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  1. #1
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    Posts
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    Exclamation Storage

    CODE]Character Generated Using: DDO Character Generator
    Direct Link to Build: http://www.ddochargen.com/home.aspx?build=18535

    Cleric 20
    Male Human - True Neutral

    __________________________________________________ ______________

    PAST LIVES SELECTED:
    Paladin (1)
    __________________________________________________ ______________

    LEVEL 1
    Race Selected: Male Human
    Alignment Selected: True Neutral
    Class Selected: Cleric (Cleric 1)
    Abilities Raised: STR: 10, DEX: 14, CON: 16, WIS: 18
    Skills Ranks Raised: Balance +2 (2), Concentration +4 (4)
    Feats Selected: Empower Healing Spell, Mental Toughness
    Enhancements Selected: Cleric Energy of the Zealot I,
    Cleric Life Magic I, Cleric Divine Vitality I, Cleric Extra Turning I
    Automatic Feats Granted: Past Life (Paladin),
    Attack, Heroic Durability, Sneak, Magical Training,
    Turn Undead, Simple Weapons, Shield Proficiency (General),
    Light Armor Proficiency, Medium Armor Proficiency,
    Heavy Armor Proficiency
    Stats at End of Level 1:
    HP:31 SP:200 AC:12 FORT:5 REFL:2 WILL:6 BAB:+0/+0
    STR:10(0) DEX:14(+2) CON:16(+3) INT:8(-1) WIS:18(+4) CHA:8(-1)
    Balance:4, Bluff:-1, Concentration:7, Diplomacy:-1,
    Disable Device: n/a, Haggle:-1, Heal:4, Hide:2, Intimidate:-1,
    Jump:0, Listen:4, Move Silently:2, Open Lock: n/a,
    Perform: n/a, Repair:-1, Search:-1, Spot:4, Swim:0,
    Tumble: n/a, UMD: n/a

    __________________________________________________ ______________

    LEVEL 2:
    Class Selected: Cleric (Cleric 2)
    Skills Ranks Raised: Balance +0.5 (2.5), Concentration +1 (5)
    Enhancements Selected: Cleric Wisdom I, Follower of the Sovereign Host
    Automatic Feats Granted: Defensive Fighting, Sunder, Trip
    Stats at End of Level 2:
    HP:42 SP:234 AC:12 FORT:6 REFL:2 WILL:7 BAB:+1/+1/+6
    STR:10(0) DEX:14(+2) CON:16(+3) INT:8(-1) WIS:19(+4) CHA:8(-1)
    Balance:4.5, Bluff:-1, Concentration:8, Diplomacy:-1,
    Disable Device: n/a, Haggle:-1, Heal:4, Hide:2, Intimidate:-1,
    Jump:0, Listen:4, Move Silently:2, Open Lock: n/a,
    Perform: n/a, Repair:-1, Search:-1, Spot:4, Swim:0,
    Tumble: n/a, UMD: n/a

    __________________________________________________ ______________

    LEVEL 3:
    Class Selected: Cleric (Cleric 3)
    Skills Ranks Raised: Balance +0.5 (3), Concentration +1 (6)
    Feats Selected: Toughness
    Tomes Applied: STR: +1, DEX: +1, CON: +1, INT: +1,
    WIS: +1, CHA: +1
    Favor Bonus Granted: Draconic Vitality (15 Agents of Argonnessen Favor)
    Enhancements Selected: Cleric Prayer of Life I,
    Racial Toughness I, Improved Heal I, Cleric Wand and Scroll Mastery I
    Stats at End of Level 3:
    HP:78 SP:280 AC:12 FORT:6 REFL:3 WILL:8 BAB:+2/+2/+7
    STR:11(0) DEX:15(+2) CON:17(+3) INT:9(-1) WIS:20(+5) CHA:9(-1)
    Balance:5, Bluff:-1, Concentration:9, Diplomacy:-1,
    Disable Device: n/a, Haggle:-1, Heal:6, Hide:2, Intimidate:-1,
    Jump:0, Listen:5, Move Silently:2, Open Lock: n/a,
    Perform: n/a, Repair:-1, Search:-1, Spot:5, Swim:0,
    Tumble: n/a, UMD: n/a

    __________________________________________________ ______________

    LEVEL 4:
    Class Selected: Cleric (Cleric 4)
    Abilities Raised: WIS: 21
    Skills Ranks Raised: Balance +0.5 (3.5), Concentration +1 (7)
    Enhancements Selected: Improved Heal II, Cleric Life Magic II
    Stats at End of Level 4:
    HP:90 SP:315 AC:12 FORT:7 REFL:3 WILL:9 BAB:+3/+3/+8/+13
    STR:11(0) DEX:15(+2) CON:17(+3) INT:9(-1) WIS:21(+5) CHA:9(-1)
    Balance:5.5, Bluff:-1, Concentration:10, Diplomacy:-1,
    Disable Device: n/a, Haggle:-1, Heal:7, Hide:2, Intimidate:-1,
    Jump:0, Listen:5, Move Silently:2, Open Lock: n/a,
    Perform: n/a, Repair:-1, Search:-1, Spot:5, Swim:0,
    Tumble: n/a, UMD: n/a

    __________________________________________________ ______________

    LEVEL 5:
    Class Selected: Cleric (Cleric 5)
    Skills Ranks Raised: Balance +0.5 (4), Concentration +1 (8)
    Enhancements Selected: Human Adaptability Wisdom I,
    Cleric Improved Turning I, Cleric Divine Vitality II
    Stats at End of Level 5:
    HP:102 SP:364 AC:12 FORT:7 REFL:3 WILL:10 BAB:+3/+3/+8/+13
    STR:11(0) DEX:15(+2) CON:17(+3) INT:9(-1) WIS:22(+6) CHA:9(-1)
    Balance:6, Bluff:-1, Concentration:11, Diplomacy:-1,
    Disable Device: n/a, Haggle:-1, Heal:8, Hide:2, Intimidate:-1,
    Jump:0, Listen:6, Move Silently:2, Open Lock: n/a,
    Perform: n/a, Repair:-1, Search:-1, Spot:6, Swim:0,
    Tumble: n/a, UMD: n/a

    __________________________________________________ ______________

    LEVEL 6:
    Class Selected: Cleric (Cleric 6)
    Skills Ranks Raised: Balance +0.5 (4.5), Concentration +1 (9)
    Feats Selected: Improved Mental Toughness
    Enhancements Selected: Cleric Radiant Servant I
    Stats at End of Level 6:
    HP:114 SP:440 AC:12 FORT:8 REFL:4 WILL:11 BAB:+4/+4/+9/+14
    STR:11(0) DEX:15(+2) CON:17(+3) INT:9(-1) WIS:22(+6) CHA:9(-1)
    Balance:6.5, Bluff:-1, Concentration:12, Diplomacy:-1,
    Disable Device: n/a, Haggle:-1, Heal:8, Hide:2, Intimidate:-1,
    Jump:0, Listen:6, Move Silently:2, Open Lock: n/a,
    Perform: n/a, Repair:-1, Search:-1, Spot:6, Swim:0,
    Tumble: n/a, UMD: n/a

    __________________________________________________ ______________

    LEVEL 7:
    Class Selected: Cleric (Cleric 7)
    Skills Ranks Raised: Balance +0.5 (5), Concentration +1 (10)
    Tomes Applied: STR: +2, DEX: +2, CON: +2, INT: +2,
    WIS: +2, CHA: +2
    Enhancements Selected: Unyielding Sovereignty
    Stats at End of Level 7:
    HP:133 SP:491 AC:13 FORT:9 REFL:5 WILL:11 BAB:+5/+5/+10/+15
    STR:12(+1) DEX:16(+3) CON:18(+4) INT:10(0) WIS:23(+6) CHA:10(0)
    Balance:8, Bluff:0, Concentration:14, Diplomacy:0,
    Disable Device: n/a, Haggle:0, Heal:8, Hide:3, Intimidate:0,
    Jump:1, Listen:6, Move Silently:3, Open Lock: n/a,
    Perform: n/a, Repair:0, Search:0, Spot:6, Swim:1, Tumble: n/a,
    UMD: n/a

    __________________________________________________ ______________

    LEVEL 8:
    Class Selected: Cleric (Cleric 8)
    Abilities Raised: WIS: 24
    Skills Ranks Raised: Balance +0.5 (5.5), Concentration +1 (11),
    Tumble +0.5 (0.5)
    Enhancements Selected: Cleric Wisdom II
    Stats at End of Level 8:
    HP:146 SP:564 AC:13 FORT:10 REFL:5 WILL:13 BAB:+6/+6/+11/+16
    STR:12(+1) DEX:16(+3) CON:18(+4) INT:10(0) WIS:25(+7) CHA:10(0)
    Balance:8.5, Bluff:0, Concentration:15, Diplomacy:0,
    Disable Device: n/a, Haggle:0, Heal:9, Hide:3, Intimidate:0,
    Jump:1, Listen:7, Move Silently:3, Open Lock: n/a,
    Perform: n/a, Repair:0, Search:0, Spot:7, Swim:1, Tumble:3.5,
    UMD: n/a

    __________________________________________________ ______________

    LEVEL 9:
    Class Selected: Cleric (Cleric 9)
    Skills Ranks Raised: Balance +0.5 (6), Concentration +1 (12),
    Tumble +0.5 (1)
    Feats Selected: Least Dragonmark of Passage
    Enhancements Selected: Extra Dragonmark Use I,
    Extra Dragonmark Use II, Cleric Prayer of Incredible Life I
    Stats at End of Level 9:
    HP:159 SP:626 AC:13 FORT:10 REFL:6 WILL:13 BAB:+6/+6/+11/+16
    STR:12(+1) DEX:16(+3) CON:18(+4) INT:10(0) WIS:25(+7) CHA:10(0)
    Balance:11, Bluff:0, Concentration:16, Diplomacy:0,
    Disable Device: n/a, Haggle:0, Heal:9, Hide:3, Intimidate:0,
    Jump:1, Listen:7, Move Silently:3, Open Lock: n/a,
    Perform: n/a, Repair:0, Search:0, Spot:7, Swim:1, Tumble:4, UMD: n/a

    __________________________________________________ ______________

    LEVEL 10:
    Class Selected: Cleric (Cleric 10)
    Skills Ranks Raised: Balance +0.5 (6.5), Concentration +1 (13),
    Jump +0.5 (0.5)
    Enhancements Selected: Cleric Divine Vitality III
    Stats at End of Level 10:
    HP:172 SP:693 AC:13 FORT:11 REFL:6 WILL:14 BAB:+7/+7/+12/+17
    STR:12(+1) DEX:16(+3) CON:18(+4) INT:10(0) WIS:25(+7) CHA:10(0)
    Balance:11.5, Bluff:0, Concentration:17, Diplomacy:0,
    Disable Device: n/a, Haggle:0, Heal:9, Hide:3, Intimidate:0,
    Jump:1.5, Listen:7, Move Silently:3, Open Lock: n/a,
    Perform: n/a, Repair:0, Search:0, Spot:7, Swim:1, Tumble:4, UMD: n/a

    __________________________________________________ ______________

    LEVEL 11:
    Class Selected: Cleric (Cleric 11)
    Skills Ranks Raised: Balance +0.5 (7), Concentration +1 (14),
    Jump +0.5 (1)
    Enhancements Selected: Cleric Life Magic III,
    Cleric Prayer of Life II
    Stats at End of Level 11:
    HP:185 SP:765 AC:13 FORT:11 REFL:6 WILL:14 BAB:+8/+8/+13/+18
    STR:12(+1) DEX:16(+3) CON:18(+4) INT:10(0) WIS:25(+7) CHA:10(0)
    Balance:12, Bluff:0, Concentration:18, Diplomacy:0,
    Disable Device: n/a, Haggle:0, Heal:9, Hide:3, Intimidate:0,
    Jump:2, Listen:7, Move Silently:3, Open Lock: n/a,
    Perform: n/a, Repair:0, Search:0, Spot:7, Swim:1, Tumble:4, UMD: n/a

    __________________________________________________ ______________

    LEVEL 12:
    Class Selected: Cleric (Cleric 12)
    Abilities Raised: WIS: 26
    Skills Ranks Raised: Balance +0.5 (7.5), Concentration +1 (15),
    Jump +0.5 (1.5)
    Feats Selected: Lesser Dragonmark of Passage
    Enhancements Selected: Cleric Radiant Servant II,
    Racial Toughness II
    Stats at End of Level 12:
    HP:208 SP:863 AC:13 FORT:12 REFL:7 WILL:16 BAB:+9/+9/+14/+19
    STR:12(+1) DEX:16(+3) CON:18(+4) INT:10(0) WIS:26(+8) CHA:10(0)
    Balance:12.5, Bluff:0, Concentration:19, Diplomacy:0,
    Disable Device: n/a, Haggle:0, Heal:10, Hide:3, Intimidate:0,
    Jump:2.5, Listen:8, Move Silently:3, Open Lock: n/a,
    Perform: n/a, Repair:0, Search:0, Spot:8, Swim:1, Tumble:4, UMD: n/a

    __________________________________________________ ______________

    LEVEL 13:
    Class Selected: Cleric (Cleric 13)
    Skills Ranks Raised: Balance +0.5 (8), Concentration +1 (16),
    Jump +0.5 (2)
    Enhancements Selected: Human Greater Adaptability Charisma I
    Stats at End of Level 13:
    HP:221 SP:946 AC:13 FORT:12 REFL:7 WILL:16 BAB:+9/+9/+14/+19
    STR:12(+1) DEX:16(+3) CON:18(+4) INT:10(0) WIS:26(+8) CHA:11(0)
    Balance:13, Bluff:0, Concentration:20, Diplomacy:0,
    Disable Device: n/a, Haggle:0, Heal:10, Hide:3, Intimidate:0,
    Jump:3, Listen:8, Move Silently:3, Open Lock: n/a,
    Perform: n/a, Repair:0, Search:0, Spot:8, Swim:1, Tumble:4, UMD: n/a

    __________________________________________________ ______________

    LEVEL 14:
    Class Selected: Cleric (Cleric 14)
    Skills Ranks Raised: Balance +0.5 (8.5), Concentration +1 (17),
    Jump +0.5 (2.5)
    Enhancements Selected: Cleric Charisma I, Cleric Energy of the Zealot II
    Stats at End of Level 14:
    HP:234 SP:1064 AC:13 FORT:13 REFL:7 WILL:17 BAB:+10/+10/+15/+20
    STR:12(+1) DEX:16(+3) CON:18(+4) INT:10(0) WIS:26(+8) CHA:12(+1)
    Balance:13.5, Bluff:1, Concentration:21, Diplomacy:1,
    Disable Device: n/a, Haggle:1, Heal:10, Hide:3, Intimidate:1,
    Jump:3.5, Listen:8, Move Silently:3, Open Lock: n/a,
    Perform: n/a, Repair:0, Search:0, Spot:8, Swim:1, Tumble:4, UMD: n/a

    __________________________________________________ ______________

    LEVEL 15:
    Class Selected: Cleric (Cleric 15)
    Skills Ranks Raised: Balance +0.5 (9), Concentration +1 (18),
    Jump +0.5 (3)
    Feats Selected: Greater Dragonmark of Passage
    Enhancements Selected: Extra Dragonmark Use III
    Stats at End of Level 15:
    HP:247 SP:1157 AC:13 FORT:13 REFL:8 WILL:17 BAB:+11/+11/+16/+21
    STR:12(+1) DEX:16(+3) CON:18(+4) INT:10(0) WIS:26(+8) CHA:12(+1)
    Balance:14, Bluff:1, Concentration:22, Diplomacy:1,
    Disable Device: n/a, Haggle:1, Heal:10, Hide:3, Intimidate:1,
    Jump:4, Listen:8, Move Silently:3, Open Lock: n/a,
    Perform: n/a, Repair:0, Search:0, Spot:8, Swim:1, Tumble:4, UMD: n/a

    __________________________________________________ ______________

    LEVEL 16:
    Class Selected: Cleric (Cleric 16)
    Abilities Raised: WIS: 27
    Skills Ranks Raised: Balance +0.5 (9.5), Concentration +1 (19),
    Jump +0.5 (3.5)
    Enhancements Selected: Extra Dragonmark Use IV,
    Orien Balance I
    Stats at End of Level 16:
    HP:260 SP:1255 AC:13 FORT:14 REFL:8 WILL:18 BAB:+12/+12/+17/+22
    STR:12(+1) DEX:16(+3) CON:18(+4) INT:10(0) WIS:27(+8) CHA:12(+1)
    Balance:15.5, Bluff:1, Concentration:23, Diplomacy:1,
    Disable Device: n/a, Haggle:1, Heal:10, Hide:3, Intimidate:1,
    Jump:4.5, Listen:8, Move Silently:3, Open Lock: n/a,
    Perform: n/a, Repair:0, Search:0, Spot:8, Swim:1, Tumble:4, UMD: n/a

    __________________________________________________ ______________

    LEVEL 17:
    Class Selected: Cleric (Cleric 17)
    Skills Ranks Raised: Balance +0.5 (10), Concentration +1 (20),
    Jump +0.5 (4)
    Enhancements Selected: Cleric Life Magic IV
    Stats at End of Level 17:
    HP:273 SP:1358 AC:13 FORT:14 REFL:8 WILL:18 BAB:+12/+12/+17/+22
    STR:12(+1) DEX:16(+3) CON:18(+4) INT:10(0) WIS:27(+8) CHA:12(+1)
    Balance:16, Bluff:1, Concentration:24, Diplomacy:1,
    Disable Device: n/a, Haggle:1, Heal:10, Hide:3, Intimidate:1,
    Jump:5, Listen:8, Move Silently:3, Open Lock: n/a,
    Perform: n/a, Repair:0, Search:0, Spot:8, Swim:1, Tumble:4, UMD: n/a

    __________________________________________________ ______________

    LEVEL 18:
    Class Selected: Cleric (Cleric 18)
    Skills Ranks Raised: Balance +0.5 (10.5), Concentration +1 (21),
    Jump +0.5 (4.5)
    Feats Selected: Combat Casting
    Enhancements Selected: Cleric Prayer of Life III
    Stats at End of Level 18:
    HP:286 SP:1466 AC:13 FORT:15 REFL:9 WILL:19 BAB:+13/+13/+18/+23
    STR:12(+1) DEX:16(+3) CON:18(+4) INT:10(0) WIS:27(+8) CHA:12(+1)
    Balance:16.5, Bluff:1, Concentration:25, Diplomacy:1,
    Disable Device: n/a, Haggle:1, Heal:10, Hide:3, Intimidate:1,
    Jump:5.5, Listen:8, Move Silently:3, Open Lock: n/a,
    Perform: n/a, Repair:0, Search:0, Spot:8, Swim:1, Tumble:4, UMD: n/a

    __________________________________________________ ______________

    LEVEL 19:
    Class Selected: Cleric (Cleric 19)
    Skills Ranks Raised: Balance +0.5 (11), Concentration +1 (22),
    Jump +0.5 (5)
    Enhancements Selected: Cleric Prayer of Incredible Life II,
    Cleric Prayer of Incredible Life III
    Stats at End of Level 19:
    HP:299 SP:1579 AC:13 FORT:15 REFL:9 WILL:19 BAB:+14/+14/+19/+24
    STR:12(+1) DEX:16(+3) CON:18(+4) INT:10(0) WIS:27(+8) CHA:12(+1)
    Balance:17, Bluff:1, Concentration:26, Diplomacy:1,
    Disable Device: n/a, Haggle:1, Heal:10, Hide:3, Intimidate:1,
    Jump:6, Listen:8, Move Silently:3, Open Lock: n/a,
    Perform: n/a, Repair:0, Search:0, Spot:8, Swim:1, Tumble:4, UMD: n/a

    __________________________________________________ ______________

    LEVEL 20:
    Class Selected: Cleric (Cleric 20)
    Abilities Raised: WIS: 28
    Skills Ranks Raised: Balance +0.5 (11.5), Concentration +1 (23),
    Jump +0.5 (5.5)
    Enhancements Selected: Cleric Divine Intervention,
    Cleric Wand and Scroll Mastery II
    Stats at End of Level 20:
    HP:312 SP:1726 AC:13 FORT:16 REFL:9 WILL:21 BAB:+15/+15/+20/+25
    STR:12(+1) DEX:16(+3) CON:18(+4) INT:10(0) WIS:28(+9) CHA:12(+1)
    Balance:17.5, Bluff:1, Concentration:27, Diplomacy:1,
    Disable Device: n/a, Haggle:1, Heal:11, Hide:3, Intimidate:1,
    Jump:6.5, Listen:9, Move Silently:3, Open Lock: n/a,
    Perform: n/a, Repair:0, Search:0, Spot:9, Swim:1, Tumble:4, UMD: n/a

    [/CODE]
    I have come to the unfortunate conclusion that most, if not all, games are broken to some extent.
    One should not complain about them if one cannot fix them.
    I, for one, should take this to heart as I embark upon another journey through this game.

  2. #2
    Community Member Inferno346's Avatar
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    Very low strength for a storage character... going to want to max that out to 18. Cleric is an odd choice. Wizard is probably the best. One level of barb is essential for mules for the extra run speed! I'm not sure I see the point of TRing a character into a mule. Better to just roll up a 3wizard/1barb, level-ups into strength of course for the carrying capacity.
    Thelanis: Takhysys, Tenauch, Vitriolus, Kalav, Leprous

  3. #3
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    Quote Originally Posted by Inferno346 View Post
    Very low strength for a storage character... going to want to max that out to 18. Cleric is an odd choice. Wizard is probably the best. One level of barb is essential for mules for the extra run speed! I'm not sure I see the point of TRing a character into a mule. Better to just roll up a 3wizard/1barb, level-ups into strength of course for the carrying capacity.
    Sorry for the misleading title. It's actually not a storage toon. The post is a storage post. It's actually the best cleric I could come up with. I don't want it to be a basttlecleric or clonk. I like sitting back and healing. To me it's fun just to run with guildies who I like and have fun with. We also lack a steady healer. We have a bard/rogue and a fighter who is on third life and has some scroll usage and then I try to do some healing but paladins really suck at just about everything you can do with them.
    I have come to the unfortunate conclusion that most, if not all, games are broken to some extent.
    One should not complain about them if one cannot fix them.
    I, for one, should take this to heart as I embark upon another journey through this game.

  4. #4
    Community Member AndyD47's Avatar
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    Where were you going with this build,what are your goals?
    (Edit:Is this storage as in bank toon?)

    Dragonmarks aren't going to do much for you.
    Mental toughness is a waste of a feat unless you need it for a prereq as a wizard.
    Combat casting is a trap,quicken is way more important.

    You absolutely want wand and scroll enhancements.
    DV III is a waste of AP in my book,maybe DV I just to unlock RS.

    If you are going for a wisdom based cleric,maximize and empower or alternatively a focus in a specific school like say evocation would serve you much better.
    Last edited by AndyD47; 04-28-2012 at 07:51 PM.
    Thelanis/Anndii 18 FvS Evoker - Ferrocious 20 Sorcerer
    Sarlona/Pherrocious TR Artificer in progress - Heborric 20 Rogue -Aparal 20 FvS

  5. #5
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    Quote Originally Posted by AndyD47 View Post
    Where were you going with this build,what are your goals?
    (Edit:Is this storage as in bank toon?)

    Dragonmarks aren't going to do much for you.
    Mental toughness is a waste of a feat unless you need it for a prereq as a wizard.
    Combat casting is a trap,quicken is way more important.

    You absolutely want wand and scroll enhancements.
    DV III is a waste of AP in my book,maybe DV I just to unlock RS.

    If you are going for a wisdom based cleric,maximize and empower or alternatively a focus in a specific school like say evocation would serve you much better.
    thanks for the info... this build is still in progress so I'll keep your info in mind. TYVM
    I have come to the unfortunate conclusion that most, if not all, games are broken to some extent.
    One should not complain about them if one cannot fix them.
    I, for one, should take this to heart as I embark upon another journey through this game.

  6. #6
    Community Member AndyD47's Avatar
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    If you just want to be a healbot (Which is waste,but I went that way on my first divine too)think about a serious focus on survivability.

    Feats like toughness,(Improved)shield mastery,quickness,maximize (mass cures),maybe extra turning (which saves you more sp than you'd gain from mental toughness).

    You really don't need wisdom much on a healbot,you could go Con and level-ups in Con if all you wanted to do was heal and live long enough to heal.

    The thing is a cleric is a cleric is a cleric when it comes to healing.
    You don't have to spec for healing past getting quicken and empower healing and a cleric that can mitigate damage or melee his way through a bad spot in a pinch is just a better contribution to a party.
    Thelanis/Anndii 18 FvS Evoker - Ferrocious 20 Sorcerer
    Sarlona/Pherrocious TR Artificer in progress - Heborric 20 Rogue -Aparal 20 FvS

  7. #7
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    Question Is this any better?

    Code:
    Character Generated Using: DDO Character Generator
    Direct Link to Build: http://www.ddochargen.com/home.aspx?build=18557
    
    Cleric 20
    Male Dwarf - True Neutral
    ________________________________________________________________
    
    PAST LIVES SELECTED:
    Paladin (1)
    ________________________________________________________________
    
    LEVEL 1
    Race Selected: Male Dwarf
    Alignment Selected: True Neutral
    Class Selected: Cleric (Cleric 1)
    Abilities Raised: STR: 14, DEX: 14, CON: 16, WIS: 18
    Skills Ranks Raised: Concentration +4 (4)
    Feats Selected: Empower Healing Spell
    Enhancements Selected: Improved Heal I, Dwarven Faith I, 
    Cleric Energy of the Zealot I, Cleric Life Magic I
    Automatic Feats Granted: Past Life (Paladin), 
    Attack, Heroic Durability, Sneak, Exotic Weapons (Dwarven Axe), 
    Dwarven Stability, Dwarven Stonecunning, Giant Evasion, 
    Magical Training, Orc Bonus, Poison Save Bonus, Spell Save Bonus, 
    Turn Undead, Simple Weapons, Shield Proficiency (General), 
    Light Armor Proficiency, Medium Armor Proficiency, 
    Heavy Armor Proficiency
    Stats at End of Level 1:
    HP:31 SP:205 AC:12 FORT:5 REFL:2 WILL:6 BAB:+0/+0
    STR:14(+2) DEX:14(+2) CON:16(+3) INT:8(-1) WIS:18(+4) CHA:6(-2)
    Balance:6, Bluff:-2, Concentration:7, Diplomacy:-2, 
    Disable Device: n/a, Haggle:-2, Heal:5, Hide:2, Intimidate:-2, 
    Jump:2, Listen:4, Move Silently:2, Open Lock: n/a, 
    Perform: n/a, Repair:-1, Search:-1, Spot:4, Swim:2, 
    Tumble: n/a, UMD: n/a
    
    ________________________________________________________________
    
    LEVEL 2:
    Class Selected: Cleric (Cleric 2)
    Skills Ranks Raised: Concentration +1 (5)
    Enhancements Selected: Cleric Wisdom I, Cleric Extra Turning I, 
    Cleric Divine Vitality I
    Automatic Feats Granted: Defensive Fighting, Sunder, Trip
    Stats at End of Level 2:
    HP:42 SP:234 AC:12 FORT:6 REFL:2 WILL:7 BAB:+1/+1/+6
    STR:14(+2) DEX:14(+2) CON:16(+3) INT:8(-1) WIS:19(+4) CHA:6(-2)
    Balance:6, Bluff:-2, Concentration:8, Diplomacy:-2, 
    Disable Device: n/a, Haggle:-2, Heal:5, Hide:2, Intimidate:-2, 
    Jump:2, Listen:4, Move Silently:2, Open Lock: n/a, 
    Perform: n/a, Repair:-1, Search:-1, Spot:4, Swim:2, 
    Tumble: n/a, UMD: n/a
    
    ________________________________________________________________
    
    LEVEL 3:
    Class Selected: Cleric (Cleric 3)
    Skills Ranks Raised: Concentration +1 (6)
    Feats Selected: Empower Spell
    Tomes Applied: STR: +1, DEX: +1, CON: +1, INT: +1, 
    WIS: +1, CHA: +1
    Favor Bonus Granted: Draconic Vitality (15 Agents of Argonnessen Favor)
    Enhancements Selected: Cleric Wand and Scroll Mastery I, 
    Cleric Prayer of Life I, Follower of the Sovereign Host
    Stats at End of Level 3:
    HP:63 SP:275 AC:12 FORT:6 REFL:3 WILL:8 BAB:+2/+2/+7
    STR:15(+2) DEX:15(+2) CON:17(+3) INT:9(-1) WIS:20(+5) CHA:7(-2)
    Balance:6, Bluff:-2, Concentration:9, Diplomacy:-2, 
    Disable Device: n/a, Haggle:-2, Heal:6, Hide:2, Intimidate:-2, 
    Jump:2, Listen:5, Move Silently:2, Open Lock: n/a, 
    Perform: n/a, Repair:-1, Search:-1, Spot:5, Swim:2, 
    Tumble: n/a, UMD: n/a
    
    ________________________________________________________________
    
    LEVEL 4:
    Class Selected: Cleric (Cleric 4)
    Abilities Raised: WIS: 21
    Skills Ranks Raised: Concentration +1 (7)
    Enhancements Selected: Improved Heal II, Cleric Life Magic II
    Stats at End of Level 4:
    HP:74 SP:305 AC:12 FORT:7 REFL:3 WILL:9 BAB:+3/+3/+8/+13
    STR:15(+2) DEX:15(+2) CON:17(+3) INT:9(-1) WIS:21(+5) CHA:7(-2)
    Balance:6, Bluff:-2, Concentration:10, Diplomacy:-2, 
    Disable Device: n/a, Haggle:-2, Heal:7, Hide:2, Intimidate:-2, 
    Jump:2, Listen:5, Move Silently:2, Open Lock: n/a, 
    Perform: n/a, Repair:-1, Search:-1, Spot:5, Swim:2, 
    Tumble: n/a, UMD: n/a
    
    ________________________________________________________________
    
    LEVEL 5:
    Class Selected: Cleric (Cleric 5)
    Skills Ranks Raised: Concentration +1 (8)
    Enhancements Selected: Cleric Improved Turning I, 
    Dwarven Faith II, Cleric Energy of the Zealot II
    Stats at End of Level 5:
    HP:85 SP:380 AC:12 FORT:7 REFL:3 WILL:9 BAB:+3/+3/+8/+13
    STR:15(+2) DEX:15(+2) CON:17(+3) INT:9(-1) WIS:21(+5) CHA:7(-2)
    Balance:6, Bluff:-2, Concentration:11, Diplomacy:-2, 
    Disable Device: n/a, Haggle:-2, Heal:7, Hide:2, Intimidate:-2, 
    Jump:2, Listen:5, Move Silently:2, Open Lock: n/a, 
    Perform: n/a, Repair:-1, Search:-1, Spot:5, Swim:2, 
    Tumble: n/a, UMD: n/a
    
    ________________________________________________________________
    
    LEVEL 6:
    Class Selected: Cleric (Cleric 6)
    Skills Ranks Raised: Concentration +1 (9)
    Feats Selected: Extra Turning
    Enhancements Selected: Cleric Radiant Servant I
    Stats at End of Level 6:
    HP:96 SP:415 AC:12 FORT:8 REFL:4 WILL:10 BAB:+4/+4/+9/+14
    STR:15(+2) DEX:15(+2) CON:17(+3) INT:9(-1) WIS:21(+5) CHA:7(-2)
    Balance:6, Bluff:-2, Concentration:12, Diplomacy:-2, 
    Disable Device: n/a, Haggle:-2, Heal:7, Hide:2, Intimidate:-2, 
    Jump:2, Listen:5, Move Silently:2, Open Lock: n/a, 
    Perform: n/a, Repair:-1, Search:-1, Spot:5, Swim:2, 
    Tumble: n/a, UMD: n/a
    
    ________________________________________________________________
    
    LEVEL 7:
    Class Selected: Cleric (Cleric 7)
    Skills Ranks Raised: Concentration +1 (10)
    Tomes Applied: STR: +2, DEX: +2, CON: +2, INT: +2, 
    WIS: +2, CHA: +2
    Enhancements Selected: Cleric Life Magic III, 
    Cleric Prayer of Incredible Life I
    Stats at End of Level 7:
    HP:114 SP:471 AC:13 FORT:9 REFL:5 WILL:11 BAB:+5/+5/+10/+15
    STR:16(+3) DEX:16(+3) CON:18(+4) INT:10(0) WIS:22(+6) CHA:8(-1)
    Balance:7, Bluff:-1, Concentration:14, Diplomacy:-1, 
    Disable Device: n/a, Haggle:-1, Heal:8, Hide:3, Intimidate:-1, 
    Jump:3, Listen:6, Move Silently:3, Open Lock: n/a, 
    Perform: n/a, Repair:0, Search:0, Spot:6, Swim:3, Tumble: n/a, 
    UMD: n/a
    
    ________________________________________________________________
    
    LEVEL 8:
    Class Selected: Cleric (Cleric 8)
    Abilities Raised: WIS: 23
    Skills Ranks Raised: Balance +0.5 (0.5), Concentration +1 (11)
    Enhancements Selected: Unyielding Sovereignty
    Stats at End of Level 8:
    HP:126 SP:517 AC:13 FORT:10 REFL:5 WILL:12 BAB:+6/+6/+11/+16
    STR:16(+3) DEX:16(+3) CON:18(+4) INT:10(0) WIS:23(+6) CHA:8(-1)
    Balance:7.5, Bluff:-1, Concentration:15, Diplomacy:-1, 
    Disable Device: n/a, Haggle:-1, Heal:8, Hide:3, Intimidate:-1, 
    Jump:3, Listen:6, Move Silently:3, Open Lock: n/a, 
    Perform: n/a, Repair:0, Search:0, Spot:6, Swim:3, Tumble: n/a, 
    UMD: n/a
    
    ________________________________________________________________
    
    LEVEL 9:
    Class Selected: Cleric (Cleric 9)
    Skills Ranks Raised: Balance +0.5 (1), Concentration +1 (12)
    Feats Selected: Maximize Spell
    Enhancements Selected: Cleric Prayer of Life II, 
    Cleric Prayer of Incredible Life II
    Stats at End of Level 9:
    HP:138 SP:568 AC:13 FORT:10 REFL:6 WILL:12 BAB:+6/+6/+11/+16
    STR:16(+3) DEX:16(+3) CON:18(+4) INT:10(0) WIS:23(+6) CHA:8(-1)
    Balance:8, Bluff:-1, Concentration:16, Diplomacy:-1, 
    Disable Device: n/a, Haggle:-1, Heal:8, Hide:3, Intimidate:-1, 
    Jump:3, Listen:6, Move Silently:3, Open Lock: n/a, 
    Perform: n/a, Repair:0, Search:0, Spot:6, Swim:3, Tumble: n/a, 
    UMD: n/a
    
    ________________________________________________________________
    
    LEVEL 10:
    Class Selected: Cleric (Cleric 10)
    Skills Ranks Raised: Balance +0.5 (1.5), Concentration +1 (13)
    Enhancements Selected: Cleric Life Magic IV
    Stats at End of Level 10:
    HP:150 SP:624 AC:13 FORT:11 REFL:6 WILL:13 BAB:+7/+7/+12/+17
    STR:16(+3) DEX:16(+3) CON:18(+4) INT:10(0) WIS:23(+6) CHA:8(-1)
    Balance:8.5, Bluff:-1, Concentration:17, Diplomacy:-1, 
    Disable Device: n/a, Haggle:-1, Heal:8, Hide:3, Intimidate:-1, 
    Jump:3, Listen:6, Move Silently:3, Open Lock: n/a, 
    Perform: n/a, Repair:0, Search:0, Spot:6, Swim:3, Tumble: n/a, 
    UMD: n/a
    
    ________________________________________________________________
    
    LEVEL 11:
    Class Selected: Cleric (Cleric 11)
    Skills Ranks Raised: Balance +0.5 (2), Concentration +1 (14)
    Enhancements Selected: Cleric Wisdom II
    Stats at End of Level 11:
    HP:162 SP:705 AC:13 FORT:11 REFL:6 WILL:14 BAB:+8/+8/+13/+18
    STR:16(+3) DEX:16(+3) CON:18(+4) INT:10(0) WIS:24(+7) CHA:8(-1)
    Balance:9, Bluff:-1, Concentration:18, Diplomacy:-1, 
    Disable Device: n/a, Haggle:-1, Heal:9, Hide:3, Intimidate:-1, 
    Jump:3, Listen:7, Move Silently:3, Open Lock: n/a, 
    Perform: n/a, Repair:0, Search:0, Spot:7, Swim:3, Tumble: n/a, 
    UMD: n/a
    
    ________________________________________________________________
    
    LEVEL 12:
    Class Selected: Cleric (Cleric 12)
    Abilities Raised: WIS: 25
    Skills Ranks Raised: Balance +0.5 (2.5), Concentration +1 (15)
    Feats Selected: Quicken Spell
    Enhancements Selected: Cleric Radiant Servant II, 
    Dwarven Constitution I
    Stats at End of Level 12:
    HP:174 SP:772 AC:13 FORT:12 REFL:7 WILL:15 BAB:+9/+9/+14/+19
    STR:16(+3) DEX:16(+3) CON:19(+4) INT:10(0) WIS:25(+7) CHA:8(-1)
    Balance:9.5, Bluff:-1, Concentration:19, Diplomacy:-1, 
    Disable Device: n/a, Haggle:-1, Heal:9, Hide:3, Intimidate:-1, 
    Jump:3, Listen:7, Move Silently:3, Open Lock: n/a, 
    Perform: n/a, Repair:0, Search:0, Spot:7, Swim:3, Tumble: n/a, 
    UMD: n/a
    
    ________________________________________________________________
    
    LEVEL 13:
    Class Selected: Cleric (Cleric 13)
    Skills Ranks Raised: Balance +0.5 (3), Concentration +1 (16)
    Enhancements Selected: Dwarven Constitution II
    Stats at End of Level 13:
    HP:199 SP:844 AC:13 FORT:13 REFL:7 WILL:15 BAB:+9/+9/+14/+19
    STR:16(+3) DEX:16(+3) CON:20(+5) INT:10(0) WIS:25(+7) CHA:8(-1)
    Balance:10, Bluff:-1, Concentration:21, Diplomacy:-1, 
    Disable Device: n/a, Haggle:-1, Heal:9, Hide:3, Intimidate:-1, 
    Jump:3, Listen:7, Move Silently:3, Open Lock: n/a, 
    Perform: n/a, Repair:0, Search:0, Spot:7, Swim:3, Tumble: n/a, 
    UMD: n/a
    
    ________________________________________________________________
    
    LEVEL 14:
    Class Selected: Cleric (Cleric 14)
    Skills Ranks Raised: Balance +0.5 (3.5), Concentration +1 (17)
    Enhancements Selected: Dwarven Faith III
    Stats at End of Level 14:
    HP:212 SP:936 AC:13 FORT:14 REFL:7 WILL:16 BAB:+10/+10/+15/+20
    STR:16(+3) DEX:16(+3) CON:20(+5) INT:10(0) WIS:25(+7) CHA:8(-1)
    Balance:10.5, Bluff:-1, Concentration:22, Diplomacy:-1, 
    Disable Device: n/a, Haggle:-1, Heal:9, Hide:3, Intimidate:-1, 
    Jump:3, Listen:7, Move Silently:3, Open Lock: n/a, 
    Perform: n/a, Repair:0, Search:0, Spot:7, Swim:3, Tumble: n/a, 
    UMD: n/a
    
    ________________________________________________________________
    
    LEVEL 15:
    Class Selected: Cleric (Cleric 15)
    Skills Ranks Raised: Balance +0.5 (4), Concentration +1 (18)
    Feats Selected: Mental Toughness
    Enhancements Selected: Cleric Energy of the Zealot III, 
    Cleric Wand and Scroll Mastery II
    Stats at End of Level 15:
    HP:225 SP:1128 AC:13 FORT:14 REFL:8 WILL:16 BAB:+11/+11/+16/+21
    STR:16(+3) DEX:16(+3) CON:20(+5) INT:10(0) WIS:25(+7) CHA:8(-1)
    Balance:11, Bluff:-1, Concentration:23, Diplomacy:-1, 
    Disable Device: n/a, Haggle:-1, Heal:9, Hide:3, Intimidate:-1, 
    Jump:3, Listen:7, Move Silently:3, Open Lock: n/a, 
    Perform: n/a, Repair:0, Search:0, Spot:7, Swim:3, Tumble: n/a, 
    UMD: n/a
    
    ________________________________________________________________
    
    LEVEL 16:
    Class Selected: Cleric (Cleric 16)
    Abilities Raised: WIS: 26
    Skills Ranks Raised: Balance +0.5 (4.5), Concentration +1 (19)
    Enhancements Selected: Dwarven Faith IV
    Stats at End of Level 16:
    HP:238 SP:1260 AC:13 FORT:15 REFL:8 WILL:18 BAB:+12/+12/+17/+22
    STR:16(+3) DEX:16(+3) CON:20(+5) INT:10(0) WIS:26(+8) CHA:8(-1)
    Balance:11.5, Bluff:-1, Concentration:24, Diplomacy:-1, 
    Disable Device: n/a, Haggle:-1, Heal:10, Hide:3, Intimidate:-1, 
    Jump:3, Listen:8, Move Silently:3, Open Lock: n/a, 
    Perform: n/a, Repair:0, Search:0, Spot:8, Swim:3, Tumble: n/a, 
    UMD: n/a
    
    ________________________________________________________________
    
    LEVEL 17:
    Class Selected: Cleric (Cleric 17)
    Skills Ranks Raised: Balance +0.5 (5), Concentration +1 (20)
    Enhancements Selected: Cleric Energy of the Zealot IV
    Stats at End of Level 17:
    HP:251 SP:1388 AC:13 FORT:15 REFL:8 WILL:18 BAB:+12/+12/+17/+22
    STR:16(+3) DEX:16(+3) CON:20(+5) INT:10(0) WIS:26(+8) CHA:8(-1)
    Balance:12, Bluff:-1, Concentration:25, Diplomacy:-1, 
    Disable Device: n/a, Haggle:-1, Heal:10, Hide:3, Intimidate:-1, 
    Jump:3, Listen:8, Move Silently:3, Open Lock: n/a, 
    Perform: n/a, Repair:0, Search:0, Spot:8, Swim:3, Tumble: n/a, 
    UMD: n/a
    
    ________________________________________________________________
    
    LEVEL 18:
    Class Selected: Cleric (Cleric 18)
    Skills Ranks Raised: Balance +0.5 (5.5), Concentration +1 (21)
    Feats Selected: Improved Mental Toughness
    Enhancements Selected: Cleric Prayer of Life III
    Stats at End of Level 18:
    HP:264 SP:1586 AC:13 FORT:16 REFL:9 WILL:19 BAB:+13/+13/+18/+23
    STR:16(+3) DEX:16(+3) CON:20(+5) INT:10(0) WIS:26(+8) CHA:8(-1)
    Balance:12.5, Bluff:-1, Concentration:26, Diplomacy:-1, 
    Disable Device: n/a, Haggle:-1, Heal:10, Hide:3, Intimidate:-1, 
    Jump:3, Listen:8, Move Silently:3, Open Lock: n/a, 
    Perform: n/a, Repair:0, Search:0, Spot:8, Swim:3, Tumble: n/a, 
    UMD: n/a
    
    ________________________________________________________________
    
    LEVEL 19:
    Class Selected: Cleric (Cleric 19)
    Skills Ranks Raised: Balance +0.5 (6), Concentration +1 (22)
    Enhancements Selected: Cleric Wand and Scroll Mastery III
    Stats at End of Level 19:
    HP:277 SP:1699 AC:13 FORT:16 REFL:9 WILL:19 BAB:+14/+14/+19/+24
    STR:16(+3) DEX:16(+3) CON:20(+5) INT:10(0) WIS:26(+8) CHA:8(-1)
    Balance:13, Bluff:-1, Concentration:27, Diplomacy:-1, 
    Disable Device: n/a, Haggle:-1, Heal:10, Hide:3, Intimidate:-1, 
    Jump:3, Listen:8, Move Silently:3, Open Lock: n/a, 
    Perform: n/a, Repair:0, Search:0, Spot:8, Swim:3, Tumble: n/a, 
    UMD: n/a
    
    ________________________________________________________________
    
    LEVEL 20:
    Class Selected: Cleric (Cleric 20)
    Abilities Raised: WIS: 27
    Skills Ranks Raised: Balance +0.5 (6.5), Concentration +1 (23)
    Enhancements Selected: Cleric Divine Intervention, 
    Cleric Wand and Scroll Mastery IV
    Stats at End of Level 20:
    HP:290 SP:1817 AC:13 FORT:17 REFL:9 WILL:20 BAB:+15/+15/+20/+25
    STR:16(+3) DEX:16(+3) CON:20(+5) INT:10(0) WIS:27(+8) CHA:8(-1)
    Balance:13.5, Bluff:-1, Concentration:28, Diplomacy:-1, 
    Disable Device: n/a, Haggle:-1, Heal:10, Hide:3, Intimidate:-1, 
    Jump:3, Listen:8, Move Silently:3, Open Lock: n/a, 
    Perform: n/a, Repair:0, Search:0, Spot:8, Swim:3, Tumble: n/a, 
    UMD: n/a
    I have come to the unfortunate conclusion that most, if not all, games are broken to some extent.
    One should not complain about them if one cannot fix them.
    I, for one, should take this to heart as I embark upon another journey through this game.

  8. #8
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    Quote Originally Posted by M113k7262 View Post
    Is this any better?
    Cleric is my favourite class, but I wouldn't enjoy taking that build to cap, sorry.

    The only things that you really need to put down for a build are your starting stats, your class split (and what levels you take a splash), feats you will select at levels 1, 3, 6, 9, 12, 15 and 18, tomes, and where you will invest your skill points. A list of enhancements is okay, but putting in everything else just makes it hard to find the useful information.

    Unless you go human, you get 7 feats. Your second version of the build has empower healing, empower, extra turning, maximize, quicken, mental toughness, improved mental toughness.

    On a healbot, empower healing and maximize will be enough metamagics, empower is a waste at that point. I don't think much of mental toughness or extra turning, especially on a TR that can craft a greensteel SP item and grind out an unsurpressed vibrant purple ioun stone for a 200 SP trinket at level 5.

    I would not build a cleric without empower healing, maximize, toughness, heighten, and quicken. The other two feats depend - casting (spell pen, evo focus, etc), or melee feats (monk splash) are what I usually take. I haven't tried the shield mastery feats, but many people recommend them. Getting 20-25% damage reduction when using a tower shield could be rather handy.

    A starting 14 dex is a waste of 6 build points. You lack evasion and will not have meaningful saves at cap. It would be more useful to put those points into Charisma instead on a healbot.

    The ability to self-buff arcane spells is nice, and adds survivability with things like fire shield, stoneskin, etc. UMD or half-elf with sorc dilly are two ways of getting this.

    If all you want is a healbot with SP to burn, why not just build a favoured soul? If you're only going to buff and heal, 4 spell slots is plenty. You can take more useful feats, get stacking energy resistance, and DR10 at cap. Sirgog's Soul Survivor build has more SP than a cleric with the mental toughness feats, and your melee will be better than a cleric healbot because you can dump wisdom and mostly dump charisma, focusing on strength instead. It would also benefit a lot from the healing amp you get from your paladin past life.

    His build is at:
    http://forums.ddo.com/showthread.php?t=268346

  9. #9
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    How are you getting Argo favor at 3rd lvl? Is that a TR thing?

    I have a 20th lvl cleric who is mostly a healer and offensive caster and I would suggest a couple of things.

    1. Why are you dumping CHA? CHA is used to calculate the number of extra turns you get, which directly impacts your Radiant Aura. CHA is also used to calculate how many HP you heal per tick in the Radiant Aura. Dump some of that DEX, which you won't be needing since you aren't planning a melee or ranged toon.

    2. Mental and Improved Mental Toughness are less than optimal feats. You don't really need the extra SP, which can be easily made up with Power/Wizardry/Magi items and/or enhancements. In fact, take your 20th lvl Paladin and farm the Dreaming Dark for a Vibrant Purple Ioun Stone and then upgrade it. Easiest 200SP you'll ever get.

    3. No toughness? Its not just 20HP, it also opens up enhancement lines for more HP. See #2 for which feat you could dump.

    4. Extra Turns is another less than optimal feat. You have enhancements for turns. Trust me, you'll have more than enough if you don't use CHA as a dump stat.

    5. Take a Spell Penetration or Spell Focus:Evocation feat. One of the things you learn as a healer is that if you can drop a few mobs before the melees start taking damage you save SP and damage to your party. And take the enhancements for Spell Pen if you can fit them in. Its worth it.

    Lastly, change the order of your feats a bit. You want Toughness at lvl 1, and probably won't need Quicken until lvl 15.

  10. #10
    The Hatchery Habreno's Avatar
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    Quote Originally Posted by rayworks View Post
    1. Why are you dumping CHA?CHA is also used to calculate how many HP you heal per tick in the Radiant Aura.
    100% false. Everything else is good, though.
    Quote Originally Posted by TheLegendOfAra View Post
    Welcome to Argo, where our end game players are constantly striving for new and exciting ways to make themselves more gimp, and continually working towards progressively more pointless goals.
    BYOH. Know it, abide by it, or don't mess with those who do.

  11. #11
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    Quote Originally Posted by Habreno View Post
    100% false. Everything else is good, though.
    Then explain why I get more HP per tick when my cleric has CHA ship buff running. And less when she doesn't have the +2 CHA from them.

  12. #12
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    Quote Originally Posted by rayworks View Post
    Then explain why I get more HP per tick when my cleric has CHA ship buff running. And less when she doesn't have the +2 CHA from them.
    Either, you're wrong, and you probably also have the Jorasco Healer buff which increases incoming healing by 10% - the observed difference would come from that.

    Or, you're a wonderful and special person who gets a different healing aura than everyone else, based on charisma instead of cleric levels.

    It's your choice, really.

  13. #13
    The Hatchery Habreno's Avatar
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    Quote Originally Posted by rayworks View Post
    Then explain why I get more HP per tick when my cleric has CHA ship buff running. And less when she doesn't have the +2 CHA from them.
    You're forgetting the healing amp buff which is also a ship buff.


    I can 100% confirm that CHA affects your aura in 0 way except the amount you can have from my capped Cleric.

    Took him, through an LR, from a 12 CHA base to an 8 CHA base and had absolutely no change in aura power.
    Quote Originally Posted by TheLegendOfAra View Post
    Welcome to Argo, where our end game players are constantly striving for new and exciting ways to make themselves more gimp, and continually working towards progressively more pointless goals.
    BYOH. Know it, abide by it, or don't mess with those who do.

  14. #14
    Micki's Delirium
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    My advice? Don't make a healbot. I consider healbots to be waste of a life. There are times when all you can do is healbot, but a lot of the time a healbot is more or less useless. You want to aid the party in taking down opponents, and you want to be able to manage even if the rest of the party happen to go down (a cleric should always try to be the last one standing).

    Any cleric should be either melee + heal or offensive caster + heal. (imo) I prefer caster, since clerics are imo better suited for casting than melee.

    I really like the build I have right now offensive caster, buffer, healer and melee as a fallback. I can either stand on the side with the arcanes and offensive cast while I throw some heals, or jump in with the melees, and heal with the aura (and bursts) while I aid in taking the foes down. The second alternative is a lot more sp efficient, but only works if you already have strong melees in the party.

    I'm thinking a dedicated healer only char (which I advice against) would want to start with a bit higher cha than 8 (higher cha, more bursts/auras), and con 18. Caster only can dump str (14 str allows you melee as fallback). I'd also dump dex and put some points in int for skills

    My elf cleric started with str 14, dex 10 (elf base), con 12, int 12, wis 18, cha 8. Higher con (survivability) and cha (bursts) would not be bad. Could have gone with lower int.
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    Quote Originally Posted by Micki View Post
    My advice? Don't make a healbot. I consider healbots to be waste of a life.
    This exactly.

    If if you usually want to be PLAYING AS a healbot, build as an offensive caster. You'll still have 95% of the healing, and vastly greater offensive potential.

    Others of mentioned Maximize & Empower, which are important, but don't forget Heighten. That will let you put your Widsom to good use by getting good DCs for a variety of spells.

    Mental Toughness is just not worth a feat, consider all the much more useful things you have to give up to get it. I'd take Enlarge before I'd take Mental Toughness, and I don't suggest you take Enlarge (though it does have niche uses).

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    Quote Originally Posted by SirValentine View Post
    This exactly.

    If if you usually want to be PLAYING AS a healbot, build as an offensive caster. You'll still have 95% of the healing, and vastly greater offensive potential.

    Others of mentioned Maximize & Empower, which are important, but don't forget Heighten. That will let you put your Widsom to good use by getting good DCs for a variety of spells.

    Mental Toughness is just not worth a feat, consider all the much more useful things you have to give up to get it. I'd take Enlarge before I'd take Mental Toughness, and I don't suggest you take Enlarge (though it does have niche uses).
    I am not sure how building as an offensive caster would give you only 95% of the healing. Maximize, empower quicken all help power cure spells as well as offensive spells.

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    Quote Originally Posted by Mubjon View Post
    I am not sure how building as an offensive caster would give you only 95% of the healing. Maximize, empower quicken all help power cure spells as well as offensive spells.
    I don't think arguing over 95% vs 99% vs 98.376% ... or whether or not a bit more CHA or more turns, etc. is really the point ;-)

    An offensive caster is a top-knotch healer.
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    Quote Originally Posted by voodoogroves View Post
    I don't think arguing over 95% vs 99% vs 98.376% ... or whether or not a bit more CHA or more turns, etc. is really the point ;-)

    An offensive caster is a top-knotch healer.
    I agree, but I am just confused when people say that because you offensive cast or melee you are only 95% of what a healbot could do.

    IMHO A cleric can heal no matter if they are offensive spell capable or melee capable and I do not think they do it 95% as good as someone that is a complete heal bot

    But, I might not know something that another does so have to ask. There is no arguing here just see the 95% tossed around a lot and never see a reason behind it.

  19. #19
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    Quote Originally Posted by Mubjon View Post
    I am not sure how building as an offensive caster would give you only 95% of the healing. Maximize, empower quicken all help power cure spells as well as offensive spells.
    Because you'd spend feats on very useful things like Heighten, Spell Penetration and Spell Focus, instead of not-quite-useless stuff like Mental Toughness, Improved Mental Toughness, and Extra Turning, that would give the hjealbot a slight SP and Turn advantage.

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    Quote Originally Posted by SirValentine View Post
    Because you'd spend feats on very useful things like Heighten, Spell Penetration and Spell Focus, instead of not-quite-useless stuff like Mental Toughness, Improved Mental Toughness, and Extra Turning, that would give the hjealbot a slight SP and Turn advantage.
    OK, I have never even thought of taking those feats unless I need them to qualify for a Prestige.

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