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  1. #1
    Community Member
    Join Date
    Mar 2006
    Posts
    21

    Default Is this clonk build feasible end game?

    I've put together a solo friendly clonk (17 cleric 3 monk) and am now 13th with it. It's working incredibly well through 13th, but I'm concerned it may fall apart in end game as the build is more of a generalist.

    The build emphasizes mana free healing (Radiant Servant / Fists of Light / Healing KI), decent AC and two weapon fighting to synergize with the monk and cleric clickies (divine favor). When soloing I barely ever throw a heal. In the future/raids I see it more in the healing role with aligning the heavens.

    Possible oopsies --
    Going elf over human :
    elf receives +2 to-hit, +2 damage, has better stat distribution and longsword proficiency which is surprisingly a problem with this build while human gives the extra feat and the juicy 30% healing amp which synergizes great with all the free heals, but no longsword proficiency without burning a feat.
    Bumping Wis over Str:
    str would end up with +3/+3 while wis adds +3 DC, more spell points, +3 will save and +3 AC. Tough call for me.

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Elf Male
    (3 Monk \ 17 Cleric) 
    Hit Points: 242
    Spell Points: 1076 
    BAB: 14\14\19\24
    Fortitude: 15
    Reflex: 12
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    18
    Dexterity            16                    18
    Constitution         12                    14
    Intelligence          8                    10
    Wisdom               16                    23
    Charisma              8                    10
    
    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               3                     4
    Bluff                -1                     0
    Concentration         1                     2
    Diplomacy            -1                     0
    Disable Device       n/a                    n/a
    Haggle               -1                     0
    Heal                  3                     6
    Hide                  3                     4
    Intimidate           -1                     0
    Jump                  3                     4
    Listen                3                     8
    Move Silently         3                     4
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                     0
    Search               -1                     2
    Spot                  3                     8
    Swim                  3                     4
    Tumble                n/a                   n/a
    Use Magic Device     n/a                    n/a
    
    Level 1 (Monk)
    Feat: (Selected) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Monk)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Feat: (Monk Bonus) Whirling Steel Strike
    
    
    Level 4 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Oversized Two Weapon Fighting
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Snapshot @ 13th lvl (Untwinked)
    36 AC unbuffed (no dodge or deflection item)
    +33/33 hit, 37/22 avg dmg (not counting crits)
    211 HP
    721 MP
    Energy Burst heals 75hp ae, Healing KI 60hp ae, +2 hp per landed blow
    Melee Mode Stats
    str 25, dex 24, con 18, int 10, wis 26, cha 15
    Casting Stats
    str 21, dex 24, con 18, int 10, wis 30, cha 15
    fort 23, ref 21 will 26

  2. #2
    Halfling Hero phalaeo's Avatar
    Join Date
    Sep 2009
    Posts
    1,661

    Default

    Yep, it's more of a generalist, and I think you'll encounter some problems at end-game... depending on what you consider end-game. For this discussion, I consider it to be Amrath on N/H, Raids, etc.

    IMO, Clonks are either decent/good at melee or good/exceptional at casting. Not both.

    If you want to swing more towards melee-
    CON is too low
    Use wraps
    Get Power Attack
    Work on more damage output- Raise CHA for Divine Might, put level ups into STR, something....
    Drop the WIS anyways- without all the metas, your casting will stink.

    If you want to swing more towards casting-
    You'll need to max WIS and take at least one spell pen feat- I have a caster Clonk- her WIS is 40, spell pen good, and she still has some problems in Amrath.
    Need at least Maximize and Empower, should consider Heighten.

    In General-
    Where did you put your skill points? You need Concentration maxxed, first off. Secondly, there is no balance.
    Quicken should be taken earlier, around the level you get Heal/BB
    Empower Healing should come earlier.
    ~ Pallai, Chennai, Saraphima~
    ~Shipbuff, Sophalia, Northenstar ~
    ~ Ascent~



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