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Abragabri
10-30-2009, 11:08 AM
Guys, please give your oppinions and advices about this build:


Character Plan by DDO Character Planner Version 3.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

illuminated
Level 12 Lawful Good Human Female
(12 Cleric)
Hit Points: 174
Spell Points: 902
BAB: 9\9\14
Fortitude: 10
Reflex: 4
Will: 15

Starting Ending Feat/Enhancement
Base Stats Base Stats Modified Stats
Abilities (Level 1) (Level 12) (Level 12)
Strength 8 8 8
Dexterity 10 10 10
Constitution 14 14 14
Intelligence 10 10 10
Wisdom 18 21 24
Charisma 10 10 10

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 12) (Level 12)
Balance 2 7.5 7.5
Bluff 0 0 0
Concentration 6 17 18
Diplomacy 0 0 0
Disable Device n/a n/a n/a
Haggle 0 0 0
Heal 4 7 7
Hide 0 0 0
Intimidate 0 0 0
Jump 1 6.5 6.5
Listen 4 7 7
Move Silently 0 0 0
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 0 0 0
Search 0 0 0
Spot 4 7 7
Swim -1 -1 -1
Tumble n/a n/a n/a
Use Magic Device n/a n/a n/a

Level 1 (Cleric)
Skill: Balance (+2)
Skill: Concentration (+4)
Skill: Jump (+2)
Feat: (Selected) Extend Spell
Feat: (Human Bonus) Mental Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Magical Training
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Turn Undead
Spell (1): Bane
Spell (1): Bless
Spell (1): Cause Fear
Spell (1): Command
Spell (1): Cure Light Wounds
Spell (1): Divine Favor
Spell (1): Doom
Spell (1): Inflict Light Wounds
Spell (1): Nightshield
Spell (1): Nimbus of Light
Spell (1): Obscuring Mist
Spell (1): Protection From Evil
Spell (1): Remove Fear
Spell (1): Shield of Faith
Spell (1): Summon Monster I
Enhancement: Cleric Life Magic I
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Extra Turning I


Level 2 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Automatic) Defensive Fighting
Enhancement: Human Improved Recovery I
Enhancement: Human Versatility I


Level 3 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Toughness
Spell (2): Aid
Spell (2): Bear's Endurance
Spell (2): Bull's Strength
Spell (2): Close Wounds
Spell (2): Cure Moderate Wounds
Spell (2): Deific Vengance
Spell (2): Eagle's Spendor
Spell (2): Find Traps
Spell (2): Hold Person
Spell (2): Inflict Moderate Wounds
Spell (2): Lesser Restoration
Spell (2): Owl's Wisdom
Spell (2): Remove Paralysis
Spell (2): Resist Energy
Spell (2): Seek Eternal Rest
Spell (2): Soundburst
Spell (2): Spawn Screen
Spell (2): Summon Monster II
Enhancement: Racial Toughness I
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Wisdom I
Enhancement: Cleric Divine Healing I


Level 4 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Cleric Life Magic II
Enhancement: Cleric Divine Light I


Level 5 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (3): Bestow Curse
Spell (3): Blindness
Spell (3): Contagion
Spell (3): Cure Serious Wounds
Spell (3): Dispel Magic
Spell (3): Glyph of Warding
Spell (3): Inflict Serious Wounds
Spell (3): Magic Circle Against Evil
Spell (3): Mass Aid
Spell (3): Prayer
Spell (3): Protection From Energy
Spell (3): Remove Blindness
Spell (3): Remove Curse
Spell (3): Remove Disease
Spell (3): Searing Light
Spell (3): Summon Monster III
Spell (3): Water Breathing
Enhancement: Human Adaptability Wisdom I
Enhancement: Cleric Energy of the Zealot II


Level 6 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Improved Mental Toughness
Enhancement: Cleric Wisdom II


Level 7 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (4): Chaos Hammer
Spell (4): Cure Critical Wounds
Spell (4): Deathward
Spell (4): Dismissal
Spell (4): Divine Power
Spell (4): Freedom of Movement
Spell (4): Holy Smite
Spell (4): Inflict Critical Wounds
Spell (4): Mass Shield of Faith
Spell (4): Neutralize Poison
Spell (4): Order's Wrath
Spell (4): Poison
Spell (4): Recitation
Spell (4): Restoration
Spell (4): Summon Monster IV
Spell (4): Symbol of Flame
Spell (4): Unholy Blight
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Life Magic III


Level 8 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Divine Light II


Level 9 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Enlarge Spell
Spell (5): Break Enchantment
Spell (5): Flame Strike
Spell (5): Greater Command
Spell (5): Mass Cure Light Wounds
Spell (5): Mass Inflict Light Wounds
Spell (5): Protection From Elements
Spell (5): Raise Dead
Spell (5): Slay Living
Spell (5): Spell Resistance
Spell (5): Stalwart Pact
Spell (5): Summon Monster V
Spell (5): Symbol of Pain
Spell (5): True Seeing
Enhancement: Cleric Prayer of Incredible Life II
Enhancement: Cleric Energy of the Zealot III


Level 10 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Cleric Life Magic IV


Level 11 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (6): Banishment
Spell (6): Blade Barrier
Spell (6): Cometfall
Spell (6): Create Undead
Spell (6): Greater Dispel Magic
Spell (6): Greater Glyph of Warding
Spell (6): Harm
Spell (6): Heal
Spell (6): Heroes Feast
Spell (6): Mass Bear's Endurance
Spell (6): Mass Bull's Strength
Spell (6): Mass Cure Moderate Wounds
Spell (6): Mass Eagle's Spendor
Spell (6): Mass Inflict Moderate Wounds
Spell (6): Mass Owl's Wisdom
Spell (6): Summon Monster VI
Spell (6): Symbol of Fear
Spell (6): Symbol of Persuasion
Spell (6): Undead to Death
Spell (6): Word of Recall
Enhancement: Cleric Prayer of Life III


Level 12 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Empower Spell
Enhancement: Racial Toughness II
Enhancement: Cleric Concentration I
Enhancement: Cleric Divine Healing II








what about the feats Enlargue and Empower?!?! Enlargue is for the Mass Cure Wounds and the Empower is for Blade Barrier.

thanks
abragabri

Abragabri
10-30-2009, 11:13 AM
remember: this build is without any tome and itens. Ill not use tomes, and the itens I dont know yet :D

tihocan
10-30-2009, 11:17 AM
Being a healbot, you may find it better to drop Dex to 8 and bump Cha to 12 (to get 1 more turn to spend on your turning abilities).
Drop enlarge you don't need it to heal your party (if you do, your party is doing something wrong).
Replace empower by maximize.
You'll want quicken too.
The mental toughness feats can be dropped or delayed in order to leave room to more useful feats.

Abragabri
10-30-2009, 12:18 PM
Being a healbot, you may find it better to drop Dex to 8 and bump Cha to 12 (to get 1 more turn to spend on your turning abilities).

hmm, I was thinking about 10 dex for some skills are not so bad, and also for the AC to be a little better



Drop enlarge you don't need it to heal your party (if you do, your party is doing something wrong).

but the Enlarge helps with the range ..... more range = more ppl healed



Replace empower by maximize.

I was thinking to empower rather than maximize because empower consumes 15 points and maximize 25. 25 points is not much??



You'll want quicken too.
ye, quicken is good too .... i just dont like the "extras" SP needs of the metamagics :(


The mental toughness feats can be dropped or delayed in order to leave room to more useful feats.
What feat better than mental for a cleric?

thanks for the answers

ReaperAlexEU
10-30-2009, 12:28 PM
10 dex will gives you as much AC as a wet paper bag come end game, AC is notoriously hard to get up to a useful amount.

a good party will focus fire, which means they will all be round the same mob and all in range of your mass cures. in that case the other metamagics (like maximised and quicken) will be better use of your mana.

get quicken before you face velah the red dragon in the lvl10 VON raid. its very hard to do your concentration check when a red dragon is wing buffeting you! quicken guarantees your spells will work, even if your taking massive damage or other distractions. its also useful for dropping blade barriers which can take an age to cast.

come the end game the efficiency of maximise gives you more cure for your mana than empower does.

hope that helps explain tihocan's advice!

tihocan
10-30-2009, 12:32 PM
hmm, I was thinking about 10 dex for some skills are not so bad, and also for the AC to be a little better

but the Enlarge helps with the range ..... more range = more ppl healed

I was thinking to empower rather than maximize because empower consumes 15 points and maximize 25. 25 points is not much??

ye, quicken is good too .... i just dont like the "extras" SP needs of the metamagics :(

What feat better than mental for a cleric?

thanks for the answers
10 Dex doesn't help with useful cleric skills. The extra +1 AC is really only useful at low level, past L10 you'll start getting hit all the time and you could as well be running in robe. The +1 reflex save is what would help you much, but your reflex saves are probably going to be quite low, so another -1 will probably go unnoticed ;)

Enlarge won't really help because your party should be in range without it. And you don't want to always have Enlarged turned on (good way to waste SPs), and the time you would spend turning it on and off is better spent just running towards your party ;)

Maximize is better be taken before Empower because when you use it, you want to deal maximum damage (typically with blade barrier). It's rare enough that you want to deal more damage, but want to save SPs at the same time. You can have both feats, but maximize is best taken first.

Quicken is situationally very useful on a cleric. Not to be kept on, but important to have.

Other potentially useful feats on such a build: spell pen / greater spell pen / empower healing / heigthen / extra turning / empower (if you go for maximize first)

dasein18
10-30-2009, 12:32 PM
No point using enlarge. If they are too far to heal..then they get hurt. More about learning to heal grouped up players with mass and inviduals with non-mass cures.

Quicken
Maximize
Empower
Empower heal

Are all good feats for Clerics. If you mainly want to heal use empower heal, etc. Here is a link to a thread that I recommend you read.

http://forums.ddo.com/showthread.php?t=188914&highlight=cleric+healing+guide