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Narcisus
02-27-2010, 05:55 PM
Just curious as to what everyone thinks of this build. I basically took my enhancements from this link http://ddowiki.com/page/Benedictine_Healer . If anyone has any suggestions or ideas of what I could change please let me know. I plan to focus on healing with casting damage as a secondary focus. I have 32 point build unlocked and have absolutely no experience with a cleric so if anyone has any advice as to what I took that I shouldn't have or what I took way to early or why did I put 2 points in dex (Balance and Reflex saves seemed low) I would love to hear it) I Put all skills in Concentration and Balance with 1 point in tumble once again any difference of opinion would be great. Thanks in advance. I am still fairly new to the game and don't want to gimp my character for later on by making silly mistakes in planning him (better to admit being a noob now, than look like one when I finally hit 20!)


Character Plan by DDO Character Planner Version 3.18
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 True Neutral Human Male
(20 Cleric)
Hit Points: 262
Spell Points: 1757
BAB: 15\15\20\25\25
Fortitude: 14
Reflex: 6
Will: 20

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 10 10
Dexterity 10 10
Constitution 14 14
Intelligence 8 8
Wisdom 18 26
Charisma 14 16

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 1.5 11.5
Bluff 2 3
Concentration 6 24
Diplomacy 2 3
Disable Device n/a n/a
Haggle 2 3
Heal 4 8
Hide 0 0
Intimidate 2 3
Jump 0 0
Listen 4 8
Move Silently 0 0
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 -1
Spot 4 8
Swim 0 0
Tumble 0.5 0.5
Use Magic Device n/a n/a

Level 1 (Cleric)
Skill: Balance (+1.5)
Skill: Concentration (+4)
Skill: Tumble (+0.5)
Feat: (Human Bonus) Empower Healing Spell
Feat: (Selected) Mental Toughness
Enhancement: Cleric Life Magic I
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Divine Vitality I


Level 2 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Cleric Improved Empower Healing I
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wand and Scroll Mastery I


Level 3 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Toughness
Enhancement: Racial Toughness I
Enhancement: Cleric Prayer of Life I


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


Level 5 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Human Adaptability Wisdom I
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Energy of the Zealot II


Level 6 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Improved Mental Toughness
Enhancement: Racial Toughness II
Enhancement: Cleric Wand and Scroll Mastery II


Level 7 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Cleric Wisdom II


Level 8 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Life Magic III


Level 9 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Extend Spell
Enhancement: Cleric Energy of the Zealot III


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


Level 11 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Cleric Prayer of Incredible Life II
Enhancement: Cleric Wand and Scroll Mastery III


Level 12 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Quicken Spell
Enhancement: Cleric Wand and Scroll Mastery IV


Level 13 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Cleric Improved Empower Healing II


Level 14 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Cleric Improved Spell Penetration I


Level 15 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Spell Penetration
Enhancement: Cleric Improved Empower Healing III


Level 16 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Cleric Energy of the Zealot IV


Level 17 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Cleric Prayer of Life III


Level 18 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Greater Spell Penetration
Enhancement: Cleric Prayer of Incredible Life III


Level 19 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Cleric Improved Spell Penetration II


Level 20 (Cleric)
Ability Raise: WIS
Skill: Balance (+1)
Enhancement: Cleric Divine Intervention
Enhancement: Human Greater Adaptability Charisma I

Anderei
02-27-2010, 06:02 PM
Looks fine, (have you considered FvS, don't want to start a discussion upon this, just checking)

The only things I'd change: Jump skill instead of Balance.
Might consider (greater) Evocation Spellfocus instead of improved mental toughness, or extend (don't know if the devine line really has something that really is that much worth extending instead of recasting)

Narcisus
02-27-2010, 06:31 PM
Why jump instead of balance? I thought if I was healing would make more sense to get up fast. What benifit would jump have that I couldn't just use a +item when needed? Just curious as to reason.

Anderei
02-27-2010, 06:35 PM
a) You jump a lot in this game, quite an amount of quests do have a supermario element somewhere in them.
b) Jump gets you well out of hot zones, since you can jump over mobs.

A +jump item with a +jump clicky works, but I personally like a good jump all the time do progress well in many quests. I just feel gimped when I've to run around that wall everyone else jumps over.

But it might be more a matter of taste than a 100% rule. And most melees played medicorely well in this games should survive when they are not backed when you are floored for 5 seconds should it actually happen.

lifestaker
02-27-2010, 06:56 PM
from personal experience i would suggest you switch out your feats a bit.

being human i would pick toughness and mental toughness (if you want it, is only 105 sp at end game) for my lvl ones
grabbing extend at low lvls is also helpful so i would say pick that at lvl 3

now as far as empowered healing.... personally i am not a fan of it, but others are.
Empowered healing effects all curative spells to include heal and mass heal.
Empower effects all offensive and healing spells (not including heal or mass heal) and lessor restoration :(
this being said you have to realize that when it comes to regular healing (non mass) you are normally fully healing a person with a regular heal (there are exceptions) and you're other healing (crit/serious and all that jazz) will have the same effects. Now with mass healing you are normally not using mass heal (takes to long to cast). Now clrs do get the reduced spell point cost for empower healing and not empower, but you can just gear into a reduced cost.

Now as stated jump is your friend but to much of it is not needed. i would say to split your points between jump and balance. Most casters carry jump, there are pots, and of not to mention clickies (jump belt :) ), but most people don't gear in a balance item (useful in select areas, more so if you solo).

Now for a last bit of advice. Drop your cha to base. the dv's and divine clensing/healing might help at lower lvls but are not needed at high end. rather increase your str to at least a 12 and maybe increase your int to a 10. This will make it so you can carry more and don't become helpless when hit with a debuff. The increase to int could also add to your points in the jump/balance debates.

Anderei
02-27-2010, 07:15 PM
Also, How about dropping Dex to 8?