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  1. #1
    Community Member nerdychaz's Avatar
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    Default Wipe Insurance - Update 8 ready H/E Cleric

    Build Basics
    32 pt.
    Half Elf
    20 Cleric Radiant Servant
    Paladin Dilletante
    High Saves
    Mega Healing
    Excellent Concentration and Diplomacy

    Summary
    The result is a pure healer whose primary focus is outgoing heals and Divine Vitality. Essentially, a walking shrine. This build is not suggested for new players as it requires quite a bit of twinking and really shines when using scrolls and wands to preserve Spell Points for big fights (deep pockets are an asset here). I have played this build up to level 10 at this point and I love it. I have foregone the use of Heavy Armor in my playstyle and instead rely upon my diplomacy and ability to move better as a defense.

    Tome Usage
    A +2 tome of Supreme Ability is used in the build, but is not required. A player may choose to forgo the use of the tomes, but I suggest it to get the spell DC's, higher saves, and extra turns. If no Intelligence tome is used, do not put skill points into balance (it's a weak balance check anyway).

    Feats
    At level 6 the feat Extend spell can be used for better buffs, but quicken is better in it's place in my opinion. The Feat Mental Toughness could be swapped for enlarge, or quicken could be taken then as well leaving extend. It is all personal preference here.

    Dilletantes
    I used the Paladin Dilletante here, but you could use any diletante. Barbarian is a good option for the extra hit points and damage reduction, but I wanted the awesome will save. The good news is that any dilly feat/class chosen should fit right in place of the pally dilly on this build.

    Wands and Scrolls
    As I said, this build shines when wands and scrolls are used for healing. This can require a big investment, but allows you to have more spell slots open. Wands of remove/cure disease, curse, blindness, poison, etc. can help as well as wands/scrolls of all forms of restoration. Furthermore, why have raise dead slotted? Buy it in scrolls! Heal scrolls and mass heal scrolls are an awesome addition to your healing arsenal as well.

    Solo Ability
    Not much, but the amount of healing output could theoretically keep you alive for a long time. This is more of a party build looking to do very well in a shroud raid for example.

    NOTE: The proper enhancements not available in the builder were added by hand. I changed the saves to reflect the effects of the dilly enhancements.

    Code:
    Character Plan by DDO Character Planner Version 3.7.1
    DDO Character Planner Home Page
    
    Level 20 True Neutral Half-Elf Male
    (20 Cleric) 
    Hit Points: 302
    Spell Points: 1622 
    BAB: 15\15\20\25\25
    Fortitude: 22
    Reflex: 12
    Will: 26
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                 10                   10
    Dexterity             8                 10                   10
    Constitution         16                 18                   18
    Intelligence         10                 12                   12
    Wisdom               16                 23                   26
    Charisma             16                 18                   20
    
    Tomes Used
    +2 Tome of Strength used at level 6
    +2 Tome of Dexterity used at level 6
    +2 Tome of Constitution used at level 6
    +2 Tome of Intelligence used at level 6
    +2 Tome of Wisdom used at level 6
    +2 Tome of Charisma used at level 6
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance              -1                  7                    7
    Bluff                 3                  5                    5
    Concentration         7                 27                   28
    Diplomacy             7                 28                   28
    Disable Device        n/a               n/a                   n/a
    Haggle                3                  5                    5
    Heal                  3                  8                   10
    Hide                 -1                  0                    0
    Intimidate            3                  5                    5
    Jump                 -1                  0                    0
    Listen                3                  8                    8
    Move Silently        -1                  0                    0
    Open Lock            n/a                n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                0                  1                    1
    Search                0                  1                    1
    Spot                  3                  8                    8
    Swim                 -1                  0                    0
    Tumble               n/a                n/a                   n/a
    Use Magic Device      n/a               n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Concentration (+4)
    Skill: Diplomacy (+4)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Paladin
    Feat: (Selected) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Half-Elven Keen Senses
    Feat: (Automatic) Half-Elven Mixed Heritage
    Feat: (Automatic) Half-Elven Social Graces (ALL)
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Turn Undead
    Spell (1): Bane
    Spell (1): Bless
    Spell (1): Cause Fear
    Spell (1): Command
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Doom
    Spell (1): Inflict Light Wounds
    Spell (1): Nightshield
    Spell (1): Nimbus of Light
    Spell (1): Obscuring Mist
    Spell (1): Protection From Evil
    Spell (1): Remove Fear
    Spell (1): Shield of Faith
    Spell (1): Summon Monster I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    
    
    Level 2 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Enhancement: Improved Heal I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Empower Healing Spell
    Spell (2): Aid
    Spell (2): Bear's Endurance
    Spell (2): Bull's Strength
    Spell (2): Close Wounds
    Spell (2): Cure Moderate Wounds
    Spell (2): Deific Vengance
    Spell (2): Eagle's Spendor
    Spell (2): Find Traps
    Spell (2): Hold Person
    Spell (2): Inflict Moderate Wounds
    Spell (2): Lesser Restoration
    Spell (2): Owl's Wisdom
    Spell (2): Remove Paralysis
    Spell (2): Resist Energy
    Spell (2): Seek Eternal Rest
    Spell (2): Soundburst
    Spell (2): Spawn Screen
    Spell (2): Summon Monster II
    Enhancement: Human Improved Recovery I
    Enhancement: Racial Toughness I
    Enhancement: Cleric Prayer of Life I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Improved Heal II
    Enhancement: Cleric Life Magic II
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Spell (3): Bestow Curse
    Spell (3): Blindness
    Spell (3): Contagion
    Spell (3): Cure Serious Wounds
    Spell (3): Dispel Magic
    Spell (3): Glyph of Warding
    Spell (3): Inflict Serious Wounds
    Spell (3): Magic Circle Against Evil
    Spell (3): Mass Aid
    Spell (3): Prayer
    Spell (3): Protection From Energy
    Spell (3): Remove Blindness
    Spell (3): Remove Curse
    Spell (3): Remove Disease
    Spell (3): Searing Light
    Spell (3): Summon Monster III
    Spell (3): Water Breathing
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Extra Turning II
    Enhancement: Improved Paladin Dilettante I
    
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Radiant Servant I
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Spell (4): Chaos Hammer
    Spell (4): Cure Critical Wounds
    Spell (4): Deathward
    Spell (4): Dismissal
    Spell (4): Divine Power
    Spell (4): Freedom of Movement
    Spell (4): Holy Smite
    Spell (4): Inflict Critical Wounds
    Spell (4): Mass Shield of Faith
    Spell (4): Neutralize Poison
    Spell (4): Order's Wrath
    Spell (4): Panacea
    Spell (4): Poison
    Spell (4): Recitation
    Spell (4): Restoration
    Spell (4): Summon Monster IV
    Spell (4): Symbol of Flame
    Spell (4): Unholy Blight
    Enhancement: Cleric Divine Vitality II
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Racial Toughness II
    Enhancement: Cleric Charisma I
    
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Extra Turning
    Spell (5): Break Enchantment
    Spell (5): Flame Strike
    Spell (5): Greater Command
    Spell (5): Mass Cure Light Wounds
    Spell (5): Mass Inflict Light Wounds
    Spell (5): Protection From Elements
    Spell (5): Raise Dead
    Spell (5): Slay Living
    Spell (5): Spell Resistance
    Spell (5): Stalwart Pact
    Spell (5): Summon Monster V
    Spell (5): Symbol of Pain
    Spell (5): True Seeing
    Enhancement: Cleric Charisma II
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Divine Vitality III
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Spell (6): Banishment
    Spell (6): Blade Barrier
    Spell (6): Cometfall
    Spell (6): Create Undead
    Spell (6): Greater Dispel Magic
    Spell (6): Greater Glyph of Warding
    Spell (6): Harm
    Spell (6): Heal
    Spell (6): Heroes Feast
    Spell (6): Mass Bear's Endurance
    Spell (6): Mass Bull's Strength
    Spell (6): Mass Cure Moderate Wounds
    Spell (6): Mass Eagle's Spendor
    Spell (6): Mass Inflict Moderate Wounds
    Spell (6): Mass Owl's Wisdom
    Spell (6): Summon Monster VI
    Spell (6): Symbol of Fear
    Spell (6): Symbol of Persuasion
    Spell (6): Undead to Death
    Spell (6): Word of Recall
    Enhancement: Improved Paladin Dilettante II
    Enhancement: Cleric Wand and Scroll Mastery III
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Empower Spell
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Spell (7): Destruction
    Spell (7): Greater Restoration
    Spell (7): Mass Cure Serious Wounds
    Spell (7): Mass Inflict Serious Wounds
    Spell (7): Mass Protection From Elements
    Spell (7): Mass Restoration
    Spell (7): Mass Spell Resistance
    Spell (7): Resurrection
    Spell (7): Summon Monster VII
    Spell (7): Symbol of Stunning
    Spell (7): Symbol of Weakness
    Enhancement: Cleric Life Magic III
    
    
    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Wisdom II
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Maximize Spell
    Spell (8): Death Pact
    Spell (8): Firestorm
    Spell (8): Mass Cure Critical Wounds
    Spell (8): Mass Death Ward
    Spell (8): Mass Inflict Critical Wounds
    Spell (8): Summon Monster VIII
    Spell (8): Symbol of Death
    Enhancement: Improved Paladin Dilettante III
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Cleric Extra Turning III
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Spell (9): Energy Drain
    Spell (9): Implosion
    Spell (9): Mass Heal
    Spell (9): Summon Monster IX
    Spell (9): True Resurrection
    Enhancement: Cleric Wand and Scroll Mastery IV
    
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Mental Toughness
    Enhancement: Cleric Life Magic IV
    
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Wisdom III
    Member of The Guild of Calamitous Intent
    Cannith Server
    Main Toons: Skarro and Usko
    I maximize my strengths and buy bane weapons for my weaknesses.

  2. #2
    Hero QuantumFX's Avatar
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    Are you aiming at not having to wear a CHA item for the saves? You could get away with a starting 11 CHA and put the build points elsewhere. Since you’re going to use +2 tomes across the board you could start with barbarian, eat a tome @ lvl 7 and then go visit Fred to switch it over to paladin. (Since that enhancement chain caps out at +5 saves.)
    Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
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    • Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
    • Redoing the drop rates of tomes in generic and raid loot tables.

  3. #3
    Community Member nerdychaz's Avatar
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    I'm aiming for maximum turn attempts to fuel healing bursts and divine vitality. If the nukers can keep on nuking, then the questing goes a lot better.
    Member of The Guild of Calamitous Intent
    Cannith Server
    Main Toons: Skarro and Usko
    I maximize my strengths and buy bane weapons for my weaknesses.

  4. #4
    Community Member dogpig00's Avatar
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    it takes about 6 charisma (3 DVs) to give enough mana for a nuker to nuke once. I don't think you can have enough charisma to let a nuker to continue to nuke.

  5. #5
    Community Member Fejj's Avatar
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    Your list
    1- Toughness
    1- HE - Pally
    3- Emp Healing
    6- Quicken
    9- Extra Turning
    12- Empower
    15- Maximize
    18- Mental Toughness

    My thoughts -
    Extend - I would swap extra turning for this. Without ET, you should have 12 or more turns with enhancements.
    Quicken - no use at level 6, I'd take it much later in the game.
    Maximise - You will want to maximize your first BB, so I'd take it at 9, or 12 at the latest

    So, my order would be this
    Toughness
    HE - Pally
    Emp Healing
    Extend
    Maximize
    Emp
    Quicken
    I'd take ET, over MT, but neither would be my first choice.

    As for as Wisdom, I'd find a way to max it out. I have regretted every cleric I made with 16 wisdom, and ultimately rerolled them.

  6. #6
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    I'm all for a decent healbot build...in fact, I've got 2...

    but...a couple things to keep in mind

    - dvs are worthless in today's game where there is an infinite supply of mana pots and bards can now do more sp regen than a cleric could ever dream of and most casters have concordant op/torque items. Use those turns for bursts. I've got a Dragonmarked halfling healbot cleric with 12 turns. Between bursts, aura, and dmarks, he doesn't even need his mana for healing with the exception of very intense situations.
    - It is very hard to make a cleric with "Very little solo ability"...you would have to intentionally do this by taking all worthless feats.
    - you took paladin dili for "that awesome will save"...once again, clerics get this for free. Now if you had said "I wanted the slightly useful reflex save"...that would have been a valid (although not very sound) reasoning.

  7. #7
    Build Constructionist unbongwah's Avatar
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    Why would you play a pure cleric and not start with max WIS? Also, might not Heighten be more useful than MT or ET? I know you said this was essentially a healbot, but why sacrifice offensive casting when you don't have to?

  8. #8
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    Yeah, the one spot that the Pally dilettante feat could be useful would be on a Clonk that wanted to push the reflex save into the useful range. That +5 could make a real difference there. On a pure I don't think it makes much of a difference.

  9. #9
    Community Member NeutronStar's Avatar
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    I don't think you guys quite get what the OP wants to do.

    Creating a Walking Shrine requires high Charisma and at least one Extra Turning feat folks.

    OP, I have one of these. Currently, my Drow Radiant Servant has a 38 Charisma (and a 26 Wisdom for those who care) and 25 Turns/DVs and with all the DV enhancements, I can easily replenish a HUGE portion of a Nuker's mana bar. If I'm just using my Radiant Servant healing auras, I can have it up constantly which is highly appreciated by many folks.

    I would suggest to the OP, however, that you pick up Quicken so your spells will be uninterruptible.

  10. #10
    Community Member Fejj's Avatar
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    I agree about loving the DV's ..... I have 12 turns, and use them mostly at shrines to top off a caster after passing out buffs.

    I find it real nice to fill up a SP bar, after all the buffs are passed out.

  11. #11
    Community Member PopeJual's Avatar
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    Quote Originally Posted by kinar View Post
    - you took paladin dili for "that awesome will save"...once again, clerics get this for free. Now if you had said "I wanted the slightly useful reflex save"...that would have been a valid (although not very sound) reasoning.
    I agree with all of Kinar's points, but I have an additional one for the Paladin dilletante - Clerics can cast Freedom of Movement once they get high enough in level. The most significant threat that has a Will Save is Hold Person and Mass Hold Person. Freedom of Movement negates that threat, so all you're really left with is Otto's Resistable Dance and Otto's Disco Ball.

    I'm actually impressed with the Barbarian splash, but I can see a valid argument for taking the Wizard or Sorcerer splash for wand and scroll use instead.

    Also, does anyone else find it odd that Half Elf enhancements offer 70 Racial HP while Dwarves and Warforged only offer a max of 60? The Dwarves and WF get the +2 Con for another +20 HP, but it's still odd to me than Half Elves can get more HP than just about anyone and they're a race mixed with Elves...

  12. #12
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    Quote Originally Posted by PopeJual View Post
    Also, does anyone else find it odd that Half Elf enhancements offer 70 Racial HP while Dwarves and Warforged only offer a max of 60? The Dwarves and WF get the +2 Con for another +20 HP, but it's still odd to me than Half Elves can get more HP than just about anyone and they're a race mixed with Elves...
    Don't underestimate the power of mutant blood.

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