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  1. #1
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    Default TR Cleric Build

    I am going to TR my battle cleric and create a full 20 level Cleric. I want to be a solid healer with decent offensive casting abilities. I want to be able to pike and heal from the front lines when I play with my wife's barb hence the healing amp. Everything else should be pretty straight forward.

    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Cleric RyRach
    Level 20 True Neutral Human Male
    (20 Cleric) 
    Hit Points: 324
    Spell Points: 1546 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 5
    Will: 21
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             14                    14
    Dexterity             8                     8
    Constitution         16                    18
    Intelligence          9                    10
    Wisdom               18                    28
    Charisma              9                    10
    
    Tomes Used
    +1 Tome of Intelligence used at level 1
    +1 Tome of Charisma used at level 1
    +1 Tome of Constitution used at level 20
    +2 Tome of Wisdom used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0                     9
    Bluff                 0                     0
    Concentration         7                    29
    Diplomacy             0                     0
    Disable Device        n/a                   n/a
    Haggle                0                     0
    Heal                  4                    11
    Hide                 -1                    -1
    Intimidate            0                     0
    Jump                  2                    10
    Listen                4                     9
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spot                  4                     9
    Swim                  2                     2
    Tumble                0                     0.5
    Use Magic Device      n/a                   0.5
    
    Feats 
    Feat: (Selected) Empower Healing Spell
    Feat: (Past Life) Past Life: Cleric
    Feat: (Human Bonus) Toughness
    Feat: (Selected) Empower Spell
    Feat: (Selected) Spell Penetration
    Feat: (Selected) Greater Spell Penetration
    Feat: (Selected) Maximize Spell
    Feat: (Selected) Quicken Spell
    Feat: (Selected) Toughness
    
    Enhancements 
    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 Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    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 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 Divine Vitality I
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    Enhancement: Cleric Wand and Scroll Mastery III
    Last edited by zaneousryan; 10-24-2011 at 04:24 PM. Reason: Type-o

  2. #2
    Community Member PNellesen's Avatar
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    Only things I'd change would be to maybe take Heighten or a Spell Focus feat instead of the extra Toughness, and maybe drop STR by 2 and add those points to CHA. With 16 CON and the first Toughness feat, you should be sturdy enough for most anything, and another Turn Undead never hurts either
    Quote Originally Posted by Ertay View Post
    While they were at it though, the devs decided to go on an incredible nerfhammer rampage and left nothing in their wake standing...

  3. #3
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    Which focus would you suggest. I am thinking Evocation, for BB and Implosion.
    Last edited by zaneousryan; 10-24-2011 at 05:37 PM.

  4. #4
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    Quote Originally Posted by zaneousryan View Post
    Which focus would you suggest. I am thinking Evocation, for BB and Implosion.
    If you were to take a Spell Focus, I think Evocation would be the best one, though I could understand people who choose Necromancy or maybe even Enchantment.

    However, I'd place Heighten as far higher priority than Spell Focus. If I had to, I'd drop Greater Spell Penetration to get it.

    Also, for your enhancements...you can get some Spell Pen there if needed. And some of the Smiting enhacements are really nice for your Divine Punishment damage. You can easily free up, say, 10 Action Points by dropping all but the first tier of the healing crit enhancements. (Note I am not suggesting dropping any of the Life Magic line, just the higher tiers of Prayer of Life and Prayer of Incredible Life.)

  5. #5
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    Alright made some updates. I like this better with the changes to enhancements. What your thoughts on the order of feats? Thanks for all the input.

    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Cleric RyRach
    Level 20 True Neutral Human Male
    (20 Cleric) 
    Hit Points: 302
    Spell Points: 1546 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 5
    Will: 21
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             14                    14
    Dexterity             8                     8
    Constitution         16                    18
    Intelligence          9                    10
    Wisdom               18                    28
    Charisma              9                    10
    
    Tomes Used
    +1 Tome of Intelligence used at level 1
    +1 Tome of Charisma used at level 1
    +1 Tome of Constitution used at level 20
    +2 Tome of Wisdom used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0                     9
    Bluff                 0                     0
    Concentration         7                    29
    Diplomacy             0                     0
    Disable Device        n/a                   n/a
    Haggle                0                     0
    Heal                  4                    11
    Hide                 -1                    -1
    Intimidate            0                     0
    Jump                  2                    10
    Listen                4                     9
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spot                  4                     9
    Swim                  2                     2
    Tumble                0                     0.5
    Use Magic Device      n/a                   0.5
    
    Level 1 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Feat: (Human Bonus) Empower Spell
    Feat: (Past Life) Past Life: Cleric
    Level 3 (Cleric)
    Feat: (Selected) Maximize Spell
    Level 6 (Cleric)
    Feat: (Selected) Spell Penetration
    Level 9 (Cleric)
    Feat: (Selected) Greater Spell Penetration
    Level 12 (Cleric)
    Feat: (Selected) Heighten Spell
    Level 15 (Cleric)
    Feat: (Selected) Quicken Spell
    Level 18 (Cleric)
    Feat: (Selected) Toughness
    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 Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Prayer of Smiting II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Incredible Smiting I
    Enhancement: Cleric Prayer of Incredible Smiting II
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Smiting II
    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 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 Divine Vitality I
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    Enhancement: Cleric Wand and Scroll Mastery III

  6. #6
    Community Member PNellesen's Avatar
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    Quote Originally Posted by zaneousryan View Post
    Alright made some updates. I like this better with the changes to enhancements. What your thoughts on the order of feats? Thanks for all the input.
    I like to save Maximize for somewhat later because of the pretty hefty SP costs for it, and I like to have Extend and Toughness ASAP (though Maximize applies to RS Bursts, so the argument can definitely be made to take it sooner, but I doubt I'd take it sooner than level 6). I use my Free Feat swap sometime after level 15 or so to replace Extend with something else.

    Given the feats you've selected, I'd probably take them in the following order:

    Code:
    Level 1 (Cleric)
    Feat: (Selected) Toughness
    Feat: (Human Bonus) Extend
    Feat: (Past Life) Past Life: Cleric
    
    Level 3 (Cleric)
    Feat:  (Selected) Empower Healing Spell
    
    Level 6 (Cleric)
    Feat: (Selected) Empower Spell 
    
    
    Level 9 (Cleric)
    Feat: (Selected) Spell Penetration
    
    Level 12 (Cleric)
    Feat: (Selected) Maximize Spell
    
    Level 15 (Cleric)
    Feat: (Selected) Quicken Spell
    
    Level 18 (Cleric)
    Feat: (Selected) Heighten Spell
    Feat (Free Swap): Swap Extend for Greater Spell Penetration
    Quote Originally Posted by Ertay View Post
    While they were at it though, the devs decided to go on an incredible nerfhammer rampage and left nothing in their wake standing...

  7. #7
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    Quote Originally Posted by PNellesen View Post
    I like to save Maximize for somewhat later because of the pretty hefty SP costs for it, and I like to have Extend and Toughness ASAP (though Maximize applies to RS Bursts, so the argument can definitely be made to take it sooner, but I doubt I'd take it sooner than level 6).
    Maximize is too expensive for low-level cures or Sound Burst or whatnot, but with individual meta-magics, you can now turn it on for your burst and off for most everything else.

    Quote Originally Posted by PNellesen View Post
    Given the feats you've selected, I'd probably take them in the following order:

    Code:
    Level 1 (Cleric)
    Feat: (Selected) Toughness
    Feat: (Human Bonus) Extend
    Feat: (Past Life) Past Life: Cleric
    
    Level 3 (Cleric)
    Feat:  (Selected) Empower Healing Spell
    
    Level 6 (Cleric)
    Feat: (Selected) Empower Spell 
    
    
    Level 9 (Cleric)
    Feat: (Selected) Spell Penetration
    
    Level 12 (Cleric)
    Feat: (Selected) Maximize Spell
    
    Level 15 (Cleric)
    Feat: (Selected) Quicken Spell
    
    Level 18 (Cleric)
    Feat: (Selected) Heighten Spell
    Feat (Free Swap): Swap Extend for Greater Spell Penetration
    I would really take Maximize before Empower, just for the bursts, and both of those before Spell Pen and by around the time I'm tossing Blade Barriers.

    There are few critters with spell resistance until near end game. (There are a few, but I can't think of any that are common prior to Vale of Twilight.) I would move Spell Pen to 15 or 18, and move up Maximize and Heighten.

  8. #8
    Community Member Cam_Neely's Avatar
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    Quote Originally Posted by PNellesen View Post
    Code:
    Level 1 (Cleric)
    Feat: (Selected) Toughness
    Feat: (Human Bonus) Extend
    Feat: (Past Life) Past Life: Cleric
    
    Level 3 (Cleric)
    Feat:  (Selected) Empower Healing Spell
    
    Level 6 (Cleric)
    Feat: (Selected) Empower Spell 
    
    
    Level 9 (Cleric)
    Feat: (Selected) Spell Penetration
    
    Level 12 (Cleric)
    Feat: (Selected) Maximize Spell
    
    Level 15 (Cleric)
    Feat: (Selected) Quicken Spell
    
    Level 18 (Cleric)
    Feat: (Selected) Heighten Spell
    Feat (Free Swap): Swap Extend for Greater Spell Penetration
    Personally I would take SF: Evocation (or Necro) over Greater Spell Pen
    Quote Originally Posted by MajMalphunktion View Post
    Hate me if you want, as of right now I'm not letting anyone crack open the build for this. Nope no way. Nada. I need developers working on the expansion pack, and that only. Again, hate me all you want, but creating a whole new realm takes priority over a broken bag. This is pretty much true of a few of the other issues that crept in today also.

  9. #9
    Community Member PNellesen's Avatar
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    Quote Originally Posted by Cam_Neely View Post
    Personally I would take SF: Evocation (or Necro) over Greater Spell Pen
    I based that list on what OP had selected, but yeah, on a Human Pure TR Cleric, I would take one of the SF: Feats over Greater Spell Pen (probably Necro - I luvz mah instakills! )
    Quote Originally Posted by Ertay View Post
    While they were at it though, the devs decided to go on an incredible nerfhammer rampage and left nothing in their wake standing...

  10. #10
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    What cleric spells require a spell resistance check?

    The ones that I used the most did not require a spell resistance check and required you to beat the mobs reflex, will or fort saves, which would be Spell focus to raise your DC.

    If you find you need spell pen, then on your DT armor you can get a Greater Spell Pen VIII that gives you a +3 to spell pen for level 8 and lower spells and frees up two feats that can be used to raise your DC.

  11. #11
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    Quote Originally Posted by Mubjon View Post
    What cleric spells require a spell resistance check?

    The ones that I used the most did not require a spell resistance check and required you to beat the mobs reflex, will or fort saves, which would be Spell focus to raise your DC.
    All the CC/instakill spells do. DCs are, IMO, though, more important than spell pen just because plenty of monsters don't have spell resistance at all. But having decent spell pen is important for when you encounter those that do.

  12. #12
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    Quote Originally Posted by SirValentine View Post
    All the CC/instakill spells do. DCs are, IMO, though, more important than spell pen just because plenty of monsters don't have spell resistance at all. But having decent spell pen is important for when you encounter those that do.
    I used the advice I gave him for my cleric that I just TR'd to a wizard and never had a problem with my CC or instakill spells getting through. Then maybe I just did not run that content that much where the mobs had decent SR?

    Of course I rarely used anything other than Blade Barriers, Comet Fall, Greater Command, Divine Punishment and then buffs and heal or mass heal.

  13. #13
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    Quote Originally Posted by Mubjon View Post
    Then maybe I just did not run that content that much where the mobs had decent SR?

    Of course I rarely used anything other than Blade Barriers, Comet Fall, Greater Command, Divine Punishment and then buffs and heal or mass heal.
    Greater Command has a spell pen check for sure, and I think the tripping component of Cometfall, too.

    However, all the damage-dealing is not affected by spell resistance.

    I noticed SR in Amrath, and, say, the kobolds in eVoN1, which where I'd sometimes fail the spell pen check when trying to get off an Implosion or such. And of course, Epic Drow, where I'd always fail the spell pen check.

  14. #14
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    Quote Originally Posted by SirValentine View Post
    Greater Command has a spell pen check for sure, and I think the tripping component of Cometfall, too.

    However, all the damage-dealing is not affected by spell resistance.

    I noticed SR in Amrath, and, say, the kobolds in eVoN1, which where I'd sometimes fail the spell pen check when trying to get off an Implosion or such. And of course, Epic Drow, where I'd always fail the spell pen check.
    As I did not get to any of that before I had the DT armor with the +3 to spell pen from the greater spell penetration VIII is probably why I did not notice much of a difficulty with the greater command hitting. I never bothered to notice if the implosion was not hitting as if I had a swarm of mobs in Amrath I would take out 3 of the 5 generally and that seemed to be about the extent of what that spell would do.

    Yeah I do not have the spell pen for the level 9 spells like implosion, but it puts me only 1 down from another that took both feats and put something else on their DT armor.

  15. #15
    Community Member archest's Avatar
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    Quote Originally Posted by Mubjon View Post
    What cleric spells require a spell resistance check?

    The ones that I used the most did not require a spell resistance check and required you to beat the mobs reflex, will or fort saves, which would be Spell focus to raise your DC.

    If you find you need spell pen, then on your DT armor you can get a Greater Spell Pen VIII that gives you a +3 to spell pen for level 8 and lower spells and frees up two feats that can be used to raise your DC.
    The ones which do not do damage.......hold person .............

  16. #16
    Community Member Inferno346's Avatar
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    Since you are a TR and probably have some feat shards stored up, I'd suggest this for leveling:

    Take greataxe proficiency at level 1. This lets you use some of the best lowbie weapons: Maelstrom and Carnifex. These weapons are miles ahead of quarterstaves or longswords or whatever you'd be using otherwise. Swap it out for something else when you get blade barrier at 11.

    Skills should be max UMD and Concentration, rest in Balance. Use Morah's Belt for Jump. UMD on a cleric is good for fire shield scrolls (these are AWESOME, can't stress it enough), invis, teleport, displace, GH, halt undead for epic wizking, and more I can't think of right now.

    Otherwise, build looks good.
    Last edited by Inferno346; 10-26-2011 at 12:03 PM.
    Thelanis: Takhysys, Tenauch, Vitriolus, Kalav, Leprous

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