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Thread: 17clr/3mnk

  1. #1
    Community Member Timmeke123456's Avatar
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    Question 17clr/3mnk

    Hey all!

    Been messing around in the character planner again & tried building a 17/3 clonk. I'd like comments/advice on this build

    (I was wondering: how important is Extend for a clr ? If that important i'd swap out extend for empower)


    Character Plan by DDO Character Planner Version 3.7.2
    DDO Character Planner Home Page

    Level 20 Lawful Good Human Male
    (3 Monk / 17 Cleric)
    Hit Points: 297
    Spell Points: 1178

    BAB: 14/14/19/24
    Fortitude: 16
    Reflex: 11
    Will: 21

    Starting Feat/Enhancement
    Strength 14 14
    Dexterity 16 17
    Constitution 14 16
    Intelligence 8 8
    Wisdom 16 26
    Charisma 8 8

    Tomes Used
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +2 Tome of Wisdom used at level 20

    Starting Ending
    Balance 7 21
    Concentration 6 26

    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Jump (+4)
    Skill: Spot (+4)
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Human Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting

    Level 2 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)

    Level 3 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Empower Healing Spell

    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)

    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)

    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Extend Spell

    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)

    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)

    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Extra Turning

    Level 10 (Monk)
    Skill: Balance (+3)
    Skill: Concentration (+1)
    Feat: (Monk Bonus) Power Attack

    Level 11 (Monk)
    Skill: Balance (+3)
    Skill: Concentration (+1)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light

    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Improved Two Weapon Fighting

    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)

    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)

    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Quicken Spell

    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)

    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)

    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Maximize Spell

    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)

    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Cleric Improved Empower Healing II
    Enhancement: Cleric Improved Empower Healing III
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Improved Recovery I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Improved Concentration III
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Divine Cleansing I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Extra Turning III
    Enhancement: Cleric Improved Turning I


    Thx in advance!
    Last edited by Timmeke123456; 01-25-2011 at 11:08 AM.
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  2. #2
    Community Member EdsanDarkbane's Avatar
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    i find the 17/3 build to be alot of fun for me. its fun solo and heals well in a group/raid/epics. in fact i worried so much about SP regen and aura that alot times my aura is more potent than lvl 20 clerics.

    i dont have extend.

    but have fun with it.
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  3. #3
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    I would advize considering 17/2/1 clr/mnk/rog. Similar to what you have, but allows for max UMD and reasonable trap skills. Also allow rogue haste, rogue trap sences, and a small amount of sneak attack damage.

  4. #4
    Community Member Timmeke123456's Avatar
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    Quote Originally Posted by Broldin View Post
    I would advize considering 17/2/1 clr/mnk/rog. Similar to what you have, but allows for max UMD and reasonable trap skills. Also allow rogue haste, rogue trap sences, and a small amount of sneak attack damage.
    hmm guess that will be for when i greater tr i guess since i don't have room for any int on this build :s maybe if i drop wis to 14 & dex to 15. that will give me 12 int. Anyway i like the 3 monk levels in it for fists of light = some extra healing.
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  5. #5
    Community Member Chette's Avatar
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    Are you planning to do more meleeing or more offensive casting? The feats seem spread a little thin, so I'm not sure what your focus is going to be.

    I personally don't care for the 3 monk splash. The light monk buffs seem nice, but you have to be centered (and almost all of the nice offensive casting weapons will uncenter you) and having to get off your three strikes un-interupted in order to cast the 1 minute buff takes a lot of time away from other things you could be doing. It might be worth it if you were going the melee route, and would be meleeing most of the time unarmed or with kamas, but based on your feats you look to be more centered on casting and healing.
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  6. #6
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    It's really based on what you want to do. I disagree that it can be a full healer on all raids. If it is an easy-medium raid, sure, if things go south, your mana is limited unless you plan to carry a ton of pots. For some raids, group heal can be handy when mixed with quicken which you won't have. Without group heal, I would not take quicken. All heal spells beside group heal are very fast anyway. I do not have maximize currently and with potency and devotion, it is grandly arguable if it is necessary, but with your limited mana, maximize will drain you quickly. You need to be careful with maximize as you may be overhealing which I have seen many many clerics do. You may want to consider jiggling your enhancements as well to increase your sp pool since you have empower healing but no enhancements to lower the cost. With the enhancements and the right item, you can empower heal for only 4sp. While that savings may not seem like much, it can give you roughly 10% more mana.

    Why use the wis tome at 20 and not 7? You should use it as early as possible to have that extra sp available to you and saves.

    I know they've been dorking around with RS since I got it, but I'm fairly certain extend affects it. If you are going to burn the enhancements for RS2, you should seriously consider extend. You just cant measure the amount of mana it saves. Maybe swap quicken for extend. As you will likely be the only healer in regular groups, it can save you buff mana (and make RS last longer which saves you heal mana). Especially in those cases where you full buff your group before shrining. It can make the difference between having to buff again before the next shrine and not.

    Anyway, just some thoughts, it's your character make it how you want

    Dump divine cleansing and improved turning. At lower levels you may use turn undead some and some in sands, but you rarely use it at higher levels or on raids.

    Edit: Let me take back my comment on quicken as you are probably using it to stop interruptions.
    Last edited by societal; 01-26-2011 at 03:31 PM.

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    Quote Originally Posted by societal View Post
    For some raids, group heal can be handy when mixed with quicken which you won't have. Without group heal, I would not take quicken. .
    I see quicken in his feat list ?

    I stopped readingat that point but got down to read the rest ,

    Maximise is awesome , dont even concider not taking it .

    Extend is nice but if you cant get to a shrine in 17 minutes then there is something wrong with the group . It only really has merit as a boost to your devine power and divinf favoresque buffs that have to be reapplied all the time .
    Last edited by bryanmeerkat; 01-26-2011 at 02:06 PM.

  8. #8
    The Hatchery Kilnedric's Avatar
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    Extend does not work on RS aura. It did when it first came out, but they changed it quickly after. Extend is nice at low/mid levels, but could probably be swapped out at high level. I still have it, but I'm considering trading it in.

    Quote Originally Posted by Chette View Post
    (and almost all of the nice offensive casting weapons will uncenter you)
    I'm curious as to what important caster weapons un-center you? I'm still relatively new to the game. I carry around a quarterstaff of potentcy vi and one of efficicacy (sp?) vi, which keep me centered. But I'm not capped yet, so I just want to know what I'm missing.
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  9. #9
    Community Member Chette's Avatar
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    Quote Originally Posted by Kilnedric View Post
    I'm curious as to what important caster weapons un-center you? I'm still relatively new to the game. I carry around a quarterstaff of potentcy vi and one of efficicacy (sp?) vi, which keep me centered. But I'm not capped yet, so I just want to know what I'm missing.
    Green blade and skiver would be the main two, they are a kukri and a dagger respectively. If you want to stay centered you would probably want to have a superior potency kama, and either a spell penetration kama (I don't know if these even exist?) or a greensteel kama, and wear blue dragonscale robe for the arcane lore. Wearing blue dragonscale though means you can't wear icy rainments or dragontouched robes for AC.
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  10. #10
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    Quote Originally Posted by Kilnedric View Post
    Extend does not work on RS aura. It did when it first came out, but they changed it quickly after. Extend is nice at low/mid levels, but could probably be swapped out at high level. I still have it, but I'm considering trading it in.



    I'm curious as to what important caster weapons un-center you? I'm still relatively new to the game. I carry around a quarterstaff of potentcy vi and one of efficicacy (sp?) vi, which keep me centered. But I'm not capped yet, so I just want to know what I'm missing.
    Unless you have a really (really) special quarterstaff, you really want to use 2-1 handers as you each one can have a special add-on, like potency, spell pen, greater healing lore, etc and a 2 hander usually will only have 1.

  11. #11
    The Hatchery whomhead's Avatar
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    Quote Originally Posted by Kilnedric View Post
    Extend does not work on RS aura. It did when it first came out, but they changed it quickly after. Extend is nice at low/mid levels, but could probably be swapped out at high level. I still have it, but I'm considering trading it in.
    Primary value of Extend is not entirely in casting longer buffs (though that is nice) but rather in doubling the duration of your Blade Barriers. Especially on a multi-class cleric which will have a slightly lower SP pool, the extra long BB is quite helpful - potentially more than Empower since 2x duration gives (in theory) 2x damage as you kite, whereas Empower is only a 50% increase in damage.

  12. #12
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    if your not maxing wisdom, you might go with an 14/14/14 cheapest point buy build.
    lowering wisdom to 14. constitution to 10( aint an bad thing, you got 8dh base).

    id go with drow 28pt.
    14str.
    16dex.
    10con.
    10int.
    14 wisdom
    16 charisma

    -----------------------------------
    +2 tome will get you DM3? thats an +6 to damage. and you get alot more turns this way to burst with if you really need to.

    16 dex and 14 wisdom will give you an moderately high ac. about the same as the average monks.
    the increase from 8 to 10 int will give you the same ranks per level as human.
    the only thing you really lose is human versatility and 1 feat.
    but since you got 3 more turns anyway. you might aswell take another feat instead of extra turning.

    folks WILL say that 10 con is bad. but really. is it that bad?

    10 con +6 enhancement +2 shrine +2 tome = 20con = 5 per level.

    8 +5 = 13 per level

    20 * 13 = 260 base

    total:
    260 base.
    23 toughness feat
    23 minos legend.
    30 greater false life item
    20 health enhancements.
    40 health shaverath pot.
    -------------------------
    396 health-ish. easy.

    45+ greensteel
    uhm.. i bet there are more things to stack hp with. just too lazy to search the web for them.

    ac:
    10 base
    10 dex = 16 + 2 enhancements +6 enhancement +2 tome +2 shrine +2 ex = 30 dex
    13 wis = 14 +5 level +3 enhancement +3 ex +6 enhancements + 2 stance = 36
    8 armor
    5 protection
    4 dodge icy raiment
    1 dodge alchemic ritual.

    4 natural armor.
    +2 shaverath pots. ( +2 stats in dex and wis ).

    +2 recitation
    59 BASE.

    you could add shield clikies. +4 ac.

    its not bad as an base. but you should really ramp it up to the 70-ish to be effective in the endgame.

    ( 80 lets you ignore bosses as horoth. and laugh at suulu while going afk / getting tea).

    charisma = 16 +2 tome +6 enhancement +2 enhancements = 26.
    turns per rest:

    3 base + 8 charisma +4 enhancements +4 extra turning feat = 19 bursts free.

    or 58 min into DM3 mode. should suffice right?

    why take improved 2 weapon fighting?
    h2h is about the same speed. although 2 weap fighting does has slashing -> vorpel.

    okay, as for base damage.
    14 strength +2 tome +6 enhancements -2 stance = 20 = 5 mod

    strength -> 5
    weapon -> 5
    DM3 -> 6
    power atack -> 5
    3 divine favor
    is an easy 24 to dmg.

    atack bonus?
    dex -> 10
    weapon -> 5
    power atack -> -5
    bab (divine power). -> 20
    divine favor. - > 3
    Greater heroism clikie -> 4
    competance item +2.

    is an easy 39 bonus to atack. enough to hit "most" monsters "most" of the time.

  13. #13
    Community Member Wildseed's Avatar
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    Quote Originally Posted by erikbozelie View Post
    if your not maxing wisdom, you might go with an 14/14/14 cheapest point buy build.
    lowering wisdom to 14. constitution to 10( aint an bad thing, you got 8dh base).
    .
    Sorry, couldn't read the rest, I stopped there, I'm sorry 10 ain't a bad thing? In who's eyes? 10 is a terrible starting con, at the very least on a drow you want to start with 13 con, con = how many hits you can take... if you have less than 14 that number goes down to 1-2 hits and you're dead at lvl 20, that is not a good thing for any class.

    So, I respectfully disagree that "10 ain't a bad thing."

    I glimpsed that bit about... the break down to 20, so you have to have a high enough guild to have plus 2 con shrine to keep your hp up? instead of starting with a higher stat? yaaaah, okay.
    Last edited by Wildseed; 01-30-2011 at 11:30 PM.
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  14. #14
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    Quote Originally Posted by Chette View Post
    Green blade and skiver would be the main two, they are a kukri and a dagger respectively. If you want to stay centered you would probably want to have a superior potency kama, and either a spell penetration kama (I don't know if these even exist?) or a greensteel kama, and wear blue dragonscale robe for the arcane lore. Wearing blue dragonscale though means you can't wear icy rainments or dragontouched robes for AC.
    They do! The odds of finding both a Sup Potency VI Kama and a Spell Pen one though....so far I have found a couple of (+1 dc) Enchantment and Evocation kamas, and a Spell Pen III one.

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