Page 1 of 2 12 LastLast
Results 1 to 20 of 194

Hybrid View

  1. #1

    Default Necro Cleric for new players

    Updated version of this build for the enhancement pass.

    This is a pure 20 DC caster cleric who (of course) can also raid heal. No tomes are required and no pay classes or races are involved; this is a solid choice for a new player who wants to play a cleric. It works fine as a healbot, plus it can offer much more once you get comfortable healing. It is also a capable soloer, though you'll need to use timing to get through traps. (Most traps have a safe way to get through them.)

    The build calls for a feat respec after level 10, just before taking level 11. This costs 10,000 plat and 10,000 siberys dragonshard fragments, both of which should be affordable for a brand new player on a first life. Try to save your free feat respec for something else. At the same time as the feat respec the Divine Disciple tree gets reset, which will cost another few thousand plat.

    The framework of this build works fine for an evo build instead of necro; simply change the Necro Focus feat(s) to Evo focus and put the Magister twist on Evo. Then you can take the Draconic twist for Evo as well. Then maybe tack on 3 sorc past lives for another +3 evo DC. heh.

    I personally prefer jump over balance because I like the agility, especially when using blade barrier. You can add in balance starting at level 7 if you have a +2 int tome.

    Any alignment will work fine. True Neutral is generally best, but if you want to use Forgotten Light you may not have enough UMD to wield it if you aren't good aligned.

    The previous version of the output is available here.


    Necro Cleric
    Cleric 20
    Neutral Good Human


    Stats
    . . . . . . . .28pt . . 32pt . . 34pt . . 36pt . . Level Up
    . . . . . . . .---- . . ---- . . ---- . . ---- . . --------
    Strength. . . . 10. . . .10. . . .10. . . .10. . . .4: WIS
    Dexterity . . . .8. . . . 8. . . . 8. . . . 8. . . .8: WIS
    Constitution. . 14. . . .14. . . .14. . . .14. . . 12: WIS
    Intelligence. . 14. . . .14. . . .14. . . .14. . . 16: WIS
    Wisdom. . . . . 16. . . .18. . . .18. . . .18. . . 20: WIS
    Charisma. . . . 12. . . .10. . . .12. . . .14. . . 24: WIS
    . . . . . . . . . . . . . . . . . . . . . . . . . .28: WIS


    Skills
    . . . . . 1. 2. 3. 4. 5. 6. 7. 8. 9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Concent . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Heal. . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Spellcr . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
    Jump. . . 1. 1. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1 .11
    UMD . . . 2. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1 . . 11
    Tumble. . 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
    . . . . .------------------------------------------------------------
    . . . . .20. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5



    Feats

    .1. . . . : Maximize Spell
    .1 Human. : Empower Spell
    .1 Deity. : Follower of: Sovereign Host
    .3. . . . : Empower Healing Spell
    .6. . . . : Quicken Spell
    .6 Deity. : Unyielding Sovereignty
    .9. . . . : Spell Focus: Necromancy OR Evocation
    10 Swap. .: Spell Penetration replaces Empower Spell
    12. . . . : Heighten Spell
    15. . . . : Greater Spell Penetration
    18. . . . : Greater Spell Focus: Necromancy OR Evocation
    21 Epic . : Epic Spell Penetration
    24 Epic . : Epic Spell Focus: Necromancy OR Evocation
    26 Destiny: Epic Spell Power: Negative OR Force OR Light
    27 Epic . : Embolden Spell OR Intensify Spell
    28 Destiny: Mass Frog
    29 Destiny: Fount of Life
    30 Epic . : Master of: Light OR Alignment
    30 Legend : Scion of: Shadowfell OR Celestia


    Spells

    1. Cure Light Wounds, Nightshield, Nimbus of Light, Remove Fear, Protection from Evil, <Any>, <Any>
    2. Cure Moderate Wounds, Resist Energy, Owl's Wisdom, Seek Eternal Rest, <Any>, <Any>
    3. Cure Serious Wounds, Magic Circle Against Evil, Protection from Energy, <Any>, <Any>, <Any>
    4. Cure Critical Wounds, Death Ward, Freedom of Movement, <Any>, <Any>, <Any>
    5. Mass Cure Light Wounds, Slay Living, Greater Command, True Seeing, Divine Punishment, Protection from Elements
    6. Mass Cure Moderate Wounds, Blade Barrier, Heal, Banishment, Undeath to Death, Cometfall
    7. Mass Cure Serious Wounds, Destruction, Mass Spell Resistance, Resurrection, Greater Restoration, Mass Protection from Elements
    8. Mass Cure Critical Wounds, Mass Death Ward, Symbol of Death, Holy Aura, Death Pact, <Any>
    9. Energy Drain, Implosion, Mass Heal, True Resurrection, Summon Monster IX


    Enhancements (80 AP)

    Divine Disciple (42 AP)
    • Emissary: Darkness, Sacred Defense, Enervation, Necrotic Ray, Power Word: Stun, Transcend: Darkness
      1. Spellpower: Universal III, Spell Critical: Universal, Spell Points III
      2. Spell Penetration II, Spellpower: Universal III, Efficient Maximize III, Spell Critical: Universal
      3. Spellpower: Universal III, Spell Critical: Universal, Wisdom
      4. Necromancy DC, Spell Critical: Universal, Wisdom

    Radiant Servant (33 AP)
    • Healing Domain, Pacifism, Positive Energy Burst, Improved Empower Healing
      1. Extra Turning III, Wand Mastery III
      2. Improved Turning III, Mighty Turning, Efficient Empower Healing III
      3. Wisdom
      4. Endless Turning III, Wisdom
      5. Positive Energy Aura

    Human (5 AP)
    • Skills Boost, Wisdom
      1. Improved Recovery

    Leveling Guide
    1. DD0 Emissary: Light; DD1 Nimbus of Light I, II, III
    2. DD1 Spell Points I, II, III; DD1 Spellpower: Light I
    3. DD0 Sacred Defense; DD1 Spellpower: Light II; DD3 Searing Light I, II
    4. DD3 Searing Light III; DD1 Spellpower: Light III; DD2 Spellpower: Universal I, II
    5. DD2 Spellpower: Universal III; DD3 Spellpower: Light I, II, III
    6. DD4 Holy Smite I, II, III; DD0 Sun Bolt
    7. Rad0 Healing Domain; Rad1 Extra Turning I, II, III
    8. Rad1 Wand Mastery I; Rad2 Improved Turning I, II, III
    9. Rad2 Mighty Turning; Rad0 Pacifism; Rad0 Positive Energy Burst
    10. Rad1 Wand Mastery II, III; Rad2 Efficient Empower Healing I
    11. Reset Divine Disciple
      • Divine Disciple: Emissary: Darkness, Sacred Defense
        1. Spellpower: Universal III, Spell Points III
        2. Spellpower: Universal III
        3. Spellpower: Universal III
      • Radiant Servant
        1. (none)
        2. Efficient Empower Healing III
        3. Wisdom
        4. Endless Turning III, Wisdom
    12. Rad5 Positive Energy Aura; DD3 Wisdom
    13. DD2 Spell Penetration I, II
    14. DD0 Enervation; DD0 Necrotic Ray; DD4 Necromancy DC
    15. DD2 Efficient Maximize I, II
    16. DD2 Efficient Maximize III; DD4 Wisdom
    17. DD1 Spell Critical: Universal; DD2 Spell Critical: Universal
    18. Hum0 Skills Boost; Hum1 Improved Recovery; Rad0 Improved Empower Healing
    19. DD3 Spell Critical: Universal; DD4 Spell Critical: Universal
    20. Hum0 Wisdom; DD0 Power Word: Stun; DD0 Transcend: Darkness


    Destiny (24 AP)

    Exalted Angel
    1. Radiant Power III, Endless Faith III, Healing Power III, Wisdom
    2. Wisdom
    3. Wisdom
    4. Wisdom
    5. Leap of Faith, Wisdom
    6. Divine Wrath, Wisdom

    Twists of Fate (11 fate points)
    1. Renewal (Tier 3 Sentinel)
    2. School Specialist: Necromancy (Tier 2 Magister)


    The basic concept for leveling is to rely on the Divine Disciple light SLAs (nimbus of light, searing light, holy smite) to carry you until you get the higher power spells like blade barrier, slay living, destruction and implosion. Both Maximize and Empower are taken at creation, and they are free when applied to SLAs.

    After finishing level 10, but before taking 11, respec to the darkside, drop all the SLAs, and swap out Empower for Spell Penetration. Then take level 11 and go crazy with blade barrier, slay living, and (soon after) destruction. Note that this respec only resets the Divine Disciple tree, and then only re-spends a handful of points back into Divine Disciple, dumping the rest into Radiant Servant so you can get Positive Energy Aura when you take level 12.

    My recommendation is to feature blade barrier while soloing and greater command while grouping. When I run this build I virtually never cast blade barrier in groups, and virtually never cast greater command while solo. I cast both of them very frequently the other way around, and the end result is that the build feels very different when soloiing and when in groups. This helps spice up the variety of playing, and I find this change between group types very nice.

    Of course, no matter what type of group I'm in, slay living, destruction and implosion are always fun. heh.

    This build benefits greatly from a single wizard past life, not the least of which is that the wizard will be able to farm up the gear and destiny twists much easier than a cleric can. Second life xp requirements aren't too bad at all; nowhere near a third life. So a single wizard life followed by this life to end as a Hero is my recommendation. However, this is by no means required. The build works on a first life just fine.

  2. #2

  3. #3

    Default

    reserved for future use

  4. #4

    Default

    Just reserving a few posts; not sure what I want to put here yet.

  5. #5
    Community Member
    Join Date
    Jun 2009
    Posts
    11

    Default

    Unless I miscounted it looks like you're only taking two enhancements from the racial tree. I wanted to try and find a workable version of this for the Morninglord, but what's the point when they've made it too expensive to get any of the goodies in the Morninglord racial tree? All you're left with is the missing feat and bonus skills you could have gotten from human.

    Hopefully Turbine fixes the racial tree issue so I have a reason to consider a Morninglord again.

  6. #6

    Default

    Yep, all the builds I've looked at so far skip the racial tree apart from just taking tier 1 amp, or (for the PM) human adaptability.

    I've tried to justify spending AP in the human tree but it's just not worth it.

    EDIT: Geez, I forgot to take recovery 1. Hmmm, maybe I can squeeze it in...

    EDIT 2: I suppose dropping Incredible Healing to I (or completely and taking Intense Healing to III) is the easiest way to fit in the first human amp. I'm leaving amp off for now. Note that Divine Disciple has the absolute minimum AP spent to unlock the capstone, so you can't really pull any AP out of that tree.

  7. #7
    2014 DDO Players Council
    SirValentine's Avatar
    Join Date
    Sep 2009
    Location
    Eastern USA
    Posts
    5,770

    Default

    Quote Originally Posted by EllisDee37 View Post
    Like almost every build, gender doesn't matter for this one.
    *Almost*?

    OK, you've got me curious. Which builds DOES it matter for?

  8. #8
    2014 DDO Players Council
    SirValentine's Avatar
    Join Date
    Sep 2009
    Location
    Eastern USA
    Posts
    5,770

    Default

    If you end up with an odd Wisdom, you can squeeze out one more point by spending less in Radiant Servant, and putting 12 points in Protection. +1 Wisdom, 15 hit points, and Efficient Metamagic, plus some universal spellpower, seems plausible.

  9. #9
    Community Member Soulfurnace's Avatar
    Join Date
    Dec 2012
    Location
    The Land of Oz
    Posts
    1,534

    Default

    Quote Originally Posted by SirValentine View Post
    *Almost*?

    OK, you've got me curious. Which builds DOES it matter for?
    Wizard Toasters. Don't ask.

  10. #10

    Default

    Quote Originally Posted by SirValentine View Post
    *Almost*?

    OK, you've got me curious. Which builds DOES it matter for?
    Human unarmed monks who want to use Great Cleave. Details here.

    Quote Originally Posted by SirValentine View Post
    If you end up with an odd Wisdom, you can squeeze out one more point by spending less in Radiant Servant, and putting 12 points in Protection. +1 Wisdom, 15 hit points, and Efficient Metamagic, plus some universal spellpower, seems plausible.
    This would prevent taking aura, which to me a dealbreaker. (Without aura I see no advantage to taking cleric instead of FVS.)

    Aura requires 30 points spent in tree, costs 2 AP (32 AP minimum)
    DD capstone requires 40 points spent in tree, costs 1 AP (41 AP minimum)

    That's 73 AP at the very least in the two trees, assuming you want aura and a capstone from a different cleric tree. (Divine Intervention is the protection capstone, for example.) I pared the Divine Disciple down to the absolute minimum 41 AP in this build, spent 3 in human for +1 wisdom, leaving me only 4 AP to play with.

    I could conceivably spend those 4 on 15 HP from protection; if the "caster level" / "max caster level" enhancements don't buff aura I probably will.

  11. #11
    2014 DDO Players Council
    SirValentine's Avatar
    Join Date
    Sep 2009
    Location
    Eastern USA
    Posts
    5,770

    Default

    Quote Originally Posted by EllisDee37 View Post
    That's 73 AP at the very least in the two trees, assuming you want aura and a capstone from a different cleric tree.
    You could take the capstone from the same tree as your Tier 5s. Then there's enough AP to go around. If you really want aura, is the RS capstone so bad? It has the same +2 Wisdom, but some healing thing instead of +2 on saves.

  12. #12

    Default

    I prefer getting both a searing light SLA and adding enervate & necrotic ray to the spell book.

    That would also leave me only 24 AP to spend in DD, for just 1 extra wisdom.

  13. #13
    Community Member
    Join Date
    Sep 2009
    Posts
    356

    Default

    Is the empower swap out a little early? Blade Barrier spell power seems pretty important until late heroic/early epic?

    Otherwise, I'll definitely be playing this on my non-TR cleric. You rock, EllisDee.
    Thelanis: Ikeren --- Paladin, Life 2 (Past Life: Cleric). Dylas --- Cleric late teens, Life 1.

  14. #14
    Community Member eachna_gislin's Avatar
    Join Date
    May 2010
    Location
    Australia
    Posts
    706

    Default

    Quote Originally Posted by EllisDee37 View Post
    Human unarmed monks who want to use Great Cleave. Details here.

    This would prevent taking aura, which to me a dealbreaker. (Without aura I see no advantage to taking cleric instead of FVS.)

    Aura requires 30 points spent in tree, costs 2 AP (32 AP minimum)
    DD capstone requires 40 points spent in tree, costs 1 AP (41 AP minimum)
    +
    I'm not asking in a snarky way, but have you tried playing a Divine Disciple cleric without the aura (just the burst)? I have...it plays quite nicely. It took me 3 days to stop hitting the 'aura' hotkey. Now I don't miss it.

    What (still) makes cleric "better" than FvS for this type of build is the number of spell slots. Even if FvS had the prestige, they couldn't afford the spell slots for the full lines of light and necromantic spells.

    I've been playing with Sunbeam, Sunbolt, Sunburst, Enervation, Necrotic Ray, and Word of Balance. All FANTASTIC spells that go in the spell book, which means they replace other spells. I'm also squeezing in (at epic levels) a full range of long-casting buffs. .

    I can still do full raid buffs/heals, both single tanks and massed group heals/cures. I don't really "miss" the aura. Yes, it eats into my spellpoints for healing to give it up, but frankly on a 1st life cleric with minimal gear aura doesn't get good for healing till level 17-18 or so, and I take two mental toughnesses on my first life runs (I'm using clerics to unlock favored soul on each server so my 1st life clerics are truly poor and gearless). I need that much mental toughness to get through Shroud healing _with or without_ the aura.

    Burst really does work 'just fine'.

  15. #15

    Default

    Quote Originally Posted by eachna_gislin View Post
    I'm not asking in a snarky way, but have you tried playing a Divine Disciple cleric without the aura (just the burst)? I have...it plays quite nicely.
    You mean drop aura for +1 DC?

  16. #16
    2014 DDO Players Council
    SirValentine's Avatar
    Join Date
    Sep 2009
    Location
    Eastern USA
    Posts
    5,770

    Default

    Quote Originally Posted by EllisDee37 View Post
    You mean drop aura for +1 DC?
    And +2 to saves and 5 more spells in your spell book and another SLA and +2 to your caster level & max caster level. But, yeah, for +1 DC, too.

  17. #17
    Community Member
    Join Date
    Jul 2012
    Posts
    1

    Default

    Since this is for new players...some questions..

    Why so much Int for the 28pt-built, just for the skillpoints? After Update 19 the Int Multiplier also adds up to spellpower, I think?
    Why don´t you put the attribute points into Const or Str?
    With my present Cleric I never had much skillpoints to spend, so I wouldn´t miss them.

    What exactly are the 11 ranks in UMD good for? Sry, I never used UMD.

    Thanks.

  18. #18
    Community Member
    Join Date
    Dec 2010
    Location
    Great White North
    Posts
    101

    Default

    Quote Originally Posted by varadi View Post
    Since this is for new players...some questions..

    Why so much Int for the 28pt-built, just for the skillpoints? After Update 19 the Int Multiplier also adds up to spellpower, I think?
    Why don´t you put the attribute points into Const or Str?
    With my present Cleric I never had much skillpoints to spend, so I wouldn´t miss them.

    What exactly are the 11 ranks in UMD good for? Sry, I never used UMD.

    Thanks.
    As of update 19, heal and spellcraft skills are valuable to clerics. Heal skill boots your cure/heal spells and spellcraft boost you force/fire spells (one of them also boots light spells i think). I agree that on a 28 pts build i would probably lower int to 12 and drop jump skill, but that is a personal choice.
    Str is not needed on this kind of caster build, starting at 10 with eventual tomes and items is enough to carry gear. He could boost Con to 16, but would need to drop say Int to 12 and Cha to 10, or just drop Int to 10. Personal choice again here, as long as Con is min 14 and Int 10, any choice is valid in my opinion.
    UMD is really good for any character, if only for scrolls: fire/ice shield, invisibility, blur/displacement, greater heroism, teleport.

  19. #19

    Default

    Yep, you can drop int some if you like.

    Jump is invaluable for blade barrier kiting while soloing, and also is just all-around useful to have for a variety of reasons. Several quests have a jump check of 30 to avoid annoying parts. (Undermine, Schemes of the Enemy, etc...)

    I mainly use UMD to use greater heroism and teleport scrolls. Fear can be annoying, and any alt without teleport makes me a sad panda.

    Try to keep full ranks on heal and spellcraft, though. Heal buffs your positive and negative damage, and spellcraft buffs your light and force damage. After playing this build for real for a couple weeks (as opposed to just testing it on lama) I've settled on Necrotic Ray and Sun Bolt as my two main ray spells, dropping the SLAs (including Avenging Light from Exalted Angel) entirely. I need to update the enhancements to reflect this.

  20. #20
    Community Member Rinani's Avatar
    Join Date
    Aug 2013
    Posts
    3

    Default Feats

    Any particular reason for Quicken at 6 instead of 9?
    I am about to do my first TR from a wizard, and was thinking of following this, but was wondering about Quicken compared to grabbing Arcane Initiate at 6 and Quicken at 9.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload