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Thread: 28PT Clogue

  1. #1
    Community Member nelyn's Avatar
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    Default 28PT Clogue

    I have a bud playing DDO and he wants to add some rogue skills to his priest. He only wants the spot,Disable device, open lock type stuff. He asked me to run up a build. The only thing is that I have been playing about 5 months and normally stick to single class characters.

    I would like to get some opinions on this build and recommendations on making it better at a 28pt build. My bud does not have anything unlocked so he is stuck with the basice for now, or I would have recommended some of the 32pt builds I have seen.

    Here is the build.

    Code:
    Character Plan by DDO Character Planner Version 3.18
    DDO Character Planner Home Page
    
    Spazzy 
    Level 20 Chaotic Good Human Male
    (2 Rogue \ 18 Cleric) 
    Hit Points: 228
    Spell Points: 1492 
    BAB: 14\14\19\24
    Fortitude: 11
    Reflex: 13
    Will: 17
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                  8                    8
    Dexterity            12                 13                   14
    Constitution         10                 10                   11
    Intelligence         14                 16                   17
    Wisdom               18                 20                   23
    Charisma              8                  8                    8
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               5                  6                    6
    Bluff                 0                  0                    0
    Concentration         2                 16                   20
    Diplomacy             0                  0                    0
    Disable Device        6                 19                   20
    Haggle                3                  3                    3
    Heal                  4                  6                    6
    Hide                  1                  2                    2
    Intimidate            0                  0                    0
    Jump                  3                  4                    4
    Listen                4                  6                    6
    Move Silently         1                  2                    2
    Open Lock             5                 17.5                 18.5
    Perform              n/a               n/a                   n/a
    Repair                2                  3                    3
    Search                6                 16                   17
    Spot                  8                 13.5                 14.5
    Swim                  3                  3                    3
    Tumble                2                  3                    3
    Use Magic Device      3                 22                   22
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Bluff (+1)
    Skill: Concentration (+2)
    Skill: Diplomacy (+1)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Intimidate (+1)
    Skill: Jump (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Swim (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Human Bonus) Lightning Reflexes
    Feat: (Selected) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortsword
    Feat: (Automatic) Martial Weapon Proficiency: Shortbow
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sneak Attack
    Feat: (Automatic) Trapfinding
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Search I
    Enhancement: Rogue Spot I
    
    
    Level 2 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Open Lock (+0.5)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Turn Undead
    Enhancement: Cleric Concentration I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Open Lock (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Extend Spell
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Enhancement: Human Versatility I
    Enhancement: Cleric Wisdom I
    
    
    Level 4 (Cleric)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Open Lock (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Human Versatility II
    Enhancement: Racial Toughness I
    Enhancement: Rogue Improved Trap Sense I
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Open Lock (+0.5)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Enhancement: Human Adaptability Constitution I
    Enhancement: Cleric Concentration II
    Enhancement: Cleric Life Magic II
    
    
    Level 6 (Cleric)
    Skill: Disable Device (+0.5)
    Skill: Jump (+0.5)
    Skill: Open Lock (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Mental Toughness
    Enhancement: Racial Toughness II
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Jump (+0.5)
    Skill: Open Lock (+0.5)
    Skill: Search (+0.5)
    Enhancement: Cleric Wisdom II
    
    
    Level 8 (Cleric)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Open Lock (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+1)
    Enhancement: Cleric Life Magic III
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Open Lock (+0.5)
    Skill: Search (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Spell
    Enhancement: Racial Toughness III
    
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Open Lock (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+1)
    Enhancement: Human Versatility III
    Enhancement: Cleric Energy of the Zealot III
    
    
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Open Lock (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+1)
    Enhancement: Human Versatility IV
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Open Lock (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Mental Toughness
    
    
    Level 13 (Rogue)
    Skill: Disable Device (+2)
    Skill: Open Lock (+2)
    Skill: Spot (+2)
    Skill: Use Magic Device (+6)
    Feat: (Automatic) Evasion
    Enhancement: Cleric Wisdom III
    
    
    Level 14 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Open Lock (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+1)
    Enhancement: Cleric Life Magic IV
    Enhancement: Rogue Dexterity I
    
    
    Level 15 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Open Lock (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Energy of the Zealot IV
    
    
    Level 16 (Cleric)
    Ability Raise: DEX
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+1)
    Enhancement: Cleric Concentration III
    
    
    Level 17 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+1)
    Enhancement: Human Greater Adaptability Intelligence I
    
    
    Level 18 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Concentration IV
    
    
    Level 19 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+0.5)
    Skill: Open Lock (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+1)
    Enhancement: Cleric Improved Spell Penetration I
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Disable Device (+0.5)
    Skill: Open Lock (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Rogue Cold Trap Lore I
    Enhancement: Rogue Electric Trap Lore I
    Enhancement: Rogue Fire Trap Lore I
    Enhancement: Cleric Improved Spell Penetration II

  2. #2
    Community Member AylinIsAwesome's Avatar
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    Ok, first: He should be True Neutral. There aren't many reasons to be Good/Lawful/Chaotic and SO many reasons not to be, especially with a Rogue splash (since you'll have UMD).

    Second: The two major skills for trapping are Search and Disable Device. Your Spot and DD do you no good if you can't find the trap.

    Third: All ability points into WIS!

    Fourth: CON should be 14+!

    Fifth: No reason to have any DEX at all. Only Open Lock is based on that, and that skill is ridiculously easy. 8 DEX.

    Sixth: If a skill has x.5 ranks in it, the game counts it as x ranks in it since it always truncates.


    How would this do for your friend? It needs a +2 INT tome, but those can be purchased from the DDO store.

    Code:
    Character Plan by DDO Character Planner Version 3.14
    DDO Character Planner Home Page
    
    Level 20 True Neutral Human Male
    (2 Rogue \ 18 Cleric) 
    Hit Points: 258
    Spell Points: 1381 
    BAB: 14\14\19\24
    Fortitude: 13
    Reflex: 8
    Will: 19
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                  8                    8
    Dexterity             8                  8                    8
    Constitution         14                 14                   14
    Intelligence         14                 16                   16
    Wisdom               18                 23                   26
    Charisma              8                  8                    8
    
    Tomes Used
    +2 Tome of Intelligence used at level 10
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               3                  3                    3
    Bluff                -1                 -1                   -1
    Concentration         4                 13                   15
    Diplomacy            -1                 -1                   -1
    Disable Device        6                 26                   27
    Haggle                3                  3                    3
    Heal                  4                  8                    8
    Hide                  1                  1                    1
    Intimidate           -1                 -1                   -1
    Jump                  3                  3                    3
    Listen                4                  8                    8
    Move Silently         1                  1                    1
    Open Lock             3                  3                    3
    Perform              n/a               n/a                   n/a
    Repair                2                  3                    3
    Search                6                 26                   26
    Spot                  8                 12                   12
    Swim                 -1                 -1                   -1
    Tumble                3                  3                    3
    Use Magic Device      3                 22                   25
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Hide (+2)
    Skill: Jump (+4)
    Skill: Move Silently (+2)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Skill Focus: Use Magic Device
    Feat: (Human Bonus) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortsword
    Feat: (Automatic) Martial Weapon Proficiency: Shortbow
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sneak Attack
    Feat: (Automatic) Trapfinding
    
    
    Level 2 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Turn Undead
    Spell (1): Bane
    Spell (1): Bless
    Spell (1): Cause Fear
    Spell (1): Command
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Doom
    Spell (1): Inflict Light Wounds
    Spell (1): Nightshield
    Spell (1): Nimbus of Light
    Spell (1): Obscuring Mist
    Spell (1): Protection From Evil
    Spell (1): Remove Fear
    Spell (1): Shield of Faith
    Spell (1): Summon Monster I
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Empower Spell
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Spell (2): Aid
    Spell (2): Bear's Endurance
    Spell (2): Bull's Strength
    Spell (2): Close Wounds
    Spell (2): Cure Moderate Wounds
    Spell (2): Deific Vengance
    Spell (2): Eagle's Spendor
    Spell (2): Find Traps
    Spell (2): Hold Person
    Spell (2): Inflict Moderate Wounds
    Spell (2): Lesser Restoration
    Spell (2): Owl's Wisdom
    Spell (2): Remove Paralysis
    Spell (2): Resist Energy
    Spell (2): Seek Eternal Rest
    Spell (2): Soundburst
    Spell (2): Spawn Screen
    Spell (2): Summon Monster II
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Mental Toughness
    Spell (3): Bestow Curse
    Spell (3): Blindness
    Spell (3): Contagion
    Spell (3): Cure Serious Wounds
    Spell (3): Dispel Magic
    Spell (3): Glyph of Warding
    Spell (3): Inflict Serious Wounds
    Spell (3): Magic Circle Against Evil
    Spell (3): Mass Aid
    Spell (3): Prayer
    Spell (3): Protection From Energy
    Spell (3): Remove Blindness
    Spell (3): Remove Curse
    Spell (3): Remove Disease
    Spell (3): Searing Light
    Spell (3): Summon Monster III
    Spell (3): Water Breathing
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Spell (4): Chaos Hammer
    Spell (4): Cure Critical Wounds
    Spell (4): Deathward
    Spell (4): Dismissal
    Spell (4): Divine Power
    Spell (4): Freedom of Movement
    Spell (4): Holy Smite
    Spell (4): Inflict Critical Wounds
    Spell (4): Mass Shield of Faith
    Spell (4): Neutralize Poison
    Spell (4): Order's Wrath
    Spell (4): Poison
    Spell (4): Recitation
    Spell (4): Restoration
    Spell (4): Summon Monster IV
    Spell (4): Symbol of Flame
    Spell (4): Unholy Blight
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Quicken Spell
    
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Spell (5): Break Enchantment
    Spell (5): Flame Strike
    Spell (5): Greater Command
    Spell (5): Mass Cure Light Wounds
    Spell (5): Mass Inflict Light Wounds
    Spell (5): Protection From Elements
    Spell (5): Raise Dead
    Spell (5): Slay Living
    Spell (5): Spell Resistance
    Spell (5): Stalwart Pact
    Spell (5): Summon Monster V
    Spell (5): Symbol of Pain
    Spell (5): True Seeing
    
    
    Level 11 (Rogue)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+10)
    Feat: (Automatic) Evasion
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Extend Spell
    
    
    Level 13 (Cleric)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (6): Banishment
    Spell (6): Blade Barrier
    Spell (6): Cometfall
    Spell (6): Create Undead
    Spell (6): Greater Dispel Magic
    Spell (6): Greater Glyph of Warding
    Spell (6): Harm
    Spell (6): Heal
    Spell (6): Heroes Feast
    Spell (6): Mass Bear's Endurance
    Spell (6): Mass Bull's Strength
    Spell (6): Mass Cure Moderate Wounds
    Spell (6): Mass Eagle's Spendor
    Spell (6): Mass Inflict Moderate Wounds
    Spell (6): Mass Owl's Wisdom
    Spell (6): Summon Monster VI
    Spell (6): Symbol of Fear
    Spell (6): Symbol of Persuasion
    Spell (6): Undead to Death
    Spell (6): Word of Recall
    
    
    Level 14 (Cleric)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Cleric)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Heighten Spell
    Spell (7): Destruction
    Spell (7): Greater Restoration
    Spell (7): Mass Cure Serious Wounds
    Spell (7): Mass Inflict Serious Wounds
    Spell (7): Mass Restoration
    Spell (7): Mass Spell Resistance
    Spell (7): Protection From Elements, Mass
    Spell (7): Resurrection
    Spell (7): Summon Monster VII
    Spell (7): Symbol of Stunning
    Spell (7): Symbol of Weakness
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 17 (Cleric)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (8): Death Pact
    Spell (8): Firestorm
    Spell (8): Mass Cure Critical Wounds
    Spell (8): Mass Death Ward
    Spell (8): Mass Inflict Critical Wounds
    Spell (8): Summon Monster VIII
    Spell (8): Symbol of Death
    
    
    Level 18 (Cleric)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Maximize Spell
    
    
    Level 19 (Cleric)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Spell (9): Energy Drain
    Spell (9): Implosion
    Spell (9): Mass Heal
    Spell (9): Summon Monster IX
    Spell (9): True Resurrection
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Cleric Concentration I
    Enhancement: Cleric Concentration II
    Enhancement: Rogue Disable Device 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 Improved Spell Penetration III
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom 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
    It should still be able to get off some nice Blade Barriers this way.

  3. #3
    Community Member nelyn's Avatar
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    This looks Very good. I appreciate you making the effort to do the full build with the planner.

    I will go over this with him, and might even roll one myself. I imagine it would be fun running with two of these in the lower level dungeons then getting into groups for the higher content.

    Again, thanks.

  4. #4
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by nelyn View Post
    This looks Very good. I appreciate you making the effort to do the full build with the planner.

    I will go over this with him, and might even roll one myself. I imagine it would be fun running with two of these in the lower level dungeons then getting into groups for the higher content.

    Again, thanks.
    No problem.

  5. #5
    Community Member LAWPRE's Avatar
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    Default slight disagreement

    IMO - I would take Rogue 2 at 3rd level. Early on, you need evasion for the less squishy factor. This means less sp spent on healing.

  6. #6
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by LAWPRE View Post
    IMO - I would take Rogue 2 at 3rd level. Early on, you need evasion for the less squishy factor. This means less sp spent on healing.
    I threw it in late because taking it at level 3 would have been a waste of skill points.

    He'll be able to get by without Evasion for many levels; many characters do.
    Last edited by AylinIsAwesome; 02-01-2010 at 08:09 PM.

  7. #7
    Community Member ArloOne's Avatar
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    Cool Seems tough.

    IMHO- I don't really reccomend that build. Your friend should try making a rogue/ranger. They can heal and hit, not to mention take care of trap duties.
    I personally feel, the lack of being able to hit monsters in melee will be a frustrating way to play. And it looks like the reccomended build will accomplish just that. Although, I could be wrong...sure think I am right.

    Just my 2 cents.
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  8. #8
    Founder Gol's Avatar
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    Quote Originally Posted by LAWPRE View Post
    IMO - I would take Rogue 2 at 3rd level. Early on, you need evasion for the less squishy factor. This means less sp spent on healing.
    Disagree. Wear heavy armor and don't splash Rogue 2 until at least level 11 after you can res, but preferably until level 13 and you have Heal.

  9. #9
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    Quote Originally Posted by LAWPRE View Post
    IMO - I would take Rogue 2 at 3rd level. Early on, you need evasion for the less squishy factor. This means less sp spent on healing.

    Evasion isnt really that big of a benefit until your in the Gianthold. Even then, Getting balde barrier sooner is better.

    Quote Originally Posted by ArloOne View Post
    IMHO- I don't really reccomend that build. Your friend should try making a rogue/ranger. They can heal and hit, not to mention take care of trap duties.
    I personally feel, the lack of being able to hit monsters in melee will be a frustrating way to play. And it looks like the reccomended build will accomplish just that. Although, I could be wrong...sure think I am right.

    Just my 2 cents.
    A Ranger cannot heal anywhere near a Cleric. We're talking about newer players here. I'm sure if swinging a sword was a priority to him, he would look at a different direction.
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  10. #10
    Community Member Anderei's Avatar
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    @nelyn, you might have a look at my newbie cleroque:

    http://forums.ddo.com/showthread.php?t=230165

    AylinIsAwesome build looks fine too. However, and maybe its me being too newbish, yes, UMD is great and all that, but on a devine caster I consider it more secondary than on any other build since you can use any devine wand/scroll naturally. Yes, Stoneskin wand is nice, ignoring RaceRestriction comfortable, neutral alignment with pure good weapons nice, but since this is a skill sparse build needing a lot of skills I think you can miss out on it. On a newbie I would stack spot, since that eases things (and as cleric you got great wisdom eitherway), and some OpenLock, since you don't want to be looked down as uncapable rogue once there is a locked chest/door and you cannot do it, even with a lot of rolls. Also you can go down a few levels on search, since the devine spell "search traps" will give you some bonus a pure rogue misses out.

    Agree the second rogue level can wait easily until lvl 11 (this is what I did), below that heavy armor is useful, after around that lvl not anymore, also until you get lvl 10 on a cleric, you really want to open as many spells as possible (e.g. raise dead)
    Last edited by Anderei; 02-10-2010 at 11:07 AM.

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