With 2 levels of paladin or half ellf Paladin dilletante Charisma gives "magic defense"
With 2 levels of paladin or half ellf Paladin dilletante Charisma gives "magic defense"
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.
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.
And if You don't want to shed aggro you can switch all skill point raises from diplomacy to balance.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
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.
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.
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
CELESTERAFvS 20 FEYNASorc 17 CUDGERogue 17
"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.
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...
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).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 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.
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.
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
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.
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.
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.
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.2)Why elf? It has less con what means less HP. Can you please show the same build for Human?For a human version, I would start 16 / 15 / 16 / 8 / 12 / 8 and take a +2 DEX tome to pick up ITWF>WF; 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.
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.
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.