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.
PlayCode: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
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.