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Thread: Cleric: 17/x?

  1. #1
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    Default Cleric: 17/x?

    OK I made it to level 17 on my cleric and as I look over the capstone I am not sure it is worth it to go to 20.

    I was thinking of going for some barb levels, as I have the fighter dill on my Helf. Or maybe Pally levels for the wis to saves?

    I could swap the fighter dilly for another dilly and take fighter levels to get free access to the tower shields and free feats.

    Just not sure that 20 cleric is all that it is cracked up to be.

    My original stats were (I think)

    14
    8
    16
    8
    16
    10

    Currently I have, with equipment, enhancements, level up etc.

    19
    13
    20
    8
    31
    18

    And I just flagged for shroud so I can begin in earnest on getting some green steel gear. The reason I mentioned the pally is that I think the +11 (at level 20 to wisdom increase) to saves would be very benificial and would give me at the moment 21, 18, 31 to those if I went with pally.

    I have taken all the meta magics for casting, save heighten which would be level 18 feat.
    Last edited by Mubjon; 05-18-2011 at 12:21 PM.

  2. #2
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    Doesn't Paladin give CHA bonus to saves?

    With your stats just go Cleric 20. If you'd some sort of DEX you could splash Monk2. But Evasion needs solid Ref saves to work, but you do not have.

    It's not for the Capstone. It's for extra spell slots, mana and better Spell Pen check.

  3. #3
    Community Member Phidius's Avatar
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    It's really not a good idea to start considering multiclass at level 17. I would recommend that you finish up going to 20 cleric, then roll up a new character with a complete plan in advance. Or just leave this one parked at 17, and split your attention between them.

    If you insist on splashing your 17, you should download Ron's character planner, and rebuild your toon as best you can (use Fred in House J to tell when you took what feat - it'll probably take a bit of detective work, though).

    We'll need every scrap of data about your build that you can provide us, and the planner is really good about helping with that.
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    My first character was a 17 Cleric/3 Paladin

    It works ok, I get a couple LoH, some extra turn undead (which you can use for healing auras), and I have lots of saves, but honestly if I could I'd just change it to pure cleric lvl 20. Most Raider groups will look at the splash and outright reject you from the group. Or they'll just dismiss you as a battle cleric.

  5. #5
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Mubjon View Post
    Or maybe Pally levels for the wis to saves?
    Divine Grace (pally 2) adds your CHA bonus to all saves, not your WIS bonus. Looks like your CHA will top out around 20, so that's about +5 to saves; nice, but nowhere near as much as you were expecting.
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    Quote Originally Posted by Phidius View Post
    It's really not a good idea to start considering multiclass at level 17. I would recommend that you finish up going to 20 cleric, then roll up a new character with a complete plan in advance. Or just leave this one parked at 17, and split your attention between them.

    If you insist on splashing your 17, you should download Ron's character planner, and rebuild your toon as best you can (use Fred in House J to tell when you took what feat - it'll probably take a bit of detective work, though).

    We'll need every scrap of data about your build that you can provide us, and the planner is really good about helping with that.
    It seems that so far the recommendation is to just go to 20 and then TR once I get the stuff I want for the next guy.

    I do enjoy this character a great deal, so that is not the problem. I enjoy being a divine caster, I would like better DC of course on my spells (greater command does not always take) and more sp's. I would also like to have more melee DPS, I know that is bit much to ask for

    I will see about rebuilding him in the planner, I wish I had saved the initial build to the computer. I will try to reconstruct him though and post it, I have a long way to go to level 18, and who knows maybe once I start running the shroud and getting my first green steel item, I will change my mind and stick it to 20 as I originally planned from the beginning.

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    Quote Originally Posted by unbongwah View Post
    Divine Grace (pally 2) adds your CHA bonus to all saves, not your WIS bonus. Looks like your CHA will top out around 20, so that's about +5 to saves; nice, but nowhere near as much as you were expecting.
    Yeah, not great, but not horrible either. Would love it if it was wisdom

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    I just did my first shroud run with my cleric, while I was hopelessly lost and they had a good time at my expense. I think I will stick it out to level 20. I went with a robe for the first time ever through a complete quest and did not die one time, well save for the time before the last boss fight, I think it was

    That was fun, and a source of amusement for all involved

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    I would recommend that you level 20 with the character. Multiclassing isnt a good idea unless you have planned for it. You may have the stats, and can reset your enhancements to a degree, but you will never be able to optomize the build unless you LR the character. Or are willing to shell out some tp for flawless shards for Fred or for a +3 heart.

    Besides, the capstone is actually kinda nice. Granted it's not overpowering because of its cooldown, but it helps you avoid a whole lot of grief. I have found it most useful in two spots - VoD, or more accurately, for the trip to VoD. That nasty red light puzzle which kills everyone? Immune/blocked by DI. (Theres also a side benefit if you learn to do the puzzle. You dont have to make the treacherous lag jump.) Second in the shroud, part 3. Yes it rarely ever happens, and some people have never seen it, but the Prismatic Wall of Death does indeed exist. Pop a DI and no worries. I have heard tale about DI warding the effects of the water in abbot, but since I have never run it, I cannot for say with certainty that this is true.


    just my 2 cp on the issue.
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    Quote Originally Posted by Pape_27 View Post
    I would recommend that you level 20 with the character. Multiclassing isnt a good idea unless you have planned for it. You may have the stats, and can reset your enhancements to a degree, but you will never be able to optomize the build unless you LR the character. Or are willing to shell out some tp for flawless shards for Fred or for a +3 heart.
    TR is not an option yet, and neither is spending lots of money to redo feats. The only reason I was contemplating the splash now is that I already had the cleric levels for the spells I needed. But after doing the shroud and having fun on something new, I figured it would be ok to go to 20 and get the green steel I want for this character. Even though I am having a hard time finding a good source for recipes.

    I know there is a link around here somewhere, but searching for it without remembering the name of the thread or the person that created it is a bit messed up.

    Besides, the capstone is actually kinda nice. Granted it's not overpowering because of its cooldown, but it helps you avoid a whole lot of grief. I have found it most useful in two spots - VoD, or more accurately, for the trip to VoD. That nasty red light puzzle which kills everyone? Immune/blocked by DI. (Theres also a side benefit if you learn to do the puzzle. You dont have to make the treacherous lag jump.) Second in the shroud, part 3. Yes it rarely ever happens, and some people have never seen it, but the Prismatic Wall of Death does indeed exist. Pop a DI and no worries. I have heard tale about DI warding the effects of the water in abbot, but since I have never run it, I cannot for say with certainty that this is true.


    just my 2 cp on the issue.
    _
    thanks I will keep those in mind when I am running those quests at lvl 20.

  11. #11
    Community Member Sarisa's Avatar
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    Quote Originally Posted by Pape_27 View Post
    I have heard tale about DI warding the effects of the water in abbot, but since I have never run it, I cannot for say with certainty that this is true.
    Yes, it works. It's used as a somewhat "cheesy" way of solving Ice, but it can also save the raid if an ice island is miscast during the beatdown.

    In addition, you are not killed if a pillar falls on you or a laser beam strikes you in Titan. There have been times when he refused to switch aggro off me while I was doing bottom crystal running, so I ended up popping DI and positioning him, and letting people drop pillars on my head.

    It's also great for emergency "oh ****" moments, or getting past a normally lethal one-time trap.

    One of the few things I tried that Divine Intervention did not protect me from was touching the Docent in Prison of the Planes.

  12. #12
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    Quote Originally Posted by Mubjon View Post
    Even though I am having a hard time finding a good source for recipes.

    I know there is a link around here somewhere, but searching for it without remembering the name of the thread or the person that created it is a bit messed up.

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    Quote Originally Posted by Pape_27 View Post
    Best. Planner. Ever.

    --> http://forums.ddo.com/showpost.php?p...02&postcount=1

    Download the DDO Interactive Game Guide and you will never regret it.

    _
    That is the one, I forgot to bookmark it the day I found it and now that I am in the shroud and wanting to craft a greensteel I was left looking again.

    now that I have it and tested it for the goggles,

    Healing lore 6%
    +50 sp - +6 wis, +10 haggle +10 diplomacy
    +100 SP +3 cha skills - con opposition

    looks pretty good, is there a better setup for goggles and Cleric? The goggles and clock are the ones I would like to replace first.

  14. #14
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    a better set up? It depends on how you play your toon. If you are melee oriented, maybe the goggle slot would be better for Tharnes, if not, then goggles is a good spot imo. All depends on your gear i guess. But dont waste your tier 1 slot on healing lore or wizadry vi. Both are bettered by easily attainable gear available in the game.

    for my cleric, I made the following:

    Goggles:
    Concordant Opposition (StalemateII - double shard)
    Tier 1: (Negative) Blindness Immunity, Disease Immunity
    Tier 2: (Positive) +50 sp, +2 Cha Skills , +6 Wisdom, +10 Diplomacy, +10 Haggle
    Tier 3: (Stalemate II) +100 sp, +3 Cha Skills , Concordant Opposition

    Bracers: (replaced with Bracers of the Glacier)
    Earth Guard (trip earth - single shard)
    Tier 1: (earth) +10 hp, +1 Con Skills
    Tier 2: (earth) +15 hp, +2 Con Skills, Summon Dense Earth Elemental (2/day)
    Tier 3: (earth) +20 hp, +3 Con Skills, Earthgrab Guard (On-Hit, Reflex DC 35, Held Auto-Crit)

    Boots: (replaced the GS Bracers)
    Air Guard (trip air - single shard)
    Tier 1: (air) +10 hp, +1 Dex Skills
    Tier 2: (air) +15 hp, +2 Dex Skills, Haste (3/day)
    Tier 3: (air) +20 hp, +3 Dex Skills, Air Guard (On-Hit, DC 35 Trip or 30-second haste)
    boo-tai jung-tzahng-duh
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