Results 1 to 10 of 10
  1. #1
    Community Member barkswell's Avatar
    Join Date
    Sep 2009
    Posts
    14

    Default Caster Cleric - General Assistance

    Hello. It's been a while since I posted here, so I'll apologize in advance if this is the wrong section of the forum to ask for help with something like this. I initially started this character to be a more self reliant spellcaster, by which I mean a character that could survive as well as dish out some fun spells, specifically those in the Necromancy school. This plan seemed to work fine for a while, but I've recently started dying horribly, by a combination of not having that much Health and not really enough Spell Points to get me from place to place.

    I actually chose Clerics in particular because I only play solo, so I'm wondering if I should just start a new character, with more focus on physical attacking, as I seem to mostly be doing that anyways. It pains me to think of starting over, but I'm told leveling is faster these days...

    Character page here:

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Bemi Frankenstein
    Level 9 Lawful Neutral Human Female
    (9 Cleric) 
    Hit Points: 131
    Spell Points: 538 
    BAB: 6\6\11
    Fortitude: 8
    Reflex: 3
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 9)
    Strength             10                    10
    Dexterity            10                    10
    Constitution         14                    14
    Intelligence         10                    10
    Wisdom               18                    22
    Charisma              8                     8
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 9)
    Balance               2                     6
    Bluff                -1                    -1
    Concentration         6                    14
    Diplomacy            -1                    -1
    Disable Device        n/a                   n/a
    Haggle               -1                    -1
    Heal                  4                     6
    Hide                  0                     0
    Intimidate           -1                    -1
    Jump                  2                     6
    Listen                4                     6
    Move Silently         0                     0
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spot                  4                     6
    Swim                  0                     0
    Tumble                n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Empower Spell
    Feat: (Human Bonus) Toughness
    Enhancement: Follower of the Sovereign Host
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 2 (Cleric)
    Enhancement: Human Improved Recovery I
    Enhancement: Cleric Wisdom I
    
    
    Level 3 (Cleric)
    Feat: (Selected) Maximize Spell
    Enhancement: Racial Toughness I
    Enhancement: Cleric Prayer of Life I
    
    
    Level 4 (Cleric)
    Enhancement: Cleric Life Magic II
    
    
    Level 5 (Cleric)
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 6 (Cleric)
    Feat: (Selected) Extend Spell
    Enhancement: Human Improved Recovery II
    Enhancement: Cleric Wisdom II
    
    
    Level 7 (Cleric)
    Enhancement: Cleric Prayer of Life II
    
    
    Level 8 (Cleric)
    Enhancement: Cleric Life Magic III
    
    
    Level 9 (Cleric)
    Feat: (Selected) Heighten Spell
    Criticism more than welcome, as I am trying to figure out what I'm doing wrong.

  2. #2
    Community Member AyumiAmakusa's Avatar
    Join Date
    Jan 2010
    Posts
    0

    Default

    Your stats are horrible. Drop dex and int.
    In case you didn't already notice, my posts that end with must NEVER EVER, under any circumstances, be taken seriously.

    http://forums.ddo.com/showthread.php?p=3012617

  3. #3
    Halfling Hero phalaeo's Avatar
    Join Date
    Sep 2009
    Posts
    1,661

    Default

    You don't need Heighten that early- save it for one of your last feats
    Empower Healing is good- it's a pre-req for the PrE, which is essentially free healing.
    True Neutral is a better alignment if you will not be meleeing- you take less alignment based damage.
    Dump your Dex out.
    Put starting INT at 9 and eat a +1 tome at level 3 to even you out for skill points.
    Put the remaining points in CHA for more turns or STR for low-level meleeing to save SP.
    More skill points in Balance if you can.
    Take Extend early and Max or Empower later.

    And lastly-
    Your life will be much easier when you get Bladebarrier.
    ~ Pallai, Chennai, Saraphima~
    ~Shipbuff, Sophalia, Northenstar ~
    ~ Ascent~



  4. #4
    Community Member barkswell's Avatar
    Join Date
    Sep 2009
    Posts
    14

    Default

    Quote Originally Posted by AyumiAmakusa View Post
    Your stats are horrible. Drop dex and int.
    That is... a good point. Should I be dropping so many of my points into Wisdom, though? I know it's our main stat, and hence my main focus, but are Strength and Constitution okay as low as they are?

    Quote Originally Posted by phalaeo View Post
    You don't need Heighten that early- save it for one of your last feats
    Empower Healing is good- it's a pre-req for the PrE, which is essentially free healing.
    True Neutral is a better alignment if you will not be meleeing- you take less alignment based damage.
    Dump your Dex out.
    Put starting INT at 9 and eat a +1 tome at level 3 to even you out for skill points.
    Put the remaining points in CHA for more turns or STR for low-level meleeing to save SP.
    More skill points in Balance if you can.
    Take Extend early and Max or Empower later.

    And lastly-
    Your life will be much easier when you get Bladebarrier.
    Thank you, that is very helpful. Concerning getting a Tome in at level 3, can I correct my not doing that with a Greater Reincarnation (I've recently gained access to the 32 point builds), or am I looking at a fresh character?

    Edit: And yes, I've heard Blade Barrier is a wonderful addition to the arsenal of a Solo Cleric. I heartily look forward to it.
    Last edited by barkswell; 10-23-2010 at 07:10 AM.

  5. #5
    Halfling Hero phalaeo's Avatar
    Join Date
    Sep 2009
    Posts
    1,661

    Default

    Quote Originally Posted by barkswell View Post
    That is... a good point. Should I be dropping so many of my points into Wisdom, though? I know it's our main stat, and hence my main focus, but are Strength and Constitution okay as low as they are?


    Thank you, that is very helpful. Concerning getting a Tome in at level 3, can I correct my not doing that with a Greater Reincarnation (I've recently gained access to the 32 point builds), or am I looking at a fresh character?

    Edit: And yes, I've heard Blade Barrier is a wonderful addition to the arsenal of a Solo Cleric. I heartily look forward to it.
    Well, the whole point is to not have to spend skill points upon character creation- the more INT you have, the more skill points you get (at every even number). So, start at a 9, use the other skill point to beef up a more important stat, then eat a +1 tome as early as you can (level 3) to even out that stat to 10. That means, from every level after 3, you'll be getting one more skill point than you would have otherwise.

    Hope I explained that well enough- it's 5am here and the neighbours have been keeping me up.
    ~ Pallai, Chennai, Saraphima~
    ~Shipbuff, Sophalia, Northenstar ~
    ~ Ascent~



  6. #6
    Community Member barkswell's Avatar
    Join Date
    Sep 2009
    Posts
    14

    Default

    Ah, yes, that does makes sense, thank you.

    Made some adjustments to the build based on thread advice, so hopefully this looks a little better. The previous one was 28, with this one being a 32 point, so I dropped 6 points (the four more, plus the two taken from Dex) into Charisma, as Radiant Servant seems to make Turn Attempts a bit more useful (especially if I ever do an Enhancement Reset at some point to go healbot for a while), and in the odd event that I manage to land a +3 tome, it'll give me access to Divine Might III, which, while not especially useful for a Caster Cleric, still doesn't look like it'd hurt to have around. Not sure if this is wise, so someone please stop me if the points would be better invested elsewhere.

    Cleric Heal II taken solely because requirement for Radiant Servant.

    Edit: Made a mistake, as I'd need to be at 15 Charisma for a +3 Tome to land me Divine Might 3. I could get it to 15 by starting at Intelligence 8, which would mean giving up that extra skill point. Is Constitution simply much more important? I could push that to 16, and lower Charisma to 11...


    EditEdit: Info removed because above.
    Last edited by barkswell; 10-24-2010 at 09:19 AM.

  7. #7
    Community Member FlyingTurtle's Avatar
    Join Date
    Jul 2010
    Posts
    1,481

    Default

    Quote Originally Posted by barkswell View Post
    I actually chose Clerics in particular because I only play solo, so I'm wondering if I should just start a new character, with more focus on physical attacking, as I seem to mostly be doing that anyways. It pains me to think of starting over, but I'm told leveling is faster these days...
    It depends on how close you are to level 11. Once you get BB your caster will be fine relative to the battle-cleric. It's a long way for a new character though.

    For low levels my dwarf melee-capable cleric is waaaaay easier to play than my human offensive caster. The dwarf solos regularly: the human really prefers not to. The dwarf tends to lead the kills in a below-average PUG: this is without casting any direct-damage spells. The problem is that you can totally rock the house with soundburst, command, and hold, but at the end of the day someone needs to get in there with a real weapon and chop these guys to pieces. If you're solo, that somebody gotta be you. You just won't have enough SP to hold everyone or direct-damage everything, so melee damage matters.

  8. #8
    Community Member
    Join Date
    Aug 2010
    Posts
    50

    Default

    Quote Originally Posted by phalaeo View Post
    Well, the whole point is to not have to spend skill points upon character creation- the more INT you have, the more skill points you get (at every even number). So, start at a 9, use the other skill point to beef up a more important stat, then eat a +1 tome as early as you can (level 3) to even out that stat to 10. That means, from every level after 3, you'll be getting one more skill point than you would have otherwise.
    I'm quite new, so please excuse my stupidity if I've missed something very obvious here, but wouldn't it make sense to keep the INT at 10, as it nets you 4 extra skill points at lvl 1?

  9. #9
    Community Member barkswell's Avatar
    Join Date
    Sep 2009
    Posts
    14

    Default

    Quote Originally Posted by FlyingTurtle View Post
    It depends on how close you are to level 11. Once you get BB your caster will be fine relative to the battle-cleric. It's a long way for a new character though.
    I've been considering buying a greater reincarnation, as yes, climbing back up 9 levels tends to slow things, but I'm not sure I'd still be able to use the trick phalaeo recommended, as I'm not sure if it would allow me to use a tome during the restat.

    For low levels my dwarf melee-capable cleric is waaaaay easier to play than my human offensive caster. The dwarf solos regularly: the human really prefers not to. The dwarf tends to lead the kills in a below-average PUG: this is without casting any direct-damage spells. The problem is that you can totally rock the house with soundburst, command, and hold, but at the end of the day someone needs to get in there with a real weapon and chop these guys to pieces. If you're solo, that somebody gotta be you. You just won't have enough SP to hold everyone or direct-damage everything, so melee damage matters.
    Yeah, I had mostly been depending on buffs to raise my Strength up to reasonable until now, though no, it hasn't been cutting it lately. I'm not sure what goes into a melee focused Cleric, but given that I've yet to make a serious Dwarven character, this might be a good chance to roll one up.

  10. #10
    Community Member FlyingTurtle's Avatar
    Join Date
    Jul 2010
    Posts
    1,481

    Default

    Quote Originally Posted by barkswell View Post
    I've yet to make a serious Dwarven character, this might be a good chance to roll one up.
    Of course, you know, if you have the TP or are VIP, ... *cough* half-orc *cough*

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload