Howdy! Our next 101 class guide is for the cleric, and we'd love to hear your feedback.
Notes of Interest:
- If you have a one-to-two sentence tip or advice for newbie clerics, do share. We'll have an "Every cleric should know ..." section at the beginning of the guide where we'll spotlight some helpful tips.
- This is only the template included with Cleric 101, and not the newbie-info area of the guide. We're posting it this way because our primary goal is to make sure any "how to build" information is clear and thus, helpful.
- We have yet to add a robust "Enhancement" section to the template. If you've got a personal load-out for healing/cc clerics that you've found useful, feel free to share that as well -- and thanks in advance!
What to do: Give use constructive criticism and feedback!
What not to do: Derail Cleric 101 feedback with off-topic posts or inflammatory comments.
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--------------------Cleric 101 (Work-in-Progress)--------------------
This guide covers the basics of cleric ability scores, skills and feats. It also offers a basic template for a healing/support-focused cleric and tips for new cleric players.
==Every New Cleric Should Know …==
• Wisdom (WIS) is your most important stat, followed closely by Constitution (CON) and Strength (STR). How you want to play your cleric will determine how important STR ultimately is, but remember that no matter how you build your DDO character, CON determines your hit points (HP) and thus, your survivability.
• When playing the role of healer in parties, stay alive first and heal others second. It becomes terribly impossible to heal others while dead.
• You can target yourself by pressing the F1 key and the rest of your current party by pressing F2-F6. It's also possible to click on party members' names, found on the left-side listing of your display.
• Avoiding damage is even better than healing – spells like Command, Greater Command, and Comet Fall can temporarily disable opponents, and often make the most efficient use of your spell points.
==Template: Classic Casting Cleric==
This template provides a path to creating a classic cleric that focuses on casting spells that offer support, healing and some damage. Know that while a classic-casting-cleric can be played solo, this build performs best with hirelings or with fellow DDO players.
===Ability Point Buy===
Human is the racial choice with this template, both for their extra feat at level 1 and increased skill point gain. This template uses the 28 point build in DDO, if you've unlocked the 32 point build, consider using the extra 4 points for CON or STR.
• STR … 12
• DEX … 8
• CON … 14
• INT … 8
• WIS … 18
• CHA … 10
• Ability Point Buys: Every four levels put your ability point buy into Wisdom (WIS).
At character creation, max out Concentration to ensure your spellcasting suffers minimal interruption during combat, and then put two points into Tumble (netting you a 1.0 rank) – without that 1.0 in Tumble, it won't be usable in combat. Finally, use four points to max out Balance, and the remaining point in Jump.
At each level-up keep Concentration and Balance maxed. Beyond this, feed Jump some points – it'll help with traps and hazards!
It's recommend that new players – and really, most players – take the Toughness feat at level one. Beyond this piece of advice, our feat selection for this template focuses on opening up later enhancements and beefing-up healing power.
• 1) Toughness – Increases Hit Points (HP) at first level and provides additional HP for each new level, allowing a player to take the Racial Toughness enhancement. Taking Toughness results in such a significant HP boost that it's practically mandatory.
• 1) Extend Spell – While this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional Spell Points (SP).
• 3) Empower Healing Spell – While this metamagic feat is active healing spells are 50% more effective, but consume 10 additional Spell Points (SP).
• 6) Maximize Spell – While this metamagic feat is active, damage (and healing!) spells deal double damage (and healing!), but they consume 25 additional Spell Points (SP).
• 9) Empower Spell – While this metamagic feat is active, spells do 50% more damage, but consume 15 additional spell points.
• 12) Quicken Spell – While this metamagic feat is active, spells cast twice as fast and cannot be interrupted by enemy attacks but consume 10 additional spell points.
• 15) Spell Penetration – Adds +2 to your caster level check for defeating spell resistance.
• 18) Heighten Spell – While this metamagic feat is active, your spells are raised to the highest spell level your character can cast, making them more difficult to resist, but increasing their Spell Point (SP) cost.
Because enhancements in DDO can be reset for an in-game fee, this section of the classic healer template will offer suggestions -- but not strict guidelines. There really isn't a secret when it comes to choosing the "right" enhancements. It's a matter of being economical and choosing enhancements that feed into your chosen style of play, and offer the most for their value.
Tip! You can check "Show Unavailable" in the enhancements window to see prerequisites any enhancements you may desire at higher levels.
To dramatically boost a cleric's healing spells take enhancements like Cleric Life Magic; this enhancement adds a 10% boost to healing. Additionally, Cleric Prayer of Life and Cleric Prayer of Incredible Life both grant a chance for your healing spells to critical, restoring an ally's hit points (HP) by a considerably larger amount for the same spell point (SP) cost.
• Cleric Life Magic I to IV
• Cleric Prayer of Life I to II
• Cleric Prayer of Incredible Life I to II
Radiant Servant is a powerful prestige enhancement. When taken, it allows you to expend a Turn Undead spell for a potent Healing Burst, or a useful Aura of Healing. As an added benefit, Turn Undead uses will recharge at a slow rate with Radiant Servant. (Both the Improved Turning and Improved Healing enhancements are required to unlock this powerful enhancement.)
• Improved Turning I
• Improved Heal I to II
• Cleric Radiant Servant I to II
While clerics can use their Turn Undead ability to defeat weaker undead creatures, this ability can also serve other purposes with the aid of special enhancements. For instance, Divine Vitality restores a small amount of spell points (SP) to a fellow caster – but at the cost of consuming a use of Turn Undead. Unless you've taken Radiant Servant, Turn Undead can only be used a finite amount of times between rests, so use the two below enhancements wisely.
• Cleric Divine Vitality I to II
• Cleric Divine Healing I to II
Cleric spells are fueled by divine power, receiving divine gifts from enhancements like Follower of the Sovereign Host, which gives clerics proficiency with longswords and a powerful Unyielding Sovereignty enhancement. Unyielding Sovereignty is a powerful "last resort" heal that restores a character to full health and removes many negative effects.
• Follower of the Sovereign Host
• Unyielding Sovereignty
Each of these below enhancements will boost the cleric's ability scores, hit points (HP), and spell points (SP) by a reasonable amount. Feel free to take more ranks, if you'd like.
• Cleric Wisdom I to II
• Cleric Charisma I
• Human Adaptability: Wisdom
• Racial Toughness I to II
• Cleric Energy of the Zealot I to II
== Active, Passive & Toggle ==
Feats, spells, and enhancements come in three distinct flavors: active, passive, and toggle. None of these flavors are mutually exclusive. All feats, spells and enhancements can come in any of the three flavors.
Here's the breakdown:
• Active – When used, an "active" feat, enhancement or spell will cause an immediate effect. This effect can last anywhere from a few seconds to several minutes. Inflict Light Wounds is a spell that immediately damages its target, while Nightshield is an active spell that can immediately defend against Magic Missile attacks – but lasts for five minutes.
• Passive – There are no spells that are purely passive, but plenty of feats fall into this category. Toughness is a great example – it's passive, always giving you those bonus hit points (HP).
• Toggle – Many spells and feats come in this flavor. Think of toggles like a light switch: you can flip it on or off! A toggle always works this way, and in the case of metamagic feats (toggles!) using one will only increase the spell point (SP) cost of other spells – but in no way costs spell points itself to activate.
Newly acquired spells will not automatically show up on your hotbar. To add new spells, simply press the "C" key, and then click on the "Spells" tab on your Character Sheet panel. From the "Spells" tab you can drag and drop each spell icon to your hotbar – and the same can be done for active and toggle feats and enhancements from their respective tabs on the Character Sheet panel ("C" button).
Tip! The Bullstrength spell gives a +4 STR boost, and makes it much easier to defeat enemies at lower-levels with your melee weapon.
When playing a character with 20 levels of cleric – like the above template – there's plenty of room for customization. If you're interested in having some spellcasting capability but want deeper access to melee combat, consider creating a level 1 fighter, and then taking 19 levels of cleric. If you decide to tweak the classic healer template in this way, make sure to read some of our Fighter 101 guide for tips on important fighter Ability Scores, and more!
Cleric 101 was made the collaborative help of the DDO community!