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  1. #1
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    Question CLeric questions of a first time player (want to make a healer cleric)

    Hello there!

    After reading many threads about clerics (that either seemed outdated or were way too hard for a newbie to comprehend) i decided to make this thread asking for some help on building a cleric.

    I want to make a human cleric that relies basically on healing spells (and those enhancements wich spends turn undead charges [i don't understand perfectly how they work atm, but they seem pretty awesome and worth taking in order to save some SP]) and can deal some minor damage with light spells to help the party finishing some monsters. I'm not interested in dealing any melee damage at all.

    So, i figured out (might be wrong) that the best way to do so would be a combination of Radiant Servant for healing and Divine Disciple for some Spell like abilities.

    Therefore, my main questions are:

    - Most threads says that, in order to be a powerful healer, the best option is to have metamagic feats such as Empower healing, Empower spell and Maximize spell at once (and even quicken spell at higher levels) - wouldn't they consume way more Spell points than a cleric have?

    - Those metamagic feats affects spell like abilities without increasing their costs, right? So, am i supposed to make them active before using these abilities and turning them off after it to save SP?

    - Is extra turning a nice feat to make a cleric a better healer, because it will be able to use enhancement abilities such as the Radiant Servant's aura and burst more often?

    I also tried to make a character sheet with the skills, feats and enhancements that seemed nice to me, and i'd like some opinions about it, so i can learn about the do's and don'ts of clerics.

    Thank you!!

    Code:
    Character Plan by DDO Character Planner Version 04.20.02
    DDO Character Planner Home Page
    
    Lychinus Torsche
    Level 20 Neutral Good Human Male
    (20 Cleric) 
    Hit Points: 262
    Spell Points: 1560 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 8
    Will: 22
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity            10                    10
    Constitution         14                    14
    Intelligence         10                    10
    Wisdom               16                    27
    Charisma             14                    14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    11.5
    Bluff                 2                     2
    Concentration         4                    19
    Diplomacy             2                     2
    Disable Device        n/a                   n/a
    Haggle                2                     2
    Heal                  7                    31
    Hide                  0                     0
    Intimidate            2                     2
    Jump                  0                     1
    Listen                3                     8
    Move Silently         0                     0
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spellcraft            0                     0
    Spot                  3                     8
    Swim                  0                     0
    Tumble                1                     1
    Use Magic Device      3                     3
    
    Level 1 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Feat: (Deity) Follower of the Silver Flame
    Feat: (Human Bonus) Mental Toughness
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Empower Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Extra Turning
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Improved Mental Toughness
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Toughness
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Human - Human Versatility: Spell Power Boost (Rank 1)
    Enhancement: Human - Human Adaptability: Wisdom (Rank 1)
    Enhancement: Human - Improved Recovery (Rank 1)
    Enhancement: Divine Disciple (Clr) - Divine Emissary of Light (Rank 1)
    Enhancement: Divine Disciple (Clr) - Sacred Defense (Rank 1)
    Enhancement: Divine Disciple (Clr) - Nimbus of Light (Rank 1)
    Enhancement: Divine Disciple (Clr) - Nimbus of Light (Rank 2)
    Enhancement: Divine Disciple (Clr) - Nimbus of Light (Rank 3)
    Enhancement: Divine Disciple (Clr) - Spellpower: Light (Rank 1)
    Enhancement: Divine Disciple (Clr) - Spellpower: Light (Rank 2)
    Enhancement: Divine Disciple (Clr) - Spell Points (Rank 1)
    Enhancement: Divine Disciple (Clr) - Spell Points (Rank 2)
    Enhancement: Divine Disciple (Clr) - Spell Points (Rank 3)
    Enhancement: Divine Disciple (Clr) - Efficient Maximize (Rank 1)
    Enhancement: Divine Disciple (Clr) - Efficient Maximize (Rank 2)
    Enhancement: Divine Disciple (Clr) - Efficient Maximize (Rank 3)
    Enhancement: Divine Disciple (Clr) - Efficient Maximize (Rank 1)
    Enhancement: Divine Disciple (Clr) - Efficient Maximize (Rank 2)
    Enhancement: Divine Disciple (Clr) - Efficient Maximize (Rank 3)
    Enhancement: Divine Disciple (Clr) - Searing Light (Rank 1)
    Enhancement: Divine Disciple (Clr) - Searing Light (Rank 2)
    Enhancement: Divine Disciple (Clr) - Searing Light (Rank 3)
    Enhancement: Divine Disciple (Clr) - Wisdom (Rank 1)
    Enhancement: Divine Disciple (Clr) - Holy Smite (Rank 1)
    Enhancement: Divine Disciple (Clr) - Holy Smite (Rank 2)
    Enhancement: Divine Disciple (Clr) - Holy Smite (Rank 3)
    Enhancement: Divine Disciple (Clr) - Spellpower: Universal (Rank 1)
    Enhancement: Divine Disciple (Clr) - Wisdom (Rank 1)
    Enhancement: Radiant Servant (Clr) - Healing Domain (Rank 1)
    Enhancement: Radiant Servant (Clr) - Pacifism (Rank 1)
    Enhancement: Radiant Servant (Clr) - Positive Energy Burst (Rank 1)
    Enhancement: Radiant Servant (Clr) - Improved Empower Healing (Rank 1)
    Enhancement: Radiant Servant (Clr) - Positive Energy Shield (Rank 1)
    Enhancement: Radiant Servant (Clr) - Radiant Servant (Rank 1)
    Enhancement: Radiant Servant (Clr) - Extra Turning (Rank 1)
    Enhancement: Radiant Servant (Clr) - Extra Turning (Rank 2)
    Enhancement: Radiant Servant (Clr) - Extra Turning (Rank 3)
    Enhancement: Radiant Servant (Clr) - Wand Mastery (Rank 1)
    Enhancement: Radiant Servant (Clr) - Improved Turning (Rank 1)
    Enhancement: Radiant Servant (Clr) - Divine Healing (Rank 1)
    Enhancement: Radiant Servant (Clr) - Divine Healing (Rank 2)
    Enhancement: Radiant Servant (Clr) - Divine Healing (Rank 3)
    Enhancement: Radiant Servant (Clr) - Efficient Empower Healing (Rank 1)
    Enhancement: Radiant Servant (Clr) - Efficient Empower Healing (Rank 2)
    Enhancement: Radiant Servant (Clr) - Efficient Empower Healing (Rank 3)
    Enhancement: Radiant Servant (Clr) - Intense Healing (Rank 1)
    Enhancement: Radiant Servant (Clr) - Intense Healing (Rank 2)
    Enhancement: Radiant Servant (Clr) - Wisdom (Rank 1)
    Enhancement: Radiant Servant (Clr) - Endless Turning (Rank 1)
    Enhancement: Radiant Servant (Clr) - Incredible Healing (Rank 1)
    Enhancement: Radiant Servant (Clr) - Divine Health (Rank 1)
    Enhancement: Radiant Servant (Clr) - Wisdom (Rank 1)
    Enhancement: Radiant Servant (Clr) - Positive Energy Aura (Rank 1)
    Enhancement: Radiant Servant (Clr) - Cure Focus (Rank 1)

  2. #2
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    If you right click an ability in your hotbar, you get to customize how the various metamagics are applied to it. There are 3 settings: Always On, Always Off, and Standard (the metamagic feats that are currently on apply to it). Any spell-like ability should have every metamagic set to Always On, while long term buffs should have Quicken Always Off so as to save SP in the initial buffing phase.

    As for Extra turning, your turns regenerate at a good enough rate that you don't truly need the extras turns.

    Also, just to warn you: healing focused clerics aren't in anywhere near as high demand as they once were. These days, people tend to heal themselves more. Of course, a good healer is always welcome, assuming they can also contribute some killing power.

  3. #3
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    Quote Originally Posted by gwonbush View Post
    If you right click an ability in your hotbar, you get to customize how the various metamagics are applied to it. There are 3 settings: Always On, Always Off, and Standard (the metamagic feats that are currently on apply to it). Any spell-like ability should have every metamagic set to Always On, while long term buffs should have Quicken Always Off so as to save SP in the initial buffing phase.
    Really? I did not know this. That's awesome!
    #MakeDDOGreatAgain

    You are the one choosing not to play alts.

    Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter

  4. #4
    Community Member Xahtep's Avatar
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    Radiant + divine disciple is a great option, dont understimate or neglect your light spelpower. The nimbus of light sla hit for a good 200 damage at level 20, divine punishment is way more powerfull if you can triple stack it (and in this times, only healing is like piking, besides you are not giving all your potential).

    About your questions

    Therefore, my main questions are:
    - Most threads says that, in order to be a powerful healer, the best option is to have metamagic feats such as Empower healing, Empower spell and Maximize spell at once (and even quicken spell at higher levels) - wouldn't they consume way more Spell points than a cleric have?
    Yes, they will consume more sp, but the spell like habilitys ( slas) wont, so you can use a maximized emowered nimbus at level 1 and deal some good damage. At high levells you will be using heal, heal mass mostly ( those 2 only get a buff by the empower healing, not maximize) and the ocasional cure mass ( this get a boost by all metamagics).

    - Those metamagic feats affects spell like abilities without increasing their costs, right? So, am i supposed to make them active before using these abilities and turning them off after it to save SP?
    You can use right click on the spell and select a personalizated set of metamagics for that, IE: you can make all metamagics to be active for slas even if they are off or other spells.

    - Is extra turning a nice feat to make a cleric a better healer, because it will be able to use enhancement abilities such as the Radiant Servant's aura and burst more often?
    Yes and no. If you get extra turn enhancements and the turn regenerate from radiant you will have more than enough, even more if you get a extra turning item. Charisma also boosts your turn number so you shouldnt have a problem even if you dont take that feat ( imo you should not take it, really)

    About enhanements, skills and feats.

    You only get a benefit from full ranks, so that .5 on balance is a waste, try to meve it to some other.

    You dont have str and didnt invest in jump ( i know, you are short on skill points) if a arcane dont join to your group and dont get that buff you might have some problems, personaly i take divine might from warpriest, with that i get my cha modifier to strengh and that boost my carring capacity and jump ( that uses sp, not turns) i also like to buff a bit my umd so i can use some scrolls, like jump XD that way i can get a healthy 30 jump with skills, modifiers, and a jump item. Umd also allows you to use more stuff, the hability to cast fire shield on you might be a life saver. You will learn that in time.

    Balance is really necesary, if something trips you wearing a heavy armor and/or a shield you might not be able to stand again with a poor balance.

    If you have the skillpoints spellcraft might help you to boost ligt and force spells ( blade barrier) but is not THAT necesary if you are short on skill points.

    About the feats. Why did you take silver flame? do you have some bows to range a bit? Sovereign host deity is (imo) better, you could melee a bit (you stated that you wont, thats ok) and you get a free full heal every 10 min or so.

    If you plan to have some dc you should consider heighten, a heightened greater comand or blade barrier in heroics saves lifes. improved mental toughnes is nice ( extra sp and 1% more chance of critical is always nice) but you should consider other options if you can.


    In any case, give a look to ellis cleric its awesomoe for a first lifer.


    Edit* BTW toughnes is a terrible feat at this time, its only 30 hp at level 28 so really its not worth on a feat starved cleric, your con is ok so only get a vitality item, a false life item and a nice +con, shouldnt be a problem
    Last edited by LeonAureo; 06-21-2014 at 01:12 PM.

  5. #5
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    So that you can be a capable offensive caster, I'd fit in heighten, spell focus and greater spell focus (either evocation or necromancy, up to you). Without these feats (especially heighten), you won't be able to be a great offensive caster.

    To fit those in I'd definitely drop extra turning (as others said you'll have plenty of turns without it) and toughness (It's only 28 HP at cap, not worth a feat).

    I'd drop improved mental toughness as well. With all the divine disciple SLAs you really won't need a huge SP pool. Learn to manage your SP, carry lots of heal scrolls and try and do all your healing with bursts/aura when possible. If you must have improved mental toughness, consider dropping empower (especially if you focus on necromancy).

    20 cleric is plenty fine for what you want. Get your WIS as high as you can. With this build you'll have the option of dropping back and playing a straight healer if that's what you want, but you'll also be able to kill things when a lot of healing isn't needed. Good luck.
    Last edited by axel15810; 06-21-2014 at 10:34 PM.

  6. #6
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    Thank you all so much for the advices!! I'd never guess about the metamagic feats customization with right click!

    So, i'll try to fit a little jump and use magic devide on my skills and heighten on my feats.

    Now, the only questions left for me are about the enhancements.

    - Is divine healing (radiant servant second tier) useful?

    - what is the best metamagic feat to pick on the divine disciple's Efficient metamagic enhancement (tier 2)? I was thinking on getting twice Maximize Spell, wich would result to a -18 Spell points cost on spells with maximize metamagic (it seems really good, but, will i use maximize that often?)

    - I plan on relying mostly on the Divine Disciple's spell like abilities to cause damage - is it possible? If it is, will it still be worth spending enhancements on "efficient metamagic"? And plus, as the spell likes of Divine disciple up to tier 4 doesn't allow any saving throw, should i still worry on getting spell focus on any school for offensive casting?

    I've made some changes on the build i posted earlier based on the suggestions i got from you (wich were really useful), can you guys take a quick look on it again and give me some tips? If possible, take a look on the enhancements, and tell if my choices are okay, as i'm still pretty uncertain on what are the most useful enhancements. Are the skill points okay too?

    Code:
    Character Plan by DDO Character Planner Version 04.20.02
    DDO Character Planner Home Page
    
    Lychinus Torsche
    Level 20 Neutral Good Human Male
    (20 Cleric) 
    Hit Points: 240
    Spell Points: 1560 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 7
    Will: 23
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity             8                     8
    Constitution         14                    14
    Intelligence         12                    12
    Wisdom               16                    28
    Charisma             14                    14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0                     8
    Bluff                 2                     2
    Concentration         2                     2
    Diplomacy             2                     2
    Disable Device        n/a                   n/a
    Haggle                2                     2
    Heal                  7                    32
    Hide                 -1                    -1
    Intimidate            2                     2
    Jump                  1                     5
    Listen                3                     9
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair                1                     1
    Search                1                     1
    Spellcraft            5                    24
    Spot                  3                     9
    Swim                  0                     0
    Tumble                0                     0
    Use Magic Device      3                    10
    
    Level 1 (Cleric)
    Feat: (Deity) Follower of the Sovereign Host
    Feat: (Selected) Maximize Spell
    Feat: (Human Bonus) Mental Toughness
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Improved Mental Toughness
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Empower Spell
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Heighten Spell
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Spell Focus: Evocation
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Human - Human Versatility: Spell Power Boost (Rank 1)
    Enhancement: Human - Human Adaptability: Wisdom (Rank 1)
    Enhancement: Divine Disciple (Clr) - Divine Emissary of Light (Rank 1)
    Enhancement: Divine Disciple (Clr) - Sacred Defense (Rank 1)
    Enhancement: Divine Disciple (Clr) - Nimbus of Light (Rank 1)
    Enhancement: Divine Disciple (Clr) - Nimbus of Light (Rank 2)
    Enhancement: Divine Disciple (Clr) - Nimbus of Light (Rank 3)
    Enhancement: Divine Disciple (Clr) - Spellpower: Light (Rank 1)
    Enhancement: Divine Disciple (Clr) - Spellpower: Light (Rank 2)
    Enhancement: Divine Disciple (Clr) - Spellpower: Light (Rank 3)
    Enhancement: Divine Disciple (Clr) - Spell Points (Rank 1)
    Enhancement: Divine Disciple (Clr) - Spell Points (Rank 2)
    Enhancement: Divine Disciple (Clr) - Spell Points (Rank 3)
    Enhancement: Divine Disciple (Clr) - Efficient Maximize (Rank 1)
    Enhancement: Divine Disciple (Clr) - Efficient Maximize (Rank 2)
    Enhancement: Divine Disciple (Clr) - Efficient Maximize (Rank 3)
    Enhancement: Divine Disciple (Clr) - Efficient Maximize (Rank 1)
    Enhancement: Divine Disciple (Clr) - Efficient Maximize (Rank 2)
    Enhancement: Divine Disciple (Clr) - Efficient Maximize (Rank 3)
    Enhancement: Divine Disciple (Clr) - Searing Light (Rank 1)
    Enhancement: Divine Disciple (Clr) - Searing Light (Rank 2)
    Enhancement: Divine Disciple (Clr) - Searing Light (Rank 3)
    Enhancement: Divine Disciple (Clr) - Wisdom (Rank 1)
    Enhancement: Divine Disciple (Clr) - Holy Smite (Rank 1)
    Enhancement: Divine Disciple (Clr) - Holy Smite (Rank 2)
    Enhancement: Divine Disciple (Clr) - Holy Smite (Rank 3)
    Enhancement: Divine Disciple (Clr) - Spellpower: Universal (Rank 1)
    Enhancement: Divine Disciple (Clr) - Wisdom (Rank 1)
    Enhancement: Radiant Servant (Clr) - Healing Domain (Rank 1)
    Enhancement: Radiant Servant (Clr) - Pacifism (Rank 1)
    Enhancement: Radiant Servant (Clr) - Positive Energy Burst (Rank 1)
    Enhancement: Radiant Servant (Clr) - Improved Empower Healing (Rank 1)
    Enhancement: Radiant Servant (Clr) - Positive Energy Shield (Rank 1)
    Enhancement: Radiant Servant (Clr) - Radiant Servant (Rank 1)
    Enhancement: Radiant Servant (Clr) - Extra Turning (Rank 1)
    Enhancement: Radiant Servant (Clr) - Extra Turning (Rank 2)
    Enhancement: Radiant Servant (Clr) - Extra Turning (Rank 3)
    Enhancement: Radiant Servant (Clr) - Wand Mastery (Rank 1)
    Enhancement: Radiant Servant (Clr) - Wand Mastery (Rank 2)
    Enhancement: Radiant Servant (Clr) - Improved Turning (Rank 1)
    Enhancement: Radiant Servant (Clr) - Divine Healing (Rank 1)
    Enhancement: Radiant Servant (Clr) - Divine Healing (Rank 2)
    Enhancement: Radiant Servant (Clr) - Divine Healing (Rank 3)
    Enhancement: Radiant Servant (Clr) - Efficient Empower Healing (Rank 1)
    Enhancement: Radiant Servant (Clr) - Efficient Empower Healing (Rank 2)
    Enhancement: Radiant Servant (Clr) - Efficient Empower Healing (Rank 3)
    Enhancement: Radiant Servant (Clr) - Intense Healing (Rank 1)
    Enhancement: Radiant Servant (Clr) - Unyielding Sovereignty (Rank 1)
    Enhancement: Radiant Servant (Clr) - Wisdom (Rank 1)
    Enhancement: Radiant Servant (Clr) - Endless Turning (Rank 1)
    Enhancement: Radiant Servant (Clr) - Incredible Healing (Rank 1)
    Enhancement: Radiant Servant (Clr) - Divine Health (Rank 1)
    Enhancement: Radiant Servant (Clr) - Wisdom (Rank 1)
    Enhancement: Radiant Servant (Clr) - Positive Energy Aura (Rank 1)
    Enhancement: Radiant Servant (Clr) - Cure Focus (Rank 1)

  7. #7
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    To make it easier to see the enhancements i picked:


    [IMG][/IMG]

  8. #8
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    Quote Originally Posted by Lychinus View Post
    After reading many threads about clerics (that either seemed outdated or were way too hard for a newbie to comprehend)
    Did the threads you read include this one?

    https://www.ddo.com/forums/showthrea...-Enlightenment

    If not, I recommend it.

    Note some of the game-mechanic details discussed there are outdated, but the overall concepts are still quite applicable.

  9. #9
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    Quote Originally Posted by Lychinus View Post
    To make it easier to see the enhancements i picked:
    Note that even if you don't melee at all, some of Warpriest is worth taking.

    For 9 AP, you can get 15 extra HP, 10 extra Physical Resistance Rating, and 5/- Damage Reduction.

    My own no-melee-at-all build spends a total of 12 AP in Warpriest, to get that stuff plus an extra +1 Wisdom, too.

  10. #10
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    Quote Originally Posted by Lychinus View Post
    - Is divine healing (radiant servant second tier) useful?
    Yes, it's somewhat useful. It's not a must-have, especially if you also have Positive Energy Aura, but it's a decent thing to fill in points on to unlock higher tiers. I use it all the time.

    Quote Originally Posted by Lychinus View Post
    And plus, as the spell likes of Divine disciple up to tier 4 doesn't allow any saving throw, should i still worry on getting spell focus on any school for offensive casting?
    If you're going mainly for Light-nuker/healer, I wouldn't worry necessarily worry about not being able to fit in a Spell Focus. Get Heighten, though.

  11. #11
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    Quote Originally Posted by Lychinus View Post
    - Is extra turning a nice feat to make a cleric a better healer, because it will be able to use enhancement abilities such as the Radiant Servant's aura and burst more often?
    Personally, I don't think it's worth it. Clerics don't have any bonus feats, and other feats are better. Wearing Charisma-boosting items gets you more Turns, and, eventually you get the enhancement that causes your Turns to regenerate over time.

  12. #12
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    another take at healer cleric is the radiant titan:
    https://www.ddo.com/forums/showthrea...-Radiant-Titan
    it sacrifices offensive casting for personal melee DPS and stronger saving throws.

  13. #13
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    Quote Originally Posted by Lychinus View Post
    Hello there!

    After reading many threads about clerics (that either seemed outdated or were way too hard for a newbie to comprehend) i decided to make this thread asking for some help on building a cleric.

    I want to make a human cleric that relies basically on healing spells (and those enhancements wich spends turn undead charges [i don't understand perfectly how they work atm, but they seem pretty awesome and worth taking in order to save some SP]) and can deal some minor damage with light spells to help the party finishing some monsters. I'm not interested in dealing any melee damage at all.

    So, i figured out (might be wrong) that the best way to do so would be a combination of Radiant Servant for healing and Divine Disciple for some Spell like abilities.

    Therefore, my main questions are:

    - Most threads says that, in order to be a powerful healer, the best option is to have metamagic feats such as Empower healing, Empower spell and Maximize spell at once (and even quicken spell at higher levels) - wouldn't they consume way more Spell points than a cleric have?

    - Those metamagic feats affects spell like abilities without increasing their costs, right? So, am i supposed to make them active before using these abilities and turning them off after it to save SP?

    - Is extra turning a nice feat to make a cleric a better healer, because it will be able to use enhancement abilities such as the Radiant Servant's aura and burst more often?

    I also tried to make a character sheet with the skills, feats and enhancements that seemed nice to me, and i'd like some opinions about it, so i can learn about the do's and don'ts of clerics.

    Thank you!!
    I'm sure you recieved a lot of useful responses to this thread, I'll just add my own thoughts.

    On a first life cleric, I only use metamagic feats for SLA's (spell like abilities), and a couple spells I feel _must_be Quickened. I also take one or two Mental Toughness feats.

    For raid healing, I make a bar that holds all my "Mass" healing spells, and I set those spells to be "always on" quicken and empower heal. For the actual Mass Heal spell in that bar I turn on all meta-magics. In the same bar I put Divine Punishment (all damage-boosting SLAs always-on). Since I only use DP on bosses and usually only in raids, it usually doesn't burn through that many spell points to boost it.

    As a healer, a good goal is to pick up every metamagic feat that applies to the Radiant aura and Radiant burst, as well the Epic Destiny SLA's "Renewal" (in the Unyielding Sentinal epic destiny) and "Rejuvenation Cocoon" (in the Primal Avatar epic destiny). Those are the bread-and-butter healing SLAs that you get, and you can apply metamagic feats to them for free (there's no sp cost).

    Here is the exact feat progression I used on one of my many half-elf caster clerics, on a server where I didn't have toons available to farm a lot of gear for her.

    Feats
    1-Power Attack ( + Fighter Dilettante) Feat swap @8 1-Empower ( + Paladin Dilettante)
    3-Mental Toughness
    6-Empower Healing
    9-Maximize
    12-Quicken
    15-Improved Mental Toughness. Feat Swap: Spell Penetration
    18-Spell Focus: Evocation
    21-Greater Spell Focus: Evocation
    24-Epic Spell Focus: Evocation
    26-Epic Spell Power: Light
    28-Epic Spell Power: Positive

    So, what I did was make her a 1st level toon with Power Attack and Fighter dilly. Then she fought with the easy-to-farm Fintan's Bite scimitar from the korthos quest in the bar. At 8th level she paid a dragonshard to swap Power Attack for Empower. 3 days later she paid another dragonshard to swap her Dilly feats. On a human, I'd skip all that feat swapping and just take Empower and one other feat (enlarge and extend are two good options).

    I find I really need both mental toughnesses right around when my first-life clerics start Shroud healing (~level 16-18), and will use my free Dragonmark quest feat swap to drop one mental toughness once I grind out that sp-boosting T1 power from Exalted Angel and twist it in. But that will come much later. For now, two mental toughness feats are really worth it on a "new" heroic cleric.

    As far as dealing "some light damage", you'll find that can be quite addictive. The better you get at playing the healing role, the more gear you get, the more you maximize your sp efficiency, the more spellpoints you have "left over" for other stuff. At first you'll just be glad you finished quests or raids without having to suck down mnemonic potions. Eventually, you may want to do other things with those spellpoints. When that day comes, your empower and maximize feats will be just as effective on the Divine Disciple SLAs as they are on healing SLAs. You get enough AP to take the T5 Radiant Servant Aura, the capstone in Divine Disciple, and have a few (I think it's 7) points left to spend in your racial tree. That's quite a nice selection of class boosts for a healing caster cleric. With the Divine Disciple capstone, you end up with 3 new light power spells, 3 new necro spells, Word of Balance (which is just nice ), and the option to take some new light/fire or necro SLAs.

    Also, don't completely discount turns for their stated purpose (by that I mean actually _turning undead_). Between the Catacombs chain, the four necro chains, the Delera chain, and a few of the other undead quests scattered around Stormreach, you can pretty much heal _and_ lead the kill count (or at least come close) for a big chunk of your first life. All without touching a weapon. You just need to take the Radiant enhancement that destroys turned undead. You need to spend points in the tree anyway, and it's totally worth it to walk into a room and just melt the undead around you. The ML:7 Sacred Helm from the Red Fens will serve you in good stead when turning, as it gives you all the equipment turning bonuses you can get in one slot, except for some midgame (Tower of Despair) and epic (3bC) gear.

  14. #14
    Community Member Wh070aa's Avatar
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    Well I can give my 2 cents about caster cleric.

    1)Decide if you want to be primary caster damage, or primary spellcasting damage. Spellcasting damage will drain your spell pool a lot.
    Melee requires some gear, and dedication.
    2) Remember that Turn undead (what you will use for healing) Tends to run out fast. Have backup plan, like healing wands and 100 to 300 healing dedicated spellpoints.
    3)Damage avoidance. Haste, jump and displacement (potions and scrolls) will help a lot. Each time you don't get hit, you increase your spelpoint pool (because you don't have to heal).


    So my caster cleric guide (warning, spell point dependent, jump poutions (and/or item) and moment speed (haste, expeditious retreat, or item),spell point item, and radiance/kinetic/healing (lore and spell power)) are needed.

    Starting stats -
    18 WIS, put all the tings in wis (level ups, get stat items)
    14+ Con
    12+Cha
    (you can invest in int(more skills(meh)), or str(if melee), but that's for advanced builds)
    In order of importance, you can skimp on charisma, but it will suck later on.
    Feats
    1)MAX,(H)Empower,(alternatively evocation, and greater evocation for stunning, but hard to do on first life)
    3)Quicken
    6)Empower healing(if you take damage, or are in party a lot), or evocation focus (if you want to stun/do more damige)
    9)Whatever you didnt took last level (evo/empower)
    12) Decide if you want to go necromancy, or evocation, or enchantment, so Greater evocation, or spell pen (or necro focus)
    15)Whatever you want, Evo- mental taughtnes (more critical) or heighten(More DC, drains spell points like crazy), healer (or if you dumped charisma) Extra Turning. Or necro/ench focus, if you go for greater command, or slay living/destruction.
    18) Whatever, Greater spell pen, greater focus, secondary focus, heighten. See level 15.
    21 + Epic evocation focus, and what ever. You should know what stuff does by then.

    -------------------



    1)Invest 23 points in Divine Disciple tree, Get all 3 of the SLA's maxed, set them on metas always on (Maximize,empower quicken).

    2)Invest rest in Radiant servant, getting the positive energy burst, divine healing and aura. Get human healing amp for divine healing. Spelpower, or skill boosts are nice for trading/damage boosts, but you will always forget to use them.

    -------------

    Skills - Max out concentration, heal, spellcraft, jump. Get couple of points in balance (5 or 10, no more). Concentration is for scrolls, and not quickened casting, heal gives you longer divine healing, and more healing spell power, 10 to 15 jump gives you max jump, spellcraft gives you more attack spell power. Balance will let you get up from stuff faster (get at least total of 10 with item/boosts). Can be moistly replaced with Freedom of moment spell later on, but will save your life, if you have it. You can invest in haggle and umd (invis scrolls), but you probably wont on first life character.

    ----------------

    Spell selection
    1)Nigtshield,Protection from Evi, Command
    2)Soundburst,Resist Energy,Seek Eternal Rest
    3)Nothing good, Mass aid, and water breathing, I guess. Use potions for remove whatever. Not worth the spell points.
    4)Freedom of Movement,Divine Power,Death Ward, Restoration(carry in scroll form, if you can afford). Dismissal(anti elemental works 50/50) Holy Smite (for extra fast damage, will destroy your spell points).
    5)All spells are good and usefull. Scroll all the buffs, get Divine Punishment and Stalwart Pact. (*!)Slay living is touch ranged.
    6)Blade barrier*. Undeath to Death if necro speced, and dumed cha, for killing undead. Heal, banisment, Cometfall.
    7)*see level 5. Scroll all the buffs, Destruction is awesome.
    8) All spells are bugged and do low damage. Mass deathward, Death pact (-2 con, sometimes does not go away), lets you rise yourself from dead.
    9)Mass heal (casting animation is slow. Always quicken), Energy drain (debuff, does not work on anything worth debuffing), Implosion (awesome solo, but if there is a friendly unit nearby, it doesn't do anything. Bugged, but so good its worth taking.)

    *Learn to kite blade barrier. You be doing insane amounts of damage. (it applies damage on entering, and exiting, so you must make them just barely touch the corners). It is arguably the best damage spell in game.
    -------------------
    Scroll best rise dead available, if you can afford it. Get planar grid, for Greater heroism (+4 to all skills and saves)have emergency heal scrolls. (use them instead of spells if you have less than 150 spell points, save the spell points for emergencies), but you should be able to keep people healed with bursts.

    Otherwise refer to forums. Deathblock, heawy fort, Fetherfall, exc. Stat +6, and skill +15 items (or whatever is available at level).

    Best played with someone with sneak attack/trapping/stuns, the blindness from divine punishment grants sneak attacks.

    Warning, I played this with a lot of scrolls, and cleric is expensive class to play. Will have spell point problems.

    I personally added on 1 level of artificer, maxed out trapping ,and heavily invested in int, grabbed the Dragonmark of passage (striding, dimension door and teleport), and used 200K plat worth of stoneskin wands, but that is not recommended. (also a lot off skills and buffs).

    Damige start to suck after level 15 ish, because most damage spells cap, and monsters have more hp, then damage of SLA rotation.

    --------------------------
    Misc. Advice
    1) soloing is easier on spell points/plat wallet than partying with melees.
    2)Pale masters and some(not all) war forged can't be healed, ignore them, unless they ask for heals. (Or ask if they need healing).
    3)Positive energy burst damages undead, but you run out of them faster, than you do damage. Save them for healing.
    4) Turn undead sucks. Use it for powering heals.
    5)Divine healing is way better if you have 20% healing amp. It out heals the radiant aura up to level 13 ish. Have it constantly ticking.
    6)Remove poison gives you limited immunity to poison traps.
    7)Farm and sell stuff a lot. Cleric is extremely expensive to play. Don't be afraid to ask for scrolls/pots, and expect ewryone to remove blindness/poison/disease/curses themselves.
    8)Don't join parties that are waiting for healer. You will spend way too much resources on healing people that die for no good reason.
    9) AC sucks. Use blurr instead. Incorporeal and Displacement stacks. So use both, if you can. (Displacement and blurr do not stack.) Ac takes too much investment.
    10)Get (evocation/necromancy/whatever)+2 focus item from crafter. Trade them with the essences you get from chests. Just say so in crafting halls trade chat.
    11)Cleric hirelings are cheap source of extra spell points. Wizard and bard hirelings give haste and heroism. Hireling damage is sadly lacking.
    -------------

    This is from caster perspective. If you decide on melee, many of the things change, as you need melee damage, and radiant aura get a lot better, because you are side by side with other melees. If you melee, dismiss moust of the build advice, as its completely different play style. Also you must gimp aether BB,light or healing, because, only 2 weapon slots. (potency/arcane lore gimps 2 to lesser extent, and you can focus one). Switch out weapon sets depending on role.

    ----------
    Playstyle-
    Lov levels - use soundburst for stun (+50% helpless damige), and spam Divine disciple light sla's)
    Mid levels- Use sla's, spam divine punishment sla for blindness (50% displacment miss chance) ,soundburst DC falls off, Sla damage gets better (from items n stuff). Start using radiant servant healing (Divine vitality, and positive burst). Get healing amp for divine vitality, and keep it ticking (reduces amount of over healing). Get cha, and + to turn number item.
    Higt levels- Get BB and kinetic/impulse(forgot what it was called) (potency/arcane lore also works, but not as good.) Kite blade barrier. Use SLA's to get aggro, or help melees (that mass blindness). Party, and pass out buffs. Ask for jump/blurr/haste from arcanes. Give FoM 9Fredom of moment), and death ward (to Sorcs, not wizs Pale masters don't need Deathward (it gets bugged every other update and reduces their self heals). Mass command, if meeles refuse to kite the BB (blade barriers)
    Epic levels- Get that plat and TR int something that does not eat 900k plat more than you profit from quests.
    Last edited by Wh070aa; 07-02-2014 at 09:19 AM.

  15. #15
    2014 DDO Players Council
    SirValentine's Avatar
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    Quote Originally Posted by eachna_gislin View Post
    In the same bar I put Divine Punishment (all damage-boosting SLAs always-on). Since I only use DP on bosses and usually only in raids, it usually doesn't burn through that many spell points to boost it.
    Since Divine Punishment damage stacks 3 times, I actually have 2 versions on my quickbar: the first with metas off, to save SP on the first 2 stacks that won't do full damage anyway, and the second with metas on for 3rd and onward casting, for max damage.

    Quote Originally Posted by eachna_gislin View Post
    15-Improved Mental Toughness. Feat Swap: Spell Penetration
    18-Spell Focus: Evocation
    21-Greater Spell Focus: Evocation
    24-Epic Spell Focus: Evocation
    Spell Focus & Spell Pen are useful, and I take them myself, as well, but I think Heighten is far more utility. I'd make sure to fit Heighen in, even if it means dropping the 3rd Focus or the Spell Pen. (Though, personally, I'd keep those and drop Mental Toughness, but that's just me.)

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