Great ideas w/ the Cleric and Warlock builds. I like the idea of a 13 Cleric/2 Pally because I've seen groups and solo do well w/ that split due to the Turning enhancement stacking. A Sun Elf would probably do best as their core enhancements also stack.
To be different, a Morninglord druid- 1 Cleric/14 Druid(and another druid lv after 2 runs through) could be a great addition to a party. You'd need 160k xp to lv from 15. I was averaging 26k xp per 5 star run at lv, possibly more at 5 lvs higher?, with only a Voice and no pots and no VIP xp bonus . 6 quests x ~25k xp = 150k. After running through all quests once and then maybe 2 more you should be able to hit 16.
I found running the quest solo to be much faster than in groups at 5 lvs higher. Although when I ran my druid with a good turning cleric and a warlock the times were about the same. I've found my druid works quite well but the problem is most of the SLA's and spells dont damage the end boss on Ringleader and Lich due to their Mantle of Invulnerability buff. Earthquake, Sunburst, Word of Balance, Wall of Fire, and Body of Sun.
Average times for my first life druid to solo (lv 15) at 5 lvs higher:
Under New Ravagement ~3
Haverdashed ~ 3:10
The Kobolds' Newest Ringleader ~4:30
The Snitch and the Lich ~ 4:40
The other two quests were taking ~11 min to solo.
{Misc. Tips}
Farming: If you have multiple accounts and you're PC can handle dual-boxing, farming the Graveyard for Chocolate/Keys is rather easy. I've racked up 100 keys in under 2 hours generally averaging 7 keys/5 min. Open your accounts, make lv 1 chars (mine are KurMabar1.2.3...). On your main account make a lv 7 barb or Pally/Cleric or Cleric, warlocks are ok too . Gather all your toons in the lowest lv graveyard and gather them close, each within 15-20m of each other (I personally like the them on various houses near the courtyard in front of Haverdasher). This spawns bigger groups w/ a normal group being 2-6, a bigger one is 8-15. Sometimes you have mob dance parties gone wrong and you spawn 3 large groups and have 40ish mobs roaming about before they disappear. Your main runs around and kills things. Easy. Trade keys/choco to your main every 10 min or so and enjoy the farming challenges to come.
Ravagement: Make sure you have some kinda bonus to your jump. On the second floor there a double-stacked table on your right as you come up the staircase, make sure not to destroy it in your undead engagements. Jump from the table to the corner protruding there and you can spam ranged until the bosses are dead. Make sure to go to the first floor and run around a little after the 4th wave spawns to spawn the optional Boss.
Ringleader: Pretty much a gather 2-4 groups in larger groups and spam w/ AOEs. The Boss can be knocked down w/ a double earthquake to allow for spamming of Sunburst/Wall of Fire/Word of Balance. It's easy to kite the boss around as I haven't seem him have a rubber-band limit.
The Snitch and the Lich: When you get to the end boss there are very special corners you'll come to love. Jump down and lead him to either wall, on your left and right in the direction you've entered. Stay near to the walls and head to the little 'room' where the Boss was originally behind the wall, pick the corner closest to the wall side you chose and stay back in it. The Boss will move slightly to the middle of the room and try to spam you with spells. Luckily for you the corner protrusion will block all his spells save for his circle of death? (the negative energy damage one) and the occasional ice sphere blast. If he's not in the center of the room and his spells are still hitting you take him for another loop around the room to the wall and back until you're 'comfy'. Spam Sunburst/Wall of Fire/Word of Balance. You can proceed to spam w/ abilities and spells. [/I](BTW- the shrine disappears if you climb up the far side of the tunnel so shrine after killing the skele's in the tunnel but before heading up the 2nd ladder)[/I]
[B[Haverdashed:[/B]2x Earthquake/Ice Storm combo w/ Body of Sun going and a sunburst or two to finish the job- usually is enough for zombie/skele waves. Renew the ice storms and Body of Sun for wraiths. Kill the Boss wraith and then off to slay the lady Boss. Bring her back into the run, through some ice storms, get a vigor/Spring's Resurgence going and the either a) you have a lot of sp so stand still, spam spells, and keep renewing Springs once it procs or b)you have enough but maybe not enough to spam to kill so you: run around in little half/quarter circles when she 'goes bats' and then spam SLAs. And no I haven't found a good place to hide
{Tactics- Druid}
Solo/Group:Most mobs are in groups of 4-6 run by 2-4 groups and throw an earthquake followed by ice storm. Cast body of Sun while running in a little circle then cast another Earthquake/Icestorm combo on the same spot as you're first cast. Go stand in the middle of your falling burning ice mayham. Alternatively a triple sunburst could wipe them all out? A Word of Balance/Call Lightning combo is usually enough to kill a single unit usually those pesky archers/mages. A Creeping Cold/Produce Flame flame combo usually will kill another undead mob. Make sure you have Spring's Resurgence (get out of jail free card o.O) running on your char and a possible 2x Lesser Vigor combo (mine was healing for 60-120 per tick but w/ human tree heal-amp).
|Possible build|
You'd need to find another armor, equip the orb, and probably some lightning/ice gear. You'll have 3 Sunburst which should be fun.
Possibly drop: Strength of the Solstice and another 2 AP.
Code:
Character Plan by DDO Character Planner Version 4.31.203
DDO Character Planner Home Page
Kur-mabar
Level 16 True Neutral Morninglord Female
(1 Cleric \ 15 Druid)
Hit Points: 216
Spell Points: 1189
BAB: 11\11\16\21
Fortitude: 14
Reflex: 4
Will: 18
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 16) (Level 16)
Strength 8 8 8
Dexterity 8 8 8
Constitution 16 16 16
Intelligence 10 10 10
Wisdom 18 22 24
Charisma 8 8 8
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 16) (Level 16)
Balance 0 6 5
Bluff 0 0 -1
Concentration 0 19 22
Diplomacy 0 0 -1
Disable Device n/a n/a n/a
Haggle 0 0 -1
Heal 4 18 25
Hide 0 0 -1
Intimidate 0 0 -1
Jump 0 0 -1
Listen 0 0 7
Move Silently 0 0 -1
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 0 0 0
Search 0 0 0
Spellcraft 4 19 19
Spot 0 0 7
Swim 0 0 -1
Tumble n/a n/a n/a
Use Magic Device n/a n/a n/a
Level 1 (Cleric)
Skill: Heal (+4)
Skill: Spellcraft (+4)
Feat: (Deity) Favored by Amaunator
Feat: (Selected) Maximize Spell
Level 2 (Druid)
Skill: Concentration (+2)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Level 3 (Druid)
Skill: Concentration (+2)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Feat: (Selected) Spell Focus: Evocation
Feat: (Druid Wild Shape) Wild Shape: Wolf
Level 4 (Druid)
Ability Raise: WIS
Skill: Concentration (+2)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Level 5 (Druid)
Skill: Concentration (+2)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Level 6 (Druid)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Feat: (Selected) Empower Spell
Feat: (Druid Wild Shape) Wild Shape: Bear
Level 7 (Druid)
Skill: Balance (+1)
Skill: Concentration (+1)
Skill: Spellcraft (+1)
Level 8 (Druid)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Level 9 (Druid)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Feat: (Selected) Quicken Spell
Feat: (Druid Wild Shape) Wild Shape: Winter Wolf
Level 10 (Druid)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Level 11 (Druid)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Level 12 (Druid)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Feat: (Selected) Shield Mastery
Feat: (Druid Wild Shape) Wild Shape: Dire Bear
Level 13 (Druid)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Level 14 (Druid)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Feat: (Druid Wild Shape) Wild Shape: Fire Elemental
Level 15 (Druid)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Feat: (Selected) Improved Shield Mastery
Level 16 (Druid)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Spellcraft (+1)
Enhancements
Morninglord(23 AP)
C: Elven Archery I
T1: Bane of the Restless III, Morninglord Weapon Training
T2: Arcanum III
T3: Light of the Sun God III
T4: Amaunator's Brilliance III, Aura of Radiance
Enhancement: Morninglord - Elven Accuracy (Rank 1)
Enhancement: Morninglord - Bane of the Restless (Rank 1)
Enhancement: Morninglord - Bane of the Restless (Rank 2)
Enhancement: Morninglord - Bane of the Restless (Rank 3)
Enhancement: Morninglord - Morninglord Weapon Training (Rank 1)
Enhancement: Morninglord - Arcanum (Rank 1)
Enhancement: Morninglord - Arcanum (Rank 2)
Enhancement: Morninglord - Arcanum (Rank 3)
Enhancement: Morninglord - Light of the Sun God (Rank 1)
Enhancement: Morninglord - Light of the Sun God (Rank 2)
Enhancement: Morninglord - Light of the Sun God (Rank 3)
Enhancement: Morninglord - Amaunator's Brilliance (Rank 1)
Enhancement: Morninglord - Amaunator's Brilliance (Rank 2)
Enhancement: Morninglord - Amaunator's Brilliance (Rank 3)
Enhancement: Morninglord - Aura of Radiance (Rank 1)
Enhancement: Morninglord - Aura of Radiance (Rank 2)
Enhancement: Morninglord - Aura of Radiance (Rank 3)
Season's Herald (41 AP)
C: Seasoned, Time, Tide, Sunburst
T1: Season's Greetings: Beguile III, Wax and Wane I
T2: Efficient Metamagic: Produce Flame III, Wax and Wane II
T3: Creeping Cold III, Wax and Wane III, Wisdom I
T4: Spring Resurgence I, Call Lightning III, Wax and Wane IV, Wisdom II
T5: Crown of Summer, Winter's Heart, Word of Balance, Time and Tide, Strength of the Solstice