View Full Version : leveling Cleric's weapon
awesomekill
04-28-2010, 05:44 PM
I'm level 5, but still using the same mace from like level 2. Since I have to melee a lot to save spell points as I level, should I blow most of my platinum to buy a decent weap?
AfroDesiac
04-28-2010, 06:06 PM
I'm level 5, but still using the same mace from like level 2. Since I have to melee a lot to save spell points as I level, should I blow most of my platinum to buy a decent weap?
only if you mostly prefer to solo
otherwise id say the most important piece of gear for a cleric would be an improved/greater/superior devotion item
Gosfjord
04-28-2010, 06:30 PM
If you've got the Sharn Syndicate adventure pack, there is a pretty sweet mace at the end of the chain
+1d6 force and weighted.
Aganthor
04-28-2010, 07:30 PM
If you've got the Sharn Syndicate adventure pack, there is a pretty sweet mace at the end of the chain
+1d6 force and weighted.
I use it on my lvl 5 cleric and it's really good!
MrkGrismer
04-29-2010, 07:43 AM
If you've got the Sharn Syndicate adventure pack, there is a pretty sweet mace at the end of the chain
+1d6 force and weighted.
All my characters have (or had) at least one of these, most of my TWF characters have two. The force damage works against incorporal so they are better then other non-ghost touch weapons (ghost touch weapons are better, but you can't always have that), plus they are blunt so they work good on skellies.
Sharn Syndicate is an awesome pak just because of the end rewards on Come Out And Slay, great to pick up when it is on sale. It isn't that expensive to start with and when it is on sale it becomes 'dirt cheap'
ArgentMage
04-29-2010, 10:42 AM
Assuming you're taking the Sovereign Host enhancements (which I *highly* recommend to get
to Unyielding Sovereignty), don't forget about Dol Dorn's Champion, which gives you
access to Longswords.
A Holy Longsword and a Greater/Superior Devotion shield are a potent combination.
The other item to watch out for is the Star of Irian Morningstar. It's also a Holy
weapon, and it's only ML:6, so you'll be able to use it at your next level. I got one
off the AH fairly recently for right around base (50kgp)
Otherworld
04-29-2010, 10:58 AM
I suppose you're still using the flaming weapon from the grotto? That weapon remains viable until lvl 5. Now should be the time +2 weapons should start dropping.
I always use that until lvl 5.
I'd also check out the brokers once you're about lvl 6. They have some really nice weapons there (house D mostly).
I once got a +2 thundering khopesh of maiming on my ranger there. Usually, you'll find weapons for cheaper that on the AH there.
sultanica
04-29-2010, 11:04 AM
I guess your going for.. battle cleric?
A mace perhaps?
100% Heal cleric only needs a Shield and wands
:)
vVAnjilaVv
04-29-2010, 11:10 AM
Up until you get to level ten...the best weapon you can get are just plain old highest + to hit weapons
+1 level 1
+2 level 2
+3 level 4
+4 level 6
+5 level 8
Knock off two from ML if it's race required.
I really don't think you should bother with prefix/suffix stuff until after this unless u need something to get past DR....i.e. Ghostly Skeletons in Delera's require a good, holy, or flametouched weapon.
If u can afford it I would recommend one good bludgeoner and one good slasher, zombies and skeletons run rampant throughout the lower levels.
vVAnjilaVv
04-29-2010, 11:11 AM
I guess your going for.. battle cleric?
A mace perhaps?
100% Heal cleric only needs a Shield and wands
:)
100% healing clerics are scary. Why give up 2/3rds of what ur build is capable of?
I would highly suggest carrying good weapons with you at all times....u never know whats going to happen and u don't wanna be left swinging a superior devotion weapon if u HAVE to fight to survive.
awesomekill
05-07-2010, 12:59 PM
I am healing groups when one forms up, but they don't seem to come that often so I am mostly soloing. I am at the point that I need a hireling to make it on these quests. Its really expensive though. I have done everything that's free play in harbor and Market... so now I've done most of the House quests on normal. I tried Searing Heights and I just can't last... I burn through all my spell points 2 - 3 encounters after the first mate on teh bridge. Even with a hireling.
I'll repeat all the house quests, while I get exp for them. I picked up a +1 ghost touch mace and a +4 sickle. (mostly using sickle)
Thanks very much for your responses. :)
DoctorWhofan
05-07-2010, 01:15 PM
finding devotion/potency/spell pen maces should be on the list to find, but you should have holy and/or pure good mace should take care of most issues. the nicked mace from sharn is very nice too.
My level 20 carries melee weapons: frost paralyzer, +5 true law/pure good, ghost touch, Toothpick and my Cloudburst (for humour and portal beating!) This is on top of my potency/spell pen weapons I use most of the time.
Why? Mana saving when I soloing. Greater command, and hit htem while their down. But it's my flavour.
awesomekill
05-07-2010, 01:55 PM
100% healing clerics are scary. Why give up 2/3rds of what ur build is capable of?
I would highly suggest carrying good weapons with you at all times....u never know whats going to happen and u don't wanna be left swinging a superior devotion weapon if u HAVE to fight to survive.
Take what I say with a grain of salt, cause I'm a noob... but I don't do much outside of healing, and plinking monsters with mace or throwing dagger... when people aren't taking damage. I don't cast much aside from heals and resistance buffs. I am always afraid I'll run out of spell pts.
awesomekill
05-07-2010, 02:00 PM
I guess your going for.. battle cleric?
A mace perhaps?
100% Heal cleric only needs a Shield and wands
:)
I am not really sure what to go for, since it's my first toon. For all I know I could be going down the "exotic dancer" path. lol
ArgentMage
05-07-2010, 03:57 PM
Up until you get to level ten...the best weapon you can get are just plain old highest + to hit weapons
I really don't think you should bother with prefix/suffix stuff until after this unless u need something to get past DR....i.e. Ghostly Skeletons in Delera's require a good, holy, or flametouched weapon.
I would have to disagree with this one. Having soloed almost exclusively the first
nine months I played, I found that the game went from extremely frustrating to
completely manageable when I switched from basic weapons with high bonuses
to a couple of +1/+2 weapons with prefix/suffix.
If you want to solo effectively, you really do need to have a raft of weapons
for different threats available. I would say that things are pretty straightforward
through level 7, but starting at level 8, you really need to up your game significantly
to continue to solo at-level content. Pretty much any weapon you're going to
carry for any length of time is going to be ML:6 , and the really covetous stuff will be ML:8
(I'm looking at you, Star of Irian (http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Weapons/StarofIrian.jpg))
and higher, so don't blow a lot of plat on basic weapons.
That said, you do want one +4/+5 basic weapon in your arsenal for beating down
stuff that has high DR for which you don't have a bypass weapon, or for which
none exists (e.g. elementals).
I'll give one example: If you have a +5 morningstar, and you're putting the beats
on that most hated of creature, the skeleton archer, you're doing 1d8+5 damage
per hit (6-13) raw weapon damage. With a Star of Irian, you're doing
1d8 + 2d6 + 4 or (7-24) points.
The weapon that turned it around for me was a +1 Shock Heavy Mace of Pure Good.
It was a random drop from some quest many moons ago. I mostly ignored it
because I was swinging a +4 Morningstar at the time, and +4 > +1, right? :D
Then I went into Delera's, and needed the "Pure Good" suffix for the Ghostly
Skeletons, and it really opened my eyes when all those extra damage icons
started appearing...
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