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  1. #1
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    Default Help wanted on meleehealer build

    Hi,

    i am fairly new player, who just got back into game after 6 months break. I am starting in a group with guildies, where my task is going to be healer. I have tried to find build in forums, but there havent been one with enuff details about what skills/spells/et.c. to take when getting a new level. I was thinking of cleric with splash of monk, and having a positive energy aura. Monk to be able to be in front rank, and that would be nice option since havent played this class earlier. All help is welcomed

    Character will be 36pt toon.

    Thanks in advance

  2. #2
    Community Member Atremus's Avatar
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    There are a lot of options for a Melee cleric

    19 Cleric / 1 Fighter
    17 Cleric / 1 Wiz / 2 Monk
    17 Cleric / 1 Fighter / 2 Monk
    18 Cleric / 2 Monk


    The goal for a Melee cleric is 17 cleric levels for mass heal and implosion. A lot of those build will depend on your chosen playstyle for fighting. The fighter splashes will be wielding weapons and the monk of course will be in armed

    2 monk buys you two extra feats

    Feat wise:
    Emp heal
    Empower
    Max
    quicken
    power attack
    Cleave
    Monk feat 1
    Monk feat 2


    Skills:
    Heal
    Spellcraft
    UMD if you have room
    balance
    Few point in jump
    Characters: Celemia / Tukson / Thau (Broken link) / Atremus

    “A pessimist is one who feels bad when he feels good for fear he'll feel worse when he feels better.”

  3. #3
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    I'm considering clr17/barbarian3 split. Supreme cleave with selfhealing, yes please. Fever feats and a bit less survivability, but big weapon and cleaves, that's just so much fun. For just healing empheal/quicken are enough, maybe add maximize for burst, still easily leaves room for pa/cleave/gcleave. Saves might be an issue though, not quite sure how to tackle that one.

  4. #4
    Community Member mobrien316's Avatar
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    I have a pure cleric who is melee and healing specced. He is great when soloing and great in groups, either as a front line melee character with his aura going (and an occasional burst) or as a healer in harder content or in some raids.

    He's a 36-point dwarf with the following past lives: cleric (x3), fighter, paladin, rogue, sorcerer, and monk.

    Starting stats:
    STR 16 (all level ups go here)
    DEX 8
    CON 18
    INT 8
    WIS 14
    CHA 14

    Feats:
    Toughness
    Dwarven Waraxe
    Empower Healing
    Power Attack
    Improved Crit: Slashing
    Quicken
    Maximize

    In my opinion, a battle cleric has to be an excellent healer. This one is. He is also quite good at melee. The only offensive spells he uses often are Blade Barrier (usually when soloing, to kite stuff), Divine Punishment, Destruction, Implosion, and Cometfall sometimes for crowd control. His other three cleric lives were also run as battle clerics using similar builds. The rogue, sorcerer, and monk past lives were also run as battle clerics with two LR's after hitting 20. He's currently level 18, so I have somewhere around 150 levels as a battle cleric. This build works great.
    All on Thelanis: Archenpaul Sixblade (Epic Triple Completionist), Archernicus Thornwood, Crestellin Moonwood, Gregorovic Redcloak, Jaklomeo Evermug, Jarladdin Nalfesne, Jonathraxius Kane, and Praetoreus Silvershield (Heroic Triple Completionist, Epic Triple Completionist.)

    Leader of Guinness Knights (Level 165), which is (since June 2021) a two-man, father-son guild.

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  5. #5
    Founder Firepants's Avatar
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    Honestly, all you really need are 6 levels of Cleric. Take Positive Energy Aura and Positive Energy Burst from the Radiant Servant tree, ensure you have a max Devotion item on for your level and the max Healing Lore item for your level as well. Then take 14 levels of whatever melee class you'd like and max that out as much as you want, minding that you get no Tier 5 abilities, which isn't that much of a big deal. The synergy works best with Monk as maxxing Wisdom beefs up Monk special moves (like Stunning Fist). You could go just 5 Cleric and only have Positive Energy Aura and gain Quivering Palm, but burst is ideal.

    You could even go with a Human, 6CLR/1ROG/13MNK melee aura-healing stick build. Max WIS, bump STR & CON (Stats 16/8/14/8/18/8 for 32 pt and 14/8/14/8/18/8 for 28 pt) and be a stun machine. Go Half-Orc if yer only a 28 pt builder to get the easier stats to 23 STR (only have to put in 3 level ups to STR if you manage a +4 STR tome during the leveling process) for Overwhelming Critical.

    EDIT: Missed yer point spred. If you have Half-Orc, go 6 CLR, take EMP HEAL, MAXIMIZE, and EMPOWER SPELL as the feats during the 6 levels of Cleric. Put all skill points into HEAL. Then take either 1 Rogue level for the stick build or go to Monk til 20. At level 9 Take QUICKEN to speed up those bursts. The only important feats to get are POWER ATTACK, CLEAVE, GREAT CLEAVE, and IMPROVED CRITICAL: BLUDGEON, which should be fairly easy to get. I take TWO HANDED FIGHTING as level 8 Monk feat and the rest just falls in place. Starting stats for Half-Orc are 18/8/16/6/18/6. You best have a tome for the CHA so you get more bursts per rest and one for STR to hit 23. All level ups into WIS if you have a +5 STR, put one level up into STR if you only have a +4 (and adjust appropriately depending on what you have for a STR tome). Skip the Rogue level (switch it to just another Monk level) if you're using wraps instead of staves.
    Last edited by Firepants; 09-12-2013 at 11:08 AM.

  6. #6
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    Quote Originally Posted by Atremus View Post
    There are a lot of options for a Melee cleric

    19 Cleric / 1 Fighter
    17 Cleric / 1 Wiz / 2 Monk
    17 Cleric / 1 Fighter / 2 Monk
    18 Cleric / 2 Monk


    The goal for a Melee cleric is 17 cleric levels for mass heal and implosion. A lot of those build will depend on your chosen playstyle for fighting. The fighter splashes will be wielding weapons and the monk of course will be in armed

    2 monk buys you two extra feats

    Feat wise:
    Emp heal
    Empower
    Max
    quicken
    power attack
    Cleave
    Monk feat 1
    Monk feat 2


    Skills:
    Heal
    Spellcraft
    UMD if you have room
    balance
    Few point in jump
    No ranger splashes for +75 positive spell power?

  7. #7
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    Bigh thanks for help. You gave me a lot to think about since in 4 days toon will get TR and in 1 1/2 weeks the group starts.

    Maybe someone could give me a crash course about ranger in healer spec.

  8. #8
    Community Member bjones0064's Avatar
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    Default If you on Sarlona get the build Boommmm had.

    If you are on Sarlona Boommmm had a nice healer build. We did all the GH EE's with ease three man army style. He could solo his own and not spend his time healing himself he would act like he was playing Heroic elite lol (He had a strong dps build.)

  9. #9
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Inoukchuk View Post
    No ranger splashes for +75 positive spell power?
    Looks like that's getting nerfed. Hard.

    Also I like how the OP says they're a "fairly new" player and they're looking for builds for 36-pt clonk.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  10. #10
    Community Member Lanhelin's Avatar
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    Just some thoughts about it until the new character planner is updated to U19.

    Clerics don't have to choose spells, when they level up, they get all spells automatically. I play a Cleric Level 13 (11 Cleric / 1 Fighter / 1 Rogue). I took Rogue at Level 1 for the most Skillpoints (started with Int 14 on a 32 pt build) and the Trap skills. 1 Fighter Level for Tower Shields, more weapon diversity and the shield mastery feat. Having a shield equipped really makes life easier for me, blocking often when I get attacked in melee range.

    When you take your first Cleric Level you can choose to be a follower of a deity/church as a class feat. I took that one that made me able to fight with Longswords without -4 penalty (though the fighter level would grant this too) and later the related class feat Unyielding Sovereignity - which at the moment you can get both as a feat (2,5 min cooldown) and as an enhancement (5 min cooldown) in the radiant servant tree.

    Most of the time I heal or buff. Against undead I'm pretty strong (they just get destroyed by my turn undead or I heal them to death), against all other enemies I'm pretty weak - but either I team up with other players or use one of the fighter Hirelings, who are very durable. And btw with the Augment Summoning feat, the fighter hirelings can activate Int based runes too.

    In my hot bars I have two rows of healing spells, one row unmeta'd and the other one buffed with empower healing. The empowered spells are rarely necessary, in case of emergency I use one of the two Unyielding Sovereignities, in fact even the second lowest healing spell ("cure moderate wounds"?) not empowered crits for about 120 HP which really isn't bad, thanks to the new functionality of the Heal skill.

    I can fill up player's or other hireling's SP bars thanks to divine vitality. I wear heavy armor and use shields, I can't imagine playing a D&D Cleric wearing robes/clothes only and no shield - which you'd have to if you want to profit from the 2 Monk Levels (Evasion won't work with heavy armor or shields) - but this is a flavor thing so it doesn't matter I guess. Compaired to the Wizards I play I rarely have a problem with SP being too low. The spells that cost the most SP aren't the heals but the buffs.

    For the skills: Concentration, Heal, Balance (balance is important, but less important when you use a shield and block), a few points into Spot, Tumble, Jump and Repair. Spellcraft if you want to slot some damage spells too, but since this won't be your role in your guild party you can skip it or raise it to 1 point and equip spellcraft items later.

    For the spells: As a cleric you always get additionally one heal spell every spell tier which you can't change with other spells. Some spells in higher tiers have multiple lower tier spell effects, like Panacea which eg. cures poison and illness (and some other things too) altogether, so you can replace the lower tier single cure poison and cure illness spells with some other useful ones.

    For the feats: Empower Healing, Extend Spell, Quicken Spell, Additional Turning and Augment Summoning are the few that I'd recommend. Mental Toughness could be helpful too.

    Since your role is the Healer with nearly no offensive DC based spells, you don't have to raise Wisdom over 19 which makes you able to cast Tier 9 spells. Put the other points in Constitution to get more HP.

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