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  1. #21
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    So... has there been significant change regarding this in the last year and a bit? Warpriest still isn't likely to be good with quarterstaves?
    I'd thought the favored weapon synergies would've been nice there.

    I mean, I thought Aureon / Luck might have been a nice combination for a thief-acrobat, displacement SLA and all. Of course Strength domain is nice too, gets a lot better with reflex saves.

    But yeah, not particularly first life friendly anyhow, skills are a bit tight and going with quarterstaves would be a lot easier if you'd stock up on named and other exceptional staves during previous lives... or I suppose other characters.


    (And of course there's the part where clerics are pretty much expected to have at least RS burst if not full aura, and even burst is 22 AP, leaving ... not enough for all the fun things... from Warpriest and TA.)
    No longer completely f2p as of November 2014. Father of a few more DDO players.

  2. #22
    Community Member swiftus's Avatar
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    Default Trapper Priest

    Quote Originally Posted by unbongwah View Post
    It's been a while since I made a cleric / rogue first-lifer, but let's give this a shot.
    Code:
    Trapper Priest
    15/5 Cleric/Rogue
    True Neutral Human
    
    
    
    
    Level Order
    
    
    1. Rogue           6. Rogue          11. Cleric         16. Cleric
    2. Cleric          7. Cleric         12. Cleric         17. Rogue
    3. Cleric          8. Cleric         13. Cleric         18. Cleric
    4. Cleric          9. Cleric         14. Cleric         19. Rogue
    5. Cleric         10. Cleric         15. Cleric         20. Rogue
    
    
    
    
    Stats
                   28pt     32pt     Level Up
                   ----     ----     --------
    Strength        14       15       4: STR
    Dexterity        8        8       8: STR
    Constitution    14       14      12: STR
    Intelligence    16       16      16: STR
    Wisdom          10       10      20: STR
    Charisma        12       14      24: STR
                                     28: STR
    
    
    Skills
              R  C  C  C  C  R  C  C  C  C  C  C  C  C  C  C  R  C  R  R
              1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20
             ------------------------------------------------------------
    Heal      2  2  2     2     2     2     2     2     2        3  1  1  23
    Disable   4  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  23
    Open Lo   4              5     1     1     1     1     1  2     2  5  23
    Search    4  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1     2  1  23
    UMD       4              5                                8     5  1  23
    Balance   4        1                                               2   7
    Spot      4                                                            4
    Listen    4                                                            4
    Jump      4                                                            4
    Swim      4                                                            4
    Tumble    4                                                            4
    Haggle    4                                                            4
    Concent                                                      1         1
             ------------------------------------------------------------
             48  6  6  6  6 12  6  6  6  6  6  6  6  6  6  6 12  6 12 12
    
    
    
    
    Feats
    
    
     1        : Power Attack
     1 Human  : Cleave
     3        : Quicken Spell
     6        : Great Cleave
     9        : Empower Healing Spell
    12        : Improved Critical: Slashing
    15        : Two Handed Fighting OR Maximize Spell
    18        : Improved Two Handed Fighting OR Empower Spell
    21 Epic   : Overwhelming Critical
    24 Epic   : Greater Two Handed Fighting OR Intensify Spell
    26 Destiny: Perfect Two Handed Fighting
    27 Epic   : Epic Damage Reduction
    28 Destiny: Perfect Two Weapon Fighting
    29 Destiny: Dire Charge OR Deific Warding
    30 Epic   :
    30 Legend : Scion of: Arborea
    
    
     3 Cleric : War Domain
    
    
     2 Deity  : Follower of: Olladra
     8 Deity  : Luck of Olladra
    
    
    
    
    Enhancements (80 AP)
    
    
    Radiant Servant (32 AP)
    
    • Healing Domain, Pacifism, Positive Energy Burst, Improved Empower Healing
      1. Extra Turning III, Wand Mastery III, Altruism I
      2. Improved Turning III
      3. Intense Healing III, Unyielding Sovereignty
      4. Endless Turning III, Incredible Healing I
      5. Positive Energy Aura
    Warpriest (23 AP)
    • Smite Foe, Resilience of Battle, Sanctuary, Blur
      1. Divine Might III, Sacred Touch III
      2. Smite Weakness, Wall of Steel III, Inflame III
      3. Inflame: Energy Absorption III
      4. Ameliorating Strike
    Human (9 AP)
    • Damage Boost, Strength, Skills Boost
      1. Skill Focus: Nimble Fingers III, Improved Recovery
    Thief-Acrobat (8 AP)
    • Staff Control
      1. Sly Flourish II, Fast Movement
      2. Haste Boost III
    Mechanic (8 AP)
    • Arbalester
      1. Mechanics II, Awareness II
      2. Skill Boost III
    Leveling Guide
    1. TA0 Staff Control; TA1 Thief Acrobatics I, II, III
    2. War0 Smite Foe; War1 Divine Might I, II, III
    3. TA1 Acrobat Staff Training; Hum0 Damage Boost; Hum1 Skill Focus: Nimble Fingers I
    4. Hum1 Skill Focus: Nimble Fingers II, III; Hum1 Improved Recovery
    5. Mec0 Arbalester; Mec1 Awareness I, II; Mec1 Mechanics I
    6. TA2 Quick Strike I, II
    7. Reset Thief-Acrobat
      • Radiant Servant: Healing Domain, Pacifism
        1. Extra Turning III, Wand Mastery III
        2. Improved Turning III
        3. Unyielding Sovereignty
      • Mechanic
        1. Mechanics II
    8. Rad0 Positive Energy Burst; Mec2 Skill Boost I, II, III
    9. Rad3 Intense Healing I, II
    10. Rad3 Intense Healing III; Rad4 Endless Turning I
    11. Rad4 Endless Turning II, III
    12. Rad4 Incredible Healing I; Hum0 Strength
    13. Hum0 Skills Boost; Rad1 Altruism I; War1 Sacred Touch I, II
    14. Rad0 Improved Empower Healing; Rad5 Positive Energy Aura; War0 Resilience of Battle
    15. War2 Smite Weakness; War2 Wall of Steel I; War0 Sanctuary
    16. Reset Mechanic
      • Warpriest: Blur
        1. Sacred Touch III
        2. Wall of Steel III, Inflame III
        3. Inflame: Energy Absorption III
        4. Ameliorating Strike
    17. TA0 Staff Control; TA1 Fast Movement; TA1 Sly Flourish I
    18. TA1 Sly Flourish II; TA2 Haste Boost I, II, III
    19. Mec0 Arbalester; Mec1 Awareness I, II; Mec1 Mechanics I
    20. Mec1 Mechanics II; Mec2 Skill Boost I, II, III
    Destiny (24 AP) Divine Crusader
    1. Endless Turning II, Interrogation, Purge the Wicked
    2. Confront Any Foe, Consecration III
    3. Sacred Ground, Empyrean Magic
    4. No Regret, Crusade
    5. Castigation, Heavenly Presence, Celestial Champion
    6. Strike Down
    EDIT: added heroic leveling guide.


    Okay so why the differences from your build?

    • Stats: basically the same except I put more points into CHA for (A) extra uses of Turn Undead (TU) which powers your Radiant Bursts / Auras and (B) a higher STR bonus from Divine Might. Usually I dump-stat WIS on a battlecleric, but that might be a little too challenging for a newbie (since you still need WIS 18 eventually for level 8 spells) so I started WIS 10 instead.
    • Leveling order: I backloaded the rogue levels even more than you did, since I want to get cleric abilities ASAP, particularly Holy Sword. EDIT: the downside is Open Lock and UMD lag behind Search & Disable, but they're less critical for heroic leveling than trapping, IMO.
    • Feats: pretty similar to yours, the biggest differences are I added the Cleave feats and moved up Improved Critical to level 12. Also I give you the choice between (A) the THF feat chain for higher melee DPS or (B) extra metamagics to boost your healing (remember they can be applied for free to your radiant burst if nothing else). EDIT: fortunately you don't have to make up your mind which way you plan to go until level 15, so you have some time to decide which is more important to you.
    • Skills: Search and Disable Device are the must-haves on a trapper; while Heal is an obvious choice for a healer (boosts Positive Spellpower). I also like to max out Use Magic Device (UMD) and Open Lock. The only downside is I didn't have enough skill pts for Spot as well; an experienced trapper doesn't need it (because they've already memorized where they are), an inexperienced one...well, good luck with finding traps by walking into them. EDIT: or "cheat" by consulting the DDO wiki to find out where all the traps and control boxes are. I mean "Pray to your gods for divine guidance!" of course.
    • Enhancements: I went deep into Warpriest for the extra healing from Ameliorating Strike plus other goodies like perma-Blur, extra PRR, Inflame, etc. I don't usually put so many APs into trap skills, but as a first-lifer I figure you can use all the help you can get. If you find you don't need the Mechanic boosts you can always put those APs into Assassin for extra DPS or whatever.
    • Epic Destiny (ED): I prefer Divine Crusader for a melee+heals divine build like this. There's a nice mix of healing bonuses (extra caster levels, Consecration) and DPS bonuses (Celestial Champion, Zeal of the Righteous, Crusade). Sentinel is the de facto tanking ED making it more of a niche choice for a battlecleric, IMO.
    I have a couple new players I ran into on their way up in their first lives, helped them TR, and am preparing to run with them through another life (one decided on spellsinger bard, the other decided to stay with fighter.) I figured I could be great support for them with the character combo.

    I just TR'd a bard into the Trapper Priest and am prepared to run him THF because I have nice staffs and greatswords banked, but I had an afterthought of trying to utilize the greensteel rapier he has (along with all the other nice rapiers he has.)

    First, as the thread context was first-life viability, is there anything that can be suggested further for taking the 2nd life THF Trapper Priest build into reaper/epic content?

    Second, could a SWF (with the rapier in mind and possibly orbs to add equipment effect possibilities) Trapper Priest work?

    I got the 1st rogue level in and got him ready to level to 2, so I'm either just going to go with THF or lesser TR to change the stats around to accommodate SWF.

    Any help appreciated!
    Last edited by swiftus; 11-09-2019 at 06:10 PM.
    __________________________________________________ _________________________
    *Dehks*Perplex*Phokkus*Praesidius*Pwnlee*Swervific us*
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  3. #23
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by swiftus View Post
    Second, could a SWF (with the rapier in mind and possibly orbs to add equipment effect possibilities) Trapper Priest work?
    If you want to SWF with a rapier specifically, you should probably be looking at combining with Swashbuckler (e.g., cleric 15 / bard 3 / rogue 2). Whereas if you want to SWF with other weapons (e.g., Knight's Training), you could probably recycle the build as-is, though I would take the SWF feats ASAP vs THF which can afford to backload the feats IMO.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  4. #24
    Community Member C-Dog's Avatar
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    Quote Originally Posted by swiftus View Post
    I have a couple new players I ran into on their way up in their first lives, helped them TR,...
    As a side note, Respect for that, gj!
    o7

  5. #25
    Community Member swiftus's Avatar
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    Quote Originally Posted by unbongwah View Post
    If you want to SWF with a rapier specifically, you should probably be looking at combining with Swashbuckler (e.g., cleric 15 / bard 3 / rogue 2). Whereas if you want to SWF with other weapons (e.g., Knight's Training), you could probably recycle the build as-is, though I would take the SWF feats ASAP vs THF which can afford to backload the feats IMO.
    Thanks! I headed in to level 4 and about to take 5 and this is what I worked out so far. I might just push on with the original THF (been fun as such anyways) as I'm finding I'd have to have at least 4 more AP if I eliminate the thief-acrobat tree and swap in Swashbuckling to take it to tier 3 and at least pick up Elegant Footwork where I can swash with orb or buckler to take advantage of extra effects. Of course I'd have to get with the mindflayer to change out my first two feats, toughness just a filler (considered Nimble Fingers with what was available.) Played around with stats of the original Trapper Priest based on my tomes and objectives, finding I also would need to raise DEX instead at level 8 to make way for Precision at level 9 and then my BAB would be good enough to take ISWF for my next feat at level 12.

    This is the output with just trying to utilize the freed up AP from thief-acrobat, my next session with it (going cross-eyed lol) I'm going to look at where I might steal AP from to do it. I would take bard next level (Level 5) so I can already start building in swash, and then wait until I get Raise Dead at level 11 (cleric level 9) to add the next two levels of bard...

    Code:
    Swervificus
    15/3/2 Cleric/Bard/Rogue
    True Neutral Human
    
    
    Level Order
    
    1. Rogue . . . . . 6. Cleric. . . . .11. Cleric. . . . .16. Rogue
    2. Cleric . . . . .7. Cleric . . . . 12. Bard. . . . . .17. Cleric
    3. Cleric . . . . .8. Cleric . . . . 13. Bard. . . . . .18. Cleric
    4. Cleric . . . . .9. Cleric . . . . 14. Cleric . . . . 19. Cleric
    5. Bard. . . . . .10. Cleric. . . . .15. Cleric. . . . .20. Cleric
    
    
    Stats
    . . . . . . . .34pt . . Tome . . Level Up
    . . . . . . . .---- . . ----. . .--------
    Strength. . . . 15. . . .+1. . . .4: STR
    Dexterity . . . 10. . . .+2. . . .8: DEX
    Constitution. . 14. . . .+3
    Intelligence. . 16. . . .+2
    Wisdom. . . . . 12. . . .+2
    Charisma. . . . 12. . . .+4. . . 
    
    
    Skills
    . . . . . R .C .C .C .B. C. C. C. C. C. C. B .B. C. C. R .C .C .C .C
    . . . . . 1 .2 .3 .4 .5. 6. 7. 8. 9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Balance . 4 . . . . . . . . . . . . . . . . . . . . . .3. . . . . . . .7
    . . . . .------------------------------------------------------------
    . . . . . 4 .0 .0 .0 .0. 0. 0. 0. 0. 0. 0. 0 .0. 0. 0. 3 .0 .0 .0 .0
    Max . . .48 .7 .7 .7 11 .7 .7 .7 .7 .7 .7 11 11 .7 .7 13 .7 .7 .7 .7
    
    
    Feats
    
    .1. . . . : Toughness
    .1 Human. : Single Weapon Fighting
    .3. . . . : Quicken Spell
    .6. . . . : Empower Healing Spell
    .9. . . . : Precision
    12. . . . : Improved Single Weapon Fighting
    15. . . . : Improved Critical: Piercing
    18. . . . : Greater Single Weapon Fighting
    21 Epic . : 
    24 Epic . : 
    26 Destiny: 
    27 Epic . : 
    28 Destiny: 
    29 Destiny: 
    30 Epic . : 
    30 Legend : 
    
    .3 Cleric : Fire Domain
    
    .2 Deity. : Follower of: Sovereign Host
    .8 Deity. : Unyielding Sovereignty
    
    
    Enhancements (80 AP)
    
    Radiant Servant (30 AP)
    • Healing Domain, Pacifism, Positive Energy Burst, Improved Empower Healing
      1. Extra Turning III, Wand Mastery III, Altruism I
      2. Improved Turning III
      3. Intense Healing III, Unyielding Sovereignty
      4. Endless Turning III, Incredible Healing I
    Warpriest (23 AP)
    • Smite Foe: Melee, Resilience of Battle, Sanctuary, Blur
      1. Divine Might III, Sacred Touch III
      2. Smite Weakness, Wall of Steel III, Inflame III
      3. Radiant Flourish: Melee II, Greater Inflame I
      4. Ameliorating Strike
    Swashbuckler (10 AP)
    • Confidence, Swashbuckling
      1. On Your Toes III, Blow By Blow: Melee I
      2. Sword Dance II
    Human (9 AP)
    • Damage Boost, Strength, Skills Boost
      1. Skill Focus: Nimble Fingers III, Improved Recovery
    Mechanic (8 AP)
    • Arbalester
      1. Mechanics II, Awareness II
      2. Skill Boost III
    edit: *correct mistakes*
    Last edited by swiftus; 11-11-2019 at 07:31 PM.
    __________________________________________________ _________________________
    *Dehks*Perplex*Phokkus*Praesidius*Pwnlee*Swervific us*
    Tycoons of Tomorrow Guild @ Khyber "I'm your huckleberry" ~ Doc Holiday - Tombstone

  6. #26
    Community Member swiftus's Avatar
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    Quote Originally Posted by C-Dog View Post
    As a side note, Respect for that, gj!
    o7
    I can't take all the credit as there were a few us who took to slowing down for them to understand the gameplay and content. Plus after returning to the game from a long hiatus, it was nice to take it at a not-so-zergy-race-to-the-next-TR-pace with them at times. :P
    __________________________________________________ _________________________
    *Dehks*Perplex*Phokkus*Praesidius*Pwnlee*Swervific us*
    Tycoons of Tomorrow Guild @ Khyber "I'm your huckleberry" ~ Doc Holiday - Tombstone

  7. #27
    Community Member C-Dog's Avatar
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    Quote Originally Posted by swiftus View Post
    I would take bard next level (Level 5) so I can already start building in swash, and then wait until I get Raise Dead at level 11 (cleric level 9) to add the next two levels of bard...
    Typically, spreading classes out helps skill buys. That's a balancing consideration against getting RD asap, and I won't pretend that I know which is better for you (only you know that). But it would get some Bardish SWF juice earlier, which couldn't hurt re leveling.

    Also, I'm not sure how much faith I'd put in Turn Undead on a build that is giving up Cleric levels. Just a thought.

  8. #28
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    Yes, this thread hasn't had any posts in over 2 years, but since unbongwah's Trapper Priest from post #12 is still listed on the Build Repository's Cleric page, I figure it's fair game.

    First, is the Trapper Priest still a reasonable build for a newbie? If not, is there a better similar build elsewhere?

    If so, what changes would you make now, particularly regarding the changes to the Radiant Servant enhancements? Two RS enhancements used in the build are gone:

    Core:Pacifism has been replaced by Cure Moderate Wounds and Tier 1:Extra Turning has been replaced by Divine Aid [+3% Positive Spell Crit Damage]. In addition, 2 more rounds of Divine Aid were added at Tier 3 & 4 and Tier 5 gets Radiance and Divine Energy Resistance, and some of the enhancement cost fewer APs, so there's room for more.

    Thanks!
    Last edited by bookmarked; 01-16-2022 at 11:38 PM.

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