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  1. #1
    Community Member Darkstar1996's Avatar
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    Jul 2010

    Default Monk/Wizard VS. Monk/Cleric

    Ive been Wanting to try these which i probally Will. But as the Community and from any Experiance can someone tell me which one has the upper hand? Or Is better in DPS or Surviabillity? I love these Melee/Caster (or Buffers).


  2. #2
    2015 DDO Players Council FuzzyDuck81's Avatar
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    Nov 2009
    Berkshire, UK


    depends what kinda level split you're thinking of tbh.

    If its a 2 level splash of monk with 18 in the other as a primarily caster build, then yeah thats a very common option to get 2 bonus feats & evasion -you'll lose SP, spell slots, capstone & spell pen, but for clerics at least you'll have more wisdom (water stance), the ability to take stunning fist with a respectable DC.
    For wizards, its less common than the 18wiz/2rogue (since with the high int you can keep trap skills maxed & be almost as good as a "proper" rogue for those, arguably better at low levels in some ways due to higher int giving an edge) but is still very viable, just take 1 (or both) the monk feats for your toughness & put all of the others into spell stuff & dont forget insightful reflexes to make int count for your reflex save (and therefore evasion), you'll have a wizzy that may not have quite the spellcasting edge but will be far more survivable... and planning longer term if you go evo archmage & have shiradi then DCs & spell pen really arent something you need to worry about .

    For any other splits, come up with more of an idea & people can help critique it better - there'll always be some "omg dont ever try that" but the better buildmasters will be able to give a more considered overview of exactly what u gain & lose from most builds. For a good starting point though, try looking into the 12/6/2 & 12/7/1 type builds that are around - a 12cleric/6monk/2fighter for example can be very self sufficient with some good fighting capabilities once geared & a lot of fun to play, though TBH if you have a fvs icon instead of cleric people are more likely to accept you more in a pure melee role.
    Last edited by FuzzyDuck81; 08-30-2012 at 06:10 PM.
    I don't mean to come across as unsympathetic - but I am, so I do.

  3. #3
    Community Member Darkstar1996's Avatar
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    Jul 2010


    Well I also wanna add that all these Combo's WILL be Halfling (Its a Guild Thing). Now the Splits are Halfling
    12 Monk/8 Wizard or 12 Wizard/8 Monk, Halfling 12 Cleric/ 8 Monk or 12 Monk/ 8 Cleric, And Ive heard that this could work Halfing 20 Wizard (W/ Repeating Heavy Crossbow). All (but Cleric Combo) will have the Dragon Mark Feats (Extra Healing).

    (My Likes of the Combo's)

    12 Monk/8 Wizard: (Melee Favored w/ Buffs)
    -Self Buffs
    -Melee Capable
    -Some Debuff's and Very Little Offensive Spells

    8 Monk/12 Wizard: (Some small Melee w/ Buffs and Spells but Low to Medium Damage Probally)
    -Tons of Buffs
    -Some Melee Capable
    -Better Debuff's and Offensive Spells

    12 Monk/8 Cleric: (Healing and Punching w/ Buffs)
    -Good Melee from Buffs
    -Self Heals

    8 Monk/12 Cleric: (Less Melee but some More Buffs and Heals)
    -OK Melee
    -Self Heals

    20 Wizard: (All out Ranged Damage from Crossbow and Spells)
    -High Spells
    -Good Buffs

    -Healing Dragon Marks (For all But Cleric Combo's)
    -Weapon Fineses (Halfings have low Strength, Only for Melee Buils)
    -Two Weapon Figting (If Monk in Build)
    -Heavy Repeating Crossbow Profincey (ONLY FOR 20 WIZARD BUILD)
    -Weapon Specilization Blunging (If Monk Build)
    -Power Attack (If Melee Build)

    Thank You

  4. #4
    Community Member Theolin's Avatar
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    Oct 2006


    the 12/6/2 splits



    then there are all the 18/2


    then the 18/1/1



    or the 19/1


    I am sure I am missing a lot of others ... but you get the idea
    you can switch FVs for cleric most of the places

    edit: should say that the deeper the split with a caster the more knowledge and gear are required in order to pull them off well. To do them badly is easy
    Last edited by Theolin; 09-04-2012 at 07:34 PM.

  5. #5
    Community Member Docherty's Avatar
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    Oct 2010


    Neither. FVS/monk. At least you'll have the saves to make evasion matter at the high end. And wings.

  6. #6
    Community Member Darkstar1996's Avatar
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    Jul 2010


    Well I dont have FvS and I really wanna stay with those classes. Also Sorccer, Like the Halflig Sorccer (W/ Heavy Repeating Crossbow) I just want something to envole that.

    Cleric (Only Solo Heals tho)

    Just mainly those, If possible Melee/Caster or If not viable then probally the pure Halfling Wizard (W/ Heavy Repeating Crossbow) or Sorccer (W/ Heavy Repeating Crossbow).

    What I have from Store is:
    -Vet Status (II)

    Thank you

  7. #7
    Community Member Kinerd's Avatar
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    Mar 2010


    If you absolutely have to be a halfling, your best arcane option is wizard because you can self-heal as a pale master. Forget about the dragonmarks. So many people have been down that road, and it just does not lead to the good part of town. Also forget about the crossbow. As a PM wizard you are just drowning in hyper-efficient direct damage options. The only thing wielding a crossbow will do is keep you from using a beautiful Thaumaturgy staff.


    A light splash of monk on divine only barely impinges on a divine's primary function (healing), and can even add to it with various monk tricks (Wisdom, fists of light, healing ki). Even a light splash of monk on an arcane impinges on the arcane's primary functions (SR spells and direct damage) and offers absolutely nothing to directly mitigate it (no Int, no fists of shattermantle, essentially no AoE direct damage ki). A deep splash will give you poor healing/arcaning AND poor DPS. You would be much better off and contribute much more to the group being pure one way or the other.


    A pure 20 halfling PM wizard will annihilate everything: set 'em up, sit 'em down. Ideally you would be drow or WF, but going halfling instead doesn't lose you much. Just don't skimp on Strength items so you aren't made helpless by a stinging retort.

  8. #8
    Community Member MoonRunner's Avatar
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    Nov 2009
    Conway, AR


    I agree with Kinard on the arcane spash as you just end up gimping an arcane even with the 2/18 If you like doing traps the 2/18 rogue splash gets enough bonus' to make it worth it. Now, with Monks leaning towards overpowered, the 12 monk 8 wiz pm splash could ba a geat mellee toon. It may still be nothing more than a gimped monk but would still be very capable of soloing or aiding in a raid or epic.

    It seems like you are wanting more of a mellee toon so I would recomend either the zombie monk 12 monk 6 wiz 2 fighter or if you want the cleric splash try the Wwalmart build I have seen it be VERY effective.
    My Main is a 7th life Pure Druid - Friertuck

    AKA LitleJohn 2nd life wiz, Starsfan 2nd life Barbarian and Thrasiuus Epic Pally 1st life and a few iconics.

  9. #9
    Community Member Darkstar1996's Avatar
    Join Date
    Jul 2010


    Well i currently have a level 7 Halfling Sorccer with Dragon Marks, and Its working Well I like it. Im liking the Pure Arcane. Now im looking for a Halfing Melee Build, there hard to find! Then later ill throw the Experiment (12 Monk/8 Wizard)

    Thank you for your help, If you know any Top Dog Halfling Melee Builds Link it Please.

  10. #10
    Community Member Jingwei's Avatar
    Join Date
    Feb 2011


    Cleric 18/ Monk 2 or Cleric 17/Monk 3 are probably the most forgiving. You can still perform well as a cleric and add evasion (though saves need work to be useful), possibly aligning the heavens, and stunning fist to the cleric lineup.

    This build is weaker than it used to be because of the relative advantages of heavy armor, but it's still pretty good.

    Sample halfling clonk:

    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    Level 20 Lawful Good Halfling Male
    (2 Monk \ 18 Cleric) 
    Hit Points: 267
    Spell Points: 1199 
    BAB: 14\14\19\24
    Fortitude: 17
    Reflex: 16
    Will: 22
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             12                 12                   12
    Dexterity            16                 17                   18
    Constitution         14                 14                   14
    Intelligence          8                  8                    8
    Wisdom               16                 21                   24
    Charisma             12                 12                   12
    Tomes Used
    +1 Tome of Dexterity used at level 3
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               7                 10                   10
    Bluff                 1                  1                    4
    Concentration         6                 25                   26
    Diplomacy             1                  1                    1
    Disable Device       n/a               n/a                   n/a
    Haggle                1                  1                    1
    Heal                  3                  7                    9
    Hide                  3                  4                    8
    Intimidate            1                  1                    1
    Jump                  1                  1                    3
    Listen                3                  7                    9
    Move Silently         3                  4                    6
    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                  1                  1                    1
    Tumble                7                  8                    8
    Use Magic Device      n/a               n/a                   n/a
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Tumble (+4)
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Selected) Two Weapon Fighting
    Level 2 (Cleric)
    Skill: Concentration (+1)
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Maximize Spell
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Empower Healing Spell
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Heighten Spell
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    Level 13 (Cleric)
    Skill: Concentration (+1)
    Level 14 (Monk)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Feat: (Monk Bonus) Toughness
    Level 15 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Quicken Spell
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Level 17 (Cleric)
    Skill: Concentration (+1)
    Level 18 (Cleric)
    Skill: Concentration (+1)
    Level 19 (Cleric)
    Skill: Concentration (+1)
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Halfling Dexterity I
    Enhancement: Halfling Cunning I
    Enhancement: Halfling Cunning II
    Enhancement: Halfling Cunning III
    Enhancement: Halfling Guile I
    Enhancement: Halfling Guile II
    Enhancement: Halfling Guile III
    Enhancement: Halfling Luck (Reflex) I
    Enhancement: Halfling Luck (Reflex) II
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Smiting III
    Enhancement: Cleric Smiting IV
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Wisdom III
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    Enhancement: Cleric Wand and Scroll Mastery III
    A build of 12 cleric / 8 monk is also possible, though I think that without a lot of gear lined up already, you'll find you can't quite cover all the things you'll want to do.

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