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  1. #1
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    Question Solo Cleric Leveling Build (War Priest), need advice

    I'm new to the game. I started up a few years ago and quit because soloing the class I wanted (1 thief/7 mage) was really hard to level without hirelings (I didn't want to use them....)

    I am certain this is not an end-game build but I do need some advice on the build for the next up coming levels if anyone has some. I do really want to keep the long-sword and shield for theme but I guess that gimps my end-game dps right? Maybe make him more group friendly? Maybe that's not possible with War Priest?

    So I read some guides and have been trying this out out, and wow, so far this guys seems like a beast compared to my mage. AC is 30 plus 9+2 for shield. Always running Protection from Evil, Shield of Faith and Bless. Saves Fort +8, Reflex +4, Will +9. 106 HP, 355 SP. Damage Resist 28, Magic Resist 10. I get swarmed and just stand there. Running mostly hard quests (elite+ on short quests).

    Thanks!


    Dagorelh
    Cleric 6
    Lawful Good Human


    Stats
    . . . . . . . .32pt . . Level Up
    . . . . . . . .---- . . --------
    Strength. . . . 16. . . .4: WIS
    Dexterity . . . 14
    Constitution. . 14
    Intelligence. . .8
    Wisdom. . . . . 16
    Charisma. . . . .8. . .



    Skills
    . . . . . 1. 2. 3. 4. 5. 6
    . . . . .------------------
    Concent . 1. 1. 1. 1. 1. 1. .6
    UMD . . . ½. ½. ½. ½. ½. ½. .3
    Spot. . . ½. . . . . . . . . ½
    . . . . .------------------
    . . . . . 3. 2. 2. 2. 2. 2
    . . . . . 8. 2. 2. 2. 2. 2



    Feats

    .1. . . . : Extend Spell
    .1 Human. : Mental Toughness
    .1 Deity. : Follower of: Sovereign Host
    .3. . . . : Child of: Sovereign Host
    .6. . . . : Precision
    .6 Deity. : Unyielding Sovereignty


    Spells
    1. Cure Light Wounds, Bless, Nightshield, Protection from Evil, Shield of Faith
    2. Cure Moderate Wounds, Deific Vengeance, Lesser Restoration, Hold Person, Soundburst
    3. Cure Serious Wounds, Glyph of Warding, Protection from Energy, Summon Monster III


    Leveling Guide
    1. War0 Smite Foe; War1 Righteous Weapons; War1 Sacred Touch I
    2. War1 Sacred Touch II; War2 Inflame I; War2 Righteous Weapons
    3. War0 Resilience of Battle; War2 Wall of Steel I; War3 Righteous Weapons
    4. War2 Wall of Steel II, III; War2 Inflame II, III
    5. War2 Inflame: Saving Throws I, II; War3 Wisdom

    Enhancements (20 of 24 AP)

    Warpriest (20 AP)
    • Smite Foe, Resilience of Battle
      1. Righteous Weapons, Sacred Touch II
      2. Wall of Steel III, Righteous Weapons, Inflame III, Inflame: Saving Throws II
      3. Righteous Weapons, Wisdom
    Last edited by TacRedline; 07-26-2017 at 05:18 PM.

  2. #2
    Community Member Eryhn's Avatar
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    for elite content you may start running into a bit of trouble as early as some few level 8, more generally lvl 12+ quests imho. for hard it should do with some patience.

    following issues:
    going by your title warpriest, assuming enhances are there mostly and not in caster tree. however your stats, having put some into dex and some into str aside are max wis, also in level ups. this is for a casterbuild in that regard. on a more typical melee build you would go max str, high con, high cha for divine might, wis is essentially a dump stat which you boost with gear just high enough to reach ability to cast all level spells.

    compared to other classes melee trees, warpriest is relatively crappy. this will become more visible as you venture into mid level quests which become a notch harder on each difficulty. as you have no CHA to boost divine might and thus dps, this soon coming dps loss will get a bit more pronounced yet. dex 14 is mostly also a waste. it is nice to have for now but later on you can get your heavy armor's max dex bonus with itemization alone with a starting value of 8 or 10.

    so basically, your stats are not 100% ideal for a melee build.

    now, there is some ways to splice up melee clerics, mainly by adding fighter levels for dps, and some less pally levels for saves.

    in your case, due to low CHA pally does not seem so great. however, in the fighter tree you could go for a vanguard build that ups sword and board, adding dps and more importantly shield stun abilities. this will be a far cry from good melee dps but workable to solo hard. it will also be something that may be of use in groups due to some added stun options.

    the easiest way to up dps would be to add a full 6 fighter levels and dump some 36+ points into kensei, grabbing lvl6 core therein as well as tier5s for the crit range/multi +1.

    depending on how much cleric you wanna be, going as much as 4 levels for some more vanguard stuff with leaving tier5 for cleric trees or only adding 2 levels of fighter for 2 feats, haste boost, some abilities would already help.

    there is also a defensive side to fighter and pally added, namely the defender tree. goodies therein, no matter if stalwart from fighter or sacred from pally require at least THREE levels, so that you get the STANCE for +25 PRR/MRR once upgraded. 4th level in defender tree gives an option to 10% run speed increase as well as +20%HP when stanced

    however, a class split might not be neccessary, as you also still have the option to remain a caster cleric with your wisdom. 16 starting on a non tomed first life admittedly is not great, but once you get better AOE spells like holy smite, cometfall and especially blade barrier to kite mobs through it will look a lot better and should work for hard difficulty - getting up to blade barrier may involve some pain though


    now, basically for both directions you arent set up ideally, so my main advice is to actually stay with your current setup and once stuff gets hard, change enhances and go for healing aura and combine it with either a sub par but workable fighter splice of 6 or 4 levels, or, to remain a pure cleric and be a healer with some limited capabilities for caster dps (limited cause slightly lower DC from stats and first life)

    however making this choice needs to be supported by your feats being either fighter or caster aligned, so i also would not put the choice up too far.


    to put some numbers as examples

    a relatively defensive sword and board build:
    33 points in radiant servant to gain healing aura tier5
    21or 24 points in stalwart defender to gain 10% runspeed, possibly also a 2nd greater stance enhancement in tier4
    rest in vanguard or kensei tree depending on if you want shield stuns or more direct dps addition to your main wpn

    requires adding 4 fighter levels
    useful feats, shield feat line, stunning blow, most importantly around lvl9ish inproved critical slash or bludgeon depending on wpn choice



    a more aggressive build with 6 fighter levels

    some 35+ or so points in kensei to get tier5 and core lvl6 crit range and multi increasers as well as +20 melee power
    at least, some - mh how much was it - around 10 points in stalwart defender so you get the full PRR/MRR stance benefits
    if going sword and board you wanna trim these 2 above trees to the important essentials and dump the rest into vanguard for shield stuff
    if you switch to 2handed fighting style, you dont need to spend points in vanguard and thus can distribute the remainder after kensei into stalwart defender, racial tree and some leftover into warpriest to get the +10PRR in tier2

    feats would be either shield fighting line or the 2handed fighting feats. also imp crit once available. also stunning blow.

    you'll need to find stunning or combat mastery items to get workable DC but its worth it.

    now, we didnt take many enhancements in cleric trees in this version. thats cause they suck that much for melee compared to other melee trees. so in the 6 fighter version, since the aura is basically the only truly worthwhile goodie (leaving aside SLAs in divine disciple if going pure caster, we put it all into dmg and defense



    third version, other than staying pure, once you start hitting a dps wall and stuff gets too hard, add 2 fighter level to get some minor dps gains from 2 melee feats as well as haste boost and some other tier2 goodies. - however, thinking defensively as well, IF you go for adding fighter, do at least 3 level so you get the stalwart stance working. thats a lvl3 core.



    P.S. I see you are using the character planer, so play around a bit with your build as a base, adding 3,4 or 6 fighter levels and what options that opens up. repost for further feedback. also, if you wait a bit im sure somebody gonna post some 1-20 planned out suggestions anyways
    Last edited by Eryhn; 07-26-2017 at 05:39 PM.

  3. #3
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    Wink

    Quote Originally Posted by Eryhn View Post
    for elite content you may start running into a bit of trouble as early as some few level 8, more generally lvl 12+ quests imho. for hard it should do with some patience.
    WOW! THANKS!!! I really appreciate the advice!

    I do take my time in the dungeons since I'm new and want to experience the game content.

    My dps feels a little low but man, nothing hits me at all (yet lol). Marguerit Dryden (http://ddowiki.com/page/Marguerite_Dryden) beat me up for at least 5 minutes while I ran all over the map looking for the exit. I didn't die but I was almost out of spell points.
    Last edited by TacRedline; 07-26-2017 at 05:54 PM.

  4. #4
    Community Member Eryhn's Avatar
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    you're welcome

    as mentioned im sure others will eventually add more detailed build suggestions.


    one more thing maybe, by and large you can probably divide melee clerics into 2 kinds in a more abstract way:

    1) goes for healing aura and takes enough levels in cleric to keep mass dw/mass heal critical for group play. anything beyond in fighter/pally for feats/enhancement to dps/defense and benefits/saves from cha based pally abilities.
    -> rarely has to actually self heal cause aura, thus sustained dps output. constantly heals party melees around with aura while being in front line action.

    2) sacrifices healing aura, sacrifices higher level spells. gets a melee enhancement tree with some ooomph (kensei or vanguard or a mix of both, rarely also tempest from ranger for 2 weapon fighting but lets leave that one aside for now)
    -> higher dps, compared to other melee classes still not great dps, but has the added benefit that from cleric levels you get minimal important buffs, aka Deathward, Freedom of Movement, FULL single target heal, some sort of minor mass heal and what other goodies cleric spells and spellpoints offer. needs to occasionally to disrupt combat to self heal/heal others.


    to understand the base principles in building the first version i highly recommend reading into: https://www.ddo.com/forums/showthrea...e-Cleric-Build. there is very well written out explanations of which choices are made how and why here.



    also, most importantly dont go stuff like re-rolling your build cause your stats aren't 100%. they are not ideal, but not messed up. this can totally be salvaged to get to 20 on hard content reasonably comfortable. maybe try play a bit more and level another level, however hold the next level that grants you a feat till you have had some more feedback and made up your mind which direction you wanna go. not splitting up your limited feats between different playstyles is rly rly helpful ...

    axel's build makes full use of the CHA synergies, getting CHA mod added to dmg from divine might, getting pally CHA based save addition, getting more out of lay on hands as extra quick heal from high CHA. this dont fly so well for you cause your CHA is dumped, but still worthwhile read for the basics imho. some partial info in first boost is outdated though (figther haste boost and human damage boost can no longer be used at once)
    Last edited by Eryhn; 07-26-2017 at 06:11 PM.

  5. #5
    Community Member Vish's Avatar
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    You area better man than I for soloing a warpriest,
    But here's my advise

    Need
    Maximize
    Empower
    Extend
    Ic slash

    That's min if you go like pure cleric
    Maybe shield mastery
    But I would dip into radiant next for burst
    If you go tier 5 warpriest, you won't have aura
    Most clerics that fight have aura
    Big group thing
    But solo, maybe just burst be ok
    You can get that at 6
    And max/empower for free

    Now if you want to go more dps
    Then u can splash fighter, 6 levels
    That would be ok since you started low cha
    Otherwise splash paladin,
    That is stronger melee build
    But only if like 14 cha

    I would go
    9 maximize
    12 ic slash
    For more pure

    For fighter requires lotta feats to take,
    And with 8 splash, you can go tier5 Kensai
    But you said warpriest
    So that's starting advice
    Gl
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    30 alchemist
    HOW
    Sarlona

  6. #6
    Community Member Eryhn's Avatar
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    Quote Originally Posted by Vish View Post
    For fighter requires lotta feats to take,
    And with 8 splash, you can go tier5 Kensai
    you get the important parts of kensei tier5 with 6 levels. 20 melee/ranged power, +1 crit. its only the tier4 in the weapon specialization line in the tree that need 8 fighter levels cause it has requirement of greater weapon focus (fighter lvl8) - thus tier5 weapons master +3 dmg to all wpns is locked out for 6 level splash but that's not like a catastrophe rly

  7. #7
    Community Member Eryhn's Avatar
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    so here's one first idea that's open to debate and further refinement:

    Code:
    Dagorelh 6 Fighter Splash Sword and Board
    14/6 Cleric/Fighter
    Lawful Good Human
    
    
    Level Order
    
    1. Cleric          6. Cleric         11. Fighter        16. Cleric
    2. Cleric          7. Cleric         12. Fighter        17. Cleric
    3. Cleric          8. Cleric         13. Fighter        18. Cleric
    4. Cleric          9. Fighter        14. Fighter        19. Cleric
    5. Cleric         10. Fighter        15. Cleric         20. Cleric
    
    
    Stats
                   32pt     Level Up
                   ----     --------
    Strength        16       4: WIS
    Dexterity       14       8: STR
    Constitution    14      12: STR
    Intelligence     8      16: STR
    Wisdom          16      20: STR
    Charisma         8      24: STR
                            28: STR
    
    Skills
              C  C  C  C  C  C  C  C  F  F  F  F  F  F  C  C  C  C  C  C
              1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20
             ------------------------------------------------------------
    Concent   4  1  1  1  1  1  1  1  ½  ½  ½  ½  1  1  1  1  1  1  1  1  21
    Heal                        1  1                    1  1  1  1  1  1   8
    Jump                              1  1  1  1                           4
    UMD       1  ½  ½  ½  ½  ½                                             3½
    Spot      1                                                            1
             ------------------------------------------------------------
              8  2  2  2  2  2  2  2  2  2  2  2  2  2  2  2  2  2  2  2
    
    
    Feats
    
     1        : Extend Spell
     1 Human  : Mental Toughness
     1 Deity  : Follower of: Sovereign Host
     3        : Child of: Sovereign Host
     6        : Power Attack
     6 Deity  : Unyielding Sovereignty
     9        : Stunning Blow
     9 Fighter: Cleave
    10 Fighter: Shield Mastery
    12        : Empower Healing Spell
    12 Fighter: Improved Critical: Slashing
    14 Fighter: Improved Shield Mastery
    15        : Maximize Spell
    18        : Quicken Spell
    21 Epic   : Overwhelming Critical
    24 Epic   : Tactical Training
    26 Destiny: Toughness
    27 Epic   : Epic Damage Reduction
    28 Destiny: Epic Spell Power: Positive
    29 Destiny: Guardian Angel
    30 Epic   : Bulwark of Defense
    30 Legend : Scion of: Arborea
    
    
    Spells
    
    Cleric
    
    1. Cure Light Wounds, Divine Favor, Nightshield, Protection from Evil, Remove Fear, Bless
    2. Cure Moderate Wounds, Close Wounds, Resist Energy, Lesser Restoration, Remove Paralysis, Find Traps
    3. Cure Serious Wounds, Magic Circle Against Evil, Protection from Energy, Remove Curse, Remove Disease, Remove Blindness
    4. Cure Critical Wounds, Death Ward, Freedom of Movement, Restoration, Holy Smite, Divine Power
    5. Mass Cure Light Wounds, Raise Dead, True Seeing, Divine Punishment, Protection from Elements
    6. Mass Cure Moderate Wounds, Blade Barrier, Heal, Cometfall, Heroes' Feast
    7. Mass Cure Serious Wounds, Greater Restoration, Resurrection, Mass Restoration
    Enhancements (80 AP) Radiant Servant (32 AP)
    • Healing Domain, Pacifism, Positive Energy Burst, Improved Empower Healing
      1. Extra Turning III, Wand Mastery II
      2. Improved Turning III, Efficient Empower Healing III
      3. Intense Healing III
      4. Endless Turning III
      5. Positive Energy Aura
    Vanguard (27 AP)
    • To the Fore!, Shield Combat I, Vicious Shield I
      1. Shield Smash III, Unbalancing Shove I
      2. Brutality III, Stunning Shield III, Missile Shield III, Melee Power Boost III
      3. Follow Up III, Fatal Bulwark
      4. Shield Charge III
    Kensei (12 AP)
    • Kensei Focus: Heavy Blades, Spiritual Bond, Strike with No Thought
      1. Extra Action Boost I, Haste Boost III
      2. Tactics II
    Stalwart Defender (6 AP)
    • Toughness, Stalwart Defense
      1. Durable Defense III, Stalwart Defensive Mastery I
    Human (3 AP)
    • Damage Boost
      1. Improved Recovery
    Destiny (24 AP) Unyielding Sentinel
    1. Brace for Impact II, Shield Prowess III
    2. Block Energy III, Legendary Shield Mastery III
    3. Renewal III
    4. (none)
    5. Hardened III, Strength of Vitality III
    6. Undying Vanguard
    Twists of Fate (6 fate points)
    1. Endless Turning (Tier 1 Crusader)
    2. Purge the Wicked (Tier 1 Crusader)
    3. Endless Faith (Tier 1 Exalted)

    some comments on choices:

    1) why first get to cleric level 8 before adding fighter?
    this unlocks you 4 level 4 spells, covering the bare essentials of Deathward, Freedom of Movement, Restoration and Cure Critical at Level 8. Since the first spell slot choice is mandatorily a heal spell on clerics, 7 class levels would cost us one spell of the 3 important ones, this would be possible - however meaning that you get restoration much later after adding the fighter levels.

    2) why add the fighter levels in bulk?
    so that the benefits to dps/defense/tactical kick in somewhat reasonably in mid game and you can make use of them in the harder quests from lvl12+

    3) why switch out precision for power attack? (every toon has 1 free feat swap after completing http://ddowiki.com/page/Hall_of_the_Mark once)
    power attack is a requirement for cleave feat. the downside of a sword and bord build is that you have little ability to dish out AOE damage. this will give you at least one option to strike multiple opponents at once.

    4) why the relatively accross the board spending of enhancements between vanguard, kensei, stalwart defender, human and radiant servant?
    this is trying to get as many sweet spots and best bang for your buck enhancements as possible that are open to us with 6 fighter levels.
    a) 32 points in radiant servant is the bare minimum to gain the healing aura powered by turn undeads
    b) 3 points in human for one extra damage boost and 20% heal amp is a good deal
    c) 11 points in kensei is the bare minimum to get the level 6 core that grants +1crit multiplier to your mainhand weapon, 12 to gain one more tactics dc point.
    d) 6 points in stalwart defender is the lowest possible investment to gain +25 PRR/MRR from the stance - arguably the +3 to saves is not worth it as your saves are not great anyways - in any case here we sacrifice that for having more points to spend in vanguard
    e) vanguard, lot spent here in trying to get good defense and stuns for the shield you have anyways. most of those abilites are pretty good. stunning stuff gives you more melee power and PRR temporarily. shield bashing stuff lowers their defenses against your stuns. once having reached the tier4, you get a once every 30 sec shield charge that makes you kinda go bowling ball style right into a group and stun multiple mobs.

    so, with this, you get many stun options, and sturdy defense. the playstyle would be to stun as much as you can then hack away till its dead. there is a couple of buttons to push, once you get there a typical rotation could be: damage boost or melee power boost, shield charge, stunning shield, shield smash, cleave, 1-3 normal attacks, stunning blow (later in the rotation to extend the boost to melee power from "follow up") hit haste boost once the other one runs out, rinse and repeat till stuff is dead


    now, there is a case to be built here for the 12 points in kensai not being worth it "just" for haste boost, +2 tactics DC, +1 action boost charge and the +1 crit multi to mainhand. don't get me wrong, that's a lot of good stuff for 12 points spent, but these 12 points could also be spent between stalwart defender (getting up to tier3, greater stalwart stance ->tenacious defense +20% HP, getting the +3 to saves on the way too) and adding a bit more points to vanguard where they synergize well with your sword and board choice. in that case however, it would be worth some thought to only dip into 4 levels of fighter, since the kensei lvl6 core is the only thing rly for which we NEED the 6 levels. that would however also mean 1 feat less to spend and thats a bit of a tough choice. i may try to come up with an alternative build like that later.

    other stuff:
    no matter which variation of fighter split, once you get blade barrier, kiting whole groups back and forth through that to dps them down before you melee will become a good tactic. that's what the maximise feat is for btw. maximised BB is expensive and you cannot spamm it endlessly, but very effective on those BIG groups. with this 6 level fighter split, this would occur as late as level 17. another thought to improve this build could hence be to level 8 cleric -4 fighter -6 cleric -2 fighter. this would backload the kensei tree addition to lvl 20, backload 1 melee feat to 20, but open you up the option to BB kite at lvl 15.

    there will generally be no need to maximise heal spells. empower healing, which gets further benefits in effectiveness and cost from radiant servant will be all you need. it can also be applied to the positive energy burst if memory serves right. very small, fast heals like close wounds you would probably want to cast without metas, to have a small cheap quick refill of the HP bar. it is also possible to put one spell on the hotbar TWICE and have one version with the metamagic applied and the other without metas. this goes a bit more into the realm of playing casters and healers spell point efficiently. takes some screen space and time setting up and time getting used to, may be worth it however.

    other noteworthy spells at higher levels are holy smite and cometfall. holy smite BLINDS evil mobs, thats immensly useful.
    (one could arguably take holy smite as 4th lvl4 spell at level 8 for that reason)
    cometfall has a chance to knockdown. even if your DC is not optimized, if mobs roll a 1 on their save they will fall from it.
    so when opening with a spell, holy smite -> cometfall -> shield charge -> melee stuffs is also not bad
    as with blade barrier, with 6 fighter levels in bulk the ability to cast these spells comes later than on pure cleric and going only 4 fighter or backloading fighter lvl5 and 6 to lvls 19/20 could help with this.

    some thoughts on gear:
    absolute must haves or very very useful:
    100% fortification by around lvl 8 at the latest 10 or so.
    an accuracy item may help with to hit, power attack costs you -5 on attack rolls.
    the shield feats grant you doublestrike chance. on a one handed fighter high attack frequency is important, hence, try to find doublestrike item
    in order to make stuns land a combat master or stunning item will help.
    for stats, find highest possible STR and CON item per level.
    since your base CON 14 is low for a melee, try get in false life or vitality bonuses if you happen to find.
    to make best use of aura self heals, a heal amplification item is recommended.
    devotion and positive spell crit for heals.
    a deathblock item. the spell you have from level 8 may at times be dispelled by mob casters, or run out. an item does not prevent level drain like the spell does, but it does stop instakills aimed at you when the spell aint there for whatever reason.
    for later, an impulse/kinetic lore stick or sword for blade barrier and cometfall (cometfall is typed as "physical damage" which is determined by force spell power)
    generally, always, try find a speed item, both for the run speed bonus and for the slightl boost to attack speed.

    speaking of which, having cheap 30 second haste potions for tougher fights is very helpful at times. other worthwhile potions to always have some on yyour hotbar: heroism, remove curse, remove disease, cure poison, lesser restoration, some few remove blindness pots. being a cleric you can cure most of these bad status effects yourself, but using potions regardless will save you spellpoints -especially in some few quests where you get negative effects repeatedly.

    now, this above listed stuff wont conveniently fall from the heavens in perfect item slot alignment on a first life. dont go burn shards on the ASAH for items or to buy store augments though. its ok to not have all of these, but if you can get these from loot, some specific farmable named items, or a good deal on the plat auction house bit by bit they will help round out the build and make it more efficient noticably.

    here's some named items that can be found:
    http://ddowiki.com/page/Item:Coronation_Shield heavy fort slotted, ML10.
    dessert rare, sometimes cheap on AH, if plat buy, check seller did not remove the fort augment


    http://ddowiki.com/page/Item:Nightforge_Avenger_Blade
    THE. SINGLE. BEST low to mid/high level heroic longsword. because of the 17-20 crit range.
    this can be reliably farmed by completing http://ddowiki.com/page/A_Relic_of_a_Sovereign_Past ONCE and picking up and trading in 10 of the 15 adamantium ores available per run. this is a level 12 quest. i am not sure but i think you should be able to run it on casual at level 10. if you are running with a hard bravery bonus remember to turn that off before and back on after.
    mind that other turn in items in this quest like the heavy armor, shield, 100% fort neclace or heroism bracers are also not bad, if you want to go to the pain of doing a farm run 2 or 3 times in a row.

    another good, reliably farmable armor would be from cannith challenges which can also be fun if one does not dislike the principle behind them and the kobold voices. these may require an experienced player to show you the ropes of challenge running though
    http://ddowiki.com/page/Mournlode_Fullplate_(level_8)
    in case you do not have access to the challenge pack, you can still gather one free challenge token from an NPC in house cannith per toon per day and that way bit by bit earn your challenge materials to trade in for an item.
    the challenge turn in items also sport good undead beaters, a good melee ring with seeker and vorpal effect as well as ghost touch at higher levels and also a cloak with fire spell power and some defense that would work on a melee cleric. there is also bracers that boost electric spell power(useless to you) and more importantly, have a permanent blurr effect on them.


    other items to look for would be a ghost touch and an everbright weapon. also some good aligned weapon. also, having a returning throwing weapon for some quests where you need to hit levers ranged.


    speaking of which before I list more items it would be nice to know what sort of access you have to quest packs. are you VIP? free2play? premium? if one of the later 2, which adventure packs do you own?

    also, are you playing on argonessen per chance? if so hit me up with an ingame mail to eryhn ...
    Last edited by Eryhn; 07-27-2017 at 09:34 AM.

  8. #8
    Community Member Eryhn's Avatar
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    revised version that takes holy smite over restoration at lvl8, swaps some fighter levels a bit back and thus grants you blade barrier at lvl15 and cometfall at lvl 16.

    Code:
    Dagorelh 6 Fighter Splash Sword and Board
    14/6 Cleric/Fighter
    Lawful Good Human
    
    
    Level Order
    
    1. Cleric          6. Cleric         11. Fighter        16. Cleric
    2. Cleric          7. Cleric         12. Fighter        17. Fighter
    3. Cleric          8. Cleric         13. Cleric         18. Fighter
    4. Cleric          9. Fighter        14. Cleric         19. Cleric
    5. Cleric         10. Fighter        15. Cleric         20. Cleric
    
    
    Stats
                   32pt     Level Up
                   ----     --------
    Strength        16       4: WIS
    Dexterity       14       8: STR
    Constitution    14      12: STR
    Intelligence     8      16: STR
    Wisdom          16      20: STR
    Charisma         8      24: STR
                            28: STR
    
    Skills
              C  C  C  C  C  C  C  C  F  F  F  F  C  C  C  C  F  F  C  C
              1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20
             ------------------------------------------------------------
    Concent   4  1  1  1  1  1  1  1  ½  ½  ½  ½  1  1  1  1  ½  ½  1  1  20
    Heal                        1  1              1  1  1  1  ½  ½  1  1   9
    Jump                              1  1  1  1                           4
    UMD       1  ½  ½  ½  ½  ½                                             3½
    Spot      1                                                            1
             ------------------------------------------------------------
              8  2  2  2  2  2  2  2  2  2  2  2  2  2  2  2  2  2  2  2
    
    
    Feats
    
     1        : Extend Spell
     1 Human  : Mental Toughness
     1 Deity  : Follower of: Sovereign Host
     3        : Child of: Sovereign Host
     6        : Power Attack
     6 Deity  : Unyielding Sovereignty
     9        : Stunning Blow
     9 Fighter: Cleave
    10 Fighter: Shield Mastery
    12        : Empower Healing Spell
    12 Fighter: Improved Critical: Slashing
    15        : Maximize Spell
    18        : Quicken Spell
    18 Fighter: Improved Shield Mastery
    21 Epic   : Overwhelming Critical
    24 Epic   : Tactical Training
    26 Destiny: Toughness
    27 Epic   : Epic Damage Reduction
    28 Destiny: Epic Spell Power: Positive
    29 Destiny: Guardian Angel
    30 Epic   : Weapon Focus: Slashing
    30 Legend : Scion of: Arborea
    
    
    Spells
    
    Cleric
    
    1. Cure Light Wounds, Divine Favor, Nightshield, Protection from Evil, Remove Fear, Bless
    2. Cure Moderate Wounds, Close Wounds, Resist Energy, Lesser Restoration, Remove Paralysis, Find Traps
    3. Cure Serious Wounds, Magic Circle Against Evil, Protection from Energy, Remove Curse, Remove Disease, Remove Blindness
    4. Cure Critical Wounds, Death Ward, Freedom of Movement, Restoration, Holy Smite, Divine Power
    5. Mass Cure Light Wounds, Raise Dead, True Seeing, Divine Punishment, Protection from Elements
    6. Mass Cure Moderate Wounds, Blade Barrier, Heal, Cometfall, Heroes' Feast
    7. Mass Cure Serious Wounds, Greater Restoration, Resurrection, Mass Restoration
    Enhancements (80 AP) Radiant Servant (32 AP)
    • Healing Domain, Pacifism, Positive Energy Burst, Improved Empower Healing
      1. Extra Turning III, Wand Mastery II
      2. Improved Turning III, Efficient Empower Healing III
      3. Intense Healing III
      4. Endless Turning III
      5. Positive Energy Aura
    Vanguard (27 AP)
    • To the Fore!, Shield Combat I, Vicious Shield I
      1. Shield Smash III, Unbalancing Shove I
      2. Brutality III, Stunning Shield III, Missile Shield III, Melee Power Boost III
      3. Follow Up III, Fatal Bulwark
      4. Shield Charge III
    Kensei (12 AP)
    • Kensei Focus: Heavy Blades, Spiritual Bond, Strike with No Thought
      1. Extra Action Boost I, Haste Boost III
      2. Tactics II
    Stalwart Defender (6 AP)
    • Toughness, Stalwart Defense
      1. Durable Defense III, Stalwart Defensive Mastery I
    Human (3 AP)
    • Damage Boost
      1. Improved Recovery
    Destiny (24 AP) Unyielding Sentinel
    1. Brace for Impact II, Shield Prowess III
    2. Block Energy III, Legendary Shield Mastery III
    3. Renewal III
    4. (none)
    5. Hardened III, Strength of Vitality III
    6. Undying Vanguard
    Twists of Fate (10 fate points)
    1. Endless Faith (Tier 1 Exalted)
    2. Endless Turning (Tier 1 Crusader)
    3. Purge the Wicked (Tier 1 Crusader)
    4. Avenging Light (Tier 1 Exalted)
    btw the skill assignment is bit open to debate and personal taste rly. cleric has not much to spend. concentration is not a bad choice but with your con of 14 starting not super high values here though will do for hard. still, since you started it out, maxing it to 23 makes sense I guess. either way eventually you will get quicken feat to make important heal and raise spells midcombat no fail.
    I left concentration a bit lower to give some boost to positive spellpower with heal skill and get in some little jump points from the fighter levels. you will need jump potions most of the time regardless but this gets you a bit higher which sometimes is useful.

    also, umd. it is a GOOD idea to level it, however, on a build that can only attain max UMD 11 at lvl 20, you rly need some more CHA to get it to useful values - even including items that boost UMD. for those reasons I did not continue leveling it. you could, with some effort (good cha items, good umd item) reach useful values at somewhere roughly around lvl27-30 only and it still would be rather close.

    the most important scrolls, heal, ressurect, greater restoration, you will be able to get without UMD eventually due to your cleric levels. for other useful arcane scrolls on melee, like greater heroism and tensers transformation, the low starting CHA just kinda locks us out of that being viable during leveling up.
    Last edited by Eryhn; 07-27-2017 at 10:08 AM.

  9. #9
    Community Member ArgentMage's Avatar
    Join Date
    Jun 2009
    Posts
    819

    Default Grist for the mill

    Just want to make you aware of this build:
    Axel's THF Melee Cleric Build
    I play it and can recommend it highly. Cleave is a lot of fun. ;-)

    For your specific case, I'd say: Park your current character, and give this a try. Go with Human.
    I did tweak the starting stats because I hated having to chug pots at low level to be able to cast my spells.
    If that sounds like something you'd like, then I'd go STR 16, DEX 8, CON 15, WIS 12, INT 8, CHA 14
    and then just follow the build.

    Give a shout if you have any questions.

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