelling:
The best Devotion or Potency item you can find (preferably not a weapon). You'll swap around your weapon slot quite a bit from caster weapons to melee DPS weapons.
Paralyzing and Vorpal weapons for the tougher trash mobs, good DPS weapons for the rest
The highest AC shield and armor you can find (these will serve you well until level 8 when you'll want to look to two-handed weapons)
The best 'of wizardry' or 'of power' or 'of the magi' item you can find
The best +Wisdom, +Strength and +Constitution items you can find
Gear to hunt out when closing on level 20:
A Heavy Fortification item (available from level 11)
A Superior Potency 6 item (you can get necklaces at level 18)
Dragontouched Armor with somewhat useful modifiers
+6 Str and Con items
A Shroud-crafted accessory with Existential Stalemate and +25 Exceptional HP (we'll upgrade this further later)
Amara's Belt (from an Amrath quest or the Tower of Despair raid) - even a melee cleric should carry healing items
+1 or +2 tomes in Wisdom, Strength and Constitution.
A Greater False Life item
Items to boost your saves (you'll be copping a lot of Fireballs to the head)
A Shroud-crafted weapon with DPS modifiers on it (a Holy Acid Burst weapon is a good start, you can do the final upgrade later)
Gear to aspire toward getting at endgame:
Tharne's Goggles. These are incredible for any melee class that doesn't always have aggro.
A fully-upgraded Shroud accessory with Concordant Opposition, +150 Exceptional Spellpoints, and whatever you want on the first tier. Cleansed of Taint of Shavarath.
Torc of Raiyum (rare raid loot from the Demon Queen raid). You gain little from the Epic upgrade.
A fully-upgraded Shroud accessory with +45 hp and Concordant Opposition
A 'perfect' Dragontouched armor, or the Epic Vambraces of Inner Light
A selection of Shroud-crafted weapons - I recommend a Mineral 2 greataxe plus a holy/goodburst/no upgrade blunt weapon. If you are lucky enough to have a superior Pit Fiend beater (such as a +4 Metalline Flametouched Iron Greataxe of Greater Evil Outsider Bane), you might consider instead crafting Lightning 2.
A selection of other utility weapons - a Weighted 5% weapon (for trash mobs immune to Vorpals, such as in Epic dungeons or Stealer of Souls, Tenderizer is a good choice), Rahl's Might or another Improved Destruction weapon. A decent Vorpal weapon (+4 or better ones seldom 'waste' a 20 by failing to confirm the crit).
And, of course, the good old Mysterious Bauble and Epic Spell Storing Ring. Good luck with those. And let's not forget the Epic Spectral Gloves (or maybe the Epic Vulkoorim Fighting Leathers) for the +4 To-Hit.
A Shroud spellpoint item (Smoke, Air, Radiance Guard and Mineral are all solid choices here)
extremely situational - Madstone Boots - these should never be used except when out of mana, or in a situation where your party/raid agrees that it's OK for you to sacrifice all of your ability to heal in order to push out a little more DPS. Example: Tower of Despair (fighting Horoth), in a four Cleric group, and the other three clerics have lots of SP left with Horoth at 15% hp.
Play notes:
Firstly, remember: You do about 75% of the damage of a pure melee build. As such, it adds more to group DPS if you interrupt your attack sequences in order to throw a heal to someone that needs it to survive. Likewise, it's a better use of your time to heal yourself than to die.
Secondly, remember: Group DPS isn't actually very important in this game, most of the toughest challenges are about endurance. As such, it's important to learn when you should drop out of melee, turn off Quicken Spell to conserve SP, and focus only on healing. This build is still pretty good at healing, if a bit behind max-Wisdom Healbots with two Mental Toughness feats.
Thirdly, learn to use the spell Mass Heal (when you get it). It's horrible without Quicken, but quickened, it's the best value heal spell in the game. For the cost of 2.5 seconds of not attacking, plus 66SP (quickened, empower healing, minus 4SP for empower healing enhancements), my melee cleric can heal the whole party for over 400 points each and can do so once every 7.5 seconds - this saves you an incredible amount of spell points.
Fourth, make sure to let group/raid leaders know of your capabilities when joining. Some leaders will think 'Clr18/Ftr2 - they can't heal anyone but themself', others will think 'Clr18/Ftr2 - they can't do anything but heal'. I'll send a /tell message like the following to a group leader that's after a melee DPS for (say) Tower of Despair: "want a cleric-based melee, 36 Str, Min 2 greataxe, 531hp, no boots but can time dodging Blasphemies, can emergency heal if needed?". That'll get you much better results than just joining random groups.
Melee-Capable Survivalist Cleric
Note: This build was designed by Valiance, who performed the astounding feat of soloing the Vision of Destruction raid with it using only one mana potion. This is an extremely advanced build, but combines incredible survivability with some melee ability and amazing defenses.
Class level split: Clr17/Rog1/Mnk2. Monk levels provide combat feats, AC and evasion. Rogue gives access to the Use Magical Device skill.
Race: ½ling.
Party role: Healing when urgently needed, killing foes slowly with weapons or quickly with spells, or just letting everyone else die and soloing the quest while they watch..
New player friendly? Not at all. Don't try this until you've levelled at least one character to 20 and have 32 point builds.
Signature spell(s): Waves of Exhaustion (from a scroll using UMD), Implosion, Bladebarrier
Build Description
This build looks like an Offensive Caster cleric that's sacrificed Spell Penetration in order to gain Evasion and a stellar AC, plus access to arcane scrolls through Use Magical Device. Like the offensive caster builds, you still have a devastating Bladebarrier, but your Implosion and Destruction will land less often. In exchange for this loss, you can stand toe-to-toe with pretty much any foe in the game, and most of them will hardly hurt you.
Starting Stats (after halfling racial modifiers)
Str: 12
Dex: 16
Con: 10
Int: 10
Wis: 17
Cha: 11
Level up points into: Wisdom
Levelling order:
1 - Rogue
4, 5 - Monk
Others - Cleric
Feats:
1- Two-Weapon Fighting
3- Extend Spell
4- Weapon Finesse (monk bonus feat)
5- Power Attack (monk bonus)
6- Maximize Spell
9- Empower Spell
12- Improved Two-Weapon Fighting
15- Quicken Spell
18- Greate Two-Weapon Fighting
Skill Point Allocation:
Eat a +2 Int tome at level 7 for more skills. Pump anything you want at level 1. At all subsequent levels, boost Concentration, then UMD.
Gear to aspire toward getting at endgame:
Head- Minos (100% fort, 20hp)
Neck- Torc (mana regen)/Super potency6/ GH clickie
Trink- Head of GF (plus 2 skills/saves)/ BRSymbiont* (dr5-, and more), Bauble(Mana)
Cloak- Concordant opp (wiz6 plus 1 int/50 sp 2 cha skills/100 sp 3 cha skills)
Belt- Con6 & Grt False Life
Ring1- Chattering (plus 3 dodge AC)
Glvs- Str 6 (will soon be 2nd concordant opp or Epic DQ gloves)
Boots- Striding 30%, balance 5/ FF boots/ Dustless Boots (striding 20%, hide 11, move silent 15)
Ring2- Tempest TOD ring( plus 8 dex, plus 1 wis)
Bracer-Armor 8
Armor-Icy Raiments w/alchemical armor
Goggs-Min II goggles (Lesser regen or hp10, hp15 con skills2, hp 20 con skills 3)
Wpn1-Min II kama (holy, acid burst, insight 4)
Wpn2-Min II kama (holy, acid burst, wis 2)
Play notes:
Here's the build designer's thread about this build:
http://forums.ddo.com/showthread.php?t=164323
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More builds will be added as required/recommended.
Builds Template
Build Name
Typical class level split:
Optimal races:
Party role:
New player friendly?
Signature spell(s):
Build Description
Describe the build's role in a party here.
Recommended Starting Stats
Str:
Dex:
Con:
Int:
Wis:
Cha:
Level up points into:
Key Feats:
Key Enhancements:
Recommended Skill Point Allocation:
Gear to hunt out while levelling:
Gear to hunt out when closing on level 20:
Gear to aspire toward getting at endgame:
Play notes: