PDA

View Full Version : Geothermal - STR Clonk Build 17/3



Propane
12-14-2010, 05:47 PM
Hay peps-

It must be Clonk month – lots of builds posted lately. I have a WIS / DEX based caster style 18/2 already and thought I would try a STR based 17/3.

I will be casting mostly buffing and healing spells while fighting in Fire stance with Radiant Servant –

Two things that are very important to a Clonk – Healing Amp and Good Reflex saves.

I chose half-elf for this build for several reasons…

Healing amp

Jidz-Tetka Fire Stance 25%
Monk Tier 1 10%
Half Elf Tier 2 20%
Total 1.65%

With 20% Dragon Touched Armor 1.98%

Saving Throws-

Dilettante – Paladin

With a little investment in CHR (need 20 with gear) and 6 AP – I can get +5 to all saves.

Character Plan by DDO Character Planner Version 3.8.0
DDO Character Planner Home Page

Level 20 Lawful Good Half-Elf Male
(3 Monk / 17 Cleric)
Hit Points: 282
Spell Points: 1024

BAB: 14/14/19/24
Fortitude: 18 +3
Reflex: 14 +3
Will: 19 +3

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 15 22
Dexterity 15 18
Constitution 14 16
Intelligence 8 10
Wisdom 12 18
Charisma 14 18

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 2 15
Bluff 2 4
Concentration 4 28
Diplomacy 2 5
Disable Device n/a n/a
Haggle 2 4
Heal 1 6
Hide 2 4
Intimidate 2 4
Jump 2 6
Listen 1 5
Move Silently 2 4
Open Lock n/a n/a
Perform n/a n/a
Repair -1 0
Search -1 0
Spot 1 4
Swim 2 6
Tumble 3 5
Use Magic Device n/a n/a

Level 1 (Cleric)
Feat: (Selected) Extend Spell
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Paladin

Level 2 (Monk)
Feat: (Monk Bonus) Two Weapon Fighting

Level 3 (Cleric)
Feat: (Selected) Empower Healing Spell

Level 4 (Monk)
Feat: (Monk Bonus) Toughness

Level 5 (Cleric)

Level 6 (Cleric)
Feat: (Selected) Power Attack

Level 7 (Cleric)

Level 8 (Cleric)

Level 9 (Cleric)
Feat: (Selected) Improved Two Weapon Fighting

Level 10 (Cleric)

Level 11 (Cleric)

Level 12 (Cleric)
Feat: (Selected) Quicken Spell

Level 13 (Cleric)

Level 14 (Cleric)

Level 15 (Monk)
Feat: (Selected) Maximize Spell
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light

Level 16 (Cleric)

Level 17 (Cleric)

Level 18 (Cleric)
Feat: (Selected) Greater Two Weapon Fighting

Level 19 (Cleric)

Level 20 (Cleric)
Enhancement: Cleric Radiant Servant I
Enhancement: Cleric Radiant Servant II
Enhancement: Improved Paladin Dilettante I
Enhancement: Improved Paladin Dilettante II
Enhancement: Improved Paladin Dilettante III
Enhancemeent: Human Adaptability Dexterity I
Enhancement: Human Greater Adaptability Wisdom I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Human Versatility I
Enhancement: Way of the Faithful Hound I
Enhancement: Monk Improved Recovery I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Improved Concentration I
Enhancement: Improved Concentration II
Enhancement: Improved Heal I
Enhancement: Improved Heal II
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Prayer of Life III
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Prayer of Incredible Life II
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Charisma I
Enhancement: Cleric Charisma II
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Wisdom III
Enhancement: Cleric Divine Might I
Enhancement: Cleric Divine Might II
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Improved Turning I
Enhancement: Cleric Wand and Scroll Mastery I

STR
– 15 Base+5 Level Ups+2 tome+6 Item +2 Fire Stance => 30 Standing

HP

Base 282 (lv 20)
60 CON +6
30 Greater False Life
20 Toughness Item
10 GH Favor
45 Shroud HP Item

447– Standing HP

Thanks in advance for any feedback!

wax_on_wax_off
12-14-2010, 06:33 PM
start with 12 wisdom and 14 cha so that with a +2 tome you can qualify for DM II (or DM III with a +4 tome)

Human has more healing amp ... (another 10%)

Propane
12-14-2010, 10:38 PM
start with 12 wisdom and 14 cha so that with a +2 tome you can qualify for DM II (or DM III with a +4 tome)

Human has more healing amp ... (another 10%)

That is something I did consider... the WIS score would be alittle lower - I am not worried about SP or DC, but a few places in the game it is nice to have a higher WIS score... I still should be able to hit a WIS of 22 - 24 if I change to water stance - that should be good enought... (see below for changes)

Agreed that I could get a little more healing amp with human (and a feat) - but I would loose the +5 saves (due to CHR bonus) - I do not think itt is worth the trade...

Edited first post for updates...

Talltale-Storyteller
12-14-2010, 11:02 PM
Hmm similar to a build I posted, but much more melee focused than mine, I wanted mine to be able to melee, heal, and offensive cast. http://forums.ddo.com/showthread.php?t=290046

Some good discussions in that thread you may enjoy.

Not saying my build is better, as our goals seem to be different, but a few things I think you can improve in this build are:

1. Way of the hound istead of tortoise: +2 to hit when flanking is better than 5 hp.
2. Get rid of elven dex and get human adapt dex and cha.
3. Drop second rank of DV. (In fact I think DM qualifies you for RS, so I would consider dropping it altogether.)
4. I don't really think you need 3 ranks of improved concentration either.
5. I would not invest so heavily in the heal crit enhancements (though I do realize this is probably for the aura)
6. our build is heavily invested in melee dps - to the point of having no offensive casting, so I would pick up the human versatility clickies for either a +X to damage or attack as needed. Not to mention when soloing on an evasion toon its nice to have that saves boost as well for traps.


Just my 2cp.

Propane
12-15-2010, 01:26 AM
Hmm similar to a build I posted, but much more melee focused than mine, I wanted mine to be able to melee, heal, and offensive cast. http://forums.ddo.com/showthread.php?t=290046

Some good discussions in that thread you may enjoy.

Not saying my build is better, as our goals seem to be different, but a few things I think you can improve in this build are:

1. Way of the hound istead of tortoise: +2 to hit when flanking is better than 5 hp.
2. Get rid of elven dex and get human adapt dex and cha.
3. Drop second rank of DV. (In fact I think DM qualifies you for RS, so I would consider dropping it altogether.)
4. I don't really think you need 3 ranks of improved concentration either.
5. I would not invest so heavily in the heal crit enhancements (though I do realize this is probably for the aura)
6. our build is heavily invested in melee dps - to the point of having no offensive casting, so I would pick up the human versatility clickies for either a +X to damage or attack as needed. Not to mention when soloing on an evasion toon its nice to have that saves boost as well for traps.


Just my 2cp.

Thanks for the link - I did join in your discussion - part of that is what got me thinking :)

I was going back and forth between human (healing amp) and halfling (reflex save eh) and relized that half-elf could get me some of each... with a CHR item - should have lots of turns to burn and a +5 to all saves....

1) I can see that - updated above
2) - good idea - I was able to work them in
3) - I just updated the charactor planner (Thanks Ron!) and was able to do this.
4) - reduced to free up a few AP
5) - needed to back down to two tiers to get # 2 to work
6) - true - I mostly dumped WIS - don't plan on offensive casting too much... BB, Comet fall... about it... I was/am considering dropping Maximize for IC - B , will try both in game and see...

Edited first post to show updates

Thanks for the input +1

AtomicMew
12-15-2010, 02:48 AM
This build looks very nice. It's obviously you put a lot of thought into it (as all clonkers have!)

One question: do you plan to take this guy soloing a lot or mostly plan on party play? If you plan on mostly partying, them I'm skeptical that Helf is better. Halfling Guile/Cunning will add a ton of DPS and is reason alone to go Halfling. Also, Hero's Companion is statistically very good (if you don't mind micro and letting someone else have the glory...)

Talltale-Storyteller
12-15-2010, 12:00 PM
This build looks very nice. It's obviously you put a lot of thought into it (as all clonkers have!)

One question: do you plan to take this guy soloing a lot or mostly plan on party play? If you plan on mostly partying, them I'm skeptical that Helf is better. Halfling Guile/Cunning will add a ton of DPS and is reason alone to go Halfling. Also, Hero's Companion is statistically very good (if you don't mind micro and letting someone else have the glory...)

Halfling guile anhancements are great, but require a HUGE ap investment. This build is strapped for AP.

Talltale-Storyteller
12-15-2010, 12:14 PM
Thanks for the link - I did join in your discussion - part of that is what got me thinking :)

I was going back and forth between human (healing amp) and halfling (reflex save eh) and relized that half-elf could get me some of each... with a CHR item - should have lots of turns to burn and a +5 to all saves....

1) I can see that - updated above
2) - good idea - I was able to work them in
3) - I just updated the charactor planner (Thanks Ron!) and was able to do this.
4) - reduced to free up a few AP
5) - needed to back down to two tiers to get # 2 to work
6) - true - I mostly dumped WIS - don't plan on offensive casting too much... BB, Comet fall... about it... I was/am considering dropping Maximize for IC - B , will try both in game and see...

Edited first post to show updates

Thanks for the input +1

Duh I remember you posting...!

4. I would still scale back to me the multiplier enhancement is a waste. I can see the crit CHANCE one being useful on the aura, but I'm not a fan of increasin the multiplier - crit heals usually lead to overhealing anyway.

6. Don't do it! lol. 5% more crits in non auto crit scenarios is not worth giving up maximize, for healing or for use with your BBs.

Propane
12-15-2010, 10:12 PM
If I did a halfing - here is what it would look like...


Character Plan by DDO Character Planner Version 3.8.0
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Halfling Male
(3 Monk \ 17 Cleric)
Hit Points: 282
Spell Points: 1024
BAB: 14\14\19\24
Fortitude: 17
Reflex: 16
Will: 18

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 15 22
Dexterity 15 18
Constitution 14 16
Intelligence 8 10
Wisdom 14 18
Charisma 10 14

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 2 15
Bluff 0 6
Concentration 4 24
Diplomacy 0 2
Disable Device n/a n/a
Haggle 0 2
Heal 2 6
Hide 2 8
Intimidate 0 2
Jump 2 8
Listen 2 7
Move Silently 2 6
Open Lock n/a n/a
Perform n/a n/a
Repair -1 0
Search -1 0
Spot 2 4
Swim 2 6
Tumble 3 5
Use Magic Device n/a n/a

Level 1 (Cleric)
Feat: (Selected) Extend Spell


Level 2 (Monk)
Feat: (Monk Bonus) Two Weapon Fighting


Level 3 (Cleric)
Feat: (Selected) Empower Healing Spell


Level 4 (Monk)
Feat: (Monk Bonus) Toughness


Level 5 (Cleric)


Level 6 (Cleric)
Feat: (Selected) Quicken Spell


Level 7 (Cleric)


Level 8 (Cleric)


Level 9 (Cleric)
Feat: (Selected) Improved Two Weapon Fighting


Level 10 (Cleric)


Level 11 (Cleric)


Level 12 (Cleric)
Feat: (Selected) Improved Critical: Bludgeoning Weapons


Level 13 (Cleric)


Level 14 (Cleric)


Level 15 (Cleric)
Feat: (Selected) Maximize Spell


Level 16 (Cleric)


Level 17 (Cleric)


Level 18 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light


Level 19 (Cleric)


Level 20 (Cleric)
Enhancement: Cleric Radiant Servant I
Enhancement: Cleric Radiant Servant II
Enhancement: Halfling Dexterity I
Enhancement: Halfling Cunning I
Enhancement: Halfling Cunning II
Enhancement: Halfling Cunning III
Enhancement: Halfling Cunning IV
Enhancement: Halfling Guile I
Enhancement: Halfling Guile II
Enhancement: Halfling Guile III
Enhancement: Halfling Guile IV
Enhancement: Halfling Hero's Companion I
Enhancement: Halfling Hero's Companion II
Enhancement: Halfling Hero's Companion III
Enhancement: Halfling Luck (Reflex) I
Enhancement: Halfling Luck (Reflex) II
Enhancement: Halfling Luck (Reflex) III
Enhancement: Way of the Faithful Hound I
Enhancement: Monk Improved Recovery I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Improved Heal I
Enhancement: Improved Heal II
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Charisma I
Enhancement: Cleric Charisma II
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Improved Turning I
Enhancement: Cleric Wand and Scroll Mastery I



The stats would be a little different... don't see how I could get Divine Might in (maybe a fair trade for the sneak attack dmg)... both builds would work - just a matter of taste

The saves would not be as good - the healing amp would be less, but I would gain Halfling Hero's Companion...

Thanks all for the input... any other ideas?

CrankVulcan
12-16-2010, 12:11 AM
The saves would not be as good



Idk brosiff.....Halflings can have pretty great saves. If you took all the enhancements(you won't need all of them except for reflex) you could get a +4 to saves.... just sayin...

P.S. your build looks tight. Hope you enjoy it-

AtomicMew
12-16-2010, 12:30 AM
Duh I remember you posting...!

4. I would still scale back to me the multiplier enhancement is a waste. I can see the crit CHANCE one being useful on the aura, but I'm not a fan of increasin the multiplier - crit heals usually lead to overhealing anyway.

6. Don't do it! lol. 5% more crits in non auto crit scenarios is not worth giving up maximize, for healing or for use with your BBs.

Back when crit auras were all or nothing, you'd be right. Now crits occur on individual pulses, so the variance is low enough that maximizing the average heal rate makes sense.

@Propane: I am thinking that you are probably right that the Helf version is better, but it's hard to get over how uncanny valley they look :(

AtomicMew
12-16-2010, 12:32 AM
Duh I remember you posting...!

4. I would still scale back to me the multiplier enhancement is a waste. I can see the crit CHANCE one being useful on the aura, but I'm not a fan of increasin the multiplier - crit heals usually lead to overhealing anyway.

6. Don't do it! lol. 5% more crits in non auto crit scenarios is not worth giving up maximize, for healing or for use with your BBs.

Back when crit auras were all or nothing, you'd be right. Now crits occur on individual pulses, so the variance is low enough that maximizing the average heal rate makes sense.

@Propane: I am thinking that you are probably right that the Helf version is better, but it's hard to get over how uncanny valley they look :(

On a halfling, I would probably dump stat CHA and try to get more CON.

Propane
12-17-2010, 01:20 AM
Back when crit auras were all or nothing, you'd be right. Now crits occur on individual pulses, so the variance is low enough that maximizing the average heal rate makes sense.

@Propane: I am thinking that you are probably right that the Helf version is better, but it's hard to get over how uncanny valley they look :(

On a halfling, I would probably dump stat CHA and try to get more CON.

Thanks for the responce!

I took a shot at the updated Halfing - CON update....


Character Plan by DDO Character Planner Version 3.8.0
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Halfling Male
(3 Monk \ 17 Cleric)
Hit Points: 302
Spell Points: 998
BAB: 14\14\19\24
Fortitude: 18
Reflex: 16
Will: 17

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 15 22
Dexterity 15 18
Constitution 16 18
Intelligence 8 10
Wisdom 12 16
Charisma 8 12

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 2 15
Bluff -1 5
Concentration 5 25
Diplomacy -1 1
Disable Device n/a n/a
Haggle -1 1
Heal 1 5
Hide 2 8
Intimidate -1 1
Jump 2 8
Listen 1 6
Move Silently 2 6
Open Lock n/a n/a
Perform n/a n/a
Repair -1 0
Search -1 0
Spot 1 3
Swim 2 6
Tumble 3 5
Use Magic Device n/a n/a

Level 1 (Cleric)
Feat: (Selected) Extend Spell


Level 2 (Monk)
Feat: (Monk Bonus) Two Weapon Fighting


Level 3 (Cleric)
Feat: (Selected) Empower Healing Spell


Level 4 (Monk)
Feat: (Monk Bonus) Toughness


Level 5 (Cleric)


Level 6 (Cleric)
Feat: (Selected) Quicken Spell


Level 7 (Cleric)


Level 8 (Cleric)


Level 9 (Cleric)
Feat: (Selected) Improved Two Weapon Fighting


Level 10 (Cleric)


Level 11 (Cleric)


Level 12 (Cleric)
Feat: (Selected) Improved Critical: Bludgeoning Weapons


Level 13 (Cleric)


Level 14 (Cleric)


Level 15 (Cleric)
Feat: (Selected) Maximize Spell


Level 16 (Cleric)


Level 17 (Cleric)


Level 18 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light


Level 19 (Cleric)


Level 20 (Cleric)
Enhancement: Cleric Radiant Servant I
Enhancement: Cleric Radiant Servant II
Enhancement: Halfling Dexterity I
Enhancement: Halfling Cunning I
Enhancement: Halfling Cunning II
Enhancement: Halfling Cunning III
Enhancement: Halfling Cunning IV
Enhancement: Halfling Guile I
Enhancement: Halfling Guile II
Enhancement: Halfling Guile III
Enhancement: Halfling Guile IV
Enhancement: Halfling Hero's Companion I
Enhancement: Halfling Hero's Companion II
Enhancement: Halfling Hero's Companion III
Enhancement: Halfling Luck (Reflex) I
Enhancement: Halfling Luck (Reflex) II
Enhancement: Halfling Luck (Reflex) III
Enhancement: Way of the Faithful Hound I
Enhancement: Monk Improved Recovery I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Improved Heal I
Enhancement: Improved Heal II
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Charisma I
Enhancement: Cleric Charisma II
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Improved Turning I
Enhancement: Cleric Wand and Scroll Mastery I

Propane
12-17-2010, 01:45 AM
A little more about the difference's between the builds... (both would play well from what I can see) -

Looking at the main stats below... and score +1 to the better side....

Edit - sorry for the bad spacing... I can't seem to get the forum to space the two races :(

Level 20 Lawful Good Halfling Male Level 20 Lawful Good Half-Elf Male
(3 Monk / 17 Cleric) (3 Monk / 17 Cleric)
Hit Points: 302 Hit Points: 282
Spell Points: 998 Spell Points: 1024

BAB: 14/14/19/24 BAB: 14/14/19/24
Fortitude: 18 Fortitude: 18 + 3 = 21
Reflex: 16 Reflex: 14 + 3 = 17
Will: 17 Will: 19 +3 = 22

Starting Feat/Enhancement Starting Feat/Enhancement
Abilities Base Stats Modified Stats Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20) (32 Point) (Level 1) (Level 20)
Strength 15 22 Strength 15 22
Dexterity 15 18 Dexterity 15 18
Constitution 16 18 Constitution 14 16
Intelligence 8 10 Intelligence 8 10
Wisdom 12 16 Wisdom 12 18
Charisma 8 12 Charisma 14 18

Healing Amp 1.1 Healing Amp 1.65
Hero's Companion buff (note - saves are with a +2 CHR item or better)

HP and Spell points-
Both races about the same - would call this a draw

Saves - Halfling 18/16/17 1/2elf 21/17/22
Reflex saves are close - but the 1/2 elfs are better over all -> + 1 to 1/2 elf

Stats - 1/2 elf makes a little better use of build points. Biggest difference is CHR 6..
Bottom line is 3 more turn undead for 1/2elf -> +1 to 1/2 elf

Healing Amp
1/2 elf is better hear as well -> + 1 to 1/2 elf

Extra Dmg - Divine Might II vs Halfing sneak attack...
Both are situational - but the Divine Might uses turns - not a big issues giving the number of turns the build should have - but I think Halfing is a little a head... +1 to Hafling

Other
Heros Hero's Companion vs - nothing... +1 to Hafling....

Looks like 3 to 2 - 1/2elf over halfing... (not by much)...