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Thread: Pure Healer

  1. #1
    Community Member downeast's Avatar
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    Default Pure Healer

    I initially posted a feat question in Talon Moonshadow's thread http://forums.ddo.com/showthread.php?t=336984. Didn't want to continue highjacking that thread, so posting my build here, updated with advice I got there. Constructive criticism welcome. BTW, this char is currently level 5. Oh, and I don't know if there's a way to show feat swaps in the DDO Character Planner, but thinking of swapping Spell Penetration in place of Mental Toughness, maybe at level 6. Playing on Orien.

    Edit: Adding that I'm not sure about the level 18 feat. Extra Turning is more of a placeholder than a firm decision.

    Edit: Bad Title, see post #10.

    Please refer to the third build listed for the latest. Older builds are left for reference.

    Initial Build posted
    ============
    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Castine 
    Level 20 True Neutral Human Female
    (20 Cleric) 
    Hit Points: 262
    Spell Points: 1681 
    BAB: 15\15\20\25\25
    Fortitude: 14
    Reflex: 6
    Will: 21
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             12                    12
    Dexterity            10                    10
    Constitution         14                    14
    Intelligence         10                    10
    Wisdom               18                    28
    Charisma             10                    10
    
    Tomes Used
    +2 Tome of Wisdom used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    10
    Bluff                 0                     0
    Concentration         6                    25
    Diplomacy             4                    23
    Disable Device        n/a                   n/a
    Haggle                0                     0
    Heal                  4                    12
    Hide                  0                     0
    Intimidate            0                     0
    Jump                  1                     1
    Listen                4                     9
    Move Silently         0                     0
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spot                  4                     9
    Swim                  1                     1
    Tumble                1                     1
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+4)
    Skill: Diplomacy (+4)
    Skill: Tumble (+1)
    Feat: (Human Bonus) Mental Toughness
    Feat: (Selected) Toughness
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Divine Vitality I
    
    
    Level 2 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Follower of the Sovereign Host
    Enhancement: Cleric Wisdom I
    
    
    Level 3 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Racial Toughness I
    Enhancement: Improved Heal I
    Enhancement: Cleric Prayer of Life I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Improved Heal II
    Enhancement: Cleric Life Magic II
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Improved Turning I
    
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Extend Spell
    Enhancement: Cleric Radiant Servant I
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Unyielding Sovereignty
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Extra Turning I
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Energy of the Zealot III
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Life Magic IV
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Wisdom II
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Incredible Life II
    
    
    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Racial Toughness II
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Heighten Spell
    Enhancement: Cleric Prayer of Life III
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Human Improved Recovery I
    Enhancement: Cleric Divine Vitality II
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Extra Turning III
    
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Extra Turning
    Enhancement: Cleric Energy of the Zealot IV
    
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Human Improved Recovery II
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Prayer of Incredible Life III
    OK, I really appreciate all the excellent responses. I've incorporated a number of them, but didn't want to overwrite the initial build posted, so the changes can be seen. The updated build follows (finally figured out how to show feat swap):

    Edit 8/28/11 - Reworked feats, and added what UMD I can get on this existing character. Abilities aren't ideal, but livable I think until (maybe) I decide to Lesser Reincarnate.

    Edit 8/29/11 - Added feat swaps at levels 6 and 12.

    Edit 8/31/11 - Maxed out Balance at the cost of some Diplomacy, but added +2 INT tome to keep both high.

    Working build before LR (might not use this build to 20, see Final Build below)
    ===============
    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Castine 
    Level 20 True Neutral Human Female
    (20 Cleric) 
    Hit Points: 262
    Spell Points: 1576 
    BAB: 15\15\20\25\25
    Fortitude: 14
    Reflex: 6
    Will: 21
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             12                    12
    Dexterity            10                    10
    Constitution         14                    14
    Intelligence         10                    12
    Wisdom               18                    28
    Charisma             10                    15
    
    Tomes Used
    +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                 0                     2
    Concentration         6                    25
    Diplomacy             4                    15
    Disable Device        n/a                   n/a
    Haggle                0                     2
    Heal                  4                    11
    Hide                  0                     0
    Intimidate            0                     2
    Jump                  1                     1
    Listen                4                     9
    Move Silently         0                     0
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     1
    Search                0                     1
    Spot                  4                     9
    Swim                  1                     1
    Tumble                1                     1
    Use Magic Device      n/a                  13
    
    Level 1 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+4)
    Skill: Diplomacy (+4)
    Skill: Tumble (+1)
    Feat: (Human Bonus) Extra Turning
    Feat: (Selected) Toughness
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Divine Vitality I
    
    
    Level 2 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Follower of the Sovereign Host
    Enhancement: Cleric Wisdom I
    
    
    Level 3 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Racial Toughness I
    Enhancement: Improved Heal I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Improved Heal II
    Enhancement: Cleric Life Magic II
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Improved Turning I
    
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Radiant Servant I
    Enhancement: Unyielding Sovereignty
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 9 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Spell
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Extra Turning I
    
    
    Level 10 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Cleric Energy of the Zealot III
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Cleric Life Magic IV
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Wisdom II
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Charisma I
    
    
    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Racial Toughness II
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Spell Focus: Evocation
    Enhancement: Cleric Charisma II
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1.5)
    Enhancement: Human Improved Recovery I
    Enhancement: Cleric Divine Vitality II
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Extra Turning III
    
    
    Level 18 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Evocation
    Enhancement: Cleric Energy of the Zealot IV
    
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Human Greater Adaptability Charisma I
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+3)
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Improved Turning II
    I decided to create a rerolled version of this build with more of the suggestions everyone gave. I'm currently hesitant to start over from scratch, but if I do, this is what I came up with. I listed tomes, but don't have a lot of plat, and not sure about spending TP's, so don't know if I'll actually be able to get them. I managed to fit in UMD as some suggested. Maybe I'll LR into this. Just couldn't bring myself to go with 8 STR, so made it 10 and starting CHA down to 12.

    Edit 8/29/11 - Rearranged feats.

    Edit 8/31/11 - While working on a 28-point version, I decided to raise CON at the cost of 1 point of STR and 1 point of WIS, which I have made up for with a +3 tome.

    Final Build
    =======
    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Castine Reroll
    Level 20 True Neutral Human Female
    (20 Cleric) 
    Hit Points: 282
    Spell Points: 1576 
    BAB: 15\15\20\25\25
    Fortitude: 15
    Reflex: 5
    Will: 21
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength              9                     9
    Dexterity             8                     8
    Constitution         16                    16
    Intelligence         12                    12
    Wisdom               17                    28
    Charisma             12                    16
    
    Tomes Used
    +2 Tome of Charisma used at level 7
    +3 Tome of Wisdom used at level 11
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0.5                  10
    Bluff                 1                     3
    Concentration         7                    26
    Diplomacy             5                    26
    Disable Device        n/a                   n/a
    Haggle                1                     3
    Heal                  3                    11
    Hide                 -1                    -1
    Intimidate            1                     3
    Jump                 -1                    -1
    Listen                3                     9
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair                1                     1
    Search                1                     1
    Spot                  3                     9
    Swim                 -1                    -1
    Tumble                0                     0
    Use Magic Device      2.5                  14
    
    Level 1 (Cleric)
    Feat: (Human Bonus) Empower Healing Spell
    Feat: (Selected) Toughness
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Divine Vitality I
    
    
    Level 2 (Cleric)
    Enhancement: Follower of the Sovereign Host
    Enhancement: Cleric Wisdom I
    
    
    Level 3 (Cleric)
    Feat: (Selected) Maximize Spell
    Enhancement: Racial Toughness I
    Enhancement: Improved Heal I
    Enhancement: Cleric Prayer of Life I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Improved Heal II
    Enhancement: Cleric Life Magic II
    
    
    Level 5 (Cleric)
    Enhancement: Cleric Improved Turning I
    
    
    Level 6 (Cleric)
    Feat: (Selected) Heighten Spell
    Enhancement: Cleric Radiant Servant I
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 7 (Cleric)
    Enhancement: Unyielding Sovereignty
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 9 (Cleric)
    Feat: (Selected) Empower Spell
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Extra Turning I
    
    
    Level 10 (Cleric)
    Enhancement: Cleric Energy of the Zealot III
    
    
    Level 11 (Cleric)
    Enhancement: Cleric Life Magic IV
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Wisdom II
    
    
    Level 13 (Cleric)
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Charisma I
    
    
    Level 14 (Cleric)
    Enhancement: Racial Toughness II
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 15 (Cleric)
    Feat: (Selected) Spell Focus: Evocation
    Enhancement: Cleric Charisma II
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Enhancement: Human Improved Recovery I
    Enhancement: Cleric Divine Vitality II
    
    
    Level 17 (Cleric)
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Extra Turning III
    
    
    Level 18 (Cleric)
    Feat: (Selected) Greater Spell Focus: Evocation
    Enhancement: Cleric Energy of the Zealot IV
    
    
    Level 19 (Cleric)
    Enhancement: Human Improved Recovery II
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Improved Turning II
    Last edited by downeast; 08-31-2011 at 01:01 PM.

  2. #2
    Community Member wax_on_wax_off's Avatar
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    I've got very specific ideas so feel free to take this with a grain of salt.

    Firstly, at level 20, those build points that you invested in strength and dexterity will be completely wasted. If there is a significant benefit to the invested points while leveling up then I can understand but honestly I don't feel that there is. At 8 base strength you have some risk of encumbrance/enfeeblement so starting with 10 strength is ok but I tend to put up with a bit of hassle and go with 8 anyway.

    What these free points gets you is a 14 base starting charisma (and 12 base starting intelligence). Your most powerful tool to level before you get blade barrier is Radiant Servant Burst. Your second most powerful tool is Turn Undead (before you get RS Burst). With 14 base charisma you can power your burst and have a high enough charisma that with a sacred item, the seek eternal rest spell and an eagles spell/potion you can annihilate undead quite effectively.

    If you start with 12 base intelligence you can also take UMD which is an excellent skill even for a cleric. Being able to use scrolls like invisibility, blur, displacement, fireshield, dimension door and teleport is just amazing and I wouldn't forgo it for anything.

    Feats:
    Feats to have by level 6: Maximise, Empower Healing (to power Radiant Servant Burst, Empower is also good).
    Feat to have by level 9: Heighten (Soundburst, Command and other CC spells start to lose their affectiveness and this is a good boost for them)
    Feats to have by level 12: Empower, Maximise (for Blade Barrier, once you get this you win the game)

    Working backwards this leaves you with 2 feat slots in the level 1-12 range into which you can put toughness (1) and Spell Penetration (12).
    Then you can take Greater Spell Penetration (15) and Quicken (18).

    Spell Penetration Feats are flexible if you don't want to pick them up you don't have to. Overall, they probably make you a more affective healer from the perspective that if you can prevent damage to your party by casting Greater Command, Slay Living or Destruction then you are a great healer (preemptive healing is awesome). (Greater) Spell Focus: Evocation could go here too for Blade Barrier and Implosion.

    Quicken at 18 is for casting Mass Heal in raids. The feat can be taken earlier if you find yourself soloing a lot and want to be able to get off heals with less interruptions.

  3. #3
    Community Member guardianx2009's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    I've got very specific ideas so feel free to take this with a grain of salt.
    ...
    I agree with everything he said!

    Edit: Noticed True Neutral alignment. Though it has it's benefit. You have to weigh not being able to use Pure Good / good aligned weapons unless you can get your UMD up.
    Last edited by guardianx2009; 08-26-2011 at 09:55 AM.

  4. #4
    Community Member FuzzyDuck81's Avatar
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    That's not a pure healer build, thats a caster/healer

    Looks pretty solid to me, though you might wanna ditch the 2 points in dex & just throw them into charisma instead for an extra turn undead to power another use of burst/aura.

    Mental toughness could be ditched - spell penetration will help some spells stick quite handily but it depends on how much offensive casting you're planning to do at high levels & cap.

    Extra turns isnt a bad feat, its 4 extra bursts/auras, which with maximise & (75%) empower healing will be very powerful.. if anything, i'd suggest taking that at low level & taking the mental toughness or spell penetration at 18th to boost your low level mass healing capabilities - at high level you could then swap it out for empower spell & have some very powerful BB/cometfall/divine punishment goodness.
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  5. #5
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by FuzzyDuck81 View Post
    That's not a pure healer build, thats a caster/healer
    Ehh, if you made a pure healer without empower and spell penetration feats then the outcome would be that your party would die more.

    Cleric isn't designed to be a pure healer, play with the tools you've been given

  6. #6
    Community Member downeast's Avatar
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    Quote Originally Posted by FuzzyDuck81 View Post
    That's not a pure healer build, thats a caster/healer
    Yes, I realized that didn't read the way I meant it. I meant a pure cleric who is a healer. LOL

  7. #7
    Community Member Crann's Avatar
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    ^What they said^

    and.....

    Please never think of yourself as a "Pure healer."

    You have an impressive arsenal of damaging/cc spells, and the DC's to use them. You will be more effective using them when appropriate, than you would be by following the party playing healbot.

  8. #8
    Community Member downeast's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    I've got very specific ideas so feel free to take this with a grain of salt.

    Firstly, at level 20, those build points that you invested in strength and dexterity will be completely wasted. If there is a significant benefit to the invested points while leveling up then I can understand but honestly I don't feel that there is. At 8 base strength you have some risk of encumbrance/enfeeblement so starting with 10 strength is ok but I tend to put up with a bit of hassle and go with 8 anyway.

    What these free points gets you is a 14 base starting charisma (and 12 base starting intelligence). Your most powerful tool to level before you get blade barrier is Radiant Servant Burst. Your second most powerful tool is Turn Undead (before you get RS Burst). With 14 base charisma you can power your burst and have a high enough charisma that with a sacred item, the seek eternal rest spell and an eagles spell/potion you can annihilate undead quite effectively.

    If you start with 12 base intelligence you can also take UMD which is an excellent skill even for a cleric. Being able to use scrolls like invisibility, blur, displacement, fireshield, dimension door and teleport is just amazing and I wouldn't forgo it for anything.
    I can see the benefit of what you're saying, but even though level 5 isn't that high, I really don't want to reroll. Actually, this already is a reroll of a battle cleric/fighter with THF feats. Decided a pure cleric would be better for me. I can get CHA up with a tome, and maybe I can fit the enhancements in to get an additional 2 points for 14 CHA. I'll think it over, but don't think I'm going to fit UMD in. Reluctant to reroll solely for that though. Thanks for the advice. I'll have to think it over.

  9. #9
    Community Member FuzzyDuck81's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    Ehh, if you made a pure healer without empower and spell penetration feats then the outcome would be that your party would die more.

    Cleric isn't designed to be a pure healer, play with the tools you've been given
    Quote Originally Posted by Crann View Post
    ^What they said^

    and.....

    Please never think of yourself as a "Pure healer."

    You have an impressive arsenal of damaging/cc spells, and the DC's to use them. You will be more effective using them when appropriate, than you would be by following the party playing healbot.
    QFT.. a cleric who only heals is killing off a huge part of their effectiveness - if anything despite the initial impression of radiant servant making clerics uber healers it's actually allowed them to become more kick-ass casters since they can get away with rarely spending SP on healing in most situations & use them for other spells - though i guess you could always call "annhiliating all the enemies with divine fury before anyone else gets a look-in" preemptive healing i guess
    Last edited by FuzzyDuck81; 08-26-2011 at 10:27 AM.
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  10. #10
    Community Member downeast's Avatar
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    Default Bad choice of title

    I apologize for choosing the title I did for this thread. What I meant to say was Pure Cleric with Healing focus, never should have said "Pure Healer."

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    Pure good is a poor reason to argue UMD imo. Sure it hits almost everything, but it's only 1d6. Fire shield scrolls, OTOH, are solid gold.

    I question the use of Extend Spell. Perhaps it'll be useful early on when your caster level is low, but at level 20 the only things you'll notice it affecting are divine power and divine favor. No one needs a 40-minute deathward. My suggestion would be swapping it out for Empower Spell once you're in the 11+ levels.

    I'll also question the Prayer of Incredible Life enhancement. You need the first tier for RS, but you'll find that most of the time a crit heal is overkill even without II and III. When you start using divine punishment, a few tiers of Cleric Smiting will make a bigger difference. Improved Empower Heal is also underwhelming.

    Mental Toughness vs Spell Penetration I'd put as a personal choice. If you stick to damaging spells or don't cc enemies with SR, spell pen is a nonissue. It's also a nonissue until the Vale or later. Mental toughness is still not a very good feat, but there's not many other options. I personally like your choice of Extra Turns, but my cleric does more healing via radiant burst than anything else.

  12. #12
    Community Member Such755's Avatar
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    Waste of points: Str and dex.
    Not enough in: Con and Char.

    Why a waste? Your strength will never be high enough to be effective in melee, and for the sake of not being overloaded 8 strength is just fine. As a guy who's playing two characters, both started with 8 strength I can honestly tell you that other than the very first levels I have never been overweight. a simple +4\5\6 item will be enough and if you really want more a +1\2 tome will close it.
    As for dexterity, the reflex save and AC you'll get from it are really insignificant.

    You need to increase your constitution for better health.
    You need to increase your charisma for extra turn undead. (No, not for the turn itself, but for the number of turns you'll have at your disposal. Positive energy bursts can and will save a very lot of SP, which can save the party).
    The stats I used for my own cleric:
    8 str
    8 dex
    16 con
    8 int
    18 wis
    14 char

    Feats taken:
    Empower spell
    Empower heal
    Maximize spell
    Quicken spell
    Toughness
    Extra turn undead
    Mental toughness
    Spell penetration

    Some people say that mental toughness is a waste, I find it helpful, but if you rather invest the feat into something else, personaly I'd go with Spell focus: Necromancy or Evocation.

    Note that empoer\empoer heal\maximize all stack, and they also increase the positive energy burst by a lot, and remember that those are SP free, and hit undead for twice the damage.

    For spells, the Must-have-spells are blade barrier, heal mass, implosion, divine punishment. As for the rest I'd suggest you experiment and decide on your own, after all it's free so use it!

    Enhancements are also not an issue, but personaly I wnet for max SP, max positive \ positive crit rate \ positive crit damage, extra turning, wisdom II, charisma II, human adaptability charisma and wisdom, max light-good damage \ light-good crit rate \ light-good crit damage, divine vitality III (can be a life saver) - but as I said you should expriment on this issue too, you can change those every three days for some platinume.


    Disclaimer: I am not a veteran, all of the above are my own personal choices, they work great for me and I can be an effective healer, can help dealing damage to bosses (divine punishment) and solo quests nice and smoothly. If you have anything to correct me about, please enlighten me, I always like to learn more =)

  13. #13
    Community Member Bodic's Avatar
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    I will say this about Meta Magic feats as soon as I gt them they are on and never go off unless I really really want to conserve SP. My Meta's in Order taken:

    Empower Healing, Maximize, Empower, Quicken,
    and Heighten(will be added with update to spell selection toggle)

    I also have shield mastery (DR is DR) and Toughness.

  14. #14
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    People have a very incorrect misception of pure healer cleric- the popular max wisdom only gives marginal benefits in spell points while max charisma gives so many times of positive energy auras/bursts.

    Human 8 8 16 8 14 18 and puts all lv-up points into charisma;feats: max,emp,emp-healing,quicken, toughness, double mental toughness. At cap with proper gears you will have about 30 times bursts+2200 spell points.

  15. #15
    Community Member downeast's Avatar
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    Quote Originally Posted by danlan View Post
    People have a very incorrect misception of pure healer cleric- the popular max wisdom only gives marginal benefits in spell points while max charisma gives so many times of positive energy auras/bursts.

    Human 8 8 16 8 14 18 and puts all lv-up points into charisma;feats: max,emp,emp-healing,quicken, toughness, double mental toughness. At cap with proper gears you will have about 30 times bursts+2200 spell points.
    Something new for me to consider. I was posting my latest build when you posted this, so your suggestion didn't make it in, but I'll think about moving points from WIS into CHA.

  16. #16
    The Hatchery Habreno's Avatar
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    I wouldn't. You'll have too many turns that you don't know what to deal with even with a 12 base CHA, and 0 levelups. There's just so much-you will never possibly use them all.
    Quote Originally Posted by TheLegendOfAra View Post
    Welcome to Argo, where our end game players are constantly striving for new and exciting ways to make themselves more gimp, and continually working towards progressively more pointless goals.
    BYOH. Know it, abide by it, or don't mess with those who do.

  17. #17
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    Quote Originally Posted by Habreno View Post
    I wouldn't. You'll have too many turns that you don't know what to deal with even with a 12 base CHA, and 0 levelups. There's just so much-you will never possibly use them all.
    In exceptional quests like Elite raid, epic COF/ATDQ, you need that many.

  18. #18
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by danlan View Post
    People have a very incorrect misception of pure healer cleric-
    I think I have a very correct conception of a pure healer cleric like the one you describe: It's completely useless.

    However, I entirely encourage the middle path (8, 8, 14, 12, 18, 14) which gives good amount of extra turns without gimping your spellcasting ability. When comparing the 2 builds the pure healer will have only ~5 extra turns/day which isn't particularly significant compared to the amount of awesomeness and "preemptive healing" that the extra ~6 DC on your spells gives.

  19. #19
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    Quote Originally Posted by wax_on_wax_off View Post
    I think I have a very correct conception of a pure healer cleric like the one you describe: It's completely useless.

    However, I entirely encourage the middle path (8, 8, 14, 12, 18, 14) which gives good amount of extra turns without gimping your spellcasting ability. When comparing the 2 builds the pure healer will have only ~5 extra turns/day which isn't particularly significant compared to the amount of awesomeness and "preemptive healing" that the extra ~6 DC on your spells gives.
    Unfortunately there is no good middle group in there. What you give up: 4+5 lv-ups+3 exp=12 cha= 6 turns, you are unlikely to use amara ring so 3 more loss and unlikely to have extra turning so 4 more losses= at least 13 turns which is significant.
    Besides, i really would never roll 14 con on a class which has no class toughness enhancement.

  20. #20
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    Quote Originally Posted by downeast View Post
    Something new for me to consider. I was posting my latest build when you posted this, so your suggestion didn't make it in, but I'll think about moving points from WIS into CHA.
    That is the worst advice someone could give for someone that wants to be a caster/healing cleric.

    Your turns regenerate back at 1 per 2 minutes, your aura lasts for 1 and half minutes meaning that you will get a new aura back 30 seconds after you cast the first one. With a 10 Charisma, plus equipment, enhancements and ship buffs I have 12 turns which is 18 minutes of continuous healing if I so choose. Which is way more than enough to get me to most shrines. If you wanted more you could take the extra turn feat for 4 more, which would put you at around 16, that is a lot trust me. I hardly every have a need where i need more turns, even in epic quests.

    If you want a Caster cleric, then you need the wisdom for your DC on your CC spells and damage spells. A 18 wisdom is decent enough as you have 3 level ups in Wisdom and 1 wisdom from human meaning that you would have 22 wisdom before items and buffs from your ship at 20. +6 item, +2 ship buff, +3 from exceptional green steel items, and a +1 tome gives you a 34 Wisdom at level 20. You can get a +2 tome easy enough and even a +3 if you run certain quests enough.

    Do not swap Wisdom for Charisma on a caster cleric, you would do more harm to your character than good.

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