Honestly, I'm more of a Cleric type, but I've gotten sort of tired of Pugs where the one dumb zerger keeps almost getting himself killed and I have to use most of my blue bar healing one guy. My current solution is a one-strike rule, where I heal you from the results of stupidity once, then I only heal you when you stay with the rest of the pack from then on. I have a WF melee-focused favored soul that I play with my wife, and when I join groups, I'm often asked if I am a healer, as though favored souls are welcomed either way, but not expected to nanny everybody all the time. I like that. So, I'm planning my next character to be a favored soul, but focus more on the offensive side of things.
A couple caveats:
-Elf:
1) I like starting out with scimitar proficiency and my ranger has collected a decent collection of scimitars and racially-restricted elf equipment
2) Undying court. Major deal-breaker here. I'm not taking a rez spell until several levels past my first opportunity, due to my offensive nature, so it's nice to have a backup rez with the undying court. It won't save us from a complete wipe, but it'll help. When I get to 20 (probably will never happen), I may respec to the one with a no-mana cure light, just for emergencies and soloage, but other than that, Undying Court through levelling up.
-Healing:
1) I'm focused primarily on offense, but I'll always have the heart of a healer (I can't roll pure barbarians, fighters, rogues, or monks. Only those who can, at minimum, heal themselves from level 1, even if through wands). You'll notice especially at high levels, I take lots of healing spells. Not to crowd out the offense, but definitely enough to keep a party on its feet.
My main questions are concerned with spell selection and feats. When I get to level 12, I might swap out evocation for quicken, to get it earlier, but other than that, I think it looks pretty solid. Here's the build. Advice would be awesome!
Code:
Character Plan by DDO Character Planner Version 3.7.2
DDO Character Planner Home Page
Level 20 Lawful Good Elf Male
(20 Favored Soul)
Hit Points: 272
Spell Points: 1962
BAB: 15\15\20\25\25
Fortitude: 13
Reflex: 12
Will: 19
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 12 12
Dexterity 10 10
Constitution 12 12
Intelligence 10 10
Wisdom 18 25
Charisma 12 16
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 0 0
Bluff 1 3
Concentration 5 24
Diplomacy 1 3
Disable Device n/a n/a
Haggle 1 3
Heal 4 7
Hide 0 0
Intimidate 1 3
Jump 5 28
Listen 4 9
Move Silently 0 0
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 4
Spot 4 12
Swim 1 1
Tumble n/a n/a
Use Magic Device n/a n/a
Level 1 (Favored Soul)
Feat: (Diety) Favored by the Undying Court
Feat: (Selected) Toughness
Spell (1): Cure Light Wounds
Spell (1): Command
Level 2 (Favored Soul)
Spell (1): Remove Fear
Level 3 (Favored Soul)
Feat: (Selected) Extend Spell
Spell (1): Nightshield
Level 4 (Favored Soul)
Spell (2): Soundburst
Enhancement: Valenar Elf Melee Damage I
Enhancement: Racial Toughness I
Enhancement: Improved Jump I
Enhancement: Favored Soul Prayer of Life I
Enhancement: Favored Soul Life Magic I
Enhancement: Favored Soul Life Magic II
Enhancement: Favored Soul Energy of the Scion I
Enhancement: Favored Soul Charisma I
Enhancement: Favored Soul Wisdom I
Enhancement: Favored Soul Toughness I
Enhancement: Favored Soul Toughness II
Level 5 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Acid
Spell (2): Hold Person
Level 6 (Favored Soul)
Feat: (Selected) Spell Focus: Evocation
Spell (3): Cure Serious Wounds
Enhancement: Undying Call
Level 7 (Favored Soul)
Spell (2): Resist Energy
Spell (3): Magic Circle Against Evil
Level 8 (Favored Soul)
Spell (4): Divine Power
Level 9 (Favored Soul)
Feat: (Selected) Heighten Spell
Spell (2): Eagle's Spendor
Spell (3): Mass Aid
Spell (4): Panacea
Level 10 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Fire
Spell (5): Flame Strike
Level 11 (Favored Soul)
Spell (3): Protection From Energy
Spell (4): Freedom of Movement
Spell (5): Raise Dead
Level 12 (Favored Soul)
Feat: (Selected) Maximize Spell
Spell (6): Blade Barrier
Level 13 (Favored Soul)
Spell (4): Dismissal
Spell (5): Greater Command
Spell (6): Heal
Level 14 (Favored Soul)
Spell (7): Mass Cure Serious Wounds
Level 15 (Favored Soul)
Feat: (Favored Soul Bonus) Energy Resistance: Electricity
Feat: (Selected) Quicken Spell
Spell (5): Summon Monster V
Spell (6): Mass Cure Moderate Wounds
Spell (7): Destruction
Level 16 (Favored Soul)
Spell (8): Mass Death Ward
Level 17 (Favored Soul)
Spell (7): Mass Spell Resistance
Spell (8): Mass Cure Critical Wounds
Level 18 (Favored Soul)
Spell (9): True Resurrection
Level 19 (Favored Soul)
Spell (8): Firestorm
Spell (9): Mass Heal
Level 20 (Favored Soul)
Spell (9): Implosion
Enhancement: Favored Soul Ascendency: Undying Court
Enhancement: Valenar Elf Melee Attack I
Enhancement: Elven Keen Eyes I
Enhancement: Favored Soul Scimitar Specialization I
Enhancement: Favored Soul Scimitar Specialization II
Enhancement: Racial Toughness II
Enhancement: Improved Jump II
Enhancement: Improved Jump III
Enhancement: Improved Jump IV
Enhancement: Favored Soul Prayer of Life II
Enhancement: Favored Soul Prayer of Life III
Enhancement: Favored Soul Prayer of Incredible Life I
Enhancement: Favored Soul Prayer of Incredible Life II
Enhancement: Favored Soul Life Magic III
Enhancement: Favored Soul Life Magic IV
Enhancement: Favored Soul Spell Penetration I
Enhancement: Favored Soul Spell Penetration II
Enhancement: Favored Soul Spell Penetration III
Enhancement: Favored Soul Energy of the Scion II
Enhancement: Favored Soul Energy of the Scion III
Enhancement: Favored Soul Energy of the Scion IV
Enhancement: Favored Soul Charisma II
Enhancement: Favored Soul Wisdom II
Enhancement: Favored Soul Toughness III
One more non-build question: Leap Of Faith. Is it a spell that massively increases jump, or do you press your hotkey button instead of the spacebar?