Time for another build post!
A viewer from Voodu's stream wanted to know how I put Ina's cleric enchanter AA build together. Since her current life is a Dwarf racial, that's the version I'll be posting - though it can also work well with any other heroic race that is NOT Dragonborn, Elf, or Half-Elf.
Ina Radiant Archer Falc Variant
15/4/1 Cleric/Ranger/Wizard
True Neutral Dwarf
Level Order
1. Ranger 6. Wizard 11. Cleric 16. Cleric
2. Ranger 7. Cleric 12. Cleric 17. Cleric
3. Cleric 8. Cleric 13. Cleric 18. Cleric
4. Ranger 9. Cleric 14. Cleric 19. Cleric
5. Ranger 10. Cleric 15. Cleric 20. Cleric
Stats
36pt Tome Level Up
---- ---- --------
Strength 8 +4 4: WIS
Dexterity 16 +5 8: WIS
Constitution 16 +4 12: WIS
Intelligence 12 +4 16: WIS
Wisdom 18 +4 20: WIS
Charisma 6 +4 24: WIS
28: WIS
Skills
R R C R R W C C C C C C C C C C C C C C
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
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Concent 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Heal 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Spellcr 2 ½ 2 2½ 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Spot 4 1 2 1 1 1 1 1 1 1 14
UMD 2 ½ ½ 1 1 1 1 1 1 1 1 11
Jump 4 1 5
Perform 1 1 2
Tumble 1 1
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28 8 4 8 8 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5
Feats
1 : Point Blank Shot
3 : Empower Healing Spell
6 : Completionist OR Precision
6 Wizard : Quicken Spell
9 : Manyshot
12 : Improved Critical: Ranged
15 : Improved Precise Shot
18 : Precision OR Spell Focus: Enchantment
21 Epic : Overwhelming Critical
24 Epic : Spell Focus: Enchantment OR Greater Spell Focus: Enchantment
26 Destiny: Epic Spell Power: Positive
27 Epic : Combat Archery
28 Destiny: Doubleshot
29 Destiny: Mass Frog
30 Epic : Embolden Spell
30 Legend : Scion of: Feywild
1 Ranger : Favored Enemy: Construct
7 Cleric : Trickery Domain
3 Deity : Follower of: Silver Flame
11 Deity : Silver Flame Exorcism
Spells
Cleric
1. Cure Light Wounds (3), Command (3), Nightshield (3), Protection from Evil (7), Divine Favor (9), Remove Fear (12)
2. Cure Moderate Wounds (8), Soundburst (8), Hold Person (8), Seek Eternal Rest (9), Resist Energy (11), Find Traps (14)
3. Cure Serious Wounds (10), Bestow Curse (10), Blindness (10), Remove Blindness (11), Remove Curse (13), Magic Circle Against Evil (16)
4. Cure Critical Wounds (12), Divine Power (12), Freedom of Movement (12), Death Ward (13), Panacea (15), Neutralize Poison (18)
5. Mass Cure Light Wounds (14), Divine Punishment (14), Greater Command (14), Slay Living (15), Break Enchantment (17), Spell Resistance (20)
6. Mass Cure Moderate Wounds (16), Heal (16), Symbol of Persuasion (16), Blade Barrier (17), Harm (19)
7. Mass Cure Serious Wounds (18), Symbol of Stunning (18), Resurrection (18), Destruction (19)
8. Mass Cure Critical Wounds (20), Mass Death Ward (20), Symbol of Death (20)
Ranger
1. Ram's Might (5)
Wizard
1. Jump (6), Merfolk's Blessing (6), Sonic Blast (6)
Enhancements (80+1 AP)
Radiant Servant (33 AP)
• Healing Domain, Pacifism, Positive Energy Burst, Improved Empower Healing
1. Extra Turning III, Wand Mastery III
2. Improved Turning III, Mighty Turning
3. Intense Healing I, Unyielding Sovereignty, Wisdom
4. Endless Turning III, Incredible Healing I, Wisdom
5. Positive Energy Aura
Arcane Archer (28 AP)
• Arcane Archer, Morphic Arrows
1. Conjure Arrows, Shock Arrows
2. Force Arrows II, Flaming Arrows
3. Shattermantle Shot I, Terror Arrows, Soul Magic, Elemental Damage, Wisdom
4. Banishing Arrows, Paralyzing Arrows, Smiting Arrows, Elemental Damage, Wisdom
Falconry (14 AP)
• Raven, Wisdom
1. Rugged II, Out in Nature III
2. Killer Instinct I
3. Killer Instinct II, Conditioning
Deepwood Stalker (5 AP)
• Far Shot
1. Increased Empathy II, Versatile Empathy II
Dwarf (1 AP)
• Dwarven Toughness
Destiny (24 AP)
Shiradi Champion
1. Healing Spring I, Illusion of Well Being I, Wisdom
2. Prism, Pin II, Wisdom
3. Rainbow, Otto's Whistler II
4. Double Rainbow
5. Track I, Stand and Deliver, Nerve Venom III
6. Audience with the Queen
Twists of Fate (30 fate points)
1. Sense Weakness (Tier 4 Fury)
2. Grim Precision (Tier 3 Shadowdancer)
3. School Specialist: Enchantment (Tier 2 Magister)
4. Rejuvenation Cocoon (Tier 1 Primal)
The build is very heavily based on the Radiant Archer build on the DDO Forums, but modified some for my preferences and to work in a race-agnostic fashion. The enhancement trees have been tweaked in order to fit in WIS to damage and to hit from the Falconer tree. This frees up a feat that the original build uses on Zen Archery.
As far as enhancements go, your first six points (not including racial AP) should go into Deepwood Stalker to give you DEX to damage until later on when you have enough points to switch into Falconer for WIS to damage. Then start putting points into Arcane Archer until you have Paralyzing Arrows. (You can also grab Smiting Arrows, but Banishing Arrows and the rest of the Tier 4s can wait til late heroics.)
After you have Paralyzing Arrows, put your next 6 AP in Falconer - then once you do, spec out of Deepwood and put those points into Falconer for WIS to hit and to damage. (Conditioning can wait til 20.)
Once you have WIS to hit and to damage, put EVERYTHING into Radiant Servant til you have Positive Energy Aura. It will probably be until Level 17 before it comes online, but it is so worth having, especially if your group is ranged-heavy.
At that point, you can start putting points back into Deepwood for some Positive spell power and sneak attack dice, the top end of Arcane Archer for extra elemental damage and the rest in this list, and get Conditioning from Falconer. It's your choice on the Level 12 core of Radiant Servant or the Level 3 core for Deepwood for that 80th AP - you are trading 25 situational Positive spellpower for 10 always-on Positive spellpower, +1 Sneak Attack die, and a little extra Point Blank Shot range.
Your damage imbues aside from Force are flavor-to-taste - I run with Bracers of Wind through Heroics, hence Electric, and Fire is good for some things Electric isn't. You can also go Acid-only for the widest coverage with a single imbue which is what I do in Epics.
The alternate feat listing is as simple as this: Do you have the ability to take Completionist or not? If you do, take the primary feats. If you don't, take the alternates. You only get one Favored Enemy, and you have ways to deal with everything else (and can even Turn Undead in a pinch with the proper gear), but constructs that aren't Warforged are immune to nearly all of your crowd control, your instakills, and your Vorpals. You can use Smiting Arrows on them, sure, but it doesn't actually crowd-control them and you still have to survive long enough to vorpal-fish.
As far as DCs go, your Enchantment DC is out of this world (and the melees beating on the line of mobs you've hit with Paralyzing Arrows or Greater Commanded will thank you), and your Necro DC for Slay Living and Destruction is workable (pick your spots.) Evocation is good enough for Soundburst to do work into mid-late Heroics and for your Blade Barrier to usually hit for full damage. Late in Heroics and in Epics, you can add charms to your repertoire and let a small army of trash beat on things for you via Symbol of Persuasion and Mass Charm Monster. Spell penetration DOES suffer a decent bit due to having 5 non-Cleric levels, so using a spell pen item and having Wiz and FvS past lives is VERY helpful. Lucky for you that your arrow imbues don't care about spell resistance, huh?
You will probably want to run this in a group as much as you can while leveling, though you can solo if you want - it will go slowly though, and boss DPS is a bit on the weak side even with Divine Punishment stacks, Manyshot, and damaging AA imbues. Just crowd control however you can, and heal from what won't sit still.