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  1. #1
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    Cool help with healing tank ...

    hi, I am in a static group..we are level 4..there is a mechanic..swashbuckler..2 range rangers..i was also plaing a mechanic but..we need someone to go and get agro and then survive..i would like some healing and dps..I was thinking maybe a swf type with heavy armor..maybe warlock aura and fighter or pally..not sure..i need help..what would you do..i am vip..all classes and races..we cannot be iconics..we are first life..not sure if we r going to 20 or 30..please aid a devoted ddo player and forum junkie...lol

  2. #2
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    Default

    Axel's classic THF cleric 15/Paladin4/fighter-1 works pretty well for this, but with that much ranged firepower in your group you're going to be frustrated a lot. Also, since the rangers and the mechanic are going to be standing at range most of the time, your aura is unlikely to be hitting them.

    Therefore I suggest a different approach since you're in a static group. Go cleric, get your healing aura, but plan to get most of your dps at range through spells. That means Tier 5 in radiant and probably tier 4 in divine disciple, rest into warpriest.

  3. #3
    Community Member Vish's Avatar
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    You might want to try a ranged cleric

    I put together a archer endgame build but it works great in heroics
    It's mostly ranger first then cleric
    it's also got ftr for tankiness
    A 13/4/3 split, monster at endgame

    It's over in the cleric forum
    Kil Glory
    30 alchemist
    HOW
    Sarlona

  4. #4
    Build Constructionist unbongwah's Avatar
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    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  5. #5
    Community Member theseriousone23's Avatar
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    Default Example Light-based DC Cleric Caster

    You could possibly change all the light spellpower/crits for general spellpower to benefit your healing. Another change could be from DD Core 1- Emissary of Light to Emissary of Darkness at lv 10-12 (changing the core enhancements to dark). A final change could be to switch Spell Focus: Evocation for Necromancy.

    Code:
    Character Plan by DDO Character Planner Version 4.31.203
    DDO Character Planner Home Page
    
    Kur 
    Level 20 True Neutral Human Female
    (20 Cleric) 
    Hit Points: 240
    Spell Points: 1379 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 7
    Will: 23
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                  8                    8
    Dexterity             8                  8                    8
    Constitution         14                 14                   14
    Intelligence         14                 14                   14
    Wisdom               18                 23                   28
    Charisma             12                 12                   12
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               2                 11                   10
    Bluff                 0                  0                    1
    Concentration         4                 23                   25
    Diplomacy             0                  0                    1
    Disable Device        n/a               n/a                   n/a
    Haggle                0                  0                    1
    Heal                  4                 23                   32
    Hide                  0                  0                   -1
    Intimidate            0                  0                    1
    Jump                  0                  0                   -1
    Listen                0                  0                    9
    Move Silently         0                  0                   -1
    Open Lock             n/a               n/a                  n/a
    Perform               n/a               n/a                   n/a
    Repair                0                  0                    2
    Search                0                  0                    2
    Spellcraft            4                 23                   25
    Spot                  0                  0                    9
    Swim                  0                  0                   -1
    Tumble                n/a                1                    0
    Use Magic Device      2                 11                   12
    
    Level 1 (Cleric)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Heal (+4)
    Skill: Spellcraft (+4)
    Skill: Use Magic Device (+2)
    Feat: (Deity) Follower of the Sovereign Host
    Feat: (Selected) Maximize Spell
    Feat: (Human Bonus) Spell Penetration
    
    
    Level 2 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Tumble (+1)
    
    
    Level 3 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Quicken Spell
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Focus: Evocation
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Heighten Spell
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Evocation
    
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Spellcraft (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Enhancements
    Human (3 AP)
    C: Human Versatility: Skill Boost, Human Adaptability: Wisdom
    T1: Improved Recovery I
    
    Divine Disciple (42 AP)
    C: Divine Emissary of Light, Sacred Defense, Sun Bolt, Sunbeam, Sunburst, Transcend Light
    T1: Spellpower: Light III, Spell Critical: Light I, Spell Points III
    T2: Spell Penetration II, Spellpower: Universal III, Efficient Maximize III, Spell Critical: Light II
    T3: Spellpower: Light III, Spell Critical: Light III, Wisdom I
    T4: Spell DC: Evocation, Spell Critical: Light IV, Wisdom II
    
    Radiant Servant (33 AP)
    C: Healing Domain, Pacifism, Positive Energy Burst
    T1: Extra Turning III, Wand Mastery III
    T2: Improved Turning III, Mighty Turning, Efficient Empower Healing III
    T3: Wisdom I
    T4: Endless Turning III, Wisdom II
    T5: Positive Energy Aura
    
    Spells
    
    1: Cure Light Wounds, Nightshield, Nimbus of Light, Remove Fear, Protection from Evil, <Any>, <Any>
    2: Cure Moderate Wounds, Resist Energy, Owl's Wisdom, Seek Eternal Rest, <Any>, <Any>
    3: Cure Serious Wounds, Magic Circle Against Evil, Protection from Energy, <Any>, <Any>, <Any>
    4: Cure Critical Wounds, Death Ward, Freedom of Movement, <Any>, <Any>, <Any>
    5: Mass Cure Light Wounds, Slay Living, Greater Command, True Seeing, Divine Punishment, Protection from Elements
    6: Mass Cure Moderate Wounds, Blade Barrier, Heal, Banishment, Undeath to Death, Cometfall
    7: Mass Cure Serious Wounds, Destruction, Mass Spell Resistance, Resurrection, Greater Restoration, Mass Protection from Elements
    8: Mass Cure Critical Wounds, Mass Death Ward, Symbol of Death, Holy Aura, Death Pact, <Any>
    9: Energy Drain, Implosion, Mass Heal, True Resurrection, Summon Monster IX

  6. #6
    2015 DDO Players Council
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    axel15810's Avatar
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    Default

    You might want to consider an intimidate centered build if maintaining aggro is what you want. Human Pally Vanguard/Sacred Defender mix is probably best for what you're looking for. Good abilities to get aggro, and plenty of survivability and adequate self healing.

    You can kind of do that on a cleric but you need the epic destinies to really make a cleric tank work in my opinion. You can sort of accomplish that through hate gear but it's still a meh tank without destinies. You'll do it better on a pally.

    You can't party heal near as well until epic destinies, but that's the tradeoff. Cleric will have better healing but worse tanking, and vice versa for the pally.

    Since you mainly seem concerned about heroics I'd go pally. Other than the mechanic possibly struggling with relying on scroll healing, everyone else in your group should be fine healing themselves. Between a pally, the bard and the rangers you should be fine keeping the rogue up if he needs help. And if there's only 4 of you, you can always use a cleric hireling.
    Last edited by axel15810; 09-29-2016 at 02:27 PM.

  7. #7
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    Jan 2014
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    Default

    thank you to everyone..very helpful..i know what I am going to do..pally..fighter..cleric...I will let everyone know how it works..any other help is always usefull so keep it coming ..ty again

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