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  1. #1
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    Smile Looking for a CC/Healer type of template

    Hi

    I'm looking for a solid CC/Healer type build. Mainly focused on healing since I'm usually the only healer in the group. But I want to be able to CC monsters as well. I got access to 32pt build but am new to the game (lvl 11) first char so if you could provide me with a easy enough template to follow (basically step by step instructions) I'd be more than greatful!

    Thanks alot

  2. #2
    Community Member Visty's Avatar
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    human
    18 wis
    14 con
    16 cha

    all levelups into wis
    skills into umd and concentration

    feats:
    emp healing
    heighten
    spell penetration
    greater spell penetration
    quicken
    extend
    spell focus necro or enchantment, depends if you want more CC or more debuffs/instakills
    greater spell focus necro or enchantment
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  3. #3
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    Thanks

  4. #4
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    EDITED Vers 2.0

    How does this look for a CC/Healer build?



    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Zykoeth 
    Level 20 Lawful Neutral Human Male
    (20 Cleric) 
    Hit Points: 262
    Spell Points: 1652 
    BAB: 15\15\20\25\25
    Fortitude: 14
    Reflex: 5
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    14
    Dexterity             8                     8
    Constitution         14                    14
    Intelligence          8                     8
    Wisdom               18                    26
    Charisma             12                    12
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance              -1                    -1
    Bluff                 1                     1
    Concentration         6                    25
    Diplomacy             1                     1
    Disable Device       n/a                   n/a
    Haggle                1                     1
    Heal                  4                     8
    Hide                 -1                    -1
    Intimidate            1                     1
    Jump                  2                     2
    Listen                4                     8
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  4                     8
    Swim                  2                     2
    Tumble               n/a                   n/a
    Use Magic Device      3                    12.5
    
    Level 1 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Feat: (Human Bonus) Spell Focus: Enchantment
    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)
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Cleric Wisdom I
    
    
    Level 3 (Cleric)
    Feat: (Selected) Toughness
    Enhancement: Racial Toughness I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 4 (Cleric)
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Extra Turning II
    
    
    Level 5 (Cleric)
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Improved Spell Penetration I
    
    
    Level 6 (Cleric)
    Feat: (Selected) Extend Spell
    Enhancement: Racial Toughness II
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 7 (Cleric)
    Enhancement: Cleric Life Magic III
    
    
    Level 8 (Cleric)
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 9 (Cleric)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Wisdom II
    
    
    Level 10 (Cleric)
    Enhancement: Cleric Life Magic IV
    
    
    Level 11 (Cleric)
    Enhancement: Cleric Energy of the Zealot III
    
    
    Level 12 (Cleric)
    Feat: (Selected) Greater Spell Focus: Enchantment
    Enhancement: Cleric Improved Spell Penetration II
    
    
    Level 13 (Cleric)
    Enhancement: Cleric Improved Spell Penetration III
    
    
    Level 14 (Cleric)
    Enhancement: Cleric Energy of the Zealot IV
    
    
    Level 15 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 16 (Cleric)
    Enhancement: Cleric Improved Empower Healing II
    Enhancement: Cleric Wand and Scroll Mastery III
    
    
    Level 17 (Cleric)
    Enhancement: Cleric Wand and Scroll Mastery IV
    
    
    Level 18 (Cleric)
    Feat: (Selected) Mental Toughness
    
    
    Level 19 (Cleric)
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Divine Vitality II
    
    
    Level 20 (Cleric)
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Prayer of Incredible Life III
    Enhancement: Cleric Improved Turning I
    Last edited by Zykoe; 08-28-2010 at 09:50 AM.

  5. #5
    Community Member Visty's Avatar
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    why conjuration focus?

    are there even conjuration spells for clerics?
    better stick to necro, enchant or evocation though the last only gets useful at higher levels with bladebarrier and implosion
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  6. #6
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    haha, sorry.

    Was suppose to be enchantment..
    But other than that, it looks OK for some CC as well?

  7. #7
    Community Member biggin's Avatar
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    A few small things I noticed.....

    Don't forget your Radiant Servant Enhancements. Free healing means more CC.
    I usually stick to Concentration and Balance, but it's a playstyle choice.

    If I were selecting the same feats I would take them in this order....
    1 Toughness/Extend- Extend isn't really needed until 3-6, but I hate recasting buffs. Extra HP are always nice
    3 Mental Toughness- Extra SP are always nice
    6 Empower Healing
    9 Maximize
    12 Spell Focus: Enchantment
    15 Quicken
    18 SF: Greater

    I would also consider swapping out Mental toughness or a SF for Heighten. Again, nothing wrong with what you did, just the way I play I like to have those extra SP and HP earlier when they matter more. At end game you should be a little better at SP conservation, so I would take Heighten instead of MT if you want to stay that route.
    There is no lag. Just because you had none before and can't play now doesn't mean the server move had anything to do with it.

  8. #8
    Community Member biggin's Avatar
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    Also, just out of curiosiy, why did you go Enchantment Focus? The major spells of that school are Symbols, and they are a real PIA to use in a group because they take forever to cast and you have to drag mobs into them. Personally I would go Evocation (for your Blade Barriers) or Necro (Destruction, Energy Drain, etc.). Again, just a playstyle choice.
    There is no lag. Just because you had none before and can't play now doesn't mean the server move had anything to do with it.

  9. #9
    Community Member ClericDude's Avatar
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    Quote Originally Posted by Visty View Post
    why conjuration focus?

    are there even conjuration spells for clerics?
    better stick to necro, enchant or evocation though the last only gets useful at higher levels with bladebarrier and implosion
    Arguably our most important spells are conjurations. Fortunately, the obstinate barbarians have bad will saves, so they still get our heals.

    Ok, you win, saves aren't a big deal for those (although they're nice for killing undead).

    On a more serious note, Cometfall is conjuration. You're still right about those others being better choices, but it is decent damage and nice cc.

  10. #10
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    Thanks alot for the imputs

    I'll go Evocation

  11. #11
    Community Member Lanthum's Avatar
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    Personally I wouldn't put my Str at 14. Well I should say: Personally I wouldn't do it again. I did it as well originally on my Cleric thinking that I could assist in combat as needed. And that seemed to work up until about level 10 or 11. But by level 13 I found that in PUGs and even guild runs I was needed more as the dedicated healer, and those extra points in Str were wasted.

    I found that in level 10+ I helped out more in combat by staying out of the melee and focusing on offensive casting when I wasn't healing. Greater Command, Cometfall, and Blade Barriers all helped out the group better. And none of them need a high Strength. Plus once the spells were effective, I went back to healing as needed. And those few times when I enter the melee - I didn't really need the extra Str.

    I hope that helps

  12. #12
    Community Member FlyingTurtle's Avatar
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    Quote Originally Posted by Lanthum View Post
    Personally I wouldn't put my Str at 14. Well I should say: Personally I wouldn't do it again. I did it as well originally on my Cleric thinking that I could assist in combat as needed. And that seemed to work up until about level 10 or 11. But by level 13 I found that in PUGs and even guild runs I was needed more as the dedicated healer, and those extra points in Str were wasted.

    I found that in level 10+ I helped out more in combat by staying out of the melee and focusing on offensive casting when I wasn't healing. Greater Command, Cometfall, and Blade Barriers all helped out the group better. And none of them need a high Strength. Plus once the spells were effective, I went back to healing as needed. And those few times when I enter the melee - I didn't really need the extra Str.

    I hope that helps
    I've read that it changes by endgame.
    Sirgog's comment:
    http://forums.ddo.com/showpost.php?p...4&postcount=20

  13. #13
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    Quote Originally Posted by FlyingTurtle View Post
    I've read that it changes by endgame.
    Sirgog's comment:
    http://forums.ddo.com/showpost.php?p...4&postcount=20
    The problem with str is that you need melee feats to go with it or your melee abilities will be lacking. Sure, BB may become useless on certain endgame bosses. But that doesn't mean that a casting-focused cleric with 14 str is going to do better. Just that BB sucks sometimes. If I were to start over on my cleric I'd probably keep str very low and put any extra points into con. Even cha can be kept pretty low since +6 items are cheap and easy to obtain (at least on the server I'm on). It takes me forever to kill stuff in melee on my healing-focused cleric, and putting on a +6 str item seems to make very little difference. Certainly not enough to make me wish I had wasted more points on str.

  14. #14
    Community Member FlyingTurtle's Avatar
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    Quote Originally Posted by smokeyser View Post
    The problem with str is that you need melee feats to go with it or your melee abilities will be lacking. Sure, BB may become useless on certain endgame bosses. But that doesn't mean that a casting-focused cleric with 14 str is going to do better. Just that BB sucks sometimes. If I were to start over on my cleric I'd probably keep str very low and put any extra points into con. Even cha can be kept pretty low since +6 items are cheap and easy to obtain (at least on the server I'm on). It takes me forever to kill stuff in melee on my healing-focused cleric, and putting on a +6 str item seems to make very little difference. Certainly not enough to make me wish I had wasted more points on str.
    Good point. If a cleric is planning to do any melee at all in late game, it benefits greatly from a fighter splash. If Cleric 20 is a fixed requirement then Str is almost a dumpstat since melee has already left the building. Whether or not giving up on melee forever is a wise choice... that's up to playstyle.

  15. #15
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    Quote Originally Posted by smokeyser View Post
    The problem with str is that you need melee feats to go with it or your melee abilities will be lacking. Sure, BB may become useless on certain endgame bosses. But that doesn't mean that a casting-focused cleric with 14 str is going to do better. Just that BB sucks sometimes. If I were to start over on my cleric I'd probably keep str very low and put any extra points into con. Even cha can be kept pretty low since +6 items are cheap and easy to obtain (at least on the server I'm on). It takes me forever to kill stuff in melee on my healing-focused cleric, and putting on a +6 str item seems to make very little difference. Certainly not enough to make me wish I had wasted more points on str.
    All you need is power attack and a good two handed weapon... Divine favor, divine might, divine power and recitation are great buffs, you will be effective even without THF feats.

  16. #16
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    Quote Originally Posted by orochinaga View Post
    All you need is power attack and a good two handed weapon...
    And proficiency with that weapon. Turning on power attack for -5 to hit when you're already at -4 from not being proficient brings you down to -9. With a penalty that bad you might be better off just casting a spell, especially if doing elite mode quests. Of course I'm only lvl 15 so maybe it gets better later.

  17. #17
    Community Member FlyingTurtle's Avatar
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    Quote Originally Posted by orochinaga View Post
    All you need is power attack and a good two handed weapon...
    Which one can get for a minimal cost (-1 caster level, -100SP) by splashing fighter. Without affecting any other caster feats. So if we're going down that road it's quite obvious that it's optimal to splash fighter. However I think the OP is minmaxing for CC/instakill. So that's not an option.

  18. #18
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    Ok... but let's assume the OP wants good CC and melee effectiveness... I wonder if a 2 lvl paladin splash would be a better option... You'll earn :
    _martial weapon proficiency
    _charisma bonus to saves (assuming you boost CHA for DM 3)
    _Less SP loss
    _don't hurt your spell penetration ???? Do 2 lvl pally + 18 cleric stack to determine caster lvl ?

    With those starting abilities :
    STR 14
    CON 14
    WIS 16
    CHA 16 (+2 Tome for DM 3)
    + all lvl points into WIS

    feats:
    emp healing
    heighten
    spell penetration
    greater spell penetration or spell focus XXX
    quicken
    extend
    power attack
    toughness

    Will it be viable ? O_o
    Last edited by orochinaga; 08-30-2010 at 10:53 AM.

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