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  1. #1
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    Default cleric vs cleric/monk

    i am currently leveling my cleric to 20, it is 16, and well on it's way to 20. when i hit 20 i am going to TR and rebuild the char over. i am trying to decide which way to go. i would like to hear some pointers from some experienced clerics. i have 2 builds in mind a pure cleric and a cleric17/monk3 build.

  2. #2
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    Default pure build

    here is my pure
    Code:
    Character Plan by DDO Character Planner Version 03.11.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Female
    (20 Cleric) 
    Hit Points: 302
    Spell Points: 1546 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 5
    Will: 21
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 16                   17
    Dexterity             8                  8                    8
    Constitution         16                 18                   18
    Intelligence         10                 10                   10
    Wisdom               18                 25                   29
    Charisma              8                 10                   10
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               1                 10.5                 10.5
    Bluff                -1                  0                    0
    Concentration         7                 27                   27
    Diplomacy             3                 21                   21
    Disable Device        n/a               n/a                   n/a
    Haggle               -1                  0                    0
    Heal                  4                 11                   15
    Hide                 -1                 -1                   -1
    Intimidate           -1                  0                    0
    Jump                  2                  3                    3
    Listen                4                  9                    9
    Move Silently        -1                 -1                   -1
    Open Lock            n/a               n/a                   n/a
    Perform              n/a                n/a                   n/a
    Repair                0                  0                    0
    Search                0                  0                    0
    Spot                  4                  9                    9
    Swim                  2                  3                    3
    Tumble               n/a               n/a                   n/a
    Use Magic Device     n/a                n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Feat: (Past Life) Past Life: Cleric
    Feat: (Human Bonus) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Turn Undead
    
    
    Level 2 (Cleric)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 3 (Cleric)
    Feat: (Selected) Past Life: Initiate of the Faith
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Empower Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Spell Penetration
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    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 Greater Adaptability Strength I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Prayer of Incredible Life III
    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 Improved Spell Penetration II
    Enhancement: Cleric Improved Spell Penetration III
    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 Wisdom III
    Enhancement: Cleric Divine Healing I
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Improved Turning I
    i understand some of the pros and cons but if you guys have more please inform me.
    __________________________________________________ _______________________________________
    pure pros
    capstone
    more sp
    mace shield

    cons
    less evasion
    wis not add 2 AC
    no robe buff

  3. #3
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    Default Splash build

    __________________________________________________ __________________________________________
    here is my clr17mon3 splash
    Code:
    Character Plan by DDO Character Planner Version 03.11.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Female
    (3 Monk \ 17 Cleric) 
    Hit Points: 272
    Spell Points: 1208 
    BAB: 14\14\19\24
    Fortitude: 16
    Reflex: 11
    Will: 21
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 18                   19
    Dexterity            15                 17                   17
    Constitution         14                 16                   16
    Intelligence         10                 10                   10
    Wisdom               15                 22                   26
    Charisma              8                 10                   10
    
    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 Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               6                 26                   26
    Bluff                -1                  0                    0
    Concentration         6                  7                    7
    Diplomacy             3                  6                    6
    Disable Device        n/a               n/a                   n/a
    Haggle               -1                  0                    1
    Heal                  2                  8                   12
    Hide                  6                  7                    7
    Intimidate           -1                  0                    0
    Jump                  3                  4                    4
    Listen                2                  8                    8
    Move Silently         2                  3                    3
    Open Lock             n/a               n/a                   n/a
    Perform              n/a                n/a                   n/a
    Repair                0                  0                    0
    Search                0                  0                    0
    Spot                  2                  8                    8
    Swim                  3                  4                    4
    Tumble                6                 21.5                 21.5
    Use Magic Device     n/a                n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Past Life) Past Life: Cleric
    Feat: (Selected) Stunning Fist
    Feat: (Human Bonus) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Attack
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Feat: (Automatic) Unarmed Strike
    
    
    Level 2 (Cleric)
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Turn Undead
    
    
    Level 3 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Empower Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Monk Bonus) Power Attack
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Still Mind
    
    
    Level 12 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Past Life: Initiate of the Faith
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    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 Greater Adaptability Strength I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Human Versatility IV
    Enhancement: Lifting the Veil
    Enhancement: Way of the Clever Monkey I
    Enhancement: Racial Toughness I
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Incredible Life I
    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 Improved Spell Penetration II
    Enhancement: Cleric Improved Spell Penetration III
    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 Wisdom III
    Enhancement: Cleric Divine Healing I
    Enhancement: Cleric Improved Turning I
    i understand some of the pros and cons but if you guys have more please inform me.
    __________________________________________________ __________________________________________
    splash pros

    evasion
    monk stances
    versatility
    better melee dps
    more feats

    cons
    no capstone
    less sp
    less focus

  4. #4
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    Default thoughts/feedback

    what i am mostly looking for is peoples experiences with the builds, thoughts, insights, tip, pros, cons, and how each plays.
    to me it seems like the splash is more versatile in that using stances i can switch roles and play more a caster or more of a melee dps which i like. from what i hear the capstone is not a huge deal but the 300+ sp point his does gimp my healing and casting a bit.

    P.S this is a rough build and am willing to tweak as necessary based on feedback

  5. #5
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    Default feedback i gather and plan 2 use

    ok after considering the feedback and looking at it from many angles i have come to somewhat of a conclusion i am going with the monks splash but am tweaking it a bit to suit it i also am wondering a bout the fvs17/monk3 mix the one thing i like about the cleric is radiant servant 1 and 2. now i am wondering if i should go clr/mo or fvs/mo i know fvs gets 2x more sp from gear but cant turn and i am unfamiliar with fvs.

    P.S i am currently in the process of building a fvs/mo build
    Last edited by mmofan; 10-08-2011 at 01:43 AM.

  6. #6
    Community Member FuzzyDuck81's Avatar
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    Default

    I think you've pretty much covered the main pros & cons there yourself. Stunning fist backed by wisdom that high is a huge benefit though, as with a set of stunning +10 wraps you'll be able to rival the DC of most pure monks which is pretty nifty - and dont forget, helpless enemies have 50% extra incoming damage.. that includes the ticks from divine punishment (stun an orange-name enemy then watch them get burned right down) or a cometfall dropped on their head etc.

    The SP hit isnt as bad as you'd think, since as i assume you're doing already you'll be able to be in the middle of melee & throw out bursts which covers a lot, and with a little attention to keep up the water-pos-water SP discount buff that'll absorb a lot of it too.

    Other small benefits of the clonk:
    You can boost your healing amp higher, or to the same degree for less AP in total, meaning your aura will be that much better at providing a steady combat regeneration effect.
    Faster running speed - so you can stick a light on your head & go nee-naw nee-naw! Works better as a halfling for that though, halflings can get away with being silly
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  7. #7
    Community Member jaegarnel's Avatar
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    Default

    Clonks can be very good characters, usually with a focus on AC, saves and stunning mobs.

    However, by not going pure, you lose more than ~300 sp and the capstone. You also lose 3 spell pen, and from needing a lot more stats elsewhere, you also lose some wisdom. In your case 1 or 2 DCs depending on your gear.

    This means your offensive casting (especially any CC you might want to do) will be less powerful as monk splash than pure.
    OTOH stunning fist is very useful too, and it's your choice whether it makes up for more or less losing spells like greater command or energy drain (with 17 base spell pen and no feat there's no way you'll be able to bypass the SR of most endgame mobs who have some).


    I only have a pure cleric, and no clonk so far, so I'll only comment on that first build.

    The stat spread is good imo, although personally I'd drop some points from strength or even con and put them into cha.

    Feats are a bit weird to me. Looking at the description for the active cleric past life feat, I don't think it's really worth taking. Sure, it's 10 free cures per rest, but while it may be useful early on, I don't see that making much difference at cap.

    Imo, you don't gain much from taking extend either. It may be useful a low levels, but 20 min is long enough is nearly all quests, and the short term buffs aren't that great for a pure cleric who won't fight much.
    Personally, I'd replace it with heighten so you can have better DCs on spells like greater command or cometfall.

  8. #8
    Community Member y0himba.net's Avatar
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    Coming from the other side of the coin, I run with a Clonk almost all the time, a buddy in the game. He was pure cleric up to 17, then added a couple of Monk levels. We can solo almost anything. His toon is incredibly useful, and I never thought I would say that about a Cleric who insists on fighting.

    IMHO, good build.

  9. #9
    Community Member Xenostrata's Avatar
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    Don't forget that 3 levels of monk also gets you -25% spell costs, so long as you have a way to build up ki.
    Fear the Koala.
    Jial, Wyllywyl, and an ever-changing list of alts.

  10. #10
    Community Member Rusty_Can's Avatar
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    Quote Originally Posted by jaegarnel View Post
    This means your offensive casting (especially any CC you might want to do) will be less powerful as monk splash than pure.
    It's actually the other way around, if you build your clonk properly; as a matter of fact, clonks can technically achieve higher DC, since Ocean Stances improve Wisdom.

    - 2 monk levels:
    Pro: Evasion, 2 feats (Toughness + Stunning Fist, usually), better saves (+3 to all), Ocean Stance (+2 WIS and +2 to all saves), higher AC;
    Con: lower Spell Penetration (caster level 18), only 3 lvl 9 spells instead of 5, no capstone, fewer spell points.

    - 3 monk levels:
    Pro: Light finishing moves (no point going Dark with only 3 monk levels), including "anti-stun" and 25% cheaper spells; this assumes your cleric is able to hit stuff and generate Ki;
    Con: only 2 lvl 9 spells, lower Spell Penetration (CL 17), no Tier III PrE if/when they get released.
    Last edited by Rusty_Can; 10-05-2011 at 06:36 AM.
    On Thelanis: Hallelujah (EK wraith) - Jerryrigged Juggernaut (Fiend Warlock) - Sepulchral (Druid) - Chopchopchop (Monk) - Alleyshadow (retired gimped monkcher). Formerly on Keeper : Misericordia (Thug) - Mumbo Jumbo (Battle Caster) - Infernal Can (WF Kinda Cleric) - Halleluyah (Melee Spellsinger).

  11. #11
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    Quote Originally Posted by Rusty_Can View Post
    It's actually the other way around, if you build your clonk properly; as a matter of fact, clonks can technically achieve higher DC, since Ocean Stances improve Wisdom.

    - 2 monk levels:
    Pro: Evasion, 2 feats (Toughness + Stunning Fist, usually), better saves (+3 to all), Ocean Stance (+2 WIS and +2 to all saves), higher AC;
    Con: lower Spell Penetration (caster level 18), only 3 lvl 9 spells instead of 5, no capstone, fewer spell points.
    The thing is, if you were going to take Toughness anyway, taking it as your Monk bonus feat instead frees up a feat slot for ANYTHING. If you used that extra feat for, say, Spell Penetration, you're not behind a pure Cleric on Spell Pen. And still ahead by 1 DC.

  12. #12
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    I would not take the cleric past life feat unless you planned to swap it out later one. Yes the free cures would come in handy in the low levels, but you can blow by those in a few days to where your free cures are doing nothing really for your character or party.

    I plan to do a final life as a cleric/Monk and will go 17/3. I rarely use the capstone nor any level 9 spells save implosion and mass heal. You can still get the same DC as a pure by taking a spell pen feat (you get 2 free with the monk levels so might as well take power attack and toughness with them) and you get the stances which help with granting +2 to your wisdom.

    I guess you will have a 34 pt build so I would do the following for stats if you have some +2 tomes or wait to TR til you at least get +2 tome of dex, str, con, and +3 tome for wisdom. And go human to help even out stats

    Str 14 = +6 item, +2 tome, +2 ship buff = 20
    Dex 15 = +6 item, +2 tome, +2 ship buff, +1 human enhancement = 26
    Con 14 = +6 item, +2 tome, +2 ship buff = 24
    Int 8
    Wis 17 = +6 item, +3 exceptional green steel, +3 enhancements, +2 ship buffs, +2 stance, +5 levels = 38
    Chr 9 = +6 item, +2 ship buff, +1 enhancement = 18


    I only included things that are easy to get on any character that is one life old. There are other ways to boost these stats and with taking two weapon fighting you can craft 2 weapons with +9 to the stats (wisdom, con, dex or strength) allowing you to place the other 4 stats in rings and 2 other items.

  13. #13
    Community Member fmkeller's Avatar
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    Spell DC is raised by Focus Feats not Spell Pen Feats. You are mixing these.

    Spell Pen= Caster Lvl+Spell Pen Feats+Enhancements+Past Life+Item ->check vs Spell Resistance
    DC=Base(10)+Spell Lvl+Focus Feats+Past Life+Item+Stat(Wis) Mod -> check vs Saving throws
    Last edited by fmkeller; 10-05-2011 at 09:06 AM.

  14. #14
    Community Member Rusty_Can's Avatar
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    Quote Originally Posted by SirValentine View Post
    The thing is, if you were going to take Toughness anyway, taking it as your Monk bonus feat instead frees up a feat slot for ANYTHING. If you used that extra feat for, say, Spell Penetration, you're not behind a pure Cleric on Spell Pen. And still ahead by 1 DC.
    Yeah, I agree: it was in the "build properly your clonk" bit of my advice ....
    On Thelanis: Hallelujah (EK wraith) - Jerryrigged Juggernaut (Fiend Warlock) - Sepulchral (Druid) - Chopchopchop (Monk) - Alleyshadow (retired gimped monkcher). Formerly on Keeper : Misericordia (Thug) - Mumbo Jumbo (Battle Caster) - Infernal Can (WF Kinda Cleric) - Halleluyah (Melee Spellsinger).

  15. #15
    Community Member biggin's Avatar
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    I hate to be this guy but.......

    I have a clonk, cleric and fvs capped, some with TR's. If I had to do it all over again I would make 3 FVS. With the new endgame being what it is, the added SP pool just can't be beat (in most cases). I almost exclusively take my FVS to all the eraids now, even though it's a first life with **** gear, it can still out-heal in almost every situation. It was harder for me to level at first than my clonk (i like being able to run through traps without worry), but end game there is no contest.

    My advice is to try FVS. The past life will still benefit you. TR'ing a cleric doesn't do anything for you unless you just really hate undead.
    There is no lag. Just because you had none before and can't play now doesn't mean the server move had anything to do with it.

  16. #16
    Community Member Beethoven's Avatar
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    You get some solid HP on a clonk, a C/O item and a Torc you also gain the benefit of regaining SP while in melee. Granted, pure clerics can do that too but evasion and extra feats (and potentially higher healing amplification) come real handy here. It makes the less SP even less significant.

    To me, the largest drawback of going 2 or 3 monk on a cleric is getting less level 9 spells, especially since there are four relative nice spells for divines at that level: Implosion, True Res, Energy Drain and Mass Heal. You probably want to leave Mass Heal slotted.

    True Resurrection is a very nice spell to have if in end-game raids and raids where people often take damage even right after raising (ie: epic DQ, epic EV6, LoB). Technically you could switch around here though, using Resurrection as your standard and switching True Res when going into any of the above raids.

    Energy Drain and Implosion are both extremely useful for your standard questing to take care of trash (Energy Drain + Destruction and Implosion when off timer) and as someone already pointed out, as clonk you actually can hit a higher DC than a full cleric due to Wisdom bonus from Water stance. It's your Spell Penetration that might become an issue (in epics anyway).

    I'd still go clonk myself and use as standard set up:
    17 cleric / 3 monk: Mass Heal, Implosion (switching Implosion for True Res in specific raids)
    18 cleric / 2 monk: Mass Heal, Implosion, True Res (most raids, switching for Energy Drain in quests where mobs have little to no Spell Resistance and/or when solo-ing)
    Characters on Sarlona: Ungnad (Morninglord, Wizard 17 / Favored Soul 2 / Fighter 1) -- Baerktghar (Dwarf, Paladin 18 / Fighter 2) -- Simulacruhm (Bladeforged, Artificer 16 / Paladin 3 / Wizard 1)

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  17. #17
    Community Member PestWulf's Avatar
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    Uhm...isn't this a moot point??
    when i hit 20 i am going to TR and rebuild the char over
    The only question you need to answer is does monk 2 give you a better path to 20 or not. If you have a good wisdom and spell DC then your choice is between Implosion and Evasion. If you are mainly a healer in a group, I'd go with evasion. If you solo or are an offensive caster in a group, I'd go implosion.

  18. #18
    Community Member guardianx2009's Avatar
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    Quote Originally Posted by biggin View Post
    I hate to be this guy but.......

    I have a clonk, cleric and fvs capped, some with TR's. If I had to do it all over again I would make 3 FVS. With the new endgame being what it is, the added SP pool just can't be beat (in most cases). I almost exclusively take my FVS to all the eraids now, even though it's a first life with **** gear, it can still out-heal in almost every situation. It was harder for me to level at first than my clonk (i like being able to run through traps without worry), but end game there is no contest.

    My advice is to try FVS. The past life will still benefit you. TR'ing a cleric doesn't do anything for you unless you just really hate undead.
    I have a level 18 fvs and a 16 tr'd cleric. I absolutely hate playing my fvs. He absolutely feels like a one trick pony and feels so restricted every time I play him. All he does is zerg BB/DP all day long. I get a lot more joy in taking my 16 cleric using all her tools and lead the kill count in Elite Tor.

  19. #19
    Hero JOTMON's Avatar
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    Quote Originally Posted by jaegarnel View Post
    Clonks can be very good characters, usually with a focus on AC, saves and stunning mobs.

    However, by not going pure, you lose more than ~300 sp and the capstone. You also lose 3 spell pen, and from needing a lot more stats elsewhere, you also lose some wisdom. In your case 1 or 2 DCs depending on your gear.

    This means your offensive casting (especially any CC you might want to do) will be less powerful as monk splash than pure.
    OTOH stunning fist is very useful too, and it's your choice whether it makes up for more or less losing spells like greater command or energy drain (with 17 base spell pen and no feat there's no way you'll be able to bypass the SR of most endgame mobs who have some).


    I only have a pure cleric, and no clonk so far, so I'll only comment on that first build.

    The stat spread is good imo, although personally I'd drop some points from strength or even con and put them into cha.

    Imo, you don't gain much from taking extend either. It may be useful a low levels, but 20 min is long enough is nearly all quests, and the short term buffs aren't that great for a pure cleric who won't fight much.
    Personally, I'd replace it with heighten so you can have better DCs on spells like greater command or cometfall.
    My cleric splashes went with dex and weapons finess and have no DC issues.
    Monk splash as long as you do not wear armour(get icy's) will net you
    Evasion
    decent AC from Wis bonus( it is your primary stat)
    Water Stance is +2 Wis/-2Str
    you also get 2 Feats.

    dont really lose any significant Spell pen, -3 from level loss +2/4 from extra feats for Spell Pen/Greater Spell Pen if desired depends on how you want to spend your feats.
    You actually get a higher Wisdom due to the stance for your DC's. This keeps you in the same DC range as a pure class.
    Yes you are tighter for base spell points but with 3Monk you have the Aligning the heavens (water-pos-water) buff that gives you a 25% sp cost reduction for you and all those around you for 60 seconds.
    and you lose a couple level 9 spells that you can switchout at a shrine as needed.

    I have 2 splash clerics

    A Cleric17/Monk2/Sorc1 (back in the day when you got double mana for the sorc splash from gear,
    this got changed and prorated based on sorc levels.) Sorc splash is not usefull now.
    Stuck with him for now since he has +3 tomes on almost every stat. 42Wis Self buff 77AC 2200 sp (no epic gear)
    May rework him to a /3 monk at some point, still saving up some more +3/+4 tomes before I TR.
    http://my.ddo.com/character/argonnessen/husurdaddy/

    My other cleric splash is a cleric17/Rogue2/monk1
    less sp due to rogue enhancement investments, but does epic traps (+70 search/disable) and has human Dragonmarks for DDoor. could have dropped these and taken mental toughness but i like my DDoor.
    http://my.ddo.com/character/argonnessen/jotmonheals/

    Both run Epics regularly and are survivable builds.
    Don't have DI as a crutch for those times you may not want a specific player to die, just don't have anyone drop below 0hp.

    Pallai did a good writeup a while back on cleric builds..
    http://forums.ddo.com/showthread.php...ighlight=Clonk


    Typically pure classes are easier to build and more forgiving.
    Reality is splashing 3 levels or less will have no real detrimental impact on your build.
    Splashing more than 3 levels requires some real planning and friends/guildies to run with as pug LFM's will doubt your ability.

    Experiment and adjust your toon to fit your playstyle, you don't have to be a cookie cutter build, or pure to have fun.
    Last edited by JOTMON; 10-06-2011 at 09:49 AM.
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  20. #20
    Community Member biggin's Avatar
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    Quote Originally Posted by guardianx2009 View Post
    I have a level 18 fvs and a 16 tr'd cleric. I absolutely hate playing my fvs. He absolutely feels like a one trick pony and feels so restricted every time I play him. All he does is zerg BB/DP all day long. I get a lot more joy in taking my 16 cleric using all her tools and lead the kill count in Elite Tor.
    Elite Tor isn't elite Lord of Blades. In end game raiding (if that's your goal) divines become one trick ponies, with a few rare exceptions. I agree, I loved leveling my clonk and hated leveling my FVS. Actually having working AC, evasion, etc while you level makes the process easy. But then what? Unless you just want to stay leveling your cleric forever on a non-stop TR train, you eventually have to raid with boss fort and HP that are super inflated. Aura was nice leveling, but won't keep 95% of parties alive in an eVoN6. And even with 3 cleric past lives, all you have gained is a boost to turns which are craptastic anyway.

    I didn't say everyone should delete all clerics across all servers. Some have the gear and game experience to make full use of all the tools available to a cleric. As an example, I can stick close to a high healing amp tank in LoB with my aura and just basically scroll heal to the end. I can also use my FVS free healing capstone the same way from a greater distance. For a newer player that is a huge benefit because most wouldn't survive a whirlybird. I can go on and on, but 1000 SP difference end game is a huge difference that can only be overcome by superior gameplay. Most new players don't have the skills necessary to close that gap.
    There is no lag. Just because you had none before and can't play now doesn't mean the server move had anything to do with it.

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