Benedictine Healer

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Level 16 Lawful Good Human Female (16 Cleric) Hit Points: 180 Spell Points: 1290 BAB: 12\12\17\22 Fortitude: 12 Reflex: 4 Will: 17

Starting Feat/Enhancement Base Stats Modified Stats Abilities (Level 1) (Level 16) Strength 10 10 Dexterity 8 8 Constitution 14 14 Intelligence 8 8 Wisdom 18 26 Charisma 12 14

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 IVAC Base: 10 +5 Fullplate: +13 12 Dexterity (8 base, +4 item): +1 +5 Heavy Shield: +7 Chaosgarde (Xorian Cipher): +2 Protection +5: +5 Barkskin Potion: +3 Total: 41

SP item: Crimson Stone (+50 sp, Tangleroot static reward, look out for upgrades along the way) Lore items: None, only available healing lore item is Invaders mace or Reaver gloves (raid loot) Spell penetration item: Any (1-hander, the higher grade the prefix and suffix as possible) Potency item: Any (1-hander, look out for superior version, with as high a suffix as possible, ie superior potency VI or superior devotion VI) Wisdom item: Any (go for high plus) Charisma item: Any (go for high plus)

This is perhaps one of the first cleric I built although mine's a drow rather than a human. both has its merit but since I restricted myself to 28 pt build, a human was chosen due to the potential of one extra feat and that of human adaptibility. With most clerics gearing towards combat casting, the feats and enhancements can be easily respec-ed to make it more offensive. The one I have here is a pure healbot but with a minor twist. I gave it spell penetration so that it can have the ability to do crowd control against mobs with spell resistance even. Most healing enhancements are full so as to bring out the best ability to heal. A decent con score for some hp as well as to get a better concentration skill.

The challenge of a healbot is huge. Over time people just disregard your ability to perform other roles and just expect you to heal them. The way to become a successful "healbot" is to mingle crowd control with healing. spells such as soundburst, greater command are excellent in stopping mobs for a few seconds. This can allow the melees to take them down without any damage taken. This is what I call "preventive cleric-ing". At the higher levels, instant kill spells such as destruction, slay living can become very useful helping the party take out select mobs. Usually, I'll go for the casters then archers.

A little divine vitality was thrown into the mix to allow friendly casting types to replenish their sp. This is a very helpful addition as it allows wonders to be performed in time of need, ie facing a huge crowd of mobs, DV to give wizard sp to cast web. At a cost of 4 enhancement points, the benefit obtained is way much than expected.