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  1. #1
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    Default need advices (build battle-cleric) :)

    hello,

    I am a wizard in ddo, but my girlfriend want to be a "battle-cleric" in the game, because she doesnt want to be a "pure" healer (she is afraid that it would too boring... ^^)
    so she modified a build that she found somewhere (maybe it was here... dont remember)

    [Edit] we have only F2P accounts

    We would appreciate it if you could help us with it, or just give your opinion about it
    here it is :

    Code:
    Level 20 Lawful Good Human Female 
    (2 Fighter / 18 Cleric) 
    Hit Points: 306 
    Spell Points: 1459 
    
    BAB: 15/15/20/2525 
    Fortitude: 17 
    Reflex: 5 
    Will: 18 
    
                  Starting      Ending     Feat/Enhancement 
    Abilities    Base Stats   Base Stats    Modified Stats 
    (28 Point)    (Level 1)    (Level 20)      (Level 20) 
    Strength           16             16                18 
    Dexterity           8              8                 8 
    Constitution       15             15                16 
    Intelligence        8              8                 8 
    Wisdom             16             21                24 
    Charisma            8              8                 8 
    
                  Starting      Ending    Feat/Enhancement 
                 Base Skills  Base Skills  Modified Skills 
    Skills       (Level 1)    (Level 20)      (Level 20) 
    Balance            0.5            10               10 
    Bluff              -1             -1               -1 
    Concentration      6              25               25 
    Diplomacy          -1             -1               -1 
    Disable Device     n/a            n/a              n/a 
    Haggle             -1             -1               -1 
    Heal               3              7                9 
    Hide               -1             -1               -1 
    Intimidate         -1             -1               -1 
    Jump               3              4                4 
    Listen             3              7                7 
    Move Silently      -1             -1               -1 
    Open Lock          n/a            n/a              n/a 
    Perform            n/a            n/a              n/a 
    Repair             -1             -1               -1 
    Search             -1             -1               -1 
    Spot               3              7                7 
    Swim               3              4                4 
    Tumble             n/a            n/a              n/a 
    Use Magic Device   -0.5           -0.5             -0.5 
     
    Level 1 (Cleric) 
    Skill: Balance (+1.5) 
    Skill: Concentration (+4) 
    Skill: Use Magic Device (+0.5) 
    Feat: (Selected) Spell Penetration 
    Feat: (Human Bonus) Toughness 
    Enhancement: Cleric Life Magic I 
    Enhancement: Cleric Energy of the Zealot I 
    Enhancement: Cleric Divine Vitality I 
     
    Level 2 (Fighter) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+0.5) 
    Feat: (Fighter Bonus) Two Handed Fighting 
    Enhancement: Fighter Haste Boost I 
    Enhancement: Human Improved Recovery I 
    Enhancement: Fighter Toughness I 
     
    Level 3 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Feat: (Selected) Empower Healing Spell 
    Enhancement: Racial Toughness I 
    Enhancement: Cleric Wisdom I 
     
    Level 4 (Cleric) 
    Ability Raise: WIS 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Enhancement: Improved Heal I 
    Enhancement: Cleric Prayer of Life I 
     
    Level 5 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Enhancement: Human Adaptabiliity Constitution I 
    Enhancement: Improved Heal II 
    Enhancement: Cleric Life Magic II 
     
    Level 6 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Feat: (Selected) Mental Toughness 
    Enhancement: Follower of the Sovereign Host 
    Enhancement: Cleric Prayer of Incredible Life I 
    Enhancement: Cleric Energy of the Zealot II 
    Enhancement: Cleric Improved Turning I 
     
    Level 7 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Enhancement: Cleric Radiant Servant I 
    Enhancement: Cleric Divine Cleansing I 
     
    Level 8 (Cleric) 
    Ability Raise: WIS 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Enhancement: Unyielding Sovereignty 
     
    Level 9 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Feat: (Selected) Extend Spell 
    Enhancement: Cleric Wisdom II 
     
    Level 10 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Enhancement: Racial Toughness II 
     
    Level 11 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Enhancement: Cleric Prayer of Life II 
     
    Level 12 (Cleric) 
    Ability Raise: WIS 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Enhancement: Cleric Wisdom III 
     
    Level 13 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Enhancement: Cleric Radiant Servant II 
     
    Level 14 (Fighter) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+0.5) 
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons 
    Enhancement: Human Greater Adaptability Strength I 
    Enhancement: Fighter Strength I 
     
    Level 15 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Feat: (Selected) Power Attack 
    Enhancement: Cleric Prayer of Incredible Life II 
    Enhancement: Cleric Life Magic III 
    Enhancement: Cleric Wand and Scroll Mastery I 
     
    Level 16 (Cleric) 
    Ability Raise: WIS 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Enhancement: Cleric Life Magic IV 
     
    Level 17 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Enhancement: Cleric Prayer of Smiting I 
    Enhancement: Cleric Wand and Scroll Mastery II 
     
    Level 18 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Feat: (Selected) Improved Mental Toughness 
    Enhancement: Cleric Smiting I 
    Enhancement: Cleric Smiting II 
     
    Level 19 (Cleric) 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Enhancement: Cleric Smiting III 
     
    Level 20 (Cleric) 
    Ability Raise: WIS 
    Skill: Balance (+0.5) 
    Skill: Concentration (+1) 
    Enhancement: Racial Toughness III 
    Enhancement: Cleric Smiting IV
    I have some questions too :

    Do you think that "Enhancement: Cleric Wand and Scroll Mastery (I and II)" is really usefull? because in the action, she doesnt think about using items at all, she prefers use skills and spells.
    If it is useless, do you think she can take "Energy of the Zealot III" (level 17) to replace it? or something else?

    thank you a lot in advance
    Sven.
    Last edited by SvenhildeErika; 09-25-2011 at 08:19 AM.

  2. #2
    Founder Chaos000's Avatar
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    As a person who plays a battle build on every healing class I have to ask... why cleric?

    I TR'ed my battle cleric to a fvs and never looked back. It's usually better in terms of offensive capability not to mention you can pick and chose which healing spells you decide to get.
    Daishado

    "drink triple ... see double ... act single! uh oh wife aggro" *hides*

  3. #3
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    Quote Originally Posted by SvenhildeErika View Post
    I am a wizard in ddo, but my girlfriend want to be a "battle-cleric" in the game, because she doesnt want to be a "pure" healer (she is afraid that it would too boring... ^^)
    so she modified a build that she found somewhere (maybe it was here... dont remember)
    A Cleric can, with a decent build and only a bit of practice/skill, handle healing, plus one of good offensive casting or good melee. It's harder, in terms of gear, build, and play skills, to do all 3 well.

    Since "battle-cleric" is used in lots of different ways by different people, I suggest figuring out just what sort of Cleric she wants to play. If in doubt, for a first Cleric, I'd suggest an offensive-caster build with moderately good Str, with play concentrated on healing at first and fitting in offensive casting and/or melee as one gets a feel for it.

    [QUOTE=SvenhildeErika;4095444]
    We would appreciate it if you could help us with it, or just give your opinion about it
    here it is :
    Code:
                  Starting      Ending     Feat/Enhancement 
    Abilities    Base Stats   Base Stats    Modified Stats 
    (28 Point)    (Level 1)    (Level 20)      (Level 20) 
    Strength           16             16                18 
    Dexterity           8              8                 8 
    Constitution       15             15                16 
    Intelligence        8              8                 8 
    Wisdom             16             21                24 
    Charisma            8              8                 8 
    
     
    Level 1 (Cleric) 
    Feat: (Selected) Spell Penetration 
    Feat: (Human Bonus) Toughness 
     
    Level 2 (Fighter) 
    Feat: (Fighter Bonus) Two Handed Fighting 
     
    Level 3 (Cleric) 
    Feat: (Selected) Empower Healing Spell 
     
    Level 6 (Cleric) 
    Feat: (Selected) Mental Toughness 
     
    Level 9 (Cleric) 
    Feat: (Selected) Extend Spell 
     
    Level 12 (Cleric) 
     
    Level 14 (Fighter) 
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons 
    
    Level 15 (Cleric) 
    Feat: (Selected) Power Attack 
     
    Level 18 (Cleric) 
    Feat: (Selected) Improved Mental Toughness
    You're missing Quicken, pretty useful for raids and end-game content, and there was no feat selected at level 12.

    I'm not sure what the focus of the build is supposed to be. You mention she likes using spells, and all level ups are in Wisdom, and there's a Spell Pen feat, but there is no Maximize, no Heighten, no Empower. For insta-kill and CC spells, you want Heighten, and for spell DPS (Divine Punishment and Blade Barrier mainly, others in some circumstances), you want Maximize for sure, and maybe Empower, if you can fit it in. Maximize and Empower both help the free Radiant Servant Positive Energy Burst, too.

    I personally wouldn't bother with just one tier of Two-Handed Fighting, nor with Mental Toughness & Improved Mental Toughness unless you have feats to spare. And with mediocre Str, Power Attack might not be worthwhile, either.

    As for stats, they're reasonable, but I'd consider lowering Str & Con a wee bit to 14, and using those points to either max out Wis, or to pump up Cha. Or even 2 more in Int for more skill points.

    Quote Originally Posted by SvenhildeErika View Post
    Do you think that "Enhancement: Cleric Wand and Scroll Mastery (I and II)" is really usefull? because in the action, she doesnt think about using items at all, she prefers use skills and spells.
    If it is useless, do you think she can take "Energy of the Zealot III" (level 17) to replace it? or something else?
    The first tier is well worth it. +25% for only 1 AP? Sure, maybe she'd seldom use it during 6-man quests, but if she would ever be doing any tank-healing in raids, it's great. Higher ranks are less return for more cost; some like them, but I usually only take 1 myself.

  4. #4
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    Quote Originally Posted by Chaos000 View Post
    As a person who plays a battle build on every healing class I have to ask... why cleric?
    Don't know for sure OP's reason, but I could think of one really good one:

    Cleric is a F2P class. FvS is not.

    Could think of other good ones, too: more spell slots and the flexibility to change them. Radiant Servant Positive Energy Aura for near-infinite continuous free healing.

    I think someone who crunched the number claimed that a decent-Cha DM-using 19/1 splashed Cleric out-DPSs a WF FvS Lord of Blades, too, with equivalent equipment, if you care about that.

    Yes, FvS is nice, especially with AoV. But it's not like Cleric is worthless. They might be somewhat behind, power-wise, but it's not such a vast gap that Cleric isn't viable.

  5. #5
    Community Member Furare's Avatar
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    Quote Originally Posted by Chaos000 View Post
    As a person who plays a battle build on every healing class I have to ask... why cleric?

    I TR'ed my battle cleric to a fvs and never looked back. It's usually better in terms of offensive capability not to mention you can pick and chose which healing spells you decide to get.
    I would assume he doesn't have FvS available.

    On the other hand, I have a melee FvS and a battle cleric. I find the Radiant Servant aura and bursts very useful for helping me manage healing duties. I can provide continuous healing without having to stop fighting at all. (I can heal a lot of quests, including epics, predominantly using my turn-powered healing. Only use targeted or mass healing spells at all at bosses, or if someone gets in real trouble.) So I think there's a definite case to be made for going cleric on a melee divine even if you do have access to FvS.

    Okay, looking at the actual build:
    - Put your level up points into Strength rather than Wisdom. As long as your Wis is 19 by the time you get L9 spells you don't need higher. (Yeah, more Wisdom is more SP and better DCs, but if you don't go all the way with Wisdom you'll get very poor results anyway. By "all the way" I mean start at 18, all level ups, all possible enhancements.)
    - Spell penetration is absolutely no good to you. You're not going to be casting at the sort of levels where SR is a big problem.
    - Taking Mental Toughness feats when you don't have feats like Quicken and Maximize is kind of a waste.
    - You've not put a feat in the slot you get at L12.
    - I'd suggest putting a few build points in Charisma. You'll get more turns, which is useful for RS - and if you can get to 14 somehow then you can get Divine Might for bonus damage. (I'm not sure if that's possible on a 28 point build, actually, but in general Charisma is nice for battle clerics.)

    Suggested feat list (basically the same as I've got planned for my TR human F2/C18 battle cleric):
    Toughness, Mental Toughness, Power Attack, Empower Healing Spell, Extend Spell, Quicken Spell, Improved Critical: Slashing, Maximize Spell, two more feats of your choice. (A second toughness feat isn't a bad idea. You can slot IMT if you want. Or THF and ITHF. Or Toughness and Quick Draw.)

    Oh, and I like Wand and Scroll Mastery and maxed it out on my cleric and my bard. I find it very useful, but then I like to try to conserve spellpoints using scrolls.
    Liseyda on Khyber: TR3 Elf Paladin (L18).

  6. #6
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    Talking

    We are just newbie in the game (3 days ;p) so thank you for your advices.

    Yes we only have F2P accounts for the moment, so she thought cleric was the best choice for duoing with me.

    Well, she is complicated too ( ) : she wants to heal (and buff), she likes to fight with her two-handed axe more than cast dps spells...

    I'll take a look at what we can change, and I'll probably post a new version

    thanks
    Last edited by SvenhildeErika; 09-25-2011 at 08:42 AM.

  7. #7
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    first off I'd prefer CON 16 to start with because there are less ways of improving your CON later.

    you probably don't need mental toughness or improved mental toughness for a battle cleric. Just accept that as a downside to the build you're going to have less SP than other clerics. Still you can make up for it (in many cases) by providing more damage. You probably don't need/want the SP enhancements either.

    Which brings me to your question on wand/scroll mastery. It's probably a good idea as when you're out of SP many quests can still be accomplished through the use of wands and scrolls. Sure you basically end up in the role of a healbot with a wand or a scroll in hand tagging anyone who needs a heal but it's temporary until you hit the next shrine. In the endgame raids, proper utilization of wands and scrolls will reduce the need for mana potions.

    IMO the most important feats for any kind of cleric are

    Toughness
    empower healing
    maximize
    quicken (can be taken at lvl 12, 15 or 18 depending on playstyle but is important for those who are first time clerics)
    extend (especially for low levels. Take this feat early but if you want to fit in another feat consider swapping it out at later levels when it is less useful. Still on a battle cleric it's probably best to keep it because many of the best battle cleric buffs like divine might and divine power are short term and extend makes them easier to manage)

    In terms of damage dealing feats for the battle cleric at a minimum you'll want improved critical but some other options are

    Power attack (though probably not recommended for a first life as it takes practice to know when to turn it on and off for a lowerish "to hit" toon)
    Two handed fighting
    improved two handed fighting
    greater two handed fighting
    Cannith - Noehealz, Protectorjon, Noebuffs, Mortion

  8. #8
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    Quote Originally Posted by SvenhildeErika View Post
    We are just newbie in the game (3 days ;p) so thank you for your advices.

    Yes we only have F2P accounts for the moment, so she thought cleric was the best choice for duoing with me.

    Well, she is complicated too ( ) : she wants to heal (and buff), she likes to fight with her two-handed axe more than cast dps spells...

    I'll take a look at what we can change, and I'll probably post a new version

    thanks
    Take a look at this build. I think it's exactly what you're looking for.

    http://forums.ddo.com/showpost.php?p...1&postcount=75
    Cannith - Noehealz, Protectorjon, Noebuffs, Mortion

  9. #9
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    Since it seems that you would like to have lvl 9 divine spells, you have max 3 lvls to spend on other classes. Fighter is ok. Other possibilities are paladin for saves, rog or bard for umd, rog for traps and barb for running speed.

    As SirValentine said, you need to decide on primary dps. Spell dmg, instakills, melee or ranged. Based on your feat selection, I would assume you are going for melee. This means that the spell penetration (bb and dp do not have the check) strikes me as slightly unnecessary. Also mental toughness feats are generally considered less than optimal.

    Also echoing SirValentine, quicken and maximize are pretty much needed for healer types. They both affect bursts, mass cures will like your maximize and quicken is for emergencies. If you take 1 thf feat, you should consider striving for all 3 of them. Extend is only good for buffs, so it is completely optional to take it or not. It is often swapped out at later levels. Good luck

  10. #10
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    A few suggestions.

    Hold off on the second fighter level till after you get level 9 spells.

    Swap Cleric Charisma I & II for Follower of the Sovereign Host and Unyielding Sovereignty. Still qualifies for Radiant Servant and helps increase turn undeads.

    Swap extend and spell penetration. Extend will be more useful for lower levels.

    For swinging a weapon, drop Cleric WIS I and II and take Human Versatility IV. It can be used at the same time as fighter haste.

  11. #11
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    Couple of things need to be changed as a human. It is good you take Cleric at first level. If you want high DC keep the Wis up.

    With 2 lvls of FTR you should take Power Attack instead of 2WF and a odd STR number because you get a FTR enhancement STR to raise STR one pt. Good job on the CON.

    Why not Human Versatility 1 ??
    Power Attack is a great feat. If you are missing with Power Attack on just use your Human Versatility 1 clickie to boost Attack. If you are hitting them use it for Damage. It is +2 and helps at low lvls with Power Attack on. So does Divine Favor. Use it always when in melee. Divine Favor is a nice return once it = +2 or greater.

    Take Power Atack and use Keen Falchions with a roll of 15-20 you do double damage. Better stats than Great Axe for human. Clerics average hit is 10-20, so half your hits will be double damage.

    With Power Attack on and a critical that is +20 instead of +10. You will do better than any Pug build melee at low lvl that does not read the forums.
    When you get Improved Critical Slash I would get Seeker Falchions because my Cleric had issues confirming criticals at mid lvls 11-13. Use Divine Favor more than Divine Power once u get a STR+4 item. Divine Power is more efficient at high lvls when u get +4+ to hit.

    Forget Spell Penetration early on and prob later too. With a WIS16 you should take Spell Focus(prob Evocation for DP and BB.)

    Metal toughness= not worth it.

    Critical Spell enhancements= just what is req. for Radiant Servant. Instead max out the percentage increases for Bursts and Divine Punishment, Cleric Smiting 1-4, Cleric life of Magic 1-4 yields better returns.

    One full point into Tumble to activate it (not .5).

    IMHO you will not have the enhancements to back up the increases in STR.
    With Power Attack and Improved Critical Slash your melee with be 100-150 pt criticals depending on gear, and every other hit will be critical. The average Melee build does 200-300 pts per hit, and hits a lot. My Pally critical smites for 450 pts of damage. The STR increases will not be missed on a Cleric with no critical enhancements or power attack enhancements to back it up.

    The guys talking about upping STR only gives u an extra 20 pts of damage max and the to hit wha... +3. And they do n0t take human versatility for a wash in their builds? Not worth it when the difference in high wisdom for a saved blade barrier is 200 pts damage verse 100 pts damage. And when u invest in a Blade barrier with metas on for 75 spell points u don't want them to save against that investment in spell points during a boss fight.

    ___________________________________________


    Awe heck here he is. I didn't reduce wisdom though and still took the fighter lvls, but it is 32pt build. Bought a +2 Wisdom tome on sale.

    28Pt. I would take....
    WIS16, STR15, CON15, CHR10 (cant take Divine Might, so take another preq for Radiant Servant is all)
    All lvl ups in WIS. Human Adapt enhancement for CON (qualifies for Racial Toughness3). FTR STR1 enhancement for STR. Rest of enhancements up WIS.

    With 2HW STR is 1.5X with DMG.
    You can take an WIS16-18, a CON13/15, STR13/15, and the rest in CHR10-14 and still take the 2 FTR lvls and have decent melee with keen falchions, or with improved critical slash & seeker falchions. Maybe DM1.

    With these stats you can level up in WIS. I went Wisdom even with the 2 fighter levels in this build. Spell focus feats help with wisdom DC cks to saves against your fav spells. Spell pen feat is situational and not used as often.


    No such thing as a Battlecleric. Just a Cleric that does not prioritize 1-Offensive Cast/Crowd Control, 2-Heal, and 3-Melee.... in that order



    Modifications - enhancements should be reset based on even out stats. Wisdom 3 is take to up wisdom then swapped out at lvl20 with ability raise WIS. Some of the enhancements like extra turning and Racial toughness are swapped numerous times to benefit Wisdom and light or smiting percentage based enhancements. At late lvl 18-20 you might take critical spell enhancements instead of extra turning2 or human versatility 2. Not there yet with this build myself.


    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    T4 
    Level 20 Lawful Good Human Male
    (2 Fighter \ 18 Cleric) 
    Hit Points: 306
    Spell Points: 1276 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 5
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    16
    Dexterity             8                     8
    Constitution         15                    16
    Intelligence          8                     8
    Wisdom               16                    26
    Charisma             14                    14
    
    Tomes Used
    +2 Tome of Wisdom used at level 9
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    10
    Bluff                 2                     2
    Concentration         6                    25
    Diplomacy             2                     2
    Disable Device       n/a                   n/a
    Haggle                2                     2
    Heal                  3                    10
    Hide                 -1                    -1
    Intimidate            2                     2
    Jump                  2                     3
    Listen                3                     8
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  3                     8
    Swim                  2                     3
    Tumble               n/a                    0
    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: Human Versatility I
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 2 (Fighter)
    Skill: Tumble (+1)
    Feat: (Fighter Bonus) Power Attack
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Toughness I
    
    
    Level 3 (Cleric)
    Skill: Concentration (+2)
    Feat: (Selected) Empower Spell
    Enhancement: Follower of the Sovereign Host
    Enhancement: Racial Toughness I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Improved Heal I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Extra Turning I
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Human Adaptability Constitution I
    Enhancement: Cleric Smiting II
    
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Improved Heal II
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Improved Turning I
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Radiant Servant I
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Unyielding Sovereignty
    
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Racial Toughness II
    Enhancement: Cleric Prayer of Incredible Life I
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Smiting III
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Spell Focus: Evocation
    Enhancement: Cleric Life Magic IV
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Radiant Servant II
    
    
    Level 14 (Fighter)
    Skill: Balance (+1)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Cleric Smiting IV
    Enhancement: Fighter Strength I
    
    
    Level 15 (Cleric)
    Skill: Concentration (+2)
    Feat: (Selected) Heighten Spell
    Enhancement: Human Greater Adaptability Wisdom I
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Wisdom II
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Racial Toughness III
    
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Greater Spell Focus: Evocation
    Enhancement: Human Improved Recovery I
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Improved Spell Penetration II
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+1)
    Enhancement: Human Versatility II
    Enhancement: Cleric Extra Turning II


    This is the build to lvl13 if you plan taking Improved Critical-slash early then swapping out Improved Critical Slash at lvl 14 under the Fighter feat.

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    T4 
    Level 13 Lawful Good Human Male
    (1 Fighter \ 12 Cleric) 
    Hit Points: 210
    Spell Points: 721 
    BAB: 10\10\15\20
    Fortitude: 13
    Reflex: 3
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 13)
    Strength             15                    15
    Dexterity             8                     8
    Constitution         15                    16
    Intelligence          8                     8
    Wisdom               16                    22
    Charisma             14                    14
    
    Tomes Used
    +2 Tome of Wisdom used at level 9
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 13)
    Balance               1                     5.5
    Bluff                 2                     2
    Concentration         6                    18
    Diplomacy             2                     2
    Disable Device       n/a                   n/a
    Haggle                2                     2
    Heal                  3                     8
    Hide                 -1                    -1
    Intimidate            2                     2
    Jump                  2                     2
    Listen                3                     6
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  3                     6
    Swim                  2                     2
    Tumble               n/a                    0
    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: Human Versatility I
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 2 (Fighter)
    Skill: Tumble (+1)
    Feat: (Fighter Bonus) Power Attack
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Toughness I
    
    
    Level 3 (Cleric)
    Skill: Concentration (+2)
    Feat: (Selected) Empower Spell
    Enhancement: Follower of the Sovereign Host
    Enhancement: Racial Toughness I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Improved Heal I
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Extra Turning I
    
    
    Level 5 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Human Adaptability Constitution I
    Enhancement: Cleric Smiting II
    
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Improved Heal II
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Improved Turning I
    
    
    Level 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Radiant Servant I
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Unyielding Sovereignty
    
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Quicken Spell
    Enhancement: Racial Toughness II
    Enhancement: Cleric Prayer of Incredible Life I
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Energy of the Zealot II
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Smiting III
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Cleric Life Magic IV
    
    
    Level 13 (Cleric)
    Just a couple of feats llike power attack and imp critical for moderate STR.
    The 2 FTR lvls is worth it if you want to do it. It is a lot of fun to play if you play it right and don't think you are a "Battlecleric." No such thing. Just keep the priorities straight unless there are lots of Healer builds in the party then u can melee more often.

    I do it all with this build- combat cast, heal, and melee effectively. Overall dps is more than my melee builds. By having the 2 FTR lvls you save spell points by meleeing trash. If u run out of SP u still can dps with and heal with Radiant Servant burst heals.
    Last edited by Firesmall_at; 09-25-2011 at 03:54 PM.
    It is just a game.

  12. #12
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    Quote Originally Posted by phum View Post
    Also echoing SirValentine, quicken and maximize are pretty much needed for healer types. They both affect bursts, mass cures will like your maximize and quicken is for emergencies. If you take 1 thf feat, you should consider striving for all 3 of them. Extend is only good for buffs, so it is completely optional to take it or not. It is often swapped out at later levels. Good luck
    The 3 feats I would suggest for just about everyone with at least 17 Cleric levels would be Empower Healing, Quicken, and Toughness.

    Actually, for a melee-based Cleric, I've found you can get by quite nicely without Maximize; I was suggesting it if OP wanted to go more caster-based, for Divine Punishment and Blade Barrier damage.

    And, on the opposite hand, Extend is wonderful for 2 potent melee self-buffs, Divine Power and Divine Favor, and so might be more useful on a melee Cleric.

  13. #13
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    Divine Favor is only 10 spell pts. It casts very fast now without quicken. Extending it for 10 sp serves no use because u can just cast it again for the same price in mana. It is cheap.

    Divine Power can be taken on a clickie with 3-5 clicks. I have 2 items that can be hot keyed. They are bracers. (It replaces my STR bonus bracers Perfect for hotkey). If your STR item is less than +4 it maybe be worth it. Really it is not needed until your "to hit" gets greater than +3 as the spell. The spell is expensive. You are better off using Divine Favor and Human Versatility Action Boost. Save Divine power for orange names and boss fights and tough fights. Using it as a clickie is the same except you only get 7 hps instead of your lvl in hp. The spell casts very fast too.

    So,

    Extend on a melee build is for one spell. Divine Power..... using a feat for one spell that u can get a clickie item for is not worth it.

    Extend is ok till Cleric lvl 6-12. Then it is not worth it unless u solo a lot. 6-9 minutes gets u to the next rest shrine.

    Maximize boost DP with no save. If your BB gets saved against Max is nice to have on. Max boosts your bursts. Same for empower. Take both.
    Toughness,empower healing,maximize,empower for bursts and everything else later. Leave max off until you get DP and bladebarriers. Bursts should have everything always on because it is free for the metas. Empower healing should be used only for orange names and tough fights at low lvl. Then always on past lvl6. After lvl6 at lvl9 take quicken and leave it off (xcept bursts) till u get BB. Lvl12 Spell focus evocation for DP and BB. You can also take improved critical slash at lvl12 instead then trade it out when u take your next FTR lvl and use it then. Then you can take SF-evocation. Lets u start using seeker falchions at lvl12 instead of lvl14 and your damage will go way up.

    If your going to melee then you need healing and light boost items that are clickies. Forget Potency, radiance, and Devotion items that have to be equipped to be on. You wont be able to fight with your falchions then. Efficancy is only a one minute click. A pain for one minutes worth.

    Get:
    2 Superior Ardor (III-VIII) items 9 minutes each= 18 minutes (Ardor V for bursts, Ardor VI for Auras)
    2 Superior Brilliance (III-V) items 9 minutes each= 18 minutes (light spells, Divine Power must have)
    Sora Kell set ASAP. +2 hit & dmg, 40% boost to lvl6 spells

    every 3 minutes click them both. Then reequip you Falchion 18 minutes worth will last you to the next shrine.
    Last edited by Firesmall_at; 09-25-2011 at 11:41 AM.
    It is just a game.

  14. #14
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    What server are you starting on? sometimes proper gear/potions/consumables help make starting out a WHOLE lot easier especially as a new-player cleric.

    I'll throw in my two cents.

    The thing to consider is mana efficiency. If you're using the bulk of your mana keeping the entire party up instead of laying waste to your enemies, your offensive capabilities is seriously diminished. Plus I have a hunch your girlfriend (if she's anything like my wife) is *NOT* going to be up for the wand healing bot route when she's out of mana. "Sit in the back swinging this stick? in your fantasies bucko"

    If the route of radiant servant is being taken to mitigate having to cast healing spells (I'll echo Furare) re-consider dump stating charisma. Less turn undeads = less radiant bursts and I would recommend having at least 2-3 turns to cycle through to keep healing aura up at all times without worrying about running out. A stat item and/or enhancements will get a person only so far. (so consider taking some of the extra turning enhancements along with doing what you can to improve the bursts and aura)

    I agree with OverlordOfRats. Unyeilding Soverignty may be more useful than the Charisma enhancements. It's a useful recharging heal type button that doesn't cost mana AND it will remove death penalty in the case of re-rezing a person during a tough battle.

    Quickened spell is really useful for one spell "Heal, mass" (maybe summon? air elemental is AWESOME) because it will cut down on the cast time and even if you're getting pelted from all sides the spell is going to go off. As a battle cleric I'm assuming she will wear the highest constitution item available for her level and perhaps consider wearing a concentration boosting item. that should be enough. but towards end game seriously consider having quickened spell just for that one spell.

    Maximize, Empower + Bladebarrier (lvl 6 spell req lvl 11 clr) = bread and butter for taking out trash mobs. Done right you can clear an entire room by yourself and make everyone else feel inadequate.
    Daishado

    "drink triple ... see double ... act single! uh oh wife aggro" *hides*

  15. #15
    Community Member Polarkin's Avatar
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    Feats 10 total (7 base +2 fighter +1 human):

    F1: Improved Crit: Slash
    F2: Power Attack

    Human: Toughness

    Cleric: Empower Healing, Maximize, Quicken, Extend, Empower Spell, 2x your choice

    Regardless of whether you are a weapon swinging melee cleric making use of Blade Barrier and Divine Punishment are bread-n-butter abilities that you should be taking advantage of.

    The biggest issue I see is the distribution of stat points...

    Wisdom - need a solid wisdom base as it determines your sp pool and with 2 fighter levels you will already be 200-250sp behind pure clerics. you can use one or both of your *extra* feats to address this if you want to (mainly needed if you are planning on raiding where you will be counted on as a healer regardless of your melee ability)

    Strength - your to-hit and damage are based off this stat. It can be mitigated to some extent with Divine Power (gives you 20 BAB at level 20) and Divine Favor (+3 to hit & dmg) but if you are starting at 16 and not using any level ups you will likely cap around 24-26 str with items/tomes realistically (not including exceptional stats, epic items, or yugo pots)

    Charisma - this determines the number of turn undeads you have to use with radiant aura/blast for your prestige. You can also use this to augment your melee damage with Divine Might enhancement but that requires 14/16/18/20 base (base = initial stat points + tomes + level ups) for I/II/III/IV

    Constitution - is not a dump stat. You should be trying to start with a con of 16 but more realistically you are looking at starting with 12-14. Personally I would not recommend going below 12.

  16. #16
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    Wow! A lot of information to give someone who is not even going to play cleric. I really hope your GF has time to read the entirety of this thread rather than you trying to summarize it for her
    Cannith - Noehealz, Protectorjon, Noebuffs, Mortion

  17. #17
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    Quote Originally Posted by Firesmall_at View Post
    Extending it for 10 sp serves no use because u can just cast it again
    <snip>
    Divine Power can be taken on a clickie with 3-5 clicks.
    <snip>
    Extend on a melee build is for one spell. Divine Power..... using a feat for one spell that u can get a clickie item for is not worth it.
    The value of Extend is at least 5 spells: Divine Favor, Divine Power, Prayer, Recitation, Holy Aura. (Maybe there's other short-duration spells I'm not thinking of at the moment.) Divine Favor and Divine Power are particularly useful on a melee build.

    Sure, you can use clickes or scrolls or wands or just re-cast. But re-casting it all the time is a pain; Extend is very useful to avoid that.

    It's not must-have, but making it sound like a useless waste of a feat for only one spell is a load of hogwash; Extend is a reasonable choice on any Cleric, and especially so on a melee Cleric.

    Quote Originally Posted by Firesmall_at View Post
    Efficancy is only a one minute click. A pain for one minutes worth.
    What? You mean there's value in having things last longer so that you don't have the pain of recasting them so dang often? Imagine that.

  18. #18
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    Prayer, Recitation, Holy Aura. These cast slow and are good right before a tough fight. Not during a fight. They can also be used pre-planned or casting when u just rested with magi/power/wiz item equipped. The tough fights lasting more than 1 minute to 1 minute and 30 secs are rare. The extra SP to extend them is probably wasted because most orange names are more than 3 minutes apart in game time. You will watch Prayer, Recitation, Holy Aura count down during the period of boredom after the tough fight u just did as you run to the next one. U will have to recast it just in time for the next tough fight; is all extend does for you. Without magi/power/wiz item equipped for mana boost u may be better off saving your mana for DP and BB than spending it on these buffs even with extend.

    Extend is good for resists until cleric lvls 6-9.

    Divine Favor and Divine Power cast so fast you don't have to cast them ahead of time pre-planned unless u know the quest well. You cast them when the monsters apear or you can cast them in the middle of combat quickly.

    Efficancy is 50% or only an extra 10% above a potency item that u just equip for 40% and cast away. The click is just not worth the time to do it. I have one for pre-planned tough fights, so I don't have to equip a potency item. With Sora Kell it is just +10%. It is rarely used. I would rather not hold up the party for it.

    Now Ardor and Brilliance give up to 75% and last 3 minutes per click. 3 clicks per item. One item will probably get u to the shrine. But carry 2 of each anyway. Worth the extra steps to equip and click. Then take out your Falchion or best weapons. They buff your most important spells in the game. Divine punishment and heals/cures. The low lvl light spells are cheap for long range, but if my returning throwing axe/dagger hits them with my STR bonus so much the better.
    Last edited by Firesmall_at; 09-25-2011 at 07:09 PM.
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  19. #19
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    Quote Originally Posted by Firesmall_at View Post
    The tough fights lasting more than 1 minute to 1 minute and 30 secs are rare.
    Clearly we play very different content.

  20. #20
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    Default Re: Extend

    I agree with both points of view regarding Divine Power and Divine Favor. I however completely disagree with the reasons of those posting. If you are primarily Melee (high STR), then Extend is NOT as important, as IF they run out mid-fight, you can A:re-cast or B:mop up the trash without it. Conversely, if you are Caster 1st (high WIS) and are in melee, than you absolutely depend on Divine Power/Favor running for the Attack Bonus and Damage boost, making extend MORE important.

    I think everyone will agree to take extend, than swap it out at some point (Empower would be my suggestion)

    DP clickies...Annoying,Annoying,Annoying. Refreshing your ardor and brilliance clickies (I agree here) takes time. Keeping Aura up, triggering 1-minute DM's, and Bursting when needed is plenty to keep track of, not to mention haste boost and any other clickies you use. Swapping items for short term DP/V gets old real fast when you can self-cast in a blink with no swapping. Which is another +++ for extend...with so many short term boosts, AND with healing duties to keep track of, 3 minute DP/V is VERY addictive. I'm level 18 on my battle-cleric, and am first considering swapping it out now.

    If Possible, try to build towards Divine Might II (+4dmg)...it's a nice breaking point between usefullness, turn cost, and Stat/tome investment.

    Side note on a bad signature:
    Any Cleric can heal...extremely difficult to make one that can't
    Offensive Casting 1st priority? Divine Punishment has no save and should primarily be used boss-fight only, as long as you take most of the smiting enhancements, no reason not to dump WIS. Blade Barrier is VERY useful even with a failed save.
    Crowd Control? For any Splashed Divine, DC's are gonna be a pain to keep up...why try? My wife and I successfully Duo practically anything, with ZERO CC ability used. If you group, leave it to the arcanes and monks...
    Unless you have a very good plan, do not go max WIS on a "melee-divine"...go max STR instead. CHA is more important than WIS anyhow to power all your bursts,auras, and DM.

    2-3 level splashed Battle-Cleric priorities 1: heal, 2: melee(TWFing preferred), 3: offensive casting(DP&BB)

    Edit: And yes, the Sora Kell set is a battle-cleric's best friend...buy the pack...it's worth it
    Last edited by ShadowFlash; 09-25-2011 at 07:44 PM.

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