Page 5 of 6 FirstFirst 123456 LastLast
Results 81 to 100 of 108
  1. #81
    Community Member
    Join Date
    Jul 2009
    Posts
    16

    Default

    Quote Originally Posted by aGorilla View Post
    I'm looking for links to Radiant Servant builds (the more, the merrier).
    Preferences: 32p or drow, melee capable, as few tomes as possible.
    How about Human 28 point build?
    I hope this is correct, and it gets a cleric6/fighter1 Radiant Servant skill by level 7.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 7 Neutral Good Human Male
    (1 Fighter \ 6 Cleric) 
    Hit Points: 121
    Spell Points: 340 
    BAB: 5\5\10
    Fortitude: 9
    Reflex: 2
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 7)
    Strength             16                    17
    Dexterity            10                    10
    Constitution         14                    14
    Intelligence          8                     8
    Wisdom               16                    18
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 7)
    Balance               1                     3.5
    Bluff                -1                    -1
    Concentration         6                    11
    Diplomacy            -1                    -1
    Disable Device       n/a                   n/a
    Haggle               -1                    -1
    Heal                  3                     6
    Hide                  0                     0
    Intimidate           -1                    -1
    Jump                  3                     5
    Listen                3                     4
    Move Silently         0                     0
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  3                     4
    Swim                  3                     3
    Tumble                1                     1
    Use Magic Device     n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Extend Spell
    Feat: (Human Bonus) Toughness
    Enhancement: Human Versatility I
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Two Handed Fighting
    Enhancement: Fighter Haste Boost I
    Enhancement: Human Improved Recovery I
    Enhancement: Fighter Toughness I
    
    
    Level 3 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Racial Toughness I
    Enhancement: Cleric Heal I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Divine Vitality I
    
    
    Level 4 (Cleric)
    Enhancement: Human Versatility II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 5 (Cleric)
    Enhancement: Human Adaptability Strength I
    Enhancement: Cleric Heal II
    
    
    Level 6 (Cleric)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Improved Turning I
    
    
    Level 7 (Cleric)
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Radiant Servant I (not available in the planner, but 4 AP's are available

  2. #82
    Community Member aGorilla's Avatar
    Join Date
    Mar 2010
    Posts
    12

    Default

    Thanks much, I'll probably give this a shot over the weekend.

    Any thoughts on where to put the extra 4 points? I'm guessing Wis/Str or Wis/Con.
    Quote Originally Posted by Hendrik View Post
    *Everytime someone mentions how easy something will be to do, a DEV feeds a kitten to the Cube. Sorry lil kitten!

  3. #83
    Community Member
    Join Date
    Jul 2009
    Posts
    16

    Default

    Quote Originally Posted by aGorilla View Post
    Thanks much, I'll probably give this a shot over the weekend.

    Any thoughts on where to put the extra 4 points? I'm guessing Wis/Str or Wis/Con.
    This was based upon Tihocan's build. I hope its not messed up, as I'm a noob at this.....

    Quote Originally Posted by tihocan View Post
    Warpriest of Siberys (L19 Cleric/L1 Fighter)

    Concept: Cleric who is able to contribute to melee damage, while remaining a decent healer and offensive spellcaster
    Original path's flaws: Going sword and board (which is not a long term viable way to contribute in melee), giving up too much offensive spellcasting (some level-up points in Str, no Maximize), and no Toughness
    Main fixes: Going two-handed fighting for higher damage output (splashing Fighter for proficiencies and an extra feat), with more HPs and better offensive spellcasting abilities

    Multi-class progression <- click for more info:
    Create your character as a Cleric, then take your second level as Fighter, then levels 3 to 20 as Cleric
    Alignment: Chaotic Neutral, Chaotic Good, Neutral, Neutral Good, Lawful Neutral, Lawful Good

    Stats and Race (28/32 pt):
    ........Drow.....Dwarf......Elf.....Halfling...Human...Warforged.
    .Str.....16........16........16........14........16........16....
    .Dex.....10........8.........10........10........10........8.....
    .Con.....13......16/18.....12/14.....14/16.....14/16.....16/18...
    .Int.....10........10........10........10........8.........10....
    .Wis.....16........16........16........16........16........14....
    .Cha.....10........6.........8.........8.........8.........6.....

    Ability increase every 4 levels: All in Wis.

  4. #84
    Community Member ThePrincipal's Avatar
    Join Date
    May 2010
    Posts
    720

    Default

    I'm moving to a new server (broke 28 pt build) and going with a pure Cleric to open it up (easy to PUG/grind). I'm going human with a melee-capable build stats wise:
    Str 12
    dex 8
    con 14
    int 10
    wis 16 (all lvl ups)
    cha 14

    The reason I didnt dump cha is because i'm putting my 3 skill points into concentration, diplomacy, and haggle and for the extra turns (aura/DVs). I'll likely use augment summoning and an extoic weapon prof in the build.

  5. #85
    Community Member Nezichiend's Avatar
    Join Date
    Dec 2006
    Posts
    382

    Default

    Quote Originally Posted by ThePrincipal View Post
    I'm moving to a new server (broke 28 pt build) and going with a pure Cleric to open it up (easy to PUG/grind). I'm going human with a melee-capable build stats wise:
    Str 12
    dex 8
    con 14
    int 10
    wis 16 (all lvl ups)
    cha 14

    The reason I didnt dump cha is because i'm putting my 3 skill points into concentration, diplomacy, and haggle and for the extra turns (aura/DVs). I'll likely use augment summoning and an extoic weapon prof in the build.
    I would dump int, you don't need diplo. Diplo is only useful if you are going to pull agro, and this build with 12 str, is not going it. Put those 2 points into str.

  6. #86
    Community Member
    Join Date
    May 2010
    Posts
    16

    Default

    Quote Originally Posted by sirgog View Post
    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.
    Ok I have a question about this. This is my first toon.

    Currently:

    Lvl 16 about to be 17, Pure Cleric
    starting current
    Str: 14 14
    Dex: 12 13
    Con: 14 14
    Int: 8 8
    Wis: 16 21
    Chr: 14 15

    Feats:
    combat casting
    empower healing
    extend
    mental toughness
    improved mental toughness
    mobile spellcasting
    augmented summoning
    toughness (planned at 18) (retrospec would take sooner but im here now)

    I have radiant servant enhancement

    main question i have is with quicken spell, i rarely get interrupted even when casting something like BB. i can run around pretty well with mobile spellcasting, my thoughts right now are that maybe in higher levels AoE is going to be more common place and i cant avoid something like that with mobile spellcasting, does casting heal, or mass heal spells become an issue with interrupts that quicken is necessary?
    I havent found it to be necessary yet, only had like one instance where it was a problem, in necro 4 explorable got whacked while trying to heal myself, interrupted and then got killed, but was with only a fighter henchie and a sorcerer, however i can see how in harder difficulties this becoming an issue and just want a little insight from those that are into the endgame content and epic content as to what I can expect and how necessary quicken becomes

    I would like some suggestions to my feats
    I am thinking of possibly changing out mobile spellcasting for quicken and would have:
    combat casting? (switch with something else? took it for mobile spellcasting, not necessary anymore)
    empower healing
    extend
    mental toughness
    improved mental toughness
    quicken
    augmented summoning (works great now, but are mobs going to be so tough later that even this wont make them strong enough?)
    toughness

    another question with scroll mastery. I have yet to ever use heal scrolls. I have just over 1700 SP right now and rarely ever need more in elite dungeons, i use an occasional potion to get some back but like i said rarely
    is there going to be a turn where i need scrolls alot? I run with a constant group (fighter, paladin, ranger or sorcerer and rogue) not as concerned with this since enhancements are easy to change

    any advice/comments/suggestions are welcome

    thanks in advance i really appreciate it
    Last edited by Tarkenius; 07-13-2010 at 11:11 AM.

  7. #87
    Community Member
    Join Date
    Jul 2009
    Posts
    44

    Default

    Quote Originally Posted by Tarkenius View Post
    Ok I have a question about this. This is my first toon.

    does casting heal, or mass heal spells become an issue with interrupts that quicken is necessary?

    I would like some suggestions to my feats

    I am thinking of possibly changing out mobile spellcasting for quicken and would have:
    combat casting? (switch with something else? took it for mobile spellcasting, not necessary anymore)
    empower healing
    extend
    mental toughness
    improved mental toughness
    quicken
    augmented summoning (works great now, but are mobs going to be so tough later that even this wont make them strong enough?)
    toughness

    another question with scroll mastery. I have yet to ever use heal scrolls.

    thanks in advance i really appreciate it

    I built my first character as a Cleric, 28pt build. I didnt really know what I was doing. IF you dont plan on doing Epic content then Quicken is NOT needed. It helps in some of the more difficult raids on Elite, but with any skill at all a gimped out 28pt build can do just fine, even in ToD.

    The problem without Quicken is not getting an interupt, its getting the very slow "heal mass" spell to land on your party before they die.

    Personally I think Combat casting is a waste of a feat. Others may disagree. Put skill points into concentration as you level and you should be fine. If you didnt take the skill points and you get interupted often I guess you could take the enhancements, but those points really can be used elsewhere. Id say get to 20 then greater reincarnate.

    Honestly Im not sure a pure cleric can even take the feat Augment Summoning. If Clerics can I dont think it would be all that useful. The lvl 20 Hezru is powerfull enough for soloing and such but generally I dont use sp on a pet.

    1. Toughness and Mental Toughness at lvl 1 (if Human)
    3. Extend
    6. Improved Mental Toughness or Maximize
    9. Empower Healing
    12. Quicken

    Those are the staples for almost all pure Clerics that plan on doing Epic content and Elite raids.

    Maximize
    Eschew Materials
    Extra Turning
    Another Toughness
    Empower Spell
    Spell Penetration
    Heighten

    These are all usefull to a Cleric depending on their play style.

    As for scrolls and wands.....I didnt really use anything but wands until someone told be about scrolls. I never had a real need for them and honestly didnt know they existed until I hit 19 or 20. They are great for extending our small sp pool and I carry 200 heal scrolls, as well as others, with me all the time now. Its expensive but it is cheaper than buying sp pots /shrug



    There's my 2p for ya

    ~E

  8. #88
    Community Member RobertVesco's Avatar
    Join Date
    Sep 2009
    Posts
    193

    Default

    I've been playing the melee capable cleric build and I have a question. I took two-handed fighting. Is this feat worth it or should I swap it out for power attack?

  9. #89
    Community Member
    Join Date
    Oct 2009
    Posts
    8

    Default

    Quote Originally Posted by RobertVesco View Post
    I've been playing the melee capable cleric build and I have a question. I took two-handed fighting. Is this feat worth it or should I swap it out for power attack?
    2H fighting feats are only worth while if you take all of them. Power attack is beter.

  10. #90
    Community Member FlyingTurtle's Avatar
    Join Date
    Jul 2010
    Posts
    1,481

    Default

    I was just looking for a "textbook" offensive caster cleric build and I found this thread with everything in it on the first post. Wonderful, thanks! Could we sticky it?

  11. 08-02-2010, 10:49 AM


  12. #91
    Community Member
    Join Date
    Dec 2009
    Posts
    3

    Default Torn between choices

    Having issues on deciding what to do with my melee-capable 19/1. About to hit 12. Original advice was to take fighter level at 12. I always knew in the back of my mind that a split was of course going to delay my spell levels, but now that the choice is upon me, it suddenly doesn't seem as easy of a choice to make.

    I also play a melee-focused currently 9/1 cleric/fighter. I've respecc'd this character to use RS I (eventually to II), and have as many of the dwarven axe/con enhancements as I can right now. Playing this second character more, has kinda shown me how weak my melee is on the first character. It is melee capable and that has done me well in levelling, much better than a 8 str healbot or occ. But I wonder what end game really is going to be like for me. Things will continue to become increasily harder to hit, and have more HP. I don't see my melee damage actually getting better. Really hope it doesn't get worse.

    I also realize how powerful Radiant Servant is, and of course want this on my first cleric as well, but if I take my split now, I have to wait even longer for it. So I thought maybe I'll take fighter at 13, but of course that then becomes a question of, take fighter, or get new spells. And now that I'm closing in on that decision, again it becomes very difficult to make.

    Also thought about staying pure and taking a weapon feat, but as far as I can tell, that's just going to negate the -4 attack penalty of just one of the various weapons I use. And it'll take up a feat slot I had planned for something else. Staying pure and not even bothering with a weapon feat seems better than doing this.

    I'm human, not a dwarf, so the only extra melee damage I can see myself getting would be from fighter enhancements. But is it going to be all that much with only one level of fighter? I can get critical accuracy and some of the boosts ? and fighter toughness?

    I would absolutely love to be proficient with more weapons, but is that extra 4 to hit really a big deal to me? If I'm doing something hard enough that the -4 is making a difference, then chances are likely I'm not solo'ing. I'm probably in a full 6 man group as the only healer. Sure I'd still love to wade in and melee while healing, that is the whole point of this build. But is it worth the cost of sacrificing current level spells. When I'm 13, will people skip over me when they're doing at level or above content, because they know I'm missing some spells that could help out? This part becomes void after level 17 I guess, well 18 if I take the split. But both are a long ways off, and I rely on grouping to be able to level.

    My quandry might also be based on ignorance. The only decent crowd control spell I really have is greater command, and it seems like way too many things are immune to it, or just resist it. If I back down on some cleric heal and sp enhancements, and go with some spell pen enhancements, then that just lowers my sp and healing capabilities, and possibly doesn't give me enough of either of those when I am in a situation where stuff is immune to my crowd control. If my crowd control does work, then having less heal and sp enhancements shouldn't matter as nobody should be taking damage. (greater command seemed about useless to me in tempest spine due to immunes and resists, and of course any undead that I encounter are immune.)

    I guess to summarize, I just don't see the light at the end of the tunnel. I don't see what direction I'm supposed to be going in. Healbot has more sp. Occ has better spell pen and sp. Melee-focused has much better melee.

    Sorry if this post is way too much to read, I just wanted to cover every angle of my thoughts on this. I also recognize this may just be a personal issue, and no ones advice may really help me. I do love the build, am so happy I have melee damage after trying a healbot first. Appreciate that this thread got me as far as it has.

  13. #92
    Community Member Zendura's Avatar
    Join Date
    Sep 2009
    Posts
    75

    Default

    Quote Originally Posted by sirgog View Post
    (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:
    this dont make sense for melee ouyou could at least add devine might one or two for cleric

  14. #93
    Community Member Zendura's Avatar
    Join Date
    Sep 2009
    Posts
    75

    Default

    Quote Originally Posted by Wickednisse View Post
    Using your post as a guide I decided to play with the Character Generator and came up with this, I want to try healing and instead of jumping right into a Favored Soul I would try a cleric first, to get a feel for what spells are useful and most needed. Just for giggles I continued all the way up to level 20 just in case I find that I really like this role.


    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Anathemae D'Arabani
    Level 20 True Neutral Human Female
    (20 Cleric) 
    Hit Points: 262
    Spell Points: 1757 
    BAB: 15\15\20\25\25
    Fortitude: 14
    Reflex: 5
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity             8                     8
    Constitution         14                    14
    Intelligence         10                    10
    Wisdom               18                    26
    Charisma             14                    14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0.5                  10
    Bluff                 2                     2
    Concentration         6                    25
    Diplomacy             2                     2
    Disable Device        n/a                   n/a
    Haggle                2                     2
    Heal                  4                     8
    Hide                 -1                    -1
    Intimidate            2                     2
    Jump                  1.5                  11
    Listen                4                     8
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spot                  4                     8
    Swim                  0                     0
    Tumble                0                     0
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Feat: (Human Bonus) Toughness
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Divine Vitality I
    
    
    Level 2 (Cleric)
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 3 (Cleric)
    Feat: (Selected) Mental Toughness
    
    
    Level 4 (Cleric)
    Enhancement: Human Improved Recovery I
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Racial Toughness I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Life Magic II
    
    
    Level 5 (Cleric)
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Divine Vitality II
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 6 (Cleric)
    Feat: (Selected) Improved Mental Toughness
    Enhancement: Racial Toughness II
    
    
    Level 7 (Cleric)
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Wisdom II
    
    
    Level 8 (Cleric)
    Enhancement: Cleric Life Magic III
    
    
    Level 9 (Cleric)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Energy of the Zealot III
    
    
    Level 10 (Cleric)
    Enhancement: Cleric Wand and Scroll Mastery III
    
    
    Level 11 (Cleric)
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Life Magic IV
    
    
    Level 12 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 13 (Cleric)
    Enhancement: Cleric Energy of the Zealot IV
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Empower Spell
    
    
    Level 16 (Cleric)
    Enhancement: Cleric Wisdom III
    Enhancement: Cleric Divine Vitality III
    Enhancement: Cleric Wand and Scroll Mastery IV
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Improved Empower Healing II
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Divine Cleansing I
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Extra Turning III
    Enhancement: Cleric Extra Turning IV
    you need at least 300 or so hp . devine might too true nutral is good .
    looks like a healer still

  15. #94
    Community Member Zendura's Avatar
    Join Date
    Sep 2009
    Posts
    75

    Default

    Quote Originally Posted by Zendura View Post
    you need at least 300 or so hp . devine might too true nutral is good .
    looks like a healer still
    Quote Originally Posted by sirgog View Post
    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.
    this is my idea of a cleric using half elf
    i forget what i did but i gave it enough base for power attack feat in str .
    i upped the dex to like 14 this is a 32 build . i gave it con 14 i think
    wisdom like 17 with plus 2 tome and along the way you get to add more stat .
    but most of all i gave it 14 base cha for devine might plus 2 tome give 16 for devine might 2

  16. #95
    Community Member Zendura's Avatar
    Join Date
    Sep 2009
    Posts
    75

    Default

    Quote Originally Posted by Zendura View Post
    you need at least 300 or so hp . devine might too true nutral is good .
    looks like a healer still
    i have seen most devotion shield with stability to ya true nutral but i use at level 6 plus 5 mithral and plus 5 mithral shield .
    i got devine might 2
    i added toughness with a half elf . i had dragon mark but added two handed weapon feat so far . so can weild a great sword . so far level 10 or so . with like 42 self buffed devine might 2 and like i forget 600 to 700 sp with mental toughness and improved mental tough ness. next is either extend or quicken since with quicken yu do not need all tat concentration if on all the time

  17. #96
    Community Member Zendura's Avatar
    Join Date
    Sep 2009
    Posts
    75

    Default

    Quote Originally Posted by Zendura View Post
    i have seen most devotion shield with stability to ya true nutral but i use at level 6 plus 5 mithral and plus 5 mithral shield .
    i got devine might 2
    i added toughness with a half elf . i had dragon mark but added two handed weapon feat so far . so can weild a great sword . so far level 10 or so . with like 42 self buffed devine might 2 and like i forget 600 to 700 sp with mental toughness and improved mental tough ness. next is either extend or quicken since with quicken yu do not need all tat concentration if on all the time
    at lower level si did undying call so i can at least raise one form the dead now i switch to unyielding .
    i add to umd when ever i can instead of concentration . i add skill to ump etc . at least one .

  18. #97
    Community Member Zendura's Avatar
    Join Date
    Sep 2009
    Posts
    75

    Default

    Quote Originally Posted by Zendura View Post
    at lower level si did undying call so i can at least raise one form the dead now i switch to unyielding .
    i add to umd when ever i can instead of concentration . i add skill to ump etc . at least one .
    42 with shield on is kinda nice at level 6 to 11 or so . and on ward.
    when weild two handed great sword i hit a clicky for shield spell . for shield protection . as i see it this offer for a melle cleric is lacking in devine might which is nice for a cleric . the power attack kinda is ok but not so good as it takes the attack bonus from you . and cleric has not much . but as long as your devine favor your bonus is that of a fighter your level . plus devine might 2 or more . i added con 14 i think with plus 2 tome . i make sure int 10 plus 2 tome at leve l 7 or 8 for 3 skill piont . i add most to umd hoping to be able to use a blur scroll . but in mean time use mist spell for concelment

  19. #98
    Community Member Zendura's Avatar
    Join Date
    Sep 2009
    Posts
    75

    Default

    Quote Originally Posted by LadySky View Post
    Still waiting...................
    I would like a reply :S
    yes dont worry too much about more sp .
    i dont think the cleric will be able to fight though in end game on bosses due to lack of ac as either a dex ac build or ac armor build . it still lacks . add some monk lol
    how ever it hits good so far . with half elfe feat fighter to weild great sword . im sticking with parylizers and vorpals for crowd control only .

  20. #99
    Community Member Zendura's Avatar
    Join Date
    Sep 2009
    Posts
    75

    Default

    Quote Originally Posted by Autolycus View Post
    I'm pretty sure none of the Divine enhancements can be used on one's self. I know Divine Cleansing can't as I tried it when I first started out.
    devine cleasing is junk dont bother with it . you always have the servants now so .
    i would also forget about adding the second servant which acts like devine healing add hps per second just keep the burst

  21. #100
    Community Member
    Join Date
    Jul 2010
    Posts
    71

    Arrow Pure Cleric Build Advice

    Hi everyone,

    I am thinking of building my first custom toon as a pure healbot cleric. Currently I have a cleric that is following the warpriest path. It was my first toon playing DDO. This cleric is at level 17, has 230 HP and 1334 SP, not the most useful of healing toons, although in all fairness it does has a strength of 26 and can fight fairly well. I should also point out that DDO is the first MMO I have ever played, so I have missed a lot of the good items that I should have by level 17 due to not knowing about some of them until quite recently.

    Anyway, I have seen the posts on the progression choices for a healbot, but none seem to have Radiant Servant as part of the enhancement progression. Does anyone know of a good model to follow for making a healbot with Radiant Servant? I have Veteran Status and 32 point builds for the new toon.

    Also if I may, I have a few questions on spell use & weapon selection, particularly for the higher levels. Currently I mainly use the Heal, Cure Light Wounds Mass, and Radiant Servant for healing. These are backed up with the use of a level 6 devotion shield. But I also use the lower level healing spells to keep people topped up. But I am wondering if this is the best way to use a cleric's SP? Does topping people up with small hits of HP make sense after the Heal spell is available, or should I be using Radiant Servant aura for this?

    One problem I have with my current toon is that using the aura without empower healing turned on, and my toon unbuffed, gives out +9 - 12 HP, and with EH turned on around +19 - 21 HP. Not exactly a quick way to heal people at higher levels. It seems that the path build of Warpriest cleric leaves out a lot of the best feats etc that a cleric really needs. For example, using Heal with the Devotion 6 shield allows me to put out around 250 HP of healing, again not as many as I should be for a level 17 I think. It seems the enhancements for many of the critical heals is missing for my toon.

    Also based on what I have read here, I am thinking that of the divine spells I really only need Divine Vitality, the other 2 are of little use later on and so not worth spending enhancement points on. I know from my own limited experience I almost exclusively use DV now and rarely the others.

    On the issue of weapon selection for a healbot, I assume with the lower STR that self defense becomes an issue. My current toon uses the Kopesh, particularly a paralyzing one which is ideal for a cleric I think. But with a healbot am I right in thinking that I will no longer have use of such weapons? If so what would people suggest is the best weapon type for the new toon? Or is even using a weapon needed or useful with a healbot?

    My current thinking is this, max out WIS & CHA, put plenty of points into CON & Concentration, and leave INT, DEX & STR with enough points so they are not a negative modifier. But what about the Heal skill? Currently I have around 17 points in it, but the models here show about 10 points at level 20. Is 17 points not needed for this skill, and the points should go into Concentration instead I assume?

    So what I am wanting to do is to build a better healing cleric, one that concentrates on healing and buffing, and only uses offensive spells when really required. Any and all advice on doing this would be most welcome.
    Last edited by Target-Practice100; 12-08-2010 at 07:23 PM.

Page 5 of 6 FirstFirst 123456 LastLast

Posting Permissions

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

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

Reload