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  1. #1
    Community Member jonqrandom's Avatar
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    Default feat advice for melee focussed battle*cough*cleric please?

    asking here 'cos this has roughly nada to do with healing or casting:

    i have five feats left to take during my last 6 fighter levels of this build (12c/8f)
    i currently have; toughness, THF, power attack, cleave, great cleave, imp. crit. slash (also emp. heal and maxi).

    these are the feats i'm wondering about, but feel free to suggest others;
    quicken (so my bursts, heals and divine punishments don't slow down my melee so much), ITHF, GTHF, stunning blow (but ideally then i'd like quick draw so i'm not 2 seconds down switching to a stunning maul or greatclub and then back to a dps weapon), sap, imp. sunder and b-sword or d-axe (the proficiency feats are pretty much outliers, it could be nice to be able to turtle up and still THF but i'm not sure it's worth a feat).

    currently running at 32 str with +2 tome, +5 gloves & +2 ship buff at level 12 - already have human str and fighter str 1, so at 20 would be 36 with just a +6 item, i should be able to get into the low 40s sustainably without a problem. i'm just saying all this so you'll know whether my stuns will have sufficient DCs to be useful, i'm aware that's not an impressive str score obviously, i don't want to waste a feat (or two) on something that'll hardly ever proc.

    anyway, thanks for taking the time to read this, and thanks doubly if you'd care to advise me
    Last edited by jonqrandom; 09-15-2012 at 07:45 AM.

  2. #2
    Build Constructionist unbongwah's Avatar
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    Here is what I would consider: cleric 13 / ftr 6 / wiz 1; that gets you 15 feats total (7 base + 1 human + 4 ftr + 1 wiz + 2 epic). Toughness, THF x3, Power Atk, IC:Slash, Cleave, Great Cleave, OC:Slash, Emp Heal, Max, Emp, Quik - that's 13 w/2 left over to play with, e.g., Extend for short-term buffs, Imp Sunder. [This means skipping a ftr PrE, though, since I didn't take the Kensai or SD pre-reqs; if SD 1, just add Shield Mastery.]

    Why cleric 13? Lvl 7 spells like MCSW and next bump in aura heals. Why wiz 1? 1 extra feat, arcane wand usage, a few lvl 1 buffs like Expeditious Retreat and Shield (which now last 5 mins), Force I enh to boost your Blade Barrier. So same number of feats as your cleric 12 / ftr 8, but with a bit more oomph from the extra caster lvls.
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  3. #3
    Community Member jonqrandom's Avatar
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    thank you very much for replying, that makes much sense with regards to stunning blow and sap, do you consider that i just won't have the DCs for stunning and sap isn't useful enough, or is there something else behind that?

    divine favor is about the only thing i'd particularly take extend for, f'rinstance, as divine power does little for me in combat terms - +1 str over my gear (no effect), an extra 1.66% damage mitigation from PRR (close to no effect), and an extra 10 (max 13 on this build) temp HP - mostly i use it along with aid and a false life clicky if i need to run through traps! during boss fights extended DF would be nice, but still... a feat for one spell seems a bit much, it's a fast cast anyway and i could just quicken it. i'm not saying you're wrong, i'm just not sure what my rationale for taking extend is on this toon. if i'm missing something important, please let me know

    as for empower - will i see much of a change in my bursts if i take it? it's fairly inefficient compared to maxi so it's not too likely i'd use it for heals or divine punishment, especially when (for heals/aura/burst) emp. heal gets a buff from RS2 anyway.

    see, i ask all this because if i will be able to get the DCs for stunning blow, that's an extra 50% damage output, and - again, maybe i'm just ignorant of something - i don't think i'm gonna get that from extend and empower.

    apart from all that, i will totally be taking that 13/6/1 split, it's much better than the 12/8 i was going to do, so again, thank you

  4. #4
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    Quote Originally Posted by jonqrandom View Post
    divine favor is about the only thing i'd particularly take extend for, f'rinstance, as divine power does little for me in combat terms - +1 str over my gear (no effect), an extra 1.66% damage mitigation from PRR (close to no effect), and an extra 10 (max 13 on this build) temp HP - mostly i use it along with aid and a false life clicky if i need to run through traps! during boss fights extended DF would be nice, but still... a feat for one spell seems a bit much, it's a fast cast anyway and i could just quicken it. i'm not saying you're wrong, i'm just not sure what my rationale for taking extend is on this toon. if i'm missing something important, please let me know

    as for empower - will i see much of a change in my bursts if i take it? it's fairly inefficient compared to maxi so it's not too likely i'd use it for heals or divine punishment, especially when (for heals/aura/burst) emp. heal gets a buff from RS2 anyway.
    I don't like to use the divine power spell for mobs, but I like it on a clicky item for mobs and cast spell version for boss fights. The clicky item saves a lot of sp and the diff is only a few HP.

    BAB=FTR same lvl
    ***Attack speed = FTR of same lvl***
    STR+6
    HPs

    The first 2 really help melee and are the reasons why you should have enough clicky items to keep this running till next shrine. About 3 items with 3-5 clicks each.


    Using any metas on Divine Favor is a waste. It casts very fast and I rarely see it interrupted.

    Divine Punishment is your best boss weapon even with all those melee lvls. When I use it for a boss it is maxed out with every meta and every enhancement on it cause boss fights are long fights. I max all the enhancements on it and max the critical 'to hit' ASAP. I always triple stack it unless I am running a quest below my level. Empower helps with divine punishment, and is free with bursts and auras. If you are going to be in the thick of it that aura on helps all the melees around you.

    Metas for cures are expensive. You will be using heal/heal scroll/ and your Mass cures serious and moderate. You have to decide how to stack those mass cures with metas cause they are prob more efficient without it. Have an additional shortcut with one quickened when you melee just in case you run out of turn undeads and have no burst and aura healing.

    I don't think extend is worth it for divine power and divine favor, but for all those melee lvls there are other spells to extend that help your melee.

    If you have 2 extra feats you may have preferred to go half orc instead of human and just keep extend. Ah well.
    Horc and FTR 6 is +4 STR from enhancements. Lots of bonuses to melee. I did with a HOrc CLR17/wiz1/ftr2 build for more STR and 2HW enhancements. He can still raid heal with heal mass and has 3 extra feats than pure. He has 2 lvl9 spells for either energy drain/implosion in solo mode or true res and mass heal for group mode. Took the wiz lvl first to be a melee cleric in disguise and just casted master's touch on my weapons.


    With all the melee lvls they should know you are not going to be the primary healer.


    +++ For overwhelming critical feat you need STR23 and Horc helps for that. Enhancements to STR don't count. Just tomes and lvl ups.
    +
    http://ddowiki.com/page/Overwhelming_Critical
    +
    Last edited by firemedium_jt; 09-15-2012 at 05:34 PM.

  5. #5
    Community Member Vormaerin's Avatar
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    Stunning Blow is nice, but its difficult to keep it functional without modifiers to your tactics on top of a very high strength. I'd certainly give it a go over Extend.

    Sap is nice and reliable, but its not very popular because its useless in groups. No one is going to respect a daze and it doesn't do anything else. Since you can't beat on the mob without breaking it, its only really useful in small groups or solo where you can take someone out of the fight while you deal with other issues.

  6. #6
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    Quote Originally Posted by unbongwah View Post
    Here is what I would consider: cleric 13 / ftr 6 / wiz 1; that gets you 15 feats total (7 base + 1 human + 4 ftr + 1 wiz + 2 epic). Toughness, THF x3, Power Atk, IC:Slash, Cleave, Great Cleave, OC:Slash, Emp Heal, Max, Emp, Quik - that's 13 w/2 left over to play with, e.g., Extend for short-term buffs, Imp Sunder. [This means skipping a ftr PrE, though, since I didn't take the Kensai or SD pre-reqs; if SD 1, just add Shield Mastery.]

    Why cleric 13? Lvl 7 spells like MCSW and next bump in aura heals. Why wiz 1? 1 extra feat, arcane wand usage, a few lvl 1 buffs like Expeditious Retreat and Shield (which now last 5 mins), Force I enh to boost your Blade Barrier. So same number of feats as your cleric 12 / ftr 8, but with a bit more oomph from the extra caster lvls.

    A tank version might work. Here is a relatively easy to gear version. Hunting for a Torc would be the hardest part.

    Combat Expertise gives you 20 PRR (with iCE twist) and at least 11 AC.

    I've put C/O Greensteel at cloak slot only best I have a WF FvS with this item at the moment and I'm considering this build as a replacement. Belt might also be a slot. However, if you have dps TOD rings - like the ravagers - then you'll want to save the belt slot.

    You'll also want an archmagi item somewhere and maybe Greensteel +150SP googles.

    Unyielding Sentinel works well with this build as it gives you up to +5 caster levels, plus Endless Turning (30% faster turn regeneration).


    Human 34pt Cleric 13 / Fighter 6 / Wizard 1

    Feats: 15 = 7 base + 1 human + 4 ftr + 1 wiz + 2 epic

    DPS (8): THF x3, Power Atk, IC:Slash, Cleave, Great Cleave, OC:Slash
    Meta (3): Empower Heal, Maximise, Quicken
    Defensive (4):Toughness, Shield Mastery, Improved Shield Mastery, Combat Expertise


    STR 16+3tome+6lvl+7item+2insight+2stance+2enh = 40
    DEX 08+3tome
    CON 16+3tome +7item+2insight+2stance = 30
    INT 10+3tome
    WIS 16+3tome +7item+2insight +2enh = 30
    CHA 10+3tome +7item+2insight = 22

    EDIT: For 32pt, you could drop STR to 15 and take Fighter Strength II and still have 40.
    Items (WIP):-

    HEAD: Purple Dragon Helm - CON+7, +2STR, Intimidate +15, KL Set
    NECK: Symbol of the Shining Sun - WIS+7, +2CHA, Concentration +15, AB Set . Ideally a Torc.
    EYES:
    TRIK: Planar Focus of Prowess
    BACK: Green Steel - Concordant opposition +6 WIS, +45HP
    ARMS: Heal Amp +20% of Superior Parrying
    HAND: Purple Dragon Gauntlets - STR+7, +2CON, Heal Amp +30%, KL Set
    BELT:
    BOOT:

    WEAR: Purple Dragon Armor - +6 Full Plate: AC26, MDB1, ASF: 35%, HF, SFL, DR 5/-, KL Set
    RING:
    RIN2: Signet of the Shining Sun - CHA+7, +2WIS, Superior Healing Lore,


    KL Set = Knight's Loyalty 3 Items = { +3 dmg/tohit/NAC(Insight) }
    AB Set = Amaunator's Blessing 3 Items - { -10% Spell Point Cost } - Need to switch armor.


    HP:
    020 Base
    010 Draconic
    104 Cleric@13
    060 Fighter@6
    004 Wizard@1
    050 Epic
    250 CON@30
    025 Toughness
    040 SFL
    025 Toughness Item
    045 GS
    020 Racial Toughness
    020 Class Toughness
    =673
    x10% SD1
    =740

    PRR
    31 BAB 25 + 6
    10 SD I
    10 Defensive stance
    20 iCE (LD2 twist)
    15 Legendary SM
    10 Heed no pain
    20 Unbreakable stance
    15 Large Shield/ISM
    =131 (47.6%)
    15 Prowess Set Bonus
    =146 (50%)


    AC
    10 Base
    01 SD1
    26 Purple Dragon Armor
    03 DS3 Stance Armour Bonus (10%)
    16 +6 Heavy Celestial Shield
    08 Shield Prowess III
    02 DS3 Stance Shield Bonus (10%)
    02 Alchemical (shield+armor)
    01 MDB (base)
    01 MDB (Armor Master I)
    =70
    05 Deflection/Protection/Shield of Faith(Cleric13+US5 = CL18, gives 2base+3{CL/6})
    04 Insight/Heightened Awareness 4/Superior Parrying
    03 Natural (KL Set)
    05 Natural (US1: Unbreakable Stance - sacred)
    10 Hardened (US5)
    =97
    05 Natural (barkskin)
    03 Natural (ship buffs)
    01 Haste
    03 Sigil of warding (M1: AoE sigil 60s: 3 AC and 15 PRR.)
    01 Enchant Armor
    01 Enchant Weapon (shield)
    02 Recitation (luck)
    =113
    11 +10% SD1
    =124
    Last edited by emptysands; 09-16-2012 at 04:17 AM.
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  7. #7
    Community Member jonqrandom's Avatar
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    thank you guys for all the replies! i'm not gonna quote because it'd make this post the size of a small moon.

    so yeah, divine power clickies - totally forgot about attack speed from BAB! hitting things isn't causing me any issues, fortunately but, it ain't gonna hurt to have higher to-hit either, and i can afford to shell out on a few of those.

    DF is indeed fast to cast, it'd depend on the fight and my available SP as to whether i quicken it or not. at the end of the day, if i'm beating on a boss i have to justify time i spend doing other things like bursting and casting DF - which, i guess, is an argument for taking empower, since i'll have to burst less. with cures and the like, i do tend to set them up with their metas fixed and have multiple buttons to hit depending on the situation.

    lol, horc may well have been the better option, especially with the THF enhancements - tbh this was a toon i rolled up because a friend asked me to make something to level with his, and i thought i'd delete it after a few levels, so i literally just threw it together in a few seconds. turns out it's actually huge fun and plenty effective, so i've started taking it a little more seriously

    i always tell people as soon as i get in group: "i'm melee, not a healer - is that ok?" maybe it's because i'm straight up about it, and maybe it's because i do (usually more than) my share of the heavy lifting, but nobody's had any serious problem with me so far over it

    i will have base str23 at 20 even without the +2 tome i ate, no problems there

    i thought sap might be a bit of a waste on a toon i group with (hell, i play this game to group, if i wanted to solo regularly i'd play a single-player game). stunning blow i would expect to be using with a good stunning maul or greatclub, hence why i'm thinking it's 2 feats (including quick draw) or not at all, so i'm not slowing down switching to and from my stunner. losing 2 seconds dps to gain +50% damage doesn't sound like a brilliant plan to me, seeing as how most trash dies in about that time anyway. from a quick forum search, it looks like a DC in the high 30s may not be enough to proc regulary, although i'd primarily use it vs. casters - do they tend to have lower fort saves?

    CE i can't take, i dumped int - 28pt build etc etc and it'll be a loooong time before i can gear that well, too. tanks either seem to be not required in a lot of content (going more by what i read than my limited experience), or required - and need to be spot on, which ain't happening this life. tbh if i go over 20 with this life i was more thinking LD or FotW (maybe with twists from the other) than US, although being able to twist endless turning would be very good, so if i understand correctly i actually need to start off in US until i can twist endless and then grind my way around?

    finally, an edit: force manip for blade barrier/cometfall is available to 2nd level wizzies. still plenty of other reasons for it but i thought it worth mentioning.
    Last edited by jonqrandom; 09-16-2012 at 09:45 AM.

  8. #8
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    Quote Originally Posted by jonqrandom View Post

    finally, an edit: force manip for blade barrier/cometfall is available to 2nd level wizzies. still plenty of other reasons for it but i thought it worth mentioning.
    You get Force manip 1 with one lvl of wizzie and one lvl of anything. 2nd lvl is just race, so CLR24/Wiz1 works.

  9. #9
    Build Constructionist unbongwah's Avatar
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    The problem with adding CE - apart from the INT pre-req which the OP won't meet and the feat shortage - is it triples your spell cooldowns. That's unacceptable for a build like this, IMHO.

    Anyway, quick little test build to see how it might work out (RS II / SD I):
    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Human Female
    (6 Fighter \ 13 Cleric \ 1 Wizard) 
    Hit Points: 310
    Spell Points: 704 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 6
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             16                    26
    Dexterity             8                    10
    Constitution         14                    16
    Intelligence         10                    10
    Wisdom               12                    14
    Charisma             14                    16
    
    Tomes Used
    +2 Tome of Strength used at level 20
    +2 Tome of Dexterity used at level 20
    +2 Tome of Constitution used at level 20
    +2 Tome of Wisdom used at level 20
    +2 Tome of Charisma used at level 20
    
    Level 1 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Feat: (Human Bonus) Toughness
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 3 (Wizard)
    Feat: (Selected) Empower Spell
    Feat: (Wizard Bonus) Maximize Spell
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Cleave
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    
    
    Level 9 (Cleric)
    Feat: (Selected) Great Cleave
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Ability Raise: STR
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Two Handed Fighting
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    Feat: (Selected) Shield Mastery
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Greater Two Handed Fighting
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Fighter Stalwart Defender I
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Improved Intimidate I
    Enhancement: Improved Intimidate II
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Prayer of Smiting II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Incredible Smiting I
    Enhancement: Cleric Prayer of Incredible Smiting II
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Smiting III
    Enhancement: Cleric Smiting IV
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Divine Might II
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    Enhancement: Cleric Wand and Scroll Mastery III
    Epic feats: Overwhelming Critical and something else like Imp Shield Mastery or Imp Sunder

    A few comments: I front-loaded the wiz splash to get Emp & Max early on because they apply to your bursts for free. On the fence about whether SD is worth it, considering the feat & AP cost; probably only do it if you really want to be a divine hate-tank. The +2 CHA tome is necessary to get Divine Might II; the rest are optional. SPs are obviously going to be an issue; you'll want your Raiyum Torc & Con Opp GS item ASAP.

    EDIT: since OP is already cleric 12 / ftr 2, I would probably take wiz splash next lvl to get Emp & Quick, then cleric 13, then ftr the rest of the way to fill in the rest of your feats.
    Last edited by unbongwah; 09-16-2012 at 04:14 PM.
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  10. #10
    Community Member jonqrandom's Avatar
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    Quote Originally Posted by firemedium_jt View Post
    You get Force manip 1 with one lvl of wizzie and one lvl of anything. 2nd lvl is just race, so CLR24/Wiz1 works.
    brilliant, thank you!

  11. #11
    Community Member jonqrandom's Avatar
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    Quote Originally Posted by unbongwah View Post
    EDIT: since OP is already cleric 12 / ftr 2, I would probably take wiz splash next lvl to get Emp & Quick, then cleric 13, then ftr the rest of the way to fill in the rest of your feats.
    it's currently cleric10/fighter2, but yh, once i get aura i'll take the wizzie level that's a nice build, kinda makes me wish i hadn't maxed out str to start with lol

  12. #12
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    Quote Originally Posted by unbongwah View Post
    Why cleric 13? Lvl 7 spells like MCSW and next bump in aura heals.
    Isn't the aura heal bump every 3 caster levels? I thought it was 12->15->18.

  13. #13
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by ddonoobgamer View Post
    Isn't the aura heal bump every 3 caster levels?
    Yes, but Radiant Servant II raises your caster lvl by 2 for positive & light spells, so cleric lvl 13 + 2 RSII -> 15 / 3 = 5 HPs per aura tick. Although I forgot to take into account epic destinies, specifically how Exalted Angel will add up to +5 caster lvls to divines.
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    I prefer to only splash one lvl if I can wait till later lvls. You dont want to put off the clerric lvls too much. The prestige bb and dp helpmore than the melee lvls. U will melee fine with justa couple feats till higher lvls.U can even melee well with just one wiz lvl and masters touch spell. Having martial prof with either one lvl of wizwith that spell or one ftr is enough till high lvls. Toughness. power attack anf improve critical if 2hd is enough to melee well till high lvl. The rest of the melee lvls r best saved for the end.

    I like keen falchions scims rapiers kukri till I get improved critical feat.
    Last edited by firemedium_jt; 09-18-2012 at 11:12 AM.

  15. #15
    Community Member Loromir's Avatar
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    Quote Originally Posted by jonqrandom View Post
    thank you guys for all the replies! i'm not gonna quote because it'd make this post the size of a small moon.

    so yeah, divine power clickies - totally forgot about attack speed from BAB! hitting things isn't causing me any issues, fortunately but, it ain't gonna hurt to have higher to-hit either, and i can afford to shell out on a few of those.

    DF is indeed fast to cast, it'd depend on the fight and my available SP as to whether i quicken it or not. at the end of the day, if i'm beating on a boss i have to justify time i spend doing other things like bursting and casting DF - which, i guess, is an argument for taking empower, since i'll have to burst less. with cures and the like, i do tend to set them up with their metas fixed and have multiple buttons to hit depending on the situation.

    lol, horc may well have been the better option, especially with the THF enhancements - tbh this was a toon i rolled up because a friend asked me to make something to level with his, and i thought i'd delete it after a few levels, so i literally just threw it together in a few seconds. turns out it's actually huge fun and plenty effective, so i've started taking it a little more seriously

    i always tell people as soon as i get in group: "i'm melee, not a healer - is that ok?" maybe it's because i'm straight up about it, and maybe it's because i do (usually more than) my share of the heavy lifting, but nobody's had any serious problem with me so far over it

    i will have base str23 at 20 even without the +2 tome i ate, no problems there

    i thought sap might be a bit of a waste on a toon i group with (hell, i play this game to group, if i wanted to solo regularly i'd play a single-player game). stunning blow i would expect to be using with a good stunning maul or greatclub, hence why i'm thinking it's 2 feats (including quick draw) or not at all, so i'm not slowing down switching to and from my stunner. losing 2 seconds dps to gain +50% damage doesn't sound like a brilliant plan to me, seeing as how most trash dies in about that time anyway. from a quick forum search, it looks like a DC in the high 30s may not be enough to proc regulary, although i'd primarily use it vs. casters - do they tend to have lower fort saves?

    CE i can't take, i dumped int - 28pt build etc etc and it'll be a loooong time before i can gear that well, too. tanks either seem to be not required in a lot of content (going more by what i read than my limited experience), or required - and need to be spot on, which ain't happening this life. tbh if i go over 20 with this life i was more thinking LD or FotW (maybe with twists from the other) than US, although being able to twist endless turning would be very good, so if i understand correctly i actually need to start off in US until i can twist endless and then grind my way around?

    finally, an edit: force manip for blade barrier/cometfall is available to 2nd level wizzies. still plenty of other reasons for it but i thought it worth mentioning.
    I have a 19/1 Battle Cleric of my own. I built it mainly for soloing (LFM's are really sparce these days). It is my absolutely favorite toon I have. I have her lvl'd up to 25 now and almost finished my 2nd destiny.

    You can still be an effective healer, so don't abandon that completely when you are in group. If there is plenty of other DPS in my group, I will gladly step back play Nanny Bot...it's just fun knowing that I don't have to be a Nannybot all the time.
    Leader of Legion of Eberron on Cannith.

    Characters: Loromir & Baldomir....among others.

  16. #16
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    Quote Originally Posted by unbongwah View Post
    Yes, but Radiant Servant II raises your caster lvl by 2 for positive & light spells, so cleric lvl 13 + 2 RSII -> 15 / 3 = 5 HPs per aura tick. Although I forgot to take into account epic destinies, specifically how Exalted Angel will add up to +5 caster lvls to divines.
    Ah, thx for the explanation.

  17. #17
    Community Member Sarzor's Avatar
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    Quote Originally Posted by unbongwah View Post
    The problem with adding CE - apart from the INT pre-req which the OP won't meet and the feat shortage - is it triples your spell cooldowns. That's unacceptable for a build like this, IMHO.

    Anyway, quick little test build to see how it might work out (RS II / SD I):
    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Level 20 True Neutral Human Female
    (6 Fighter \ 13 Cleric \ 1 Wizard) 
    Hit Points: 310
    Spell Points: 704 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 6
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             16                    26
    Dexterity             8                    10
    Constitution         14                    16
    Intelligence         10                    10
    Wisdom               12                    14
    Charisma             14                    16
    
    Tomes Used
    +2 Tome of Strength used at level 20
    +2 Tome of Dexterity used at level 20
    +2 Tome of Constitution used at level 20
    +2 Tome of Wisdom used at level 20
    +2 Tome of Charisma used at level 20
    
    Level 1 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Feat: (Human Bonus) Toughness
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Power Attack
    
    
    Level 3 (Wizard)
    Feat: (Selected) Empower Spell
    Feat: (Wizard Bonus) Maximize Spell
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Cleave
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    
    
    Level 9 (Cleric)
    Feat: (Selected) Great Cleave
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Ability Raise: STR
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Two Handed Fighting
    
    
    Level 17 (Fighter)
    
    
    Level 18 (Fighter)
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    Feat: (Selected) Shield Mastery
    
    
    Level 19 (Fighter)
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Greater Two Handed Fighting
    Enhancement: Fighter Armor Class Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Fighter Stalwart Defender I
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Improved Recovery I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Improved Intimidate I
    Enhancement: Improved Intimidate II
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Prayer of Smiting II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Incredible Smiting I
    Enhancement: Cleric Prayer of Incredible Smiting II
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Smiting III
    Enhancement: Cleric Smiting IV
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Fighter Strength I
    Enhancement: Fighter Strength II
    Enhancement: Fighter Toughness I
    Enhancement: Fighter Toughness II
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Divine Might II
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    Enhancement: Cleric Wand and Scroll Mastery III
    Epic feats: Overwhelming Critical and something else like Imp Shield Mastery or Imp Sunder

    A few comments: I front-loaded the wiz splash to get Emp & Max early on because they apply to your bursts for free. On the fence about whether SD is worth it, considering the feat & AP cost; probably only do it if you really want to be a divine hate-tank. The +2 CHA tome is necessary to get Divine Might II; the rest are optional. SPs are obviously going to be an issue; you'll want your Raiyum Torc & Con Opp GS item ASAP.

    EDIT: since OP is already cleric 12 / ftr 2, I would probably take wiz splash next lvl to get Emp & Quick, then cleric 13, then ftr the rest of the way to fill in the rest of your feats.
    Thank you for the interesting-looking build. I've been looking for something a bit different from my other lives for my next life, as I've done past lives Wiz x2, sorc, fvs, ranger and was looking at a battlecleric build. This one looks nice if it is easily solo-able since I can grab a cleric life, then grab a fighter life with +4-worth of hearts. There also seems to be a distinct lack of good cleric builds out there, leading me to battlecleric.

    That being said, a few questions:

    1) Solo-ability of this build? Being 6th life, there is a whole lotta xp, and I think once people start seeing deep melee splashes, PUGs start to dry up quickly. The increased melee splash lines up with when levels get further apart. Will this build hold up in elite bravery-bonus quests in the upper levels? Often builds looks great until they hit a proverbial wall around level 15-20.
    2) Gearing: I'm well-geared, having a torc, con-op, etc, but don't have a lot of fighter gear. How well will this do with just the basics of carnifax, insanity, terror, or other easily-farmed/gathered items?
    2) A few tweaks to your build I was wondering about. Basically taking Wizzie 1st level to maximize build points, and instead of going SD and taking shield mastery, perhaps taking weapon specification and going kensai? I don't see alot of advantage to SD if I will be using THW fighting.
    3) Laziness quotient: I don't know how to play melee well, how much does this build rely on twitch skills, clickies, etc? I'm accustomed to having a go-to style, whether for fvs jumping through BB and finishing off w/ melee, wizzie is disco-balling and ice-storm/instakill, etc, etc. I would prefer not to have a steep learning curve. Will aura keep me up, or do I need? Will I need to be using alot of wands? Big difference for me between pressing "cure serious wounds" and having to change out weapons to wand-ship myself.

    Thanks!

  18. #18
    Build Constructionist unbongwah's Avatar
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    The 13 / 6 / 1 build I posted is a specific concept / flavor idea: namely a divine tank with lots of self-healing. It levels up like a conventional battlecleric, but in later levels it shifts into more of a S&B threat-tank mode as it acquires the THF & shield feats and SD I. If you were to drop the S&B aspect, a more conventional 17 / 2 / 1 split makes more sense, IMHO; the extra DPS from Kensai I doesn't make up for the loss of extra SPs and lvl 8 & 9 spells (specifically Mass Heal, although Fire Storm can be useful as it has no DC or Spell Pen check).
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

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