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  1. #21
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    Quote Originally Posted by Geonis View Post
    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.
    Quicken should come at 12 or 9 in order to utilize BB more effectively.

    _
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  2. #22
    Community Member PNellesen's Avatar
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    Quote Originally Posted by scottmike0 View Post
    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..
    I have a Human 19/1 Cleric/Fighter without either mental toughness feats, and he doesn't seem to have a problem with SP, so I wanted to use my limited feat selection on this build for something else.

    I'm still on the fence about Spell Penetration, though. I just took it when he hit level 9 about a week ago (figuring it would help with Greater Command), but may use my free feat swap to change it later (I haven't decided what to swap with quite yet.) As far as Heighten is concerned, I'm still debating that one. I've read both pro and con on it, but I've got some time before I make the final decision.

    Thanks for the input
    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...

  3. #23
    Community Member AtomicMew's Avatar
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    Fighter dill isn't very good. Tactics enhancements are a waste, because they're not as good as WF or dwarf racials. Strength enhancement is not as good as horc, etc.

    Also, I'm pretty sure you'd also get more damage from rogue dill, even if that means just using a staff.

  4. #24
    Community Member PNellesen's Avatar
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    Quote Originally Posted by AtomicMew View Post
    Fighter dill isn't very good. Tactics enhancements are a waste, because they're not as good as WF or dwarf racials. Strength enhancement is not as good as horc, etc.

    Also, I'm pretty sure you'd also get more damage from rogue dill, even if that means just using a staff.
    I had considered Rogue Dilettante, but I didn't really anticipate doing much sneak attack damage with this character - the primary reason I chose fighter dill, frankly, was because my human cleric/fighter had a bunch of decent falchions/greatswords in the bank, and I wanted to try a casting/healing pure Cleric who could use them when the situation called for it without penalty. So far I'm pretty happy with the results - I love tossing a Soundburst (or now that he's hit level 9, a Greater Command) and being able to take out one bad guy at a time quickly while the others sit there looking at their own navels
    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...

  5. #25
    Community Member Geonis's Avatar
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    Quote Originally Posted by AtomicMew View Post
    Fighter dill isn't very good. Tactics enhancements are a waste, because they're not as good as WF or dwarf racials. Strength enhancement is not as good as horc, etc.

    Also, I'm pretty sure you'd also get more damage from rogue dill, even if that means just using a staff.
    Bad advice. Unless, you are going to be grouped at all times, and really aren't worried about being efficient in melee.
    Last edited by Geonis; 02-18-2011 at 09:31 AM.
    Hi, I play Generic Fantasy RPG Online, formerly known as DDO.

  6. #26
    Community Member Geonis's Avatar
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    Quote Originally Posted by Pape_27 View Post
    Quicken should come at 12 or 9 in order to utilize BB more effectively.

    _
    Really? I'll take my experience with my 6th Cleric in 5 years. I can melee just fine, and can take a few hits with my Concentration score if needed.
    Hi, I play Generic Fantasy RPG Online, formerly known as DDO.

  7. #27
    Community Member AtomicMew's Avatar
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    Quote Originally Posted by Geonis View Post
    Bad advice. Unless, you are going to be grouped at all times, and really aren't worried about being efficient in melee.
    No, it's very good advice. 1) You will be grouped a lot of the time. 2) Holy aura, which is good enough to use without the sneaks anyway, especially since you should be using tharnes. 3) Radiant guard. 4) It's good advice.

    I love tossing a Soundburst (or now that he's hit level 9, a Greater Command) and being able to take out one bad guy at a time quickly while the others sit there looking at their own navels
    Even more reason to use rogue dill!
    Last edited by AtomicMew; 02-18-2011 at 02:32 PM.

  8. #28
    Ultimate Uber Completionist Dalsheel's Avatar
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    Quote Originally Posted by Geonis View Post
    Really? I'll take my experience with my 6th Cleric in 5 years. I can melee just fine, and can take a few hits with my Concentration score if needed.
    So I take it u NEVER solo heal any raid, do you? You absolutely NEED quicken spell!

  9. #29
    Community Member PNellesen's Avatar
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    Default Respeccing for Update 9?

    With the changes to Extend (and more specifically, Blade Barrier) coming, I'm seriously considering swapping out Extend for some other feat at around level 15. I'm looking at possibly taking Improved Crit-Slashing, a Spell Focus feat (one of the Crowd Control schools, maybe), or possibly Mental Toughness for some additional SP. Any suggestions? I've designed this guy to be primarily an offensive caster/healer, but he does have a decent arsenal of two-handers, so bumping his melee a tiny bit would be kind of nice.

    I'm also thinking of skipping Quicken for something else too - I've discovered that my 19/1 Cleric/Fighter can (with the help of the new Epic Ornamented Dagger) do raid healing with just Maximize and MCLW/MCMW for at or under the same SP cost as a quickened Mass Heal. Since I've also read that the Blade Barrier casting animation time is decreasing, I'm wondering if some other feat would be of better use than Quicken.

    Again, as always, any advice/suggestions welcomed
    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...

  10. #30
    Community Member Questing_Healer's Avatar
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    I'm actually making a build like this; keep us posted with what you eventually go with (if you drop extend, etc) - I normally play bards/warchanters but I've been wanting to toy around with a cleric who can do a bit of fighting with the 1/2-Elf dil. fighter feat for awhile now. (On my warchanter half-elf it's nice to not have to use master's touch constantly.)

  11. #31
    Community Member PNellesen's Avatar
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    Quote Originally Posted by PNellesen View Post
    I'm also thinking of skipping Quicken for something else too - I've discovered that my 19/1 Cleric/Fighter can (with the help of the new Epic Ornamented Dagger) do raid healing with just Maximize and MCLW/MCMW for at or under the same SP cost as a quickened Mass Heal. Since I've also read that the Blade Barrier casting animation time is decreasing, I'm wondering if some other feat would be of better use than Quicken.
    Well, I'm pretty sure I will NOT be swapping out Quicken for something else - having experimented a bit more on my 19/1, I've discovered I save way more SP using Quickened Mass Heals in raid situations than I thought I did (though it's HARD sometimes to let the guys' HP drop down below 1/2, even if only for a second or two). I had originally thought of swapping Extend for Mental Toughness, but at level 14 I'm finding I very, very seldom use all my SP between shrines, and if I do it's usually because I'm having too much fun casting offensive spells rather than healing and get a bit carried away I'm now considering swapping Extend for Extra Turning, since he's doing the majority of his healing using Bursts now the way it is, would like to have a few more if I can get them. (4 extra Turns would be the equivalent of maybe 4 additional Mass CSW, so it's like getting both Mental Toughness feats for the price of 1...)

    Anyway, this character is performing BETTER than I had hoped he would. He's still able to dish out the pain with the two-handers (Divine Power and Prayer help provide acceptable damage and minimize the misses) and his Offensive spell dcs and healing are what a Pure Cleric would be expected to have. No regrets at all with this guy so far, wouldn't change a thing.
    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...

  12. #32
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    Quote Originally Posted by PNellesen View Post
    Well, I'm pretty sure I will NOT be swapping out Quicken for something else - having experimented a bit more on my 19/1, I've discovered I save way more SP using Quickened Mass Heals in raid situations than I thought I did (though it's HARD sometimes to let the guys' HP drop down below 1/2, even if only for a second or two). I had originally thought of swapping Extend for Mental Toughness, but at level 14 I'm finding I very, very seldom use all my SP between shrines, and if I do it's usually because I'm having too much fun casting offensive spells rather than healing and get a bit carried away I'm now considering swapping Extend for Extra Turning, since he's doing the majority of his healing using Bursts now the way it is, would like to have a few more if I can get them. (4 extra Turns would be the equivalent of maybe 4 additional Mass CSW, so it's like getting both Mental Toughness feats for the price of 1...)

    Anyway, this character is performing BETTER than I had hoped he would. He's still able to dish out the pain with the two-handers (Divine Power and Prayer help provide acceptable damage and minimize the misses) and his Offensive spell dcs and healing are what a Pure Cleric would be expected to have. No regrets at all with this guy so far, wouldn't change a thing.
    My HE cleric is doing quite well too, I am going to taken heighten at 18 (1.5 levels to go) and then swap mental toughness for extra turning (would give me 14 bursts). I am hitting for 100 to 200 normally with a burst now and heal up to 400 on a crit. So it really does the trick in saving on mana for heals.

    I am going to keep the fighter dilly though and go pure cleric for the capstone at 20.

  13. #33
    Community Member Geonis's Avatar
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    Quote Originally Posted by IxidorGR View Post
    So I take it u NEVER solo heal any raid, do you? You absolutely NEED quicken spell!
    Which is why it is slotted at level 15, not 9 or 12.
    Hi, I play Generic Fantasy RPG Online, formerly known as DDO.

  14. #34
    Community Member PNellesen's Avatar
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    Default Update - Solo Cleric in his first at-level Shroud

    Just wanted to give a progress report on this guy (some people have asked for one as he moves up) - he's working out very well as caster and main healer

    Just finished an at-level (16-18) Normal Shroud where he was the only Cleric, with some help from a couple REALLY good Bards as backup (odd, for some reason they couldn't seem to find any other Clerics or FvSs to join. Their loss ). His DCs were good on Implosion (took out a buttload of trash with it in part 2), and has pretty good damage with Blade Barrier, Divine Punishment and Harm. (Of course, it always helps when the group has good DPS and Heavy Fort too.) He drank 1 pot as a buffer in part 4 (2-rounder) which he didn't need, and he drank another in Part 5 (which he DID need ), but otherwise had no problems whatsoever. Ate a couple fireballs as well, but with 350+ HP, that wasn't an issue either - a quick Burst brought him back to health without a hiccup.

    It's nice to be able to contribute some to melee with the two-handers, but that's becoming less and less a priority as he starts to hit the higher-level content - his abilities as an offensive spellcaster are starting to really shine now.

    I've got a decision to make soon - what to swap Extend for? I'm torn between Empower and Extra Turning. He's got 10 TUs right now (while wearing an item of Lesser Turning) which are usually plenty to get him between shrines, so Empower is looking tempting to boost his damage spells.
    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...

  15. #35
    Community Member PNellesen's Avatar
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    Default Finally hit 20

    I'm VERY, VERY pleased with how this guy has turned out. He is by far my favorite character at the moment. Fighter Dilettante turned out to be an excellent choice for leveling up, and the lack of any Mental Toughness feats has not been an issue at all - He currently has 2040 SP with a recently pulled an Amrath Archmagi belt and newly completed Concordant Opposition goggles, and he's also got 412HP (unbuffed) without yet having a Greensteel HP item. His DCs on things like Destruction and Implosion are pretty good, in the low 30s, but I still have some work to do there before he'll be effective in Epics. All in all, he seems to be a very solid casting Cleric.

    Now I have to decide on what to swap Extend for. Empower, or a Spell Focus feat? Decisions, decisions. If anyone has recommendations for that, I'd love to hear them - more damage, or slightly better DCs on Necro or Evocation spells? I had originally thought maybe Extra Turning, but he's got 11 Turns the way it is (with Sacred Band on), and seldom uses all of them. More would be nice in something like VoD, but that's about the only place I ever run out of bursts.
    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. #36
    Community Member Cam_Neely's Avatar
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    Meh, the guy is alright... needs to run me though Epics more though...

    imo it depends on how you want to do Dmg.

    Do you mind dropping 15 more SP for a 50% better blade barrier, DP (think) and having (once you can assign meta to spells) an strong emergency Cure Crit when heal is on Cooldown? Or would you rather a SP free +5% to the chance of landing implosion and of baddies not getting the reflex save on BB?
    Quote Originally Posted by MajMalphunktion View Post
    Hate me if you want, as of right now I'm not letting anyone crack open the build for this. Nope no way. Nada. I need developers working on the expansion pack, and that only. Again, hate me all you want, but creating a whole new realm takes priority over a broken bag. This is pretty much true of a few of the other issues that crept in today also.

  17. #37
    Community Member PNellesen's Avatar
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    Quote Originally Posted by Cam_Neely View Post
    Meh, the guy is alright... needs to run me though Epics more though...
    He's got to get his Bauble first

    (Wow, Paterik has gotten spoiled by that thing )

    Quote Originally Posted by Cam_Neely View Post
    imo it depends on how you want to do Dmg.

    Do you mind dropping 15 more SP for a 50% better blade barrier, DP (think) and having (once you can assign meta to spells) an strong emergency Cure Crit when heal is on Cooldown? Or would you rather a SP free +5% to the chance of landing implosion and of baddies not getting the reflex save on BB?
    Aye, there's the rub. I want both! I really, really liked running through Dreaming Dark on Hard and nailing all those guys with Implosion and Destruction, and that's without a Spell Focus feat. But I also liked the 500+ purple damage I was getting on the boss at the end with stacked Divine Punishment. Guess he'll have to start running some Epics after all just so he can decide what he uses more (for those infrequent times when he's more than a healbot)
    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...

  18. #38
    Community Member PNellesen's Avatar
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    Default Build Changes/Mods for Update 14 (Summer 2012)

    In light of the upcoming changes to Spell Power (among other changes), and given the fact that he doesn't do much melee any more, I plan to LR this build once Update 14 goes live, dropping Empower for Spell Focus: Evocation, dropping Half-Elf: Fighter for Half-Elf: Barbarian (mainly to get more HP), and really focusing on the Smiting line of enhancements. When I did this on Lammania, he ended up with 507HP and 2061SP without ship buffs or guild slot item (though he has acquired decent HP and SP gear in his various adventures).

    LR Build below. Note that I don't think I'd change much with the original build for levelling purposes - Half-Elf Dilettante: Fighter was VERY handy when soloing, though I might still consider SF: Evo over Empower.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Half-Elf Male
    (20 Cleric) 
    Hit Points: 352
    Spell Points: 1466 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 6
    Will: 21
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             12                    15
    Dexterity             8                    10
    Constitution         15                    20
    Intelligence         10                    12
    Wisdom               18                    28
    Charisma             10                    14
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +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
    +3 Tome of Strength used at level 11
    +3 Tome of Constitution used at level 11
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0                    11
    Bluff                 0                     2
    Concentration         4                    26
    Diplomacy             0                     2
    Disable Device        n/a                   n/a
    Haggle                0                     2
    Heal                  4                    11
    Hide                 -1                     0
    Intimidate            0                     2
    Jump                  1                     8
    Listen                4                     9
    Move Silently        -1                     0
    Open Lock            n/a                    n/a
    Perform               n/a                   n/a
    Repair                0                     1
    Search                0                     1
    Spot                  4                     9
    Swim                  1                     2
    Tumble                0                     1
    Use Magic Device      1                     3
    
    Level 1 (Cleric)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Barbarian
    Feat: (Selected) Toughness
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Spell Focus: Evocation
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Spell Penetration
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Heighten Spell
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Prayer of Smiting II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Incredible Smiting I
    Enhancement: Cleric Prayer of Incredible Smiting II
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Smiting III
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Half-Elf Barbarian Constitution I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Half-Elf Barbarian Toughness I
    Enhancement: Half-Elf Barbarian Toughness II
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning 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
    Last edited by PNellesen; 06-11-2012 at 04:22 PM.
    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...

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