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
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
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.
Even more reason to use rogue dill!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
Last edited by AtomicMew; 02-18-2011 at 02:32 PM.
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
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.)
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.
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.
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.
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?
He's got to get his Bauble first
(Wow, Paterik has gotten spoiled by that thing )
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)
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