Kimberlite wrote on Jul 12
th, 2013 at 2:31pm:
I can see 4 to 6 build points quite easily, and 8 in at least one case. According to DDOWiki, clerics get 2 skill points per level plus int modifier.
I need concentration, and really like to have balance, diplomacy, UMD, and jump, not necessarily in that order. Spot is always nice on a melee build too. I prefer to build clerics with at least 3 skill points, and 4 after a +2 tome at level 7. For 3 skill points on a non-human, you need a starting int of 12 (four build point investment).
Now with DDO-NGE, the devs have removed spellpower from enhancements where they have been many years and added two new skills in their place - Spellpower and The New Heal. The New Heal is kind of like The New Coke, but makes even less sense.
So a cleric's options are to break the existing utility of their build in some way by giving up two existing skills that you found useful enough to be worth devoting build points to a dump stat, or else find two more skill points to maintain the same healing effectiveness you had before DDO-NGE.
Concentration, diplomacy, UMD, jump, balance and spot remain as important and useful as always, but now well-rounded Clerics have a problem.
With a starting int of 12 in an existing build, adding two skill points means needing six build points to get a starting Int of 16. If you start with an Int of 10, you need four more build points for most races. If you are really skill point happy and start with an Int of 13 (+1 tome at level 3, +3 tome at 11), two more skill points would cost you eight build points for most races.
I know that this is difficult to understand for people who only follow the Turbine paths. Perhaps you could ask Shade for some help with math.
Here's an idea. Maybe you can't always get what you want. Maybe you have to make choices. Sorry. Turbine doesn't need to give clerics enough skill points to have Concentration, balance, Jump, UMD, spot, Diplo, Heal, and Spellcraft.
That's 8 skills. You are being greedy and entitled.
I want my pally to have WF Slashing, Power Attack, Cleave, Great Cleave, IC: Slash, Toughness, Skill Focus: Intim, PL: Fighter, CE, Shield Mastery, and Improved Shield Mastery. With Bulwark of Defense and Overwhelming Crit as Epic feats. Can Turbine please tell me where I can get 13 feats on my pure pally?
What about my Barb? He needs WF Slashing, PA, Cleave, Great Cleave, 3xTHF, IC Slash, Toughness, Overhelming Crit. That's 10 feats. I don't want to make any choices or gimp my build because Turbine has too many options that are beneficial.
My Sorc and FvS have to make some tough choices for spells at level 6. It's not fair. Wizards get more slots. WTF? Why u gimp my favorite class? I want all the lootz, all the features. Or u suck and this is SWG-NGE all over again. boo-hoo.