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  1. #1
    Community Member Skaldrom's Avatar
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    Question Please help me build an Elven Cleric

    I have played an elven cleric up to lvl 10 and I have learned a lot, but I am far from having a real clue. My playstyle is 75% solo (with hirelings) and 25% with PUGs. With lesser reincarnation on the horizon, I hope to ungimp him a bit. The +4 tome may be a bit optimistic, but if the Turbine continues the way they do, these may be available in the store till then...

    Here is my build plan:
    Code:
    Character Plan by DDO Character Planner Version 3.18
    DDO Character Planner Home Page
    
    Vanilla Cleric
    Level 20 Lawful Good Elf Male
    (20 Cleric) 
    Hit Points: 302
    Spell Points: 1815 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 8
    Will: 22
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             12                    16
    Dexterity            10                    14
    Constitution         14                    18
    Intelligence          8                    12
    Wisdom               18                    30
    Charisma             10                    14
    
    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
    +4 Tome of Strength used at level 15
    +4 Tome of Dexterity used at level 15
    +4 Tome of Constitution used at level 15
    +4 Tome of Intelligence used at level 15
    +4 Tome of Wisdom used at level 15
    +4 Tome of Charisma used at level 15
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0                    11
    Bluff                 0                     2
    Concentration         6                    27
    Diplomacy             0                     2
    Disable Device       n/a                    n/a
    Haggle                0                     2
    Heal                  4                    10
    Hide                  0                     2
    Intimidate            0                     2
    Jump                  1                     3
    Listen                4                    12
    Move Silently         0                     2
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                     1
    Search               -1                     3
    Spot                  4                    12
    Swim                  1                     3
    Tumble                n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Concentration (+4)
    Feat: (Selected) Toughness
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    
    
    Level 2 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Mental Toughness
    Enhancement: Follower of the Sovereign Host
    Enhancement: Racial Toughness I
    Enhancement: Cleric Prayer of Life I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Extra Turning II
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Divine Vitality II
    
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Improved Mental Toughness
    Enhancement: Racial Toughness II
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Cleric Wisdom II
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Life Magic III
    
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Cleric Improved Empower Healing I
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Cleric Divine Vitality III
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Life Magic IV
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Improved Empower Healing II
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Energy of the Zealot IV
    
    
    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Unyielding Sovereignty
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Prayer of Life III
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Enhancement: Cleric Wand and Scroll Mastery III
    
    
    Level 17 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Enhancement: Cleric Wisdom III
    
    
    Level 18 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Feat: (Selected) Extend Spell
    Enhancement: Cleric Wand and Scroll Mastery IV
    
    
    Level 19 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Enhancement: Cleric Improved Empower Healing III
    Enhancement: Cleric Divine Intervention
    I was wondering especially about:

    What is the better choice?

    I would be very glad if you could critisize this build and tell me where I am wrong. Thank you very much in advance.

    Edit: Empower, not Enlarge spell and links.
    Last edited by Skaldrom; 02-03-2010 at 07:05 PM. Reason: Links to feats.

  2. #2
    Community Member Visty's Avatar
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    to answer your question we have to know some basic thing:
    what to you intend to do with that char?
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  3. #3
    Community Member Skaldrom's Avatar
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    I would like to be a valuable member in parties (healing and casting) but I would also like to "solo" quests (with hirelings) that are 2 to 3 levels below the current level of the characters.

    Does that make sense or can I give more information?

  4. #4
    Community Member Visty's Avatar
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    now theres one more question to answer:
    what kind of casting?
    damage casting or crowdcontrol/instakills?
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  5. #5
    Community Member Skaldrom's Avatar
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    To be honest, I have no clue, thank you very much for bearing with me .
    I think for soloing the CC is more helpful, but I might be wrong. What changes in a build for these? Is more spell penetration needed for instakills?

  6. #6
    Community Member Visty's Avatar
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    if you want to use cc/instakills then you will need spellpen, greater spellpen and heighten as feats
    for the damage way you want quicken, maximise and empower
    (enlarge, as you asked in your op, is not needed at all)
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  7. #7
    Community Member Anneliese's Avatar
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    It might sound fishy, but later on, often the best solo tactic with damage spells is an Emp/Max/Heighten/Ext/Quickened Bladebarrier (5 of 7 feats).

    If you dont want the capstone, you could add 2 monk levels (toughness and another feat) and then take spell pen and greater spell pen. DC would be in the best case 1 higher than pure (water stance) and the spell pen would be the same because you probably wont be able to fit in both spell pen feats otherwise.

    You have less sp then tho - but evasion and the extra AC could be quite useful when soloing.
    Last edited by Anneliese; 02-03-2010 at 07:30 PM.

  8. #8
    Community Member Skaldrom's Avatar
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    Thank you very much again.

    The damage-way sounds easier to play. I think I need to learn a lot and will stay pure until I have a better feeling of how to play a cleric and the game mechanics.

    So I sacrifice "Empower Healing" for "Empower Spell" and may be able to reassign some Action Points in Spell-Penetration enhancements and have 4 of the Emp/Max/Heighten/Ext/Quickened. Or would any of the "(Mental) Toughness" series be a better candidate to get rid off? Is Heighten absolutely needed?

  9. #9
    Community Member Anneliese's Avatar
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    Heighten is nice at higher levels because it will make your lower level spells as difficult to resist as the highest level spell you can cast - examples for this are banishment (the mass version), greater command, destruction(for far away enemies) and BladeBarrier - you can probably delay this feat until level 18, since many offensive spells are of high level anyway (except for command, which is 1, but gets replaced by grtr command later on).

    While Mental Toughness is nice, I would not recommend it for a solo cleric - 105sp extra at level 20 is nice, but landing spells in crucial situations is more important for a solo char.

  10. #10
    Community Member Skaldrom's Avatar
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    Default Elven Vanilla Cleric 2.0

    Thank you all for the feedback. I have changed the following things:
    - Removed the feat Empower Healing Spell for Empower Spell.
    - Removed the Improved Empower Healing enhancements and added Improved Spell Penetration

    I could not let go Improved Mental Toughness yet . I think I will exchange it with Heighten Spell when I reach high levels by Fred.

    Do you think this Cleric is playable like this? I think my main problem will be traps.

    Code:
    Character Plan by DDO Character Planner Version 3.18
    DDO Character Planner Home Page
    
    Vanilla Elven Cleric 2.0
    Level 20 Lawful Good Elf Male
    (20 Cleric) 
    Hit Points: 302
    Spell Points: 1815 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 8
    Will: 22
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             12                    16
    Dexterity            10                    14
    Constitution         14                    18
    Intelligence          8                    12
    Wisdom               18                    30
    Charisma             10                    14
    
    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
    +4 Tome of Strength used at level 15
    +4 Tome of Dexterity used at level 15
    +4 Tome of Constitution used at level 15
    +4 Tome of Intelligence used at level 15
    +4 Tome of Wisdom used at level 15
    +4 Tome of Charisma used at level 15
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0                    11
    Bluff                 0                     2
    Concentration         6                    27
    Diplomacy             0                     2
    Disable Device       n/a                    n/a
    Haggle                0                     2
    Heal                  4                    10
    Hide                  0                     2
    Intimidate            0                     2
    Jump                  1                     3
    Listen                4                    12
    Move Silently         0                     2
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                     1
    Search               -1                     3
    Spot                  4                    12
    Swim                  1                     3
    Tumble                n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Concentration (+4)
    Feat: (Selected) Toughness
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    
    
    Level 2 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Mental Toughness
    Enhancement: Follower of the Sovereign Host
    Enhancement: Racial Toughness I
    Enhancement: Cleric Prayer of Life I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Extra Turning II
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Divine Vitality II
    
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Improved Mental Toughness
    Enhancement: Racial Toughness II
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Cleric Wisdom II
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Life Magic III
    
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Empower Spell
    Enhancement: Cleric Energy of the Zealot III
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Divine Vitality III
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Life Magic IV
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Improved Spell Penetration II
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Energy of the Zealot IV
    
    
    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Unyielding Sovereignty
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Prayer of Life III
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Enhancement: Cleric Wand and Scroll Mastery III
    
    
    Level 17 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Enhancement: Cleric Wisdom III
    
    
    Level 18 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Feat: (Selected) Extend Spell
    Enhancement: Cleric Wand and Scroll Mastery IV
    
    
    Level 19 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Enhancement: Cleric Improved Spell Penetration III
    Enhancement: Cleric Divine Intervention

  11. #11
    Community Member Slink's Avatar
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    Looks like a typical cleric build to me.
    Why bother with concentration if youre going to take quicken?
    Youre also missing on one of your greatest assets, diplomacy.
    Sheds agro immediately in a pinch.

    This will probably be an easy character to play but will be lacking on the spell pool count with so many metas running.
    Overkill on your bluebar with 0 specialization.
    Other feat choices will give alot more bang for the buck without taking a huge toll on your mana.
    Anything beyond maximize and extend are simply not neccesary (especially your concentration skill+quicken.)
    Spell pen feats/enhancements will be needed towards endgame if you wish to use some of your higher level spells effectively.

    Why turns tho?
    DV is useless.
    Divine Intervention is on a huge cooldown timer.
    SidekickzDysmoniaEilisia PSSC

  12. #12
    Community Member Skaldrom's Avatar
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    Thanks Slink for the link to Jyliste and thank you all, I had an enlightment .

    Now I know why all those builds are so different and why discussions about one feat or enhancement, disregarding the rest of the build, are pointless for a cleric.

    http://www.tentonhammer.com/node/56016 and http://forums.ddo.com/showpost.php?p...53&postcount=2 were very valuable.

    a) Spell Resistance does not matter for most AOE damage spells as blade barrier (Spell Resistance: No in the description), only for others like InstaKill. Lots of monsters do not have spell resistance, except in the endgame of what I've heard.
    If a spell overcomes the resistance is determined as follows:

    D20 + Caster level + Spell Penetration Feats + Spell Penetration Enhancements + Items (do not stack) >= SR (Target)

    b) Then, the target saves (matters for all spells with a save):
    10 + Spell level + Ability modifier of the primary ability score + bonuses due to feats + Spell Focus Items >= Save + D20 (Target)

    All the Spell-Pen Enhancements affect a), but not b).
    For "damage only", just b) is interesting. There are Spell Focus feats, which give you +1 (which is really not much, usually <4% of the spells save DC I think). The Heighten Feat costs more, but can give you more, because the spell is cast on the highest level you got.

    So it depends on the playstyle what is more important. I thik you knew all of this, but for me it's new and exciting ... I will do a new build with this knowledge soon.

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