I know that I want my next main character to be a Cleric. I've at least decided that much. How much splashing to do, and what to splash, is another matter.
I have 32 point builds and also Veteran 7, so I would be starting at 7 and buying gear at the AH for him/her with my other characters. If I enjoyed the character I would eventually get +3 tomes from the game or DDO store also.
My first (and favorite) character is 17/2 Wiz/Rog (Human Palemaster). Very versatile and self sufficient. Good solo character. My 2nd is 19 Warforged Artificer. Good ranged damage, good spells/buffs, and good survivability.
I want a Cleric that is the same - a good solo character, very survivable, but able to help my friends too when we play together. I only want to play on Heroic and Epic Normal. I'm not on a quest for the best gear and greatest challenge here (Keep this in mind concerning spell DCs and Spell Penetration).
I also want a character that can wear heavy armor and go around with a big weapon smashing things. But I don't know much at all about melee in this game (based on my characters above). I made some level 7 Rangers, Fighters, Barbarians and even Paladins, but quickly bored of them because of the lack of other things they could do.
As best I understand it from previous threads, solo clerics will spend the first half of their life meleeing quite a bit, but the last quarter of their life they are casting all the time? Maybe I'm stereotyping there, but many have already said that melee is negligible for most clerics later on. Also, I don't know much two-handed weapon fighting. There seems to be one argument in favor of the path of glancing blows, another path in favor of cleaving, another path of BOTH (leaving almost nothing for spell boosting), and finally an all-casting path that doesn't care about any of these combat feats.
Again, I'm new, so please be gentle here, but here is what I'm thinking so far:
Human 18 Cleric/1 Wizard/1 Fighter - 32 point build
STR 13 (for Power Attack)
CON 14 (since I can heal myself hopefully very easily, especially as human)
WIS 18 (for bigger sp pool and higher DCs later)
INT 10 (giving at least 2 points to spend each level)
CHA 13 (for more "turn undead" type clickies)
From level 11 on I would wear a STR + 6, CON + 6, WIS + 6, and CHA + 6 item. All level ups would go into Wisdom, for bigger spell pool and higher DCs.
Level 1 - Wizard - Quicken Spell (Wiz Feat), Toughness, Power Attack (Taking wizard to boost Force damage and maybe Fire damage too, and for an extra feat)
Level 2 - Fighter - Cleave (Fighter feat - Taking Fighter for Martial Weapons, Tower Shield prof (if ever needed), and the extra feat
Level 3 (all the way to 20) - Cleric - Empower Healing Spell
Level 6 - Great Cleave (Intend to use Greataxes, Greatswords, and Falchions)
Level 9 - Maximize Spell
Level 12 - Improved Critical - Slashing
Level 15 - Heighten Spell
Level 18 - ?
So in theory, I envision myself running around at higher levels on NORMAL difficulty slashing things as I self-heal, casting maximized blade barriers as I get surrounded, buffing myself as needed, and using the higher level death spells in rare situations (they seem to have long cool downs anyway). I THINK that with improved critical I'd be more likely to crit on the Cleaves and Great Cleaves too (though I have never used either before. Do they work like this?)
I'm also not adverse to working it this way up until higher levels, and then using an LR to change to more of a casting build, if you think that would be better at higher levels.
Please advise, but be gentle Thanks.