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mmofan
09-12-2013, 03:29 AM
so I am trying to decide my plan for my new life after TR. I want to go cleric and want to focus on spells/ healing. I am either going pure cleric caster/battle, Cleric AA, or a 18/2, 17/2 cleric/monk build. I don't mind healing but i don't see my self as main heal, i like to DPS. I like playing as a caster/healer; is there a battle cleric/caster hybrid? I was thinking with radiant aura, a few monk lvls, aoe heals, i could be a melee party healer, throwing in a few cast here and there. the main thing is what weapon do i use for dps in between heals/ spells. all things considered i want to be mostly a cleric if i splash no more than 3 lvls.

"why it is you want to be a cleric at all? What is it that cleric is getting you that you want to play?"
Why I like cleric is simple, it has a little bit of everything I like, spells/summons, heal/support, radiant servant, and dish out some damage as a battle cleric. I am a tough rugged holy mage in plate.

now for Build Choice?

AA build
Why the Arcane archer build?
I like AA for the extra ranged damage i can do from afar in between casting/healing + all the CC. I typically don't solo at all and like to play in groups. the thing is I like my cleric spells and splashing 4+ levels I start to miss out on spell choice like no lvl 9 spells, death pact ect. my goal is not raw ranged damage, it is decent CC and ranged damage in between casting/healing

pure cleric caster/battle build?
I like this build because i get the most cleric spells+capstone i i went this route i would ether be caster/healer or battle cleric.

cleric/monk build?
I like this build because i find the monk splash adds a cool twist to combat and would help me be a good melee battle caster/healer hybrid.

Past Life Choice?
i have the 20+ greater res stone so i can pick any class i want to get its past lives. i was wondering what past life i should chose for my needs?

i am also wondering what race would most benefit my play style?
I like the half-elf for the Dilettante feats and you get the choice of human or elf enhancements this allows you to play more roles.

psykopeta
09-12-2013, 03:53 AM
u don't lose anything useful at lvl 9 spells, only dc for ur spells, not sure if u'll get the sr/dc needed for implosion (as caster use to aim for necro, destruction and slay living are great, both have sr check too sadly)

before knowing the splash u should know which spells/school wanna get, also should know that there's nothing like healer being divine, simply u don't have where to spend AP unless u add classes, and in that case prolly ur AP in cleric tree will go to healer either way

if u're going to be caster max wis (quite obvious lol) and get the clr lvls 1st, the reason is quite simple: bb> everything in heroic lvls and if u add some destruction to that caster/archer perched it's a win/win

if u wanna pug because u don't like soloing can avoid being caster and get 11 clr lvls for heal is more than enough, rest u can add melee/ranged classes, even both w/o troubles, u'll keep being a capable healer and with some versatility, since u aren't gonna be caster in this case, avoid going monk, ur wis will be low so u'll suck, get a big shield and a big plate and smash some heads

then u can take the weird way that is 11 clr/9 monk wis based that means u'll be suboptimal til 20, u choose what to delay: improved evasion of 9 monk or heal spell of 11 clr

being 17-18 clr/2-3 monk is being caster, remember, so go 1st for bb, then take monk, continue with clr lvls, oh well, maybe that would change since u said u don't solo much i guess

from all the options that's the most common, 17/3 so u get(at least got in the past lol) the finisher that reduces 10% sp costs for 1 min and from lvl 9 whatever spell (heal mass is slow even quickened, don't think that a raid healer is someone that uses heal mass lol) or leave it blank, u get lvl 9 spells for the dc of ur lower spells with heighten

from all choices i would go none ^_^u XDDD 17 clr for lvl 9 spells/dc 1 wiz for force enhancements(in the past was 1ap for 40 spellpower) and feat 2 monk for evade and 2 silly feats or in my case was 2 rogue for trapping because i love trapping XD

firemedium_jt
09-12-2013, 09:52 AM
so I am trying to decide my plan for my new life after TR. I want to go cleric and want to focus on spells/ healing. I am either going pure cleric caster/battle, Cleric AA, or a 18/2, 17/2 cleric/monk build. I don't mind healing but i don't see my self as main heal, i like to DPS. I like playing as a caster/healer;

Sorry, but everyone else will.
Unless you don't want to **** other players off you have to splash more than 3 levels or communicate to everyone in the group you don't plan on being the main healer. If you went melee you could splash more.

So what kind of Caster Cleric do you want to run? SR? DC? CC? DOT as your focus?

mmofan
09-12-2013, 02:38 PM
Sorry, but everyone else will.
Unless you don't want to **** other players off you have to splash more than 3 levels or communicate to everyone in the group you don't plan on being the main healer. If you went melee you could splash more.

So what kind of Caster Cleric do you want to run? SR? DC? CC? DOT as your focus? yes but a healer that contributes no DPS to a smaller group can be a hindrance. what is SR, and by DC do you mean difficulty class as for casting i want to be strong enough to do some effective DPS while i heal and maintain the group. i like spells like BB, flame strike, cometfall, destruction, fire storm, maybe implosion

mmofan
09-12-2013, 02:52 PM
FYI i plan on doing Radiant servent

mmofan
09-12-2013, 05:13 PM
ok after a little testing i for the AA build i am between 2 races Elf/half-elf
how they are the same is core enhancments
the main benefit with the elf is higher starting dex which means i can spread my points around and i get Grace: You may use Dexterity to damage with wepon, up 2 +4 to hit with long bows . the benefit with half-elf is i can Dilettante ranger to get up to 8 points of your strength bonus to attacks with bows without splashing ranger an up 2 20% Healing Amplification. what would be the better race for this build

eachna_gislin
09-12-2013, 07:51 PM
yes but a healer that contributes no DPS to a smaller group can be a hindrance. what is SR, and by DC do you mean difficulty class as for casting i want to be strong enough to do some effective DPS while i heal and maintain the group. i like spells like BB, flame strike, cometfall, destruction, fire storm, maybe implosion

They're asking what sort of spell casting you want to focus on?

SR = Spell Resistance. You need to max your feat/enhancement spending on Spell Penetration. This question basically means "Do you want to mostly no-fail cast against epic elite Drow".
DC = Difficulty Class. You already know what this is. Most DC caster clerics focus on one school (necromancy and evocation are popular choices), and max feats/enhancements on boosting that school.
CC = Crowd Control. In the case of clerics, that usually means casting Cometfall/Command/Greater Command to make stuff lie down. This is DC casting specializing in either Conjuration or Enchantment as a school (or both).
DoT = Damage over Time. In the case of clerics, there's only one DoT. Divine Punishment. This is an evocation DC caster who maxes their feats and enhancements on Light/Radiance spellpower.

I think Blade Barrier and Implosion are Evocation. I don't use Flame Strike or Fire Storm, they could be either Conjuration or Evocation. Cometfall is Conjuration.

So I'd suggest (on the caster side) building for Evocation casting if either flame spell is Evocation. If both are Conjuration, you're probably better off going with Conjuration.

Feats that go with this: Empower Heal (still close to a must-have for every cleric), Maximize, Quicken, Spell Focus: Evocation

For melee. You mentioned AA. Take the bow feats you need to make your archer viable. Take Silver Flame as your deity and enjoy the extra boost to your bows.

This won't be a stompy specialist caster, but should do quite well in normal and some hard content. In elites and against enemies with high spell resistance, the casting will be close to useless. There you would focus on your AA effects and healing.

You'll need to put a special effort into bolstering your casting weaknesses with your spell sticks. I'd find a good progression of spell qstaves (rather than dual-wielding scepters). That way if you "have" to hit something you won't be working under the dual wielding penalties. Evocation Mastery would be a good suffix on these, and spell powers that include Light/Alignment damage, fire, and/or Force damage. You could also go the Potency/Universal Spell Power route and just get a series of potency sticks (with evocation lore/mastery suffixes) and just spend any extra AP you have on boosting USP.

Soulfurnace
09-12-2013, 07:58 PM
Sorry, but everyone else will.
Unless you don't want to **** other players off you have to splash more than 3 levels or communicate to everyone in the group you don't plan on being the main healer. If you went melee you could splash more.

So what kind of Caster Cleric do you want to run? SR? DC? CC? DOT as your focus?
Bah, people can deal with it. I ran 1-20 as a "main" healer (they didn't even need healing), did the same in epics.

People aren't as bad as they used to be.

mmofan
09-12-2013, 09:54 PM
So I'd suggest (on the caster side) building for Evocation casting if either flame spell is Evocation. If both are Conjuration, you're probably better off going with Conjuration.

For melee. You mentioned AA. Take the bow feats you need to make your archer viable. Take Silver Flame as your deity and enjoy the extra boost to your bows.
thanks for clearing this up evocation sounds good, and if i don't go AA for melee what about going unarmed or using a staff my plan is to go 17clr/3mo

Soulfurnace
09-12-2013, 10:04 PM
using a staff my plan is to go 17clr/3mo
Splash 1 ranger!
75 positive energy makes aura that much better and henshin doesn't have much in regards to tier III enhancements.

mmofan
09-13-2013, 01:53 AM
Splash 1 ranger!
75 positive energy makes aura that much better and henshin doesn't have much in regards to tier III enhancements. but would i still do that if i decided not to go AA and do casting with a staff or Handwraps as melee also i am getting the +4 to all ability tome

Soulfurnace
09-13-2013, 02:48 AM
but would i still do that if i decided not to go AA and do casting with a staff or Handwraps as melee also i am getting the +4 to all ability tome
Wraps? Third tier Ninja spy, Shintao and Mystic do not give much - you'd be better off with 1 ranger for 1d6 sneak attack (1 ap, less than ninja spy sneak attack) and 75 positive energy, with the option to get +3 to reflex (+3 to traps) for 4 ap.

Casting? You'll have more positive energy, meaning that you spend less sp on healing, more on killing. (although, 1 wizard offers a metamagic feat. Both work.)

Dps with a staff? Same as wraps, except you lose 2 staff dmg for 75 positive energy. Again, that positive energy just makes healing people cheaper. (and makes aura better)

I ran a 17/2/1 cleric/monk/ranger with Sireth, and I can't think of what I would've changed that one ranger to, except fighter for haste boost. Having said that, I ran in dreadnought making it superfluous :3

*edit* if you go with staff/wraps, farm Sages Bracers (irrc. +4 to evocation) before you TR, along with something like Shamanic Fetish so you can swing/punch all day long without gear swaps. Only bother with evoc DC if you're wis based though. :3

eachna_gislin
09-13-2013, 02:52 AM
thanks for clearing this up evocation sounds good, and if i don't go AA for melee what about going unarmed or using a staff my plan is to go 17clr/3mo

Unarmed would work, as would staff wielding. I would suggest staff (as I said, your "spell stick" can double as a weapon in a pinch). With unarmed, if you have to cast you have to swap your wraps for a staff or scepters, cast the spell, and then swap back to wraps.

As a staff user, you can enjoy the tasty Henshin Mystic staff boosts. Make sure to take the Improved Critical: Blunt feat.

For level 14, farm up a Staff of Fleshshaping in the pay quest Sinister Storage. It has positive and negative spellpower and lore and a decreased cost for Empower Healing. As a +5 weapon it's not bad for melee (especially if you can get an arti weapon buff cast on it).

For level 16, farm up a Luminous Truth from the f2p Spinner of Shadows quest. It has light and fire spellpower, lore, and damage. It's basically a light and fire spell stick and weapon in one. You can epic it for a level 20+ version (with a single red slot). I epic'd one of my two and put a +90 Impulse augment in the red slot for my melee cleric.

Neither of these is the best weapon ever, but they're still both very useful for a heroic caster/staff fighter combo and you can use both at least until 20. For epic level weapons, collect Eveningstar villager comms for a Stout Oak Walking Stick, epic a Luminous Truth, run Caught in the Web for a Sireth and Fall of Truth for a Dreampiercer. You can actually farm up multiple Dreampiercers and put a Cold Iron in one and Silver in the other (to have two Evil Outsider DR breakers). They're not exclusive items.

That small collection of staves will do you right. You're going to want to read the Big F'n Stick acrobat thread for a thorough breakdown of the best staves in the game at all levels. I'll give you some highlights to get you started:

Staff of the Seer from Ghola Fan. It has a 19-20 crit range x2 multiplier, gives +5 to both Int and Wis, +5 UMD (not as nice as it sounds because it's 2H and so you can't hold anything in the other hand) and gives True Seeing. It also has a red slot and an orange slot. This lets you put in any two spellpower or damage augments.
Witching Hour from Shadow Crypt. It's adamantine and has ghost touch and I'm pretty sure it has some sort of casting stats as well (I want to say necro boosts) and it may have a red slot as well.
Rahl's Might (the Bleed and Force versions) from The Mindsunder. This has awesome greataxe base stats (1d10 base damage, x3 critical multiplier) and does blunt, piercing, and slashing damage. Sadly, no slots for augments. With the wider damage profile and DR breaking you can still use it in epic levels.

The trick in all these cases is to make use of the augment slots to widen the useful scope of the staff. For a "casting" staff, use the augment slot for a damage augment. For a "fighting" staff put in a spellpower augment. Also, IIRC the Henshin Mystic lets you add extra damage (fire? Light?) to your attacks and make use of that.

mmofan
09-13-2013, 04:15 AM
Dps with a staff? Same as wraps, except you lose 2 staff dmg for 75 positive energy. Again, that positive energy just makes healing people cheaper. (and makes aura better) i agree that sounds vary nice but what a about the 3 monk finisher that give -25% SP cost

Soulfurnace
09-13-2013, 04:22 AM
i agree that sounds vary nice but what a about the 3 monk finisher that give -25% SP cost
I ran out of sp once. Even with 50% more sp, would've run out at the end. Was healing a silly amount.

People need displacement clickies. :P

zaphear
09-13-2013, 10:01 AM
My current build I'm having a blast with, 17 Cle/2 Mon/1 Wiz is pretty fun. Divine Disciple for the SLAs, which are pretty nice, and monk splash for dodge/unarmed damage..Wiz level for extra feat and SP. Still gets all the cleric spells and lots of survivability, blur wands/etc. He's currently level 12, just took the Wiz level.. the 3 SLAs take out anything in elite noooo problem. And wraps take out whatever is left pretty efficiently between cooldowns..not to mention DC 36 or so stunning fist at lvl 12

mmofan
09-13-2013, 11:59 PM
I ran out of sp once. Even with 50% more sp, would've run out at the end. Was healing a silly amount.

People need displacement clickies. :P true 75 constant healing sp and little investment in it is good what about splashing wiz or sorc

mmofan
09-14-2013, 12:41 AM
the problem is at least now with melee that is my cleric gets eaten alive in when it comes to raids or some elite bosses. this is in full plate armor when i go monk i will be wearing cloth. not sure if it has more to do with this being my first character ever and first to 20 and its stats(28 point build) and feats and gear are not the best or fully for optimized. on the other had it could be the fact that most of the content i am doing is all new to me i don't know the boss mechanics and i don't know what to look out for.

Soulfurnace
09-14-2013, 04:48 AM
true 75 constant healing sp and little investment in it is good what about splashing wiz or sorc
Wizard will give 1 metamagic feat (or sp feat), if you need a meta it might be worth it, if you have enough feats, it offers almost nothing.

the problem is at least now with melee that is my cleric gets eaten alive in when it comes to raids or some elite bosses. this is in full plate armor when i go monk i will be wearing cloth. not sure if it has more to do with this being my first character ever and first to 20 and its stats(28 point build) and feats and gear are not the best or fully for optimized. on the other had it could be the fact that most of the content i am doing is all new to me i don't know the boss mechanics and i don't know what to look out for.
Uh.. can't say I had this issue. With monk enhancements, gear, etc, I was sitting at 20% dodge, with 10% incorp ring, 20% blur (if I bothered), 50% displacement if it was EE.

mmofan
09-14-2013, 12:41 PM
ok after a little testing i for the AA build i am between 2 races Elf/half-elf
how they are the same is core enhancments
the main benefit with the elf is higher starting dex which means i can spread my points around and i get Grace: You may use Dexterity to damage with wepon, up 2 +4 to hit with long bows . the benefit with half-elf is i can Dilettante ranger to get up to 8 points of your strength bonus to attacks with bows without splashing ranger an up 2 20% Healing Amplification. what would be the better race for this build so back to my question on race, i am most likely going human if i am NOT doing AA if i go AA then elf/half-elf

mmofan
09-14-2013, 12:59 PM
*edit* if you go with staff/wraps, farm Sages Bracers (irrc. +4 to evocation) before you TR, along with something like Shamanic Fetish so you can swing/punch all day long without gear swaps. Only bother with evoc DC if you're wis based though. :3 i would be primarily Wis based dex/str secondary depending on where i go AA/none AA

Arkadios
09-15-2013, 04:28 AM
I wasn't sure what you wanted for your build so I made 3 options for you, the first is an AA elven cleric who focuses on ranged combat and healing, suggested LR for PL: Ranger.


Character Plan by DDO Character Planner Version 03.16.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 25 Lawful Neutral Elf Male
(2 Monk \ 1 Ranger \ 17 Cleric \ 5 Epic)
Hit Points: 332
Spell Points: 1492
BAB: 14\14\19\24
Fortitude: 18
Reflex: 15
Will: 20

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 25)
Strength 14 18
Dexterity 15 21
Constitution 13 17
Intelligence 10 14
Wisdom 16 24
Charisma 11 15

Tomes Used
+4 Tome of Strength used at level 1
+4 Tome of Dexterity used at level 1
+4 Tome of Constitution used at level 1
+4 Tome of Wisdom used at level 1
+4 Tome of Charisma used at level 1
+1 Tome of Intelligence used at level 2
+2 Tome of Intelligence used at level 6
+3 Tome of Intelligence used at level 10
+4 Tome of Intelligence used at level 14

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 25)
Balance 6 13
Bluff 2 7
Concentration 7 30
Diplomacy 2 7
Disable Device n/a n/a
Haggle 2 7
Heal 9 34
Hide 4 10
Intimidate 2 7
Jump 8 13
Listen 5 14
Move Silently 4 10
Open Lock n/a n/a
Perform n/a n/a
Repair 0 7
Search 0 9
Spot 5 14
Swim 4 9
Tumble 6 12
Use Magic Device 4 18

Level 1 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Past Life) Past Life: Ranger
Feat: (Selected) Point Blank Shot


Level 2 (Monk)
Feat: (Monk Bonus) Toughness


Level 3 (Monk)
Feat: (Selected) Rapid Shot
Feat: (Monk Bonus) Zen Archery


Level 4 (Cleric)
Ability Raise: WIS


Level 5 (Cleric)


Level 6 (Cleric)
Feat: (Selected) Empower Healing Spell


Level 7 (Cleric)


Level 8 (Cleric)
Ability Raise: WIS


Level 9 (Cleric)
Feat: (Selected) Manyshot


Level 10 (Cleric)


Level 11 (Cleric)


Level 12 (Cleric)
Ability Raise: WIS
Feat: (Selected) Improved Critical: Ranged Weapons


Level 13 (Cleric)


Level 14 (Cleric)


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


Level 16 (Cleric)
Ability Raise: WIS


Level 17 (Cleric)


Level 18 (Cleric)
Feat: (Selected) Precise Shot


Level 19 (Cleric)


Level 20 (Cleric)
Ability Raise: DEX


Level 21 (Cleric)
Feat: (Selected) Improved Precise Shot


Level 22 (Cleric)


Level 23 (Cleric)


Level 24 (Cleric)
Feat: (Selected) Combat Archery


Level 25 (Cleric)




The second is a 34pb of what I plan on LR'ing my 18clr/2mnk into. It focus mainly on melee dps and healing I;d suggest lr'ing to the fighter PL for the +1 to tactical feats.

Character Plan by DDO Character Planner Version 03.16.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Neutral Human Female
(2 Monk \ 1 Ranger \ 17 Cleric)
Hit Points: 282
Spell Points: 1208
BAB: 14\14\19\24
Fortitude: 19
Reflex: 15
Will: 21

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 14 18
Dexterity 15 19
Constitution 12 16
Intelligence 10 14
Wisdom 16 25
Charisma 12 16

Tomes Used
+4 Tome of Strength used at level 1
+4 Tome of Dexterity used at level 1
+4 Tome of Constitution used at level 1
+4 Tome of Intelligence used at level 1
+4 Tome of Wisdom used at level 1
+4 Tome of Charisma used at level 1

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 8
Bluff 3 4
Concentration 7 26
Diplomacy 3 4
Disable Device n/a n/a
Haggle 3 4
Heal 9 30
Hide 4 5
Intimidate 3 4
Jump 8 9
Listen 5 8
Move Silently 4 5
Open Lock n/a n/a
Perform n/a n/a
Repair 2 3
Search 2 3
Spot 5 8
Swim 4 5
Tumble n/a 6
Use Magic Device 5 15

Level 1 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Elf
Feat: (Past Life) Past Life: Fighter
Feat: (Human Bonus) Power Attack
Feat: (Selected) Toughness


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


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


Level 4 (Cleric)
Ability Raise: WIS


Level 5 (Cleric)


Level 6 (Cleric)
Feat: (Selected) Dodge


Level 7 (Cleric)


Level 8 (Monk)
Ability Raise: WIS
Feat: (Monk Bonus) Stunning Fist


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


Level 10 (Cleric)


Level 11 (Cleric)


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


Level 13 (Cleric)


Level 14 (Cleric)


Level 15 (Cleric)
Feat: (Selected) Greater Two Weapon Fighting


Level 16 (Cleric)
Ability Raise: WIS


Level 17 (Cleric)


Level 18 (Cleric)
Feat: (Selected) Quicken Spell


Level 19 (Cleric)


Level 20 (Cleric)
Ability Raise: WIS




This one is pretty similar to the previous it's just 1 fighter instead of 1 ranger, for the extra feat and a couple of + tactical enhancements from kensai to boost your stunning fist. Personally I'd choose ranger for the sneak attack die and +75 positive energy.


Character Plan by DDO Character Planner Version 03.16.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 25 Lawful Neutral Human Male
(1 Fighter \ 2 Monk \ 17 Cleric \ 5 Epic)
Hit Points: 359
Spell Points: 1391
BAB: 14\14\19\24
Fortitude: 19
Reflex: 12
Will: 19

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 25)
Strength 15 19
Dexterity 14 18
Constitution 14 18
Intelligence 10 13
Wisdom 14 22
Charisma 14 18

Tomes Used
+4 Tome of Strength used at level 1
+4 Tome of Dexterity used at level 1
+4 Tome of Constitution used at level 1
+4 Tome of Wisdom used at level 1
+4 Tome of Charisma used at level 1
+1 Tome of Intelligence used at level 2
+2 Tome of Intelligence used at level 6
+3 Tome of Intelligence used at level 10

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 25)
Balance 4 16.5
Bluff 4 9
Concentration 8 31
Diplomacy 4 9
Disable Device n/a n/a
Haggle 4 9
Heal 8 33
Hide 4 9
Intimidate 4 9
Jump 4 9
Listen 4 11
Move Silently 4 9
Open Lock n/a n/a
Perform n/a n/a
Repair 0 6
Search 0 6
Spot 4 11
Swim 4 9
Tumble n/a 10
Use Magic Device 6 19

Level 1 (Cleric)
Feat: (Selected) Empower Healing Spell
Feat: (Past Life) Past Life: Fighter
Feat: (Human Bonus) Toughness


Level 2 (Monk)
Feat: (Monk Bonus) Stunning Fist


Level 3 (Cleric)
Feat: (Selected) Two Weapon Fighting


Level 4 (Monk)
Feat: (Monk Bonus) Power Attack


Level 5 (Cleric)


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


Level 7 (Cleric)


Level 8 (Cleric)
Ability Raise: WIS


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


Level 10 (Cleric)


Level 11 (Fighter)
Feat: (Fighter Bonus) Improved Critical: Bludgeoning Weapons


Level 12 (Cleric)
Ability Raise: WIS
Feat: (Selected) Quicken Spell


Level 13 (Cleric)


Level 14 (Cleric)


Level 15 (Cleric)
Feat: (Selected) Greater Two Weapon Fighting


Level 16 (Cleric)
Ability Raise: WIS


Level 17 (Cleric)


Level 18 (Cleric)
Feat: (Selected) Cleave


Level 19 (Cleric)


Level 20 (Cleric)
Ability Raise: WIS


Level 21 (Cleric)


Level 22 (Cleric)


Level 23 (Cleric)


Level 24 (Cleric)


Level 25 (Cleric)




This last one is a druid splash using Quarterstaves for DPS, druid gives you rams might and shillelagh which helps boost your dps. Not sure which PL would be best for this one, monk for the +1 dmg, or fighter for the +1 dc for stunning blow (which i took at 24 but you could take earlier if you want).


Character Plan by DDO Character Planner Version 03.16.01
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 25 Lawful Neutral Human Male
(2 Monk \ 17 Cleric \ 1 Druid \ 5 Epic)
Hit Points: 357
Spell Points: 1540
BAB: 13\13\18\23
Fortitude: 19
Reflex: 9
Will: 20

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 25)
Strength 16 25
Dexterity 8 12
Constitution 14 18
Intelligence 10 14
Wisdom 16 20
Charisma 14 18

Tomes Used
+4 Tome of Strength used at level 1
+4 Tome of Dexterity used at level 1
+4 Tome of Constitution used at level 1
+4 Tome of Intelligence used at level 1
+4 Tome of Wisdom used at level 1
+4 Tome of Charisma used at level 1

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 25)
Balance 1 6
Bluff 4 9
Concentration 4 9
Diplomacy 4 9
Disable Device n/a n/a
Haggle 4 9
Heal 5 10
Hide 1 6
Intimidate 4 9
Jump 5 12
Listen 5 10
Move Silently 1 6
Open Lock n/a n/a
Perform n/a n/a
Repair 2 7
Search 2 7
Spot 5 10
Swim 5 12
Tumble n/a n/a
Use Magic Device n/a 9

Level 1 (Cleric)
Feat: (Human Bonus) Empower Healing Spell
Feat: (Past Life) Past Life: Fighter
Feat: (Selected) Toughness


Level 2 (Monk)
Feat: (Monk Bonus) Power Attack


Level 3 (Monk)
Feat: (Selected) Cleave
Feat: (Monk Bonus) Two Handed Fighting


Level 4 (Cleric)
Ability Raise: STR


Level 5 (Cleric)


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


Level 7 (Cleric)


Level 8 (Cleric)
Ability Raise: STR


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


Level 10 (Druid)


Level 11 (Cleric)


Level 12 (Cleric)
Ability Raise: STR
Feat: (Selected) Great Cleave


Level 13 (Cleric)


Level 14 (Cleric)


Level 15 (Cleric)
Feat: (Selected) Improved Critical: Bludgeoning Weapons


Level 16 (Cleric)
Ability Raise: STR


Level 17 (Cleric)


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


Level 19 (Cleric)


Level 20 (Cleric)
Ability Raise: STR


Level 21 (Cleric)
Feat: (Selected) Overwhelming Critical


Level 22 (Cleric)


Level 23 (Cleric)


Level 24 (Cleric)
Feat: (Selected) Stunning Blow


Level 25 (Cleric)




Not knowing what you wanted out of your cleric (I'm not sure if you're 100% sure yet either) I posted a few options for you to see different types of builds and figure out what you want. There are still plenty of different ways of making a good dps cleric (ranger or melee).