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Thread: Pure Healer

  1. #61
    Community Member Such755's Avatar
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    Oh look I already replied to this thread... Don't mind me.
    Last edited by Such755; 09-13-2011 at 04:50 AM.

  2. #62
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    Quote Originally Posted by downeast View Post
    Just had the idea that it might make sense to drop UMD and INT for more CHA/WIS (haven't planned it out at all yet). Then by taking Half-Elf Dilettante: Sorcerer and enhancements to boost sorcerer level to 10 for scroll/wand use. Not that I want to start over right now as a half-elf, but it might work. Thoughts?

    Edit: First shot at half-elf version:
    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Castine Half Elf
    Level 20 True Neutral Half-Elf Female
    (20 Cleric) 
    Hit Points: 312
    Spell Points: 1576 
    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         15                    18
    Intelligence         10                    12
    Wisdom               18                    28
    Charisma             14                    18
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance              -1                    10
    Bluff                 2                     4
    Concentration         6                    27
    Diplomacy             2                    16
    Disable Device        n/a                   n/a
    Haggle                2                     4
    Heal                  4                    11
    Hide                 -1                     0
    Intimidate            2                     4
    Jump                  0                     1
    Listen                4                     9
    Move Silently        -1                     0
    Open Lock            n/a                    n/a
    Perform               n/a                   n/a
    Repair                0                     1
    Search                0                     1
    Spot                  4                     9
    Swim                 -1                     0
    Tumble                0                     1
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Concentration (+4)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Sorcerer
    Feat: (Selected) 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: Cleric Wisdom I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    
    
    Level 3 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Improved Heal I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+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)
    Enhancement: Cleric Improved Turning I
    
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Radiant Servant I
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Unyielding Sovereignty
    Enhancement: Improved Sorcerer Dilettante I
    Enhancement: Human Adaptability Wisdom I
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 9 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Feat: (Selected) Heighten Spell
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Charisma I
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Improved Sorcerer Dilettante II
    
    
    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) Empower Spell
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Wisdom II
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Human Greater Adaptability Constitution I
    
    
    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Charisma II
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Improved Sorcerer Dilettante III
    Enhancement: Cleric Extra Turning II
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Energy of the Zealot III
    
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Spell Focus: Evocation
    Enhancement: Cleric Energy of the Zealot IV
    
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Enhancement: Human Improved Recovery I
    Enhancement: Cleric Divine Vitality II
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+2)
    Enhancement: Cleric Divine Intervention
    Enhancement: Racial Toughness III
    I have a cleric with the sorc dilly and it works out pretty good. She is a caster type (18 wis no strength) so it is nice to have a few more choices at what wands to use for damage, than the typical divine damage wands and of course being able to use any scroll I find is handy. She is quite new level 6 healer and still only level 1 dilly.

    I also took a Sorc with the FVS dilly and it is decent as well. I get the self healing from scrolls and wands and did not harm my dps one bit (charisma is main stat for sorc and fvs). She is a level 14 sorc and I believe considered level 6 FVS through enhancements.

  3. #63
    Community Member downeast's Avatar
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    Quote Originally Posted by Mubjon View Post
    I have a cleric with the sorc dilly and it works out pretty good. She is a caster type (18 wis no strength) so it is nice to have a few more choices at what wands to use for damage, than the typical divine damage wands and of course being able to use any scroll I find is handy. She is quite new level 6 healer and still only level 1 dilly.

    I also took a Sorc with the FVS dilly and it is decent as well. I get the self healing from scrolls and wands and did not harm my dps one bit (charisma is main stat for sorc and fvs). She is a level 14 sorc and I believe considered level 6 FVS through enhancements.
    Thanks for the reply. It's an idea for me to hold onto for a possible second life, so come to think of it, I should make it a 34-point build.

  4. #64
    Community Member scottmike0'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.

    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.
    although, the real draw back is no mental toughness feats which = more sp potions used

  5. #65
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    "Pure" healers don't need that much wisdom.

    The best "pure" healer you can get is a con-based build with shield mastery. It's a healbot that doesn't die.

    And favored souls do that much better, because of the toughness enhancements.
    Kmnh * Kmn * Kmm * Knn * Knm

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