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  1. #1
    Community Member Bolo_Grubb's Avatar
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    Default Thinking about rolling a cleric, here is my first attempt

    tell me what you think. Rip it apart, tell me my errors. Help my fix it.

    Code:
    Character Plan by DDO Character Planner Version 3.14
    DDO Character Planner Home Page
    
    DrBoloGrubb 
    Level 20 Lawful Good Human Male
    (20 Cleric) 
    Hit Points: 240
    Spell Points: 1786 
    BAB: 15\15\20\25\25
    Fortitude: 15
    Reflex: 6
    Will: 21
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             12                    14
    Dexterity             8                    10
    Constitution         14                    16
    Intelligence          8                    10
    Wisdom               18                    28
    Charisma             14                    18
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0                    10
    Bluff                 2                     4
    Concentration         6                    26
    Diplomacy             2                     4
    Disable Device       n/a                    n/a
    Haggle                2                     4
    Heal                  4                    10
    Hide                 -1                     0
    Intimidate            2                     4
    Jump                  1                     3
    Listen                4                     9
    Move Silently        -1                     0
    Open Lock            n/a                    n/a
    Perform               n/a                   n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  4                     9
    Swim                  1                     2
    Tumble               n/a                    5
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Extra Turning
    Feat: (Human Bonus) Mental Toughness
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Improved Mental Toughness
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Spell Penetration
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Empower Spell
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Cleric Divine Intervention
    Enhancement: Human Adaptability Charisma I
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Cleric Improved Empower Healing II
    Enhancement: Cleric Improved Empower Healing III
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Prayer of Incredible Life III
    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 Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Cleric Energy of the Zealot IV
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Wisdom III
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Divine Vitality II
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    Enhancement: Cleric Wand and Scroll Mastery III
    Enhancement: Cleric Wand and Scroll Mastery IV

  2. #2
    Founder PurdueDave's Avatar
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    I'd try to work in quicken spell. I perfer maximize to empower spell.

    Quicken spell can be a wipe saver and worth it, imo.

    edit - forget the heal thing, I read it incorrectly.
    Last edited by PurdueDave; 01-14-2010 at 02:45 PM.

  3. #3
    Community Member Renvar's Avatar
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    I notice your charisma is quite high and you are spending AP on it and human adaptability on it. I'm not sure thats a real worthwhile investment. All it really gets you is a couple more DV's. DV's are nice, but not game breaking. I'd rather have more Con or Strength, but that's personal preference.

    On your feats, Extra Turning is not worth it, even if you want to be a DV champ. You should drop that and get Quicken or Maximize. You reall need both. I'd rather have Maximize over empower, if I had the choice.

    Extend is nice at early levels but can be swapped out later. Once your buffs are running for 12-20 minutes an extend is kinda pointless. It's not often you will need to re-buff without being at a shrine point.

    On your enhancements, you did not take the second Human Adapatabilty that I can see. You should do that and bump Wisdom. Use the other to bump con or str.

    Other than that, it looks great.

    Enjoy!

  4. #4
    Community Member EKKM's Avatar
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    Thats the exaxct same stat distribution I used for my cleric (also a LG human). Overall a solid build, just a few pointers.

    Consider true neutral as an alighnment. Gives you a few more offensive/cc spells at mid levels and immunity to some offenive spells cast by mobs (and unholy damage). May be a few items you wont be able to use though.

    I was proponents of DVs but now I would recommend putting those build points into strength (or con). Dvs just dont give enough to devote 6 build points, 1 feat and all those action points. If you are thinking about turning, don't. At low levels it is great fun and useful, at higher levels next to impossible.

    Feats are good. As noted I would change extra turning for soemthing else, likely maximize. I would also change the order a bit. Empower healing likely save you more spell points than the mental toughness feats provide.

    I would consider quicken and heighten as well instead of empower and imp mental toughness. High end mobs have very good saves and clerics have no high level CC type spells and few high level offensive spells (hence low DCs). Implosion and bladebarrier would be your only offensive spells once you get out of the vale without heighten (or energy draining a mob once or twice then destructing it). destruction would work sometimes on caster types.

    Quicken is seen as a must by some and a crutch by some. I am not good with twitch gaming so I like it for raid healingn (esp solo) but rarely use it outside of that.

    I would use this order and selection:

    1 - extend spell, mental toughness
    3- empower heal
    6- maximize
    9- spell pen
    12 -greater spell pen
    15 - empower or quicken
    18 - empower or heighten
    Last edited by EKKM; 01-14-2010 at 03:06 PM.

    Aerak the Bulwark-Awryn Shadowblade-Aerrik Lightbringer
    Member of D.W.A.T.

  5. #5
    Community Member Bolo_Grubb's Avatar
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    ok is my new attempt. I just rolled him up last night and is level 4 with veteran status


    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    DrBoloGrubb 
    Level 20 Lawful Good Human Male
    (20 Cleric) 
    Hit Points: 240
    Spell Points: 1681 
    BAB: 15\15\20\25\25
    Fortitude: 15
    Reflex: 7
    Will: 21
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    17
    Dexterity            10                    12
    Constitution         14                    16
    Intelligence         10                    12
    Wisdom               18                    29
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +3 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0                     1
    Bluff                -1                     0
    Concentration         6                    27
    Diplomacy             3                    22
    Disable Device        n/a                   n/a
    Haggle               -1                     0
    Heal                  8                    33
    Hide                  0                     1
    Intimidate           -1                     0
    Jump                  2                     4
    Listen                4                     9
    Move Silently         0                     1
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair                0                     1
    Search                0                     1
    Spot                  4                     9
    Swim                  2                     3
    Tumble                n/a                   7
    Use Magic Device     n/a                    n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Extend Spell
    Feat: (Human Bonus) Mental Toughness
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Spell Penetration
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Empower Spell
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Cleric Divine Intervention
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Cleric Improved Empower Healing II
    Enhancement: Cleric Improved Empower Healing III
    Enhancement: Cleric Concentration I
    Enhancement: Cleric Heal I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Prayer of Incredible Life III
    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 Energy of the Zealot IV
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Wisdom III
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    Enhancement: Cleric Wand and Scroll Mastery III
    Enhancement: Cleric Wand and Scroll Mastery IV

  6. #6
    Community Member Geonis's Avatar
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    I like the 1st one better, except.....

    -Start Str 14 and Cha 12

    -At level 12, take Maximize instead of Spell Pen.

    -At level 15, take Spell Pen

    -At level 18, take Grtr Spell Pen

    -Around level 12 or so, swap your Extra Turning for Quicken

    At low levels, Divine Healing/Cleansing can save you a lot of SP/spell slots, so the extra turns are useful for a while.

    Skills, Max UMD and Balance.
    Hi, I play Generic Fantasy RPG Online, formerly known as DDO.

  7. #7
    Founder ghettoGenius's Avatar
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    Looks pretty solid. You probably wont need both maximize and empower. I solo just fine with empower. Maximize is nice but I am conservative with my SP on healers. Drop one and pick up toughness or IMT early. I would shoot for quicken by lvl 12 then spell pen feats after that.

  8. #8
    Community Member TheDjinnFor's Avatar
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    Despite your 16 Con you're going to need some meat on his bones. End game with 240 hp is extremely low, and even with, say, a +6 Con Item (+60 hp) and some Hp boosting items, it will be within a range that's dangerous enough for you to get one- and two-shot killed.

    Drop a feat for toughness (I'd say Greater Spell Penetration, since you've given little indication that you'd like to use damage and CC spells), then drop the following enhancements:

    -Heal I (1 AP)
    -Divine Vitality I (1 AP)
    -Extra Turning I (1 AP)
    -Cleric Prayer of Incredible Life III (3 AP)

    And take three toughness enhancements instead. That will give you 50 more HP. An 8 Cha cleric taking a single tier of DV and Extra Turning is wasted AP, IMO, and the extra 0.25 to the critical, which is barely every going to happen, is not only not worth the AP, but tends to lead to overhealing.

    150 (Base Heal)
    +30% Life Magic
    +50% Empower Healing
    +50% Superior Devotion
    +30% Human Improved Recovery (for example)
    +15% (some random healing amp)
    *2.25 critical

    =985 w/o healing amps, 1475 with healing amps

    I mean, 985 is fine and dandy on its own. But 877 (on a x2.00 critical) is just as fine.

  9. #9
    Community Member Bolo_Grubb's Avatar
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    thanks for the feedback, it really does help and causes me to think more about what to take and how it works

  10. #10
    Community Member ArloOne's Avatar
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    Cool Agreed.

    Generally a nice build. I would have to agree with Djinii the changes he/she suggested will make you much happier in the long run.
    May your journey's be filled with cupcakes and beer!
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  11. #11
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    Quote Originally Posted by TheDjinnFor View Post
    Despite your 16 Con you're going to need some meat on his bones. End game with 240 hp is extremely low, and even with, say, a +6 Con Item (+60 hp) and some Hp boosting items, it will be within a range that's dangerous enough for you to get one- and two-shot killed.

    Drop a feat for toughness (I'd say Greater Spell Penetration, since you've given little indication that you'd like to use damage and CC spells), then drop the following enhancements:

    -Heal I (1 AP)
    -Divine Vitality I (1 AP)
    -Extra Turning I (1 AP)
    -Cleric Prayer of Incredible Life III (3 AP)

    And take three toughness enhancements instead. That will give you 50 more HP. An 8 Cha cleric taking a single tier of DV and Extra Turning is wasted AP, IMO, and the extra 0.25 to the critical, which is barely every going to happen, is not only not worth the AP, but tends to lead to overhealing.

    150 (Base Heal)
    +30% Life Magic
    +50% Empower Healing
    +50% Superior Devotion
    +30% Human Improved Recovery (for example)
    +15% (some random healing amp)
    *2.25 critical

    =985 w/o healing amps, 1475 with healing amps

    I mean, 985 is fine and dandy on its own. But 877 (on a x2.00 critical) is just as fine.

    Drop divine vitality? That is the skill that allows you to mana heal casters in battle. It uses your turn slots. With extra turning feat and divine vitality 2 and the other extra turning enhancements you can heal your caster for about 200sp or more between shrines. 2 healers with divine vitality can heal each others sp during battle. It is one of the best and most requested cleric capabilities out there, from what I have seen.

  12. #12
    Community Member Sinni's Avatar
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    Quote Originally Posted by Ellyll View Post
    Drop divine vitality? That is the skill that allows you to mana heal casters in battle. It uses your turn slots. With extra turning feat and divine vitality 2 and the other extra turning enhancements you can heal your caster for about 200sp or more between shrines. 2 healers with divine vitality can heal each others sp during battle. It is one of the best and most requested cleric capabilities out there, from what I have seen.
    i just costs too much for it's effect. people who request DVs are usually those casters who can't manage their SP and burn them all without thinking first. at least that's the experience i made. on my first cleric i had some useful cha and DV with enhancments. on my second one i dumped cha and boosted con. i never regretted it.

  13. #13
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    Quote Originally Posted by Sinni View Post
    i just costs too much for it's effect. people who request DVs are usually those casters who can't manage their SP and burn them all without thinking first. at least that's the experience i made. on my first cleric i had some useful cha and DV with enhancments. on my second one i dumped cha and boosted con. i never regretted it.
    Interesting, i will try to keep that in mind.

  14. #14
    Community Member der_kluge's Avatar
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    Quote Originally Posted by Sinni View Post
    i just costs too much for it's effect. people who request DVs are usually those casters who can't manage their SP and burn them all without thinking first. at least that's the experience i made. on my first cleric i had some useful cha and DV with enhancments. on my second one i dumped cha and boosted con. i never regretted it.
    I tend to disagree. It's a powerful ability, and spellcasters love it. It's made a huge difference on many occasions.

    I even took Extra Turning just to get more DVs, and right now I'm at 13 per rest. I also have DV2, so I do on average something like 20-25 mana points per use. And at 13 uses, I can give someone between 260 and 325 mana points. That's not insignificant. I may even go to DV3, but I'm having a hard time justifying the AP cost.

    Thing is - turn undead is useless, and Divine Healing is useless (especially at high levels). So, DV is a great way to utilize your turn undead ability.
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  15. #15
    Community Member Phidius's Avatar
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    As a person who primarily plays casters, I never expect and rarely request DVs. I'd much rather you use them for Divine Might instead
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

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