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  1. #1

    Default Lonelybot - A wizard/cleric/fighter WF (built by request)

    Build Name: LonelyBot
    Author: Sigfried Trent
    Requester: Doomwafflez
    Last Updated: 02/03/2011

    Key Words [Wizard, Cleric, Warforged, Gimp :P]

    Objectives
    Doomwafflez admitted being generally poor at builds and wanted my help trying to make something work. His goal was a Kopesh and Shield wielding Warforged Cleric/Wizard/Fighter who used his casting classes for buffs and heals. His builds breakdown was 12/6/2.

    Lets get this out of the way... its a bad plan. Stacking casting classes does almost nothing but hurt a build most of the time. The caster level doesn’t stack so both sides spells have terrible spell penetration and damage/healing/duration/etc... is all limited as a result. You get a high level character with weak spells of two different flavors sharing the mana pool (and a compromised one) of a single caster.

    Topping that off you have the lowest style DPS in the game and the challenge of trying to have AC (presumably why you have the shield) and overcoming the arcane spell failure that comes with it. Then you spend a feat on kopesh, a DPS weapon, without anything in the rest of the build to back it up. Youch!

    That said, I like challenges so mine is to figure out what you can do to come up with some strategy or justification for a Cleric/Wizard/Fighter Warforged. I’m going to allow myself to diverge from the kopesh&shield thing if needed.

    Let’s assume for design that were looking to make a fairly solo focused character here that perhaps groups with friends but has few aspirations for end game pugging and the like.

    Oh ya... no tomes and 28pts...

    Design
    So we want to fight with this guy, that is the point of the buffs and healing after all. Our AC is never going to be great so that whole sword and shield idea just won’t achieve its goal. AC builds require commitment in feats and stats and just don’t combine well with arcane casting. We could pull one out for blocking, sure, but its only going to be in the way for doing damage. A much better way to go is a two handed weapon and warforged have some advantages there. Also, we can use the cleric warforged faith to make it a bit better. So Greatsword is our weapon of choice for DPS (such as it is with this build).

    For defenses, we are probably better off working on DR than AC. If this guy wants to turtle up and heal, he can whip out a tower shield and block until he can throw heals. This is more a situational move, most of the time either he doesn’t have agro or is bashing away. When solo, he could resort to turtling with the shield and using proc effects (stuff that does damage when you are hit) to keep hurting enemies while he heals.

    This guy has two ways to heal, arcane repair and divine healing. since they come from the same mana pool, one is going to be better than another and we should focus there. Repair is going to give more bang for the mana due to WF innate healing issues. On the other hand the arcane magic is suspect to arcane spell failure and the cleric levels have better BAB and can be used on others more readily and is cheaper to boost. Since melee is our primary damage source, I’m going for the divine healing. This means we need to fix our healing issue with enhancements a bit.

    So divine is our heal target and is helping melee somewhat. Heal is our target spell which we get at 11, and nicely enough you get blade barrier there as well (though its a weak BB on this build its still something.) We could go to 12 for the prestige, but I think the aura just isn’t worth it on this guy, too weak, charisma will stink, and he has healing issues anyway. Well save the level and the enhancements from that.

    For arcane, we want to at least get haste and make use of shield, inviz, and other handy buffs or utility spells. So haste is at least level 5, and thats good for two feats as well. 7 would get us many great level 4 spells; stoneskin, firewall, d-door, fire shield and others, though we could just scroll those with a small failure.. Fighter is thus 2-4 levels. W5 F4 is better bab and another feat (weapon spec) while W7 F2 is more casting options. In the end I went Wizard 7; in for a penny, in for a pound.

    End result... not so great but its playable. HP are OK, you can scratch up to 400 with some work and with self healing its survivable. Spell points are pretty sad, you will be lucky if you can get above 1500. Melee combat isn’t all that bad, providing you are buffed up. I would never say its a DPS build, but you can muster 30 strength pretty easily and have the full THF chain and Improved Crit. Buffs give you full base attack, haste etc... You can scroll Transformation or hulk out with the bladesworn transformation for a while. It should be perfectly workable. AC is terrible so blurr and displacement are your best friends ever.

    On the casting side it fits the bill for self buffing and healing although the shallow mana pool and caster level means limited sustainability. It can blade barrier and firewall although not especially well.

    I think it can survive leveling up, and it can manage to contribute in groups even if someone else could probably do better. It can at least pull its own weight.

    Code:
    Character Plan by DDO Character Planner Version 3.7.2
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Warforged Male
    (2 Fighter \ 11 Cleric \ 7 Wizard) 
    Hit Points: 288
    Spell Points: 822 
    BAB: 13\13\18\23
    Fortitude: 15
    Reflex: 4
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             15                    21
    Dexterity             8                     8
    Constitution         14                    16
    Intelligence         14                    14
    Wisdom               14                    14
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    10
    Bluff                -2                    -2
    Concentration         6                    26
    Diplomacy            -2                    -2
    Disable Device        n/a                   n/a
    Haggle               -2                    -2
    Heal                  2                     4
    Hide                 -1                    -1
    Intimidate           -2                    -2
    Jump                  3                    13
    Listen                2                     2
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform              n/a                   n/a
    Repair                6                    25
    Search                2                     2
    Spot                  2                     2
    Swim                  2                     5
    Tumble                0                     0
    Use Magic Device     n/a                   n/a
    
    Level 1 (Wizard)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Jump (+1)
    Skill: Repair (+4)
    Skill: Tumble (+1)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Toughness
    Spell (1): Shield
    Spell (1): Master's Touch
    Spell (1): Repair Light Damage
    Spell (1): Jump
    Spell (1): Ray of Enfeeblement
    Enhancement: Warforged Damage Reduction I
    Enhancement: Warforged Healer's Friend I
    
    
    Level 2 (Fighter)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Two Handed Fighting
    Enhancement: Fighter Toughness I
    Enhancement: Warforged Inscribed Armor I
    Enhancement: Warforged Great Weapon Aptitude I
    
    
    Level 3 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Follower of the Lord of Blades
    Enhancement: Racial Toughness I
    Enhancement: Cleric Life Magic I
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Improved Heal I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Divine Healing I
    Enhancement: Cleric Extra Turning I
    
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Racial Toughness II
    Enhancement: Improved Heal II
    Enhancement: Cleric Life Magic II
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Improved Turning I
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Repair (+1)
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Extra Turning II
    
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Repair (+1)
    Feat: (Selected) Power Attack
    Enhancement: Bladesworn Transformation
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Repair (+1)
    Enhancement: Cleric Life Magic III
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Repair (+1)
    Spell (5): Break Enchantment
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 12 (Cleric)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Repair (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Cleric Life Magic IV
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Repair (+1)
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 14 (Fighter)
    Skill: Repair (+4)
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    Enhancement: Fighter Strength I
    Enhancement: Warforged Great Weapon Aptitude II
    
    
    Level 15 (Wizard)
    Skill: Concentration (+2)
    Skill: Repair (+2)
    Feat: (Selected) Greater Two Handed Fighting
    Spell (1): Tumble
    Spell (1): Detect Secret Doors
    Enhancement: Warforged Great Weapon Aptitude III
    
    
    Level 16 (Wizard)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Repair (+3)
    Spell (2): Blur
    Spell (2): Invisibility
    Enhancement: Racial Toughness III
    Enhancement: Warforged Constitution I
    
    
    Level 17 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Repair (+1)
    Spell (2): Gust of Wind
    Spell (2): Scorching Ray
    Enhancement: Warforged Constitution II
    
    
    Level 18 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Repair (+1)
    Feat: (Wizard Bonus) Maximize Spell
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Spell (3): Haste
    Spell (3): Displacement
    Enhancement: Racial Toughness IV
    
    
    Level 19 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Repair (+1)
    Spell (3): Rage
    Spell (3): Heroism
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Elemental Manipulation II
    
    
    Level 20 (Wizard)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Repair (+1)
    Spell (4): Stoneskin
    Spell (4): Wall of Fire
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Elemental Manipulation III
    Play
    Getting groups past level 3 could be a big challenge so expect to do some soloing. That means a good stock of scrolls and potions so your mana lasts as long as possible. Play well and you can make this thing work for you, play badly and its not going to survive long.

    The biggest weakness here is that horrible reflex save. Traps are very dangerous on higher difficulty levels and casters that spam area damage are very dangerous for you. Even if you live, the mana drain will be harsh. Your only real hope is to rush them, beat on them, and dodge the area spells when they cast them.

    AC is never going to be awesome here, so your best bet is to wear items with on hit proc effects that heal you or harm enemies. There are quite a few around and they actually work pretty well.

    Variations
    I tried to make this idea as workable as possible. I think I managed that. Making a lot of changes but keeping the Wiz/Cleric/Fighter gig probably isn’t going to improve matters much. (ok, unless you go 18/1/1 but I don’t think that is in the spirit of the thing.) Certainly 32pts etc... might help a little, but really its not going to make much difference.
    Former Host of DDOcast
    Member of The Madborn of Thelanis
    Streaming sometimes on twitch as SigTrent

  2. #2
    Community Member Cardtrick's Avatar
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    Yikes . . . way to make the best of a bad situation, man, but that just looks painful to play. You would need to be fully buffed to be accomplishing anything at all, but with low caster levels many of the buff durations are going to be annoying short. And that reflex save is just sad.

    Not saying I can imagine there being a better way to go heavy cleric and wiz while splashing fighter. This really does look as good as it could under the circumstances. But I wouldn't play this unless I lost some kind of bet.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  3. #3
    Community Member kingfisher's Avatar
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    you try 12wiz/7cler/1 fighter? better healing, mana, and spell selection. bab same with dp. one less feat but an extra meta feat.

  4. #4

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    Quote Originally Posted by kingfisher View Post
    you try 12wiz/7cler/1 fighter? better healing, mana, and spell selection. bab same with dp. one less feat but an extra meta feat.
    Interesting, better self healing, a bit weaker for others though. I think that could certainly be as playable as this take on it. Slightly less HP too but not significantly. Works for me

    My wifes name for this build... the Casual Cursader to denote its destiny in questing acumen.
    Former Host of DDOcast
    Member of The Madborn of Thelanis
    Streaming sometimes on twitch as SigTrent

  5. #5
    Community Member DrNuegebauer's Avatar
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    It's WF

    Sooo

    12 wiz/ 7 fighter/ 1 cleric.

    Hey - who said we needed a SIGNIFICANT amount of cleric levels?!?!

    7 fighter gives the haste boost 3, and you get DF at +1 +1...

    Kensai 1 helps the 'to hit' and basically it's playable as basically a 'no evasion' version of the fighter wizard builds out there - but can use divine wands on friends...

    S 17 (+5 +2 +3 +6 +3) = 36
    D 15
    C 16 (+2 +2 +6) = 26
    I 12 (+2 +2 +6) = 22
    W 7 (+3 +6) = 16 (don't take the cleric level at 1...)
    C 6

    Feats: Max, Quicken, Emp, Extend, 2wfx3 O2wf, IC:slsh, XW: Khopesh, Tough, Patt, WF, WS

    Spell points: 465 (wiz) + 80(magical training) + 50 (cler) + 30 (wis) + 126 (int) + 150 (wizVI) + 150 (GS) = 1051

    Hit points: 20 + 126 + 160 + 22 + 40 + 10 + 30 + 20 + 45 = 473
    Last edited by DrNuegebauer; 02-04-2011 at 12:39 AM.

  6. #6
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    Default hm

    heard the discussion on ddo cast.
    thought you were a bit hard on the idea.
    what about FvS 12/Sorc 8?

    could still go WF and great sword.
    nice Cha synergy.
    sp loss made up for somewhat by going fvs/sorc
    high enough to cast mass cure moderate and firewall.
    with maximize, quicken, and empower healing, can raid heal better than any bard.
    so, so long as you think a bard can raid heal then this can handle it.

    divine power, and bladesworn transformation could lead to decent melee.

    firewall's won't be amazing, but with the right gear, would be comparable.
    should have blade barreir as well.
    not to mention plenty of utility buffing.
    Cannith: Quidlyn Threepio Dobius Penelepi Alyerin Lenselott Fynne
    (officer Watchers of the Night)

  7. #7
    Community Member ArchStriker's Avatar
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    If only the "multiclass" system worked in ddo like bauldurs gate, you should have to gain a lot more exp..xD
    waka flaka flame ina unda wata tank

  8. #8

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    Quote Originally Posted by ArchStriker View Post
    If only the "multiclass" system worked in ddo like bauldurs gate, you should have to gain a lot more exp..xD
    Why would it be better to require XP?
    Former Host of DDOcast
    Member of The Madborn of Thelanis
    Streaming sometimes on twitch as SigTrent

  9. #9
    Community Member ArchStriker's Avatar
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    So you can be level 20 fighter/20 cleric, but it'll take a lot longer than 20 fighter. Sicne your level like 1/1. 10/10
    waka flaka flame ina unda wata tank

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