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  1. #1
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    Default Cleric Build Using Divine Might

    Curious if it would be viable? Maxing out divine might would net you a +8 damage bonus, will this double if you use a two hander and/or does it apply to using TWF?

    Was trying to get a build created on the character builder but it wasn't agreeing with how I got to 20 Charisma and wasn't letting me select the last two Divine Might enhancements.

    It seems like charisma is almost more useful to a cleric than it is to a FvS in a lot of ways, increased turning attempts, more powerful turns, and DM.

    Maybe someone more savvy than myself can help me with a build. Leaning towards Human. with Str 14, Dex 8, Con 14, Int 10, Wis 16, Cha 16. With enhancements and a +2 tome on all the stats at 20 it looks like: Str 16, Dex 10, Con 16, Int 12, Wis 26, Cha 20. I have 32 pt which is reflected.

    Since I was looking into a balanced/generalist cleric my feat selection was:
    1: Toughness
    1: WS: Falchion
    3: Emp Healing
    6: Empower Spell
    9: PA
    12: Max Spell
    15: Imp Crit: Slashing
    18: Heighten Spell

    Is this reasonable? Since I am getting a decent Charisma I figured I should take UMD and Concentration for skills and put the rest into Balance and 1 rank of tumble.

    So hoping for some constructive criticism. I understand a lot/most forum cleric builds don't include DM, I assume it's because it's too heavy of an investment.

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Human Male
    (20 Cleric) 
    Hit Points: 282
    Spell Points: 1487 
    BAB: 15\15\20\25\25
    Fortitude: 15
    Reflex: 6
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity             8                    10
    Constitution         14                    16
    Intelligence         10                    12
    Wisdom               16                    26
    Charisma             15                    20
    
    Tomes Used
    +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              -1                     0
    Bluff                 2                     5
    Concentration         2                     3
    Diplomacy             2                     5
    Disable Device        n/a                   n/a
    Haggle                2                     5
    Heal                  3                    10
    Hide                 -1                     0
    Intimidate            2                     5
    Jump                  2                     3
    Listen                3                     8
    Move Silently        -1                     0
    Open Lock            n/a                    n/a
    Perform               n/a                   n/a
    Repair                0                     1
    Search                0                     1
    Spot                  3                     8
    Swim                  2                     3
    Tumble               n/a                    n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Martial Weapon Proficiency: Falchion
    Feat: (Human Bonus) Toughness
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Empower Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Power Attack
    
    
    Level 10 (Cleric)
    Enhancement: Cleric Radiant Servant I
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Human Adaptability Charisma I
    Enhancement: Human Improved Recovery I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Improved Turning I
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Heighten Spell
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Cleric Radiant Servant II
    Enhancement: Human Greater Adaptability Wisdom I
    Enhancement: Human Improved Recovery II
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Cleric Smiting III
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Divine Might II

    The build is short 13 pts that would cover DM III DM IV and the capstone with 4 pts left over.
    Last edited by Raivarg; 07-30-2011 at 03:07 PM.

  2. #2
    Community Member Phidius's Avatar
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    The Charisma requirement for Divine Might III/IV doesn't include human/cleric enhancements. You would need to start with an 18 Charisma + 2 tome, or put level ups into Charisma to qualify.

    The +8 damage doesn't double when you use THF, and is applied to both hands equally when TWF.

    I like the 12 cleric/6 something /2 evasion split because it's easy to qualify for DM2 without a major investment.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  3. #3
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    Well that is really unfortunate. I had assumed that it worked more like PA, that makes DM's benefit lean very heavy toward TWF. Sucks to hear that DM's requirement doesn't work with enhancements that boost charisma. I guess I don't understand the logic behind giving cleric's the ability to invest in DM III and DM IV along with giving them charisma enhancements without making them compatible.

    Thanks for the response, that's a bit of a disappointment. Why would anyone invest in DM IV when it is so ridiculously stat intensive to optimize.

  4. #4
    Community Member Phidius's Avatar
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    Quote Originally Posted by Raivarg View Post
    ...Thanks for the response, that's a bit of a disappointment. Why would anyone invest in DM IV when it is so ridiculously stat intensive to optimize.
    I don't think they do - the most I'd go for is DM3 with a starting Cha of 15 and a +3 tome.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  5. #5
    Community Member jaegarnel's Avatar
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    Quote Originally Posted by Raivarg View Post
    Well that is really unfortunate. I had assumed that it worked more like PA, that makes DM's benefit lean very heavy toward TWF. Sucks to hear that DM's requirement doesn't work with enhancements that boost charisma. I guess I don't understand the logic behind giving cleric's the ability to invest in DM III and DM IV along with giving them charisma enhancements without making them compatible.

    Thanks for the response, that's a bit of a disappointment. Why would anyone invest in DM IV when it is so ridiculously stat intensive to optimize.
    Paladins would. They usually have the charisma to get DM III or IV. Unless you're doing a flavor build, a cleric will probably be limited to DM II though. I don't see why an enhancement line can't be primarily aimed at a class and still partially benefit another.

    As a cleric, you should probably be more worried about your to hit than your dmg, so strength is a better attribute to boost if you want to be good at melee imo.
    Last edited by jaegarnel; 07-30-2011 at 04:58 PM.

  6. #6
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    250 hits per min and +6 dmg = 1500 dmg... worth 1 turn right ? ;p

  7. #7
    Community Member azrael4h's Avatar
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    Quote Originally Posted by jaegarnel View Post
    Paladins would. They usually have the charisma to get DM III or IV. Unless you're doing a flavor build, a cleric will probably be limited to DM II though. I don't see why an enhancement line can't be primarily aimed at a class and still partially benefit another.

    As a cleric, you should probably be more worried about your to hit than your dmg, so strength is a better attribute to boost if you want to be good at melee imo.
    You sure about Pallys going for that? Splitting between STR, DEX, CON, and CHA is bad enough, but 18 CHA when trying to land 15 DEX for TWF, and as much CON and STR as you can pull out of it, is a bit much.
    Anyone who disagrees is a Terrorist...

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  8. #8
    Community Member zavozod's Avatar
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    Default Pray...

    That a +4 cha tome lands your way.
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  9. #9
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Raivarg View Post
    Sucks to hear that DM's requirement doesn't work with enhancements that boost charisma. I guess I don't understand the logic behind giving cleric's the ability to invest in DM III and DM IV along with giving them charisma enhancements without making them compatible.
    Only permanent increases to stats - i.e., base stat + lvl-ups + tome - count towards feat & enh pre-reqs. Enh bonuses to stats are not considered permanent because they can always be reset.

    Honestly, I only bother with Divine Might on paladins - maaaaybe a TWF battle cleric who doesn't care about offensive spells (and thus can start with lower WIS than an offensive caster) and is really trying to up their melee DPS. Otherwise it's just too expensive in terms of build pts, IMHO.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  10. #10
    Community Member jaegarnel's Avatar
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    Quote Originally Posted by azrael4h View Post
    You sure about Pallys going for that? Splitting between STR, DEX, CON, and CHA is bad enough, but 18 CHA when trying to land 15 DEX for TWF, and as much CON and STR as you can pull out of it, is a bit much.
    Yes I am. Just look at Junts' guide on pallys. Most of his beginner builds have 16 or 17 base cha, banking on pulling +3 tomes for DM 4 but always having enough to get DM 3.

    Frankly if you want to do a TWF paladin, you're probably better off taking the hit to con and going Drow. Then 16 cha only costs you 6 build points (instead of 10), and 15 dex (5 points instead of 8).

  11. #11
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    Looks like about the only way to make DM truly viable for a cleric is to splash 2 lvls of fighter or monk, taking TWF chain, and sacrifice some offensive casting but sticking to offensive spells that can still work on a failed save or don't require one.

    It was mentioned earlier that drow in fact optimizes stat spread more than other races, and so I went that route.

    Problem I had with going monk is a lack of feats and monk limitations on weapons. But you gain better saves, evasion, and the AC benefits. But if the whole goal was going this route to increase melee ability it seems like your cutting yourself short.


    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Drow Male
    (2 Monk \ 18 Cleric) 
    Hit Points: 267
    Spell Points: 1141 
    BAB: 14\14\19\24
    Fortitude: 16
    Reflex: 13
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             14                    21
    Dexterity            16                    18
    Constitution         12                    14
    Intelligence         10                    12
    Wisdom               12                    16
    Charisma             16                    18
    
    Tomes Used
    +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               7                    15
    Bluff                 3                     4
    Concentration         5                    26
    Diplomacy             3                     4
    Disable Device        n/a                   n/a
    Haggle                3                     4
    Heal                  1                     5
    Hide                  3                     4
    Intimidate            3                     4
    Jump                  5                    10
    Listen                1                     5
    Move Silently         3                     4
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     1
    Search                0                     3
    Spot                  1                     5
    Swim                  2                     5
    Tumble                4                     5
    Use Magic Device      5                    15.5
    
    Level 1 (Monk)
    Feat: (Selected) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Empower Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Monk)
    Feat: (Monk Bonus) Power Attack
    
    
    Level 12 (Cleric)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Cleric Improved Empower Healing II
    Enhancement: Cleric Improved Empower Healing III
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Smiting III
    Enhancement: Cleric Smiting IV
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Improved Spell Penetration II
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Divine Might II
    Enhancement: Cleric Divine Might III
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Improved Turning I

    By going figher instead of monk allows you to use the drows favored weapons and should increase your melee ability over the monk variant, I think this is the route I would go.


    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Drow Male
    (2 Fighter \ 18 Cleric) 
    Hit Points: 276
    Spell Points: 1114 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 10
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             14                    22
    Dexterity            16                    18
    Constitution         12                    14
    Intelligence         10                    12
    Wisdom               12                    14
    Charisma             16                    18
    
    Tomes Used
    +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               3                     9
    Bluff                 3                     4
    Concentration         2                    24.5
    Diplomacy             3                     4
    Disable Device        n/a                   n/a
    Haggle                3                     4
    Heal                  1                     4
    Hide                  3                     4
    Intimidate            3                     4
    Jump                  2                     6
    Listen                1                     4
    Move Silently         3                     4
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     1
    Search                0                     3
    Spot                  1                     4
    Swim                  2                     6
    Tumble                4                     5
    Use Magic Device      5                    15.5
    
    Level 1 (Fighter)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Two Weapon Fighting
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Empower Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Fighter)
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Fighter Haste Boost I
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Drow Weapon Attack I
    Enhancement: Drow Weapon Attack II
    Enhancement: Drow Weapon Damage I
    Enhancement: Drow Weapon Damage II
    Enhancement: Vulkoor's Avatar
    Enhancement: Follower of Vulkoor
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Cleric Improved Empower Healing II
    Enhancement: Cleric Improved Empower Healing III
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Smiting III
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Divine Might II
    Enhancement: Cleric Divine Might III
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    Of course both these builds can/should be adjusted for personal preference. I think its kind of neat though, brings a cleric pretty close to the melee ability of a TWF Paladin but with the spells selection of the cleric. Also doesn't sacrific much of anything in the healing department.
    Last edited by Raivarg; 07-31-2011 at 08:31 AM.

  12. #12
    Community Member ThePrincipal's Avatar
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    250 hits per min and +6 dmg = 1500 dmg... worth 1 turn right ? ;p
    a cleric with a greataxe and hasted swings 100 times per minute. where are you getting 250 from?

    also, if youre going 20 cha for melee effectiveness, you need to max strength as well. otherwise, what's the point.

    also if you dont have haste boost lines, i believe you'll get more dps out of THF than TWF.

  13. #13
    Community Member MoonRunner's Avatar
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    In my clerics past life he was pure cleric with 16 base str and I had trouble hitting at end game. So unless you do something to get your to hit up at least by 8 from what I had dont take PA. Now in his current life He is going the 2monk/18 cleric max wis 15 dex twf feat line, toughness, fennese and metas. Up untill lvl 14 he has been a beast this life. Not putting out huge dmg numbers but my para and banish kamas are leathal making mellee effective. And I have great DC's for my offensive divine spells. Now I have seen a slight lacking in soloing Madstone Crater as my mellee isn't out damaging some of the mobs healing auras. I can counter this with a BB but there are still a few who just won't run through the blades fast enough and I frequntly have on left and the only way I can get them down is with a combo of DPunishment and harm. Now a potency VI item and maximise that I will pick up at lvl 15 might up my bb enough that this will no longer be an issue.

    I would highly recomend this build to anyone wanting an all porpose divine. I often lead the kill count in pugs yet I can still throw enough heals to keep the party alive. I have been able to solo everything at level up untill I tried Madstone Crater and my reflex and other saves are high enough that I seldom have to retreat for a heal. In fact the only times I have had to retreat and regroup are when I have had to run around and pick up everyone elses stones to drag them out to a safe place to res them.

  14. #14
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    I can tell from your feats that you really want to melee build this guy. For thw STR gets a 1.5 dmg bonus per +1, so STR is better than DM anyway....

    Problem with DM is that it uses turn undeads.... you need them for Radiant Servant burst and auras more than the damage bonus of DM. It is so much more benefitial to a party than your DM. DM1 is good enough for the radiant servant requirements and if u r fat on turns for the boss fight.

    I see all the FTR feats.... do u really want that capstone????

    Take Cleric first at lvl one for human bonus feat towards cleric feats and toughness. Take empower healing and the radiant servant prestige enhancements.

    Then a FTR level at level 2 for power attack. Power attack is a must for 2HW falchion builds. Its double!!! (-5 hit, +10 dmg) And then if u critical... SLAM!?!!!#!#!#@ Your to hit is not the greatest but when u hit u will critical. And divine favor is a must spell to help.

    And u already have martial proficiency. Take another fighter lvl at around lvl14 for improved critical slash. You can also take improved critical earlier at lvl12. Just swap it out for a cleric feat. 2 FTR lvls give u all the feats you want for melee plus u get to take more cleric feats like spell focus since your wisdom is 16.

    Since u r human u can take an odd CON with human adapt for racial toughness 3.

    Take an odd STR if u splash 2 ftr lvls cause u get fighter STR 1 enhancement.

    BTW Fighter haste is nice with that first splash of FTR at lvl2.

    The monk splash twf is nice but challenging to tactically hit verse the range of a 2hw. R u skilled enough or patient enough. I am not... what about lag.

    2hw is better for those flaky connections or graphic slowdowns. Its a computer game, but the numbers aren't always reality. U also have to craft 2 weapons instead of one for TWF.

    recommended weapons would be a seeker falchion because you need it to confirm those criticals.
    I like keen falchions at low lvl.
    A cursespewing falchion is nice with bladebarriers.

    __________________________________________



    Took some enhancements on the planner at lvl20 that will be taken earlier obviously


    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    T2 
    Level 20 Lawful Good Human Male
    (2 Fighter \ 18 Cleric) 
    Hit Points: 306
    Spell Points: 1249 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 5
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    16
    Dexterity             8                     8
    Constitution         15                    16
    Intelligence          8                     8
    Wisdom               16                    24
    Charisma             14                    14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    10
    Bluff                 2                     2
    Concentration         6                    26
    Diplomacy             2                     2
    Disable Device       n/a                   n/a
    Haggle                2                     2
    Heal                  3                     9
    Hide                 -1                    -1
    Intimidate            2                     2
    Jump                  2                     3
    Listen                3                     7
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  3                     7
    Swim                  2                     3
    Tumble               n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Feat: (Human Bonus) Toughness
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 3 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 7 (Cleric)
    Enhancement: Fighter Haste Boost I
    Enhancement: Cleric Radiant Servant I
    Enhancement: Human Adaptability Constitution I
    Enhancement: Human Versatility I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Wisdom I
    Enhancement: Fighter Toughness I
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Empower Spell
    
    
    Level 10 (Cleric)
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Cleric Wisdom II
    
    
    Level 11 (Cleric)
    Enhancement: Cleric Life Magic III
    
    
    Level 12 (Cleric)
    Feat: (Selected) Spell Focus: Evocation
    
    
    Level 13 (Cleric)
    Enhancement: Cleric Radiant Servant II
    Enhancement: Racial Toughness III
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Life Magic IV
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Fighter Strength I
    
    
    Level 15 (Cleric)
    Feat: (Selected) Heighten Spell
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Greater Spell Focus: Evocation
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Human Greater Adaptability Wisdom I
    
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Improved Spell Penetration II
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Wand and Scroll Mastery III
    decided against the improved empower healing enhancements. need the pts for other things like cleric smiting 1 2 3.

    No quicken and no concentration is very bad for melee cleric. Balance is nice so u get up fast to cast spells.

    Dont waste enhancements on CHR unless u r evenning it out temporary for an equipped item.
    Last edited by Firesmall_at; 08-02-2011 at 12:49 AM.

  15. #15
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    Quote Originally Posted by Firesmall_at View Post
    I can tell from your feats that you really want to melee build this guy. For thw STR gets a 1.5 dmg bonus per +1, so STR is better than DM anyway....
    The THF gets 1.5, but effectively the TWF gets the same, half str in the offhand. What this build is trying to take advantage of is that DM adds its dam to both hands equally. So +6 dam x 2 = 12 dam. The THF variant would only be gaining +6. Point cost for the extra +6 dam favors TWF over THF, you can't get that rate of return through sacrificing TWF.

    By going Drow my stat spread is also very cost effective.
    Drow TWF
    Str: 14
    Dex: 16
    Con: 12
    Int: 10
    Wis: 12
    Cha: 16

    Human THF:
    Str: 14
    Dex: 8
    Con: 14
    Int: 10
    Wis: 16
    Cha: 15

    Firesmall your build utilized wis as its main stat as to retain offensive casting. The build I posted used str as a main stat and wis kept to a minimum. You build isn't a bad build but I wasn't interested in retaining competitive offensive DCs, my offensive casting will come primarily through DP and BB.

    Someone mentioned earlier about trouble hitting as a TWF, which might occur, however I am putting lvlup pts into Str and endgame without gear the build has a str of 22. When you include Divine Favor, Divine Power, and drow weapon enhancements my attack bonus should be adequate.

    I did a little research and found out that you can use weapons other than ki specific ones and retain evasion and monk wis bonus so that option is looking more attractive. Those were things instinctively I didn't think would be permitted.

    If I wanted a offensive divine caster I would prob just roll with a FvS. However by going cleric I feel I may have an edge in the melee department with DM, and when you include radiant servant also have a stronger healing pre. I will have to make judgement calls whether turning attempts should be used for DM or for Postive Energy Burst/Aura but I think with a such a high charisma it should be doable. Also with Radiant Servant I will be regenerating turn undead attempts which should act as a good buffer. The feat selection order that I posted earlier isn't ideal so will be optimized.

    Any other critiques, wouldn't mind rolling with the build. Am I off the wall with my logic? Currently playing a warforged FvS and think this build might be as potent. Thanks for the help.
    Last edited by Raivarg; 08-03-2011 at 10:46 AM.

  16. #16
    Community Member ThePrincipal's Avatar
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    consider 16/16/12/10/8/16 stats for a drow twf 18/2. clerics already have low dcs, if youre not maxing wis you might as well dump it. starting with 12 does nothing. All lvl ups into STR.

    However, I think human is the better choice here. The extra feat, healing amp, and con are huge.

  17. #17
    Community Member Phidius's Avatar
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    Quote Originally Posted by ThePrincipal View Post
    ...
    However, I think human is the better choice here. The extra feat, healing amp, and con are huge.
    If investing in Cha for Divine Might, I'd have to say that Helf is a better choice. The Pally Dilly, healing amp, and con are humungous

    It can be tight on a 32-point build - I'm going to try it on a 34-point build once I actually pull a +3 dex tome.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  18. #18
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    Quote Originally Posted by Phidius View Post
    If investing in Cha for Divine Might, I'd have to say that Helf is a better choice. The Pally Dilly, healing amp, and con are humungous

    It can be tight on a 32-point build - I'm going to try it on a 34-point build once I actually pull a +3 dex tome.
    Ya I would love to go helf for the reasons you suggested. But the pts are really tight with a 32 pt build. I like the idea of getting rapiers and/or short swords with drow. Because of those two reasons I decided on Drow. I might toss together a build with helf and see if I can make it work.

    Here is the Drow version I currently have mapped out.

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Drow Male
    (2 Monk \ 18 Cleric) 
    Hit Points: 267
    Spell Points: 1141 
    BAB: 14\14\19\24
    Fortitude: 16
    Reflex: 13
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             14                    22
    Dexterity            16                    18
    Constitution         12                    14
    Intelligence         10                    12
    Wisdom               12                    16
    Charisma             16                    18
    
    Tomes Used
    +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
    +3 Tome of Strength used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    16.5
    Bluff                 3                     4
    Concentration         5                    26
    Diplomacy             3                     4
    Disable Device        n/a                   n/a
    Haggle                3                     4
    Heal                  1                     5
    Hide                  3                     4
    Intimidate            3                     4
    Jump                  5                     9
    Listen                1                     5
    Move Silently         3                     4
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     1
    Search                0                     3
    Spot                  1                     5
    Swim                  2                     6
    Tumble                4                     5
    Use Magic Device      5                    15.5
    
    Level 1 (Monk)
    Feat: (Selected) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 4 (Monk)
    Feat: (Monk Bonus) Power Attack
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Empower Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Drow Weapon Attack I
    Enhancement: Drow Weapon Attack II
    Enhancement: Drow Weapon Damage I
    Enhancement: Drow Weapon Damage II
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Cleric Improved Empower Healing II
    Enhancement: Cleric Improved Empower Healing III
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Smiting III
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Improved Spell Penetration II
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Divine Might II
    Enhancement: Cleric Divine Might III
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Improved Turning I

  19. #19
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    Quote Originally Posted by ThePrincipal View Post
    consider 16/16/12/10/8/16 stats for a drow twf 18/2. clerics already have low dcs, if youre not maxing wis you might as well dump it. starting with 12 does nothing. All lvl ups into STR.

    However, I think human is the better choice here. The extra feat, healing amp, and con are huge.
    Only prob with this is the weak wis for casting during the early lvls. Starting at 12 and this isn't a problem. I am only losing a +1 hit and +1.5 dam by going with a 12 wis.

    As a human my stat distribution would be something like: 14/15/14/10/12/14 which will keep me from getting DM III unless I use a lvl up pt. Which isn't undoable. I might throw together a human variant.

    A TR version would be great I could go with: 14/15/14/10/12/15 and put my human adaptablity pts into str and charisma and along with +2 tomes end up with: 18/17/16/12/14/18. Actually nevermind, it wouldn't work because greater human adaptability is an enhancement. So you would till need to use a lvl up pt.

    Only other problem I see with a helf is the feat selection, going drow gives me short swords and rapiers. With human I can use the feat for this but with a helf im going to be stuck with a simple weapon, handwraps, or a kama. Of course going with a fighter splash alleviates that. But the greatest benefit of going helf is for the +5 to saves which synergizes really well with evasion. I could take a lvl of fighter and go 17/2/1 and it would work alright.
    Last edited by Raivarg; 08-03-2011 at 12:56 PM.

  20. #20
    Community Member Phidius's Avatar
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    No Quicken?
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

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