Difference between revisions of "Trapper Cleric for DDO"

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At the lowest heroic elite levels, like every other caster class, you want to be using a weapon. I write more about specific weapon choices, below.
 
At the lowest heroic elite levels, like every other caster class, you want to be using a weapon. I write more about specific weapon choices, below.
  
I like to play half-elves. There's no room for the Strength points for Fighter Dilettante. On this build I'd take Wizard Dilettante (for the nice selection of wizard scrolls and wands) or Rogue Dilettante (for extra sneak damage on whatever weapon I end up using). On a human you get an extra feat and an extra skill point each level, which would be really nice on a F2P account.
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I like to play half-elves. There's no room for the Strength points for Fighter Dilettante. On this build I'd take Wizard Dilettante (for the nice selection of wizard scrolls and wands). On a human you get an extra feat and an extra skill point each level, which would be really nice on a F2P account.
  
 
If I have a +3 Int tome on a particular character, I make sure their starting Intelligence is an odd number (15 in this case). This makes the lower levels even harder as they start out 1 lower skill point than a 16 Intelligence build, but it means the last tome increase isn't wasted.
 
If I have a +3 Int tome on a particular character, I make sure their starting Intelligence is an odd number (15 in this case). This makes the lower levels even harder as they start out 1 lower skill point than a 16 Intelligence build, but it means the last tome increase isn't wasted.

Revision as of 22:21, 4 December 2019

Trapper Cleric For DDO

Cleric-Rogue builds are rather rough to play, and not for the faint of heart (or the actual new player). If you have a character that's been through at least one life and has access to decent cleric and rogue gear (Cannith Crafting is always useful here), then you can give one a whirl.

Tomes: You want at least +2 a tome for Intelligence (Wisdom and Dexterity will also help if you can also get those). F2P characters can get a free +2 tome for the stat of their choice as a total favor reward on their first life. Try to apply the Intelligence tome on a earlier life, or at very low levels on the same life to avoid losing out on leveling skill points.

Basic Stats

Starting Attributes:

  • Str: 8
  • Dex: 16
  • Int: 16
  • Wis: 16
  • Con: varies (depends on build points)
  • Cha: 8

Feats:

  • 1-Wizard Past Life or Toughness
  • 3-Maximize
  • 6-Empower Healing
  • 9-Empower
  • 12-Quicken
  • 15-Mental Toughness or Spell Focus: Evocation
  • 18-Spell Focus: Evocation or Greater Spell Focus: Evocation

Stat Notes

At the lowest heroic elite levels, like every other caster class, you want to be using a weapon. I write more about specific weapon choices, below.

I like to play half-elves. There's no room for the Strength points for Fighter Dilettante. On this build I'd take Wizard Dilettante (for the nice selection of wizard scrolls and wands). On a human you get an extra feat and an extra skill point each level, which would be really nice on a F2P account.

If I have a +3 Int tome on a particular character, I make sure their starting Intelligence is an odd number (15 in this case). This makes the lower levels even harder as they start out 1 lower skill point than a 16 Intelligence build, but it means the last tome increase isn't wasted.

I really like the Past Life: Wizard active feat. The ten Magic Missiles per rest that can be boosted by nearly all the metamagic feats are an awesome asset in any caster's toolbox. That's one of the reasons I take Maximize so early (the other being it boosts a cleric's burst). If you have a wizard past life I highly recommend taking it on your first Rogue level. You can't take metamagic feats as a rogue so it gives you a "useful" feat. Otherwise, you can't go wrong with extra hit points (Toughness).

1st level: Take rogue. Take 4 points of Open Locks, 4 points of Search, 4 points of Spot, 4 points of Disable Device, and 1 point of Tumble. If you have any points left, stick them in Jump, and then whatever other skills you like.

2nd - 12th level Cleric. You're going to take cleric levels until you get the 6th level spell Blade Barrier (take it ASAP). Each level spend 2 skill points in Disable Device, 2 skills points in Search, and 2 skill points in Spot. If you don't have enough points to put 2 into Spot, put 1 into Heal or Spellcraft (depending on your play style). Open Locks doesn't need more than 4-5 skill points, total, if you get proper gear for your level.

13th level - Rogue. You finally get Evasion. Things go from "painful" to "smooth sailing". Dump every skill point you can into Seach, Spot, and Disable Device. If you have any left over, put them in Heal.

14-20 Cleric to epic levels.

Put all level-up Attribute points into Wisdom.

The minimal cleric metamagic feats you "need" are: Maximize, Empower, Empower Healing, and Quicken. With these you can get the most from your two strongest healing SLAs, the Radiant Aura and the Radiant Burst. They also boost the Divine Disciple SLAs, and are useful with Epic Destiny SLAs.

Domains: This one is tricky. I've returned to DDO after a multi-year break and Domains were introduced during the time I stopped playing. I haven't (yet) played a trapper cleric since Domains were introduced. After glancing at the domains my best guess would be the Domain of Knowledge. You get +2 to all skills at level 2 (which will help both your trapping and spell casting skills), and you get extra intelligence points on turn undead. The important rogue skills (search and traps) are int skills, which gives this domain good synergy with a trapper.

Play Notes

You're going to be highly dependent on your Radiant SLA's for healing. Take every meta-magic feat that boosts Radiant Burst and Radiant Aura. With a 16 starting Wisdom, and 18 eventual cleric levels, you're in pretty good shape for being a caster cleric. Your DCs will be a little low, but not horrible. This means you can throw out some necro spells, or make heavy use of Blade Barrier (once you get it). Implosion is still likely to fire off and kill things (expect ~3 deaths instead of the full 5). With a little help from your gear, you can be a moderately effective caster, along with a healer and trapper. Don't dump Wisdom. I'd say the WORST cleric-ing advice I ever listened to was to 'dump Wisdom if you can't start with an 18. BIG MISTAKE. 16 is "close enough" for heroic and friendly epic play.

You need to make sure to put every skill point you can into your core rogue skills: Spot, Search, and Disable Device.

If you have Gauntlets of Eternity, they make a nice swap item with your trapping gloves (GoA give both Devotion and a boost to your Heal skill). You also want to make sure you have good Attribute-boosting gear as these will help both your cleric spells and your rogue skills: Wisdom boosts Spot, Intelligence boosts Disable Device, Dexterity boosts Open Locks.

With enough investment in tomes and gear, this actually becomes a pretty sweet build. It gives a Divines trying to burn through 3 cleric and/or 3 Favored Soul lives some utility. Trapping can be worth 10-30% extra XP, and you gain evasion and only lose a little bit of DC casting potential. The fundamentals of the character are also useful if you want to do a "Pale Trapper" (a self-healing wizard trapper), except you take 18 Intelligence and just enough Wisdom to keep your Spot viable.

As a nice bit of synergy a cleric can cast "Detect Traps" on themselves, for a bonus to their Search roll.

The build can be adapted to a Trapper Favored Soul, or Trapper Druid, or Trapper Wizard. The key elements are the 16/16/16 Attribute split (with the 'rest' in Constitution), and not taking the 2nd level of rogue until you get your bread-and-butter damage spell. For clerics and Favored Souls, this is Blade Barrier. For Druids, it's probably Ice Storm or Wall of Fire or something related. For Wizards, it's definitely Wall of Fire.

Weapon Variations

All clerics can use maces. The Scepter of Healing from the F2P quest "Invaders!" is a great budget weapon for a cleric. It's a heavy mace that allows you to use your Wisdom for the To Hit and Damage bonuses and is ML: 10.

Each cleric gets a free weapon proficiency from their deity. I'd recommend deity-granted longswords or scimitars as they generally have the best crit profiles of the cheap/easy-to-farm options. If you already have a heroic Sword of Shadows, then getting greatsword proficiency might seem like a "no-brainer". However, that requires playing a Warforged cleric which will be a rough go.

I feel like the "best" default deity is the Sovereign Host. They can be worshiped by anyone from Eberron except Bladeforged, and use longswords. The "Nightforge Avenger" made from adamantine farmed in the F2P quest "A Relic of a Soverign Past" is a longsword with an 18-20 crit profile and a red augment slot. This is a very solid weapon to solo heroic elite quests.

Since you'll have two rogue levels you can also use a repeater or a great crossbow if you put some points into the Mechanic tree. This is a very solid option. You can either build around it (by taking ranged feats) or use it feat-less so you can still take metamagic feats for your spells. If you have enough skill points for UMD you can buy scrolls that let you create magic bolts at need. Or, if you play a half elf, you can take artificer dilettante and cast the scrolls without worrying about failing.

Here are some other variations:

  • Throw a few enhancement points in the Divine Disciple tree for the nice Nimbus of Light and Searing Light SLAs. Use the meta-magic feats you took for your healing SLAs to do double-duty on damage SLAs.
  • Worship the Silver Flame and pick up a bow. I'll start this by saying that bow builds on a cleric are a noob trap. If you want to use a bow anyway, find a spare gear slot to boost the sneak attack damage you get as a rogue. Tharne's Goggles is a really nice choice as it boosts Search/Spot and gives a bonus to Sneak Attack damage. Grab a named bow with an expanded critical range, like the Silver Longbow. The Silver Longbow is useful right up to level 19/20, and you can put a spellpower augment into the red slot. Bows are VERY weak without using a dedicated build as an arcane archer, so this is purely as a way to pick off weaklings at distance, or to pull mobs into range of your insta-kill spells.
  • Go Radiant Servant and Warpriest and Acrobat: Pick up a quarterstaff. Get your full Radiant Aura (30 ap), put exactly as many enhancement points in the Warpriest tree as you need to get the healing smite, and put the rest into the first two tiers of Acrobat. There are some really nice low and mid level quarterstaves that have two augment slots, and do a bit of extra damage (expanded critical range, higher multiplier, larger base damage die, etc.) You can use the two augment slots for spellpower augments and go to town beating up mobs.