Starting a Cleric

Overview
Clerics are able to fulfill all four of the MMO archetypes:
 * Healing - Clerics are the primary healing class of DDO. There is no other class that can come close to their abilities.
 * DPS - Clerics are middle-of the road for DPS. Fighters and their sub-classes will be better melee fighters, and arcane casters can do more damage with offensive spells.  But, clerics are able to do both melee and offensive casting effectively.
 * Crowd Control - Cleric's are probably one of the weakest of the CC classes in DDO, but given that there are only 4 classes of the 9 in DDO that can do CC, they are still very effective in this role.
 * Damage Mitigation / Support - Cleric's rank third or fourth for support, depending on mission requirements. They carry lines of buffs common to many classes as well as several others unique to the class.

Types of Clerics
There are 4 common build types:
 * Generalist - Able to fight, cast, heal, and buff. Others will do each of these better, but you can do all well
 * Offensive Caster - Has sacrificed melee skills in order to increase offensive casting ability
 * Melee Cleric - Has sacrificed offensive casting ability in order to be more effective in melee combat.
 * Nannybot - Perhaps not the most complimentary of names, but used here as it is in common use on the DDO forums. This build emphasizes healing and support, sacrificing melee and casting as necessary.

In addition to the three common types, there are two types of builds that use "Cleric" as their primary class, but have sacrificed a significant portion of their ability to fulfill a cleric's typical primary role (healer) in order to specialize into a different role.
 * Null-Cleric - Focuses on the "Inflict" and other necromancy line of spells, often to the point of not using any mana for cure spells.  They are often similar to standard cleric builds, and can heal effectively, but with limited mana resources they focus on the offensive spells almost exclusively
 * Battle Cleric - They have sacrificed a significant percentage of their healing and offensive casting abilities in order to increase their melee skills, usually taking several levels of fighter classes.

Because the Null-Cleric and Battle Cleric are specialized hybrid builds, the suggestions below will only focus on the three common builds.

Race
Since there is no race that gets a bonus to Wisdom, there is little to differentiate one race form the others
 * Drow:
 * Pros:
 * Spell-Resistance to non-damaging spells.
 * +2 DEX for helping weak Cleric Reflex saves
 * +2 INT for one more skill point per level
 * +2 CHA for more Turn Undead uses
 * Cons
 * -2 CON means less Hit Points usually
 * Dwarf:
 * Pros:
 * Additional spell points through racial enhancements
 * +2 CON for more Hit Points
 * Racial HP enhancements (up to +50 for all 4 levels)
 * Cons:
 * -2 CHA means one less Turn Undead use
 * Elf:
 * Pros:
 * +2 DEX for helping weak Cleric Reflex saves
 * Automatic proficiency in Longsword and Rapier
 * Cons:
 * -2 CON means less Hit Points usually
 * Halfling:
 * Pros:
 * +2 DEX for helping weak Cleric Reflex saves
 * +1 AC
 * +1 To Hit
 * +1 base general bonus to saving throws, more available via enhancements
 * Dragonmark Enhancement to allow healing without using spellpoints
 * Cons:
 * -2 STR
 * 3/4 the carrying capacity of a character with similar STR.
 * Human:
 * Pros:
 * Bonus feat at 1st level
 * +4 skill points for 1st level and +1 per level afterwards.
 * Can take 1 extra wisdom point as an enhancement
 * Human Versatility adds to To Hit, Damage, Saves, AC or Skills for 20 seconds per use (coming in Mod 5).
 * Cons:
 * Warforged:
 * Pros:
 * Immunity to some spells and spell effects
 * +2 [[CON] for more Hit Points
 * Cons:
 * -2 WIS, Cleric's primary stat
 * -2 CHA, means one less Turn Undead use
 * Healing spells cast on self only heal for 1/2 normal

Typically most builds are Human or Dwarf with Halfling being a common third choice. Drow and Elves have little to recommend for them or against them. Warforged clerics are rare unless melee or battle clerics.

Race / Build

 * Generalist build - Typically either Human (for the extra feat and skills) or Dwarf (for the extra spellpoints), with Halfling a somewhat common choice as well.
 * Offensive Caster build - Typically Dwarf (for the extra spellpoints) or Human (for the extra feat and extra wisdom)
 * Melee Build - Typically Human (for the extra feat) or Dwarf (for the martial enhancements dwarves get), with Warforged occasionally being used.
 * Nannybot Build - Often Human (for the extra feat and skills) or Halfling (for the dragonmark enhancement) with Dwarf being very common as well.

Stats

 * Strength - Useful for the Generalist or Melee build, often the 2nd or 3rd highest stat on these builds. Rarely needed for the Caster or Nanny builds, usually set only high enough to prevent becoming burdened with encumbrance
 * Dexterity - Rarely raised on creation for any Cleric build. Typically if raised at all, set to a 9 so that a +3 item will give the cleric enough dexterity to fill out the dexterity bonus on a suit of Full plate.  It is worth noting that Reflex saves are the Achilles Heel of the Cleric class, similar to the way that Will saves are for Fighters.  Getting the highest Dexterity possible after creation helps to mitigate that effect.  However, note that Reflex saves are among the least important in DDO because most spells requiring a Reflex save are spells that do damage, such as Fireball or Lightning Bolt.  It just happens that Clerics have plenty of damage mitigation for most of these spells/effects (e.g., Resist Elements spell, Protection from Elements, etc.) and even when you fail a save, you can instantly heal up any damage taken.  Traps are another area where Reflex save becomes important, but Clerics are able to mitigate the damage, heal the damage afterwards, or simply wait while the Rogue takes care of the traps.  In contrast, Will-based saves nearly always take the character immediately out of commission and often result in death (e.g., Greater Command, Hold Person, Otto's Resistable Dance, etc.).  Fortitude saves also figure in prominently in spells & effects that kill instantly (e.g., Finger of Death).  For this reason, most Clerics simply do not pay much attention to Dexterity for the sake of raising Reflex saves.  Do Remember: the Dexterity bonus to Reflex saves is not limited by Full Plate armor, as the Armor Class bonus is.
 * Constitution - Useful for all characters, classes, and builds. Typically the 2nd or 3rd highest stat on all builds.
 * Intelligence - Rarely raised on creation for any Cleric build. If raised at all, typically only done to a 9 so that the player can use a +1 tome to get a 10 for skill points.
 * Wisdom - Primary stat for a cleric. The Caster and Nanny builds will typically max this stat out.  The generalist and melee builds will usually stop 1 or 2 points short of maxed in order to have more points available for other stats
 * Charisma - Primarily only useful to the Nanny build, who will use this stat to increase the number of Turn Undead uses they get. These uses are then turned into Divine Vitality, Divine Healing, Divine Cleansing, or other uses via enhancements.  Also helps with the Haggle skill, a traditional Cleric weak spot; useful given that a common complaint among Clerics is poverty.

Feats
The following feats might be considered:


 * Combat Casting - Not a common feat, but taken by some Offensive Casters or Nannybots
 * Empower Healing Spell - Taken by virtually all Nannybot builds and some generalists
 * Empower Spell - Typically only taken by Offensive Casters, but may also be seen on some Generalist builds
 * Extend Spell - Taken by virtually all clerics at low level, its usefulness declines in later levels
 * Extra Turning - Taken by some Nannybots for more turn undead / divine vitality uses
 * Improved Critical - May be taken by some Generalist or Melee builds.
 * Improved Mental Toughness - Taken by virtually all clerics for extra spell points
 * Maximize Spell - Typically only taken by Offensive Casters
 * Mental Toughness - Taken by virtually all clerics for extra spell points
 * Martial Weapon Proficiency - Might be taken by some Generalist or Melee clerics, but more common is for them to take one level of fighter
 * Spell Focus - Not a common feat, but may be used by Offensive Casters
 * Spell Penetration - Again, not a common feat, but may be used by Offensive Casters

Enhancements
The following cleric enhancements might be considered:
 * Cleric Divine Cleansing - Used by some Nannybots and occassional Generalists
 * Cleric Divine Healing - Used by some Nannybots
 * Cleric Divine Vitality - For Nannybots and Generalists.
 * Cleric Energy of the Zealot - Used by virtually all clerics
 * Cleric Extra Turning - For Nannybots and some Generalists
 * Cleric Improved Empower Healing - Used by Nannybots and Generalists who carry the Empower Healing feat
 * Cleric Improved Spell Penetration - Used by many offensive casters and some generalists
 * Cleric Life Magic - Used by vitually all clerics
 * Cleric Prayer of Incredible Life - Used by all nannybots and most generalists
 * Cleric Prayer of Life - Used by all Nannybots and many generalists
 * Cleric Wand and Scroll Mastery - Used by most nannybots and some generalists.
 * Cleric Wisdom - Used by nearly all clerics, except the most melee focused

Racial Enhancements that are often see non clerics include:
 * Human Adaptability - to Increase one or two stat points. Could be used by any build.
 * Halfling House Jorasco Dragonmark - to allow healing without use of spellpoints. Typically on nannybots only.
 * Dwaven Faith - Gives additional spellpoints. Could be used by any build.
 * Dwarven martial enhancements (Armor Mastery, Axe Damage, Axe Attack, etc) - May be used by melee builds

Generalist (28-Point)
 RACE:

Human

STATS:

Str 16, Dex 9, Con 12, Int 8, Wis 16, Cha 11

 FEATS:
 * Mental Toughness
 * Improved Mental Toughness
 * Empower Healing Spell
 * Empower Spell
 * Extend Spell
 * Improved Critical:Bludgeoning

 SKILLS:
 * Concentration
 * Balance

 ENHANCEMENTS:
 * Cleric Wisdom II
 * Divine Vitality II
 * Extra Turning II
 * Energy of the Zealot IV
 * Human Wisdom I
 * Improved Empower Healing II
 * Life Magic IV
 * Prayer of Life III
 * Prayer of Incredible Life II
 * Wand Mastery III

EXPLANATIONS

Human for the extra skill and feat.

A 16 STR will allow you to get up into the low to mid 20's with good gear, allowing you to hit most things you swing at and do some damage.

A 16 WIS will allow you to hit a wisdom of 30 with level raises, enhancements, and good gear.

A 12 CON will let you get your HPs up over 200.

9 DEX to fill out full plate armor, 8 INT since not needed, and a 11 CHA for some Turn Undead uses.

The feats are spread between Healing (Empower Healing Spell), Offensive Casting (Empower Spell), Support (Extend Spell), and Melee (Improved Critical).

The enhancements are mostly focused towards Healing and Support.

Nannybot (28-Point)
 RACE:

Human

STATS:

STR 8, DEX 8, CON 10, INT 8, WIS 18, CHA 16

 FEATS:
 * Mental Toughness
 * Improved Mental Toughness
 * Combat Casting
 * Empower Healing Spell
 * Extend Spell
 * Extra Turning

 SKILLS
 * Concentration
 * Balance

 ENHANCEMENTS
 * Human Wisdom I
 * Prayer of Life III
 * Prayer of Incredible Life III
 * Life Magic IV
 * Energy of the Zealot IV
 * Cleric Wisdom II
 * Divine Cleansing I
 * Divine Healing I
 * Divine Vitality II
 * Extra Turning II
 * Wand Mastery II

EXPLANATIONS

Human partially for the extra feat, and partially for the Human Wisdom.

The only real stats needed on this build is WIS for spellpoints, CHA for Turn Undead uses, and a little bit of CON for HPs.

The feats are all focused on getting more spell points, improving healing, extending buffs, and increasing the number of Turn Undead uses.

The enhancements do so as well. With the high charisma, extra turning feat, extra turning enhancements, and Divine Vitality enhancements, this build should be able to act as a walking shrine for the arcanes in the party, while having maxed out healing abilities for the fighters.