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  1. #341
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    Quote Originally Posted by soupertc View Post
    I haven't played on the test server but have read a few things on the Beta forums and I'm not convinced DDO's version of Y2K is gonna really happen. There might be a bit of a learning curve over the next few months....but I'm sure in the end my cleric will be played just the same...only with a few more bells and whistles .

    Destinies are cool.....but I am far more intrested in the PRE's. I want to see what WARPRIEST looks like. I think with the combo of all the PRE's and Destinies the build possiblites are gonna be sweet.
    Keep the faith brother, keep the faith. I fear my own may finally be at the end. Havent been able to bring myself to heal another player in months. can barely touch the game anymore.

  2. #342
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    Quote Originally Posted by PNellesen View Post
    Well, now that we've seen the new Epic Destinies for Clerics, it's pretty obvious why this thread is NOT stickied - it's philosophy on playing a Cleric appears to be the exact opposite of the Dev's philosophy (i.e. "Stand in the back and Hjeal, ok?")
    Why?

    epic
    +4 spell pen
    overwhelming critical

    seem good.

    And melees needed a boost.

    I heal just fine, and have been playing some casters with stones.

    A cleric can still do all 3 well. Heal great. Melee and offensive cast. Your right that they are not as good at casting as a wiz or melee as a barb, but their overall package is the best of all 3 IMHO... still. Divine punishment pulls so much aggro on a boss I don't know what to do with. I have to be careful with that. As for mobs.... they are mobs. How you take them down does not really matter as long as it is fast enough. Melee or casting... up to you. Since casting does not work on bosses much I am starting to move more towards more melee. And healing for 600-800 is not enough?

    Now I have not done epic much, so please explain your troubles with epic?
    Last edited by firemedium_jt; 08-29-2012 at 10:45 AM.

  3. #343

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    TO the OP. I am putting "I am a zerging cleric, come with me if you want to live" in my bio it's great and been a joke in my guild that i'm a rambo cleric for a VERY long time.


    i think the primal avatar has some definate potential. i've been working my cleric's way to fury of the wild anyways
    DISCLAIMER: All posts made while half-asleep, effected by touch(work) of idiocy, and off the top of the head... unless explicity stated otherwise :P

    Lone wolf of The Order of the Wolf

  4. #344
    Community Member Saigremor's Avatar
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    Thank you very much for this thread, it's been very insightful and I've been reading all 18 pages so far, following links and reading discussions, as I have been trying to help a friend make a cleric who is apprehensive about making one and doing it "wrong"

    I was hoping I could get some advice / critique on this build I've cobbled together, using only what I have learned through reading this thread and some others as I have only ever played melee DPS and Intimitank, I'm especially looking for enhancement advice while leveling up as I have very little experience playing a cleric and I am unsure which enhancements might have priority over others.

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Beginner Radiant
    Level 20 True Neutral Human Male
    (20 Cleric) 
    Hit Points: 262
    Spell Points: 1437 
    BAB: 15\15\20\25\25
    Fortitude: 14
    Reflex: 5
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             12                    12
    Dexterity             8                     8
    Constitution         14                    14
    Intelligence          8                     8
    Wisdom               18                    26
    Charisma             14                    14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    10.5
    Bluff                 2                     2
    Concentration         6                    25
    Diplomacy             2                     2
    Disable Device       n/a                   n/a
    Haggle                2                     2
    Heal                  4                    10
    Hide                 -1                    -1
    Intimidate            2                     2
    Jump                  1                     1
    Listen                4                     8
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  4                     8
    Swim                  1                     1
    Tumble               n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Feat: (Selected) Empower Healing Spell
    Feat: (Human Bonus) Toughness
    Enhancement: Follower of the Sovereign Host
    Enhancement: Improved Heal I
    Enhancement: Cleric Life Magic I
    
    
    Level 2 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 3 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Extend Spell
    Enhancement: Racial Toughness I
    Enhancement: Cleric Prayer of Life I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Human Improved Recovery I
    Enhancement: Improved Heal II
    Enhancement: Cleric Life Magic II
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Improved Turning I
    
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Divine Vitality I
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Unyielding Sovereignty
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Racial Toughness II
    Enhancement: Cleric Prayer of Life II
    
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Spell Focus: Necromancy
    Enhancement: Cleric Wisdom II
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Life Magic III
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Human Improved Recovery II
    Enhancement: Cleric Improved Empower Healing I
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Improved Spell Penetration I
    
    
    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 II
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Spell Penetration
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Prayer of Smiting II
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Smiting III
    
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Heighten Spell
    Enhancement: Cleric Life Magic IV
    
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Improved Empower Healing III
    Last edited by Saigremor; 11-25-2012 at 07:03 AM.

  5. #345
    Community Member susiedupfer's Avatar
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    Default You did not say what kind of cleric

    So, this is a tad more challenging. But here goes a few suggestions:



    Quote Originally Posted by Saigremor View Post
    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Beginner Radiant
    Level 20 True Neutral Human Male
    (20 Cleric) 
    Hit Points: 262
    Spell Points: 1437 
    BAB: 15\15\20\25\25
    Fortitude: 14
    Reflex: 5
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             12                    12
    Dexterity             8                     8
    Constitution         14                    14
    Intelligence          8                     8
    Wisdom               18                    26
    Charisma             14                    14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    10.5
    Bluff                 2                     2
    Concentration         6                    25
    Diplomacy             2                     2
    Disable Device       n/a                   n/a
    Haggle                2                     2
    Heal                  4                    10
    Hide                 -1                    -1
    Intimidate            2                     2
    Jump                  1                     1
    Listen                4                     8
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  4                     8
    Swim                  1                     1
    Tumble               n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Feat: (Selected) Empower Healing Spell
    Feat: (Human Bonus) Toughness
    Enhancement: Follower of the Sovereign Host
    Enhancement: Improved Heal I
    Enhancement: Cleric Life Magic I
    
    
    Level 2 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 3 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Extend Spell
    Enhancement: Racial Toughness I
    Enhancement: Cleric Prayer of Life I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Human Improved Recovery I
    Enhancement: Improved Heal II
    Enhancement: Cleric Life Magic II
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Improved Turning I
    
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Divine Vitality I
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Unyielding Sovereignty
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Racial Toughness II
    Enhancement: Cleric Prayer of Life II
    
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Spell Focus: Necromancy
    Enhancement: Cleric Wisdom II
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Life Magic III
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Human Improved Recovery II
    Enhancement: Cleric Improved Empower Healing I
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Improved Spell Penetration I
    
    
    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 II
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Spell Penetration
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Prayer of Smiting II
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Smiting III
    
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Heighten Spell
    Enhancement: Cleric Life Magic IV
    
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Improved Empower Healing III
    The stat allocations is OK, depending on what kind of cleric. I usually only put 12 points into Cha, and add those extra points into Int for skill points. BUT, this is totally optional, as the extra 2 in Cha give an extra turn. You correctly added all level ups into Wisdom.

    Skill point allocation-nothing into Heal, put those into Jump. Clerics jump like rocks, and need all the help they can get. The cleric's heal skill is high enough not to need any help, and can heal folks after they shrine, and before the cleric shrines, or just use aura while standing at the shrine waiting to buff others.

    Enhancements- Here are my priorities in order:

    Radiant Servant II-click see unavailable and write down all those
    Wisdom-DC's and spell points-maxxed
    Charisma-number of turns and turning ability-maxxed
    Life Magic-maxxed
    Toughnesses-maxxed
    Divine Vitality I-(part of RSII needs) this little bump of SP for another player is a good thing in a crisis. I am no-one's mana battery, though, so only put 1 AP here.

    After these are addressed, it is up to you. Here are the different options and why:

    Smiting-adds to Divine Punishment and Searing Light spells. Later boosts Avenging Light from Exalted Angel ED.

    Wand and Scroll Mastery-if raid healing lots, or find yourself relying on heal scrolls lots, this is a big help.

    Here are the ones I do NOT invest in, and why:

    Crits-only enough Prayer of Life and Prayer of Improved Life to get RSII
    I would rather have higher outgoing damage and heals consistently, than be crit dependent.

    Improved Empower Healing-that is very few sp we are talking about. And boosting outgoing healing more through Life Magic makes healing more sp efficient as you have more HP/SP going out.


    Feats:
    No extend. Completely useless now.
    Mental Toughness, Improved Mental Toughness-clerics are limited on SP, this helps. Can't cast or heal much without SP.
    Spell penetration- I usually don't bother, I would rather have more SP
    If you have extra feat(or epic ones) Spell focus evocation boosts most offensive spells.
    Orien: Zizie, Zeelee, Zeeny, Zeety, Zeleste, Zeeby
    ?

  6. #346
    Community Member Niwareka's Avatar
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    Default Back to life

    It's a classic, this thread, so I don't mind that it lurches back to life every now and then. Just remember that it was first posted SO long ago!

    Saigremor

    You will have noticed lots of flak aimed at a). "healbots" who never help kill things and b). "Battleclerics" who never heal anybody. Out in the real game, both are so rare that the argument is a complete red herring. Heal people, AND kill things - nearly every cleric does.

    Your friend will find it difficult to screw up their healing, and easy to manage a bit of mob killing either with mele or offensive casting at the same time. Up to level 10 or so, they should grab a 2 hander and hit things, but I wouldn't invest in feats for it unless they are going to swap them out later. (In which case, as you no doubt know, Power Attack and IC Slash are essential) But I recommend offensive casting after level 10 because it is so much easier to get half decent results with it.

    Clerics generally fall into three camps, all of whom can and should heal
    1. True battle clerics, with splashes of monk, fighter or paladin. Clearly you are not aiming at this.
    2. Evokers, who concentrate on DCs to improve Blade Barrier and Implosion
    3. High Spell Pen clerics aiming at Slay Living and Destruction

    I can see from your list (S.F. Necro, Spell Pen etc) that you are tempted to the third approach, and many others find this great fun to play. There is nothing more satisfying than wandering around the Vale with a fighter friend, destroying each mob in turn just as he gets to it!

    BUT but I strongly suggest the second route, of going for the Evocation spells that don't need Spell Pen. At level 11, when you can use Blade Barrier and Comet on mobs, and Divine Punishment on bosses, life changes for a cleric. At level 12, when you start using Radiant Aura, you wonder why you ever played anything else. The build is nick-named "Evoker", and there are a number on the forums.

    The main changes to your build would be to forget Spell Pen, get SF Evocation and even GSF Evocation, and push Wisdom at every opportunity.

    You don't need "Cleric Improved Spell Penetration" - B.B., Comet and Div.Pun have no spell pen check; and Implosion, Slay Living and Destruction will work on trash mobs but fail on Drow etc unless you go all out for it.

    You don't need much "Cleric Prayer of Smiting" or "Cleric Prayer of Incredible Life" (which improve crits on healing). They help Rad. Aura, but don't help "Heal" as much as you would think. When you need it they wont happen, and when they crit it will be over-healing.

    On the other hand, take "Cleric Prayer of Smiting" and "Cleric Prayer of Incredible Smiting" to at least 3rd tier, because Div. Pun. is a repetitive light-based DoT, and the crits really help. Also, in Epic levels your friend may want to go for the cheap light-based ray spells (Avenging light etc) which are only effective if their light power is amplified.

    Lastly, tell your friend to play around, and tailor the build towards the style of play they tend to use. Enhancements are easy to change, and it is much better to experiment to find how what matches how they tend to play naturally, than to follow someone else's build and not feel comfortable with it.

    And tell them to have fun with it

    Brunhildha
    www.LegendsGuild.eu - on Thelanis
    Niwareka (Tempest Ranger); Hiacynthe (Happy Monk); Juss (Kensai Fighter); Brunhildha (Stroppy healer); Sharkee (Dirty old Shenanigan); Kawariki (Confused drow wizard)

  7. #347
    Community Member Saigremor's Avatar
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    Default

    I appreciate the feedback guys, I didn't notice taht 2009 date on the OP though, yikes.

    Here's what I've got based on your suggestions / advice

    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Radiant Evoker
    Level 20 True Neutral Human Male
    (20 Cleric) 
    Hit Points: 262
    Spell Points: 1652 
    BAB: 15\15\20\25\25
    Fortitude: 14
    Reflex: 5
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             12                    12
    Dexterity             8                     8
    Constitution         14                    14
    Intelligence         10                    10
    Wisdom               18                    27
    Charisma             12                    14
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    10.5
    Bluff                 1                     2
    Concentration         6                    25
    Diplomacy             1                     2
    Disable Device        n/a                   n/a
    Haggle                1                     2
    Heal                  4                    10
    Hide                 -1                    -1
    Intimidate            1                     2
    Jump                  3                    12.5
    Listen                4                     8
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spot                  4                     8
    Swim                  1                     1
    Tumble               n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Jump (+2)
    Feat: (Selected) Empower Healing Spell
    Feat: (Human Bonus) Toughness
    Enhancement: Improved Heal I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Divine Vitality I
    
    
    Level 2 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Human Improved Recovery I
    Enhancement: Cleric Wisdom I
    
    
    Level 3 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Mental Toughness
    Enhancement: Racial Toughness I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Improved Heal II
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Charisma I
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Improved Turning I
    
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Radiant Servant I
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Wisdom II
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Charisma II
    
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Spell Focus: Evocation
    Enhancement: Cleric Life Magic III
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Wisdom III
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Life Magic IV
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Racial Toughness II
    
    
    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Energy of the Zealot III
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Greater Spell Focus: Evocation
    Enhancement: Cleric Energy of the Zealot IV
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Wand and Scroll Mastery III
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Wand and Scroll Mastery IV
    
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Heighten Spell
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Improved Turning II
    
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Extra Turning III
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Improved Turning III

  8. #348
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    Default

    bump
    Your lack of healing amp not my problem. Please buy and use your own remove curse pots in combat, so I don't waste mana. Not my job.

  9. #349
    Community Member MusicalMoodRing's Avatar
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    Default Thanks so much

    This post gives me hope. A friend invited me to play DDO back in Nov and I randomly picked a Cleric. I've never played a MMO before...I've only played like Final Fantasy games and RPG's of that nature on 360 or PS3. So I figured reading the description of a Cleric, I can heal myself and others here and there and fight as well. I picked a warpriest type build. I was completely blindsided when everyone expected ME to keep THEM alive at ALL times. People would get pretty upset when they died or didn't get healed fast enough, tell me how much I sucked and everything. I quickly became the poor healbot because (in my mind) I wasn't going to suck. Sadly now, I'm stuck as an overhealer...drinking pot after pot. BUT after reading this post I'm going to break out of that. I do feel responsible for keeping everyone alive but at the same time the player has to step back and say whoa let me drink a pot, because clearly I'm going to die. My cleric has so many options of being more than just a healer and I plan on being great someday. I want to be great anyway and that starts by me saying no and truly learning how to play my cleric outside of healing as well. Might sound cheesy but thank you so much for this post. I know it was posted long ago but in 2013 it's making a difference.
    Last edited by MusicalMoodRing; 02-16-2013 at 06:38 AM.
    *Learyic Cleric Lvl 28*Alahya Pally Lvl 20* Alaryica Rogue Lvl 28*Harmynee FVS Lvl 28* Learyical Bard Lvl 28*Learyyic Druid*

  10. #350
    Community Member Terebinthia's Avatar
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    Default

    Please sticky this thread, it is far too good to get lost
    Terebinthia, Terebynthia, Tereana, Tereaina, Tereanna, Terebyte, Terechan, Terebinthis
    The Hand of the Black Tower, Khyber.
    Cupcakes welcomed.

  11. #351
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    Default Sticky This Bloody THING DEVS!

    Seriously the OP is still 100% spot on all these years later, ever post from a new comer on here shows it to be so. WHY NOT STICKY IT!

  12. #352
    Community Member eachna_gislin's Avatar
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    Default

    I agree that this post ought to be stickied and that this thread needs to be kept alive otherwise.

    It's a gold mine of information for new or uncertain clerics, moving right up through the ranks of the top elite All-In-One clerics

  13. #353
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    snip from another post ....

    Only problem I have with this is when it is quoted as perfection and some sorta lack of failure occurring at the end of it all. I just don't read it that way although I can see why some do.

    What I took from this was what a Cleric goes through and possibly what a Cleric type can be for me. Not really a right or wrong to it for me.

    It just showed me what the class can do. Where it fits in to the 'blend' of things and re-enforces why I like to play them mostly. I like the easy diversity of the class and how it is easily great at an important ability of the game which is healing and the leverage it gives you or more control to a certain extent of how things go. I need that because I pug a lot, and I don't like to wait for groups to form. I also like how it blends melee and casting, and that I don't have to be great at either, but I can be. I hate to grind, and I don't like to grind out a lot of gear because I just don't think it matters much, and less so on the Cleric class than most others. The down side is when you suck in other classes it is hard to notice, but not the Cleric class. Now you really have to just be a good healer, but that does not mean you don't have the right to push the envelope.

    I die once in a while, and sometimes I am the only one that dies. Usually it is when I have no blue bar left. I like going out in flames I guess, and most realize I am just having fun and pushing the build to the limits. I usually don't risk completion because of it and when they finish the quest and I am the only one dead they raise me, and shake their heads at the 10% lose in xp as they do, but they are usually so glad I showed up and their wait was less than 30 minutes for a healer that they let it slide. And other healers wonder what I am doing in the thick of it jumping around and busting my arse with all the multi tasking, but unfortunately less of them do so now because many are not Clerics anymore. So I say this great post is a push to push the class to the limits and see what it and you can do with it.

    I guess I don't need much of a comfort zone as a Cleric, but I think I know my limits, and that does not mean you can't exceed them. Communications and expectations with the group plays a big part of the animosity from it.

    You are not succeeding at it if you never fail.
    Last edited by firemedium_jt; 04-16-2013 at 11:41 AM.
    Your lack of healing amp not my problem. Please buy and use your own remove curse pots in combat, so I don't waste mana. Not my job.

  14. #354
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    Default

    This thread shan't be forgotten or lost. After all these years and changes to both the game and community it's still relevant, informative and uplifting. Risa af feigr!

  15. #355
    2014 DDO Players Council
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    Got newer players asking about how to make a good healbot. Time for another bump.

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