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  1. #1
    Community Member 9Crows's Avatar
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    Default need a cleric build

    need a good cleric build will rarely solo have acccess to all races 28pt build. want to be able to solo heal raids and awkward pugs please link build or give one thankyou

  2. #2
    Community Member Dawnsfire's Avatar
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    Quote Originally Posted by 9Crows View Post
    need a good cleric build will rarely solo have acccess to all races 28pt build. want to be able to solo heal raids and awkward pugs please link build or give one thankyou
    Try Tihocan's Font of Healing build. It should work well for offensive and healing spells.

    Quote Originally Posted by Torc View Post
    I’m only nerfing you now so I can buff you later.

  3. #3
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    This is a build out I did for a friend, if you want to be more caster oriented I would take strength down to 12, con to 14, and Charisma to 10, and raise Wisdom to 18 to fit in for a pure caster and 28 pt build. Or if you did not care for the extra turn, you could drop charisma down to 8 and add it to strength.

    Drop the Bastard sword for mental toughness (more Sp), or extend (longer lasting buffs). I like the bastard sword and at least 12 strength (14 would be better) for some melee action.

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    
    Level 20 True Neutral Human Male
    (20 Cleric) 
    Hit Points: 282
    Spell Points: 1458 
    BAB: 15\15\20\25\25
    Fortitude: 15
    Reflex: 5
    Will: 19
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 14                   14
    Dexterity             8                  8                    8
    Constitution         16                 16                   16
    Intelligence          8                  8                    8
    Wisdom               16                 21                   24
    Charisma             14                 14                   16
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               1                 10                   10
    Bluff                 2                  3                    3
    Concentration         7                 26                   26
    Diplomacy             2                  4                    4
    Disable Device       n/a               n/a                   n/a
    Haggle                2                  3                    3
    Heal                  3                  7                    9
    Hide                 -1                 -1                   -1
    Intimidate            2                  3                    3
    Jump                  2                  2                    2
    Listen                3                  7                    7
    Move Silently        -1                 -1                   -1
    Open Lock            n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair               -1                 -1                   -1
    Search               -1                 -1                   -1
    Spot                  3                  7                    7
    Swim                  2                  2                    2
    Tumble               n/a               n/a                   n/a
    Use Magic Device      n/a               n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Feat: (Selected) Empower Healing Spell
    Feat: (Human Bonus) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Turn Undead
    Spell (1): Bane
    Spell (1): Bless
    Spell (1): Cause Fear
    Spell (1): Command
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Doom
    Spell (1): Inflict Light Wounds
    Spell (1): Nightshield
    Spell (1): Nimbus of Light
    Spell (1): Obscuring Mist
    Spell (1): Protection From Evil
    Spell (1): Remove Fear
    Spell (1): Shield of Faith
    Spell (1): Summon Monster I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Extra Turning I
    
    
    Level 2 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Enhancement: Follower of the Sovereign Host
    Enhancement: Improved Heal I
    Enhancement: Cleric Wisdom I
    
    
    Level 3 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Exotic Weapon Proficiency: Bastard Sword
    Spell (2): Aid
    Spell (2): Bear's Endurance
    Spell (2): Bull's Strength
    Spell (2): Close Wounds
    Spell (2): Cure Moderate Wounds
    Spell (2): Deific Vengance
    Spell (2): Eagle's Spendor
    Spell (2): Find Traps
    Spell (2): Hold Person
    Spell (2): Inflict Moderate Wounds
    Spell (2): Lesser Restoration
    Spell (2): Owl's Wisdom
    Spell (2): Remove Paralysis
    Spell (2): Resist Energy
    Spell (2): Seek Eternal Rest
    Spell (2): Soundburst
    Spell (2): Spawn Screen
    Spell (2): Summon Monster II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Smiting I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Racial Toughness I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Life Magic II
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Spell (3): Bestow Curse
    Spell (3): Blindness
    Spell (3): Contagion
    Spell (3): Cure Serious Wounds
    Spell (3): Dispel Magic
    Spell (3): Glyph of Warding
    Spell (3): Inflict Serious Wounds
    Spell (3): Magic Circle Against Evil
    Spell (3): Mass Aid
    Spell (3): Prayer
    Spell (3): Protection From Energy
    Spell (3): Remove Blindness
    Spell (3): Remove Curse
    Spell (3): Remove Disease
    Spell (3): Searing Light
    Spell (3): Summon Monster III
    Spell (3): Water Breathing
    Enhancement: Human Adaptability Charisma I
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Improved Turning I
    
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Empower Spell
    Enhancement: Cleric Radiant Servant I
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Spell (4): Chaos Hammer
    Spell (4): Cure Critical Wounds
    Spell (4): Deathward
    Spell (4): Dismissal
    Spell (4): Divine Power
    Spell (4): Freedom of Movement
    Spell (4): Holy Smite
    Spell (4): Inflict Critical Wounds
    Spell (4): Mass Shield of Faith
    Spell (4): Neutralize Poison
    Spell (4): Order's Wrath
    Spell (4): Panacea
    Spell (4): Poison
    Spell (4): Recitation
    Spell (4): Restoration
    Spell (4): Summon Monster IV
    Spell (4): Symbol of Flame
    Spell (4): Unholy Blight
    Enhancement: Unyielding Sovereignty
    Enhancement: Cleric Prayer of Incredible Life I
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Racial Toughness II
    
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Maximize Spell
    Spell (5): Break Enchantment
    Spell (5): Divine Punishment
    Spell (5): Flame Strike
    Spell (5): Greater Command
    Spell (5): Mass Cure Light Wounds
    Spell (5): Mass Inflict Light Wounds
    Spell (5): Protection From Elements
    Spell (5): Raise Dead
    Spell (5): Slay Living
    Spell (5): Spell Resistance
    Spell (5): Stalwart Pact
    Spell (5): Summon Monster V
    Spell (5): Symbol of Pain
    Spell (5): True Seeing
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Life Magic III
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Smiting III
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Spell (6): Banishment
    Spell (6): Blade Barrier
    Spell (6): Cometfall
    Spell (6): Create Undead
    Spell (6): Greater Dispel Magic
    Spell (6): Greater Glyph of Warding
    Spell (6): Harm
    Spell (6): Heal
    Spell (6): Heroes Feast
    Spell (6): Mass Bear's Endurance
    Spell (6): Mass Bull's Strength
    Spell (6): Mass Cure Moderate Wounds
    Spell (6): Mass Eagle's Spendor
    Spell (6): Mass Inflict Moderate Wounds
    Spell (6): Mass Owl's Wisdom
    Spell (6): Summon Monster VI
    Spell (6): Symbol of Fear
    Spell (6): Symbol of Persuasion
    Spell (6): Undead to Death
    Spell (6): Word of Recall
    Enhancement: Cleric Life Magic IV
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Radiant Servant II
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Spell (7): Destruction
    Spell (7): Greater Restoration
    Spell (7): Mass Cure Serious Wounds
    Spell (7): Mass Inflict Serious Wounds
    Spell (7): Mass Protection From Elements
    Spell (7): Mass Restoration
    Spell (7): Mass Spell Resistance
    Spell (7): Resurrection
    Spell (7): Summon Monster VII
    Spell (7): Symbol of Stunning
    Spell (7): Symbol of Weakness
    Enhancement: Cleric Smiting IV
    Enhancement: Cleric Charisma I
    
    
    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Wisdom II
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Heighten Spell
    Spell (8): Death Pact
    Spell (8): Firestorm
    Spell (8): Holy Aura
    Spell (8): Mass Cure Critical Wounds
    Spell (8): Mass Death Ward
    Spell (8): Mass Inflict Critical Wounds
    Spell (8): Summon Monster VIII
    Spell (8): Symbol of Death
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Incredible Life II
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Spell (9): Energy Drain
    Spell (9): Implosion
    Spell (9): Mass Heal
    Spell (9): Summon Monster IX
    Spell (9): True Resurrection
    Enhancement: Cleric Wisdom III
    
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Extra Turning
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Prayer of Smiting II
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Extra Turning II
    Last edited by Mubjon; 05-31-2011 at 11:32 PM.

  4. #4
    Community Member PNellesen's Avatar
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    Gotta put a plug in for the guy in my sig. Pure, Healing/Casting specced, but can swing a 2-hander when needed. He's 32pt, but could change probably change things around for 28pt (maybe drop STR by 2 or 3, and possibly CON, but I hate going below 14 CON)
    Last edited by PNellesen; 06-01-2011 at 08:15 AM.
    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...

  5. #5
    Community Member
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    Decent Stats.

    Drop bastard sword as a feat and take extend.

    With sovereign host use a long sword or simple weapon or a martial weapon with the -4 penalty. All the feat does is take away the -4 for that weapon... not worth it. I think the Con is a little high. Better to have 15s in STR or CHA i think, but the 16 CON gives u Racial toughness 3. Not bad.

    Swap Maximize and empower. You want Maximize first to buff your radiant servant positive burst for non-combat healing.

    Your low lvl soundburst crowd control is better with metamagics off. I only use metamagics at lower lvls for positive burst buffs because it is free. Have quicken and empower by CLR11 for Blade Barriers. Maximize and empower before CLR11 together is wasted mana for a low lvl toon. However, Maximize and empower and empower heal all stack to buff your positive burst and damage undead.

    At high lvls swap out extend for Spell Penetration or Heighten.

  6. #6
    Build Constructionist unbongwah's Avatar
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    Also check sirgog's build catalog. Every cleric should be capable of being a good healer; it's what else you want to be able to do which determines your build.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  7. #7
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    Quote Originally Posted by Firesmall_at View Post
    Decent Stats.

    Drop bastard sword as a feat and take extend.
    It would depend on what the player wanted, extend is only helpful in buffs now and as a cleric most times in a group you will not be casting the short term buffs much and casting heals or other spells like comet fall or greater command.

    Extend therefor would only be helpful when solo'ing, as I find that normally I get to a shrine before the buffs wear off from the resist, fom, shield of faith etc.

    With sovereign host use a long sword or simple weapon or a martial weapon with the -4 penalty. All the feat does is take away the -4 for that weapon... not worth it. I think the Con is a little high. Better to have 15s in STR or CHA i think, but the 16 CON gives u Racial toughness 3. Not bad.
    Sovereign host is needed to take radiant servant, if it was not for that it would not be needed on the build I put up for my friend.

    Swap Maximize and empower. You want Maximize first to buff your radiant servant positive burst for non-combat healing.
    Empower healing and empower also affect the burst At least in my experience with my level 19 cleric. And I tend to use the burst more while in combat than out of combat, it is faster than casting a heal and it heals for as much as a heal spell at higher levels.

    Your low lvl soundburst crowd control is better with metamagics off. I only use metamagics at lower lvls for positive burst buffs because it is free. Have quicken and empower by CLR11 for Blade Barriers. Maximize and empower before CLR11 together is wasted mana for a low lvl toon. However, Maximize and empower and empower heal all stack to buff your positive burst and damage undead.
    solid advice for any new cleric to follow.

    At high lvls swap out extend for Spell Penetration or Heighten.
    If he goes straight up caster, with 18 wis to start, I am not sure he needs Spell Pen at all. It would help sure, but why take it at low level when with 18 wis your spells will hit more times than not, I just ran a level 3 cleric with the above build in the plan (save a caster build and not melee 18 wis) and my sound bursts were hitting almost every time. Enough to stun more than half (usually 2 or 3 save) the kobolds in butchers run on elite.

    I will have to see how it goes as she levels, but so far so good with the above build. And I think 16 con is minimum on a cleric, as you are going to get hit so you best have the HP to take those hits.

  8. #8
    Community Member 9Crows's Avatar
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    Default thank you

    thanks everyone for all thier help i really apreciate it

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