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  1. #1
    Community Member efreet5's Avatar
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    Default Despite the Loss- I would like feedback on my "new" build

    I made this build as I tend to zerg through quests for loot. The build is focused around healing itself so there is little or no need for a cleric to assist with healing. This is a 32pt build and the focus on high sp is for the many times ill be healing myself with curemod (20sp/cast). I'll be wearing adherant's pendant so besides the +50% to my heals from enhancements I'll also get an additional 50%. When the cap rises I'll also get access to cure serious wounds. Don't pay too much attention to the order of the enhancements as I really didn't care too much in the planner I never plan those out
    Suggestions would be appreciated.


    Code:
    Character Plan by DDO Character Planner Version 2.70
    DDO Character Planner Home Page
    
    Level 14 Lawful Good Halfling Female
    (1 Paladin \ 12 Ranger \ 1 Cleric) 
    Hit Points: 194
    Spell Points: 537 
    BAB: 13\13\18\23
    Fortitude: 16
    Reflex: 18
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 14)
    Strength             14                    18
    Dexterity            16                    20
    Constitution         14                    14
    Intelligence         12                    12
    Wisdom               14                    15
    Charisma              8                     8
    
    Tomes Used
    +1 Tome of Strength used at level 1
    +1 Tome of Wisdom used at level 1
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 14)
    Balance               4                    13
    Bluff                -1                    -1
    Concentration         6                    19
    Diplomacy            -1                    -1
    Disable Device        n/a                   n/a
    Haggle               -1                     1
    Heal                  6                    19
    Hide                  7                    22
    Intimidate           -1                    -1
    Jump                  6                    11
    Listen                2                     4
    Move Silently         7                    22
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                1                     1
    Search                1                     1
    Spot                  6                    12
    Swim                  4                    14
    Tumble                n/a                   6
    Use Magic Device     n/a                   n/a
    
    Level 1 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Giant
    Feat: (Selected) Toughness
    
    Level 2 (Ranger)
    Enhancement: Ranger Sprint Boost I
    Enhancement: Halfling Luck I
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Defense I
    Enhancement: Ranger Devotion I
    Enhancement: Ranger Dexterity I
    
    Level 3 (Cleric)
    Feat: (Selected) Mental Toughness
    Enhancement: Halfling Dexterity I
    Enhancement: Halfling Cunning I
    Enhancement: Cleric Life Magic I
    
    Level 4 (Ranger)
    Enhancement: Ranger Favored Resistance I
    
    Level 5 (Ranger)
    
    Level 6 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    Feat: (Selected) Toughness
    Enhancement: Ranger Devotion II
    Enhancement: Ranger Energy of the Wild I
    
    Level 7 (Ranger)
    Enhancement: Halfling Luck II
    Enhancement: Ranger Favored Attack I
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Dexterity II
    
    Level 8 (Ranger)
    Enhancement: Halfling Dexterity II
    Enhancement: Ranger Favored Defense II
    
    Level 9 (Ranger)
    Feat: (Selected) Improved Critical: Piercing Weapons
    Enhancement: Halfling Luck III
    
    Level 10 (Ranger)
    Enhancement: Ranger Devotion III
    Enhancement: Ranger Energy of the Wild II
    
    Level 11 (Ranger)
    
    Level 12 (Ranger)
    Feat: (Selected) Improved Mental Toughness
    Enhancement: Ranger Favored Resistance II
    Enhancement: Ranger Devotion IV
    
    Level 13 (Paladin)
    
    Level 14 (Ranger)
    Enhancement: Ranger Favored Attack II
    Enhancement: Ranger Favored Damage III
    Enhancement: Ranger Energy of the Wild III
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  2. #2
    Founder Gol's Avatar
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    Default

    Quote Originally Posted by efreet5 View Post
    I made this build as I tend to zerg through quests for loot. The build is focused around healing itself so there is little or no need for a cleric to assist with healing. This is a 32pt build and the focus on high sp is for the many times ill be healing myself with curemod (20sp/cast). I'll be wearing adherant's pendant so besides the +50% to my heals from enhancements I'll also get an additional 50%. When the cap rises I'll also get access to cure serious wounds. Don't pay too much attention to the order of the enhancements as I really didn't care too much in the planner I never plan those out
    Suggestions would be appreciated.
    Cleric level doesn't do anything for you, and your 20 SP Cure Mod will still only cap out around 65 hp, compared to the Clerics 280 point Heal for 35 SP. Don't trick yourself into thinking this build is a substitute for a Cleric. It's a "save the cleric if he goes incap" build with ineffective primary healing.

  3. #3
    Community Member Tavok's Avatar
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    Why 12 Intel? I think you might be far better off putting those 4 points into Cha, then dropping wis to 12 and bringing cha up to 14. Then take one level of sorc for the mana, and 2 levels of paladin for saves. This would put your mana way higher than a clerics, and would give you access to arcane wands, and cool things like shield spell.

    So you would end up 11/2/1 rng/pal/sorc

  4. #4
    Community Member Jaysensen's Avatar
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    Actually I find that the best way to Zerg through quests is via extreme defense and selective offensive bursts.

    Uberhigh AC via CE and top end gear, and strong saves. I find that Cure is best via a wand, and that potions, wand, spell are chained to recover HP quickly. Self healing via SP is good in theory but bad in practice.


    That being said, maybe you should roll a Sorc. They zerg very effectively. If you really want a Ranger, build a Ranger/Pally/Rogue variant. Or Ranger/Pally/Monk if you can wait.
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  5. #5
    Community Member efreet5's Avatar
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    Default

    The cleric lvl gives me more sp and 60pt heals are more than enough as ill cast them often. The sorc lvl would work but I can't get a good cha item in my equipment as I have gear set aside for the toon already and several raid items I already plan to acquire. Besides, the clr lvl gives me another 10% to my heals, which aren't super effective, but they should more than cover me. As far as AC is concerned I'll have a 47 standing and 49 against favored enemies, not uber but decent.

    As for the 2 pal lvls, I just couldn't find any reason to go that route as my saves are already all above 20 with my equipment that I have set aside and with gh from my girds. On most spells that means I can only fail on a 1 anyway so there's no point in going for overkill. Also, shield is okay, but clickies can cover me and night shield already can take care of my mm immunities.

    Basically what I wanted to know is if there was any way I could optimize my self healing while still being primarily ranger (I like making rangers since no one likes us in their groups as they'd rather have a "tank" ).

    I've thought of going with the ranger/rog split and using heal scrolls to heal myself, but I already have a 12/2 pal/rog which does this and I didn't want a ranger copy lol. I might just end up scrapping the build anyway for my wf pal build. The comments have gotten me thinking thx for your replies any more advice is welcome, even if it's, "scrap your pos build"
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  6. #6

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    I could be mistaken but I don't think you can take cleric life magic and ranger devotion. So far as I know all the healing spell enhancing lines are in the same category.

    Bard/Sorc/Ranger is probably more SP total (depending on charisma more however), but I think the cleric pally is a better addition overall.
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  7. #7
    Community Member efreet5's Avatar
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    I can take the cleric enhancement because it isn't just "devotion," it also affects negative energy spells, so I am able to take it as well
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  8. #8
    Community Member Jaysensen's Avatar
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    Quote Originally Posted by efreet5 View Post

    Basically what I wanted to know is if there was any way I could optimize my self healing while still being primarily ranger (I like making rangers since no one likes us in their groups as they'd rather have a "tank" ).
    I was trying to this concept to work. But I found that its just isnt efficient.

    You basically need a Torc for the concept to work. You also need to be a Dwarf for the HP buffer. Wyrmbiter (Dorf) had a Torc, and we were discussing it theorywise. Soulkizu (Drow) just got one, and we were talking about how its a bad item on most Ranger, and why he almost never uses it. So I cancelled my own quest for one.

    If your gear without buffs saves are in the 20s thats fine. I find that Beholder saves are generally what is important. If you eat a dispel to the face and your Fort Save goes to 12 you are screwed.
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  9. #9
    Community Member Tavok's Avatar
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    Quote Originally Posted by efreet5 View Post
    The cleric lvl gives me more sp and 60pt heals are more than enough as ill cast them often. The sorc lvl would work but I can't get a good cha item in my equipment as I have gear set aside for the toon already and several raid items I already plan to acquire. Besides, the clr lvl gives me another 10% to my heals, which aren't super effective, but they should more than cover me. As far as AC is concerned I'll have a 47 standing and 49 against favored enemies, not uber but decent.

    As for the 2 pal lvls, I just couldn't find any reason to go that route as my saves are already all above 20 with my equipment that I have set aside and with gh from my girds. On most spells that means I can only fail on a 1 anyway so there's no point in going for overkill. Also, shield is okay, but clickies can cover me and night shield already can take care of my mm immunities.
    The cleric level doesn't give you more SP than a level of sorcerer would, and plus, sorcerer would give you 1/14th more SP from your Power Item (not big, but an increase non the less). You can always change gear around (I do quite often), and this would be the case where I would look for an opening where you could put a CHA item (if you have a spot reserved for FF, thats always swapable). The Cleric Enhancement doesn't stack with your ranger enhancement, so you are not getting 10% to your heals that you won't from your ranger enhancements. And I'm not sure what you mean by saying 60 point heals are more than enough. First, you really don't know if you will be healing for 60 points of damage, and second, one level of cleric only does not give you access to higher healing abilities that you wouldn't get as a ranger.

    2 Paladin Level - Your saves can never be too high. Plus, you can't always guarentee you will have GH on all the time. The justification for all this - theres no real benefit from level 12 ranger.

  10. #10
    Community Member Tavok's Avatar
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    Quote Originally Posted by efreet5 View Post
    I can take the cleric enhancement because it isn't just "devotion," it also affects negative energy spells, so I am able to take it as well
    Then it doesn't stack as far as healing concerned, its still 10% to healing and 10% to negative spells even if you took the ranger line of enhancements.

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