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  1. #1
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    Sep 2009
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    Post Advice for low levels?

    Basically... I'm just curious as to general playstyle at lower levels.

    I've already looked at a general guide for feats and stats, and it gave an idea of enhancements, but nothing specific, and it was rather old.

    My goal was to be a cleric who can do some CC and damage, in addition to being able to heal. What sort of spells should I try to bring? Looking at the spell list, cleric doesn't seem to get much in the way of damage til Flamestrike, though for CC there's soundburst... is obscuring mist any good?

    Looking at numbers is well and good, but experience is far more important, could someone please advise me on useful spells, and perhaps enhancements?

  2. #2
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    Running solo is a good way to avoid ragequits at lower levels. If you want to pug a lowbie cleric, grow a very thick skin, and try to keep ahead of the group so you can destroy the dungeon before they catch up.

    Go look up the Path to Enlightenment by TheGreatSamulas for a general guide to running a cleric (somewhere on these forums). Any cleric can heal. Go with a starting 18 wis if you want to cast, with all level-ups to wisdom.

    Most important spells at low levels are soundburst (fort save, use against casters) and command (will save, use on ogres and trolls), followed by greater command later on. I rarely see flamestrike used, and have never seen obscuring mist.

    For enhancements, take the Radiant Servant PrE at 6. It requires empower healing as a feat, but is the bomb. Elf and half-elf clerics get an enhancement line that gives you raise dead at level 6 along with scimitar proficiency. A 13 charisma on a half-elf will also give you the Sorc dilly, which gives you the ability to self-cast handy stuff like stoneskin, teleport, and fire shield. Clerics get very few skill points, so without going multiclass (better know what you're doing), your UMD may never get high enough to reliably cast those on your own.

    You can swap out spells at any tavern or shrine, and swap enhancements for a little plat every three days. Most people take RS I and II, 3-4 tiers of the healing enhancement line, a few tiers of the wand and scroll mastery, a few tiers of smiting (divine punishment) and then whatever else you want. I don't bother with critical healing enhancements - if you are relying on a crit when healing, you are probably doing it wrong.

    The only places you need to be careful in building a cleric are your initial stats (wis, con, str, cha) and your feats (extend is handy at low levels, toughness, empower healing, maximize, quicken, heighten, Spell Pen is not a bad order). Get a few ardor clickies and you're good to go.

  3. #3
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    May 2010
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    I always splash a level of FTR at lvl2 with my Clerics, but for CC

    Crowd control is your friend. It is cheaper than throwing out Cure lights in the long run.

    Soundburst is great for mobs. Cast it and let the melees mop up. Command is good too. Use it when sound burst does not work. They are the same cost in SP as a Cure light to moderate. One of these spells can save you 3 cure spells have to be casted.

    Ardor clickies are a must have to boost your cures. Have 2-3 items gives you 18 minutes of ardor cllickie buffs. A 75% boost to your cures.

    At low levels use empower healing sparingly. Probably only for colored name fights. For trash mobs leave it off.

    As for a build, this is mine:

    whether u take the FTR lvls is up to you.

    __________________________________________

    Awe heck here he is. I didn't reduce wisdom though and still took the fighter lvls, but it is 32pt build. Bought a +2 Wisdom tome on sale.

    28Pt. I would take....
    WIS16, STR15, CON15, CHR10 (cant take Divine Might, so take another preq for Radiant Servant is all)
    All lvl ups in WIS. Human Adapt enhancement for CON (qualifies for Racial Toughness3). FTR STR1 enhancement for STR. Rest of enhancements up WIS.

    With 2HW STR is 1.5X with DMG.
    You can take an WIS16-18, a CON13/15, STR13/15, and the rest in CHR10-14 and still take the 2 FTR lvls and have decent melee with keen falchions, or with improved critical slash & seeker falchions. Maybe DM1.

    With these stats you can level up in WIS. I went Wisdom even with the 2 fighter levels in this build. Spell focus feats help with wisdom DC cks to saves against your fav spells. Spell pen feat is situational and not used as often.


    Modifications - enhancements should be reset based on even out stats. Wisdom 3 is take to up wisdom then swapped out at lvl20 with ability raise WIS. Some of the enhancements like extra turning and Racial toughness are swapped numerous times to benefit Wisdom and light or smiting percentage based enhancements. At late lvl 18-20 you might take critical spell enhancements instead of extra turning2 or human versatility 2. Not there yet with this build myself.


    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    T4 
    Level 20 Lawful Good Human Male
    (2 Fighter \ 18 Cleric) 
    Hit Points: 306
    Spell Points: 1276 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 5
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    16
    Dexterity             8                     8
    Constitution         15                    16
    Intelligence          8                     8
    Wisdom               16                    26
    Charisma             14                    14
    
    Tomes Used
    +2 Tome of Wisdom used at level 9
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    10
    Bluff                 2                     2
    Concentration         6                    25
    Diplomacy             2                     2
    Disable Device       n/a                   n/a
    Haggle                2                     2
    Heal                  3                    10
    Hide                 -1                    -1
    Intimidate            2                     2
    Jump                  2                     3
    Listen                3                     8
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  3                     8
    Swim                  2                     3
    Tumble               n/a                    0
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Feat: (Selected) Empower Healing Spell
    Feat: (Human Bonus) Toughness
    Enhancement: Human Versatility I
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 2 (Fighter)
    Skill: Tumble (+1)
    Feat: (Fighter Bonus) Power Attack
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Toughness I
    
    
    Level 3 (Cleric)
    Skill: Concentration (+2)
    Feat: (Selected) Empower Spell
    Enhancement: Follower of the Sovereign Host
    Enhancement: Racial Toughness I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Improved Heal I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Extra Turning I
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Human Adaptability Constitution I
    Enhancement: Cleric Smiting II
    
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Improved Heal II
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Improved Turning I
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Radiant Servant I
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Unyielding Sovereignty
    
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Racial Toughness II
    Enhancement: Cleric Prayer of Incredible Life I
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Smiting III
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Spell Focus: Evocation
    Enhancement: Cleric Life Magic IV
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Radiant Servant II
    
    
    Level 14 (Fighter)
    Skill: Balance (+1)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Cleric Smiting IV
    Enhancement: Fighter Strength I
    
    
    Level 15 (Cleric)
    Skill: Concentration (+2)
    Feat: (Selected) Heighten Spell
    Enhancement: Human Greater Adaptability Wisdom I
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Wisdom II
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Racial Toughness III
    
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Greater Spell Focus: Evocation
    Enhancement: Human Improved Recovery I
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Improved Spell Penetration II
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+1)
    Enhancement: Human Versatility II
    Enhancement: Cleric Extra Turning II


    This is the build to lvl13 if you plan taking Improved Critical-slash early then swapping out Improved Critical Slash at lvl 14 under the Fighter feat.

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    T4 
    Level 13 Lawful Good Human Male
    (1 Fighter \ 12 Cleric) 
    Hit Points: 210
    Spell Points: 721 
    BAB: 10\10\15\20
    Fortitude: 13
    Reflex: 3
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 13)
    Strength             15                    15
    Dexterity             8                     8
    Constitution         15                    16
    Intelligence          8                     8
    Wisdom               16                    22
    Charisma             14                    14
    
    Tomes Used
    +2 Tome of Wisdom used at level 9
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 13)
    Balance               1                     5.5
    Bluff                 2                     2
    Concentration         6                    18
    Diplomacy             2                     2
    Disable Device       n/a                   n/a
    Haggle                2                     2
    Heal                  3                     8
    Hide                 -1                    -1
    Intimidate            2                     2
    Jump                  2                     2
    Listen                3                     6
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  3                     6
    Swim                  2                     2
    Tumble               n/a                    0
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Feat: (Selected) Empower Healing Spell
    Feat: (Human Bonus) Toughness
    Enhancement: Human Versatility I
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 2 (Fighter)
    Skill: Tumble (+1)
    Feat: (Fighter Bonus) Power Attack
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Toughness I
    
    
    Level 3 (Cleric)
    Skill: Concentration (+2)
    Feat: (Selected) Empower Spell
    Enhancement: Follower of the Sovereign Host
    Enhancement: Racial Toughness I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Improved Heal I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Extra Turning I
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Human Adaptability Constitution I
    Enhancement: Cleric Smiting II
    
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Improved Heal II
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Improved Turning I
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Radiant Servant I
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Unyielding Sovereignty
    
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Racial Toughness II
    Enhancement: Cleric Prayer of Incredible Life I
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Smiting III
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Cleric Life Magic IV
    
    
    Level 13 (Cleric)
    Just a couple of feats llike power attack and imp critical for moderate STR.
    The 2 FTR lvls is worth it if you want to do it. Just keep the priorities straight unless there are lots of Healer builds in the party then u can melee more often.

    I do it all with this build- combat cast, heal, and melee effectively. Overall dps is more than my melee builds. By having the 2 FTR lvls you save spell points by meleeing trash. If u run out of SP u still can dps with and heal with Radiant Servant burst heals.
    Last edited by Firesmall_at; 10-08-2011 at 06:44 PM.
    It is just a game.

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