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Character Plan by DDO Character Planner Version 3.5.1
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BOB 
Level 20 Lawful Good Human Male
(20 Cleric) 
Hit Points: 282
Spell Points: 1486 
BAB: 15\15\20\25\25
Fortitude: 15
Reflex: 5
Will: 21

                  Starting            Ending          Feat/Enhancement
Abilities        Base Stats         Base Stats         Modified Stats
(32 Point)       (Level 1)          (Level 20)           (Level 20)
Strength              8                  8                    8
Dexterity             8                  8                    8
Constitution         14                 16                   16
Intelligence          8                  8                    8
Wisdom               18                 25                   29
Charisma             16                 18                   21

Tomes Used
+2 Tome of Constitution used at level 8
+2 Tome of Wisdom used at level 8
+2 Tome of Charisma used at level 8

                 Feat/Enhancement
                  Modified Skills
Skills             (Level 20)
Balance                 -1
Bluff                    5
Concentration           26
Diplomacy               28
Disable Device          n/a
Haggle                   5
Heal                    11
Hide                    -1
Intimidate               5
Jump                    -1
Listen                   9
Move Silently           -1
Open Lock               n/a
Perform                  n/a
Repair                  -1
Search                  -1
Spot                     9
Swim                    -1
Tumble                  n/a
Use Magic Device         n/a

Level 1 (Cleric)
Feat: (Selected) Empower Healing Spell
Feat: (Human Bonus) Empower Spell
Enhancement: Follower of the Sovereign Host
Enhancement: Cleric Heal I
Enhancement: Cleric Life Magic I


Level 2 (Cleric)
Enhancement: Cleric Improved Empower Healing I
Enhancement: Cleric Wisdom I


Level 3 (Cleric)
Feat: (Selected) Quicken Spell
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Extra Turning I


Level 4 (Cleric)
Enhancement: Cleric Heal II
Enhancement: Cleric Life Magic II


Level 5 (Cleric)
Enhancement: Human Adaptability Wisdom I
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Improved Turning I


Level 6 (Cleric)
Feat: (Selected) Toughness
Enhancement: Cleric Radiant Servant I


Level 7 (Cleric)
Enhancement: Racial Toughness I
Enhancement: Cleric Life Magic III


Level 8 (Cleric)
Enhancement: Cleric Prayer of Life I


Level 9 (Cleric)
Feat: (Selected) Maximize Spell
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Wisdom II


Level 10 (Cleric)
Enhancement: Cleric Life Magic IV


Level 11 (Cleric)


Level 12 (Cleric)
Feat: (Selected) Extra Turning
Enhancement: Cleric Wisdom III


Level 13 (Cleric)
Enhancement: Human Greater Adaptability Charisma I
Enhancement: Cleric Charisma I


Level 14 (Cleric)
Enhancement: Unyielding Sovereignty


Level 15 (Cleric)
Feat: (Selected) Extend Spell
Enhancement: Cleric Charisma II


Level 16 (Cleric)
Enhancement: Cleric Radiant Servant II
Enhancement: Racial Toughness II
Enhancement: Cleric Prayer of Incredible Life I


Level 17 (Cleric)
Enhancement: Cleric Extra Turning III


Level 18 (Cleric)
Enhancement: Cleric Improved Empower Healing II


Level 19 (Cleric)
Enhancement: Cleric Extra Turning IV


Level 20 (Cleric)
Enhancement: Cleric Divine Intervention
Enhancement: Cleric Prayer of Life III
(How do you get item bonuses to show on the character builder's export?)
This build is still in the rough draft stage.

Final important stats (just +6 items, no exceptional bonuses):
Con: 22
Wis: 35
Cha: 27

392 HP (after con item, Minos and greater false life)

I haven't done the calculation for the sp after items but it falls at about 2000.

Average healing from radiant servant burst: 264.6
(After empower spell, empower healing & maximize)
+40% From cleric life magic
+50% From devotion
+100% From maximize spell
+50% From empower spell
+70% From empower healing, boosted with radiant servant II
(I didn't include ardor but that would add another 20% I'm told).
If I'm missing a bonus let me know

16 turns per rest, more if carrying anything that grants more turns.

The basic idea here is to do most of the healing with over the top radiant bursts (quickened of course). For standard healing this build should be adequate, there is enough sp and the right enhancements for a raid worthy empowered, quickened mass heal but even then it may not be needed.

I've played a healbot favored soul and I learned while playing it that most of the time it was my preference to not target anyone while tossing mass heals but instead just jump in the group and toss it on myself. (using single target heals only when necessary) This worked great as a method of healing for me. So building a character who's primary means of healing is to group heal targeted on self has been proven for me.

The quickened radiant burst has also been shown for me to be indispensable. I have a healing amp build with 7 levels of cleric and radiant servant I that self heals for 250-300 a burst. The meta magics I use for that character (empower healing, maximize and quicken) result in a quick self heal that fills my life and heals those around me, even if it only hits others for 110-130. That character is level 20 and although I can't stress enough to groups that I am not a healer I often do quests as the person doing most of the healing. That build has a grand total of 9 turns and that number lasts from shrine to shrine easily, in fact the only time I start running out is when I'm trying to hard to do what I'm not made for; healing other people. (the few max'd empowered, quickened cure criticals I can cast are major life savers as well.)


Having used bursts and "target self" healing I know that it's a viable means of keeping a group alive. However there are cons for this build:

Cons:
- Is not maxed to the hilt for spell healing (good, but not great).
- Turns can not be restored with potions.
- There is no room for wand and scroll mastery.
- Offensive spell casting is sub-par, no spell penetration, no heighten.
- Requires proximity to group to take advantage of being a burst healer.
- There is a lot of meta magic toggling, maybe too much as you have to turn off at least some of the meta's to use other heals, otherwise you will always be over healing and burning lots of sp. (As far as I'm concerned this is the biggest problem)

The fact that you must constantly hump the group without getting mauled and frequently turn meta magics on and off seems to make this more of a skill playing build than any thing else. From my own experience with my favored soul I found that I was a lot more active than most healers, mainly because I hate (got terribly bored) just standing in the rear and targeting heals. I was also was frequently turning off and on empower healing and quicken depending on situation and person targeted for healing (often it was empower: ON for warforgred; OFF for any other race).

Other stuff:
Diplomacy is not a must; but I took it with my favored soul and from what I've seen it works great, indeed it's nice to be able to stand in a group of melee and be ignored entirely (side effects include wizards and rogues hating you).


Would it be possible to fit a healing dragon mark halfling in here as well? Healing clickies that are effected by meta magics but not sp costs could make a good addition (a fully meta magic'd cure light wounds dragon mark should hit for the same as a radiant burst). Or is that just streching the feats too far?

Any ideas on how this could be improved are appreciated.