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  1. #1
    Community Member SlayerInFlorida's Avatar
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    Default Cleric Build - Please review

    This is a cleric build a friend has come up with. His approach is that this character will specialize in healing. He is interested in leveling this toon to 20 and wants to know the viability/usefullness at endgame.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    Level 20 Lawful Good Halfling Male
    (20 Cleric) 
    Hit Points: 220
    Spell Points: 1757 
    BAB: 15\15\20\25\25
    Fortitude: 15
    Reflex: 9
    Will: 21
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength              6                     6
    Dexterity            14                    14
    Constitution         14                    14
    Intelligence         10                    10
    Wisdom               18                    26
    Charisma             12                    13
                      Starting            Ending          
                     Base Skills        Base Skills       
    Skills           (Level 1)          (Level 20)        
    Balance               3.5               12            
    Bluff                 1                  1            
    Concentration         6                 25            
    Diplomacy             1                  1            
    Disable Device        n/a               n/a           
    Haggle                1                  2            
    Heal                  4                  8            
    Hide                  2                  2            
    Intimidate            1                  1            
    Jump                 -2                 -2            
    Listen                4                  8            
    Move Silently         2                  2            
    Open Lock             n/a               n/a           
    Perform               n/a               n/a           
    Repair                0                  0            
    Search                0                  0            
    Spot                  4                  8            
    Swim                 -2                 -2            
    Tumble                2.5                2.5          
    Use Magic Device      n/a               n/a           
    
    Level 1 (Cleric)
    Skill: Balance (+1.5)
    Skill: Concentration (+4)
    Skill: Tumble (+0.5)
    Feat: (Selected) Least Dragonmark of Healing
    Feat: (Automatic) Attack
    Feat: (Automatic) Halfling Agility
    Feat: (Automatic) Halfling Bravery
    Feat: (Automatic) Halfling Keen Ears
    Feat: (Automatic) Halfling Luck
    Feat: (Automatic) Halfling Size Bonus
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Turn Undead
    Enhancement: Halfling Thrown Weapon Damage I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    
    Level 2 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Enhancement: Cleric Wisdom I
    
    Level 3 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Mental Toughness
    Enhancement: Extra Dragonmark Use I
    Enhancement: Cleric Divine Healing I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Concentration I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Extra Turning II
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Halfling Thrown Weapon Attack I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Wand and Scroll Mastery I
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Feat: (Selected) Extend Spell
    Enhancement: Extra Dragonmark Use II
    Enhancement: Cleric Divine Vitality II
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Wisdom II
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Divine Healing II
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Improved Mental Toughness
    Enhancement: Cleric Energy of the Zealot III
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Haggle (+0.5)
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Wand and Scroll Mastery II
    
    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) Lesser Dragonmark of Healing
    Enhancement: Cleric Divine Healing III
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Extra Dragonmark Use III
    Enhancement: Cleric Concentration II
    
    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Energy of the Zealot IV
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Greater Dragonmark of Healing
    Enhancement: Extra Dragonmark Use IV
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Extra Turning III
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Concentration III
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Wisdom III
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Extra Turning IV
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Improved Spell Penetration I
    Last edited by SlayerInFlorida; 03-23-2010 at 09:03 AM.
    SlayerInFlorida
    Light Monk Build

  2. #2
    Hamfather totmacher's Avatar
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    too high dex

    replace balance for umd (balance is kind of useless now that air ellys arent a threat)

    don't even bother with thrown weapons
    Quote Originally Posted by Eladrin View Post
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  3. #3
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    You might also want to raise strength. Walking around encumbered permanently istn't much fun.
    Also what tot said.

  4. #4
    Hero AZgreentea's Avatar
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    This is the healing cleric build I liked:

    http://forums.ddo.com/showpost.php?p...49&postcount=5

    Exrtra turning is unpopular. You can drop it for something like Maximize or maybe Longswords.

    Your STR is way low, and you dont need that much Dex.
    Last edited by AZgreentea; 03-23-2010 at 09:27 AM.
    The problem is never how to get new, innovative thoughts into your mind, but how to get old ones out. Every mind is a building filled with archaic furniture. Clean out a corner of your mind and creativity will instantly fill it.
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  5. #5
    Community Member Eladiun's Avatar
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    Beside the strength and dex... I would bag the Dragonmarks; 3 feats and 3 enhancements to pop a couple of extra heals. Five extra Cure Serious at 13th level to me isn't worth the cost when those Feats and Enhancement points could go elsewhere, buy a wand... I would rather go with Empower Healing and Maximize and do more with the heals you have. If you are tied to the Dragonmarks, I would still find a way to fit in Empower Healing probably drop Quicken for it and move the others around to take it earlier. I would also focus on either DV's or DH's rather than splitting enhancement points on both.

  6. #6
    Hamfather totmacher's Avatar
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    Quote Originally Posted by Eladiun View Post
    Beside the strength and dex... I would bag the Dragonmarks; 3 feats and 3 enhancements to pop a couple of extra heals. Five extra Cure Serious at 13th level to me isn't worth the cost when those Feats and Enhancement points could go elsewhere, buy a wand... I would rather go with Empower Healing and Maximize and do more with the heals you have. If you are tied to the Dragonmarks, I would still find a way to fit in Empower Healing probably drop Quicken for it and move the others around to take it earlier. I would also focus on either DV's or DH's rather than splitting enhancement points on both.
    actually I disagree with that, the Heal dragonmark can have like 7? or so heals at higher levels with the necklace and stuff. they're not a bad idea, if you're looking for cheap healing
    Quote Originally Posted by Eladrin View Post
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  7. #7
    Community Member Khestral's Avatar
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    Quote Originally Posted by Eladiun View Post
    Beside the strength and dex... I would bag the Dragonmarks; 3 feats and 3 enhancements to pop a couple of extra heals. Five extra Cure Serious at 13th level to me isn't worth the cost when those Feats and Enhancement points could go elsewhere, buy a wand... I would rather go with Empower Healing and Maximize and do more with the heals you have. If you are tied to the Dragonmarks, I would still find a way to fit in Empower Healing probably drop Quicken for it and move the others around to take it earlier. I would also focus on either DV's or DH's rather than splitting enhancement points on both.
    I believe you have to take at least one DV to unlock DH, but after that, leave it alone. Str definately needs to go up - clerics already have a hard time jumping, running, and carrying anything to add a str hit to it. extra turning as a feat really isn't worth it. I'd put a point in jump at some time, just one point in balance, and one point in tumble - the stats on items will make up for it.

    Keep in mind that while halflings do get the healing dragonmark - humans get the extra feats. With that in mind, your friend is going to want to trim the fat off some of what he's taking. And getting quicken that late in the game really isn't worth it.
    I don't need to walk on water when I know that I can run on wine.

  8. #8
    Community Member Eladiun's Avatar
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    No prereq on DH...

    http://compendium.ddo.com/wiki/Enhan...vine_Healing_I

    ...I like to roll Dwarf clerics for the Dwarven Faith enhancement...

    http://compendium.ddo.com/wiki/Enhan...arven_Faith_IV

    ..the plus extra Con doesn't hurt either.

  9. #9
    Community Member Phidius's Avatar
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    I'd consider splashing 2 monk - you can use Ocean Stance to get more out of casting, better saves, 2 free feats (to offset the feats lost to Dragon mark). With the abundance of Sup Pot 6 necklaces in Amrath, it's not as hard to equip a cleric-monk as it used to be. Even if you don't plan on grinding for uber AC, the 2 monk splash adds a lot to this build. Heck, splash 3 monk to get free healing while in stance!

    Balance is still good to have if you plan on spending much time in the Titan, but not a must-have like it used to be.

    Oh, and I'd swap strength and charisma.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  10. #10
    Community Member Tumarek's Avatar
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    If you want to be usefull in endgame you will want maximise and empower. Clerics can do much more then just healing without loosing much or any healing capabilities.

    Also Maximise and empower will strenghten your healing capabilities a lot (really alot). Much more important then the dragonmarks or mental thoughness. Drop at least one of the mental thoughness feats.

    Low strenght is not too bad but in early game it will be quite bothersum because you cant carry much. Dex is not really needed either. More charisma and const will do more for you.

    I would consider the following feats very important for a casting cleric:

    -Thoughness: dead clerics dont heal

    -Maximise and Empower: it makes your healing spells more potent and you are able to be a great combat caster... not optional

    -Extended: is really not 100% neccessary but at low levels its really nice, and at high levels still nice

    -Quicken: doesnt sound so important but it is... not optional

    -Empower healing: Maximise and Empower dont work on Heal and MassHeal so it can be very nice at endgame... take it late but it isnt needed 100%

    Also read up SirGogs Cleric build catalog, lots of good advice there.

  11. #11
    Community Member Eladiun's Avatar
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    Quote Originally Posted by totmacher View Post
    actually I disagree with that, the Heal dragonmark can have like 7? or so heals at higher levels with the necklace and stuff. they're not a bad idea, if you're looking for cheap healing
    That's fine but at the cost of Empower Healing and Maximize... I feel those are more valuable and I'd rather not sacrifice for something I can fill in with scrolls or wands. You can't buy extra feats... 3 feats and 10 enhancement points gets you 8 heals

    That's 12.5% (10/80) of your enhancement points and 42.5 % (3/7) of your selectable feats to get 5 extra heals. That isn't exactly cheap...to me that is very expensive. Feats are a terrible thing to waste...
    Last edited by Eladiun; 03-23-2010 at 01:43 PM.

  12. #12
    Community Member SlayerInFlorida's Avatar
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    Lots of great advice here. Thanks for all the input so far.
    SlayerInFlorida
    Light Monk Build

  13. #13
    Community Member Khestral's Avatar
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    Quote Originally Posted by Eladiun View Post
    No prereq on DH...

    http://compendium.ddo.com/wiki/Enhan...vine_Healing_I

    ...I like to roll Dwarf clerics for the Dwarven Faith enhancement...

    http://compendium.ddo.com/wiki/Enhan...arven_Faith_IV

    ..the plus extra Con doesn't hurt either.
    I stand corrected. Thanks. I think I've had to take DV before to unlock just to have the required spend on points to open it, or something. Not sure, but I always end up with one level of DV then to lvl 4 with DH.
    I don't need to walk on water when I know that I can run on wine.

  14. #14
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    Default Dragonmarks???

    Maybe I am wrong, please let me know if my logic if flawed... But, this is what I calculate as the actual healing points you get from using Dragonmarks above level 15.

    Least Dragon
    9 Cure Light Wounds = 9*1d8+5 =
    Range of (9*6 - 9*13) = 54-117 Healing Points per Shrine
    with Empower Healing(Still no Spell Point Cost)
    81-176 Healing Points per Shrine

    Lesser Dragon
    7 Cure serious Wounds = 3d8+15 =
    Range of (7*18 - 7*39) = 126-273 Healing Points per Shrine
    with Empower Healing(Still no Spell Point Cost)
    189-410 Healing Points per Shrine

    Greater Dragon
    5 Heal = 10 x Caster Level =
    5*150 = 750 Healing Points per Shrine
    with Empower Healing(Still no Spell Point Cost)
    1125 Healing Points per Shrine

    Totals per Shrine Rest
    930-1140 Healing Points per Shrine Rest (avg 1035)
    or
    1395-1711 Healing Points per Shrine Rest (using Empower Healing) (avg 1553)

    So, by my calculations... on average, you get about 1000 or 1500(Empower Healing) Healing Points per Rest Shrine without having to use ANY Spell Points.

    True?

  15. #15
    Community Member Eladiun's Avatar
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    Looks right but as I said I can get the same net effect by carrying Cure Serious wands and a handful of Heal scrolls...I cannot get feats from a vendor. If you look at the posted build I would replace those three Dragonmarks with Empower Healing, Maximize, and Toughness. That's a better specialized healing build for High Level content which is what was requested.

    It's just my opinion but the benefits of the Dragonmarks just doesn't add up to what you can achieve with other feats on a Cleric especially considering you only get 7. Now on a halfy fighter build, awesome to have that much self healing/emergency healing and 3 feats on a fighter is cheap.
    Last edited by Eladiun; 03-23-2010 at 02:00 PM.

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