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  1. #1
    The Hatchery sirgog's Avatar
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    Default Cleric Build Catalogue 2010

    This information has been made partly outdated by the release of the Radiant Servant PrE. I'll change things later to reflect this, but at the moment, all builds should take RS if they can afford the Empower Healing feat. It's expensive AP-wise, but it is just that powerful.

    This thread is designed to be a source of information for players considering rolling a Cleric and wanting answers to the most important questions of all - what starting stats should I choose, should I stay pure-classed or multiclass, how should skill points and feats be allocated, and so on. It's designed to be useful both for a player with 8 capped characters contemplating rolling a new type cleric, and also for a new player looking to roll their first toon.

    All of these builds are capable (to varying degrees) of being useful party members in current end-game content. But they bring very, very different capabilities to the party they join. Some can melee end-game raid bosses, others struggle to melee in the Waterworks. Some can heal an entire raid party without assistance - others contribute most when they primarily heal themselves. Some have stellar saves with evasion, others get toasted when area damage spells come their way. Some can solo some of the game's tougher raids, others can't kill very much at all.

    Additional builds will be added as they are suggested. Also, if you think some of these builds are terrible or can be improved, then feel free to say so here.

    Be warned - some of these builds are not particularly newbie-friendly. If a build is newbie-friendly, I'll provide 28 point build advice. If there's only 32 point build info, assume that this build is only for experienced players and may not function well without significant amounts of gear, raid loot, +2 tomes and so on.

    Some general notes about the Cleric class and its strengths and weaknesses will be in post 2. Starting builds follow in post #3. Additional builds will be added in post 4 when people recommend them. I'll post a summary of the build, plus a link to the thread it's been posted in (or to the post if you post it in this thread). Post 5 is reserved for info on key spells.

    To begin with, I will be posting build outlines rather than exact, level by level guides. If enough people want I can download the character creator and turn these outlines into precise builds, but for some reason I've always hated using the generator.
    Last edited by Tolero; 03-10-2011 at 11:07 AM.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  2. #2
    The Hatchery sirgog's Avatar
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    Strengths and Weaknesses of the Cleric Class

    This is a partial summary of the strengths and weaknesses of the Cleric class at high levels.

    At current endgame, Clerics have the following going for them:

    Healing spells:
    Clerics have access to the very best healing spells in the game, and to all of them. The only other class that heals as well as a Cleric is the Favored Soul, and not all FvS's select the same wide range of healing spells Clerics do. As a result, clerics tend to have the best healing per second of any class, but less staying power as healers than Favored Souls.

    Defensive Buffs:
    Clerics have access to the game's best suite of defensive buff spells. Death Ward, Freedom of Movement, Resist Energy, Mass Protection from Elements, and more. Only Favored Souls can come close to these defensive buffs, and they usually have a smaller selection.

    Damaging spells:
    Clerics have access to (arguably) the best persistant damage-over-time spell in the game, Bladebarrier. They also have several other solid single-target damage spells, including Searing Light, Harm, and a few others. Other than Bladebarrier, they cannot hold a candle to a Sorcerer or Wizard in damaging spells, but Bladebarrier is good enough to make up for this on its own.

    Incapacitating/Crowd Control spells:
    Clerics have a fair selection here, with Implosion, Cometfall, Greater Command, Destruction, Symbol: Persuasion and Symbol: Stunning being the top choices at high level, and Soundburst and Command being very worthwhile early.

    Raising the Dead:
    Clerics and Favored Souls are the only classes in the game that can raise the dead without needing to worry about interruption (Quicken Spell and Raise spells). Clerics can generally raise more quickly than any other class, due to usually having all three raise spells memorized at high level (making cooldowns less of an issue).

    Moderate Melee Ability:
    Clerics can melee reasonably well, with three particularly potent self-buffs available (Divine Favor and Divine Power to all builds, Divine Might to some).

    Situational, but powerful capstone:
    The Divine Intervention capstone, whilst limited by its 5 minute cooldown, is incredibly useful in two of the game's toughest raids (Accursed Ascension and Tower of Despair).


    And these are some of the weaknesses:

    Lack of significant defenses:
    Clercs do not get Evasion, and usually cannot get an Armor Class that provides any meaningful defense past level 12 or so. They get acceptable, but not stellar saves. As such, most (but not all) clerics take a lot of damage when they have aggro.

    Limited spellpoints:
    Clerics have less SP than Favored Souls, causing them to sometimes heavily rely upon expensive consumable items such as Cure wands, Raise Dead and Heal scrolls, or in raids mana potions.

    Lack of skills:
    Clerics have a pretty poor selection of class skills, and very limited points to spend upon them.

    Trouble with immunities:
    Clerics find that many of the toughest foes in the game are immune to their most potent spells. In particular most Clerics struggle to dispatch foes with immunity to death effects and over 5000 hit points, unless those foes move a lot (and can thus be kited through Bladebarriers for a long time).

    #1 blame target:
    Groups, particularly PUG groups, often blame the healer if something goes wrong in a quest and there is a death or wipe. Sometimes it is the cleric's fault, but often it is something else - an 80 hit point Rog11 with no fortification getting aggro then being one-shot by a critical hit, or a 340 hp Rgr20 getting one-shot when they roll a 1 on Elite Arraetrikos' Delayed Blast Fireball are not the Cleric's fault.
    A poorly played melee will seldom be blamed for a failed quest attempt, but a capably player cleric may well be.
    Last edited by sirgog; 01-05-2010 at 02:40 AM.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  3. #3
    The Hatchery sirgog's Avatar
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    (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



    __________________________________________________ __________________________________________________ _
    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:
    Last edited by sirgog; 01-22-2010 at 01:38 AM.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  4. #4
    The Hatchery sirgog's Avatar
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    (Reserved for future builds, in case post 3 doesn't fit them all)
    Last edited by sirgog; 01-05-2010 at 05:51 AM.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  5. #5
    The Hatchery sirgog's Avatar
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    (Reserved for posts on spell selection tips)
    Last edited by sirgog; 01-05-2010 at 05:52 AM.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  6. #6
    The Mad Multiclasser Failedlegend's Avatar
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    really looking forward to this ...also thanks for the help on my cleric/monk tank
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

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    As a new player, something I wish were mentioned more often were the recommended order of feats to take, and what feats are useful to take at low levels and then swap. I've spent the last few weeks leveling an OCC to level 12, and I now know that there is little reason to take Maximize or Quicken until you have access to blade barrier (I took Maximize at lvl 6, and have used it maybe once in 6 levels). You just don't have enough spell points to justify using Maximize in the lower levels. And while not once did I ever think "wow, I wish I had quicken" prior to level 11, as soon as I hit 11th and got blade barrier I thought "wow, I wish I had quicken" Blade barrier takes a LONG time to cast.

    Same logic applies to Empower; while many people suggest taking Empower over Empower Healing, what they really mean is do that at high levels. Casting an Empowered Searing Light at level 4 was real fun for maybe three shots, then I realized I was out of spell points. Far more efficient to just melee everything and self heal through the damage you take. While you are still under level 11-12 the only things worth empowering are healing spells, and so Empower Healing (and the associated Enhancements) are far more useful.

    On the other hand, while Extend is very helpful in the low levels (for any spell of 2nd level and higher, using Extend is cheaper SP-wise than casting the spell twice), now that my base buff durations are higher I'd be willing to trade it for something else.

    My 2 cents.

  8. #8
    Community Member samho's Avatar
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    Quote Originally Posted by Stalwyrt View Post
    As a new player, something I wish were mentioned more often were the recommended order of feats to take, and what feats are useful to take at low levels and then swap. I've spent the last few weeks leveling an OCC to level 12, and I now know that there is little reason to take Maximize or Quicken until you have access to blade barrier (I took Maximize at lvl 6, and have used it maybe once in 6 levels). You just don't have enough spell points to justify using Maximize in the lower levels. And while not once did I ever think "wow, I wish I had quicken" prior to level 11, as soon as I hit 11th and got blade barrier I thought "wow, I wish I had quicken" Blade barrier takes a LONG time to cast.

    Same logic applies to Empower; while many people suggest taking Empower over Empower Healing, what they really mean is do that at high levels. Casting an Empowered Searing Light at level 4 was real fun for maybe three shots, then I realized I was out of spell points. Far more efficient to just melee everything and self heal through the damage you take. While you are still under level 11-12 the only things worth empowering are healing spells, and so Empower Healing (and the associated Enhancements) are far more useful.

    On the other hand, while Extend is very helpful in the low levels (for any spell of 2nd level and higher, using Extend is cheaper SP-wise than casting the spell twice), now that my base buff durations are higher I'd be willing to trade it for something else.

    My 2 cents.
    1) My personal choice when roll a new divine caster would be:
    • have extended before cleric lv 4 (becuase it start make sense after you can cast lv 2 spell)
    • have extended + maximize + quicken before cleric lv 11 (so once you access to your blade barrier, you can make best use of it), empower was secondary opinion but a nice add on.
    • don't bother use damage / healing amp metamagic feat when you are low level. Empower Healing was not worth turn it on until you can cast Cure Serious Wound. (break even when you casting a cure/heal cost 20 or higher sp, but actually it's better to cast it after you can cast MCLW and such.) Same goes Maximize and Empower (start using them at higher level but you can always grab it early on and save you some dragonshard / gold for respec). The very rare exception might be when you want to burst vampire or some undead down.


    2) Extended also works for short term buff like Divine Favor, Divine Power, Recitation, Prayer, Holy Aura. In some raid or long quest you may also take a long long while before you can reach next shrine. And it affect blade barrier, symbol of X as well
    [ Fernia / Ghallanda ]
    -- Role of the Combat Cleric : We fight for our party's survival --

  9. #9
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    New player here just wondering for the Melee-Focused Cleric when would I take my 2 Levels of fighter? Thanks in advance

  10. #10
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Kalgara View Post
    New player here just wondering for the Melee-Focused Cleric when would I take my 2 Levels of fighter? Thanks in advance
    As a first timer, I'd consider taking the first Fighter level early (perhaps at level 2 or 4), but save the second one until after you have 9th level spells (so take it at 19th or 20th). This gives you early access to martial weapon proficiency, but makes sure that you have Quickened Mass Heal at level 18 so you have it when you start to tackle Amrath content and elite Vale of Twilight.

    Were you highly familiar with the game already, I'd hold off until level 11 and 20 (this gives you the most flexibility in future should you wish to respec your feat choices; in particular it lets you use the first Fighter feat on an Improved Critical feat, possibly in addition to the second feat). This is because the game tracks you level when you select a feat, and as such you must have been able to meet feat prerequisites at the level you first took a feat should you respec.

    All that said, it doesn't matter much. Be warned: Playing this build at level 11 will be tough (as you have to wait a full level longer than other non-melee clerics to get your best spell level).
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  11. #11
    Community Member TheDjinnFor's Avatar
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    Hi, I see I'm currently playing a slight variation of the 28-point OCC. I was wondering if I could have some advice on a few things. This is my projected end-result:

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Stuff
    Level 20 Neutral Good Human Male
    (20 Cleric) 
    Hit Points: 262
    Spell Points: 1727 
    BAB: 15\15\20\25\25
    Fortitude: 14
    Reflex: 6
    Will: 20
    
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity            10                    10
    Constitution         14                    14
    Intelligence         10                    10
    Wisdom               18                    27
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                    11
    Bluff                -1                    -1
    Concentration         6                    27
    Diplomacy            -1                    -1
    Disable Device        n/a                   n/a
    Haggle               -1                    -1
    Heal                  4                     8
    Hide                  0                     0
    Intimidate           -1                    -1
    Jump                  2                    11
    Listen                4                     8
    Move Silently         0                     0
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spot                  4                     8
    Swim                  0                     0
    Tumble                n/a                   1
    Use Magic Device     n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Human Bonus) Mental Toughness
    Feat: (Selected) Toughness
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Spell Penetration
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    
    
    Level 9 (Cleric)
    Feat: (Selected) Improved Mental Toughness
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Feat: (Selected) Empower Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Heighten Spell
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Cleric Concentration I
    Enhancement: Cleric Concentration II
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Prayer of Smiting II
    Enhancement: Cleric Prayer of Smiting III
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Prayer of Incredible Smiting I
    Enhancement: Cleric Prayer of Incredible Smiting II
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Smiting III
    Enhancement: Cleric Smiting IV
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Improved Spell Penetration II
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Wisdom III
    Right now I'm looking for a bit of advice:

    -Is Imped MT a justifiable feat selection, or is there better (Extend?)?
    -Should I take Extend for BBs and long quests? I'm planning on taking it out w/ fred (I currently have it).
    -I took heighten for BB/OCC DC increases; worth it?
    -Besides a Tome (+2 for me), +6 Item and +3 Exceptional, what is out there to boost my Wis?
    -If I'm trying for actual OCC, should I toss in norm/grtr Evocation focus (implosion, blade barrier, soundburst, lvl 4 cc spells)? I think I can accept the loss of any of the following: toughness, norm/imped mental toughness, and greater spell penetration (if I take the extra enhancement). I worried about nerfing the survivability or potency of the caster though, but to be honest, I think +5% to DC is better than +10% to spell penetration, since not everything has SR (although only for evocation, of course, but that's all I'll be doing high level).

    I'm looking for the highest DCs I can for CC (heighten, cursing, and energy drain works decently well, amirite?), and right now with good gear I can expect to hit (19 base, +14 Wis, +2 Grtr Focus Item, +2 Grtr Focus (maybe)) 37 DC. Know any DC/damage increasing loot that I can use?

    Also, what should I spend the extra 10 APs on?

    -Capstone (2 AP)
    -Human Improved Recovery I, II (2, 6 AP)
    -Cleric Concentration III, IV (3, 7 AP)
    -Cleric Improved Spell Penetration III (6 AP)
    -Cleric Energy of the Zealot IV (4 AP)
    -Cleric Prayer of Incredible Life III (3 AP)
    -Cleric Wand and Scroll Mastery I, II, III, IV (1, 3, 6, 10 AP)

    I heard some negativity about Wand/Scroll Mastery ("healbot only", or something), the capstone looks weak, and I can't agree with the AP costs for Imped SP III, Incredible Prayers III, Energy of Zealot IV, Healing Amps, and Concentration III/IV.

    EDIT: Also actually read prayer of incredible smiting, and even incredible smiting/smiting itself, and it only affects light and alignment-based spells (and BB/Implosion/etc. aren't light/alignment-based, and besides, anything light/alignment based is CC stuff that won't be used at 20 for damage, like the lvl 4 spells), so I'm considering trashing the whole line, or at least taking it then respecing. That would free up so much AP...

    Also, much appreciated build advice.
    Last edited by TheDjinnFor; 01-11-2010 at 12:17 AM.

  12. #12
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by TheDjinnFor View Post
    Hi, I see I'm currently playing a slight variation of the 28-point OCC. I was wondering if I could have some advice on a few things. This is my projected end-result:

    .....
    Also, what should I spend the extra 10 APs on?

    -Capstone (2 AP)
    -Human Improved Recovery I, II (2, 6 AP)
    -Cleric Concentration III, IV (3, 7 AP)
    -Cleric Improved Spell Penetration III (6 AP)
    -Cleric Energy of the Zealot IV (4 AP)
    -Cleric Prayer of Incredible Life III (3 AP)
    -Cleric Prayer of Incredible Smiting III (3 AP)
    -Cleric Wand and Scroll Mastery I, II, III, IV (1, 3, 6, 10 AP)

    I heard some negativity about Wand/Scroll Mastery ("healbot only", or something), the capstone looks weak, and I can't agree with the AP costs for Imped SP III, Incredible Prayers III, Energy of Zealot IV, Healing Amps, and Concentration III/IV.

    Also, much appreciated build advice.
    The wand/scroll mastery enhancements are very powerful, and ironically help a non-healbot more than a healbot (healbots don't need scrolls as much as they have more SP and focus more of their SP on healing). The capstone is also very useful - if it prevents one death per two rests, it saves you about 120 SP each time, an average of 60SP per rest (estimating 120SP to be the cost of raising and rebuffing), plus some raids (particularly Tower of Despair, all three parts) are designed to savagely punish raid groups that suffer deaths - the capstone can really save your *** there.

    I'm less impressed with the healing crit intensity (Prayer of Incredible Life) line. Gigantic crit heals are fun, but (except in the case of a warforged barbarian) there just isn't any difference between a 800 point empowered crit heal (using a healing/arcane lore item and no crit intensity enhancements) and an 1100 point one. Even when using (max-empped) Mass Cure spells, where there is a difference between a 400 and a 550 point crit, your spell won't crit all targets, and so you'll need to cast another Mass Cure at about the same time as you would have with the smaller crit. So if you are short on enhancement points, drop the ones you have in that line. (Similar arguments can be made about healing crit chance enhancements, however I'm more partial to those as there's quite a difference between a 400 point heal and an 800 point crit heal).
    I don't have a zerging problem.

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    Community Member dkrypt's Avatar
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    Thumbs up

    Just a note to say I'm following this thread. I want to encourage it

    /me waters Mr. Thread
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    Damienkrypt CL20, Ghallanda

  14. #14
    Community Member Draccus's Avatar
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    I think you made a small copy-paste error in the melee-focused cleric.

    Under the ability score listing, you say to put your level ups into strength and then say that it's balanced str/wis but with wisdom being dominant.

    I think that's a copy from your melee-capable cleric where you put the level-ups into wisdom. I assume it should read "with strength being dominant."

    Basic, universal rogue build advice
    "Not in the face! Not in the faaaaaace!"

  15. #15
    Community Member Mindspat's Avatar
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    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
    Usage: Active
    Cost: 3 action points
    Spent: 37 action points
    Requires All of: Cleric Divine Healing II
    Available to Cleric class level 11
    Activate this ability to give another character 3d3 healing every 2 seconds for 30 seconds. Consumes a use of your turn undead ability.

    Divine Cleansing III
    Usage: Active
    Cost: 3 action points
    Spent: 33 action points
    Requires All of: Cleric Divine Cleansing II
    Available to Cleric class level 10
    Activate this ability to grant another character a +8 morale bonus to Fortitude saves for a short time (60 seconds) and remove any poison, disease, curse, blindness, paralysis, or petrification effects. Consumes a use of your turn undead ability.

    The Healbot can easily obtain 18 Turn Undead charges which amounts to a lot of healing and additional clensing abilities. DH is also enhanced if the reciepent has Healing Amplification. DH can be used while sneaking and through walls.

    Diplomacy should be a secondary skill choice after Concentraion to mitigate agression. I would also suggest Shield Mastery instead of Quicken upon picking up the Lorik's Shield. It can increase the DR to a reasonable level while shield blocking which allows diplomacy to dump agression and the timing to get heals off without concern. This has saved my ass too much to not suggest it.

    Additional items that are highly beneficial are:
    Gauntlet's of Eternity (reaver raid in the gianthold)
    Fullplate of the Defender (vision of destruction)
    Lorrik's Champion (hound of xoriat)
    Lorrik's Necklace (hound of xoriat)
    Last edited by Mindspat; 01-19-2010 at 06:10 PM.
    "Nuke 'm or Die!"

  16. #16
    The Hatchery sirgog's Avatar
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    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
    Usage: Active
    Cost: 3 action points
    Spent: 37 action points
    Requires All of: Cleric Divine Healing II
    Available to Cleric class level 11
    Activate this ability to give another character 3d3 healing every 2 seconds for 30 seconds. Consumes a use of your turn undead ability.

    Divine Cleansing III
    Usage: Active
    Cost: 3 action points
    Spent: 33 action points
    Requires All of: Cleric Divine Cleansing II
    Available to Cleric class level 10
    Activate this ability to grant another character a +8 morale bonus to Fortitude saves for a short time (60 seconds) and remove any poison, disease, curse, blindness, paralysis, or petrification effects. Consumes a use of your turn undead ability.

    The Healbot can easily obtain 18 Turn Undead charges which amounts to a lot of healing and additional clensing abilities. DH is also enhanced if the reciepent has Healing Amplification. DH can be used while sneaking and through walls.

    Diplomacy should be a secondary skill choice after Concentraion to mitigate agression. I would also suggest Shield Mastery instead of Quicken upon picking up the Lorik's Shield. It can increase the DR to a reasonable level while shield blocking which allows diplomacy to dump agression and the timing to get heals off without concern. This has saved my ass too much to not suggest it.

    Additional items that are highly beneficial are:
    Gauntlet's of Eternity (reaver raid in the gianthold)
    Fullplate of the Defender (vision of destruction)
    Lorrik's Champion (hound of xoriat)
    Lorrik's Necklace (hound of xoriat)
    Divine Healing heals for (on average) only 90, less than a Heal scroll, and doesn't provide healing when it's most needed, which is in combat situations where HP fall below ~30%. (It is, however, exceptionally good at low levels on all cleric builds, particularly when you cannot afford Heal scrolls, or cannot yet use them). DV, on the other hand, provides an ability that no item except very expensive mana potions can provide - even my melee-focused cleric carries 4 DVs and has found them very useful - to give a caster enough gas for a D-Door, or one critical CC spell, or to rebuff someone that's been raised.

    As for not having Quicken - a cleric that cannot cast Quickened Mass Heal should not step into Epic dungeons unless they are willing to spend 5+ mana potions, and if they insist on not using the most efficient tool available to them, they shouldn't be asking for tips either. I cannot in good conscience ever support any advice that leads to a character with 17+ Cleric levels and no Quicken. Diplomacy, however, certainly does have merit if you can get it high enough to land it in endgame content.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  17. #17
    Community Member
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    Pure-classed Offensive Caster Cleric

    I'm new to the game and that sounds like a good class to play to be able to handle a little bit of solo stuff while also helping out a few friends I have playing. A pally and rogue.

    Does anyone have a solid Character Planner save/info for that build. I'd like to see one of those so I can get an idea of what exactly I'm taking, when I take it, and learn from that. 28 point build of course. Human.

  18. #18
    Community Member Mindspat's Avatar
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    Quote Originally Posted by sirgog View Post
    Divine Healing heals for (on average) only 90, less than a Heal scroll, and doesn't provide healing when it's most needed, which is in combat situations where HP fall below ~30%. (It is, however, exceptionally good at low levels on all cleric builds, particularly when you cannot afford Heal scrolls, or cannot yet use them). DV, on the other hand, provides an ability that no item except very expensive mana potions can provide - even my melee-focused cleric carries 4 DVs and has found them very useful - to give a caster enough gas for a D-Door, or one critical CC spell, or to rebuff someone that's been raised.
    DH is not something a player should depend upon for healing during boss fights. It works extremely well in every other situation.

    http://i153.photobucket.com/albums/s...iousBauble.jpg

    That item averages about 375-440 spell points when used.
    Last edited by Mindspat; 01-30-2010 at 05:12 PM.
    "Nuke 'm or Die!"

  19. #19
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Mindspat View Post
    DH is not something a player should depend upon for healing during boss fights. It works extremely well in every other situation.
    Heal scrolls do everything that DH does and more.

    If you are low enough level that Heal scrolls aren't accessible (they cost too much plat, or you cannot use them yet) then DH has merit. But when a 120-170pp scroll can cover it - DV is just a far better use of scarce resources (turns).

    Quote Originally Posted by Mindspat View Post
    http://i153.photobucket.com/albums/s...iousBauble.jpg

    That item averages about 375-440 spell points when used.
    True it does, but only for you - DVs give the SP to someone else which only unbound mana potions will do in-game.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  20. #20
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    Default healbot help

    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

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