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!
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?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