Page 1 of 2 12 LastLast
Results 1 to 20 of 38
  1. #1
    Community Member PNellesen's Avatar
    Join Date
    Jun 2010
    Posts
    2,373

    Default Another HE Cleric build

    Hey guys,

    Been playing around with a build (28pt. For 32 point I would probably up CON and STR by 2) for a pure Half-Elf Cleric with Fighter Dilettante, focusing on healing/casting but with the ability to use most any weapon he wants. Not a "Battle Cleric" build, but a "Healer who can fight" without splashing a fighter level. I like what I see so far, comments welcomed. I don't really like his low Balance skill, so I would consider dropping Concentration a little bit to raise it, not sure what an acceptable Concentration skill is for higher level characters.

    (EDIT: Changed to 32 point, upped his INT to 10 so he could get additional skill points to put into balance. Got rid of Extra Turning III and took Human Adaptability: Constitution to make him a little tougher. Kinda like this a little better.)

    (EDIT 2: Swapped out Human Versatility and Extra Turning I for Follower of the Silver Flame to give him Longbow proficiency.)

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Elf Male
    (20 Cleric) 
    Hit Points: 292
    Spell Points: 1592
    BAB: 15\15\20\25\25
    Fortitude: 15
    Reflex: 6
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity             9                    10
    Constitution         14                    17
    Intelligence          9                    10
    Wisdom               18                    26
    Charisma             10                    13
    
    Tomes Used
    +1 Tome of Intelligence used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Charisma used at level 3
    +1 Tome of Strength used at level 3
    +2 Tome of Constitution used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0.5                  10.5
    Bluff                 0                     1
    Concentration         2                    18
    Diplomacy             1                     7
    Disable Device        n/a                   n/a
    Haggle                0                     1
    Heal                  4                    10
    Hide                 -1                     0
    Intimidate            0                     1
    Jump                  2                     3
    Listen                4                     8
    Move Silently        -1                     0
    Open Lock            n/a                    n/a
    Perform               n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spot                  4                     8
    Swim                  2                     3
    Tumble               n/a                    n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Fighter
    Feat: (Selected) Toughness
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 4 (Cleric)
    Enhancement: Follower of the Silver Flame
    Enhancement: Racial Toughness I
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Improved Turning I
    
    
    Level 7 (Cleric)
    Enhancement: Human Improved Recovery I
    Enhancement: Racial Toughness II
    
    
    Level 8 (Cleric)
    Enhancement: Cleric Charisma II
    
    
    Level 9 (Cleric)
    Feat: (Selected) Spell Penetration
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Divine Vitality II
    
    
    Level 10 (Cleric)
    Enhancement: Cleric Wisdom II
    
    
    Level 11 (Cleric)
    Enhancement: Human Adaptability Constitution I
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 12 (Cleric)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Prayer of Life II
    
    
    Level 13 (Cleric)
    Enhancement: Human Improved Recovery II
    Enhancement: Human  Greater Adaptability: Wisdom
    
    
    Level 14 (Cleric)
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Extra Turning I
    
    
    Level 15 (Cleric)
    Feat: (Selected) Quicken
    Enhancement: Cleric Improved Spell Penetration II
    
    
    Level 16 (Cleric)
    Enhancement: Racial Toughness III
    Enhancement: Cleric Extra Turning II
    
    
    Level 17 (Cleric)
    Enhancement: Cleric Life Magic III
    
    
    Level 18 (Cleric)
    Feat: (Selected) Heighten Spell
    Feat: (Swap) Replace Extend with Empower
    Enhancement: Cleric Prayer of Life III
    Enhancement: Half-Elf Fighter Strength I
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Cleric Divine Intervention
    Last edited by PNellesen; 09-29-2011 at 02:16 PM. Reason: FINAL Feat change: Swapping Extend for Empower. Me likey Divine Punishment!
    Quote Originally Posted by Ertay View Post
    While they were at it though, the devs decided to go on an incredible nerfhammer rampage and left nothing in their wake standing...

  2. #2
    2014 DDO Players Council
    Rasczak's Avatar
    Join Date
    Jun 2009
    Posts
    0

    Default

    Quote Originally Posted by PNellesen View Post
    I don't really like his low Balance skill, so I would consider dropping Concentration a little bit to raise it, not sure what an acceptable Concentration skill is for higher level characters.

    Absolutely none. If you look towards building yourself a greensteel con cord item (sp regen, Wizardry VI, +150 sp), and a torq eventually if you're lucky, and use quicken you have no need for concentration.

    That's my personal preference as I use radiant servant bursts and auras while in melee and quickened mass heals. Quicken means no spell failure chance so concentration becomes useless

    If you really want it though you could always splash out for a +2 int tome so you get an extra skill point from lvl 8 and up
    Don't let common sense stop you...
    Qualified Devil's Advocate ` Refugee Boldrei '06 / Keeper '09

  3. #3
    Founder Nyvn's Avatar
    Join Date
    Feb 2006
    Posts
    787

    Default

    Concentraction is used for scrolls which don't benefit from quicken.

  4. #4
    Community Member azrael4h's Avatar
    Join Date
    Jan 2010
    Posts
    2,160

    Default

    Get 32pt builds. Then you can hit 10 INT, 10 CHA. Though to be honest, I rarely find I wish I had more turn attempts on mine, with a mere 6. I like that concept though, and would have probably went that route with my Cleric had Helves been in game before I created mine.
    Anyone who disagrees is a Terrorist...

    Cthulhu 2020 Never settle for the lesser evil...

  5. #5
    Community Member PNellesen's Avatar
    Join Date
    Jun 2010
    Posts
    2,373

    Default Initial results

    Finally got around to rolling this character (I hit enough favor on my Ranger for 32pt builds about a week ago), and so far he's looking pretty good. Soloed everything in Korthos on Elite (at level 4, I'll admit) and has soloed several Harbor quests on Elite as well. He has plenty of SP, he can take a few hits, and he can dish out damage reasonably well. He's doing really well as a caster/healer in groups too - his Soundburst hits more often than not, and with a Superior Ardor clickie he has no problem keeping people's HP up for small SP cost.

    One thing different that I did was swapping Human Versatility and Extra Turning I for Follower of the Silver Flame to give him proficiency in longbows as well. So now he can use any martial weapon, and any longbow, without having to splash a melee class. So far, I'm really happy with the results. He's not really designed to be a Battle Cleric, but rather another "Healer/Caster you don't want to mess with", and it seems to be working well.
    Quote Originally Posted by Ertay View Post
    While they were at it though, the devs decided to go on an incredible nerfhammer rampage and left nothing in their wake standing...

  6. #6
    Community Member
    Join Date
    Oct 2009
    Posts
    51

    Default

    Sorry for the semi-necro, but I was looking for some information regarding Half Elf Clerics and blundered into this thread. I was wondering if anyone had found the minor melee abilities on a Half-Elf Cleric with a fighter dilettante to be of any use at end game; the reason I ask is because I have a WF FvS and I'm struggling to output decent DPS with him, and I feel the only reason he is adequate is because of the high passive DR, which will not be an option with a cleric. I realize that spellcasting will be a lot better (i.e. usable) on this type of build, but I am wondering if the fighter dilettante and a modest STR investment is worth it, or if I should just go with a straight caster build.

  7. #7
    Halfling Hero phalaeo's Avatar
    Join Date
    Sep 2009
    Posts
    1,661

    Default

    Quote Originally Posted by Nyvn View Post
    Concentraction is used for scrolls which don't benefit from quicken.
    This.

    I had to LR my Warchanter recently- thought I had put enough into Concen. and kept failing Conc. checks while Heal scrolling.
    ~ Pallai, Chennai, Saraphima~
    ~Shipbuff, Sophalia, Northenstar ~
    ~ Ascent~



  8. #8
    Community Member PNellesen's Avatar
    Join Date
    Jun 2010
    Posts
    2,373

    Default

    Quote Originally Posted by Alyiakal View Post
    Sorry for the semi-necro, but I was looking for some information regarding Half Elf Clerics and blundered into this thread. I was wondering if anyone had found the minor melee abilities on a Half-Elf Cleric with a fighter dilettante to be of any use at end game; the reason I ask is because I have a WF FvS and I'm struggling to output decent DPS with him, and I feel the only reason he is adequate is because of the high passive DR, which will not be an option with a cleric. I realize that spellcasting will be a lot better (i.e. usable) on this type of build, but I am wondering if the fighter dilettante and a modest STR investment is worth it, or if I should just go with a straight caster build.
    I'm actually considering swapping the fighter dilettante feat out with another dilettante at level 13 (i.e. after he gets RSII) and splashing a fighter level. He's at level 6 now, and can handle himself solo rather well, and it's really nice to be able grab a greatsword or maul and go to town on the mobs after stunning them with Soundburst. However, this particular build wasn't designed with end-game melee in mind - I too would be interested in hearing if Fighter Dilettante is of any use at end game, other than for portal busting or helping clear trash mobs.
    Quote Originally Posted by Ertay View Post
    While they were at it though, the devs decided to go on an incredible nerfhammer rampage and left nothing in their wake standing...

  9. #9
    Community Member TDarkchylde's Avatar
    Join Date
    Jan 2010
    Posts
    272

    Default

    Quote Originally Posted by Alyiakal View Post
    Sorry for the semi-necro, but I was looking for some information regarding Half Elf Clerics and blundered into this thread. I was wondering if anyone had found the minor melee abilities on a Half-Elf Cleric with a fighter dilettante to be of any use at end game; the reason I ask is because I have a WF FvS and I'm struggling to output decent DPS with him, and I feel the only reason he is adequate is because of the high passive DR, which will not be an option with a cleric. I realize that spellcasting will be a lot better (i.e. usable) on this type of build, but I am wondering if the fighter dilettante and a modest STR investment is worth it, or if I should just go with a straight caster build.
    Mine meleed her way up to 20, but I didn't play her as a primary DPS - I played her as a caster cleric who could still melee trash that wouldn't Destruct or kite through a BB. She still melees somewhat at Level 20 in Epics with a starting 16 STR, no levelups, and a gearing focus on her casting/healing attributes. Mob gets autocrit, bust out a greataxe and start hitting for about 110 a pop while the aura's ticking on the group. It's not the greatest, but it gets things done faster - and the faster the mobs go down, the less mana/bursts she has to use keeping the party going.

    I find it to remain useful even at this point. You just have to know when to hang back and when to go bust heads, even more so on this kind of build.
    .: Sarlona - High Lords of Malkier : Reaper Life 1, 2 , 3, and 4 alumnus : My Twitch : Trans and Proud : (she/they please) :.
    .: Inamorata (Goddess of Sticks) / Signalmixer (Vorpal Queen) / Darkchylde-1 (Fiend Voodulock) / Groundloop : Plus so many others! :.

  10. #10
    Community Member
    Join Date
    Jul 2010
    Posts
    57

    Default

    Quote Originally Posted by azrael4h View Post
    Get 32pt builds. Then you can hit 10 INT, 10 CHA. Though to be honest, I rarely find I wish I had more turn attempts on mine, with a mere 6. I like that concept though, and would have probably went that route with my Cleric had Helves been in game before I created mine.
    Why don't you want more turns? At 16 turns, I hardly use half my sp in non-raid quests, and do so with no deaths, that is, none that healing could prevent. Which frees up sp for some fighting, etc.

  11. #11
    Community Member Fishcatch22's Avatar
    Join Date
    Sep 2009
    Posts
    490

    Default

    Quote Originally Posted by harrface View Post
    Why don't you want more turns? At 16 turns, I hardly use half my sp in non-raid quests, and do so with no deaths, that is, none that healing could prevent. Which frees up sp for some fighting, etc.
    Because bonus turns are very easily acquired from gear, like Turning items and +Cha items? Because those feats are better spent of something more useful? Like actually making mass heals better, and making your buffs last longer, which help prevent damage in the first place.
    Quote Originally Posted by FrancisP.Fancypants View Post
    The best PVP in this game happens in the forums. Usually when someone brings up the need for more PVP.

  12. #12
    Community Member PNellesen's Avatar
    Join Date
    Jun 2010
    Posts
    2,373

    Default

    Quote Originally Posted by TDarkchylde View Post
    Mine meleed her way up to 20, but I didn't play her as a primary DPS - I played her as a caster cleric who could still melee trash that wouldn't Destruct or kite through a BB. She still melees somewhat at Level 20 in Epics with a starting 16 STR, no levelups, and a gearing focus on her casting/healing attributes. Mob gets autocrit, bust out a greataxe and start hitting for about 110 a pop while the aura's ticking on the group. It's not the greatest, but it gets things done faster - and the faster the mobs go down, the less mana/bursts she has to use keeping the party going.

    I find it to remain useful even at this point. You just have to know when to hang back and when to go bust heads, even more so on this kind of build.
    Good to hear that the fighter Dilettante is viable for mop-up at high levels - the more I play this guy, the more I like him. At level 7 he's pretty much exactly what I was hoping he'd be when I started planning him. I'm using way more SP for CC and offense than I am for healing (my bursts and wands are taking care of that for the most part) and just having a great time with him. He's even healed 2 or 3 elite quests that were 2 levels above his level - a minor accomplishment, but enough to give me confidence that he was going to work out ok. (I never had the nerve to try that with my other Cleric, but I was also brand-new to the game when I was playing him...)
    Quote Originally Posted by Ertay View Post
    While they were at it though, the devs decided to go on an incredible nerfhammer rampage and left nothing in their wake standing...

  13. #13
    Community Member
    Join Date
    Feb 2010
    Posts
    3

    Smile

    hi!! i have some questions first and epic XD how did u use a +1 tome at lv 1? and second why not drop greater spell penetration and put empower spell then u can be a cast cleric at same way .... well just questions... im a bit new but want to share my point

  14. #14
    Community Member TDarkchylde's Avatar
    Join Date
    Jan 2010
    Posts
    272

    Default

    The way +1 tomes were used were probably older tomes with lower minimum levels than the ones that drop currently. Some still exist.
    .: Sarlona - High Lords of Malkier : Reaper Life 1, 2 , 3, and 4 alumnus : My Twitch : Trans and Proud : (she/they please) :.
    .: Inamorata (Goddess of Sticks) / Signalmixer (Vorpal Queen) / Darkchylde-1 (Fiend Voodulock) / Groundloop : Plus so many others! :.

  15. #15
    Community Member PNellesen's Avatar
    Join Date
    Jun 2010
    Posts
    2,373

    Default

    Quote Originally Posted by bardock_07 View Post
    hi!! i have some questions first and epic XD how did u use a +1 tome at lv 1?
    That was a typo (fixed) - I didn't actually use the tomes until level 4 in the Veteran leveling process

    Quote Originally Posted by bardock_07 View Post
    why not drop greater spell penetration and put empower spell then u can be a cast cleric at same way
    I'm seriously considering doing exactly that - would like to have some really powerful Blade Barriers once he gets them.

    Thanks for the input

    I'm really having a blast with this guy so far, and although his melee isn't the greatest, it doesn't really need to be when all the bad guys are stunned from his soundburst.
    Quote Originally Posted by Ertay View Post
    While they were at it though, the devs decided to go on an incredible nerfhammer rampage and left nothing in their wake standing...

  16. #16
    Community Member
    Join Date
    Sep 2009
    Posts
    241

    Default

    Quote Originally Posted by PNellesen View Post
    I'm really having a blast with this guy so far, and although his melee isn't the greatest, it doesn't really need to be when all the bad guys are stunned from his soundburst.

    Is he still low level or did you get heighten? I can't see soundburst working if you're level 7+ without heighten. If you're still lower level you may want to swap in maximize and quicken earl as it means you can burst very quickly for a pretty good amount - same as a maximized mass cure light I think with no sp cost. My suggestion would be swap maximize with spell penetration as most mobs don't have decent spell resistance until higher level. You should also consider using the level 4 "alignment" spells as they have a huge area of effect. Soundburst is pretty good but the Law one stuns also and it has about double the area. The other ones have different effects - blindness nausea and slow - which work alright (law is my favorite).

    Back to my original point fit in heighten if you want to be able to make use of your lower level spells later. The greater spell penetration is probably the best one to change out for it as a caster/melee hybrid you can wield an improved shattermantle if you have difficulty overcoming spell resistance.

  17. #17
    Community Member jestrua's Avatar
    Join Date
    Sep 2009
    Posts
    15

    Default

    Quote Originally Posted by PNellesen View Post
    I'm actually considering swapping the fighter dilettante feat out with another dilettante at level 13 (i.e. after he gets RSII) and splashing a fighter level. He's at level 6 now, and can handle himself solo rather well, and it's really nice to be able grab a greatsword or maul and go to town on the mobs after stunning them with Soundburst. However, this particular build wasn't designed with end-game melee in mind - I too would be interested in hearing if Fighter Dilettante is of any use at end game, other than for portal busting or helping clear trash mobs.
    i made one like ur talking . only have some of the gs greatsword done and it hit ok . i have it maxed out ac and hit good if hiting sneak like attack . 53 or so i think ac as i rememebr. on e thing though . using two handed fight feat and no maximize for bb not too good. i dont even think it has power attack . which is sort of usless in epic any how . you will miss lots if it on .. acheiron is name . it still in the making so . and it 32 pt build . with fighter dilante half elf . wanted two weapon fighting i mes up and add two handed feat .

  18. #18
    Community Member Timmeke123456's Avatar
    Join Date
    May 2010
    Posts
    108

    Default

    I'd drop Wis to 16 & put the 6 pts u gained by doin that in Char. That will get u to 16wis & 14 char = more bursts.

    What is the difference between 18 & 16 wis? About 100 sp right? which is 1 max/emp/emph mass heal. You also lose 1 spell DC.
    But instead you gain 2 or 3 radiant bursts that count as 3 free mass cure crits or 3x your holy aura.
    Server: Ghallanda
    Icecoldy - Powerboy - Djezus - Gymz - Painkillaz - Bullldozer - Crytmachine - Hytz - Xtreem - Byceps - Mydget -Powersurger - Pixsumlox - Musix - Hightek

  19. #19
    Community Member scottmike0's Avatar
    Join Date
    Mar 2010
    Posts
    573

    Default

    Quote Originally Posted by PNellesen View Post
    Hey guys,

    Been playing around with a build (28pt. For 32 point I would probably up CON and STR by 2) for a pure Half-Elf Cleric with Fighter Dilettante, focusing on healing/casting but with the ability to use most any weapon he wants. Not a "Battle Cleric" build, but a "Healer who can fight" without splashing a fighter level. I like what I see so far, comments welcomed. I don't really like his low Balance skill, so I would consider dropping Concentration a little bit to raise it, not sure what an acceptable Concentration skill is for higher level characters.

    (EDIT: Changed to 32 point, upped his INT to 10 so he could get additional skill points to put into balance. Got rid of Extra Turning III and took Human Adaptability: Constitution to make him a little tougher. Kinda like this a little better.)

    (EDIT 2: Swapped out Human Versatility and Extra Turning I for Follower of the Silver Flame to give him Longbow proficiency.)

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Elf Male
    (20 Cleric) 
    Hit Points: 292
    Spell Points: 1487 
    BAB: 15\15\20\25\25
    Fortitude: 15
    Reflex: 6
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity             9                    10
    Constitution         14                    17
    Intelligence          9                    10
    Wisdom               18                    26
    Charisma             10                    13
    
    Tomes Used
    +1 Tome of Intelligence used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Charisma used at level 3
    +1 Tome of Strength used at level 3
    +2 Tome of Constitution used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0.5                  10.5
    Bluff                 0                     1
    Concentration         2                    18
    Diplomacy             1                     7
    Disable Device        n/a                   n/a
    Haggle                0                     1
    Heal                  4                    10
    Hide                 -1                     0
    Intimidate            0                     1
    Jump                  2                     3
    Listen                4                     8
    Move Silently        -1                     0
    Open Lock            n/a                    n/a
    Perform               n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spot                  4                     8
    Swim                  2                     3
    Tumble               n/a                    n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Fighter
    Feat: (Selected) Toughness
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 4 (Cleric)
    Enhancement: Follower of the Silver Flame
    Enhancement: Racial Toughness I
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Improved Turning I
    
    
    Level 7 (Cleric)
    Enhancement: Human Improved Recovery I
    Enhancement: Racial Toughness II
    
    
    Level 8 (Cleric)
    Enhancement: Cleric Charisma II
    
    
    Level 9 (Cleric)
    Feat: (Selected) Spell Penetration
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Divine Vitality II
    
    
    Level 10 (Cleric)
    Enhancement: Cleric Wisdom II
    
    
    Level 11 (Cleric)
    Enhancement: Human Adaptability Constitution I
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 12 (Cleric)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Prayer of Life II
    
    
    Level 13 (Cleric)
    Enhancement: Human Improved Recovery II
    
    
    Level 14 (Cleric)
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Extra Turning I
    
    
    Level 15 (Cleric)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Improved Spell Penetration II
    
    
    Level 16 (Cleric)
    Enhancement: Racial Toughness III
    Enhancement: Cleric Extra Turning II
    
    
    Level 17 (Cleric)
    Enhancement: Cleric Life Magic III
    
    
    Level 18 (Cleric)
    Feat: (Selected) Heighten Spell
    Enhancement: Cleric Prayer of Life III
    Enhancement: Half-Elf Fighter Strength I
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Wisdom III
    one thing thats bad about this build is where is mental toughness and imp mental, without those 2 feat your spell point may be very low..
    2 feat i really think you dont need is spell pen and hieghten, since there is more no saves and no spell resistence than there are resistant feat..

  20. #20
    Community Member Geonis's Avatar
    Join Date
    Apr 2006
    Posts
    1,816

    Default

    I like your build idea, mine is currently at level 14 and is pretty much identical.


    Started

    Str 16
    Dex 8
    Con 14
    Int 8
    Wis 18
    Cha 8

    Have plenty of turns with a +2 tome, a couple APs into Cha, a couple APs into turns and +6 Cha item.

    Feats
    1-Extend
    3-Toughness
    6-Empower Healing
    9-Maximize
    12-Pwr Atk

    Last 2 feats will be Quicken and Spell Pen.

    The Pwr Atk definitely helps my melee, but may be swapped out later for Spell Pen, so I can slot Grtr Spell Pen.

    http://my.ddo.com/character/khyber/fedilyst/

    Been using a ton of stuff form the Lordsmarch quests.

    Primary weapon - http://itemwiki.cubicleninja.com/Ite...px?itemID=1489
    Hi, I play Generic Fantasy RPG Online, formerly known as DDO.

Page 1 of 2 12 LastLast

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