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Thread: Evoker Cleric

  1. #1
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    Default Evoker Cleric

    My Wizard is up to level 17, nearing a point where I can once again TR him into an evoker cleric. I made the following build for him and would like to hear peoples opinion about it, before I actually TR him.

    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page

    Foon
    Level 20 True Neutral Human Male
    (20 Cleric)
    Hit Points: 322
    Spell Points: 1555

    BAB: 15/15/20/2525
    Fortitude: 17
    Reflex: 6
    Will: 22

    Starting Feat/Enhancement
    Abilities Base Stats Modified Stats
    (36 Point) (Level 1) (Level 20)
    Strength 12 14
    Dexterity 8 10
    Constitution 16 20
    Intelligence 8 10
    Wisdom 18 30
    Charisma 14 18

    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    +4 Tome of Constitution used at level 15
    +3 Tome of Wisdom used at level 15

    Starting Ending Feat/Enhancement
    Base Skills Base Skills Modified Skills
    Skills (Level 1) (Level 20) (Level 20)
    Balance -1 7 7
    Bluff 2 4 4
    Concentration 7 28 28
    Diplomacy 2 4 4
    Disable Device n/a n/a n/a
    Haggle 2 4 4
    Heal 4 10 12
    Hide -1 0 0
    Intimidate 2 4 4
    Jump 3 13 13
    Listen 4 10 10
    Move Silently -1 0 0
    Open Lock n/a n/a n/a
    Perform n/a n/a n/a
    Repair -1 0 0
    Search -1 0 0
    Spot 4 10 10
    Swim 1 2 2
    Tumble n/a n/a n/a
    Use Magic Device n/a n/a n/a

    Level 1 (Cleric)
    Skill: Concentration (+4)
    Skill: Jump (+2)
    Feat: (Human Bonus) Empower Healing Spell
    Feat: (Past Life) Past Life: Cleric
    Feat: (Past Life) Past Life: Cleric
    Feat: (Past Life) Past Life: Favored Soul
    Feat: (Past Life) Past Life: Paladin
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Past Life) Past Life: Wizard
    Feat: (Selected) Toughness
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Extra Turning I

    Level 2 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Human Improved Recovery I
    Enhancement: Cleric Wisdom I

    Level 3 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Past Life: Arcane Initiate
    Enhancement: Racial Toughness I
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Wand and Scroll Mastery I

    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Life Magic II

    Level 5 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Cleric Prayer of Incredible Smiting I
    Enhancement: Cleric Improved Turning I

    Level 6 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Maximize Spell
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Improved Spell Penetration I

    Level 7 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Radiant Servant I

    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Racial Toughness II
    Enhancement: Cleric Prayer of Smiting II

    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Quicken Spell
    Enhancement: Cleric Life Magic III

    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)

    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Smiting III
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Charisma II

    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Empower Spell
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Improved Turning II

    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Radiant Servant II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Incredible Life I

    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Life Magic IV

    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Heighten Spell
    Enhancement: Cleric Wisdom II

    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)

    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Wisdom III
    Enhancement: Cleric Wand and Scroll Mastery II

    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Spell Focus: Evocation
    Enhancement: Cleric Smiting IV

    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Enhancement: Cleric Wand and Scroll Mastery III

    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Prayer of Smiting III

    Gear Setup
    Helmet - Epic Chainmail Coif/Epic Mask of Comedy for Soloing
    Necklace - Epic Torc
    Trinket - Litany
    Cloak - Epic Envenomed Cloak
    Belt - Epic Belt of the Mroranon
    Ring 1. Telvi's Touch with +2 Exceptional Wis
    Ring 2. Gnawed Ring with +2 Exceptional Con
    Gloves - Epic Charged Gauntlets
    Boots - Epic Boots of Corrosion
    Bracers - Shroud Lightning Guard/HP
    Armor - Epic Demon Scale Armor/Phoenix Regalia for Soloing
    Goggles - Shroud Conc Opp/SP
    Weapon - Upgraded Staff of the Petitioner

    Wisdom
    30 Base
    +6 Item
    +1 Exceptional
    +2 Exceptional
    +1 Litany
    +2 Ship Buffs
    = 42 Wisdom (potentially 46 with Yugo and DDO store pots)

    Hitpoints
    322 base
    +45 Shroud HP item
    +80 Constitution item (Epic envenomed + Litany)
    +20 Exceptional Constitution item
    +30 Greater False Life
    +20 Toughness
    +10 Draconic Vitality
    +20 Ship Buff
    = 547 Hitpoints

    Spell DCs
    10 Base
    + 9 Spell Level
    + 16 Wisdom
    + 1 Wizard Active Past Life Feat
    + 2 Item (for Necromancy, Evocation and Enchantment)
    = 38 DC for most spells

    Conjuration has DC 40, due to two cleric past lives
    Evocation has DC 40, due to one sorcerer past life and the spell focus evocation feat

    Spell Penetration
    20 Base
    +2 Wizard Past Life
    +1 Favored Soul Past Life
    +3 Item
    +1 Enhancement
    = 27 Spell Penetration

    Not really a supreme amount, but enough for most evil outsiders. For drow, you might as well forget about it.

  2. #2
    The Hatchery Wipey's Avatar
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    Default

    Looks like normal cleric to me. Thought about lowering charisma and getting UMD ?

  3. #3
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    Im not even sure what a normal cleric is anymore, seems like the majority of clerics I run into take mental toughness feats instead of evocation focus. Often see those 2100-2200 SP clerics when raiding, which is only really achievable with mental toughness. Seems like pure healbot builds are more dominant on clerics than FvS.

    I did consider UMD (My SP item has +6 cha skills on it, since I used UMD alot when I was a human sorc), but decided against it because I have such a large collection of clickies now that theres not really anything I would UMD. Main thing I might UMD would be DD and potentially Prismatic Ray (unless it gets nerfed again). I have teleport clicky, ice shield, fire shield, displacement.

    I am also quite fond of having usable turn undeads, which is why I didnt dump Cha like many clerics do.

    Edit: And this build isnt what I would consider an optimal build if you were going to TR 7 times. The past lives are simply what I have on the character. If you want to make a 7th life evocation cleric, taking 3x sorc and 3x wizard would be far more optimal than my peculiar collection of past lives.
    Last edited by Clayness; 03-04-2012 at 12:04 AM.

  4. #4
    Community Member ProdigalGuru's Avatar
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    I think a Necromancer would be fun.

    If you want to play offense, swap all your healies for hurties.

    Oh, and group up with a lot of Pale Masters.
    Tip# 203: Death is a traumatic experience.

  5. #5
    Community Member Cardtrick's Avatar
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    Really nice, standard caster cleric build, should be powerful.

    Quote Originally Posted by Clayness View Post
    Im not even sure what a normal cleric is anymore, seems like the majority of clerics I run into take mental toughness feats instead of evocation focus. Often see those 2100-2200 SP clerics when raiding, which is only really achievable with mental toughness.
    I agree that a lot of those probably did take mental toughness, but it's not true that hitting 2100-2200 requires mental toughness. Your build will actually be pretty close to those numbers without any changes:

    Code:
    80   - Magical Training
    1125 - 20 Cleric
    464  - 42 Wisdom (your number)
    20   - Past Life: Favored Soul
    20   - Past Life: Sorceror
    20   - Energy of the Zealot
    200  - Archmagi
    150  - Greensteel
    ____
    2079
    If you had gone with the "optimal" 3 wizard/3 sorc past lives, rather than your 6, that would be an additional +20 with no more effort. If you went for the ultimate caster build and added in 3 favored soul lives, that would be another 60. Fitting tier 2 of Energy of the Zealot is doable for an additional +30. Wearing the Cove trinket while shrining would be -29 from Wisdom but +50 from the trinket's stacking bonus for a net of +21.

    Altogether, that would get you to 2210 with no need to break the build by taking energy 3/4 or mental toughness.

    (Also worth noting, your current build would get you to exactly 2100 with no changes at all, just by wearing the cove trinket rather than your litany while shrining.)
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

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