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Thread: Radiant Phoenix

  1. #1
    Community Member wtorchia's Avatar
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    Default Radiant Phoenix

    I have been thinking of TRing my 20 cleric in a few weeks. I really like the healing amp idea that the solar phoenix build has, but I want to keep some of my cleric abilities that I like. The idea with this build is to be able to regenerate the turns used for DM and aura, still have healing fists, and get divine sacrifice from the paladin side. I realise that I will be giving up a lot on the cleric side when it some to party heals and CC, but I think I will gain enough to make this a fun build to play.

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (5 Paladin \ 3 Monk \ 12 Cleric) 
    Hit Points: 317
    Spell Points: 675 
    BAB: 16\16\21\26\26
    Fortitude: 23
    Reflex: 16
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            15                    17
    Constitution         14                    16
    Intelligence          8                    10
    Wisdom               12                    14
    Charisma             14                    16
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                    24.5
    Bluff                 2                     3
    Concentration         6                    27
    Diplomacy             2                     3
    Disable Device       n/a                    n/a
    Haggle                2                     3
    Heal                  1                     4
    Hide                  2                     3
    Intimidate            2                     3
    Jump                  3                    10
    Listen                1                     2
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  1                     2
    Swim                  3                     7
    Tumble                n/a                   4
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Feat: (Past Life) Past Life: Cleric
    Feat: (Human Bonus) Toughness
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 3 (Monk)
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Weapon Focus: Slashing Weapons
    
    
    Level 4 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Paladin)
    Feat: (Selected) Whirling Steel Strike
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Paladin)
    
    
    Level 12 (Paladin)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Paladin)
    
    
    Level 14 (Paladin)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Improved Recovery I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Cleric Heal I
    Enhancement: Cleric Heal II
    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 Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Divine Might II
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Extra Turning III
    Enhancement: Cleric Extra Turning IV
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Wand and Scroll Mastery I
    Gear wise this is what I am aiming for:

    Head: Minos (have)
    Goggles: SP Con Op (need 2 larges and a supreme shard)
    armor: DT with healing amp 10 and 20 (need)
    bracers: Jidz-Tet'ka (need)
    ring 1: Ring of Thelis (have) or a sup pot 6 ring (need)
    ring 2: Morgana's Ring (need)
    Neck: Torc (need)
    Belt: Morgana's belt (need)
    Boots: No idea
    Gloves: Gauntlets of eternity (have)
    cloak: Bards cloak (have) or 45HP green steel (need)
    Weapon 1: +5 M PG LS (need)
    Weapon 2: trip pos green steel with 30% healing amp (need)

    That will give me about 306% healing amp. My RS aura should hit me for about 25 and I will still have some self heals.

  2. #2
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    Well heck yeah - this is very close to the build that I requested in the other thread. I like the idea, and the healing amp max from the eq really seems to make this shine.

    I was thinking though that with a concentration of 27 you might want to go with extend rather than quicken because the character is built for endurance, but won't have epic sp. Your thoughts on that? Also Extra turning 4 seems like overkill for the points.

    Otherwise, while I am not qualified to comment on the solidness of the build, it is pretty damned close to exactly what I wanted to play.

    So in short - go you! And thanks!

  3. #3
    Community Member wtorchia's Avatar
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    There are 2 reasons for the high concentration. Battle casting and for ki retention. As for the extra turn 4, using DM 2, aura and the healing burst will chew up a lot of turn so I think I will need all I can get.

    I have not yet done my TR yet. I am still trying to get my torc and I want to get my 20th shroud before I do. Only 6 more to go so I should be starting in a few weeks. I will post here once I start and let you know how it is going for me.

  4. #4
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    What does 5 paladin levels give you that makes up for losing 5 cleric levels?
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  5. #5
    Community Member wtorchia's Avatar
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    More BAB( 2 or 3), better saves (+ 6 in gear I think), divine sac (+ 5 d6 light damage) , paly weapons feats. It will also get lots of healing from the healing fists. This build is not meant to be a healer. It is a self reliant battle cleric.

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    Quote Originally Posted by wtorchia View Post
    More BAB( 2 or 3), better saves (+ 6 in gear I think), divine sac (+ 5 d6 light damage) , paly weapons feats. It will also get lots of healing from the healing fists.
    This build is not meant to be a healer. It is a self reliant battle cleric.

    Monk has all the weapon proficiencies that allow you to use fists of light.

    Divine power makes BAB a non-issue.

    Divine Sacrifice is bugged in regards to handwraps. It will only trigger for one hand.

    Paladin two gives the saves bonus, the extra levels don’t really do much that spells/gear can’t.



    Good breakdowns for a battle-cleric are:

    20 cleric
    19/1 cleric/fighter
    18/2 cleric/fighter
    18/2 cleric/monk
    17/3 cleric/monk
    17/2/1 cleric/monk/fighter




    All of these are good self-sufficient battle-clerics with the added benefit of being useful at healing a group when needed.
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  7. #7
    Community Member wtorchia's Avatar
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    I am going dual long swords not hand wraps. One hand will be a holy/good burst 30% healing amp/ and the other probably min 2.

    I am well aware that there are more optimal builds when it come to healing. I am running a pure offence casting capped cleric right now. I want to try something more combat oriented, but I don't want to go with one of the other cookie cutter builds out there, and I don't want to give up some of what I like about my cleric. I know I will loose a lot of my healing power. I feel that the monk/paly levels will more then make up for this in combat and free self healing.

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    Paladin2/Monk3/Cleric15 sounds much better.

  9. #9
    Community Member Mugin's Avatar
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    The 12 paladin levels in the Solar Pheonix build are there for smites, hunter of the dead 2 and paladin devotion. By going 12 cleric you have a replacement for pally devotion, but by only taking 5 paladin you don't get hunter of the dead 1 and your smites will be low.

  10. #10
    Community Member Mister_Peace's Avatar
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    Quote Originally Posted by Kriogen View Post
    Paladin2/Monk3/Cleric15 sounds much better.
    This, although it will lack the quicken-massheal easybutton.
    Although OP's build lacks that already.

    Also, if/when you get Epic Gloves of the Claw, you won't need the triple-pos longsword.
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  11. #11
    Community Member wtorchia's Avatar
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    I have been back and forth with this build for a while now my self. The way I am looking at it the cleric levels are there for :
    self healing
    limited group healing
    40% healing bonus
    divine might 2
    healing aura
    healing pulse
    regenerating turns
    limited self/group buffs

    From monk:
    healing from fists of light
    10% healing amp
    25% healing amp from fire stance + bracer
    small DPS from ki strikes
    small HP from enhancements

    paladin:
    long sword feet
    save bonus
    DPS from divine sacrifice
    DPS from smite
    small BAB boost
    HP from enhancements

    I think that all together they add up to a char that while not tops on DPS can hold its own and still provide some spot heals to the group.

  12. #12
    Community Member wtorchia's Avatar
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    Quote Originally Posted by Mister_Peace View Post
    Also, if/when you get Epic Gloves of the Claw, you won't need the triple-pos longsword.
    I plan on using gauntlets of eternity for the 9% healing crit and healing amp

  13. #13
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    Quote Originally Posted by wtorchia View Post
    There are 2 reasons for the high concentration. Battle casting and for ki retention. As for the extra turn 4, using DM 2, aura and the healing burst will chew up a lot of turn so I think I will need all I can get.
    In no way am I arguing the need for the high concentration - I am questioning the need for quicken. That being said though, I know that when you are in the thick of it quicken does make it a lot more reliable to land your healing without possible interruption or having to disengage. With a monk style fighter, I am constantly engaging and disengaging, so I don't usually have a problem getting a spell off.

    Since enhancements are easily changeable there's no harm or foul to figuring out what you need on the fly, but you will be growing back your turns pretty fast. What you gain in the extra turns is to not have to stop and wait for your turns to regrow between combats, which really suits the zerg style of dungeoneering. However I suspect that you are going to find that you never completely burn your way through all of them, and if that's the case, you might look to other enhancements.

    It looks like a very fun build, though I am leaning towards the Cler12/Monk7/Ftr1 that has been suggested over here. ;-)

    http://forums.ddo.com/showthread.php...72#post3221072

  14. #14
    Community Member wtorchia's Avatar
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    Quote Originally Posted by birdoprey View Post
    It looks like a very fun build, though I am leaning towards the Cler12/Monk7/Ftr1 that has been suggested over here. ;-)
    http://forums.ddo.com/showthread.php...72#post3221072
    That was one of the build setups I was looking at my self. I may still go this with it. I have a few test chars I am trying our right now to see how they will play up to level 8.

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