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  1. #1
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    Default Blessticles-The Elven Blademaster Clonk

    Posted this in the Character Builds section, but I think it will be of more interest here in our class forum section.

    Reasonings For This Build

    I always seem to play toons that have either a splash of monk or are monks themselves. Pairing up the monk splash with cleric was kind of obvious as seen by others who have built and played wonderful Clonks. I also was very intrigued by the new Radiant Servant PrE. So that's my general reasons for choosing the Clonk mix.

    Now the race is a different issue. I have been told that I shouldn't have picked elf, but who wants to be a cookie cutter anyways? I decided to go with elf because of their enhancements to longswords. Why longswords if I am a monk? That's where I bring in the new Whirling Steel Strike feat into play. For those of you that are unaware, Whirling Steel Strike allows monks to wield longswords and still remain centered (thus, stay in stances, use monk abilties, centered AC bonuses, ect.). So I thought that playing with the elf's natural longsword affinity and this feat would be kind of fun.

    I know people like to say, "Healers have to heal, Casters have to cast, Fighters have to fight..." and I agree with them to an extent. But if you can heal everyone around you enough, there is no need to max the heals over thousands of points right? This build is designed to be up in the enemies face along with the other DPS toons. This isn't because his damage output is insanely high, as compared to a barb or fighter of his level, but to provide support damage with destruction, bane, and vorpal longswords (some of the many of my collections).

    Another benefit to having him up in combat is the use of the Radiant Servant aura. Having a constant +25 every tick when a group swarms a boss is nothing to scoff at. If needed, he can back out of the fight and heal easily.

    The enhancements and skills I have taken have no strict order, but having a high Diplo and Concentration has helped a lot!

    Things of note on this build:

    Longsword enhancements to damage and attack due to Elf racial bonuses.
    Longsword enhancements to attack due to Follower of the Soveriegn Host.
    Healing aura in combat.
    3rd level of monk gives fists of light and aligning the heavens (other light monk finishers as well) to help give another source of healing in combat and save SP.
    Healing Ki: effectively a mass cure light~moderate wounds.
    Maximize helps up Blade Barrier potential.

    Ok, enough of my blabbering. Here is the build. Let me know what you think!

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Blessticles The Combat Medic
    Level 20 Lawful Good Elf Male
    (3 Monk \ 17 Cleric) 
    Hit Points: 287
    Spell Points: 1152 
    BAB: 14\14\19\24
    Fortitude: 16
    Reflex: 11
    Will: 20
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 16                   16
    Dexterity            15                 17                   17
    Constitution         14                 16                   16
    Intelligence          8                 10                   10
    Wisdom               16                 23                   25
    Charisma              9                 11                   12
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               2                  3                    3
    Bluff                -1                  1                    1
    Concentration         6                 26                   27
    Diplomacy            -1                 19                   19
    Disable Device       n/a                n/a                   n/a
    Haggle               -1                  1                    1
    Heal                  3                  7                    9
    Hide                  2                  3                    3
    Intimidate           -1                  1                    1
    Jump                  2                  3                    3
    Listen                3                  7                    9
    Move Silently         2                  3                    3
    Open Lock             n/a               n/a                   n/a
    Perform              n/a                n/a                   n/a
    Repair               -1                  0                    0
    Search               -1                  0                    2
    Spot                  3                  7                    9
    Swim                  2                  3                    3
    Tumble                n/a                4                    4
    Use Magic Device     n/a                n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Concentration (+4)
    Feat: (Selected) Empower Healing Spell
    Feat: (Automatic) Attack
    Feat: (Automatic) Elven Keen Senses
    Feat: (Automatic) Enchantment Save Bonus
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Martial Weapon Proficiency: Longbow
    Feat: (Automatic) Martial Weapon Proficiency: Longsword
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortbow
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Turn Undead
    Enhancement: Follower of the Sovereign Host
    Enhancement: Improved Heal I
    Enhancement: Cleric Life Magic I
    
    
    Level 2 (Cleric)
    Skill: Concentration (+1)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Two Weapon Fighting
    Enhancement: Aerenal Elf Melee Damage I
    Enhancement: Cleric Prayer of Life I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Enhancement: Aerenal Elf Melee Attack I
    Enhancement: Improved Heal II
    Enhancement: Cleric Life Magic II
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Improved Turning I
    
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Enhancement: Cleric Radiant Servant I
    
    
    Level 7 (Monk)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Tumble (+1)
    Feat: (Monk Bonus) Whirling Steel Strike
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Unarmed Strike
    Enhancement: Unyielding Sovereignty
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Prayer of Life II
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Aerenal Elf Melee Damage II
    
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Aerenal Elf Melee Attack II
    Enhancement: Cleric Prayer of Incredible Life II
    
    
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Life Magic III
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Prayer of Life III
    
    
    Level 13 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Life Magic IV
    
    
    Level 14 (Monk)
    Skill: Concentration (+1)
    Skill: Diplomacy (+3)
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    
    
    Level 15 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Cleric Prayer of Incredible Life III
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 17 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Wisdom II
    
    
    Level 18 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Void Strike I
    
    
    Level 19 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    Enhancement: Cleric Wand and Scroll Mastery III
    
    
    Level 20 (Monk)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+3)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Still Mind
    Enhancement: Monk Improved Recovery I
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Prayer of Smiting II
    Current Progress

    As of now, I am at level 14 of this build and I am loving it. I am hard pressed as to whether I should wait until 20 for the 3rd level of monk or if I should take it sooner. My combat tactics are working very well (I can crit for about 100 damage, but Vorpals work so much better). My healing aura is healing at about 15 a tick, but can hit as high as ~40 on some when it crits. Mass cure wounds spells work great and my blade barrier is hitting for ~200 when fully maxed.

    Things I Would Change

    So far, I have been the one saving the party's when total disaster strikes, so no qualms there. In retrospect, due to the higher instance of having to take a step back in these higher level quests, I might consider rolling this build up on a Half Elf instead. Reason being, I would only lose the bonuses to longswords, but I could gain a Paladin Dil. feat, which could add to my saves. But my saves haven't had a problem yet, just a thought of a constructive change.

    Another thing that has come to mind from comments made here is the option of going Cleric 17/Monk 2/Fighter 1. Here is what I think it should look like based at my current progress of 12 Cleric/2 Monk. Only problem I am having is deciding where to put the fighter level, so I popped it at the end for now. My guess is I should take the fighter level at level 16 or 17, that way I have all the feats I need at level 18.

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Blessticles The Combat Medic
    Level 20 Lawful Good Elf Male
    (1 Fighter \ 2 Monk \ 17 Cleric) 
    Hit Points: 299
    Spell Points: 1152 
    BAB: 14\14\19\24
    Fortitude: 18
    Reflex: 11
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            15                    17
    Constitution         14                    16
    Intelligence          8                    10
    Wisdom               16                    25
    Charisma              9                    12
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                     3
    Bluff                -1                     1
    Concentration         6                    27
    Diplomacy            -1                    16
    Disable Device       n/a                    n/a
    Haggle               -1                     1
    Heal                  3                     9
    Hide                  2                     3
    Intimidate           -1                     1
    Jump                  2                     3
    Listen                3                     9
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                     0
    Search               -1                     2
    Spot                  3                     9
    Swim                  2                     3
    Tumble                n/a                   4
    Use Magic Device     n/a                    n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    
    
    Level 7 (Monk)
    Feat: (Monk Bonus) Whirling Steel Strike
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Monk)
    Feat: (Monk Bonus) Toughness
    
    
    Level 15 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Last edited by A_Grate_Speller; 02-20-2011 at 10:25 PM.

  2. #2
    Community Member Raoull's Avatar
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    I'd think not having quicken would be brutal to a melee cleric. I have huge problems getting Heal or Blade Barrier off without it whenever I'm in the thick of things.

    If you swapped one level of Monk for a level of Fighter you could free up feat space. Going human would free up a second, although going human by itself wouldn't since you need the longsword proficiency.

    I'm also a big fan of Extend, even for melee clerics. Helps BBs, and those great short duration buffs like Divine Favor, Divine Power, Recitation, etc.
    Cannith Server :Vice Sovereign of The Guild of Calamitous Intent

    Kalener (Monk) Renelak (backup band) Raoull (Mr. McStabby) Kaleray (laser heals) Kalrah (xbow rogue)

  3. #3
    Community Member AtomicMew's Avatar
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    It's a simple fact that longswords aren't good. Even investing an inordinate amount of feats into them, they are still totally subpar to other options.

    You want to try rapiers, khopeshes (and human for the extra feat) or handwraps.

  4. #4
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    Default Feat Swaps

    Quote Originally Posted by Raoull View Post
    I'd think not having quicken would be brutal to a melee cleric. I have huge problems getting Heal or Blade Barrier off without it whenever I'm in the thick of things.

    If you swapped one level of Monk for a level of Fighter you could free up feat space. Going human would free up a second, although going human by itself wouldn't since you need the longsword proficiency.

    I'm also a big fan of Extend, even for melee clerics. Helps BBs, and those great short duration buffs like Divine Favor, Divine Power, Recitation, etc.
    I hear ya on that. I was contemplating the fighter level instead of the 3rd level of monk.

    I can always drop the improved critical (since I am most likely using vorpals against trash OR Min II against bosses) and the GTWF (only because the balance between meelee and falling back to heal isn't as balanced as it used to be in lower levels). That would allow for the extend and quicken to help with the BB's.

    Or if I take a fighter level instead and go Cleric 17/Monk 2/Fighter 1, I would just drop the improved critical and shift feats around a bit to pick up the 2 metamagics.

  5. #5
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    Default To Longsword or Not to Longsword?

    Quote Originally Posted by AtomicMew View Post
    It's a simple fact that longswords aren't good. Even investing an inordinate amount of feats into them, they are still totally subpar to other options.

    You want to try rapiers, khopeshes (and human for the extra feat) or handwraps.
    I am reminded of this over and over again as I hit the higher levels. I want to stay centered so the only other option you mentioned that would allow that is handwraps.

    Handwrap damage is based on the monk level (damage die) which can be raised up a bit thanks to GoE and a past life feat. I will bust out handwraps when needed, but who honestly will have a +5 metalline of pure good handwraps when you hit level 14 for those bosses? I had the luxury of using MoPG longswords.

    I know it takes some of my feats, but having the enhancements (effectively +4 str with longswords with an additional +2 to attack) is kind of nice.

    Will the damage ever be the best? No. Is it good? Yes. (at least so far as I have seen.)

  6. #6
    Community Member voxson5's Avatar
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    WWS conks are just super fun to play up until the vale, windstance & racial bonuses to longswords provides a good boost to your dps - but trust me, it just doesn't cut it later on.

    Having almost capped a Last Elf Standing build (http://forums.ddo.com/showthread.php?t=267065), has taught me a few things. Mainly that even though its really difficult to die as a melee aura build, you just dont hit hard enough & soloing quests are just painfully long sometimes. (my LES toon->http://my.ddo.com/character/thelanis/diamese/).

    Note the lack of any GS or decent times, but i can solo rainbow in the dark & every other vale quest except sleeping dust .

    SP on a MC cleric is also a big issue for healing others -> but empowered/maximized/sup ardored bursts & aura do a very nice job.

    If you drop GTWF you are gimping your character. Why even melee? It will reduce your DPS substantially.

    From this experience & from capping a Soul Survivor FvS, a melee Clonk *should* work, but its not gonna use longswords & its gonna need some grinding for gear.

    Check out this build ->http://forums.ddo.com/showthread.php?t=302196

    Its my work in progress for a melee cleric, designed to work as a very survivable melee who is raid healer ready. SP's are the biggest issue again, but that will only get better. (current setup, add +6 to STR as i use divine power all the time->http://my.ddo.com/character/thelanis/conscrip/)

    But remember - its your toon! Have fun with it just remember those 17 cleric levels so you can grind some nice gear without too much "critique" of your build

  7. #7
    Community Member AtomicMew's Avatar
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    Quote Originally Posted by A_Grate_Speller View Post
    Handwrap damage is based on the monk level (damage die) which can be raised up a bit thanks to GoE and a past life feat. I will bust out handwraps when needed, but who honestly will have a +5 metalline of pure good handwraps when you hit level 14 for those bosses? I had the luxury of using MoPG longswords.
    I'm not sure what the point of bringing up fist base damage. I know how it works. The fact is, even with the low base damage, fists are better. As for MoPG, farm out a pair of devout handwraps.

    The difference between longswords and handwraps isn't small. Considering ToD rings, epic mabar (or even better), the difference is quite substantial.

  8. #8
    Community Member t0r012's Avatar
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    Quote Originally Posted by A_Grate_Speller View Post
    Posted this in the Character Builds section, but I think it will be of more interest here in our class forum section.

    Reasonings For This Build

    I always seem to play toons that have either a splash of monk or are monks themselves. Pairing up the monk splash with cleric was kind of obvious as seen by others who have built and played wonderful Clonks. I also was very intrigued by the new Radiant Servant PrE. So that's my general reasons for choosing the Clonk mix.

    Now the race is a different issue. I have been told that I shouldn't have picked elf, but who wants to be a cookie cutter anyways? I decided to go with elf because of their enhancements to longswords. Why longswords if I am a monk? That's where I bring in the new Whirling Steel Strike feat into play. For those of you that are unaware, Whirling Steel Strike allows monks to wield longswords and still remain centered (thus, stay in stances, use monk abilties, centered AC bonuses, ect.). So I thought that playing with the elf's natural longsword affinity and this feat would be kind of fun.

    I know people like to say, "Healers have to heal, Casters have to cast, Fighters have to fight..." and I agree with them to an extent. But if you can heal everyone around you enough, there is no need to max the heals over thousands of points right? This build is designed to be up in the enemies face along with the other DPS toons. This isn't because his damage output is insanely high, as compared to a barb or fighter of his level, but to provide support damage with destruction, bane, and vorpal longswords (some of the many of my collections).

    Another benefit to having him up in combat is the use of the Radiant Servant aura. Having a constant +25 every tick when a group swarms a boss is nothing to scoff at. If needed, he can back out of the fight and heal easily.

    The enhancements and skills I have taken have no strict order, but having a high Diplo and Concentration has helped a lot!

    Things of note on this build:

    Longsword enhancements to damage and attack due to Elf racial bonuses.
    Longsword enhancements to attack due to Follower of the Soveriegn Host.
    Healing aura in combat.
    3rd level of monk gives fists of light and aligning the heavens (other light monk finishers as well) to help give another source of healing in combat and save SP.
    Healing Ki: effectively a mass cure light~moderate wounds.
    Maximize helps up Blade Barrier potential.

    Ok, enough of my blabbering. Here is the build. Let me know what you think!

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Blessticles The Combat Medic
    Level 20 Lawful Good Elf Male
    (3 Monk \ 17 Cleric) 
    Hit Points: 287
    Spell Points: 1152 
    BAB: 14\14\19\24
    Fortitude: 16
    Reflex: 11
    Will: 20
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 16                   16
    Dexterity            15                 17                   17
    Constitution         14                 16                   16
    Intelligence          8                 10                   10
    Wisdom               16                 23                   25
    Charisma              9                 11                   12
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               2                  3                    3
    Bluff                -1                  1                    1
    Concentration         6                 26                   27
    Diplomacy            -1                 19                   19
    Disable Device       n/a                n/a                   n/a
    Haggle               -1                  1                    1
    Heal                  3                  7                    9
    Hide                  2                  3                    3
    Intimidate           -1                  1                    1
    Jump                  2                  3                    3
    Listen                3                  7                    9
    Move Silently         2                  3                    3
    Open Lock             n/a               n/a                   n/a
    Perform              n/a                n/a                   n/a
    Repair               -1                  0                    0
    Search               -1                  0                    2
    Spot                  3                  7                    9
    Swim                  2                  3                    3
    Tumble                n/a                4                    4
    Use Magic Device     n/a                n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Concentration (+4)
    Feat: (Selected) Empower Healing Spell
    Feat: (Automatic) Attack
    Feat: (Automatic) Elven Keen Senses
    Feat: (Automatic) Enchantment Save Bonus
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Martial Weapon Proficiency: Longbow
    Feat: (Automatic) Martial Weapon Proficiency: Longsword
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortbow
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Turn Undead
    Enhancement: Follower of the Sovereign Host
    Enhancement: Improved Heal I
    Enhancement: Cleric Life Magic I
    
    
    Level 2 (Cleric)
    Skill: Concentration (+1)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Two Weapon Fighting
    Enhancement: Aerenal Elf Melee Damage I
    Enhancement: Cleric Prayer of Life I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Enhancement: Aerenal Elf Melee Attack I
    Enhancement: Improved Heal II
    Enhancement: Cleric Life Magic II
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Improved Turning I
    
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Enhancement: Cleric Radiant Servant I
    
    
    Level 7 (Monk)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Tumble (+1)
    Feat: (Monk Bonus) Whirling Steel Strike
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Unarmed Strike
    Enhancement: Unyielding Sovereignty
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Prayer of Life II
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Aerenal Elf Melee Damage II
    
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Aerenal Elf Melee Attack II
    Enhancement: Cleric Prayer of Incredible Life II
    
    
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Life Magic III
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Prayer of Life III
    
    
    Level 13 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Life Magic IV
    
    
    Level 14 (Monk)
    Skill: Concentration (+1)
    Skill: Diplomacy (+3)
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    
    
    Level 15 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Cleric Prayer of Incredible Life III
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 17 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Wisdom II
    
    
    Level 18 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Void Strike I
    
    
    Level 19 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    Enhancement: Cleric Wand and Scroll Mastery III
    
    
    Level 20 (Monk)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+3)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Still Mind
    Enhancement: Monk Improved Recovery I
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Prayer of Smiting II
    Current Progress

    As of now, I am at level 14 of this build and I am loving it. I am hard pressed as to whether I should wait until 20 for the 3rd level of monk or if I should take it sooner. My combat tactics are working very well (I can crit for about 100 damage, but Vorpals work so much better). My healing aura is healing at about 15 a tick, but can hit as high as ~40 on some when it crits. Mass cure wounds spells work great and my blade barrier is hitting for ~200 when fully maxed.

    Things I Would Change

    So far, I have been the one saving the party's when total disaster strikes, so no qualms there. In retrospect, due to the higher instance of having to take a step back in these higher level quests, I might consider rolling this build up on a Half Elf instead. Reason being, I would only lose the bonuses to longswords, but I could gain a Paladin Dil. feat, which could add to my saves. But my saves haven't had a problem yet, just a thought of a constructive change.

    I will try to keep this updated.
    You been playing this guy on thelanis?

    I ran with a blessticles the other day, if that was you its working well. Think we ran VoN5/6 together.
    Move along , Nothing to see here

  9. #9
    Community Member PolarisNC's Avatar
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    Quote Originally Posted by Raoull View Post
    If you swapped one level of Monk for a level of Fighter you could free up feat space. Going human would free up a second, although going human by itself wouldn't since you need the longsword proficiency.
    The Follower of the Sovereign Host enhancement gives you the longsword proficiency, provided you're willing to burn a turn undead on it: http://compendium.ddo.com/wiki/Enhan...#39;s_Champion

  10. #10
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    Default Thelanis.

    Quote Originally Posted by t0r012 View Post
    You been playing this guy on thelanis?

    I ran with a blessticles the other day, if that was you its working well. Think we ran VoN5/6 together.
    Yep, playin on Thelanis.

    Like I said, it is workin well so far. Vorps are fun to watch and the +to hit is high enough to land consistantly and get those vorps goin (+10 Seeker in the offhand). But more and more often, I find out I don't get a chance to really get up int he bosses face, as I sit back and heal and do some CC (when those nasty mobs spawn in some boss fights) and AOE stuff.

    So I guess it comes down to this: I need to be able to kill trash MORE SO than do high DPS on a boss. Having the aura in large mob fights and naturally being around those that I have to heal more (DPS toons) saves me the SP for the boss fights and emergency "save the party" moments.

  11. #11
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    Default Longswords and Handwraps.

    Quote Originally Posted by AtomicMew View Post
    I'm not sure what the point of bringing up fist base damage. I know how it works. The fact is, even with the low base damage, fists are better. As for MoPG, farm out a pair of devout handwraps.

    The difference between longswords and handwraps isn't small. Considering ToD rings, epic mabar (or even better), the difference is quite substantial.
    Never meant to offend with the fist base damage. I am just trying to spell things out for other readers and maybe spark some ideas.

    Yeah, each has their place though. Due to the fact that mabar wraps are out of the question atm because they are bound to all toons, and ToD rings are further down the road, I won't see wraps being as useful as using my GS longswords and vorpals.

    But of course, gotta bust out the handwraps at the right times.

  12. #12
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    Default Gear.

    Quote Originally Posted by voxson5 View Post
    WWS conks are just super fun to play up until the vale, windstance & racial bonuses to longswords provides a good boost to your dps - but trust me, it just doesn't cut it later on.

    Having almost capped a Last Elf Standing build (http://forums.ddo.com/showthread.php?t=267065), has taught me a few things. Mainly that even though its really difficult to die as a melee aura build, you just dont hit hard enough & soloing quests are just painfully long sometimes. (my LES toon->http://my.ddo.com/character/thelanis/diamese/).

    Note the lack of any GS or decent times, but i can solo rainbow in the dark & every other vale quest except sleeping dust .

    SP on a MC cleric is also a big issue for healing others -> but empowered/maximized/sup ardored bursts & aura do a very nice job.

    If you drop GTWF you are gimping your character. Why even melee? It will reduce your DPS substantially.

    From this experience & from capping a Soul Survivor FvS, a melee Clonk *should* work, but its not gonna use longswords & its gonna need some grinding for gear.

    Check out this build ->http://forums.ddo.com/showthread.php?t=302196

    Its my work in progress for a melee cleric, designed to work as a very survivable melee who is raid healer ready. SP's are the biggest issue again, but that will only get better. (current setup, add +6 to STR as i use divine power all the time->http://my.ddo.com/character/thelanis/conscrip/)

    But remember - its your toon! Have fun with it just remember those 17 cleric levels so you can grind some nice gear without too much "critique" of your build
    Thanks! I love constructive criticism such as this (+1). I am aware of a lot of the things you mentioned, but it is good to compare builds and cross analyze. I am currently blessed with some awesome gear and I feel like I have the ability to move things around due to having some open spaces.

    One thing that I found valuable was the open spaces in the bracers and necklace slots atm at level 12 cleric/2 monk. I pop on Jidz in the bracers slot and Jorg's Collar in the necklace space. This allows me to get out of windstance and still have the meelee haste bonus, and get into fire stance (giving me more ki AND +25% incoming healing.) Throw in a Belt of Thoughtful Rememberance and the Sora Kell Set (all upgraded) and I am sittin pretty gear wise atm.

  13. #13
    Community Member doubledge's Avatar
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    blessticles? really?


  14. #14
    Community Member tgu's Avatar
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    Quote Originally Posted by doubledge View Post
    blessticles? really?
    This build is good...at least in the name.

    It will be a decent character, I don't like Elf and there are a few flaws here and there (feats).

    Maybe the name will carry it to success.
    Tguu-Thelanis

    Quotes:
    Quote Originally Posted by Phidius View Post
    You are much better off posting your own LFM, and building your own party. Otherwise, you are at the mercy of stupid.

  15. #15
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    Default

    Quote Originally Posted by tgu View Post
    This build is good...at least in the name.

    It will be a decent character, I don't like Elf and there are a few flaws here and there (feats).

    Maybe the name will carry it to success.
    Haha, makes getting into groups easier actually. Always nice to get in and have a good laugh.

    I think that the third monk level will have to go fighter to fix the feat strain.

  16. #16
    Community Member AtomicMew's Avatar
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    Quote Originally Posted by A_Grate_Speller View Post
    Never meant to offend with the fist base damage. I am just trying to spell things out for other readers and maybe spark some ideas.

    Yeah, each has their place though. Due to the fact that mabar wraps are out of the question atm because they are bound to all toons, and ToD rings are further down the road, I won't see wraps being as useful as using my GS longswords and vorpals.
    My point being, I don't think longswords have any place at all. Vorpals? I have a pair of vorpal kamas on my monk. No need to burn several feats to be able to vorpal.

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    Default Longswords...The Bane of My Existance?

    Quote Originally Posted by AtomicMew View Post
    My point being, I don't think longswords have any place at all. Vorpals? I have a pair of vorpal kamas on my monk. No need to burn several feats to be able to vorpal.
    Kamas...gosh I hate them haha. I don't know why, just not my thing. I enjoy the longsword aspect of this build so far. It sparks a conversation within my groups and has an ok synergy. It doesn't seem to bad on feats (especially with new Cleric 17/Monk 2/Fighter 1 build I posted in the first post). I never expected to fill a DPS roll, more of a support.

    To each their own!

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