Healing CC thats a cool idea. I have a toon with 2pl of cleric and I'm on my 3rd as a fvs so I might have some insight that might help.
The 2 things you'll need for CC is spell pen and dc's and for those you'll need high Wis, hieghten spell, and a bit of the "something eles" (I hope you can get this from spell selection, gear and feats).
So first I'll start on what I wouldn't take from your build and why. Then I'll show what I think is a good idea and why.
First lets start with skills. 1/2 skills do no good as they dont round up, might as well hit something eles that will help (even a little). UMD even maxed out on a cleric doesn't get that high (UMD 20 is only slightly useful at end game). Concentration with quiken is useless. Balance is great the higher the better you cant do anything on the groud and the faster you get up the better you (and your party) are off. Heal... ok maybe a few if you have some skill points that wont end up as even at 20. A zero jump, thats going to hurt in end game this is a skill I like to get up to around 7 or so w/o gear or buffs that way the 40 cap easy to hit. I also like a few points in tumble it helps a bit to move out of the way and kinda looks cool.
Now lets get to the feats mental toughness is good at low lv's but gives minimal sp at lv 20 (at leasst at the cost of a feat). Necromancy focus will raise the dc to your necromany spells (none of which are CC tat I can think of off the top of my head). I think you'd be better off with enchanment or evocation focus (orders wrath and sound burst for CC just off the top of my head again), but you might want to check on the wiki for the best school(s) for CC. I dont see hieghten spell in your list of feats this will be something of a must have for higher DC's (up to a +7 DC on a sound burst). Another thing you might want to think about is spell pen feats, that blue sheild is annoying.
Your enhancemants look fairly good to me. I might change a bit spell pen 3 is just to costly for me and I'm not sure the divines (might cleans heal) will do much good in end game with just one rank in them.
Now I could be wrong on most (if not all) of what I'm saying here but its just my take on things. I'm also going to post what I would do with this idea in mind (healing CC).
Code:
Character Plan by DDO Character Planner Version 3.9.1
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Level 20 Lawful Good Human Male
(20 Cleric)
Hit Points: 302
Spell Points: 1546
BAB: 15\15\20\25\25
Fortitude: 16
Reflex: 6
Will: 21
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 8 10
Dexterity 8 10
Constitution 16 18
Intelligence 8 10
Wisdom 18 28
Charisma 14 16
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 11
Bluff 2 3
Concentration 3 4
Diplomacy 4 25
Disable Device n/a n/a
Haggle 2 3
Heal 4 11
Hide -1 0
Intimidate 2 3
Jump -1 6
Listen 4 9
Move Silently -1 0
Open Lock n/a n/a
Perform n/a n/a
Repair -1 0
Search -1 0
Spot 4 9
Swim -1 0
Tumble 0 1
Use Magic Device n/a n/a
Level 1 (Cleric)
Skill: Balance (+2)
Skill: Diplomacy (+2)
Skill: Tumble (+1)
Feat: (Human Bonus) Empower Healing Spell
Feat: (Selected) Toughness
Level 2 (Cleric)
Skill: Balance (+0.5)
Skill: Diplomacy (+1)
Level 3 (Cleric)
Skill: Balance (+0.5)
Skill: Diplomacy (+1)
Feat: (Selected) Empower Spell
Level 4 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Diplomacy (+1)
Level 5 (Cleric)
Skill: Balance (+0.5)
Skill: Diplomacy (+1)
Level 6 (Cleric)
Skill: Balance (+0.5)
Skill: Diplomacy (+1)
Feat: (Selected) Maximize Spell
Level 7 (Cleric)
Skill: Balance (+0.5)
Skill: Diplomacy (+1)
Level 8 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Diplomacy (+1)
Level 9 (Cleric)
Skill: Balance (+0.5)
Skill: Diplomacy (+2)
Feat: (Selected) Heighten Spell
Level 10 (Cleric)
Skill: Balance (+0.5)
Skill: Diplomacy (+2)
Level 11 (Cleric)
Skill: Balance (+0.5)
Skill: Diplomacy (+1)
Skill: Jump (+0.5)
Level 12 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Diplomacy (+1)
Skill: Jump (+0.5)
Feat: (Selected) Quicken Spell
Level 13 (Cleric)
Skill: Balance (+0.5)
Skill: Diplomacy (+1)
Skill: Jump (+0.5)
Level 14 (Cleric)
Skill: Balance (+0.5)
Skill: Diplomacy (+1)
Skill: Jump (+0.5)
Level 15 (Cleric)
Skill: Balance (+0.5)
Skill: Diplomacy (+1)
Skill: Jump (+0.5)
Feat: (Selected) Spell Focus: Enchantment
Level 16 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Diplomacy (+1)
Skill: Jump (+0.5)
Level 17 (Cleric)
Skill: Balance (+0.5)
Skill: Diplomacy (+1)
Skill: Jump (+0.5)
Level 18 (Cleric)
Skill: Balance (+0.5)
Skill: Diplomacy (+1)
Skill: Jump (+0.5)
Feat: (Selected) Spell Focus: Evocation
Level 19 (Cleric)
Skill: Balance (+0.5)
Skill: Diplomacy (+1)
Skill: Jump (+0.5)
Level 20 (Cleric)
Ability Raise: WIS
Skill: Jump (+1.5)
Enhancement: Cleric Divine Intervention
Enhancement: Cleric Radiant Servant I
Enhancement: Cleric Radiant Servant II
Enhancement: Unyielding Sovereignty
Enhancement: Follower of the Sovereign Host
Enhancement: Human Adaptability Wisdom 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 Smiting II
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Prayer of Life III
Enhancement: Cleric Prayer of Incredible Smiting I
Enhancement: Cleric Prayer of Incredible Smiting II
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Prayer of Incredible Life II
Enhancement: Cleric Prayer of Incredible Life III
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 Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Energy of the Zealot III
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Improved Turning I
Enhancement: Cleric Wand and Scroll Mastery I
Enhancement: Cleric Wand and Scroll Mastery II