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  1. #61
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    With 2 levels of paladin or half ellf Paladin dilletante Charisma gives "magic defense"

  2. #62
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    I never met a Battlecleric i liked. There was mention of not dps like a fighter but healing better than them. Prob is you are healing yourself instead of them and just fighting. Your job at low levels is healing, stunning with sound burst/command and then melee or offensive casting. The fighters have so much better output damage that you have to keep them alive. When your melee interfers with that you are not in your role. At higher lvls BB cometfall and crowd control is more first then healing because offensive casting and crowd control is cheaper than healing cures. No power attack or divine might means no damage multiplier effect

    If u want a fighter that can heal better take a Paladin. Mine critical smites for 420 pts of damage and can emergency heal himself in combat if the healer is slow with 3 lay on hands or unyielding sov.

    A STR based Cleric with WIS8 and CHA 8 can not forfill those roles. Even the one out of 10 builds that can with gear will not be invited because of the other 9. The build is just not worth it. The clerics dont have the enhancements to do over 100 pts damage unless u have the high end gear.

    You have fighters and barbs and pallies hitting for 4x criticals with increased critical ranges of 13-20 30% of the time without crowd control help. And barb Horcs running around with STR34 and power attack buffs of +8 or +10 to damage (x2 with 2 hand weapons) that is also affected by critical mulitpliers 4x 5x 6x maybe.

    Just seems like a lot of hard work after lvl10 with STR based Clerics. I have a Cleric with a FTR splash, but he is still WIS based. He has Power Attack and divine might 1-2. Cant do damage without it. He also has lower lvl keen weapons for the criticals until the feat is avalible with BAB+8. So when he does hit without Divine power on himself the hit criticals or he just misses.
    Last edited by Firesmall_at; 06-01-2011 at 09:16 AM.

  3. #63
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    Quote Originally Posted by SavvyGabby View Post
    I wish there was a good 28pt paladin build cause I like paladins. But I was told that 32pt is better for them. It's why I went the cleric and tempest.
    STR 16
    DEX10
    CON14
    INT8
    WIS8
    CHA16

    You don't need spells till lvl 7 when u get a Wisdom+3 item. Divine Favor is not worth it till then. Pallies only need a WIS14 with a +6 item for lvl4 spells. lvl ups in STR or maybe 2 in CHA for Divine might 3 and more smites.

    With 32pt build if u are not patient then WIS9 and the other 3 pts into anything else... INT for UMD skills, Dex for reflex or STR17.
    Last edited by Firesmall_at; 06-01-2011 at 09:16 AM.

  4. #64
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    Quote Originally Posted by Firesmall_at View Post
    I never met a Battlecleric i liked. There was mention of not dps like a fighter but healing better than them. Prob is you are healing yourself instead of them and just fighting. Your job at low levels is healing, stunning with sound burst/command and then melee or offensive casting. The fighters have so much better output damage that you have to keep them alive. When your melee interfers with that you are not in your role. At higher lvls BB cometfall and crowd control is more first then healing because offensive casting and crowd control is cheaper than healing cures. No power attack or divine might means no damage multiplier effect

    If u want a fighter that can heal better take a Paladin. Mine critical smites for 420 pts of damage and can emergency heal himself in combat if the healer is slow with 3 lay on hands or unyielding sov.

    A STR based Cleric with WIS8 and CHA 8 can not forfill those roles. Even the one out of 10 builds that can with gear will not be invited because of the other 9. The build is just not worth it. The clerics dont have the enhancements to do over 100 pts damage unless u have the high end gear.

    You have fighters and barbs and pallies hitting for 4x criticals with increased critical ranges of 13-20 30% of the time without crowd control help. And barb Horcs running around with STR34 and power attack buffs of +8 or +10 to damage (x2 with 2 hand weapons) that is also affected by critical mulitpliers 4x 5x 6x maybe.

    Just seems like a lot of hard work after lvl10 with STR based Clerics. I have a Cleric with a FTR splash, but he is still WIS based. He has Power Attack and divine might 1-2. Cant do damage without it. He also has lower lvl keen weapons for the criticals until the feat is avalible with BAB+8. So when he does hit without Divine power on himself the hit criticals or he just misses.
    Better yet...if you want a melee that can heal, make yourself a Half Elf fighter with a cleric or FvS dill.

  5. #65
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    Question Was thinking of a more healing based Battle Clr

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (2 Fighter \ 18 Cleric) 
    Hit Points: 256
    Spell Points: 1381 
    BAB: 15\15\20\25\25
    Fortitude: 15
    Reflex: 5
    Will: 19
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 16                   18
    Dexterity             8                  8                    8
    Constitution         13                 13                   13
    Intelligence          8                  8                    8
    Wisdom               17                 22                   26
    Charisma              8                  8                   10
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance              -1                 -1                   -1
    Bluff                -1                  0                    0
    Concentration         5                 23                   23
    Diplomacy            -1                 18                   18
    Disable Device       n/a               n/a                   n/a
    Haggle               -1                  0                    0
    Heal                  3                  8                   10
    Hide                 -1                 -1                   -1
    Intimidate           -1                  0                    0
    Jump                  3                  4                    4
    Listen                3                  8                    8
    Move Silently        -1                 -1                   -1
    Open Lock            n/a               n/a                   n/a
    Perform              n/a                n/a                   n/a
    Repair               -1                 -1                   -1
    Search               -1                 -1                   -1
    Spot                  3                  8                    8
    Swim                  3                  4                    4
    Tumble                1                  1                    1
    Use Magic Device     n/a                n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Concentration (+4)
    Skill: Tumble (+2)
    Feat: (Selected) Mental Toughness
    Feat: (Human Bonus) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Turn Undead
    Spell (1): Bane
    Spell (1): Bless
    Spell (1): Cause Fear
    Spell (1): Command
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Doom
    Spell (1): Inflict Light Wounds
    Spell (1): Nightshield
    Spell (1): Nimbus of Light
    Spell (1): Obscuring Mist
    Spell (1): Protection From Evil
    Spell (1): Remove Fear
    Spell (1): Shield of Faith
    Spell (1): Summon Monster I
    
    
    Level 2 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 3 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Diplomacy (+0.5)
    Feat: (Selected) Empower Healing Spell
    Feat: (Fighter Bonus) Two Handed Fighting
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Tower Shield Proficiency
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Spell (2): Aid
    Spell (2): Bear's Endurance
    Spell (2): Bull's Strength
    Spell (2): Close Wounds
    Spell (2): Cure Moderate Wounds
    Spell (2): Deific Vengance
    Spell (2): Eagle's Spendor
    Spell (2): Find Traps
    Spell (2): Hold Person
    Spell (2): Inflict Moderate Wounds
    Spell (2): Lesser Restoration
    Spell (2): Owl's Wisdom
    Spell (2): Remove Paralysis
    Spell (2): Resist Energy
    Spell (2): Seek Eternal Rest
    Spell (2): Soundburst
    Spell (2): Spawn Screen
    Spell (2): Summon Monster II
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Extend Spell
    Spell (3): Bestow Curse
    Spell (3): Blindness
    Spell (3): Contagion
    Spell (3): Cure Serious Wounds
    Spell (3): Dispel Magic
    Spell (3): Glyph of Warding
    Spell (3): Inflict Serious Wounds
    Spell (3): Magic Circle Against Evil
    Spell (3): Mass Aid
    Spell (3): Prayer
    Spell (3): Protection From Energy
    Spell (3): Remove Blindness
    Spell (3): Remove Curse
    Spell (3): Remove Disease
    Spell (3): Searing Light
    Spell (3): Summon Monster III
    Spell (3): Water Breathing
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Spell (4): Chaos Hammer
    Spell (4): Cure Critical Wounds
    Spell (4): Deathward
    Spell (4): Dismissal
    Spell (4): Divine Power
    Spell (4): Freedom of Movement
    Spell (4): Holy Smite
    Spell (4): Inflict Critical Wounds
    Spell (4): Mass Shield of Faith
    Spell (4): Neutralize Poison
    Spell (4): Order's Wrath
    Spell (4): Panacea
    Spell (4): Poison
    Spell (4): Recitation
    Spell (4): Restoration
    Spell (4): Summon Monster IV
    Spell (4): Symbol of Flame
    Spell (4): Unholy Blight
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Enlarge Spell
    
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Spell (5): Break Enchantment
    Spell (5): Divine Punishment
    Spell (5): Flame Strike
    Spell (5): Greater Command
    Spell (5): Mass Cure Light Wounds
    Spell (5): Mass Inflict Light Wounds
    Spell (5): Protection From Elements
    Spell (5): Raise Dead
    Spell (5): Slay Living
    Spell (5): Spell Resistance
    Spell (5): Stalwart Pact
    Spell (5): Summon Monster V
    Spell (5): Symbol of Pain
    Spell (5): True Seeing
    
    
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Quicken Spell
    Spell (6): Banishment
    Spell (6): Blade Barrier
    Spell (6): Cometfall
    Spell (6): Create Undead
    Spell (6): Greater Dispel Magic
    Spell (6): Greater Glyph of Warding
    Spell (6): Harm
    Spell (6): Heal
    Spell (6): Heroes Feast
    Spell (6): Mass Bear's Endurance
    Spell (6): Mass Bull's Strength
    Spell (6): Mass Cure Moderate Wounds
    Spell (6): Mass Eagle's Spendor
    Spell (6): Mass Inflict Moderate Wounds
    Spell (6): Mass Owl's Wisdom
    Spell (6): Summon Monster VI
    Spell (6): Symbol of Fear
    Spell (6): Symbol of Persuasion
    Spell (6): Undead to Death
    Spell (6): Word of Recall
    
    
    Level 13 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    
    
    Level 14 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Diplomacy (+0.5)
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 15 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Maximize Spell
    Spell (7): Destruction
    Spell (7): Greater Restoration
    Spell (7): Mass Cure Serious Wounds
    Spell (7): Mass Inflict Serious Wounds
    Spell (7): Mass Protection From Elements
    Spell (7): Mass Restoration
    Spell (7): Mass Spell Resistance
    Spell (7): Resurrection
    Spell (7): Summon Monster VII
    Spell (7): Symbol of Stunning
    Spell (7): Symbol of Weakness
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    
    
    Level 17 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    
    
    Level 18 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Empower Spell
    
    
    Level 19 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    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 Greater Adaptability Wisdom I
    Enhancement: Human Improved Recovery I
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Heal I
    Enhancement: Improved 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 Prayer of Incredible Life III
    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 Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Fighter Strength I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Wisdom III
    Enhancement: Fighter Toughness I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Divine Vitality II
    Enhancement: Cleric Divine Vitality III
    Enhancement: Cleric Improved Turning I
    And if You don't want to shed aggro you can switch all skill point raises from diplomacy to balance.

  6. #66
    Community Member weedf16's Avatar
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    I agree with all the post that Battlecleric is not a good choice for a new player. If considering a battlecleric, you should cap a healbot first to learn the mechanics/roles of the class.

    Also, this entire arguement depends on what your definition of 'Battlecleric' is. Unfortunately, there is not a commonly accepted definition. To me, a Battlecleric is any build that is not your typical nannybot and can heal/melee/offensive cast, or any combination of these.

    Personally, my 'Battlecleric' is fully spec'd to heal and offensive cast. I do have adequate hp/fort/AC/DR to stand in with the melee and swing a vorpal/smiter/banisher (and proc my torc & conc opp ).

    IMHO, a nannybot build is a waste of one of the most powerful classes in the game.

  7. #67
    Community Member ThePrincipal's Avatar
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    i'm in the club of pure 20 battleclerics. 2/monk is a solid choice. however if i were to make a splash battlecleric, i'd go 2/pally.

    i also disagree that battleclerics are for vets only. theyre not hard to play and they are much more enjoyable than a healbot.

  8. #68
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    Quote Originally Posted by Firesmall_at View Post
    I never met a Battlecleric i liked. There was mention of not dps like a fighter but healing better than them. Prob is you are healing yourself instead of them and just fighting. Your job at low levels is healing, stunning with sound burst/command and then melee or offensive casting. The fighters have so much better output damage that you have to keep them alive. When your melee interfers with that you are not in your role. At higher lvls BB cometfall and crowd control is more first then healing because offensive casting and crowd control is cheaper than healing cures. No power attack or divine might means no damage multiplier effect

    If u want a fighter that can heal better take a Paladin. Mine critical smites for 420 pts of damage and can emergency heal himself in combat if the healer is slow with 3 lay on hands or unyielding sov.

    A STR based Cleric with WIS8 and CHA 8 can not forfill those roles. Even the one out of 10 builds that can with gear will not be invited because of the other 9. The build is just not worth it. The clerics dont have the enhancements to do over 100 pts damage unless u have the high end gear.

    You have fighters and barbs and pallies hitting for 4x criticals with increased critical ranges of 13-20 30% of the time without crowd control help. And barb Horcs running around with STR34 and power attack buffs of +8 or +10 to damage (x2 with 2 hand weapons) that is also affected by critical mulitpliers 4x 5x 6x maybe.

    Just seems like a lot of hard work after lvl10 with STR based Clerics. I have a Cleric with a FTR splash, but he is still WIS based. He has Power Attack and divine might 1-2. Cant do damage without it. He also has lower lvl keen weapons for the criticals until the feat is avalible with BAB+8. So when he does hit without Divine power on himself the hit criticals or he just misses.
    Just wait until you get one of these melee cleric builds that refuses to heal anyone but himself because "that's how he's built, and he doesn't have enough sp to go around." Oh, and he applies to the last slot you had saved for a healer in [insert your favorite raid here], even though you specifically asked for a healer on the lfm.

    It's gotten bad enough on Ghallanda that I have started sending tells to multiclass clerics who apply to my groups to make sure they can heal first. ...Nothing better than failing at the raid boss because you found out too late that your healer (or one of them) is really diluted melee dps. Though, I did have one guy lie to me to get into the group.

    But, hey, I'm jaded.

  9. #69
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    Quote Originally Posted by Archmage2k View Post
    Just wait until you get one of these melee cleric builds that refuses to heal anyone but himself because "that's how he's built, and he doesn't have enough sp to go around." Oh, and he applies to the last slot you had saved for a healer in [insert your favorite raid here], even though you specifically asked for a healer on the lfm.

    It's gotten bad enough on Ghallanda that I have started sending tells to multiclass clerics who apply to my groups to make sure they can heal first. ...Nothing better than failing at the raid boss because you found out too late that your healer (or one of them) is really diluted melee dps. Though, I did have one guy lie to me to get into the group.

    But, hey, I'm jaded.
    I played a shroud with either 5 or 6 healer types including me and we one rounded Harry and kept all alive. What ****es me off is a raid run that wont take me because they have "enough " clerics. Unless they have only a couple melees in their build I am an all round bonus. Great DPS and heals and I can focus on what is more necessary at a specific point. You dont need the uber dps unless possibly epic. My horc BC stood in the middle of that shround contributing considerable dps, letting his aura rip, his bursts rip, his mass heal rip around him and everyone with him.
    **********KNIGHTSOFSHADOW ***********
    CUDGOCleric 16/ Fighter 2 TR2 AXEFISTBarbarian 20
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  10. #70
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Archmage2k View Post
    Just wait until you get one of these melee cleric builds that refuses to heal anyone but himself because "that's how he's built, and he doesn't have enough sp to go around."
    "I'm supportive. I'm supporting myself!" (WARNING NAUGHTY WORD HO)
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  11. #71
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    Quote Originally Posted by unbongwah View Post
    28-pt TWF elf w/scimitars: solid DPS, good heals & buffs, weak-ish offensive casting but can still lay down a Blade Barrier. It requires a +1 DEX tome before lvl 9 for ITWF & GTWF, but hopefully anyone can save up enough plat by then to buy one off the Auction House. Worst case scenario, you take Quicken at lvl 9 and delay ITWF to lvl 12. I got lazy and only listed the enhs at lvl 20; but you can presume they'll look pretty similar to the dwarf version posted earlier.

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Elf Female
    (2 Fighter \ 18 Cleric) 
    Hit Points: 256
    Spell Points: 1091 
    BAB: 15\15\20\25\25
    Fortitude: 15
    Reflex: 10
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             16                    22
    Dexterity            16                    18
    Constitution         12                    12
    Intelligence          8                     8
    Wisdom               14                    16
    Charisma              8                     8
    
    Tomes Used
    +1 Tome of Dexterity used at level 8
    
    Level 1 (Cleric)
    Feat: (Selected) Toughness
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Two Weapon Fighting
    
    
    Level 3 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    
    
    Level 9 (Cleric)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Ability Raise: STR
    Feat: (Selected) Quicken Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Cleric)
    Ability Raise: STR
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Power Attack
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Ability Raise: STR
    Enhancement: Fighter Haste Boost I
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Elven Dexterity I
    Enhancement: Elven Enchantment Resistance I
    Enhancement: Elven Enchantment Resistance II
    Enhancement: Valenar Elf Melee Attack I
    Enhancement: Valenar Elf Melee Attack II
    Enhancement: Valenar Elf Melee Damage I
    Enhancement: Valenar Elf Melee Damage II
    Enhancement: Undying Call
    Enhancement: Follower of the Undying Court
    Enhancement: Fighter Item Defense I
    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 Prayer of Incredible Life III
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Fighter Strength I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Fighter Toughness I
    Enhancement: Cleric Divine Cleansing I
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    Enhancement: Cleric Wand and Scroll Mastery III
    Enhancement: Cleric Wand and Scroll Mastery IV
    32-pt build: put extra pts into CON (14) or WIS (16). EDIT: or start 18 / 16 / 12 / 8 / 12 / 8 if you want max STR.
    Skill: max Concentration.
    Alignment: since this build won't have UMD, I went LG to use Lawful-aligned equipment & Pure Good weapons. CG is an option too, as are the neutral alignments if you want to be able to use Evil-tainted items without incurring a negative level and be immune to Unholy dmg.
    Feats: Extend Spell can be swapped at higher lvls for a different metamagic: e.g., Empower, Maximize. You can also swap PA for another metamagic: melee DPS vs better spellcasting, it's your call.

    Can someone please fix this so a noob can try it out......this looks just like what I am after but your 'laziness' makes it impossible for me to do cos I have no idea when to do what enhancement

  12. #72
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Zephrynn View Post
    Can someone please fix this so a noob can try it out......this looks just like what I am after but your 'laziness' makes it impossible for me to do cos I have no idea when to do what enhancement
    Aw man, look at the Wayback Machine on that one! A lot's changed since then, but let's see if I can update that build for modern times...
    Code:
    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    Level 25 True Neutral Elf Female
    (2 Fighter \ 18 Cleric \ 5 Epic) 
    Hit Points: 366
    Spell Points: 1269 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 9
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 25)
    Strength             15                    24
    Dexterity            16                    17
    Constitution         14                    16
    Intelligence          8                     8
    Wisdom               12                    14
    Charisma              8                     8
    
    Tomes Used
    +1 Tome of Dexterity used at level 8
    +2 Tome of Strength used at level 20
    +2 Tome of Constitution used at level 20
    +2 Tome of Wisdom used at level 20
    
    Level 1 (Cleric)
    Feat: (Selected) Toughness
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Two Weapon Fighting
    
    
    Level 3 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 7 (Cleric)
    Enhancement: Fighter Haste Boost I
    Enhancement: Cleric Radiant Servant I
    Enhancement: Valenar Elf Melee Damage I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Incredible Smiting I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Fighter Toughness I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    
    
    Level 9 (Cleric)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Ability Raise: STR
    Feat: (Selected) Empower Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    Enhancement: Cleric Radiant Servant II
    Enhancement: Valenar Elf Melee Damage II
    Enhancement: Undying Call
    Enhancement: Follower of the Undying Court
    Enhancement: Cleric Smiting III
    Enhancement: Cleric Smiting IV
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Fighter Strength I
    
    
    Level 15 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 16 (Cleric)
    Ability Raise: STR
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Ability Raise: STR
    Enhancement: Cleric Prayer of Smiting II
    Enhancement: Cleric Prayer of Smiting III
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Incredible Smiting II
    Enhancement: Cleric Prayer of Incredible Smiting III
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Wand and Scroll Mastery III
    Enhancement: Cleric Wand and Scroll Mastery IV
    
    
    Level 21 (Cleric)
    Feat: (Selected) Power Attack
    
    
    Level 22 (Cleric)
    
    
    Level 23 (Cleric)
    
    
    Level 24 (Cleric)
    
    
    Level 25 (Cleric)
    I tweaked the base stats and the feats a bit; in particular I added a few more metamagics and backloaded the DPS a bit more. But the basic premise is the same: TWF DPS, good heals, buffs, and also light dmg (mostly for Divine Punishment vs bosses).

    I don't usually show a lvl-by-lvl breakout of enhs; partly because it's harder to read that way and partly because I expect people to tweak them a lot in order to fit their gear etc. Instead I show them at common break points, usually when the PrE tiers become available, so you have some idea what you should be building towards.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  13. #73
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    CLR17/WIZ1/FTR2

    Feats are everything now cause they are preq for some great Epic enhancements. Epic Destinies has changed things. Now small sacrifices in Heroic level building have larger gains in Epic Destinies. I like the two handed weapon builds now with EDs better than two weapon. Cleaves for LD. SF for Draconic/Magister, Etc.

    WIZ1 is what I take till lvl19. You can melee easy with Master's Touch spell for proficiency, and you get Force Manipulation 1 for Blade Barrier, and another meta feat. You get Wiz umd for things like the Wizwar staff with greater arcane lore too.

    You still get two level 9 spells with CLR17.

    Been going human:

    STR18
    WIS16
    CON14

    3 level ups in STR and a +2 tome for STR23 and Overwhelming Critical. Didn't really see a need to level STR up anymore, so did 2 level ups in WIS. Maxed out STR and WIS with Heroic enhancements.

    Toughness, (H)Emp Heal
    W1 Maximize
    Power Attack
    Empower
    Quicken
    Improved Critical Slash
    Cleave
    Heighten
    F1 Great Cleave
    F2 Two handed weapon
    E21 Overwhelming Critical
    E24 Spell Focus Evocation (gives pre req for Spell Focus EDs),,, or ITHF if u don't care about BB saves. You can drop Heighten if you dump Wisdom and take GTHF.


    This build can crowd control at low to mid lvls. Melee well. And still have decent DCs for BB at high to epic. It meets the requirements for Epic Destinys Legendary Dreadnought to get Momentum Swing and Lay Waste along with the Spell Focus schools for Dragonic and Magister EDs. Burst healing and Divine Punishment and Blade Barrier have all the feats to max them out.


    Recommended gear:

    Divine Power items with 9 to 15 clicks.....
    Saves a lot of spell points. You can hot key one item for surprise attacks or if your timer runs out, and just click the other 3 items with the mouse to keep it running in the background. ML3-5 is only one click, so i save them for boss fights. I use Human versatility attack tier 1 or 2 to keep power attack on at low levels.

    I like Keen Falchions for Heroic levels until level12 then Improved Critical Slash with Falchions Holy Burst, Metalline and Paralyzers of Bloodletting or Pure Good. Paralyzers are all you need for Heroic mobs, IMHO. My Paralyzer has Everbright on it (Everbright is immune to slime damage)

    Then just the Epic Antique Great Ax for Epic. Red Slot Ruby Devotion spell power.

    I get by with auction house gear, and common drops for heroic. Major Radiance Lore robes and something with Heavy Fortification.

    Commendation gear for Epic.
    Last edited by firemedium_jt; 04-04-2013 at 09:54 AM.
    Your lack of healing amp not my problem. Please buy and use your own remove curse pots in combat, so I don't waste mana. Not my job.

  14. #74
    Community Member xXbikergirlXx's Avatar
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    Talking First effort...Ever!

    I have a lvl 20 Cleric, she is my first ever attempt at Ddo and has taken me 5 months to get to where she is now(I also have a lvl 16 Paladin) and I as I advanced through the levels I had no idea whether I was picking the right Feats or Enhancements, I just went with what sounded right. The end result is I have a character I REALLY enjoy playing and although I have died many times(she just can't resist jumping into the middle of a good fight) I have completed most quests and can swap between healing and offensive spells in seconds. I carry too many weapons...you never know what you might need...and far to many potions but she is fun to play and surely that is what the game should be about. I do not however play with other people(real ones) very often as I do not have the confidence that I will be anything but useless and do not wish to spoil other peoples playing experience. This means I am intimately aquainted with the hires in the game but I only ever really use a Fvs(in game plat) and a barbarian(gold seal, only 20tpts) this usually gets me through, I need the fvs for when I forget to heal(frequentlly!!). The only downside is I have never done a raid but maybe oneday. Anyway I read many character build posts and I am gradually beginning to understand them so when I build my first 32 pointer I might use logic instead of the 'stick a pin in a piece of paper' approach....but then again....
    Never underestimate the power of Chocolate!
    Spiritfires, Spiritryder, Spiritbasher, Spirittanker, Spiritlite and Spiritwarper
    House Xorlarrin Sarlona

  15. #75
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    I like to max out Smiting heroic enhancements. I rec a min of Smiting 4 and 2 tiers of critical smiting.
    Your lack of healing amp not my problem. Please buy and use your own remove curse pots in combat, so I don't waste mana. Not my job.

  16. #76
    Community Member xBunny's Avatar
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    Default What about skills?

    1)And what about skills? Should it be Balance and Concentration? Is UMD needed for Clerics?
    2)Why elf? It has less con what means less HP. Can you please show the same build for Human?
    Thanks..)
    Last edited by xBunny; 07-15-2013 at 01:58 AM.

  17. #77
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by xBunny View Post
    1)And what about skills? Should it be Balance and Concentration? Is UMD needed for Clerics?
    Concentration should be maxed out on any caster (IMHO). After that, it depends on (A) how many if any skill pts you have left over and (B) what your other priorities. UMD is still useful to a cleric (e.g., bypassing race/alignment restrictions on equipment, access to arcane scrolls & wands), but not essential, since you can already Raise Dead & Heal, ofc.
    2)Why elf? It has less con what means less HP. Can you please show the same build for Human?
    Elves have a slightly easier time hitting DEX 17 for ITWF & GTWF on a first-lifer; plus some people want their healers to look pretty. For a human version, I would start 16 / 15 / 16 / 8 / 12 / 8 and take a +2 DEX tome to pick up ITWF&GTWF; the extra feat would go towards another metamagic.

    I have got to get around to updating this thread, though, as I consider these builds outdated. Just wondering if I should do it now or wait until after the Enhancement overhaul is done...
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  18. #78
    Community Member xBunny's Avatar
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    And what about Enchantments like: Elven Dexterity, Cleric Wisdom, Critical Accuracy(Fighter)? Aren`t they usfull? It meen that i can dump Wisdom and Dexretiy and max my Strange.

  19. #79
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by xBunny View Post
    And what about Enchantments like: Elven Dexterity, Cleric Wisdom, Critical Accuracy(Fighter)? Aren`t they usfull? It meen that i can dump Wisdom and Dexretiy and max my Strange.
    Crit Accuracy is useless. Stat enhs are generally used to either max out STR or WIS (depending on which route you take), even out an odd stat, or simply use up a couple extra APs. W/out knowing what you intend to do with this build, it's difficult to make specific recommendations.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  20. #80
    Community Member xBunny's Avatar
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    Can somebody help me plz....)

    1) And what about Maximize Spell and Empower Spell will i have enouhg SP to use them? Mayby i should take Mental Toughness for it?
    2) And with 8 int i get only 1 skill point per lvl...mayby i should make 10 Int?
    Last edited by xBunny; 07-18-2013 at 04:11 AM.

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