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  1. #1
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    Default fvs/mo vs clr/mo build

    in my previous thread (http://forums.ddo.com/showthread.php?t=345400) i was deciding if i should go pure cleric after i TR or make a clonk. after much consideration and hearing the benefits of both sides i decided the monk splash.it was the best fit for my preferred play style. the one remaining question i had really need a thread of its own and so here it is. my question is should i go favored soul or go cleric. i have put together 2 rough builds to compare. i am looking for helpful feedback from players experienced in fvs and clerics and hopefully with a monk splash.

    i am interested in endgame raiding and want to be effective healer and be offensive caster focused. i would hope to still be effective enough in melee not the best not, not horrible, just good enough generate some decent DPS.
    i hear the fvs is your best bet to be an offensive caster. the thing i like most about the cleric is radiant servant and they have the most spell slots and they get all the divine spells.

    regarding the builds i am much less familiar with how to build a fvs so if you have tips i am open to suggestions. i am also if it makes a difference at what levels u splash if so when is good.

  2. #2
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    Default favored soul build

    i haven't selected spell yet and i don't want to cover that yet
    if left out any good pros/cons pleas tell me
    Code:
    Character Plan by DDO Character Planner Version 03.11.01
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (3 Monk \ 17 Favored Soul) 
    Hit Points: 282
    Spell Points: 1558 
    BAB: 14\14\19\24
    Fortitude: 16
    Reflex: 16
    Will: 21
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             12                 14                   15
    Dexterity            15                 17                   17
    Constitution         14                 16                   16
    Intelligence          8                  8                    8
    Wisdom               17                 24                   27
    Charisma             11                 13                   16
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of 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               4                    22
    Bluff                 0                     3
    Concentration         2                     3
    Diplomacy             0                     3
    Disable Device       n/a                   n/a
    Haggle                0                     4
    Heal                  3                     8
    Hide                  2                     3
    Intimidate            0                     3
    Jump                  1                     2
    Listen                3                     8
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  3                     8
    Swim                  1                     2
    Tumble                4                    16
    Use Magic Device      n/a                   n/a
    
    Level 1 (Favored Soul)
    Feat: (Selected) Empower Healing Spell
    Feat: (Deity) Favored by the Sovereign Host
    Feat: (Past Life) Past Life: Cleric
    Feat: (Human Bonus) Toughness
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 3 (Favored Soul)
    Feat: (Selected) Maximize Spell
    
    
    Level 4 (Favored Soul)
    Ability Raise: WIS
    
    
    Level 5 (Favored Soul)
    
    
    Level 6 (Favored Soul)
    Feat: (Selected) Empower Spell
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    
    
    Level 7 (Favored Soul)
    
    
    Level 8 (Favored Soul)
    Ability Raise: WIS
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 10 (Favored Soul)
    
    
    Level 11 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    
    
    Level 12 (Favored Soul)
    Ability Raise: WIS
    Feat: (Selected) Quicken Spell
    
    
    Level 13 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Electricity
    
    
    Level 14 (Favored Soul)
    
    
    Level 15 (Favored Soul)
    Feat: (Selected) Spell Penetration
    
    
    Level 16 (Favored Soul)
    Ability Raise: WIS
    
    
    Level 17 (Favored Soul)
    
    
    Level 18 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Acid
    Feat: (Selected) Heighten Spell
    
    
    Level 19 (Favored Soul)
    
    
    Level 20 (Favored Soul)
    Ability Raise: WIS
    Enhancement: Unyielding Sovereignty (Favored Soul)
    Enhancement: Favored Soul Angel of Vengeance I
    Enhancement: Favored Soul Angel of Vengeance II
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Human Greater Adaptability Strength I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Way of the Clever Monkey I
    Enhancement: Racial Toughness I
    Enhancement: Favored Soul Prayer of Life I
    Enhancement: Favored Soul Prayer of Life II
    Enhancement: Favored Soul Prayer of Incredible Life I
    Enhancement: Favored Soul Prayer of Incredible Life II
    Enhancement: Favored Soul Smiting I
    Enhancement: Favored Soul Smiting II
    Enhancement: Favored Soul Smiting III
    Enhancement: Favored Soul Life Magic I
    Enhancement: Favored Soul Life Magic II
    Enhancement: Favored Soul Life Magic III
    Enhancement: Favored Soul Spell Penetration I
    Enhancement: Favored Soul Spell Penetration II
    Enhancement: Favored Soul Spell Penetration III
    Enhancement: Favored Soul Energy of the Scion I
    Enhancement: Favored Soul Energy of the Scion II
    Enhancement: Favored Soul Energy of the Scion III
    Enhancement: Favored Soul Charisma I
    Enhancement: Favored Soul Charisma II
    Enhancement: Favored Soul Charisma III
    Enhancement: Favored Soul Wisdom I
    Enhancement: Favored Soul Wisdom II
    Enhancement: Favored Soul Toughness I
    Enhancement: Favored Soul Wand and Scroll Mastery I
    pros
    more sp from gear
    resistances
    wings
    spell damage aura

    cons
    no radiant servant
    no tuns
    no divines
    Last edited by mmofan; 10-09-2011 at 03:49 AM.

  3. #3
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    Default cleric build

    if left out any good pros/cons pleas tell me
    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: 252
    Spell Points: 1234 
    BAB: 14\14\19\24
    Fortitude: 15
    Reflex: 11
    Will: 22
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             15                 17                   18
    Dexterity            15                 17                   17
    Constitution         12                 14                   14
    Intelligence          8                  8                    8
    Wisdom               17                 24                   28
    Charisma              9                 11                   11
    
    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               4                 22                   22
    Bluff                -1                  0                    0
    Concentration         1                  2                    2
    Diplomacy            -1                  2                    2
    Disable Device       n/a               n/a                   n/a
    Haggle               -1                  0                    1
    Heal                  3                  9                   11
    Hide                  2                  3                    3
    Intimidate           -1                  0                    0
    Jump                  2                  4                    4
    Listen                3                  9                    9
    Move Silently         2                  3                    3
    Open Lock             n/a               n/a                   n/a
    Perform              n/a                n/a                   n/a
    Repair               -1                 -1                   -1
    Search               -1                 -1                   -1
    Spot                  3                  9                    9
    Swim                  2                  4                    4
    Tumble                4                 12                   12
    Use Magic Device     n/a                n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Human Bonus) Empower Healing Spell
    Feat: (Past Life) Past Life: Cleric
    Feat: (Selected) Toughness
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 3 (Cleric)
    Feat: (Selected) Empower Spell
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Heighten Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Monk Bonus) Power Attack
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Feat: (Selected) Maximize Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Spell Penetration
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    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
    pros
    radiant servant
    tuns
    divines

    cons
    less Sp from gear
    no resistances
    no wings
    Last edited by mmofan; 10-09-2011 at 03:48 AM.

  4. #4
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    Default misc

    reserved
    Last edited by mmofan; 10-09-2011 at 03:44 AM.

  5. #5
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    Default questions needing answers

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  6. #6
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    Default clonk build

    Quote Originally Posted by mmofan View Post
    in my previous thread (http://forums.ddo.com/showthread.php?t=345400) i was deciding if i should go pure cleric after i TR or make a clonk. after much consideration and hearing the benefits of both sides i decided the monk splash.it was the best fit for my preferred play style. the one remaining question i had really need a thread of its own and so here it is. my question is should i go favored soul or go cleric. i have put together 2 rough builds to compare. i am looking for helpful feedback from players experienced in fvs and clerics and hopefully with a monk splash.

    i am interested in endgame raiding and want to be effective healer and be offensive caster focused. i would hope to still be effective enough in melee not the best not, not horrible, just good enough generate some decent DPS.
    i hear the fvs is your best bet to be an offensive caster. the thing i like most about the cleric is radiant servant and they have the most spell slots and they get all the divine spells.

    regarding the builds i am much less familiar with how to build a fvs so if you have tips i am open to suggestions. i am also if it makes a difference at what levels u splash if so when is good.

    i would not go with a 3 monk splash you lose too much especially as an fvs. All level 3 monk will get you is fists of light which was nerfed with update 10. Fists of light healing damage and the save against the healing curse is based on the number of monk levels along with wisdom. Even with a maxed wisdom it would never be high enough to do any good. I would go with 2 monk and take 18 levels of cleric or fvs. I have not tried fvs but i do enjoy the 2 monk splash on a cleric and am looking at 61 ac self buffed without any real gear. if you want a really good build for a clonk it is called the Valience build. There is two versions by the same author one being halfling and one being valience 2.0 which is human. This build is 17 clr/2monk/1 rogue build utilizing umd for recon scrolls etc.
    Warforged Durability- "Takes a licklin and keeps on tickin."

  7. #7
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by ayondie View Post
    i would not go with a 3 monk splash you lose too much especially as an fvs. All level 3 monk will get you is fists of light which was nerfed with update 10. Fists of light healing damage and the save against the healing curse is based on the number of monk levels along with wisdom. Even with a maxed wisdom it would never be high enough to do any good. I would go with 2 monk and take 18 levels of cleric or fvs. I have not tried fvs but i do enjoy the 2 monk splash on a cleric and am looking at 61 ac self buffed without any real gear. if you want a really good build for a clonk it is called the Valience build. There is two versions by the same author one being halfling and one being valience 2.0 which is human. This build is 17 clr/2monk/1 rogue build utilizing umd for recon scrolls etc.
    I agree with this. 3 monk is a bit of a waste.

    Valiance 2.0 is an excellent build.

    Overall, I'd tend to think that the monk splash on a FvS costs too much which leaves cleric splash as the better choice. There is also a lot of synergy between radiant servant and that style of play.

    My idea these days:
    17 cleric, 2 monk, 1 fighter half-elf with rogue dilettante. Stats are a bit tricky on account of how awesome it is to get enough charisma to use DMIII. It certainly is a very MAD build

  8. #8
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    Quote Originally Posted by wax_on_wax_off View Post
    Stats are a bit tricky on account of how awesome it is to get enough charisma to use DMIII. It certainly is a very MAD build
    madly awesome /signed
    Warforged Durability- "Takes a licklin and keeps on tickin."

  9. #9
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by ayondie View Post
    madly awesome /signed
    Just to clarify for anyone who doesn't know; MAD = Multiple Attribute Dependent. Though yes, it is madly awesome

  10. #10
    Community Member Raoull's Avatar
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    I think a melee clonk can go favored soul instead of cleric, but a casting one runs into the problem of too few spellslots. An 18 FvS gets only 1 lvl 9 spell... for a melee, not having implosion is no big deal, but that leaves a casting FvS choosing between Implosion and Mass Heal.
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  11. #11
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Raoull View Post
    I think a melee clonk can go favored soul instead of cleric, but a casting one runs into the problem of too few spellslots. An 18 FvS gets only 1 lvl 9 spell... for a melee, not having implosion is no big deal, but that leaves a casting FvS choosing between Implosion and Mass Heal.
    True, however, hybrid or caster is much more fun and effective than wisdom dumped melee, imo.

  12. #12
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    Monk 3 is for the finishers (SP discount + others) more than it is for healing out of the actual light move. FvS has a fairly nice capstone, so I'm inclined to agree it's simpler to make the splash work on a Cleric. Especially if you only go to 17 and splash 3 levels of whatever, as FvS gets level 9 spells (Mass Heal) at 18.

    One thought is to dump the Spell Pen feats and get Stunning Fist as the DC is 10 + half character level (changed from Monk level awhile back) + Wisdom mod. It does require using Handwraps to utilize Stunning Fist, though with melee as the third priority you likely focusing on effects more than base damage anyway so not really a big deal (and may've planned to use them already anyway). With a focus on Healing/Casting, your Wisdom should be quite high. Fort save cc (stun also increases damage taken - sure to be popular among the people trying to break their highest crit record) to go alongside the Reflex save of Cometfall and Blade Barrier, neither of which are subject to spell resistance. Stunning Fist also has the upside of not costing spell points, for when you feel stretched thin.

    Greater Command is there for Will, but it has to overcome Spell Resist just like the Cleric insta kill (Fort) spells - though the DC should still be fine for targets without a high enough spell resistance. By splashing three levels, spell pen is already a losing game of catchup and I'd rather spend the feats elsewhere. Cleric doesn't have that many to spare in the first place, especially picking up the Two Weapon Fighting feats. In groups you can likely just let a Bard/Arcanes throw out dancing spheres when Will needs to be targeted on stuff that has spell resistance anyway.


    I'm not quite sure which way to go on Weapon Finesse. It takes a feat, but allows focus on Dex for a better Reflex against traps/spells. My gut tells me that the required 15(17) base Dex needed for the Two Weapon Fighting feats is a good enough starting point (and you can more or less increase it the same amount, regardless of Weapon Finesse or not). And Str (for to hit) is a tad easier to pump (spells like Rage, Madstone boots, etc.) than Dex and of course also gives damage.
    Last edited by Shakanos; 10-09-2011 at 03:23 PM. Reason: Fixed incorrect info I remembered.

  13. #13
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Shakanos View Post
    Monk 3 is for the finishers (SP discount + others) more than it is for healing out of the actual light move. FvS has a fairly nice capstone, so I'm inclined to agree it's simpler to make the splash work on a Cleric. Especially if you only go to 17 and splash 3 levels of whatever, as FvS gets level 9 spells (Mass Heal) at 18.

    One thought is to dump the Spell Pen feats and get Stunning Fist as the DC is 10 + character level (changed from Monk level awhile back) + Wisdom mod. It does require using Handwraps to utilize Stunning Fist, though with melee as the third priority you likely focusing on effects more than base damage anyway so not really a big deal (and may've planned to use them already anyway). With a focus on Healing/Casting, your Wisdom should be quite high. Fort save cc (stun also increases damage taken - sure to be popular among the people trying to break their highest crit record) to go alongside the Reflex save of Cometfall and Blade Barrier, neither of which are subject to spell resistance. Stunning Fist also has the upside of not costing spell points, for when you feel stretched thin.

    Greater Command is there for Will, but it has to overcome Spell Resist just like the Cleric insta kill (Fort) spells - though the DC should still be fine for targets without a high enough spell resistance. By splashing three levels, spell pen is already a losing game of catchup and I'd rather spend the feats elsewhere. Cleric doesn't have that many to spare in the first place, especially picking up the Two Weapon Fighting feats. In groups you can likely just let a Bard/Arcanes throw out dancing spheres when Will needs to be targeted on stuff that has spell resistance anyway.


    I'm not quite sure which way to go on Weapon Finesse. It takes a feat, but allows focus on Dex for a better Reflex against traps/spells. My gut tells me that the required 15(17) base Dex needed for the Two Weapon Fighting feats is a good enough starting point (and you can more or less increase it the same amount, regardless of Weapon Finesse or not). And Str (for to hit) is a tad easier to pump (spells like Rage, Madstone boots, etc.) than Dex and of course also gives damage.
    I leveled a drow clonk with 8 base strength. I made up for this with DMIII with 18 charisma (after a +2 tome) for +6 damage and the extra bursts along with the higher AC and AB from the better dex made it work really well.

  14. #14
    Community Member TasMagar's Avatar
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    My main is a human FvS 18/2 monk and is very fun character to play . Strength based can do about 36 str , playing with 2 longswords. can get decent AC for solo, around 49 , and sometimes while tanking switching to light armor + shield , ene tho i loose evasion but can do 57 ac and tank a bit .

    I suggest either FvS / monk (2) or a pure FvS WF.
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  15. #15
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    Quote Originally Posted by ayondie View Post
    i would not go with a 3 monk splash you lose too much especially as an fvs. All level 3 monk will get you is fists of light which was nerfed with update 10. Fists of light healing damage and the save against the healing curse is based on the number of monk levels along with wisdom. Even with a maxed wisdom it would never be high enough to do any good. I would go with 2 monk and take 18 levels of cleric or fvs. I have not tried fvs but i do enjoy the 2 monk splash on a cleric and am looking at 61 ac self buffed without any real gear. if you want a really good build for a clonk it is called the Valience build. There is two versions by the same author one being halfling and one being valience 2.0 which is human. This build is 17 clr/2monk/1 rogue build utilizing umd for recon scrolls etc.
    i go 3 for the finishers and buffs

  16. #16
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    ow joy another versus thread.

    at multiclassen cleric will win, take an 3rd level or something else. roque pops up for skills, sa, umd, haste boost etc.
    clerics lose pretty mmuch nothing by taking 3 levels of something else except for spell pen and sp. they keep the essentials.

    as for fvs those are better kept pure, your stuck at 1 level 9 spell at level 18. true resurrection, sm9, mass heal, implosion, energy drain. pick 1!. not to mention they get an huge bonus from the capstone.

  17. #17
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    I have a 17/3 Cleric-Monk and love it. (Kerosene)

    The Aligning the heavens saves more mana that you think-

    High healing amp + RS allow for Cord OP + Torc + fighting in the front lines = lots of mana regen

    When WIS based and dwarf for high stunning fist (43 in Fire Stance).

    STR and DEX are balanced - save a feat on weapon finesse
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  18. #18
    Community Member Feralthyrtiaq's Avatar
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    Default I've been back and forth thinking of...

    A leveling build, 2Monk/2Pal/16Cleric for a Cleric PL in my Completionist's long journey.

    Helf w/Sorc Dilletante

    Empower Heal
    Quicken
    Toughness
    TWF
    ITWF
    GTWF
    Extra Turning
    Maximize
    +Feat of Choice (Stunning Fist/Blow, PA etc)
    36 Point, +2 Tomes in all relevant stats
    Str 15 Level Ups here
    Dex 15
    Con 14
    Int 8
    Wis 13
    Cha 13

    Prolly do a similar type build but with FVS instead of Cleric, knock Wis down to 10 and boost Str to 16.

    Not DPS powerhouses, Not Prime raid healers, Not Evokers...but...

    For "Adventuring" both have Strong Survivablity, Self/Party Healing, MONK UA attacks, Paladin Goodies, No Fail Level 5 and under Arcane Scroll useage with Full Sorc Dille AP line (85% Lvl 6 Arcane Scrolls), Healing Amp, Saves, Level 8 Divine Spells.........

    Not exactly what OP had in mind but...
    Last edited by Feralthyrtiaq; 10-11-2011 at 01:28 PM.

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