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  1. #1
    Community Member Adrian99's Avatar
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    Default Half-Orc THF Melee Cleric

    Here's the Melee Cleric that I'm currently leveling: Krumble. The emphasis here is on melee DPS and healing through radiant burst/aura. Expect to find Krumble at the front of the group, killing casters and throwing radiant burst heals. The primary difference between this build and most every other cleric build is the lack of spell penetration (he won't be casting any spells that depend on it), and only using the first 2 ability raises in Wisdom, the rest are in Strength. So far Krumble has been more fun than any other cleric I've rolled, and is greatly helpful in pugs with less-experienced players, since I can demonstrate proper melee tactics instead of just typing about them.

    Code:
    Character Plan by DDO Character Planner Version 3.7.0 BETA
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    Krumble 
    Level 20 Neutral Good Half-Orc Male
    (2 Fighter \ 18 Cleric) 
    Hit Points: 316
    Spell Points: 1432 
    BAB: 15\15\20\25\25
    Fortitude: 18
    Reflex: 6
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             18                    26
    Dexterity             8                    10
    Constitution         16                    18
    Intelligence          6                     8
    Wisdom               16                    22
    Charisma              8                    12
    
    Tomes Used
    +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
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance              -1                     0
    Bluff                -1                     1
    Concentration         3                     5
    Diplomacy            -1                     1
    Disable Device       n/a                   n/a
    Haggle               -1                     1
    Heal                  3                     8
    Hide                 -1                     0
    Intimidate           -1                     1
    Jump                  6                    20
    Listen                3                     6
    Move Silently        -1                     0
    Open Lock            n/a                    n/a
    Perform              n/a                    n/a
    Repair               -2                    -1
    Search               -2                    -1
    Spot                  3                     6
    Swim                  4                     8
    Tumble               n/a                    n/a
    Use Magic Device     n/a                    n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Toughness
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 3 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Extra Turning
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Two Handed Fighting
    
    
    Level 15 (Cleric)
    Feat: (Selected) Mental Toughness
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Improved Mental Toughness
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Fighter Haste Boost I
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Fighter Armored Agility I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Strategy (Trip) I
    Enhancement: Orc Extra Action Boost I
    Enhancement: Orc Extra Action Boost II
    Enhancement: Orcish Melee Damage I
    Enhancement: Orcish Melee Damage II
    Enhancement: Orcish Power Attack I
    Enhancement: Orcish Power Attack II
    Enhancement: Orcish Strength I
    Enhancement: Orcish Strength II
    Enhancement: Orcish Great Weapon Aptitude 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: Fighter Toughness I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Wand and Scroll Mastery I

  2. #2
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    adrianna99 why improved turning?
    Cecilia lvl 20 Cleric //Johnpaul lvl 20 Paladinw/UMD// Rielious lvl 18/2 Intimidate Fighter w/UMD //Thalanos lvl 16/4 Barbarian/fighter//Dedra lvl 19 Bard 50 UMD 70 Haggle//Ercilla lvl 19 cleric lvl 1 sorc Member of Archangels

  3. #3
    Community Member Adrian99's Avatar
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    I'm pretty sure that Improved Turning 1 is a prerequisite for Radiant Servant. If not, then it's still somewhat useful to get an extra turn enhancement, since that's my main healing mode.

  4. #4
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    What good is mental toughness if taken much after lvl3 or the improved version taken after it unlocks at lvl9? It would appear to me to be a waste of two feats that late in the mix. Besides even if taken early they only amount to what 165 or there abouts spell points.

  5. #5
    Community Member k1ngp1n's Avatar
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    If you're going to build a melee cleric, you have to build a melee, not a cleric.

    1.) Good stat layout.
    2.) Drop Improved Turning (total waste) and take ITHF.
    3.) Drop Improved Mental Toughness, take GTWF.
    4.) *This one depends on planned gear loadout* Drop Mental Toughness, take Improved Critical in your weapon of choice.
    Sarlona: Riyana | Ilyrae | Elaeria | Arlayh | Aryis | Lyanis | Yaera | Kyilsi | Malitae | Niariel | Laeriya
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  6. #6
    Community Member k1ngp1n's Avatar
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    Quote Originally Posted by Stormslayer1 View Post
    What good is mental toughness if taken much after lvl3 or the improved version taken after it unlocks at lvl9? It would appear to me to be a waste of two feats that late in the mix. Besides even if taken early they only amount to what 165 or there abouts spell points.
    Doesn't matter when taken... each yields 105 sp.
    Sarlona: Riyana | Ilyrae | Elaeria | Arlayh | Aryis | Lyanis | Yaera | Kyilsi | Malitae | Niariel | Laeriya
    'Polluting Sarlona with gimpy elves since 2009.'
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  7. #7
    Community Member Adrian99's Avatar
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    Default MT/IMT vs. ITHF/GTHF

    Having leveled this one a bit, I agree regarding the THF feats. Once I got to level 14, I noticed that I was rarely using all my SP. My radiant burst/aura were getting me through almost every quest every time. So at level 15 I took ITHF and I think I'll also take GTHF at level 18. I think you would need to determine based on your playstyle/gear if you need more SP or more melee damage once you hit that level. For me personally, it's more melee damage. When I roll this build again, I'm going to go with less wisdom and more charisma, so that I can get Divine Might 2 and have even more turns. That means even less SP, but I'm okay with that, because I'm going to roll it on a toon that already has a shroud SP item (Wiz VI, +150 SP).

    On the topic of IC Slashing, I'm less convinced. The 1st problem is with Carnifex, and how much damage it does with that 20% crit range. The 2nd problem is that if I was going to put a crafted weapon on this build, it would be a Mineral Greataxe, which is already keen. The only case where I see the use of the feat is definitely justified is with my smiting falchion, but I've been quite happy with the smite rate I'm getting even without the IC Slashing feat. If I wasn't so strapped for feats, then IC Slashing is a no-brainer. With this build, I find it to be debatable.

    In conclusion, I appreciate your feedback

  8. #8
    Founder muddog's Avatar
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    I have a similar build, but based on 28pts, so one less con and wis. I also went with Fighter first to get THF and toughness right off, since the level 1 quests are best done with a TH weapon, then cleric level at second. i am taking empowered healing, because that is required for radiant servant. I will take two more levels of fighter to get ITHF and GTHF, extended to increase buffs. still working on the build and will post when done. So far i have done all quests on hard at level and a couple on elite.

    So its buff, fight with greatsword, heal, fight, buff, fight some more. biggest problem is doing the side quest that require finding a secret door of need int to open, oh well can't have it all. hopefully the rogue hireling will help with that

  9. #9
    Community Member Phidius's Avatar
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    Quote Originally Posted by Adrian99 View Post
    ... The primary difference between this build and most every other cleric build is the lack of spell penetration (he won't be casting any spells that depend on it), and only using the first 2 ability raises in Wisdom, the rest are in Strength...
    Just curious - why so much investment in Wisdom? Starting your wisdom at 16 instead of 14 is 4 build points, plus the 2 level ups for 6 (the cost of raising your str by 2 with build points).

    If you start your Wisdom at 14, and put all level-ups into Str, you'll only have 54 less spell points (27 spell points per wisdom modifier for an 18 cleric)

    I'd think that an 18 Str, 14 Con, 14 Wis, and 14 Cha would work out better - 20 fewer hit points, 54 fewer spell points, but more turns and Divine Might2.

    I'd also recommend taking Maximize... even without Spell Pen, Blade Barrier is incredibly useful in the right situations

    Like, if you ever LR...
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  10. #10
    Community Member Hokonoso's Avatar
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    my HO clonk went 16 bstr/wis 14con/cha for DM 2 when needing to dps, only took thf, not enough feats to take ithf or gthf, also radiant burst is lame, def taking a 3rd monk lvl soon for easy self-healing.

  11. #11
    Community Member Adrian99's Avatar
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    Quote Originally Posted by Phidius View Post

    I'd also recommend taking Maximize... even without Spell Pen, Blade Barrier is incredibly useful in the right situations

    Like, if you ever LR...
    Agreed. I didn't find the melee to be good enough to enjoy once I hit level 16, so I stopped levelling until I LR. Will drop MT, IMT, and Extend, and pick up Maximize, Spell Pen, and Greater Spell Pen.
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  12. #12
    Community Member lord_of_rage's Avatar
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    The stat lay out seems to be the best starting stats for a h orc cleric.Though Id put 4 lvl ups into wis and 1 into str. Personally the reason I went cleric over fvs on my h orc is better spell pen. Once you get blade barrier and spells like destruction there really isnt a huge need to group up unless you plan on raiding.
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    Quote Originally Posted by Trillea View Post
    Maybe your forum name should be lord_of_halfling_rage then...

  13. #13
    Founder muddog's Avatar
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    Here is my 28 point build, still making some enhancement changes, on the builder it does not allow Divine might unless cha base is 14, so either i rebuild for more cha or remove the cha enhancements to use the points elsewhere, did 3 levels of fighter might change this out to cleric since the third level of fighter does not get any bonus.

    Code:
    Character Plan by DDO Character Planner Version 3.7.1
    DDO Character Planner Home Page
    
    Artuoi 
    Level 20 Chaotic Good Half-Orc Male
    (3 Fighter \ 17 Cleric) 
    Hit Points: 318
    Spell Points: 1074 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 6
    Will: 15
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             18                    27
    Dexterity             8                    10
    Constitution         15                    18
    Intelligence          6                     8
    Wisdom               15                    18
    Charisma              8                    12
    
    Tomes Used
    +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
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance              -1                     0
    Bluff                -1                     1
    Concentration         2                    19
    Diplomacy            -1                     1
    Disable Device       n/a                   n/a
    Haggle               -1                     1
    Heal                  2                     8
    Hide                 -1                     0
    Intimidate           -1                     1
    Jump                  8                    15
    Listen                2                     4
    Move Silently        -1                     0
    Open Lock            n/a                    n/a
    Perform              n/a                    n/a
    Repair               -2                    -1
    Search               -2                    -1
    Spot                  2                     4
    Swim                  4                     8
    Tumble               n/a                    n/a
    Use Magic Device     n/a                    n/a
    
    Level 1 (Fighter)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Two Handed Fighting
    Enhancement: Fighter Haste Boost I
    Enhancement: Orcish Melee Damage I
    Enhancement: Fighter Toughness I
    
    
    Level 2 (Cleric)
    Enhancement: Follower of the Sovereign Host
    Enhancement: Orcish Great Weapon Aptitude I
    Enhancement: Improved Heal I
    
    
    Level 3 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Wisdom I
    
    
    Level 4 (Cleric)
    Enhancement: Orcish Strength I
    Enhancement: Cleric Divine Healing I
    
    
    Level 5 (Cleric)
    Enhancement: Improved Heal II
    Enhancement: Cleric Life Magic II
    
    
    Level 6 (Cleric)
    Feat: (Selected) Extend Spell
    Enhancement: Racial Toughness I
    Enhancement: Cleric Improved Turning I
    
    
    Level 7 (Cleric)
    Enhancement: Cleric Radiant Servant I
    Enhancement: Unyielding Sovereignty
    
    
    Level 8 (Cleric)
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Incredible Life I
    
    
    Level 9 (Fighter)
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    Feat: (Selected) Power Attack
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    Enhancement: Cleric Prayer of Life II
    Enhancement: Fighter Strength I
    
    
    Level 12 (Cleric)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Racial Toughness II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Charisma II
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    Enhancement: Cleric Radiant Servant II
    
    
    Level 15 (Fighter)
    Feat: (Selected) Greater Two Handed Fighting
    
    
    Level 16 (Cleric)
    Enhancement: Orcish Melee Damage II
    Enhancement: Orcish Strength II
    Enhancement: Orcish Great Weapon Aptitude II
    Enhancement: Orcish Great Weapon Aptitude III
    Enhancement: Cleric Prayer of Incredible Life II
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Orcish Extra Action Boost I
    Enhancement: Orcish Extra Action Boost II
    Enhancement: Orcish Power Attack I
    Enhancement: Improved Jump I
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Prayer of Incredible Life III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Energy of the Zealot II

  14. #14
    Community Member AtomicMew's Avatar
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    You probably want maximize to bump up your bursts. Ideally, you would want all three metas for your burst, since it is essentially free healing. I would also drop mental toughness in favor of more melee damage. Here's how I would build a Horc battle cleric:

    THF
    PA
    Improved Critical
    Toughness
    Extra Turning
    Empower Healing
    Maximize
    Quicken
    Extend

    Although, personally, I think human is better for the free feat (ITHF?), which alone makes up for less STR and weaker enhancements. Not to mention the 1 extra turn and extra skill point.

  15. #15
    Community Member Tsuarok's Avatar
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    Quote Originally Posted by AtomicMew View Post
    You probably want maximize to bump up your bursts. Ideally, you would want all three metas for your burst, since it is essentially free healing. I would also drop mental toughness in favor of more melee damage. Here's how I would build a Horc battle cleric:

    THF
    PA
    Improved Critical
    Toughness
    Extra Turning
    Empower Healing
    Maximize
    Quicken
    Extend

    Although, personally, I think human is better for the free feat (ITHF?), which alone makes up for less STR and weaker enhancements. Not to mention the 1 extra turn and extra skill point.
    Why would you take the Extra Turning feat? Especially if you're thinking you'd like more feats. I would drop ET for either empower or maybe ITHF.

    I might drop quicken too... I find it's a dispensable crutch most of the time, at least as long as you invest in concentration.

  16. #16
    Founder Gol's Avatar
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    Quote Originally Posted by Tsuarok View Post
    Why would you take the Extra Turning feat? Especially if you're thinking you'd like more feats. I would drop ET for either empower or maybe ITHF.

    I might drop quicken too... I find it's a dispensable crutch most of the time, at least as long as you invest in concentration.
    Quicken is required if you want to fight and heal at the same time. To NOT take Quicken is ludicrous.

    Extra Turning is for more Radiant Servant healing bursts / Auras / Divine Might kicks. They do recharge, but you can go through them pretty quickly.

  17. #17
    Community Member lord_of_rage's Avatar
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    Quote Originally Posted by Tsuarok View Post
    Why would you take the Extra Turning feat? Especially if you're thinking you'd like more feats. I would drop ET for either empower or maybe ITHF.

    I might drop quicken too... I find it's a dispensable crutch most of the time, at least as long as you invest in concentration.
    Quicken is a must. Even having full ranks in concentration you will fail. Esp if you run through multipule mobs and pull them to a spot to bb them all. Id rather know its going off everytime. It also helps with raid healing.
    Toons are in a constant state of flux. Khyber server.

    Quote Originally Posted by Trillea View Post
    Maybe your forum name should be lord_of_halfling_rage then...

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