Page 2 of 2 FirstFirst 12
Results 21 to 25 of 25

Thread: Storage

  1. #21
    Community Member
    Join Date
    Sep 2010
    Posts
    491

    Default

    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.

  2. #22
    2014 DDO Players Council
    SirValentine's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default

    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.

  3. #23
    Community Member
    Join Date
    Sep 2010
    Posts
    491

    Default

    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.

  4. #24
    Community Member
    Join Date
    Aug 2010
    Posts
    269

    Post ok, last shot at this...

    Code:
    Character Generated Using: DDO Character Generator
    Direct Link to Build: http://www.ddochargen.com/home.aspx?build=18762
    
    Cleric 18 / Monk 2
    Male Dwarf - Lawful Good
    ________________________________________________________________
    
    PAST LIVES SELECTED:
    Paladin (1)
    ________________________________________________________________
    
    LEVEL 1
    Race Selected: Male Dwarf
    Alignment Selected: Lawful Good
    Class Selected: Monk (Monk 1)
    Abilities Raised: STR: 14, DEX: 14, CON: 16, WIS: 18
    Skills Ranks Raised: Balance +4 (4), Concentration +4 (4), 
    Jump +3 (3), Tumble +1 (1)
    Feats Selected: Stunning Blow, Stunning Fist
    Enhancements Selected: Improved Concentration I
    ________________________________________________________________
    
    LEVEL 2:
    Class Selected: Cleric (Cleric 1 / Monk 1)
    Skills Ranks Raised: Concentration +1 (5)
    Enhancements Selected: Improved Heal I, Dwarven Faith I, 
    Cleric Energy of the Zealot I, Cleric Life Magic I
    ________________________________________________________________
    
    LEVEL 3:
    Class Selected: Monk (Monk 2 / Cleric 1)
    Skills Ranks Raised: Balance +2 (6), Concentration +1 (6)
    Feats Selected: Empower Healing Spell, Toughness
    Tomes Applied: STR: +1, DEX: +1, CON: +1, INT: +1, 
    WIS: +1, CHA: +1
    Enhancements Selected: Way of the Patient Tortoise I
    ________________________________________________________________
    
    LEVEL 4:
    Class Selected: Cleric (Cleric 2 / Monk 2)
    Abilities Raised: WIS: 20
    Skills Ranks Raised: Concentration +1 (7)
    Enhancements Selected: Cleric Wisdom I, Dwarven Constitution I, 
    Cleric Wand and Scroll Mastery I, Cleric Divine Cleansing I
    ________________________________________________________________
    
    LEVEL 5:
    Class Selected: Cleric (Cleric 3 / Monk 2)
    Skills Ranks Raised: Concentration +1 (8)
    Enhancements Selected: Racial Toughness I, Cleric Prayer of Life I, 
    Dwarven Faith II
    ________________________________________________________________
    
    LEVEL 6:
    Class Selected: Cleric (Cleric 4 / Monk 2)
    Skills Ranks Raised: Concentration +1 (9)
    Feats Selected: Two Weapon Fighting
    Enhancements Selected: Improved Heal II, Cleric Life Magic II, 
    Cleric Charisma I, Racial Toughness II
    ________________________________________________________________
    
    LEVEL 7:
    Class Selected: Cleric (Cleric 5 / Monk 2)
    Skills Ranks Raised: Concentration +1 (10)
    Tomes Applied: STR: +2, DEX: +2, CON: +2, INT: +2, 
    WIS: +2, CHA: +2
    Enhancements Selected: Cleric Energy of the Zealot II, 
    Cleric Improved Turning I, Cleric Prayer of Incredible Life I
    ________________________________________________________________
    
    LEVEL 8:
    Class Selected: Cleric (Cleric 6 / Monk 2)
    Abilities Raised: WIS: 23
    Skills Ranks Raised: Balance +0.5 (6.5), Concentration +1 (11)
    Enhancements Selected: Cleric Radiant Servant I
    ________________________________________________________________
    
    LEVEL 9:
    Class Selected: Cleric (Cleric 7 / Monk 2)
    Skills Ranks Raised: Balance +0.5 (7), Concentration +1 (12)
    Feats Selected: Weapon Focus (Bludgeoning)
    Enhancements Selected: Racial Toughness III, 
    Cleric Prayer of Life II
    ________________________________________________________________
    
    LEVEL 10:
    Class Selected: Cleric (Cleric 8 / Monk 2)
    Skills Ranks Raised: Balance +0.5 (7.5), Concentration +1 (13)
    Enhancements Selected: Cleric Charisma II
    ________________________________________________________________
    
    LEVEL 11:
    Class Selected: Cleric (Cleric 9 / Monk 2)
    Skills Ranks Raised: Balance +0.5 (8), Concentration +1 (14)
    Enhancements Selected: Cleric Wisdom II
    ________________________________________________________________
    
    LEVEL 12:
    Class Selected: Cleric (Cleric 10 / Monk 2)
    Abilities Raised: WIS: 25
    Skills Ranks Raised: Balance +0.5 (8.5), Concentration +1 (15)
    Feats Selected: Improved Critical (Bludgeoning)
    Enhancements Selected: Dwarven Constitution II
    ________________________________________________________________
    
    LEVEL 13:
    Class Selected: Cleric (Cleric 11 / Monk 2)
    Skills Ranks Raised: Balance +0.5 (9), Concentration +1 (16)
    Enhancements Selected: Racial Toughness IV
    ________________________________________________________________
    
    LEVEL 14:
    Class Selected: Cleric (Cleric 12 / Monk 2)
    Skills Ranks Raised: Balance +0.5 (9.5), Concentration +1 (17)
    Enhancements Selected: Cleric Radiant Servant II
    ________________________________________________________________
    
    LEVEL 15:
    Class Selected: Cleric (Cleric 13 / Monk 2)
    Skills Ranks Raised: Balance +0.5 (10), Concentration +1 (18)
    Feats Selected: Maximize Spell
    Enhancements Selected: Dwarven Faith III, Cleric Energy of the Zealot III
    ________________________________________________________________
    
    LEVEL 16:
    Class Selected: Cleric (Cleric 14 / Monk 2)
    Abilities Raised: WIS: 26
    Skills Ranks Raised: Balance +0.5 (10.5), Concentration +1 (19)
    Enhancements Selected: Dwarven Faith IV
    ________________________________________________________________
    
    LEVEL 17:
    Class Selected: Cleric (Cleric 15 / Monk 2)
    Skills Ranks Raised: Balance +0.5 (11), Concentration +1 (20)
    Enhancements Selected: Cleric Energy of the Zealot IV
    ________________________________________________________________
    
    LEVEL 18:
    Class Selected: Cleric (Cleric 16 / Monk 2)
    Skills Ranks Raised: Balance +0.5 (11.5), Concentration +1 (21)
    Feats Selected: Past Life (Soldier of the Faith)
    Favor Bonus Granted: Draconic Vitality (15 Agents of Argonnessen Favor)
    Enhancements Selected: Cleric Life Magic III
    ________________________________________________________________
    
    LEVEL 19:
    Class Selected: Cleric (Cleric 17 / Monk 2)
    Skills Ranks Raised: Balance +0.5 (12), Concentration +1 (22)
    Enhancements Selected: Cleric Life Magic IV
    ________________________________________________________________
    
    LEVEL 20:
    Class Selected: Cleric (Cleric 18 / Monk 2)
    Abilities Raised: WIS: 27
    Skills Ranks Raised: Concentration +1 (23), Heal +1 (1)
    Enhancements Selected: Cleric Prayer of Life III, 
    Cleric Prayer of Incredible Life II
    Stats at End of Level 20:
    HP:357 SP:1396 AC:22 FORT:19 REFL:12 WILL:22 BAB:+15/+15/+20/+25
    STR:16(+3) DEX:16(+3) CON:20(+5) INT:10(0) WIS:27(+8) CHA:10(0)
    Balance:19, Bluff:0, Concentration:30, Diplomacy:0, 
    Disable Device: n/a, Haggle:0, Heal:13, Hide:3, Intimidate:0, 
    Jump:6, Listen:8, Move Silently:3, Open Lock: n/a, 
    Perform: n/a, Repair:0, Search:0, Spot:8, Swim:3, Tumble:4, 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.

  5. #25
    Community Member
    Join Date
    Oct 2009
    Posts
    147

    Default

    Quote Originally Posted by M113k7262 View Post
    ok, last shot at this...
    I have an 18/2 and an 17/2/1 and love playing them. The main place I really noticed the missing SP compared to a pure cleric was in hard or elite raids. With a bunch of gear (Torc, con-op greensteel, bauble) it wouldn't matter as much.

    Your strength will not be high enough for stunning blow to matter, and stunning fist has a much shorter timer and a better DC for you, so no need to take both feats. Try toughness and stunning fist on your first monk level, then TWF as your second martial arts feat after your dex tome.

    A starting 14 dex means that you need a +1 tome to take TWF, and a +3 tome to take ITWF. You can live without ITWF, but it is nice for melee. It comes at a fairly high price in build points though, unless you have a +3 tome.

    IC:bludgeon and WF:bludgeon are sort of pointless without the TWF chain. Compared to the power of casting feats, they significantly weaken your build. Dump them. Your melee damage will come from a near-unstoppable stunning blow, which gives some crowd control, and 50% more damage to everyone in the party.

    You can self-cast divine favour, so the active paladin past life feat is absolutely useless on a cleric.

    For feats, I would go:
    1 Monk toughness, stunning blow
    3 Clr extend (mostly for buffs like Divine Power and Divine Favor, can swap out later)
    6 Monk Empower Healing, TWF
    9 Maximize
    12 Heighten
    15 Spell Pen
    18 Quicken

    General comments on enhancements. Radiant servant II should come long before Toughness IV. Radiant Servant II is as game-changing on a cleric as Blade Barrier.

    The critical healing enhancements are not something you rely upon, since if you crit, you generally are just overhealing, and if you are relying on critical heals, you'll soon be looking at soulstones. Apart from the pre-requisites for Radiant Servant, I never touch critical healing enhancements.

    I don't think that Toughness IV, Dwarven Faith IV, or Energy of the Zealot IV have a decent cost:benefit. The first two tiers, sure, but they get expensive after that. Apart from Life Magic and Smiting, few things are worth the fourth tier. The first few smiting enhancements would be a much more useful place to spend AP, to increase your Divine Punishment damage. I always preferred Clever Monkey over the other animal paths, for the trap saves and stacking elemental resistance, but I may be in a minority on that.

    A few extra turns via enhancements would be useful as well, given that dwarves are charisma challenged. Improved Empower Healing is nice, since you will likely just leave it on from level 15 onwards.

    Key (easy) gear to get before you TR: Garments of Equilibrium, Sora Kell set (all three items), Vampiric Stonedust Wraps, and Mabar wraps (if it ever comes back again). Stunning +10 wraps are nice to have, along with a high +prefix for extra to hit on wraps, and Cannith Blindness Ward of Attack+2 goggles. Expect to develop a dependancy on barkskin +3 and heroism potions.

Page 2 of 2 FirstFirst 12

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