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  1. #1
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    Default Melee Cleric (20 clr no splash)?

    I want to build a cleric that can solo melee stuff but remain awesome at healing parties, without the need of uber-gear or burning tons of plats in scrolls. I know the importance of scrolls but i'm talking about casual pugs here and there. Dwarf with 2h axe feat.
    Plz evaluate:

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Ax Cleric
    Level 20 Lawful Good Dwarf Male
    (20 Cleric) 
    Hit Points: 282
    Spell Points: 1379 
    BAB: 15\15\20\25\25
    Fortitude: 14
    Reflex: 5
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             16                    18
    Dexterity             8                     8
    Constitution         13                    15
    Intelligence          8                     8
    Wisdom               17                    23
    Charisma              8                    10
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance              -1                     3
    Bluff                -1                     0
    Concentration         5                    25
    Diplomacy            -1                     0
    Disable Device       n/a                   n/a
    Haggle               -1                     0
    Heal                  3                     8
    Hide                 -1                    -1
    Intimidate           -1                     0
    Jump                  3                     4
    Listen                3                     6
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  3                     6
    Swim                  3                     4
    Tumble               n/a                   n/a
    Use Magic Device     n/a                    n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Martial Weapon Proficiency: Greataxe
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Toughness
    Enhancement: Cleric Radiant Servant I
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Constitution I
    Enhancement: Racial Toughness I
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Improved Turning I
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Power Attack
    Enhancement: Cleric Radiant Servant II
    Enhancement: Dwarven Axe Attack II
    Enhancement: Dwarven Axe Damage II
    Enhancement: Dwarven Constitution II
    Enhancement: Racial Toughness II
    Enhancement: Cleric Charisma II
    Enhancement: Cleric Wisdom II
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Cleric Divine Intervention
    Enhancement: Racial Toughness III
    Enhancement: Racial Toughness IV
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Wisdom III
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    Enhancement: Cleric Wand and Scroll Mastery III
    Enhancement: Cleric Wand and Scroll Mastery IV
    My main concern here is if this cleric will be able to hit anything that is his level, and also do i really need quicken if all i increase is Concentration every level?

  2. #2
    Community Member Falith12's Avatar
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    Unless items, not enough strength for melee.
    Unless items, not enough wisdom for sp for healing.
    If planning on using mass heal, quicken is a must
    Quote Originally Posted by Lissyl View Post
    Because weapons are OP!
    My Builds: Tempest Kensai of Zen

  3. #3
    The Hatchery walkingwolfmike's Avatar
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    You should still take quicken. A high concentration skill will help with completing scroll heals, but, there is damage being dealt in high end content that no amount of Concentration skill can over come.

    Divine power and Divine valor should be your best friends if you intend to stand and fight.

    Good luck and have fun!

  4. #4
    Community Member ThePrincipal's Avatar
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    overall idea works. i know, i have a melee cleric lvl 18 now thats fun and effective to play

    for feats, i took the same ones except at different levels. i took
    1. g axe
    3. toughness
    6. empower heal
    9. extend (changed to maximize at lvl 18)
    12. ic: s
    15. quicken
    18. pa

    my starting stats were

    str 16, dex 8, con 16, int 8, wis 14, cha 12, lvl ups into str

    cha is important with this guy. turn undead is the fuel for your radiance aura and divine might (+2 damge with 12 cha). aura is important when healing from the front line. saves a lot of sp, use the aura/bursts. if you have 0 sp and 10 turns when u get to a shrine youre doing it wrong

    concentration is important. you dont want to run quicken all the time, it drains resources fast. save it for when its needed.

    for spells, blade barrier and implosion are bread to your melee butter. fire those up and start swinging. you can use enervation + destruction which is a great combo. i ve been running prey alot recently and that combo is great on the frost giants. i also used a cloak of curses for the longest time which proc'd all the time.

    but melee is where its at. the cleric spell list has several great melee which makes to-hit a nonissue. add in the dwarf +2 with axes and youre golden. dont be shy with the self buffs.

  5. #5
    Community Member
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    Don't dwarfs get the dwarven axe for free? Or is that only if they have a melee level?

  6. #6
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    Dont have to be a melee just proficient with all martial weapons ie either a melee or with masters touch

  7. #7
    Community Member AtomicMew's Avatar
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    Taking martial proficiency just for DAxes is silly, since you can just go human and take khopeshes and gain an extra feat in the process.

    Your best bet for a pure 20 is human with khopeshes, elf rapier or anything eSOS.

  8. #8
    Halfling Hero phalaeo's Avatar
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    Quote Originally Posted by AtomicMew View Post
    Taking martial proficiency just for DAxes is silly, since you can just go human and take khopeshes and gain an extra feat in the process.

    Your best bet for a pure 20 is human with khopeshes, elf rapier or anything eSOS.
    Agreed.
    ~ Pallai, Chennai, Saraphima~
    ~Shipbuff, Sophalia, Northenstar ~
    ~ Ascent~



  9. #9
    Community Member PNellesen's Avatar
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    If you have Half-Elf, you could also go that route, with Fighter Dilettante for martial weapon proficiency. The guy in my sig is pretty much fun to play, can swing any two-hander, though he's specced more for casting than melee (but when you can take out the caster with one Destruction, then put 5 gnolls on their rear ends with one Greater Command, your melee doesn't have to be the best ) If he has trouble hitting things, I throw a Divine Power, which usually solves that problem.
    Quote Originally Posted by Ertay View Post
    While they were at it though, the devs decided to go on an incredible nerfhammer rampage and left nothing in their wake standing...

  10. #10
    Community Member Rusty_Can's Avatar
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    Quote Originally Posted by ThePrincipal View Post
    cha is important with this guy. turn undead is the fuel for your radiance aura and divine might (+2 damge with 12 cha).
    Divine Might I requires 14 CHA (base + tomes + level-up points).
    On Thelanis: Hallelujah (EK wraith) - Jerryrigged Juggernaut (Fiend Warlock) - Sepulchral (Druid) - Chopchopchop (Monk) - Alleyshadow (retired gimped monkcher). Formerly on Keeper : Misericordia (Thug) - Mumbo Jumbo (Battle Caster) - Infernal Can (WF Kinda Cleric) - Halleluyah (Melee Spellsinger).

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