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  1. #1
    Community Member Abierl's Avatar
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    Feb 2010
    Posts
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    Red face My Pure Cleric - Need Advice

    Hello fellows!
    I was trying to find one good Cleric build, who can do very well HEALING and DECENT CC.
    Any advice are welcome!


    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Nurarihyon Yokai
    Level 20 Lawful Good Human Male
    (20 Cleric) 
    Hit Points: 302
    Spell Points: 1786 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 6
    Will: 21
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                 10                   10
    Dexterity             8                 10                   10
    Constitution         16                 18                   18
    Intelligence          8                 10                   10
    Wisdom               18                 25                   28
    Charisma             14                 16                   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                    11.5
    Bluff                 2                     3
    Concentration         7                    27
    Diplomacy             2                     3
    Disable Device       n/a                    n/a
    Haggle                2                     3
    Heal                  4                    11
    Hide                 -1                     0
    Intimidate            2                     3
    Jump                 -1                     0
    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               n/a                    n/a
    Use Magic Device      n/a                   9.5
    
    Level 1 (Cleric)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Feat: (Selected) Empower Healing Spell
    Feat: (Human Bonus) Mental Toughness
    Enhancement: Follower of the Sovereign Host
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 2 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Improved Heal I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 3 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Empower Spell
    Enhancement: Human Improved Recovery I
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Divine Healing I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Life Magic II
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Improved Heal II
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Improved Turning I
    
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Toughness
    Enhancement: Cleric Radiant Servant I
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Unyielding Sovereignty
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Racial Toughness I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Incredible Life I
    
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Mental Toughness
    Enhancement: Racial Toughness II
    Enhancement: Cleric Life Magic III
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Cleric Wisdom II
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Cleric Life Magic IV
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Extend Spell
    Enhancement: Cleric Radiant Servant II
    Enhancement: Human Adaptability Wisdom I
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Cleric Smiting III
    
    
    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Energy of the Zealot III
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Smiting IV
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Cleric Improved Spell Penetration II
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Focus: Necromancy
    
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Cleric Improved Spell Penetration III
    Enhancement: Cleric Energy of the Zealot IV
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Divine Cleansing I
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Wand and Scroll Mastery II
    So, how about it?

  2. #2
    Community Member
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    Jun 2011
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    I'm no cleric expert so I'll keep quiet about that.. but I did notice you ended balance and UMD on .5. even those out, half a point does not round up. Also I would favor UMD over balance and have UMD at 11, balance at 10.

  3. #3
    Community Member MeatSheild's Avatar
    Join Date
    Apr 2010
    Posts
    264

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    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
    DDO Character Planner Home Page
    
    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

  4. #4
    Community Member Thorzian's Avatar
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    Jun 2006
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    at the risk of sounding like a troll, dont do it. cleric is one of the few classes where going pure really does you no good. splash monk in there, splash fighter in there, pally even. depending on your playstyle of course but even for a pure healbot getting evasion with monk is worth it. a decent reflex save is pretty damned easy.
    Quote Originally Posted by Kinerd View Post
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  5. #5
    Community Member Feithlin's Avatar
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    Oct 2009
    Posts
    1,171

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    After all the basics (Toughness, Emp. Healing, Empower, Maximize, Quicken, Heighten), you will have to choose with what you plan to CC, because you will have only 1 feat left, or 2 on a human. If you plan to use spells without spell pen checks (most evocation spells), you can go with spell focus(es). If you plan to use spells with spell pen checks (like Greater command, Symbol of persuasion, Destruction, Holy aura, etc.), you should really take the Spell pen feat, and Imp spell pen if possible.
    Note that splashing would further reduce your spell pen: it's fine if you want to rely only on BB or Divine punishment, but otherwise, you may feel short in high level content for the other spells. You can also get up to 3 wizard lifes before, but that's another story.
    *Edit: Mental toughness and Imp. mental toughness are not worth taking imo.
    Thelanis: Nassim* (F12/P6/M2) - Talienor** (P18/Ra2) - Feithlin** (F12/Bd7/C1) - Stoneoak* (F12/M6/P2) - Hokusai (M17/F2/C1) - Ardence* (Bd15/F3/Ro2) - Matsushiro* (Ro11/M6/P3) | Argonessen: Luneargent (W18/Ro2) - Talienor (Ro20) - Takshir (Bd16/F2/Ro2) - Hiacynthe (C20) | Ghallanda: A bunch of pre DDO Unlimited characters (field of testing for post U19 )

  6. #6
    Community Member
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    Apr 2007
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    I have a cleric and fvs both and you can make a healer pretty easily: emp healing and quicken, crowd control vs damage is the difference.

    As said before DC's and spell pen are important for crowd control. Clerics list of CC spells is pretty limited which is why you see most cleric as damage/evoker clerics and not CC.

    Here are a couple of things that I would do in my build.
    1) make sure your alignment is neutral so you don't take the additional dam from alignment based attacks as you will pull healing agro.
    2) I would take feats in this order:
    1st Toughness
    3rd Extend
    6th Emp Healing
    after that you can decide to swap out extend at lvl 10 or so and add on feats that make you better. I would take quicken at 12th level as thats when stuff hits hard enough to kill your spells and your concentration checks start failing a lot.
    3) I like the damage builds better(personal choice), those builds have no heighten, but both max and emp. you have a lot of options, but make sure you think about the CC you'll be using. You will be very tight on AP and spending 12pts is rough for additional spell pen.

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