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  1. #1
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    Default Cleric? what cleric?

    Ok so i've a level 3 cleric now and i built it around the idea of a The Font of Healing.
    Now i can't play it anymore because of the insane low damage output.
    Even buffed with bull strength i still need alot of time killing most things on normal let alone the running Elite solo is suicide of course and i played to the point that i hate it.
    Now what can i play as a solo character that can put a good fight and stay alive for sometime.

    OR should i just stick to this class and it should pay later levels?
    I don't know what's waiting later but i can imagine that it won't be pretty.

    I'm a free player BTW though after 3 or 4 weeks i'll be able to pay a monthly sub but until then i can't make a 32 character or buy those insanely expensive +tomes.

    Is this viable? can i at least have fun while on the free trail or should i wait te'll i'm able to pay?

  2. #2
    Community Member Phidius's Avatar
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    I've got 4 accounts, and right now I'm having the most fun playing my completely F2P account.

    The "Self Sufficient" link in my sig will explain what I'm doing.
    "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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    Quote Originally Posted by sataricon View Post
    Ok so i've a level 3 cleric now and i built it around the idea of a The Font of Healing.
    Now i can't play it anymore because of the insane low damage output.
    Even buffed with bull strength i still need alot of time killing most things on normal let alone the running Elite solo is suicide of course and i played to the point that i hate it.
    Now what can i play as a solo character that can put a good fight and stay alive for sometime.

    OR should i just stick to this class and it should pay later levels?
    I don't know what's waiting later but i can imagine that it won't be pretty.

    I'm a free player BTW though after 3 or 4 weeks i'll be able to pay a monthly sub but until then i can't make a 32 character or buy those insanely expensive +tomes.

    Is this viable? can i at least have fun while on the free trail or should i wait te'll i'm able to pay?
    Well first you are level 3, and you can still have a lot of fun. If you decided to go the font of healing path, did you take that as a path in the game or did you find a build here?

    If you took it as an automatic path in the game then I suggest you scrap that character and start over. There are a lot of builds around here with clerics in mind that will make the game a lot more fun than being pigeon hold into the game's auto build function.

    Here is a build that would be a good caster cleric, great at healing and you would be able to cast offensive spells.

    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          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             14                    14
    Dexterity             8                     8
    Constitution         16                    16
    Intelligence         10                    10
    Wisdom               15                    24
    Charisma             10                    12
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    10
    Bluff                 0                     1
    Concentration         7                    26
    Diplomacy             0                     6
    Disable Device        n/a                   n/a
    Haggle                0                     1
    Heal                  2                     9
    Hide                 -1                    -1
    Intimidate            0                     1
    Jump                  3                    10
    Listen                2                     7
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spot                  2                     7
    Swim                  2                     2
    Tumble                0                     0
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Feat: (Selected) Empower Healing Spell
    Feat: (Human Bonus) Toughness
    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: Follower of the Sovereign Host
    Enhancement: Improved Heal I
    Enhancement: Cleric Life Magic I
    
    
    Level 2 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Divine Vitality I
    
    
    Level 3 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Spell Focus: Evocation
    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: Racial Toughness I
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Extra Turning I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Improved Heal II
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Life Magic II
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    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: Cleric Prayer of Smiting I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Extend Spell
    Enhancement: Cleric Radiant Servant I
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    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
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Life Magic III
    
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Empower 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: Human Improved Recovery I
    Enhancement: Racial Toughness II
    Enhancement: Cleric Prayer of Incredible Life I
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Smiting III
    
    
    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)
    Skill: Jump (+0.5)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    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: Human Adaptability Charisma I
    Enhancement: Cleric Charisma I
    
    
    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Prayer of Incredible Smiting I
    Enhancement: Cleric Smiting IV
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Maximize 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: Human Improved Recovery II
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Human Greater Adaptability Wisdom I
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Spell (9): Energy Drain
    Spell (9): Implosion
    Spell (9): Mass Heal
    Spell (9): Summon Monster IX
    Spell (9): True Resurrection
    Enhancement: Cleric Wisdom II
    
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Heighten Spell
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Wisdom III
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+2)
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Extra Turning II
    spell book by level, you always get a heal spell for the level

    level 1
    Nimbus of light -
    night shield
    obscuring mist
    protection from evil
    shield of faith

    Level 2
    Resist energy
    deific vengeance
    hold person
    sound burst
    spawn screen - this is a personal choice. you could go with bulls strength or one of the other boost to stats if you needed the +4 to a stat

    level 3
    magic circle against evil - replaces the level 1 protection from evil spell for the group
    protection from energy
    aid, mass
    searing light
    prayer - again you can choose something else if you wish.

    level 4 - there is a lot more choices here for attack spells
    Freedom of movement
    Death ward
    chaos hammer
    panacea or mass shield of faith
    neutralize poison

    level 5
    Divine punishment - this is just a awesome spell
    slay living
    greater command
    raise dead
    and your choice

    level 6
    comet fall
    heal
    harm
    banishment
    Blade Barrier
    and your choice

    level 7
    destruction
    greater restoration
    spell resistance mass
    protection from elements mass
    symbol of stunning

    level 8
    Holy Aura
    Summon monster VIII for the air elemental
    death pact
    symbol of death
    death ward mass
    fire storm

    Level 9
    You will be able to take all of these spells but the first I would make sure I had available is implosion

    As soon as you pick your faith you can wield long swords without taking the feat. As well you can do some melee with them if needed. Get ardor clicks, devotion attributes on the shield, potency items, beautified clicks, brilliance items to help with strengthen your healing, and damage from the spells. Most of your attack spells are of the evocation school so having the spell focus and then anything that strengthens that school will help with getting through spell resistances.

    Don't give up yet the cleric is a nice class that can be a lot of fun, and the best part is that you can be picky on which groups you work with because more than likely they are not going to get through the quest without you.

  4. #4
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    No man i used the build mentioned here in the site as i played many D&D before and i know that premade classes are bad.
    But again at level 3 i don't kill anything fast enough and it's getting more and more annoying...really pure healing clerics are very bad for solo though they are supposed to be able to heal themselves.
    I love D&D and played nearly everything D&D but i don't know why i suck at this game that much.

  5. #5
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    The font of healing build is specifically a non-melee build. Its a healer, not a fighter.

    If you want a more melee oriented cleric you really should just re-roll the character and go with any of the common "battlecleric" builds.

    The beauty - IMHO - of the cleric is that you have the flexibility to do many things.

    My first character was a battlecleric. She rocked at low levels, could solo everything until about 8th lvl. I then re-speced a feat or two so she could heal and cast offensive spells better and haven't looked back since.

    Pick a style you want to play and there is a build for you. Have fun, don't sweat the small stuff.

  6. #6
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    Follow the build Mubjon posted. Try to get in to a helpful guild who will help with resources for decent equipment, weapons and armor. Try to find others you can play with. Don't rush if you are solo. Don't do solo anything on elite as you don't have to. Don't do anything above your level.

    Have a pet and a fighter hireling with you. Break as many breakables you come across as you will find potions that way. Gather collectables that can get you helpful items like cure pots and wands.

    Take wands and scrolls for certain spells like resistances and remove/cure spells etc so saving you spell slots for as many offensive spells as possible. Take nightshield to deflect magic missiles which can be a real pain in the beginning levels. Also use full plate armor and a shield.

    Also check this guide... http://compendium.ddo.com/wiki/Cleric_101
    Last edited by joneb1999; 08-04-2011 at 04:01 PM.
    **********KNIGHTSOFSHADOW ***********
    CUDGOCleric 16/ Fighter 2 TR2 AXEFISTBarbarian 20
    CELESTERAFvS 20 FEYNASorc 17 CUDGERogue 17

  7. #7
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    Quote Originally Posted by sataricon View Post
    No man i used the build mentioned here in the site as i played many D&D before and i know that premade classes are bad.
    But again at level 3 i don't kill anything fast enough and it's getting more and more annoying...really pure healing clerics are very bad for solo though they are supposed to be able to heal themselves.
    I love D&D and played nearly everything D&D but i don't know why i suck at this game that much.
    If you used the build here then it just means that you will need a hireling to help with quests. I use hirelings a lot and will bring along whatever I might need for a quest.

    If you want to do some melee you need some strength. The three most important stats to a cleric are Wisdom first, Constitution second and then strength. You can follow the stats I posted above to get a nice well round Cleric that can swing a long sword for some melee damage and then cast the spells I listed.

    To boost the damage of the spells you need to get enhancements, or one of the other clickies and item boosters I mentioned above. Not to mention you really do not need them at your current level. On my pure 20 cleric I did all the quests on normal 2 or 3 times, then got groups together for the hard and elite runs.

    As a cleric you will have very little trouble getting a group to run a quest. And if you are not comfortable with being the lone cleric in the group, accept a favored soul, bard, or cleric in the party and just make sure they understand that they are to help heal the group too. Heck while i was learning this game I would constantly take a second cleric on elite runs, so I could better learn when to cast healing spells, when to cast offensive spells and when to enter melee.

    I am not sure what server you are on, but if you are on Sarlona look me up or send a message to Mubjon. I will be happy to answer your quests or create a level 4 character to go on a quest with you if we happen to be on at the same time. I love the cleric and I have 3 cleric and cleric hybrids right now.

  8. #8
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    Quote Originally Posted by joneb1999 View Post
    Follow the build Mubjon posted. Try to get in to a helpful guild who will help with resources for decent equipment, weapons and armor. Try to find others you can play with. Don't rush if you are solo. Don't do solo anything on elite as you don't have to. Don't do anything above your level.

    Have a pet and a fighter hireling with you. Break as many breakables you come across as you will find potions that way. Gather collectables that can get you helpful items like cure pots and wands.

    Take wands and scrolls for certain spells like resistances and remove/cure spells etc so saving you spell slots for as many offensive spells as possible. Take nightshield to deflect magic missiles which can be a real pain in the beginning levels. Also use full plate armor and a shield.

    Also check this guide... http://compendium.ddo.com/wiki/Cleric_101
    I forgot about the compendium, they give some good advice for starting out I think. Clerics are very easy to play and you can kill things as easily as any other class.

  9. #9
    The Hatchery zwiebelring's Avatar
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    Quote Originally Posted by sataricon View Post
    Ok so i've a level 3 cleric now and i built it around the idea of a The Font of Healing.
    Now i can't play it anymore because of the insane low damage output.
    Even buffed with bull strength i still need alot of time killing most things on normal let alone the running Elite solo is suicide of course and i played to the point that i hate it.
    Now what can i play as a solo character that can put a good fight and stay alive for sometime.

    OR should i just stick to this class and it should pay later levels?
    I don't know what's waiting later but i can imagine that it won't be pretty.

    I'm a free player BTW though after 3 or 4 weeks i'll be able to pay a monthly sub but until then i can't make a 32 character or buy those insanely expensive +tomes.

    Is this viable? can i at least have fun while on the free trail or should i wait te'll i'm able to pay?
    Simply reroll and focus more on STR, CON and INT. CHA is not needed except for Divine Might. Its particular high CHA prereq. makes it almost impossible for a PB 28 to aim for so leave it.

    Instead take Power Attack and a THF weapon. Choose a race with melee weapon enhancements like Dwarf (Axe Damage).

    Race: Dwarf

    For the stats I suggest (racial bonus included):
    STR - 15
    DEX - 8
    CON - 16
    INT - 12
    WIS - 16
    CHA - 6

    Use Soundburst as soon as it is available it will stun Kobold trash reliably so you can take out one by one and level up easily. left slots keep for melee buffs like Bull's STR, Divine Favor and as for defense Nightshield.

    class (in order):
    1 Ftr/ 19 Clr or even add 2 more Mnk

    Feats (in order for 1 Ftr/19 Clr):
    Toughness, Power Attack, Mental Toughness, Empower Healing Spell, Extend Spell, Quicken Spell, Maximize Spell, Improved Critical

    For Mnk splash I'd go:

    1. Clr -> Toughness, Mental Toughness
    2. Ftr -> Power Attack
    3. Clr -> Extend Spell
    4. Mnk -> Toughness
    5. - 13. Clr -> Empower Healing Spell, Maximize Spell, Quicken Spell
    14. Mnk -> Toughness or Lightning Reflexes
    15. - 20. Clr -> Improved Critical, 1 free

    Your first aim is to get proficiency with martial weapons along with hp and more sp. Then you build up the Radiant Servant progression and go Clr straight till you get Heal spell. After that you improve melee with Improved critical and have 1 spare featslot at lvl. 18 so you can take whatever you think you'll need.

    Your skills are Concentration, Balance and Jump. With INt 12 you can play around maybe get Balance to 5 ranks and then leave it because you think of wearing Balance +15 item and have Jump at +10 and left ranks are spent on Concentration because you might want to switch off Quicken Spell occasionally and have to cast incombat.
    Last edited by zwiebelring; 08-04-2011 at 05:31 PM.
    Characters on Orien:
    Wanzer/ Klingtanz/ Incanta Superior/ Mercantus

  10. #10
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    I went ahead and did my version of a Battle cleric if you wanted to maybe go that route. As was stated above you would want to have a race that gave you weapon enhancements and preferable a decent weapon to use with a shield. So I went with dwarf as well.

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Dwarf Male
    (1 Fighter \ 19 Cleric) 
    Hit Points: 324
    Spell Points: 1312 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 5
    Will: 15
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             16                    20
    Dexterity             8                     8
    Constitution         16                    18
    Intelligence         10                    10
    Wisdom               16                    18
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0                    10
    Bluff                -2                    -2
    Concentration         3                    26
    Diplomacy            -2                    -2
    Disable Device        n/a                   n/a
    Haggle               -2                    -2
    Heal                  3                     6
    Hide                 -1                    -1
    Intimidate           -2                    -2
    Jump                  7                    11
    Listen                3                     4
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform              n/a                   n/a
    Repair                0                     0
    Search                0                     2
    Spot                  3                     4
    Swim                  3                     5
    Tumble                0                     0
    Use Magic Device     n/a                   n/a
    
    Level 1 (Fighter)
    Skill: Balance (+1)
    Skill: Jump (+4)
    Skill: Tumble (+1)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    Enhancement: Fighter Haste Boost I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Fighter Toughness I
    
    
    Level 2 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    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: Improved Heal I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Divine Vitality I
    
    
    Level 3 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Follower of the Sovereign Host
    Enhancement: Cleric Wisdom I
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+2)
    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: Dwarven Axe Attack I
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Extra Turning I
    
    
    Level 5 (Cleric)
    Skill: Concentration (+2)
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Life Magic II
    
    
    Level 6 (Cleric)
    Skill: Concentration (+2)
    Feat: (Selected) Spell Focus: Evocation
    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: Cleric Smiting II
    Enhancement: Cleric Improved Turning I
    
    
    Level 7 (Cleric)
    Skill: Concentration (+2)
    Enhancement: Cleric Radiant Servant I
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    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: Dwarven Axe Damage II
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Empower Spell
    Enhancement: Dwarven Faith I
    Enhancement: Cleric Life Magic III
    
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    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: Dwarven Axe Attack II
    Enhancement: Racial Toughness I
    
    
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Unyielding Sovereignty
    
    
    Level 12 (Cleric)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Maximize Spell
    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 Prayer of Incredible Life I
    Enhancement: Cleric Smiting III
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 14 (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: Dwarven Faith II
    Enhancement: Racial Toughness II
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Wisdom II
    
    
    Level 16 (Cleric)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    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: Dwarven Faith III
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Life Magic IV
    
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Heighten Spell
    Spell (9): Energy Drain
    Spell (9): Implosion
    Spell (9): Mass Heal
    Spell (9): Summon Monster IX
    Spell (9): True Resurrection
    Enhancement: Cleric Smiting IV
    
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Dwarven Constitution I
    Enhancement: Racial Toughness III
    
    
    Level 20 (Cleric)
    Ability Raise: CON
    Skill: Balance (+1)
    Enhancement: Cleric Divine Healing I
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    The spells would be a bit different as you are not going to have the Wisdom to really get through DC's so you would be limited to buffs and spells like Blade Barrier and Divine Punishment.

  11. #11
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    I would not take Heighten when you take it. By the time you take it, all of your spells are already maxed out. Also, don't know that spell focus helps any with your build unless you pump up wisdom.

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    Quote Originally Posted by rayworks View Post
    I would not take Heighten when you take it. By the time you take it, all of your spells are already maxed out. Also, don't know that spell focus helps any with your build unless you pump up wisdom.
    Heighten raises all your spells to the highest you can cast. So by taking it at lvl 18 when you have level 9 spells your blade barrier is cast as a level 9 spell as opposed to level 6 for DC.

    Heighten is only useful at the end, not before.

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    This will sound real stupid guys...
    I didn't know that you can get hirelings.
    i thought they were item shop only thing but it turns out they are dirt cheap and helps alot and now i've more faith in my cleric.
    Today i did a some quests on elite and didn't die once with a someone i met in game+hirelings.

    It's not my fault you see.
    because the hurling vendor doesn't have any mark over his head and he stands very shy.
    But i didn't test this enough....how many hirelings can you summon per dungeon?
    only 1?

    Again thanks for every one here for the help and i really wish if there was a guild forum to look for a guild...an active one.

  14. #14
    Community Member dennison_brillo's Avatar
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    http://my.ddo.com/character/orien/roboheals/
    if you work your ststs more like this you might have a little more fun and dont forget to find the right gear.

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    Quote Originally Posted by Mubjon View Post
    Heighten raises all your spells to the highest you can cast. So by taking it at lvl 18 when you have level 9 spells your blade barrier is cast as a level 9 spell as opposed to level 6 for DC.

    Heighten is only useful at the end, not before.
    Then I was wrong. I thought heighten only raised effective spell level to 15 dice. Sorry. You may now take Heighten like you wanted.

  16. #16
    Community Member Phidius's Avatar
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    Quote Originally Posted by rayworks View Post
    I would not take Heighten when you take it. By the time you take it, all of your spells are already maxed out. Also, don't know that spell focus helps any with your build unless you pump up wisdom.
    Quote Originally Posted by rayworks View Post
    Then I was wrong. I thought heighten only raised effective spell level to 15 dice. Sorry. You may now take Heighten like you wanted.
    Nonetheless, taking Heighten and Spell Focus: Evocation on a build that puts level ups into Str and Con (I wouldn't recommend Con) and doesn't have spell penetration feats seems a little confusing.

    You can still melee with a casting focus, and you can still cast with a melee focus. But if you try to split your focus between the two, you probably won't enjoy the result.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  17. #17
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by sataricon View Post
    This will sound real stupid guys...
    I didn't know that you can get hirelings.
    i thought they were item shop only thing but it turns out they are dirt cheap and helps alot and now i've more faith in my cleric.
    Today i did a some quests on elite and didn't die once with a someone i met in game+hirelings.

    It's not my fault you see.
    because the hurling vendor doesn't have any mark over his head and he stands very shy.
    But i didn't test this enough....how many hirelings can you summon per dungeon?
    only 1?

    Again thanks for every one here for the help and i really wish if there was a guild forum to look for a guild...an active one.
    Just 1 hireling per dungeon unless you get them from the turbine store, I'd suggest against this though.

    Hirelings are great for some quests but you should try to consider this an exception rather than rule. Work on strategies to play without hirelings first and if it doesn't work then get a hireling.

    Like all casters in D&D clerics get exponentially more powerful the further along that you get. For all intensive purposes if you can manage to get to level 6 and get radiant servant I you should be pretty sorted; maximised, empower healed radiant servant blasts annihilate all undead of which there are plenty in DDO, real trick is to get large groups of undead following you so you get maximum bang for buck.

    Until then, you can work on a few different strategies:
    divine favour + bulls strength + aid + weapon = good melee damage
    nimbus of light/divine vengeance/searing light + maximise + potency/brilliance/beautitude = good burst/ranged damage for bosses/unreachables/dangerous guys (such as some spellcasters on elite)
    command/soundburst with your high wisdom = good crowd control
    turn undead + decent starting charisma + sacred item + seek eternal rest + eagles splendour = good turn undead ability

    Good luck!
    Wowo

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    Quote Originally Posted by Phidius View Post
    Nonetheless, taking Heighten and Spell Focus: Evocation on a build that puts level ups into Str and Con (I wouldn't recommend Con) and doesn't have spell penetration feats seems a little confusing.

    You can still melee with a casting focus, and you can still cast with a melee focus. But if you try to split your focus between the two, you probably won't enjoy the result.
    Well heighten and spell focus evocation would be to raise the DC on the blade barrier that every cleric should cast. making your blade barrier 3 levels higher and harder to resist seemed like a good idea. As no cleric is going to match the DPS of straight up swinging a blade as a Barb, fighter, or paladin.

    I am just now working on a melee focused cleric so I have seen yet how it will work with those two as opposed to say weapon feats.

  19. #19
    Community Member Phidius's Avatar
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    Quote Originally Posted by Mubjon View Post
    Well heighten and spell focus evocation would be to raise the DC on the blade barrier that every cleric should cast. making your blade barrier 3 levels higher and harder to resist seemed like a good idea. As no cleric is going to match the DPS of straight up swinging a blade as a Barb, fighter, or paladin.

    I am just now working on a melee focused cleric so I have seen yet how it will work with those two as opposed to say weapon feats.
    If you want to increase the DCs of your spells, you should start with a 17 Wisdom and put all your levels ups there. However, if you do this you should also consider Spell Penetration so you can get more bang from your buck with the other DC-based spells like Destruction, Implosion, Greater Command, etc...

    Bladebarrier is a great spell for melee focused clerics because you don't have to have high DCs (or spell pen) to make good use of it. As long as the mobs don't have evasion, they'll take damage as they chase you through it (and most of the ones that have evasion tend to stand in one place and range you).

    Taking Maximize/Empower was a good idea because they are useful for more than just Blade Barrier (Divine Punishment, Mass Cures, Cometfall, Flamestrike, Searing Light, etc...), but spending 2 additional feats just for Blade Barrier seems excessive.

    It's not that you'll be a gimp if you split your focus evenly between casting and melee... I just prefer to squeeze as much as I can out of every purchase.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  20. #20
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    Quote Originally Posted by sataricon View Post
    Ok so i've a level 3 cleric now and i built it around the idea of a The Font of Healing.
    Now i can't play it anymore because of the insane low damage output.
    Even buffed with bull strength i still need alot of time killing most things on normal let alone the running Elite solo is suicide of course and i played to the point that i hate it.
    Now what can i play as a solo character that can put a good fight and stay alive for sometime.

    OR should i just stick to this class and it should pay later levels?
    I don't know what's waiting later but i can imagine that it won't be pretty.

    I'm a free player BTW though after 3 or 4 weeks i'll be able to pay a monthly sub but until then i can't make a 32 character or buy those insanely expensive +tomes.

    Is this viable? can i at least have fun while on the free trail or should i wait te'll i'm able to pay?
    'The Font of Healing' path is playable. You may need to exchange one feat later though but free feat change covers it. It is basically a healer+caster build, but only good 'regular' casting spell is when you get blade barrier. Before that SP bar drains too quickly. But BB can make you very solo-able. For low levels also there are ways you only need to find one which suits you best by playing more.

    I was using divine favor and bulls strength and it was fine for at level quests. I command enemies before I bashed them and commanded them again when they get up. Then when I got divine power, it increased my dps too.
    However most important thing is knowing which spells to use when... when entering mm throwing kobolds put on a nightsheild, etc. Also dont stay at the same place after you hit a monster if it is hitting you back, move to left or right... you do loose some attack bonus but it is better to avoid hits when you have no dr or fortification.

    It was harder for me too first but at higher levels it actually gets fun. After lvl 15 or so you may need to exchange a feat (dont remember for which one maybe i didnt have maximise) but it should be fine overall. I personally find a caster cleric more powerful than melee cleric at higher lvls (all clerics can heal anyways).

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