Page 1 of 2 12 LastLast
Results 1 to 20 of 30
  1. #1
    Community Member
    Join Date
    Jun 2011
    Posts
    68

    Question 17cleric/3monk TR healer/melee

    Greetings and salutations everyone,

    I have been planning on TRing my cleric soon into *gasp* another cleric. I love the class I love healing but I am looking for something with some more flair. In my first life I played a healbot and what more can you expect from building it as a healbot but to heal. I would like to try the other sides now. Something that is either offensive spell casting or on the melee side instead. I have been doing a bit of reading and I think I am interested in playing a "clonk".

    I would really like to be able to have the fist of the light boost for when I solo to get a little hp back that way. I already have picked up the Staff of the Shadow and am working on getting the Stonedust hand wraps currently to make the Vampiric Stonedust Wraps. I also have picked up the Garments of Equilibrium.

    The problem I am having is trying to decide how to level it. I would figure you would take Cleric first so you can have the Echos of Power but at what point do you take the monk levels?

    I planned on my stats being:
    Human
    Str: 12
    Dex: 15
    Con: 14 or 16
    Wis: everything else here
    Int: 8 (9 if i have an extra point)
    Cha: 14 (divine might)

    I appreciate any input that you can provide.

  2. #2
    Community Member AtomicMew's Avatar
    Join Date
    Oct 2010
    Posts
    0

    Default

    Take 1 monk to start so you can use wraps right away, then cleric until you get blade barrier (11 cleric/1 monk). After that, I would take the next two monk levels before any more cleric.

    Your stats are a bit weird. There's no point in dumping STR for CHA/divine might, since point for point, STR is MUCH better. Divine might is only possibly worthwhile once you have an equivalent STR compared to CHA - and even then is pretty questionable.

  3. #3
    The Hatchery stoerm's Avatar
    Join Date
    Oct 2009
    Posts
    430

    Default

    I like to be contrary so rolled a drow clonk I am planning to take to 18/2.
    - Str 16
    - Con 12
    - Wis 16
    - Cha 14

    I forget Int and Dex, probably 10 and 12.

    Currently lvl 8 (1/7) and use wraps. Water or fire stance depending on role. It's already very reasonable with melee and casting, especially since I have senior alts that hand down plat and gear. If / when she gets the racial tempest pre, there is potential for nice twf with wraps or rapiers.
    Don't feed the trolls.
    Praise the Dark Six and pass the heals to pure melees.
    Full feat tree; Cannith; change; merger; evil; win; minmaxing; FotM; deja vu; Kobolds.
    Dungeons and Dragons Online ~ Nude Song and Gnarled Onions

  4. #4
    Community Member
    Join Date
    Jun 2011
    Posts
    68

    Default

    OK I will keep that in mind about taking monk at level 1. I had thought to take cleric in that location so I could get the echos of power but I had not thought about needing wraps. I had figured I would pick up a set from the quest in Korthos.

    I have been playing around witht he planner and not getting anywhere fast things are not clicking into place as I had hoped they would. Is there a general standard 17/3 clonk build or even a 17/2/1 that i could alter slightly to be a 17/3. Again I appreciate the assistance from members of the forum community thank you for the help and insight.

  5. #5
    Community Member
    Join Date
    Jun 2011
    Posts
    68

    Default

    ok here is what i havecome up with. thoughts are apppreciated. thank you.

    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Human Female
    (3 Monk \ 17 Cleric) 
    Hit Points: 245
    Spell Points: 1160 
    BAB: 14\14\19\24
    Fortitude: 16
    Reflex: 11
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            15                    17
    Constitution         14                    16
    Intelligence          8                    10
    Wisdom               16                    20
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                    26
    Bluff                -1                     0
    Concentration         6                    28
    Diplomacy            -1                     0
    Disable Device       n/a                    n/a
    Haggle               -1                     0
    Heal                  3                     7
    Hide                  2                     3
    Intimidate           -1                     0
    Jump                  3                     7
    Listen                3                     5
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  3                     5
    Swim                  3                     7
    Tumble                3                     6
    Use Magic Device     n/a                    n/a
    
    Level 1 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+4)
    Skill: Tumble (+1)
    Feat: (Selected) Extend Spell
    Feat: (Past Life) Past Life: Cleric
    Feat: (Human Bonus) Quicken Spell
    
    
    Level 2 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    
    
    Level 3 (Monk)
    Skill: Balance (+3)
    Skill: Concentration (+1)
    Feat: (Selected) Maximize Spell
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    
    
    Level 6 (Monk)
    Skill: Balance (+3)
    Skill: Concentration (+1)
    Feat: (Selected) Empower Healing Spell
    Feat: (Monk Bonus) Power Attack
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    
    
    Level 9 (Monk)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Tumble (+2)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    
    
    Level 10 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    
    
    Level 11 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    
    
    Level 12 (Cleric)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    
    
    Level 14 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    
    
    Level 15 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Improved Recovery I
    Enhancement: Void Strike 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 Life III
    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 Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Cleric Divine Healing I
    Enhancement: Cleric Divine Healing II
    Enhancement: Cleric Divine Healing III
    Enhancement: Cleric Improved Turning I
    
    
    Level 16 (Cleric)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    
    
    Level 17 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    
    
    Level 18 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Feat: (Selected) Empower Spell
    
    
    Level 19 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    
    
    Level 20 (Cleric)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Human Greater Adaptability Strength I
    Enhancement: Improved Concentration I
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Improved Spell Penetration II
    Enhancement: Cleric Energy of the Zealot IV
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Extra Turning I

  6. #6
    Community Member MnaSidhe's Avatar
    Join Date
    Aug 2010
    Posts
    0

    Question

    Quote Originally Posted by stoerm View Post
    If / when she gets the racial tempest pre, there is potential for nice twf with wraps or rapiers.
    I was under the impression that Tempest did not work with Handwraps?
    No longer reading the Forums.

  7. #7
    Community Member MnaSidhe's Avatar
    Join Date
    Aug 2010
    Posts
    0

    Default

    Quote Originally Posted by kclark1980 View Post
    ok here is what i havecome up with. thoughts are apppreciated. thank you.
    The advice that was given earlier, to take 1 level of Monk and then the rest as soon as you have Blade Barrier was actually good. I multiclassed my Cleric (18/2) with the 2 at the start... and the extra levels until Blade Barrier were not nice!

    On the Enhancements - if you are planning on taking the Radiant Servant, I have found "Divine Healing" to be a waste. Instead of using the Turn (in short-ish supply with a low CHA) to put a Divine Healing on someone, why not put on an Aura/Burst? I know one of those things is needed as a prerequisite for RadServ... I usually take DV1 (Wizard out of SP, but we need an emergency DDoor...).

    You can still achieve acceptable Healing without maxxing out Life Magic / Prayer of Life. If you want to be a bit different than your Healbot... you could take some Cleric Smiting... and the relevant Prayers. Even one rank significantly improves Damage Output. This would make your Divine Punishment (for example) much better.

    If you want to be a bit melee... then your HP are looking a little low? Maybe take a Toughness feat and some Racial Toughness Enhancements? I'd drop Extend spell at L1 and Take Toughness... Extend is not so necessary, I feel, especially once you get up in level.
    No longer reading the Forums.

  8. #8
    Community Member
    Join Date
    Jun 2011
    Posts
    68

    Default

    Ok so I have to take Cleric at first level if I want to keep the Echoes of Power ability as an emergency back up. I changed around the other level and took the toughness and added the enhanced line for it also.

    Code:
    Character Plan by DDO Character Planner Version 03.11.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Human Female
    (3 Monk \ 17 Cleric) 
    Hit Points: 297
    Spell Points: 1134 
    BAB: 14\14\19\24
    Fortitude: 16
    Reflex: 12
    Will: 17
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             16                    22
    Dexterity            15                    18
    Constitution         14                    17
    Intelligence          8                    10
    Wisdom               16                    19
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               3                    27
    Bluff                -1                     0
    Concentration         6                    31
    Diplomacy            -1                     0
    Disable Device       n/a                    n/a
    Haggle               -1                     0
    Heal                  3                     6
    Hide                  2                     4
    Intimidate           -1                     0
    Jump                  3                     8
    Listen                3                     4
    Move Silently         2                     4
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  3                     4
    Swim                  3                     6
    Tumble                3                     5
    Use Magic Device     n/a                    n/a
    
    Level 1 (Cleric)
    Feat: (Human Bonus) Empower Healing Spell
    Feat: (Past Life) Past Life: Cleric
    Feat: (Selected) Quicken Spell
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 3 (Cleric)
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Monk)
    Feat: (Monk Bonus) Toughness
    
    
    Level 15 (Monk)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Empower 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 Constitution I
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Improved Recovery III
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Monk Improved Recovery I
    Enhancement: Void Strike I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Improved Concentration III
    Enhancement: Improved Concentration IV
    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 Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Cleric Energy of the Zealot IV
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Divine Vitality II
    Enhancement: Cleric Improved Turning I

  9. #9
    Community Member Bacab's Avatar
    Join Date
    Oct 2006
    Posts
    1,224

    Default

    Quote Originally Posted by stoerm View Post
    I like to be contrary so rolled a drow clonk I am planning to take to 18/2.
    - Str 16
    - Con 12
    - Wis 16
    - Cha 14

    I forget Int and Dex, probably 10 and 12.

    Currently lvl 8 (1/7) and use wraps. Water or fire stance depending on role. It's already very reasonable with melee and casting, especially since I have senior alts that hand down plat and gear. If / when she gets the racial tempest pre, there is potential for nice twf with wraps or rapiers.
    You will need a higher DEX for tempest (Dodge is pre-req) and a higher DEX for *good* TWF.
    "Hireling" and "Hjealer"
    Member of THACO on Ghallanda

  10. #10
    Community Member daniel7's Avatar
    Join Date
    Mar 2006
    Posts
    737

    Default

    At level 3 I would instead take Empower Heal, you need it anyways for Radiant Savant I right?
    No Stunning Fist? You want Stunning Fists. Replace Weapon Focus with it.
    All in all it looks good. Devotion from Delera's is nice to pick up before you TR.
    Ghallanda
    Volver life 3 lvl 20 sorc - 4 Epic /// Adept life 3 lvl 2mnk/17pal /// Vindicate life 6 lvl 18rgr/1ftr/1clr - 2 Epic /// [COLOR="Red"]

  11. #11
    Community Member daniel7's Avatar
    Join Date
    Mar 2006
    Posts
    737

    Default

    Wiki

    Stunning Fist
    Description
    A swift unarmed attack to vulnerable areas that cause your target to be stunned for a short period of time (6 seconds). Stunning Fist requires 15 ki to use.

    Note
    For many players, Stunning Fist is often the first, if not the preferred, initial attack that a Monk will make.
    It can be used over twice as often as Stunning Blow, which has a 15 second cooldown. With enough ki, a monk could keep an enemy in a state of permanent stun.
    The DC is 10 + half Character level + Wisdom modifier + Stunning item bonus.
    Stunning Fist's effectiveness is augmented by a Monk's WIS modifier as well as any handwraps with +Stunning Enhancements.
    Stunning Fist does work on living constructs (such as Warforged). It does not work on constructs, elementals or undead.
    Stunning Fist can only be used while unarmed.
    As of Update 9, Stunning Fist can be chosen using normal feat slots at anytime (as opposed to a Monk feat as in past updates), and can be respecced freely using Fred.
    As of Update 9, Stunning Fist was changed to use half character level instead of half Monk level to calculate DC.
    As of Update 9, once 'stunned' the monster in question is considered Helpless and receives +50% damage per attack that hits.
    Ghallanda
    Volver life 3 lvl 20 sorc - 4 Epic /// Adept life 3 lvl 2mnk/17pal /// Vindicate life 6 lvl 18rgr/1ftr/1clr - 2 Epic /// [COLOR="Red"]

  12. #12
    Community Member Cyiwin's Avatar
    Join Date
    Feb 2006
    Posts
    299

    Default

    Quote Originally Posted by kclark1980 View Post
    Ok so I have to take Cleric at first level if I want to keep the Echoes of Power ability as an emergency back up.
    [/code]
    I don't think your first level has to be cleric for that. Starting as a monk would get you more skills.

  13. #13
    Community Member daniel7's Avatar
    Join Date
    Mar 2006
    Posts
    737

    Default

    Quote Originally Posted by Cyiwin View Post
    I don't think your first level has to be cleric for that. Starting as a monk would get you more skills.
    The problem with taking monk at level one as a human is that he has to pick 3 feats at level 1. None of them can be caster only feats. Two of them might be feats he could later pick as a monk bonus feat. Chances are he woul be better off doing monk b/t level 2-4.
    Ghallanda
    Volver life 3 lvl 20 sorc - 4 Epic /// Adept life 3 lvl 2mnk/17pal /// Vindicate life 6 lvl 18rgr/1ftr/1clr - 2 Epic /// [COLOR="Red"]

  14. #14
    Community Member Phidius's Avatar
    Join Date
    Mar 2006
    Posts
    3,467

    Default

    Quote Originally Posted by daniel7 View Post
    The problem with taking monk at level one as a human is that he has to pick 3 feats at level 1. None of them can be caster only feats. Two of them might be feats he could later pick as a monk bonus feat. Chances are he woul be better off doing monk b/t level 2-4.
    Agreed - my clonks always start with cleric, because not "wasting" a feat is more important than maximizing skills.

    I've not played a maxed-wisdom clonk, as I vastly prefer melee-healers to casting-healers. I would think that dumping dex and pumping str would be a better tactic.

    TWF on a clonk simply increases the offhand's chance to proc an attack - there's no to-hit penalty on handwraps like there is on normal TWF.

    So the question is this - do you do better DPS without the TWF chain and a high strength, or with the TWF chain and a low strength?

    I'd rather see a slower stream of hits than a faster stream of misses. Unless the misses are in the middle of a swimsuit competition

    Of course, a melee-focused clonk will have a high Str and the full TWF chain...
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  15. #15
    Community Member ShadowFlash's Avatar
    Join Date
    Jul 2010
    Posts
    762

    Default

    Quote Originally Posted by AtomicMew View Post
    Take 1 monk to start so you can use wraps right away, then cleric until you get blade barrier (11 cleric/1 monk). After that, I would take the next two monk levels before any more cleric.
    It is next to impossible for a human clonk to take monk at 1st level...it is the exception to the rule...don't do it.

    Possibble bonus feat choices:
    Toughness
    TWF or THF (requires 15 DEX or 15 STR respectively)
    Stunning Fist
    Power Attack (very questionable on a WIS based clonk and requires 13 STR)

    Human Clonk...Level 1 Monk = 3 feats (1 normal, 1 Human Bonus, 1 monk Martial)
    No meta's are allowed at this point. The only way it's possible is if you are absolutely sure you are taking all 4 monk bonus feats listed...I.E. Start with at least 13 STR and take Power Attack, Toughness, and Stunning Fist...saving TWF for your 2nd Monk Bonus. Again, you better be sure, because Fred can't swap these.

    Divine Might....
    I built for it on my not-really-a-clonk melee cleric (with 2 monk levels) and regret how I did it. That being said, my advice is keep it in mind, but don't specifically go out of your way for it. If you can't get DMII or higher, the obnoxious casting time makes DMI useless. I would try to get DMII (CHA 16) with a +2 tome...so starting CHA 14...then if sometime you are amazingly lucky and pull a +4 tome, DMIII is possible.

    Quote Originally Posted by AtomicMew View Post
    There's no point in dumping STR for CHA/divine might, since point for point, STR is MUCH better. Divine might is only possibly worthwhile once you have an equivalent STR compared to CHA - and even then is pretty questionable.
    /disagree

    Point-for-Point CHA+DM is a better value than STR as long as you can hit....as long as you can hit...as long as you can hit...which requires constant upkeep of DP/buffs and every piece of +atk gear you can squeeze in (and hopefully a bard)...
    Both STR and CHA have synergies...STR is dmg and AB....CHA is dmg and # of turns.
    Anything over 12 starting points....
    2 points STR = +1atk/+1dmg
    2 points CHA = +2dmg/+1turn

    I started with 12 Strength on mine... + 3 level ups + 6 gear + 2 tome = 23 STR w/o buffs
    I swing 2 Dwarven Axes, and have OTWF so -2atk. Handwraps will not have this handicap negating the 3 level up's in STR.
    I hit just fine most of the tme with a +5/+6 bard and power attack on. I do have to turn PA off at times for Bladesworn Paladins and such, and do not suggest taking PA on a low STR build as I did (and the forums unanimously agreed I should take at the time over Imp Crit...grrr).
    I do NOT have my warpriest's ToD set yet, NOR do I have my completed fabricator's set which together will add another +4 to attack (would be +6, but I'll be replacing the Sora Kell set)
    Exceptional stat gear, cannith crafted +atk gear, and guild augment slots (which I do not have) can easily push this higher. I've found easily slotted cleric friendly items are more easily used to augment your to-hit and push the value of DMII (or in my case DMIII) well above the value of increased STR.

    The OP being a caster-cleric with a minor in melee, should value the increased damage of Divine Might more than the increased "always-on" value of STR. "Powering-up" for melee trash, Ki generation, and Stunned/held Mobs with increased damage is more valuable than the modest increase the slight bump to STR provides by completely ditching CHA along with the extra turns it provides while in "healer" mode.

    Furthermore...a Mob being held, stunned, or otherwise in a helpless condition (extremely relevant to a stunning fist caster-clonk) will recieve +50% damage...meaning all things being equal, the choice between raising CHA from 12 or STR from 12 to 16 via a +2 tome and 2 stat points will see STR at +3 damage and CHA (qualifing for DMII) at +6 damage making Divine Might even more valuable for a caster-clonk then STR as long as constant vigilance via gearing for to-hit is maintained. Pulling a +4 tome for DMIII brings it to +9 vs. helpless making it an insane no-brainer.
    http://ddowiki.com/page/Helpless

    ShadowFlash

    Edited a bunch for typos, clarity, and my own personal example....before anyone else posted...bad habit of mine...will try to be more clear from the start in the future
    Last edited by ShadowFlash; 04-23-2012 at 03:17 AM.

  16. #16
    Community Member
    Join Date
    Jun 2011
    Posts
    68

    Default

    ok so i traded the weapon focus at level 3 for stunning fists.

  17. #17
    Community Member Raoull's Avatar
    Join Date
    May 2010
    Posts
    816

    Default

    Quote Originally Posted by ShadowFlash View Post
    It is next to impossible for a human clonk to take monk at 1st level...it is the exception to the rule...don't do it.

    Possibble bonus feat choices:
    Toughness
    TWF or THF (requires 15 DEX or 15 STR respectively)
    Stunning Fist
    Power Attack (very questionable on a WIS based clonk and requires 13 STR)

    Human Clonk...Level 1 Monk = 3 feats (1 normal, 1 Human Bonus, 1 monk Martial)
    No meta's are allowed at this point. The only way it's possible is if you are absolutely sure you are taking all 4 monk bonus feats listed...I.E. Start with at least 13 STR and take Power Attack, Toughness, and Stunning Fist...saving TWF for your 2nd Monk Bonus. Again, you better be sure, because Fred can't swap these.
    For a melee clonk, who will be taking all of the above feats, 1st lvl monk is preferable for skills. The extra skills are extra nice if you're aiming for UMD.

    For a caster clonk, 1st lvl as cleric is pretty much required.

    Divine Might....
    I built for it on my not-really-a-clonk melee cleric (with 2 monk levels) and regret how I did it. That being said, my advice is keep it in mind, but don't specifically go out of your way for it. If you can't get DMII or higher, the obnoxious casting time makes DMI useless. I would try to get DMII (CHA 16) with a +2 tome...so starting CHA 14...then if sometime you are amazingly lucky and pull a +4 tome, DMIII is possible.
    /disagree

    Point-for-Point CHA+DM is a better value than STR as long as you can hit....as long as you can hit...as long as you can hit...which requires constant upkeep of DP/buffs and every piece of +atk gear you can squeeze in (and hopefully a bard)...
    Both STR and CHA have synergies...STR is dmg and AB....CHA is dmg and # of turns.
    Anything over 12 starting points....
    2 points STR = +1atk/+1dmg
    2 points CHA = +2dmg/+1turn

    I started with 12 Strength on mine... + 3 level ups + 6 gear + 2 tome = 23 STR w/o buffs
    I swing 2 Dwarven Axes, and have OTWF so -2atk. Handwraps will not have this handicap negating the 3 level up's in STR.
    I hit just fine most of the tme with a +5/+6 bard and power attack on. I do have to turn PA off at times for Bladesworn Paladins and such, and do not suggest taking PA on a low STR build as I did (and the forums unanimously agreed I should take at the time over Imp Crit...grrr).
    I do NOT have my warpriest's ToD set yet, NOR do I have my completed fabricator's set which together will add another +4 to attack (would be +6, but I'll be replacing the Sora Kell set)
    Exceptional stat gear, cannith crafted +atk gear, and guild augment slots (which I do not have) can easily push this higher. I've found easily slotted cleric friendly items are more easily used to augment your to-hit and push the value of DMII (or in my case DMIII) well above the value of increased STR.

    The OP being a caster-cleric with a minor in melee, should value the increased damage of Divine Might more than the increased "always-on" value of STR. "Powering-up" for melee trash, Ki generation, and Stunned/held Mobs with increased damage is more valuable than the modest increase the slight bump to STR provides by completely ditching CHA along with the extra turns it provides while in "healer" mode.

    Furthermore...a Mob being held, stunned, or otherwise in a helpless condition (extremely relevant to a stunning fist caster-clonk) will recieve +50% damage...meaning all things being equal, the choice between raising CHA from 12 or STR from 12 to 16 via a +2 tome and 2 stat points will see STR at +3 damage and CHA (qualifing for DMII) at +6 damage making Divine Might even more valuable for a caster-clonk then STR as long as constant vigilance via gearing for to-hit is maintained. Pulling a +4 tome for DMIII brings it to +9 vs. helpless making it an insane no-brainer.
    http://ddowiki.com/page/Helpless

    ShadowFlash

    Edited a bunch for typos, clarity, and my own personal example....before anyone else posted...bad habit of mine...will try to be more clear from the start in the future

    I disagree with most of this. My clonk ran with DM for quite a while before I eventually LR'ed to put those points into STR. While in theory its a better value, the problem is keeping it up. The casting is slow, the duration is short... but most importantly, it competes with Radiant Servant abilities for your turns. If you put 6 points into CHA to get DM, you get 3 more turns.... but you'll want to use DM more than 3 times between shrines. What really hurts is that with the 1 turn per 2 minutes regen of RS, using auras and a few bursts even just a few starting turns (and tanked cha can easily get 8) last a good long time. But once you start tossing around DM you'll burn through them in no time flat. You add significantly to your usage, but not to your regen rate.

    And do not underestimate the tohit issue. As a str based, wrap wielding clonk (so 30 str, and no minuses for TWF), even I'd occasionally turn it off in epics, and I have a +4 tohit cannith crafted trinket. Without being full on str based, and using wraps, expect PA to be off much more often. I notice the only problematic mob listed is the WF Paladins, which to me implies epics aren't being taken into account.

    I will say... one example mentioned above seems reasonable. If you're really a caster, and have CHA more for turns, then spending a few AP in DM just for beating on stunned trash mobs seems a good idea. Don't put points in CHA just to get DM, but if you've got them for other reasons the AP for the first 2 lvls isn't bad.
    Cannith Server :Vice Sovereign of The Guild of Calamitous Intent

    Kalener (Monk) Renelak (backup band) Raoull (Mr. McStabby) Kaleray (laser heals) Kalrah (xbow rogue)

  18. #18

    Default

    I'll try to find the build I had last life when I'm back home. Was a 17clr/3mnk human. Maybe it'll help you with yours.

  19. #19

    Default

    Quote Originally Posted by Ilindith View Post
    I'll try to find the build I had last life when I'm back home. Was a 17clr/3mnk human. Maybe it'll help you with yours.
    There it is. Had the monk past life so I took it at level 3, can swap it for anything you want.

    Code:
    Character Plan by DDO Character Planner Version 03.09.02 
    DDO Character Planner Home Page  
    
    Cleric Monk
    Level 20 Lawful Good Human Female 
    (3 Monk / 17 Cleric) 
    Hit Points: 317 
    Spell Points: 1190 
    
    BAB: 14/14/19/24 
    Fortitude: 17 
    Reflex: 11 
    Will: 18 
    
                  Starting    Feat/Enhancement 
    Abilities    Base Stats    Modified Stats 
    (36 Point)    (Level 1)      (Level 20) 
    Strength           16                24 
    Dexterity          15                17 
    Constitution       16                18 
    Intelligence        8                10 
    Wisdom             14                20 
    Charisma           10                14 
    
    Tomes Used 
    +1 Tome of Strength used at level 3 
    +1 Tome of Dexterity used at level 3 
    +1 Tome of Constitution used at level 3 
    +1 Tome of Intelligence used at level 3 
    +1 Tome of Wisdom used at level 3 
    +1 Tome of Charisma used at level 3 
    +2 Tome of Strength used at level 7 
    +2 Tome of Dexterity used at level 7 
    +2 Tome of Constitution used at level 7 
    +2 Tome of Intelligence used at level 7 
    +2 Tome of Wisdom used at level 7 
    +2 Tome of Charisma used at level 7 
     
                  Starting      Feat/Enhancement 
                 Base Skills  Modified Skills 
    Skills       (Level 1)      (Level 20) 
    Balance            4              18 
    Bluff              0              2 
    Concentration      7              30 
    Diplomacy          0              2 
    Disable Device     n/a            n/a 
    Haggle             0              2 
    Heal               2              7 
    Hide               2              3 
    Intimidate         0              2 
    Jump               3              16.5 
    Listen             2              5 
    Move Silently      2              3 
    Open Lock          n/a            n/a 
    Perform            n/a            n/a 
    Repair             -1             0 
    Search             -1             0 
    Spot               2              5 
    Swim               3              7 
    Tumble             n/a            4 
    Use Magic Device   n/a            n/a 
     
    Level 1 (Cleric) 
    Skill: Balance (+2) 
    Skill: Concentration (+4) 
    Feat: (Selected) Empower Healing Spell 
    Feat: (Human Bonus) Two Weapon Fighting 
     
    Level 2 (Monk) 
    Skill: Balance (+1) 
    Skill: Concentration (+1) 
    Skill: Jump (+1) 
    Skill: Tumble (+1) 
    Feat: (Monk Bonus) Stunning Fist 
     
    Level 3 (Monk) 
    Skill: Balance (+3) 
    Skill: Concentration (+1) 
    Feat: (Selected) Past Life: Disciple of the Fist 
    Feat: (Monk Bonus) Toughness 
     
    Level 4 (Monk) 
    Ability Raise: STR 
    Skill: Balance (+1) 
    Skill: Concentration (+1) 
    Skill: Jump (+2) 
    Feat: (Monk Path) Path oof Harmonious Balance: Fists of Light 
     
    Level 5 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
     
    Level 6 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Feat: (Selected) Power Attack 
     
    Level 7 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
     
    Level 8 (Cleric) 
    Ability Raise: STR 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Skill: Jump (+0.5) 
     
    Level 9 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Skill: Jump (+0.5) 
    Feat: (Selected) Maximize Spell 
     
    Level 10 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Skill: Jump (+0.5) 
     
    Level 11 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Skill: Jump (+0.5) 
     
    Level 12 (Cleric) 
    Ability Raise: STR 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Skill: Jump (+0.5) 
    Feat: (Selected) Improved Critical: Bludgeoning Weapons 
     
    Level 13 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Skill: Jump (+0.5) 
     
    Level 14 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Skill: Jump (+0.5) 
     
    Level 15 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Skill: Jump (+0.5) 
    Feat: (Selected) Improved Two Weapon Fighting 
     
    Level 16 (Cleric) 
    Ability Raise: STR 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Skill: Jump (+0.5) 
     
    Level 17 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Skill: Jump (+0.5) 
     
    Level 18 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Skill: Jump (+0.5) 
    Feat: (Selected) Quicken Spell 
     
    Level 19 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Skill: Jump (+0.5) 
     
    Level 20 (Cleric) 
    Ability Raise: STR 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Skill: Jump (+0.5)

  20. #20
    Community Member ShadowFlash's Avatar
    Join Date
    Jul 2010
    Posts
    762

    Default

    Quote Originally Posted by Raoull View Post
    For a melee clonk, who will be taking all of the above feats, 1st lvl monk is preferable for skills. The extra skills are extra nice if you're aiming for UMD.
    Sounds Familiar....Oh, wait!

    Quote Originally Posted by ShadowFlash View Post
    The only way it's possible is if you are absolutely sure you are taking all 4 monk bonus feats listed...I.E. Start with at least 13 STR and take Power Attack, Toughness, and Stunning Fist...saving TWF for your 2nd Monk Bonus. Again, you better be sure, because Fred can't swap these.
    The problem is a melee cleric will rarely take ALL 4 of these feats...making it NOT recommended...

    @OP...

    If you really want to embrace the melee side...
    STR 16 ---> all level up's here
    DEX 15 ---> needed for full TWFing line...if you're gonna melee, don't let anyone tell you not to take all 3 feats.
    CON 14
    INT 8
    WIS 12 ---> +2 tome and +6 item, 20 WIS is enough...use enhancements while leveling to fill the gaps
    CHA 14 ---> +2 tome = DMII...+2 enhancements (RSII pre-req) +6 item +1 PL:cleric = 11 turns/13 with ToD set (plenty to keep up both your aura and DMII

    Assuming you take Monk 1st for the skill points....
    1 Monk: Toughness / Power Attack / TWF

    Your choice when to splash the 2nd Monk Level: Stunning Fist

    3: Empower Heal
    6: Maximize
    9: Empower
    12: Quicken ( I like it here for DQ and quickened Bursts)
    15: ITWF
    18: GTWF

    Imp Crit would be nice to fit in, but there simply is nothing I'd drop for it.
    GTWF>Imp Crit:Bludgeon

    Stunning Fist DC = 10 base + 10 character level + 10 WIS + +1 Stance +1 Enhancements + 10 wraps = 42 DC easy
    you could still pick up 7DC more via exeptional stat gear and the spare hand belt (but it would interfere with the ToD warpriest set)

    ShadowFlash

    Edited: grrrr forgot about human bonus feat at 1

    Note: shown is monk 1st for the skill points...If you want Imp Crit instead of Power Attack, Cleric 1st is mandatory
    Last edited by ShadowFlash; 04-23-2012 at 05:32 PM.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload