This sounds like a good idea. I read most of it and most of it should be deleted on account of it being, at best, opinionated and, at worst, plainly wrong.
Firstly, no one should EVER build a plain "healer". This is usually a waste of a party slot. If all that is needed is a "healer"; get a hireling.
The cleric class is wonderfully versatile. However, there are 3 basic varieties of cleric which will guide most of the build choices that are made:
Variety 1:
Casting cleric.
A casting cleric is possibly what the OP is referring to when he suggests to make a full healer. Indeed, a casting cleric will be a better healer than either of the other 2 varieties on account of having maximum sized SP pool and many, if not all, of the feats that will boost SP efficiency for healing. However, as well as being an excellent healer a casting cleric will have a full arsenal of offensive spells and abilities including, but not limited to: blade barrier, greater command, implosion, banishment, radiant servant blast, hold person and destruction. Few builds can solo as effectively as a well piloted casting cleric and woe to the party who earns his wrath as he will happily cart all of your stones out of range of the shrine and proceed to finish the quest solo. Usually a pure build but possibly splashed with 1 or 2 monk.
Battle cleric.
A battle cleric focuses on DPS while still maintaining usefulness as a healer. Level ups will go into strength and splashing is likely to gain feats and proficiencies. Expect a well played battle cleric to go toe-to-toe with all the raid bosses and simultaneously heal and fight. Overall, I think this style of build has gone out of favour somewhat due to a reality that for ease of play a high wisdom will be more potent than a high strength.
Hybrid cleric.
This third variety is an attempt at blending the 2 styles with usually mixed results. Attempting to balance DPS, offensive casting and healing is a very tricky feat best left until you have experience and resources behind you. Indeed, I think the most powerful build in the game would undoubtedly be a hybrid cleric. It is quite possible to build a hybrid cleric which can raid heal, DPS, offensive cast and tank raid bosses (using intimidate) though it would take a massive amount of gear and many past lives. A very solid hybrid build that I can easily recommend to a new player is Tihocan's
Warpriest of Siberys which is a very new player friendly build (though I wouldn't take THF. Heighten or something else instead).
Regarding skills:
Concentration is paramount and should be maxed on every cleric. Quicken is not a bypass to concentration as there will be situations in which scroll healing is necessary.
Balance is very important and there should always be a few points in this at least (extra skill points gained from a +2 int tome at level 7 is sufficient).
Tumble should always have 1 full rank in it to allow the use of the tumble skill.
UMD is indeed useful and with the decent charisma that clerics now benefit from it should be looked at if this can be fit in.
Regarding feats:
Every cleric should use and love blade barrier (requires: quicken spell, extend spell, maximise spell by level 11. Empower spell optional bonus).
Every cleric should use and love Radiant Servant (requires: empower healing by level 6).
Every cleric should use and love Radiant Servant Burst (requires: empower healing, maximise by level 6).
Regarding stats:
Strength: 14+ for battle clerics, left over points for casting clerics.
Dexterity: 8 unless required for TWF or evasion build. Finesse hybrid builds are viable.
Constitution: Expect a 6 point investment here, no less, no more (exceptions exist but this is a 95% rule that will serve you well).
Intelligence: high enough to get the skill points that you want.
Wisdom: 6 point investment for a battle cleric (less lowers SP pool too dramatically), 10 point investment for a hybrid + level ups, 16 point investment for an offensive caster + level ups.
Charisma: The most widely misunderstood stat for a cleric, imo. As close to a 6 point investment as points will allow.
Charisma and clerics.
For so long in DDO charisma was a dump stat for clerics but the RS PrE has seen that turned around. Now, you can interchange a radiant servant burst with a mass cure or mass heal quite easily. The extra SP that each turn signifies is consequently quite large. However, the use of charisma will change slightly for the different styles of cleric.
For a battle cleric, charisma is critical. A battle cleric gets maximum use out of every single turn because there is no time in which the other party members shouldn't be within the range of his auras and blasts. Additionally, if there are still turns left over here can increase his DPS with divine might which will give a better return on DPS than similar investments into strength.
For a caster cleric, charisma is almost as critical but mainly while soloing. It is amazing what a combination of radiant servant bursts, turn undead and RS aura can do in a dungeon primarily comprised of undead. In short, my clerics have been capable of going through undead faster than what an arcane can do with firewall. This will stay true all the way to level 20. In raid situations the opportunities to use RS abilities are less for a casting cleric but they can be important for times when SP is tight.
A hybrid cleric gets the best of both worlds. Using a combination of the above 2 strategies I have done entire quests in groups only using my RS abilities to heal. Due to my high survivability I could happily zerg a quest and take most of the aggro and use aura and bursts to heal through it along with any damage party members were getting. If they didn't keep up then they shouldn't need healing was my motto
Good luck with your guide
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