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Originally Posted by
Steveohio
Well, I am for the most part looking to run a battle healer/self sufficient melee toon. Its what I enjoy playing the most, and I have a couple different variations than whats out there currently. However all 3 are FVS multis.
Looking at trying to build up a cleric, melee, dps focus, using radiant servant 2, obviously while at the same time augmenting that with other sources of healing and or group functionality. I really don't like to solo that much, however I also make all toons to be able to to solo, as well as have something to contribute to the group.
the 3 monk is there for the feats, as well as the light finishers. extra group healing, and buffing, being able to fill in on ToD when a real light monk isn't present would be semi nice. Plus 10% more healing amp, 10% more run speed.
The fighter levels are there for basically just more DPS/feats.
In my eyes, there are a very few specific feats these RS2 builds have to have to contribute to not only melee DPS, but healing and soloing aspects. Otherwise roll up a paladin IMO.
Feats required:
TWF
ITWF
GTWF
Power attack
Imp Crit
Toughness
Empower Heal
Empower
Maximize
Quicken
Extend
Thats a fairly big laundry list of feats required, 11 total. However in order to allow this toon to basically not suck, you need the DPS feats to actually fill a spot. Make it 10 if you plan on using Min2's.
Quicken and Empower heal are a no brainer on any melee/healer. Thats 8 right there.
Empower and Maximize would boost blade barriers to "not a waste of sp" levels and allow viable kiting. Plus, those 2 are really, really needed if you ever plan on mass curing while in a raid.
Extend is there, well because who really wants to recast divine melee buffs all the time.
So figure 9 to melee dps/heal yourself, and 11 to actually have a viable all-around Toon.
So 7 base feats. You need to find 4 feats somewhere else.
Monk/fighter,ranger(to an extent) are really the only choices. You can do human race for 1 more + the healing amplification, which is ultra yummy on a RS build. So figure on going human, Dwarf if you want to be a better frontline tank, but take less advantage of the aura.
Personally, I think human + healing amp stacking including monk stances is whats really going to take this build over the top. So figure on that. Getting 35+ HP per tick from Aura, is just too awsome for a battle cleric IMO.
In the 15c/3m/2f or 13c/3m/4f versions, your getting a few more things I think than the traditional 12/6/2's that are out there. As pointed out above, better heal spell and aura. But with those 2 splashes, you are leveraging your build to take advantage of the feats listed above. You have 12-13 total feats now. This would allow you to pickup the generally sucky, whirling steel, which requires weapon focus slashing, this allows for you to use something besides 1dsuck(6) x2 on 20 while maintaining your centered stance. GS longswords are 1d10 x2 17-20 on min2.
You now have a choice to make. 2 cleric or 2 fighter:
Either 8th level spells. Death Pact, Holy Aura, Cure Crit mass, and Mass death ward, all are nice spells.
Or take 2 more fighter and go for weapon specialization for 2 more dmg and 10 more hp from enhancments.
I personally think the 15/3/2 is a better mix of melee/healing/casting/buffing. You WILL be able to take a place as a healer in raids with that many levels, if you want to, anything less than that, consider yourself a melee/filler.
I run a few 16/2/2's right now, and those 8th level spells are very nice, much better than the 9th levels ones actually. However you need 9 feats to both DPS and Heal at a minimum.
Mass Heal is the best and worst spell in the game. Personally I don't like it, aside from SP efficiency, its not that good. Fully buffed out mass cure hit from 230-950+ depending on amp, and I generally roll with 18% critical chance on my battle healers because of the lack of Mass Heal.