Results 1 to 3 of 3
  1. #1
    Community Member Bbrik's Avatar
    Join Date
    Jul 2009
    Posts
    164

    Default My take on a TR version of my PvP cleric

    for original post- http://www.guildportal.com/Guild.asp...age=1#43092019

    Hey guys you either know me from the times I killed you in PvP on Hemtomaa or on Boxeater. I was ebating rolling a new cleric to play when i thought if i ever leveled Hema i could true reincarnate and that might out weigh my newer build. Well it does, when looking this build over please take in mind that I will be pvping ALOT and when i do quest i have those silly things called scrolls and pots, oh also stupid people can go into my pocket if its easier. This build can be made better by just doing your raids every now and again and using the AH or farming a few quests. This build is meant to do many things..... Have a ton of HP, Be immune to pretty much all casters dmg unless a crit lighting on a 1, have great saves for hold and things, do massive damage to lay the floor with my rivals, be able to run from cassiees many shot and evade all evadable spells. Here are a few pros and cons to this build and please tell me if you see or think of any more

    Pros
    Immune to PWS
    95% immune to fire and cold (45% fire absorbtion kama, 45% cold absorbtion kama, cold shield*50% absorbtion*, fire shield *50% absorbtion)
    Over 630hp
    Great Saves
    Great damages and heals
    Sprint Boosts
    Easy to aquire gear to make build fairly maxed
    Ummmm im a Dorf in a dress with blue and red flames wrapped around me who is immune to fire cold and evadable spells pretty much??? so looks are very nice

    Cons
    Str is low with out buffs and gear on
    Tumble is just shy of backflips
    SP is fairly low
    Dorf(so now cassiee is going to use many shot of W/E)
    Fat
    Smalls like rotten eggs and flowers


    Hematomaa
    Level 20 Lawful Neutral Dwarf Male
    (2 Monk \ 1 Ranger \ 17 Cleric)

    Hit Points: 537 (+45shroud+30gfl+22minos)=634 with no con item
    Spell Points: 1210 (magi+shroud item+wis bonus+the extra enhancements)=i dont know what the wis bonus or shroud item will give and with arch magi would be another 100 on top of all that
    BAB: 14\14\19\24

    Saves(Missing HoGF and other buffs)
    Fortitude: 24(+6con item,5res,+4gh)=36
    Reflex: 14(+6dex item,+5res,+4gh,+8shroud)=34
    Will: 18(+6wis item,+5res,+4gh,+1water stance)=31
    *+6 items raise the modifiers by 3*


    Starting Ending Feat/Enhancement
    Abilities Base Stats Base Stats Modified Stats
    34 Point) (Level 1) (Level 20) (Level 20)
    Strength 8 10 10
    Dexterity 16 18 18 (18+6item=24 easy to get) (18+6item+1abbot+4tome+3shroud=30 maxed out)
    Constitution 20 26 28 (28+6item+2rage=36 easy to get (28+6item+1abbot+4tome+3shroud+2rage=42 maxed out)
    Intelligence 8 8 8
    Wisdom 15 18 20 (20+6item+2water stance=28 easy to get) (20+1abbot+4tome+2water stance+3shroud+tier III enhancement+6item=34 maxed out)
    Charisma 6 6 6

    Tomes Usedused at 20 just becase they aren't needed till then and the str is so with 6str item and rage have 18 str for many shot w/e)
    +2 Tome of Strength used at level 20
    +2 Tome of Dexterity used at level 20
    +2 Tome of Constitution used at level 20
    +3 Tome of Wisdom used at level 20

    Starting Ending Feat/Enhancement
    Base Skills Base Skills Modified Skill
    Skills. (Level 1) (Level 20) (Level 20)
    Balance 7 12 16(+15item,+4gh)=35 comet falls will not trip you and when tripped you will get up right away can be higher with more items and buffs
    Bluff -2 -2 -2
    Concentration 5 9 10
    Diplomacy -2 -2 -2
    Disable Device n/a n/a n/a
    Haggle. -2 -2 -2
    Heal. 2 5 5
    Hide 3 4 4
    Intimidate. -2 -2 -2
    Jump. 3 16 17(+30spell,+4gh)=51 this will make its so you have a jump that is maxed out and it matters when soloing or avoiding damage be it in out of of pvp
    Listen. 2 5 5
    Move Silently. 3 4 4
    Open Lock n/a n/a n/a
    Perform. n/a n/a n/a
    Repair. -1 -1 -1
    Search. -1 -1 1
    Spot 2 5 5
    Swim -1 0 0
    Tumble 7 8 9(+10spell,+10tumbleweed,4gh)=33 tumbling helps alot when dodging rays that are coming at your face also if you were to put a few less points into jump then you could do back flips with right gear and buffs on!
    Use Magic Device n/a n/a n/a

    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Jump (+4)
    Skill: Tumble (+4)
    Feat: (Monk Bonus) Toughness
    Feat: (Monk Bonus) Toughness

    Level 2 (Cleric)
    Skill: Balance (+0.5)


    Level 3 (Cleric)
    Skill: Balance (+0.5)
    Feat: (Selected) Maximize Spell

    Level 4 (Monk)
    Skill: Jump (+3)
    Feat: (Monk Bonus) Toughness
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Faith I
    Enhancement: Way of the Patient Tortiose I
    Enhancement: Disciple of Puddles
    Enhancement: Racial Toughness I
    Enhancement: Monk Jump I
    Enhancement: Monk Tumble I
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Life Magic I
    Enhancement:Cleric Energy of the Zealot I
    Enhancement: Cleric Wisdom I


    Level 5 (Cleric)
    Skill:Balance (+0.5)
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Prayer of Life I


    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Feat: ](Selected) Empower Spell

    Enhancement: Racial Toughness II
    Enhancement: Cleric Smiting II

    Enhancement: Cleric Life Magic II

    Enhancement: Dwarven Faith II


    Level 7 (Cleric)
    Skill: Balance (+0.5)

    Enhancement: Cleric Prayer of Incredible Smiting I

    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Energy of the Zealot II


    Level 8 (Cleric)
    Ability Raise: CON
    Skill: Balance (+0.5
    Enhancement: Dwarven Constitution II


    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Prayer of Smiting II
    Enhancement: Cleric Prayer of Life II


    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Enhancement: ]Racial Toughness III


    Level 11 (Cleric)
    Skill: Jump (+0.5)
    Enhancement: Cleric Prayer of Incredible Smiting II
    Enhancement: Cleric Smiting III


    Level 12 (Cleric)
    Ability Raise: CON
    Skill: Jump (+0.5)
    Feat: (Selected) Toughness
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Life Magic III


    Level 13 (Cleric)
    Skill: Jump (+0.5)
    Enhancement: Cleric Smiting IV


    Level 14 (Cleric)
    Skill: Jump (+0.5)
    Enhancement: Cleric Prayer of Smiting III


    Level 15 (Cleric)
    Skill: Jump (+0.5)
    Feat: (Selected) Toughness
    Enhancement: Cleric Prayer of Incredible Smiting III


    Level 16 (Cleric)
    Ability Raise: CON
    Skill: Jump (+0.5)
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Prayer of Incredible Life III


    Level 17 (Cleric)
    Skill: Jump (+0.5)
    Enhancement: Cleric Life Magic IV


    Level 18 (Cleric)
    Skill: Jump (+0.5)
    Feat: (Selected) Toughness
    Enhancement: Racial Toughness IV


    Level 19 (Cleric)
    Enhancement: Cleric Energy of the Zealot III


    Level 20 (Ranger)
    Ability Raise: CON
    Skill: Jump (+5) *should put in tumble*
    Enhancement:Ranger Sprint Boost I
    Enhancement: Cleric Wisdom II

    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    PLEASE tell me what you think and what i could do to either improve this build.
    Sarlona:Hematoma,Ceethreepeeo,Masturwindew,Aretwodeetoo,Ohbeewahn[color=white].

    Proud Leader of Zerger's Anonymous

  2. #2
    Community Member TheDjinnFor's Avatar
    Join Date
    Oct 2009
    Posts
    595

    Default

    Quote Originally Posted by Bbrik View Post
    PLEASE tell me what you think and what i could do to either improve this build.
    I'm just wondering... what do you propose to use, melee or casting? And if casting, how do you propose to hit anything with 34 wisdom and no heighten, focus feats or spell penetration (from what I see, SR is popular in PvP)? And if melee, 10 Str isn't going to hit jack.

    All I'm saying is, standard saves and then SR will be such that even casting at a +31 (10+9th+12wis) bonus will run into problems. If you take your own saves as a general rule, you have a 50% (or less) chance to bypass saves and, without SR feats, a 40% chance to bypass SR, netting you a to-hit of 20%. If you were to sacrifice some Con and toughness feats, you could boost that to, say 60% (+3/4 more wis) and 65% (take 3 SR enhancements and 2 SR feats) for a total of 40%. Of course, you'll need heighten if the spell isn't 9th level.

    You could double your spellcasting to-hit at the cost of 40 hitpoints from Con loss, 44 hitpoints from 2 toughness losses, and 12 enhancement points (subtract whatever you want).

    Just saying.

  3. #3
    Community Member Bbrik's Avatar
    Join Date
    Jul 2009
    Posts
    164

    Default

    The main dmg spells I use have no save other then unholy blight for half dmg and comet fall, but even a max dc comet won't hit most evasion types.

    Nimbus light, searing light, comet fall, orders wrath, flame strike, unholy blight, defic vengance are all my
    spells I use. And no sr for any of th and only two negate damage and 2 half damage. My plan is to be caster proof. High hp saves immune to fire/cold for scorch/polar Ray and when rolling a 1 and they crit to be able to survive. So far 3000 points of cold only takes my prot down 120 if my mental math is right. My spell crits will be maxed and will do over 500 at times and with no prot or save from it and my dc's don't matter I can use my non dc spell which do anyway.

    But if you have any tips to increase my surviveability of the build would be great, so far 630+hp 30+saves 95% cold/fire absorbtion
    Sarlona:Hematoma,Ceethreepeeo,Masturwindew,Aretwodeetoo,Ohbeewahn[color=white].

    Proud Leader of Zerger's Anonymous

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