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  1. #1
    Community Member zztophat's Avatar
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    Default Turn based radiant servant

    Code:
    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.

  2. #2
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    I'd also be interested in hearing feedback on this build.

  3. #3
    Community Member Visty's Avatar
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    i heard maximise and empower dont work on the burst, just empower heal does

    might want to check that befor rolling it
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  4. #4
    Community Member zztophat's Avatar
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    Quote Originally Posted by Visty View Post
    i heard maximise and empower dont work on the burst, just empower heal does

    might want to check that befor rolling it

    Tested empower heal and maximize, works. However I haven't tested empower spell and empower heal. I'm told that the empowers work together by trusted sources but that's all.

  5. #5
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    i heard maximise and empower dont work on the burst, just empower heal does

    might want to check that befor rolling it
    Maximize, Empower, Emp: Heal, Quicken all work on burst. In short all metas work on the burst. It is also affected by Sup Pot items, Ardor Clickies, and Xachosian.

    Couple of questions.. why are you using +2 tomes at level 8 instead of 7? Doesn't make all that much difference I guess was just wondering. You are missing your level 18 feat.


    My suggestions:

    Feats:

    Level 1: Empower Healing & Toughness
    Mainly for leveling, toughness is going to make you less squishy and open up the racial toughness enhancement line earlier. Emp healing isn't going to be doing much at this level but helps out a tad.

    Level 3: Extra Turning
    Extra turning is like adding +8 charisma (4 turns), will make leveling a bit easier as it gives you more bursts. The 4 turns may not sound like a lot but at this level you are essentially doubling your available turns.

    Level 6: Maximize
    The main reason for taking it this early is to prep your burst for Delera's. Maximize is the single most damaging meta available and hence the first one you want when you start facing hordes of undead. With maximize and empower healing your burst will be insane.

    Level 9: Empower
    Last damage/healing boost to your burst, making it incredibly effective for Delera's and when you move out to Sands/Orchard areas.

    Level 12: Extend
    Grab extend at this level because you just got BB at level 11, and this is one of the best spells that benefits from it.

    Level 15: Quicken
    Getting quicken at level 15 is right about the point in time that you'll start needing to use it in areas where your concentration just isn't cutting it. Also if you get it at 15 you'll be sure to have it for Mass:Heal which is where it is going to be getting used most of the time. You are taking it way to early on your build.

    Level 18: Heighten
    This feat makes your lower level spells harder for monsters to resist by raising the effective level of the spell, but causes the spell to consume 5 more spell points per level raised. In effect, the spell is cast as if it is of the highest level spell you have obtained in terms of the number of spell points it consumes and how the Save DC is calculated. This will basically increase the DC's of your DPS spells that at around this level you may have noticed are getting saved against (BB, Harm, Slay Living, etc).

    I have more suggestions but if you want you can get an idea of what I would do by looking at a RS build I just put up a few days ago here: http://forums.ddo.com/showthread.php?t=273020

  6. #6
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    being burdened sucks. but i guess you've thought about that with your STR choice...
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  7. #7
    Community Member zztophat's Avatar
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    Quote Originally Posted by MeliCat View Post
    being burdened sucks. but i guess you've thought about that with your STR choice...
    I have an 8 base str sorc, with a +6 str item it's rarely an issue (rarely as in: I just picked of 5 sets of heavy armor). If it does become bothersome I can always chug a tome, 16 str gets rid of most of the weight issues.

    Quote Originally Posted by Dracnoth View Post
    Maximize, Empower, Emp: Heal, Quicken all work on burst. In short all metas work on the burst. It is also affected by Sup Pot items, Ardor Clickies, and Xachosian.

    Couple of questions.. why are you using +2 tomes at level 8 instead of 7? Doesn't make all that much difference I guess was just wondering. You are missing your level 18 feat.


    My suggestions:

    Feats:

    Level 1: Empower Healing & Toughness
    Mainly for leveling, toughness is going to make you less squishy and open up the racial toughness enhancement line earlier. Emp healing isn't going to be doing much at this level but helps out a tad.

    Level 3: Extra Turning
    Extra turning is like adding +8 charisma (4 turns), will make leveling a bit easier as it gives you more bursts. The 4 turns may not sound like a lot but at this level you are essentially doubling your available turns.

    Level 6: Maximize
    The main reason for taking it this early is to prep your burst for Delera's. Maximize is the single most damaging meta available and hence the first one you want when you start facing hordes of undead. With maximize and empower healing your burst will be insane.

    Level 9: Empower
    Last damage/healing boost to your burst, making it incredibly effective for Delera's and when you move out to Sands/Orchard areas.

    Level 12: Extend
    Grab extend at this level because you just got BB at level 11, and this is one of the best spells that benefits from it.

    Level 15: Quicken
    Getting quicken at level 15 is right about the point in time that you'll start needing to use it in areas where your concentration just isn't cutting it. Also if you get it at 15 you'll be sure to have it for Mass:Heal which is where it is going to be getting used most of the time. You are taking it way to early on your build.

    Level 18: Heighten
    This feat makes your lower level spells harder for monsters to resist by raising the effective level of the spell, but causes the spell to consume 5 more spell points per level raised. In effect, the spell is cast as if it is of the highest level spell you have obtained in terms of the number of spell points it consumes and how the Save DC is calculated. This will basically increase the DC's of your DPS spells that at around this level you may have noticed are getting saved against (BB, Harm, Slay Living, etc).

    I have more suggestions but if you want you can get an idea of what I would do by looking at a RS build I just put up a few days ago here: http://forums.ddo.com/showthread.php?t=273020
    Thanks for the feat level suggestions, when I did it with the character planner I just selected them whenever, just to see if I could safely fit them on the build and had not given much thought to the order.

    That's also why the tomes are used at level 8, because I was more interested in finding the end game values than getting the max out of current levels, you'll also notice I took radiant II late.

    Like I said rough draft.

  8. #8
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    Heya Mel..

    <-- Nat =D

    Yea I'd definitely recommend a +6 str item and a +2 str tome (usually one of the cheaper ones on the AH from what I've seen). Usually don't have too much of a problem with exhaustion with a panacea clicky as I'm used to hitting it to remove xachosian's after effects anyways.


    Edit: Yea you'll probably get a greater response once you polish stuff up quite a bit. There is actually so much to delve into and modify that some people probably just bypass suggesting things atm.

    Edit #2: I'd also drop the points in diplo and put them into UMD. Then at 7 eat a +2 int tome and put the 0.5 point from 8 on into Balance. UMD is going to increase your survivability (Blur, Stoneskin, etc) and it's nice to be able to teleport and use race required items. Even with it being a cross class skill you are going to have a decent UMD with a high cha and a couple of items. With a high Cha and a diplo item (concordont op goggles giving diplo and cha skills bonus) there is no need to even put 1 point in diplo as you aren't going to fail hardly ever. I use diplo occasionally and never have a problem without even 1 point. Balance obviously is nice, if you are laying on your back you can't heal and are worthless. You are essentially losing at least +10 to balance which is 10000 times more useful than diplo.
    Last edited by Dracnoth; 09-15-2010 at 11:49 PM.

  9. #9
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    Quote Originally Posted by zztophat View Post
    I have an 8 base str sorc, with a +6 str item it's rarely an issue (rarely as in: I just picked of 5 sets of heavy armor). If it does become bothersome I can always chug a tome, 16 str gets rid of most of the weight issues.

    the problem with wearing a +6 str item is that it takes up a slot. and there are so many cool items out there for casters. so a +2 tome gets you to 10. um... anyways.. your character...
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  10. #10
    Community Member RioRussell's Avatar
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    What about clonking this build? Thinking something around 17/3.

    Take a couple points off wis or cha since you aren't going to be DC spellcasting anyway with lack of spell pen and you have plenty of turns, get STR to 10 and throw them into dex, make it halfling, use the extra feats from the monk levels for toughness and TWF, and add weapon finesse to use kamas or handwraps. The extra dex and monk levels gets you a decent reflex save for evasion, extra healing with healing curse and pos/pos/pos finisher, along with meta'd bursts. With the right gear you'd be looking around 70AC self buffed, with mid 30's reflex save so you can stand in the midst of it without worrying about yourself.

    something to consider...
    rio


    Golyat, Thelonies, Mavete, Uzziah

  11. #11
    Hero HGM-Chi's Avatar
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    This is the cleric I'm currently playing at level 20 right now:

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Yohgee Hammerhand
    Level 20 Chaotic Good Dwarf Male
    (20 Cleric) 
    Hit Points: 342
    Spell Points: 1606 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 6
    Will: 21
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             12                    14
    Dexterity             8                    10
    Constitution         16                    20
    Intelligence          8                    10
    Wisdom               18                    28
    Charisma             12                    16
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +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
    +3 Tome of Wisdom used at level 17
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance              -1                    10
    Bluff                 1                     3
    Concentration         7                    28
    Diplomacy             1                     3
    Disable Device       n/a                    n/a
    Haggle                1                     3
    Heal                  4                    12
    Hide                 -1                     0
    Intimidate            1                     3
    Jump                  1                     2
    Listen                4                     9
    Move Silently        -1                     0
    Open Lock            n/a                    n/a
    Perform               n/a                   n/a
    Repair               -1                     0
    Search               -1                     2
    Spot                  4                     9
    Swim                  1                     2
    Tumble               n/a                    n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Toughness
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Empower Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    
    
    Level 9 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Feat: (Selected) Maximize Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Heighten Spell
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Faith I
    Enhancement: Dwarven Faith II
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Cleric Improved Empower Healing II
    Enhancement: Cleric Improved Empower Healing III
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    Enhancement: Cleric Heal I
    Enhancement: Cleric Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Incredible Life I
    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: Cleric Energy of the Zealot III
    Enhancement: Cleric Energy of the Zealot IV
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Wand and Scroll Mastery I
    Full geared he sits at just under 1900sp, and just over 450HP. An arch magi item and full exception SP greensteel item would get him to about 2000 I think (I'm also considering swapping Heighten for Mental Toughness). He has 10 turns base, but I'm going to look at getting the hunter of the dead ToD set to replace my existing Occult Slayer set for 2 more, plus exceptional cha for one more.

    Before I LR'd him to boost charisma he was running with between 4 and 7 depending on whether I was wearing my stormreaver napkin or +6 cha cloak. I didn't really ever feel short of them in either case, so 10 seems like plenty to me. This is just my opinion, though.

    Anyhow, food for thought on balancing your cha, str, etc.
    Last edited by HGM-Chi; 09-16-2010 at 04:38 PM.

  12. #12
    Community Member zztophat's Avatar
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    Quote Originally Posted by RioRussell View Post
    What about clonking this build? Thinking something around 17/3.

    Take a couple points off wis or cha since you aren't going to be DC spellcasting anyway with lack of spell pen and you have plenty of turns, get STR to 10 and throw them into dex, make it halfling, use the extra feats from the monk levels for toughness and TWF, and add weapon finesse to use kamas or handwraps. The extra dex and monk levels gets you a decent reflex save for evasion, extra healing with healing curse and pos/pos/pos finisher, along with meta'd bursts. With the right gear you'd be looking around 70AC self buffed, with mid 30's reflex save so you can stand in the midst of it without worrying about yourself.

    something to consider...
    rio
    Even without spell penetration a high wisdom can drop a mean blade barrier or comet fall just not a devil slaying destruction. I'd rather have a BB dropper than a decent melee.

  13. #13
    Community Member RioRussell's Avatar
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    Quote Originally Posted by zztophat View Post
    Even without spell penetration a high wisdom can drop a mean blade barrier or comet fall just not a devil slaying destruction. I'd rather have a BB dropper than a decent melee.
    I think you can end up with a higher DC BB by taking a few monk levels. you can leave your wis at 18, and in water stance you're looking at 2 extra wis, so there's +1. The two free feats you get from your monk levels gives you toughness for free, so you can use that spot for spell focus: evocation if you wish. you would be looking at a +2 DC for your BB that way, not to mention evasion, better AC (if that's the direction you want to go), slightly less sp, and -2 to your spell penetration.

    rio


    Golyat, Thelonies, Mavete, Uzziah

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