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  1. #1
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    Post Clreic 14 / Ranger 6

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    Character Plan by DDO Character Planner Version 04.20.02
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    Okuthor Villin
    Level 20 Chaotic Neutral Human Male
    (6 Ranger \ 14 Cleric) 
    Hit Points: 292
    Spell Points: 1226 
    BAB: 16\16\21\26\26
    Fortitude: 18
    Reflex: 18
    Will: 23
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (36 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                 11                   11
    Dexterity            18                 24                   24
    Constitution         12                 15                   15
    Intelligence          8                 11                   11
    Wisdom               18                 25                   30
    Charisma              8                 11                   11
    
    Tomes Used
    +1 Tome of Strength used at level 1
    +1 Tome of Dexterity used at level 1
    +1 Tome of Constitution used at level 1
    +1 Tome of Intelligence used at level 1
    +1 Tome of Wisdom used at level 1
    +1 Tome of Charisma used at level 1
    +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
    +3 Tome of Strength used at level 11
    +3 Tome of Dexterity used at level 11
    +3 Tome of Constitution used at level 11
    +3 Tome of Intelligence used at level 11
    +3 Tome of Wisdom used at level 11
    +3 Tome of Charisma used at level 11
    +5 Tome of Dexterity used at level 19
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               6                 12                   14
    Bluff                -1                  0                    0
    Concentration         3                 25                   25
    Diplomacy            -1                  0                    0
    Disable Device       n/a                n/a                   n/a
    Haggle               -1                  0                    0
    Heal                  4                 10                   10
    Hide                  4                  7                    7
    Intimidate           -1                  0                    2
    Jump                  3                 10.5                 10.5
    Listen                4                 10                   10
    Move Silently         6                  9                    9
    Open Lock             n/a               n/a                   n/a
    Perform              n/a                n/a                   n/a
    Repair               -1                  0                    0
    Search               -1                  0                    0
    Spellcraft           -1                  0                    0
    Spot                  4                 10                   10
    Swim                  3                  4                    4
    Tumble                6                 15                   15
    Use Magic Device      1                 11.5                 11.5
    
    Level 1 (Ranger)
    Skill: Balance (+2)
    Skill: Concentration (+2)
    Skill: Jump (+4)
    Skill: Move Silently (+2)
    Skill: Swim (+4)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2)
    Feat: (Favored Enemy) Favored Enemy: Lawful Outsider
    Feat: (Human Bonus) Least Dragonmark of Passage
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Bard
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Rogue
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Selected) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Feat: (Automatic) Wild Empathy
    
    
    Level 2 (Ranger)
    Skill: Balance (+0.5)
    Skill: Concentration (+3)
    Skill: Jump (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting
    
    
    Level 3 (Cleric)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Deity) Follower of the Silver Flame
    Feat: (Selected) Mental Toughness
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Turn Undead
    Spell (1): Bane
    Spell (1): Bless
    Spell (1): Cause Fear
    Spell (1): Command
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Doom
    Spell (1): Inflict Light Wounds
    Spell (1): Nightshield
    Spell (1): Nimbus of Light
    Spell (1): Obscuring Mist
    Spell (1): Protection from Evil
    Spell (1): Remove Fear
    Spell (1): Shield of Faith
    Spell (1): Summon Monster I
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Aid
    Spell (2): Bear's Endurance
    Spell (2): Bull's Strength
    Spell (2): Close Wounds
    Spell (2): Cure Moderate Wounds
    Spell (2): Deific Vengeance
    Spell (2): Eagle's Splendor
    Spell (2): Find Traps
    Spell (2): Hold Person
    Spell (2): Inflict Moderate Wounds
    Spell (2): Lesser Restoration
    Spell (2): Owl's Wisdom
    Spell (2): Remove Paralysis
    Spell (2): Resist Energy
    Spell (2): Seek Eternal Rest
    Spell (2): Soundburst
    Spell (2): Spawn Screen
    Spell (2): Summon Monster II
    
    
    Level 6 (Ranger)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Precision
    Feat: (Automatic) Diehard
    
    
    Level 7 (Ranger)
    Skill: Balance (+0.5)
    Skill: Concentration (+2)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Precise Shot
    Spell (1): Camouflage
    Spell (1): Jump
    Spell (1): Longstrider
    Spell (1): Merfolk's Blessing
    Spell (1): Ram's Might
    Spell (1): Summon Nature's Ally I
    Spell (1): Tumble
    
    
    Level 8 (Ranger)
    Ability Raise: DEX
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+2)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Favored Enemy) Favored Enemy: Dragon
    Feat: (Automatic) Archer's Focus
    Feat: (Automatic) Improved Heroic Durability
    
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (3): Aid, Mass
    Spell (3): Bestow Curse
    Spell (3): Blindness
    Spell (3): Contagion
    Spell (3): Cure Serious Wounds
    Spell (3): Dispel Magic
    Spell (3): Glyph of Warding
    Spell (3): Inflict Serious Wounds
    Spell (3): Magic Circle Against Evil
    Spell (3): Prayer
    Spell (3): Protection from Energy
    Spell (3): Remove Blindness
    Spell (3): Remove Curse
    Spell (3): Remove Disease
    Spell (3): Searing Light
    Spell (3): Summon Monster III
    Spell (3): Water Breathing
    
    
    Level 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Silver Flame Exorcism
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Feat: (Selected) Improved Mental Toughness
    Spell (4): Chaos Hammer
    Spell (4): Cure Critical Wounds
    Spell (4): Death Ward
    Spell (4): Dismissal
    Spell (4): Divine Power
    Spell (4): Freedom of Movement
    Spell (4): Holy Smite
    Spell (4): Inflict Critical Wounds
    Spell (4): Neutralize Poison
    Spell (4): Order's Wrath
    Spell (4): Panacea
    Spell (4): Poison
    Spell (4): Recitation
    Spell (4): Restoration
    Spell (4): Shield of Faith, Mass
    Spell (4): Summon Monster IV
    Spell (4): Symbol of Flame
    Spell (4): Unholy Blight
    
    
    Level 13 (Cleric)
    Skill: Concentration (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 14 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (5): Break Enchantment
    Spell (5): Cure Light Wounds, Mass
    Spell (5): Divine Punishment
    Spell (5): Flame Strike
    Spell (5): Greater Command
    Spell (5): Inflict Light Wounds, Mass
    Spell (5): Protection from Elements
    Spell (5): Raise Dead
    Spell (5): Slay Living
    Spell (5): Spell Resistance
    Spell (5): Stalwart Pact
    Spell (5): Summon Monster V
    Spell (5): Symbol of Pain
    Spell (5): True Seeing
    
    
    Level 15 (Ranger)
    Skill: Concentration (+2)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Past Life: Berserker's Fury
    Feat: (Automatic) Improved Two Weapon Fighting
    Feat: (Automatic) Manyshot
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 17 (Cleric)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (6): Banishment
    Spell (6): Bear's Endurance, Mass
    Spell (6): Blade Barrier
    Spell (6): Bull's Strength, Mass
    Spell (6): Cometfall
    Spell (6): Create Undead
    Spell (6): Cure Moderate Wounds, Mass
    Spell (6): Eagle's Splendor, Mass
    Spell (6): Greater Dispel Magic
    Spell (6): Greater Glyph of Warding
    Spell (6): Harm
    Spell (6): Heal
    Spell (6): Heroes Feast
    Spell (6): Inflict Moderate Wounds, Mass
    Spell (6): Owl's Wisdom, Mass
    Spell (6): Protection from Elements, Mass
    Spell (6): Summon Monster VI
    Spell (6): Symbol of Fear
    Spell (6): Symbol of Persuasion
    Spell (6): Undeath to Death
    Spell (6): Word of Recall
    
    
    Level 18 (Cleric)
    Skill: Concentration (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Weapon Finesse
    
    
    Level 19 (Cleric)
    Skill: Concentration (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Cure Serious Wounds, Mass
    Spell (7): Destruction
    Spell (7): Greater Restoration
    Spell (7): Inflict Serious Wounds, Mass
    Spell (7): Restoration, Mass
    Spell (7): Resurrection
    Spell (7): Spell Resistance, Mass
    Spell (7): Summon Monster VII
    Spell (7): Symbol of Stunning
    Spell (7): Symbol of Weakness
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Human - Human Versatility: Spell Power Boost (Rank 1)
    Enhancement: Human - Human Adaptability: Wisdom (Rank 1)
    Enhancement: Human - Improved Recovery (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Arcane Archer (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Morphic Arrows (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Metalline Arrows (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Conjure Arrows (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Flaming Arrows (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Corrosive Arrows (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Energy Resistance Boost (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Energy Resistance Boost (Rank 2)
    Enhancement: Arcane Archer (Rgr) - Energy Resistance Boost (Rank 3)
    Enhancement: Arcane Archer (Rgr) - Terror Arrows (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Terror Arrows (Rank 2)
    Enhancement: Arcane Archer (Rgr) - Terror Arrows (Rank 3)
    Enhancement: Arcane Archer (Rgr) - Soul Magic (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Shock Arrows (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Wisdom (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Paralyzing  Arrows (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Paralyzing  Arrows (Rank 2)
    Enhancement: Arcane Archer (Rgr) - Paralyzing  Arrows (Rank 3)
    Enhancement: Arcane Archer (Rgr) - Frost Arrows (Rank 1)
    Enhancement: Arcane Archer (Rgr) - Wisdom (Rank 1)
    Enhancement: Divine Disciple (Clr) - Divine Emissary of Light (Rank 1)
    Enhancement: Divine Disciple (Clr) - Sacred Defense (Rank 1)
    Enhancement: Divine Disciple (Clr) - Sun Bolt (Rank 1)
    Enhancement: Divine Disciple (Clr) - Sunbeam (Rank 1)
    Enhancement: Divine Disciple (Clr) - Spellpower: Light (Rank 1)
    Enhancement: Divine Disciple (Clr) - Divine Vitality (Rank 1)
    Enhancement: Divine Disciple (Clr) - Divine Vitality (Rank 2)
    Enhancement: Divine Disciple (Clr) - Divine Vitality (Rank 3)
    Enhancement: Divine Disciple (Clr) - Spell Critical: Light (Rank 1)
    Enhancement: Divine Disciple (Clr) - Spell Points (Rank 1)
    Enhancement: Divine Disciple (Clr) - Spell Points (Rank 2)
    Enhancement: Divine Disciple (Clr) - Spell Points (Rank 3)
    Enhancement: Divine Disciple (Clr) - Spell Penetration (Rank 1)
    Enhancement: Divine Disciple (Clr) - Spell Penetration (Rank 2)
    Enhancement: Divine Disciple (Clr) - Spell Penetration (Rank 3)
    Enhancement: Divine Disciple (Clr) - Spellpower: Fire (Rank 1)
    Enhancement: Divine Disciple (Clr) - Spell Critical: Universal (Rank 1)
    Enhancement: Divine Disciple (Clr) - Searing Light (Rank 1)
    Enhancement: Divine Disciple (Clr) - Searing Light (Rank 2)
    Enhancement: Divine Disciple (Clr) - Searing Light (Rank 3)
    Enhancement: Divine Disciple (Clr) - Spellpower: Light (Rank 1)
    Enhancement: Divine Disciple (Clr) - Spell Critical: Light (Rank 1)
    Enhancement: Divine Disciple (Clr) - Wisdom (Rank 1)
    Enhancement: Divine Disciple (Clr) - Holy Smite (Rank 1)
    Enhancement: Divine Disciple (Clr) - Holy Smite (Rank 2)
    Enhancement: Divine Disciple (Clr) - Holy Smite (Rank 3)
    Enhancement: Divine Disciple (Clr) - Wisdom (Rank 1)
    Enhancement: Divine Disciple (Clr) - Flame Strike (Rank 1)
    Enhancement: Divine Disciple (Clr) - Flame Strike (Rank 2)
    Enhancement: Divine Disciple (Clr) - Flame Strike (Rank 3)
    Enhancement: Divine Disciple (Clr) - Spellpower: Light (Rank 1)
    Enhancement: Divine Disciple (Clr) - Divine Empowerment (Rank 1)

  2. #2
    Build Constructionist unbongwah's Avatar
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    It would help if you reviewed your build goals. Issues I see:
    • You dumped STR & CHA; that's going to hurt your melee & ranged DPS. You appear to want to go DEX-based, but you didn't take anything which lets you add DEX to dmg; Finesse only applies to to-hit and you don't have Tempest or Imp Weap Finesse.
    • You went WIS-based and loaded up on DiDi, but stop at lvl 7 spells (cleric 14) and don't take any DC-boosting feats (Heighten, Spell Focus); that hurts your DC-based casting.
    • You load up on Mental Toughnesses rather than metamagics or more melee feats like GTWF - why?
    • You loaded up on AA enhs, but took IC:Pierce & Finesse. If you plan to focus on archery, you should take IC:Ranged instead; if you plan to focus on melee, you should put pts into Tempest and DWS.


    Bottom line: I see a char which tries to do too much (melee, ranged, and caster DPS) and won't be very good at any of it.
    Last edited by unbongwah; 04-01-2014 at 11:08 AM.

  3. #3
    Community Member
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    Here's what I suggest:
    Go 18 cleric/2 ranger or 17 cleric/3 ranger.
    Since you're using ranger levels instead of fighter or pally in your splash, you obviously want to TWF and use bows. However going below 17 cleric is a really major sacrifice and even going below 18 is a significant one (warpriest, where you may seriously want to be has a nice core at 18th that gives you haste in your spell list).

    If you go 2 ranger, you'll get bow strength, basic twf, and rapid shot. You'll also get a lot of skill points to make use of. 3 ranger will give you +10% off hand strike percentage if you pony up the 6 points in tempest, which you should. 3 ranger also gives you the option of scimitars as light weapons, which is effectively +2 better accuracy, which might matter for you depending on the rest of your build. +10% more offhand strike will let you get to 90%, which is nice for ameliorating strike, which if you're NOT doing makes a ranger splash kind of pointless (if you're not planning that, just do fighter-1/pally-2, heck, you can even do this easy with a purple dragon knight iconic and start at 15th).

    For enhancements you want at least 22 points of warpriest (up to AM strike) and more likely 25 (to get the 12th level core, another +1 strength, and AM strike). You can't do everything well, so I suggest stacking up the radiant to 32 points to get healing aura. Healing aura plus AM strike will give you a lot of party utility and make most of it mana free (your healing bursts, aura and am strike should take care of most damage most of the time).

    For races, if you desperately want to dump strength, which I don't recommend because you can and should be adding your charisma bonus to it with divine might, go elven. You can then do dex to damage with the particular elven suite you choose. You probably can't afford to be good at both twf and bows. If you want something self-sufficient that is good with twf and bows and only moderately bad at healing, you might consider ranger-12/cleric-7/rogue-1---that's what I'm running presently.

    But sacrificing your mass heal , implosion and energy drain really isn't a good idea unless you're getting a LOT for it, which you won't be. Also, I don't recommend chaotic neutral. You can make an argument for the various good alignments, since some ED powers give you your alignment in damage type DR breakers, but if you're not doing that, I suggest true neutral. That will limit the damage you take and also make superior stability open to you for gear options. Superior stability crafted armor is really nice, even up to moderate epic levels.

  4. #4
    2015 DDO Players Council MangLord's Avatar
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    You'll want to focus on either bows or melee weapons. Its one or the other. Unless you plan on running heroic normal or hard(EC or EN with no focus), you'll need to focus your abilities. The elf racial tree offers a lot for a ranged DEX build, so you may want to look into that. Aerenal longbow bonuses pay dividends from korthos to cap. For EE, I currently play a pure Elf AA Ranger and it really works, I'm so bored of monk splashes, and I (barely over a BF sorc) had top kills in an at level EE Belly of the Beast. There must be something to the class. The more you thin out your character, the harder of a time you'll have. Specialize in one thing, and you'll be a valuable asset. A cleric focused in healing is a huge asset for melees wanting to run EE.

    As an old PnP player, I'd like more options for a bludgeoning weapon warpriest, but it doesn't exist in DDO outside of sun elf. Even then, you're better of with Valenar scimitar crit range. I just chalk it up to a loss.

    My current favorite thing for heroic cleric life TR is a lawful good, dual wielding elf scimitar pure cleric warpriest, assuming you've saved past life gear to maximize the build. Even without all that junk, you'll do well. A good stock of disruption/banishing/smiting/vorpal scimitars, a HN and HE Shamanic Fetish and white dragonplate is easily enough to breeze through a heroic TR. The damage is there and the healing is there, so it's doable. I can also spot heal a PUG. I'm definitely weaker than a pure healer or warrior, but I can solo quests when the LFM is dry. The drawback to TWF style is that you have to focus on one enemy at a time, because cleric doesn't get a ton of feats.

    80% of traps can be largely mitigated with Prot From Energy spell/scroll and HP boosting spells. PRR and stoneskin helps with the other 9%. Nothing helps fleshies against poison traps aside from high HP.

    Elf allows you to dump STR (gaining racial scimitar DEX bonus) and focus on WIS, CON and DEX for TWF feats. You need a 12 STR for oversized TWF feat, which is important. This might be a good 36pt/+4 tome build, I haven't crunched the numbers. I use my light/good spells as supplemental ranged and mob damage primarily.

    Keep in mind that melee drops off considerably when you hit 20. Enemies do so much DPS that its hard to keep up without strong self healing. Their hit bonuses assure that you will take a ton of damage if you have 1-2 opponents' aggro. As of now, a ranged evasion build with cocoon and dodge/ghostly/blur will always be better for levels 20+. Even on EH, enemies will hit you with heavy armor 90% of the time. They almost never miss.
    Last edited by MangLord; 05-05-2014 at 02:32 AM.

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