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  1. #1
    Community Member M113k7262's Avatar
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    Question Where did I go wrong?

    I was trying to make a radiant servant who 2 weapon fights like a monk but also has access to a dragonmark for traveling purposes. The program never showed the radiant servant (and the compendium was down for some reason). Where did I go wrong?

    Code:
    Cleric 16 / Fighter 2 / Monk 2
    Male Human - Lawful Good
    ________________________________________________________________
    
    PAST LIVES SELECTED:
    Monk (1)
    ________________________________________________________________
    
    LEVEL 1
    Race Selected: Male Human
    Alignment Selected: Lawful Good
    Class Selected: Monk (Monk 1)
    Abilities Raised: STR: 14, DEX: 16, CON: 16, WIS: 15
    Skills Ranks Raised: Balance +4 (4), Bluff +2 (2), 
    Concentration +4 (4), Jump +2 (2), Swim +1 (1), Tumble +1 (1)
    Feats Selected: Least Dragonmark of Passage, 
    Two Weapon Fighting, Toughness
    Enhancements Selected: Improved Concentration I, 
    Improved Balance I, Orien Balance I, Extra Dragonmark Use I
    ________________________________________________________________
    
    LEVEL 2:
    Class Selected: Monk (Monk 2)
    Skills Ranks Raised: Balance +1 (5), Concentration +1 (5), 
    Jump +2 (4)
    Feats Selected: Weapon Finesse
    Enhancements Selected: Way of the Patient Tortoise I, 
    Monk Wisdom I
    ________________________________________________________________
    
    LEVEL 3:
    Class Selected: Cleric (Monk 2 / Cleric 1)
    Skills Ranks Raised: Balance +0.5 (5.5), Concentration +1 (6)
    Feats Selected: Empower Healing Spell
    Tomes Applied: STR: +1, DEX: +1, CON: +1, INT: +1, 
    WIS: +1, CHA: +1
    Enhancements Selected: Racial Toughness I, Cleric Energy of the Zealot I, 
    Cleric Life Magic I, Cleric Smiting I
    ________________________________________________________________
    
    LEVEL 4:
    Class Selected: Cleric (Cleric 2 / Monk 2)
    Abilities Raised: WIS: 18
    Skills Ranks Raised: Balance +0.5 (6), Concentration +1 (7)
    Enhancements Selected: Void Strike I, Human Improved Recovery I
    ________________________________________________________________
    
    LEVEL 5:
    Class Selected: Cleric (Cleric 3 / Monk 2)
    Skills Ranks Raised: Balance +0.5 (6.5), Concentration +1 (8)
    Equipment Mods Changed To: AC: 7, STR: 2, DEX: 2, 
    CON: 3, WIS: 2, CHA: 3, Search: 5, Spot: 5
    Enhancements Selected: Human Adaptability Dexterity I, 
    Cleric Prayer of Life I, Cleric Prayer of Smiting I, 
    Cleric Wand and Scroll Mastery I
    ________________________________________________________________
    
    LEVEL 6:
    Class Selected: Cleric (Cleric 4 / Monk 2)
    Skills Ranks Raised: Balance +0.5 (7), Concentration +1 (9)
    Feats Selected: Lesser Dragonmark of Passage
    Enhancements Selected: Extra Dragonmark Use II, 
    Racial Toughness II, Improved Concentration II
    ________________________________________________________________
    
    LEVEL 7:
    Class Selected: Cleric (Cleric 5 / Monk 2)
    Skills Ranks Raised: Balance +0.5 (7.5), Concentration +1 (10)
    Tomes Applied: STR: +2, DEX: +2, CON: +2, INT: +2, 
    WIS: +2, CHA: +2
    Enhancements Selected: Cleric Life Magic II, Cleric Smiting II
    ________________________________________________________________
    
    LEVEL 8:
    Class Selected: Cleric (Cleric 6 / Monk 2)
    Abilities Raised: WIS: 20
    Skills Ranks Raised: Balance +0.5 (8), Concentration +1 (11), 
    Heal +1 (1)
    Enhancements Selected: Cleric Energy of the Zealot II, 
    Cleric Prayer of Incredible Life I, Cleric Prayer of Incredible Smiting I
    ________________________________________________________________
    
    LEVEL 9:
    Class Selected: Cleric (Cleric 7 / Monk 2)
    Skills Ranks Raised: Balance +1 (9), Concentration +1 (12)
    Feats Selected: Greater Dragonmark of Passage
    Enhancements Selected: Cleric Prayer of Smiting II, 
    Cleric Prayer of Life II
    ________________________________________________________________
    
    LEVEL 10:
    Class Selected: Cleric (Cleric 8 / Monk 2)
    Skills Ranks Raised: Balance +1 (10), Concentration +1 (13)
    Enhancements Selected: Extra Dragonmark Use III, 
    Improved Concentration III
    ________________________________________________________________
    
    LEVEL 11:
    Class Selected: Cleric (Cleric 9 / Monk 2)
    Skills Ranks Raised: Balance +1 (11), Concentration +1 (14)
    Enhancements Selected: Cleric Prayer of Incredible Smiting II, 
    Cleric Prayer of Incredible Life II
    ________________________________________________________________
    
    LEVEL 12:
    Class Selected: Fighter (Cleric 9 / Monk 2 / Fighter 1)
    Abilities Raised: DEX: 20
    Skills Ranks Raised: Concentration +1 (15), Jump +1 (5)
    Feats Selected: Improved Two Weapon Fighting, 
    Improved Critical (Bludgeoning)
    Enhancements Selected: Fighter Toughness I, 
    Cleric Energy of the Zealot III
    ________________________________________________________________
    
    LEVEL 13:
    Class Selected: Cleric (Cleric 10 / Monk 2 / Fighter 1)
    Skills Ranks Raised: Balance +1 (12), Concentration +1 (16)
    Enhancements Selected: Human Greater Adaptability Constitution I
    ________________________________________________________________
    
    LEVEL 14:
    Class Selected: Cleric (Cleric 11 / Monk 2 / Fighter 1)
    Skills Ranks Raised: Balance +1 (13), Concentration +1 (17)
    Enhancements Selected: Extra Dragonmark Use IV
    ________________________________________________________________
    
    LEVEL 15:
    Class Selected: Fighter (Cleric 11 / Fighter 2 / Monk 2)
    Skills Ranks Raised: Concentration +1 (18), Jump +1 (6)
    Feats Selected: Greater Two Weapon Fighting, 
    Weapon Focus (Bludgeoning)
    Enhancements Selected: Racial Toughness III
    ________________________________________________________________
    
    LEVEL 16:
    Class Selected: Cleric (Cleric 12 / Fighter 2 / Monk 2)
    Abilities Raised: STR: 17
    Skills Ranks Raised: Balance +1 (14), Concentration +1 (19)
    Favor Bonus Granted: Draconic Vitality (15 Agents of Argonnessen Favor)
    Enhancements Selected: Fighter Strength I, Cleric Life Magic III
    ________________________________________________________________
    
    LEVEL 17:
    Class Selected: Cleric (Cleric 13 / Fighter 2 / Monk 2)
    Skills Ranks Raised: Balance +1 (15), Concentration +1 (20)
    Enhancements Selected: Cleric Life Magic IV
    ________________________________________________________________
    
    LEVEL 18:
    Class Selected: Cleric (Cleric 14 / Fighter 2 / Monk 2)
    Skills Ranks Raised: Balance +1 (16), Concentration +1 (21)
    Feats Selected: Zen Archery
    Enhancements Selected: Cleric Energy of the Zealot IV
    ________________________________________________________________
    
    LEVEL 19:
    Class Selected: Cleric (Cleric 15 / Fighter 2 / Monk 2)
    Skills Ranks Raised: Balance +1 (17), Concentration +1 (22)
    Enhancements Selected: Cleric Smiting III
    ________________________________________________________________
    
    LEVEL 20:
    Class Selected: Cleric (Cleric 16 / Fighter 2 / Monk 2)
    Abilities Raised: WIS: 21
    Skills Ranks Raised: Balance +1 (18), Concentration +1 (23)
    Enhancements Selected: Cleric Smiting IV, Fighter Critical Accuracy I
    Stats at End of Level 20:
    HP:381 SP:1095 AC:30 FORT:22 REFL:14 WILL:19 BAB:+15/+15/+20/+25
    STR:20(+5) DEX:22(+6) CON:22(+6) INT:10(0) WIS:23(+6) CHA:13(+1)
    Balance:28, Bluff:3, Concentration:33, Diplomacy:1, 
    Disable Device: n/a, Haggle:1, Heal:7, Hide:6, Intimidate:1, 
    Jump:11, Listen:6, Move Silently:6, Open Lock: n/a, 
    Perform: n/a, Repair:0, Search:5, Spot:11, Swim:6, Tumble:7, UMD: n/a

  2. #2
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    I don't understand in monks but i do know clerics and I know that you cant play healing cleric with no quicken,
    and you really gimp yourself without maximized bursts.

    so, if i were you.... i would ditch zen archery and bludgeon focus and take quicken and maximize.

    IMHO: dragon marks are nice, but .... too expensive... but I understand that they are the whole "flavor" of this build.

    regarding enhancements: you can always reset them, so no biggie, but clerics really must have maxed out scroll healing which you don't have, and i don't understand why taking skill improving enchantments and fighter critical accuracy...

    maybe take 15 dex? 15+2 tome =17 enough for GTWF and put the points in charisma for more bursts?

  3. #3
    Community Member wax_on_wax_off's Avatar
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    Level 9 spells are too good to pass up so definitely drop back to just 1 fighter. Having Mass Heal in your repertoire makes it so much easier to be a good healer.

    There's a similar build in my sig (valiancesque). Stunning fist and a high wisdom is a very easy path to competence.

    However, monk splashes are on shaky ground in the looming U14 so I'd shy away from such a split and wait to see the lay of the land in U14, especially as tier 3 cleric PrEs might make it soon in which case 18 cleric might become much more attractive.
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  4. #4
    Community Member ShadowFlash's Avatar
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    Quote Originally Posted by wax_on_wax_off View Post
    Level 9 spells are too good to pass up so definitely drop back to just 1 fighter. Having Mass Heal in your repertoire makes it so much easier to be a good healer.

    There's a similar build in my sig (valiancesque). Stunning fist and a high wisdom is a very easy path to competence.

    However, monk splashes are on shaky ground in the looming U14 so I'd shy away from such a split and wait to see the lay of the land in U14, especially as tier 3 cleric PrEs might make it soon in which case 18 cleric might become much more attractive.
    I agree on mass-heal to an extent....experienced "healers" can do without...even quickened, it's just soooo long to cast. The new exalted angel destiny actually seems to help this theory, as a raise to caster level closes the gap more. I play a 17/2/1 non-DC based cleric, and could do without my level 9's. What I'm more concerned with is the lack of SP from the extra level. It's only 85 base +1/WIS bonus..but even on mine, I'm contemplating dropping the fighter level (haste boost and Tier I toughness), and going with sorcerer instead for CHA SP synergy, and I'll just master's touch my weapons.

    ShadowFlash
    All the math your brain can handle concerning Divine Punishment
    http://forums.ddo.com/showthread.php?t=344769

  5. #5
    Community Member dredre9987's Avatar
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    The sp from sorc is very little...you get pro rated by lvl.
    Quote Originally Posted by Nitesco View Post
    Oh and honestly, you are all carrying portal beaters on your casters? What on earth are you using it on often enough to clog up your bag with it?
    Quote Originally Posted by HungarianRhapsody View Post
    Portals.

  6. #6
    Community Member ShadowFlash's Avatar
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    Quote Originally Posted by dredre9987 View Post
    The sp from sorc is very little...you get pro rated by lvl.
    I'm well aware of the mechanics...it's a 5% gain from items, which is a nice perk, but not what I was refering to. For a melee cleric...if you plan it right, especially with handwrap TWF, getting a decent CHA for Divine Might is relatively easy, and more stat point effective in a lot of cases. Now, with the one of the possible Pre-reqs for RS is CHA II which helps as well. All of this put together...(and I can show math if needed) amounts to around 200-300 extra SP at cap...which means it's equal to mental toughness+imp mental toughness at minimum. This means if SP is a concern, and you're considering mental toughness as a feat..then the "extra" feat of a fighter splash needs to be compared to the "virtual" 2 feat bonus of splashing sorcerer. Obviously, when taliking about splashed builds, DC's are of no major concern.

    Complicated I know, but it actually works out in the end... a lot of "healbot" builds do this, but I believe it's a viable strategy for a battle-divine as well...it just takes dedication to the concept.

    I'm personally just waiting for the final update on the 25th, but right now a 17/2/1 Cleric/Monk/Sorcerer for me as a "battle-cleric" assuming the Exalted Angel ED is better than the fighter splash. Conversely, ditching evasion, and going 17/2/1 Cleric/Fighter/Sorcerer is also an option for non-restrictive access to heavy armor. I'm waiting on "final" changes to make up my mind....although it will all change again 6 months from now with the enhancement pass. Th writing is on the wall however, and I believe the "clonk" is soon to be a thing of the past.

    ShadowFlash
    Last edited by ShadowFlash; 06-11-2012 at 03:01 AM.
    All the math your brain can handle concerning Divine Punishment
    http://forums.ddo.com/showthread.php?t=344769

  7. #7
    2014 DDO Players Council Flavilandile's Avatar
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    Quote Originally Posted by Lalangamena View Post
    I don't understand in monks but i do know clerics and I know that you cant play healing cleric with no quicken,
    and you really gimp yourself without maximized bursts.
    You can live and thrive at high level without Quicken and Maximize.

    Quicken is very specific in it's use : for Mass Heal in Elite/Epic some raids( Queen, Lob ).
    The rest of the time you can live just on the Mass Cures. The last few raids I did as a healer I was actually healing ( or mass curing ) from scrolls most of the time.
    On G-Land : Flavilandile, Blacklock, Yaelle, Millishande, Larilandile, Gildalinde, Tenalafel, and many other...

  8. #8
    Community Member Lonnbeimnech's Avatar
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    To answer your question, I don't see Improved Heal II in your enhancement selection.

    Might be a few other things too, here is the full list.





    Cleric Radiant Servant I

    Usage: Passive
    Cost: 4 action points
    Progression: 16 action points
    Requires One of: Cleric Divine Cleansing I, Cleric Divine Healing I, Cleric Divine Light I, Cleric Divine Might I, Cleric Divine Vitality I
    Requires All of: Empower Healing Spell, Cleric Improved Turning I, Improved Heal II, Cleric Life Magic II
    Available to Cleric class level 6
    You count as 1 Level higher when channeling Positive Energy or Light based spells, any Undead that you successfully turn with your turn ability are destroyed instead of frightened, and your turns regenerate over time (1 every 2 minutes), even if you get feebleminded, or your maximum number of Turn Undeads change by other "indirect" means. You also gain the ability to expend a turn attempt to create a positive energy burst.




    Cleric Radiant Servant II

    Usage: Passive
    Cost: 2 action points
    Progression: 42 action points
    Requires One of: Bladesworn Transformation, Silver Flame Exorcism, Undying Call, Unyielding Sovereignty, Vulkoor’s Avatar, Cleric Charisma II
    Requires All of: Cleric Prayer of Incredible Life I, Cleric Prayer of Life I, Cleric Radiant Servant I
    Available to Cleric class level 12
    The Empower Healing metamagic now grants you a 75% bonus to healing spells instead of 50%, and you count as an additional 1 Level higher when channeling positive energy or light based spells. You also gain the ability to expend a turn attempt to create a positive energy aura.

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