| Name | Creating a Human Cleric |
| Category | Class |
This is the sixth character build in Skryer's "DDO Newbie Series". This guide aims to help new players enjoy the game by building their 28-pt build toons without the headache. You won't have to worry about messing up your stats and skill points. The builds featured in the series are not created to be the uber toons in the game. Save such builds when you get your 1750 favor and unlock your 32-pt builds. The main point of this guide is to help you create a character based on the class of your choice and have tons of fun playing.
Without any doubt, a cleric is one of the fastest leveling class in the game. Why? Because they are always needed in groups. Let's just say they are the life of the party, literally. While it's very smart for group members to be self-sufficient when it comes to buffs and healing, there are times when a quick heal from a cleric can save the day. This is specially true when in the middle of battle or the number of creatures are too overwhelming for the tanks.
But that's not to say that clerics should be limited to just watching the health bars of party members. Clerics are great offensive magic users. They have a lot of spells that can render enemies stunned or commanded. They also have insta-kill spell such as Slay Living and Destruction. They are also awesome in the crowd control with their Greater Command and Blade Barriers. The sad thing is that not a lot of players entertain the idea of a versatile cleric. They think that the more time spent on cleric offensive spells the less time committed for healing.
Well, you don't have to listen to such nonsense. Clerics need not be healing bots, unless you choose to be one. There's nothing wrong with being a cleric who is a dedicated healer, but if you do play one, it tends to be a little boring when party members aren't getting much damage. Consider the thrill of using offensive and crowd control spells and you will see how even more useful you will fee.
To begin your very first cleric build, you want to max out your wisdom. Wisdom is the ability that makes tells you how effective your spells are and how many spell points you will have. The next ability you want to consider putting more points on is Charisma. The more charisma you have, the more Divine Vitality you can give to your casters or anyone who needs mana refilling.
There's really no need to put too much on Strength, unless you are considering a battle-cleric. A 10 on Strength is rather acceptable. But if you want to dab a little on melee, you might want to increase that a bit. You don't need Dexterity nor Intelligence. Constitution, on the other hand, is important because as a cleric, you would want to stay alive long enough to heal your party members. If you die easily because you only have less than 200 hitpoints, then you might end up a useless cleric and might even be a burden to the Bard.
Here is some starting statistics that you might want to consider when building your cleric.
28-PT BUILD
Class: CLERIC
Race: HUMAN
Alignment: Lawful Good
Starting
Base Stats
Abilities (Level 1)
Strength 10
Dexterity 8
Constitution 14
Intelligence 8
Wisdom 18
Charisma 12
Modified Stats (without items)
Abilities (Level 16)
Strength 10
Dexterity 8
Constitution 14
Intelligence 8
Wisdom 24
Charisma 14
Hit Points: 180
Spell Points: 1290
BAB: 12\\12\\17\\22
Fortitude: 12
Reflex: 4
Will: 17
FEATS AND ENHANCEMENTS
Level 1 (Cleric)
Feat: (Selected) Extra Turning
Feat: (Human Bonus) Mental Toughness
Level 2 (Cleric)
Level 3 (Cleric)
Feat: (Selected) Extend Spell
Level 4 (Cleric)
Level 5 (Cleric)
Level 6 (Cleric)
Feat: (Selected) Improved Mental Toughness
Level 7 (Cleric)
Level 8 (Cleric)
Level 9 (Cleric)
Feat: (Selected) Empower Healing Spell
Level 10 (Cleric)
Level 11 (Cleric)
Level 12 (Cleric)
Feat: (Selected) Spell Penetration
Level 13 (Cleric)
Level 14 (Cleric)
Level 15 (Cleric)
Feat: (Selected) Greater Spell Penetration
Level 16 (Cleric)
Enhancement: Human Adaptability Charisma I
Enhancement: Cleric Improved Empower Healing I
Enhancement: Cleric Improved Empower Healing II
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Prayer of Life III
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Prayer of Incredible Life II
Enhancement: Cleric Prayer of Incredible Life III
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Spell Penetration I
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Energy of the Zealot III
Enhancement: Cleric Energy of the Zealot IV
Enhancement: Cleric Charisma I
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Divine Vitality II
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Wand Mastery I
Enhancement: Cleric Wand Mastery II
Enhancement: Cleric Wand Mastery III
Enhancement: Cleric Wand Mastery IV
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Notes:
1. As you can see from the feats, you have the option to get Extra Turning. Turning is used to ward off undead creatures. Depending on how powerful your turning is, you can either kill them or make them cower. Charisma determines how effective your turning is. In the game, clerics invest on the Extra Turning feat not because they want to use it as an offensive spell against the undead, it's because they want to have as many Divine Vitalities they can give to the mana-using party members. If you are not keen on giving DVs, you can ignore this feat.
2. Spell Penetrataion and Greater Spell Penetration feats are must haves if you want to dabble on crowd control. Your offensive spells and crowd control spells will work fantastatic with these feats.
3. Wand Mastery used to be a great enhancement back when tanks only have maximum of 300 hitpoints. The healing wands were the cheapest way to heal. However, as the level cap was increased, the hitpoints have started to increase too much that wands became an inefficient way to heal party members. Heal Scrolls and Mass Cure Moderate Wounds have been the staple in a Clerics backpack. You might consider Scroll Mastery instead.
4. If you are not keen on getting Empower Healing because they eat up mana when it is activated, you might want to consider getting Quicken or Maximized. Maximized works on both healing spells and other spells in your spellbook. Quicken is actually very helpful in certain quests and raids. It helps to have one in certain situations, although they are not very necessary.
5. Put points on feats and enhancements that will help increase your spell points. The more spell points you have, the better. At lower levels, get those items that give you +50 spell points until you get the magi items which give you +100 spell points. There are also Wizardry VI items that give +150 spell points and Wizardry VII raid item that give +175 spell points. You can also start crafting your green stell item so you can get as much as +300 spell points. Make note of this when you get between level 14 to level 16.
6. Make sure you have a devotion item appropriate for your level. Always have a superior devotion item when you are in a quest because it improves your healing by as much as 50%. Now, if you want to improve your spells other than healing, you have to have a superior potency item. It makes your spells 50% more effective.
7. A cleric is mainly a healer, but you can always experiment on how you want to play your own cleric. It can be a mix of healing and crowd control. It can be healing and melee. It can be healing and offensive spells. It's up to you. But the build emphasized in this quest is enough to get you started as a healer and at the same time being able to do offensive spells and crowd control. Use whatever is best depending on the situation or the difficulty of the quest. As long as you are having fun, then our job is done.
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