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  1. #1
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    Default Natural Born Healer (1M-2D-17C) - Cleric with excellent take down and stunning fist.

    I think this idea is flawed. However, I'm hoping someone might suggest a way of improving it. Any input would be greatly appreciated.

    The main concept is to be a primary healer with flavorful melee using take down in tandem with stunning fist, hence the dwarf race for tactical enhancements. The player would be in wolf form most of the time for take downs, 30% boost to attack speed, and large flanking bonus. Ram's might alongside divine favor/power would be used to boost damage. Healing would be provided in the midst of battle mostly by the positive aura and occasional bursts. During major battles, the player could change into regular form in order to eliminate the long cooldowns of animal form and still provide an occasional stunning fist.

    I have already started to play this build and am having tons of fun with it. Not sure if it will work out in the long run. The main problem is, of course, the long cooldowns in animal form. I figured that a 30% boost to attack speed might be a reasonable tradeoff for no benefit from a twf or thf chain. In any case, I didn't really have enough feats for those chains anyway.

    I'm considering a helf version with rogue dilly for sneak attack, as the idea is to move from enemy to enemy either stunning or taking them down. However, the tactical bonus on the dwarf is really nice.

    Let me know what you think.

    Code:
    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    Natural Heals (1M-2D-17C)
    Level 20 Lawful Neutral Dwarf Female
    (1 Monk \ 17 Cleric \ 2 Druid) 
    Hit Points: 322
    Spell Points: 1408 
    BAB: 13\13\18\23
    Fortitude: 19
    Reflex: 10
    Will: 24
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            14                    16
    Constitution         14                    18
    Intelligence          8                    10
    Wisdom               18                    28
    Charisma              6                     8
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    +3 Tome of Wisdom used at level 11
    
    Level 1 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Selected) Toughness
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Attack
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Dwarven Stability
    Feat: (Automatic) Dwarven Stonecutting
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Orc and Goblin Bonus
    Feat: (Automatic) Poison Save Bonus
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Feat: (Automatic) Spell Save Bonus
    Feat: (Automatic) Unarmed Strike
    
    
    Level 2 (Druid)
    Feat: (Automatic) Call Wolf Companion
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Druidic Oath
    Feat: (Automatic) Druidic Spontaneous Casting
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Martial Weapon Proficiency: Scimitar
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Wild Empathy
    
    
    Level 3 (Druid)
    Feat: (Selected) Precision
    Feat: (Druid Wild Shape) Wild Shape: Wolf
    Feat: (Automatic) Goodberry
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Turn Undead
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    
    
    Level 9 (Cleric)
    Feat: (Selected) Extra Turning
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Feat: (Selected) Maximize Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Dwarven Spell Defense I
    Enhancement: Dwarven Tactics I
    Enhancement: Dwarven Tactics II
    Enhancement: Dwarven Tactics III
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Druid Eminence of the Sun I
    Enhancement: Druid Eminence of Life I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Druid Toughness I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Extra Turning III
    Enhancement: Cleric Extra Turning IV
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Wand and Scroll Mastery I

  2. #2
    Community Member Pilgrim1's Avatar
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    I think you would better off going mostly druid. Druids are really good healers and earthquake is very good. What kind of DC's could you get on your takedown?

  3. #3
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    Quote Originally Posted by Pilgrim1 View Post
    I think you would better off going mostly druid. Druids are really good healers and earthquake is very good. What kind of DC's could you get on your takedown?
    You are probably right, but I think that clerics still make better healers than druids, all else remaining the same. Druids have mass vigor and regen, which is really nice, but no direct mass heals. Also, the druid prestige classes do not directly pertain to healing in the way that cleric rediant servant does. However, I've only just now been seriously exploring druids, so maybe you can convince me otherwise. See my Stunning Beauty build thread for a druid w/ stunning fist, though that build is an evoker rather than a healer per se.

    I don't have the specific numbers atm, but the takedown DC's are 11 + wis mod, independent of caster level, and apply to balance rather than fortitude, so they are quite excellent and comparable to the stunning fist DC's. Also, anything that benefits the trip tactic also benefits takedown, so the dwarven tactics enhancements apply across stunning first and takedown. Having both stunning fist and takedown allows for me to strategically select targets as well, according to whether their balance or fortitude is likey to be weaker.
    Last edited by savingsoul; 03-21-2013 at 07:35 PM.

  4. #4
    Build Constructionist unbongwah's Avatar
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    Is there some reason you didn't invest in Smiting enhs?

    To the extent this is a flavor build with a specific goal (cleric healer + Stunning Fist + Takedown + Ram's Might), it would seem you've accomplished your goal. The main problem with base wolf DPS is the low base dmg: d6 x2 19-20. But since you seem to want to minimize the number of melee feats you take as well, I don't know which is better: monk w/handwraps but no TWF feats or base wolf form w/no doublestrike bonuses except Wind I stance.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  5. #5
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    Quote Originally Posted by unbongwah View Post
    Is there some reason you didn't invest in Smiting enhs?

    To the extent this is a flavor build with a specific goal (cleric healer + Stunning Fist + Takedown + Ram's Might), it would seem you've accomplished your goal. The main problem with base wolf DPS is the low base dmg: d6 x2 19-20. But since you seem to want to minimize the number of melee feats you take as well, I don't know which is better: monk w/handwraps but no TWF feats or base wolf form w/no doublestrike bonuses except Wind I stance.
    I suppose one could balance out the enhancements between smiting and healing, if you're into that. I was just thinking that this build is mostly a healer. Anyway, the blinding effect of holy smite is more appealing to me than the damage it does, because even with smiting enhancements, the damage isn't that great. Same goes for the other spells affected by smiting as far as I know. They're kinda weak, enhanced or not. Smiting enhancements don't seem worth the investment. Maybe I'm missing out on something?

    I put under the suggestions forum a thread asking for natural fighting feats to be available to anyone who has at least two levels of druid. It will probably never happen, but it would sure allow for a greater diversity of builds. In the meantime, the above is the best I can do.
    Last edited by savingsoul; 03-21-2013 at 07:34 PM.

  6. #6
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    I'm going to table this idea for the moment.

    I've tried out this build a little, and the cooldowns while in wolf form are a problem. I suspect that a pure druid healer would encounter the same problems though, as they suffer from the same cooldown issue while in animal form and they also don't benefit from the natural fighting feats while in other forms. I suppose a twf druid in water or fire ele form would work as a sort of battle cleric, but the ele forms don't get anything like takedown.

    I was really looking forward to having a healing aura on a wolf, as that would be really cool.

    Though this build may be somewhat of a dead end, it has yielded some good things. I have a favored soul evoker/necro 1M/2D/17Fvs that may work out better, as favored souls are not expected to be healers in the way the clerics are and can instead focus on offensive spells, and the quicker cooldowns may help compensate for the longer cooldowns of wolf form. I supposed that the idea would be to use metamagics to increase the impact of each spell but simply use spells at a slower rate.

    I will post the link once I get the build up.

    EDIT: http://forums.ddo.com/showthread.php?p=4955198
    Last edited by savingsoul; 03-23-2013 at 12:33 AM.

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