DaoJones
06-26-2010, 10:39 PM
Hey folks. I've read the "Spell List" thread in this section, as well as Mellkor's most excellent LotB build thread (which I based my build on, with some alteration). I'm currently 13th going on 14, and wanted some of the vets to have a look at my spell list, and suggest where I might improve or change my line up.
Right now it's "literal" up to my current level, and "theoretical" for the remainder. Note that as a melee/healer build, my base Wisdom of 6 (currently 10) means that I've avoided any spell that has a saving throw. (Except BB.)
1st Level
1. Divine Favor: As I'm a LotB, this is useful. Although to be honest, I rarely ever cast it.
2. Nightshield: A given. Every time I make a save or igmore a magic missile barrage I smile.
3. Remove Fear: Solid and useful - especially as I'm running around the desert right now.
4. Shield of Faith: Mostly because I don't see anything else I want, and the +AC was useful early on.
I originally had CLW in place of Remove Fear, but got rid of it around level 10 or so.
2nd Level
1. Cure Moderate Wounds: Good for the occasional top-off, and I don't see a lot else at 2nd level I'd want.
2. Resist Energy: No contest. One of the best spells in the game, in terms of function and use.
3. Lesser Restoration: I don't have Restoration, so this is handy for the occasional stat damage.
4. Eagle's Splendor: What else do I need at level 2? I hear this is useful for the Abbot raid?
2nd level spells seem like kind of a dead zone. Other than Resist Energy there's not a lot that appealed. I barely use CMW, but what would I switch in?
3rd Level
1. Cure Serious Wounds: Considering dropping this for Aid (Mass) or Remove Disease.
2. Magic Circle Against Evil: Solid, useful area buff.
3. Prayer: I don't use this as much as I should, but I like having it.
4. Remove Curse: Useful in the desert, and it's easier to cast than switch to a wand.
4th Level
1. Cure Critical: Good for healing players for whom Heal is overkill.
2. Death Ward: Planning to get Death Ward (Mass) at 17 or so, at which point I'll drop this.
3. Divine Power: For obvious reasons.
4. Freedom of Movement: A given. Helpful when a Bard isn't carrying it.
Not sure what's going to replace Death Ward. Recitation? I'll probably keep CCW until I find I've just stopped using it.
5th Level
1. CLW (Mass): This spell kind of annoys me (doesn't heal for much), but I won't have better for another level or two.
2. Raise Dead: Obviously.
3. Protection from Elements: I'll keep this unless I decide I want the mass version
4. Not sure what I want here. True Seeing? Because my saves will suck, taking something like Slay Living or Greater Command is a waste. Maybe Flame Strike for yucks?
6th Level
1. Blade Barrier: I *almost* took this before Heal. Darn my dedication to my guild's well-being. =)
2. Heal: I'm right at that sweet spot where this tops any non-tanky type in one cast. Good times.
3. CMW (Mass): Seems like one of the few useful choices.
4. Cometfall: I get to huck a giant comet at people! The hell else do I need? (Not sure what else I'd take here anyway.)
7th Level
1. CSW (Mass): I'll probably take this at 14. I need a better mass heal.
2. Resurrection: I'll take this at 15.
3. Debating between Prot Elements (Mass), Greater Restore, or Restore (Mass)
After 7th level I don't know what I'd want. I know I want Death Ward (Mass), Heal (Mass), and True Resurrection, but not sure what else is useful. Cure Critical (Mass) would be good, but I imagine having five Cure Mass spells is probably two (or three) too many.
Most of my problem stems from the fact that I'm deliberately skipping offensive spells. It might be that I don't really need to be doing that, although I find that Blade Barrier seems to be "offensive spell enough", considering that I'm not an offensive caster anyway. (I'd like CC spells, but they'll never land.)
So, what can I improve? Anything I should drop, or add? Thanks for your input.
Right now it's "literal" up to my current level, and "theoretical" for the remainder. Note that as a melee/healer build, my base Wisdom of 6 (currently 10) means that I've avoided any spell that has a saving throw. (Except BB.)
1st Level
1. Divine Favor: As I'm a LotB, this is useful. Although to be honest, I rarely ever cast it.
2. Nightshield: A given. Every time I make a save or igmore a magic missile barrage I smile.
3. Remove Fear: Solid and useful - especially as I'm running around the desert right now.
4. Shield of Faith: Mostly because I don't see anything else I want, and the +AC was useful early on.
I originally had CLW in place of Remove Fear, but got rid of it around level 10 or so.
2nd Level
1. Cure Moderate Wounds: Good for the occasional top-off, and I don't see a lot else at 2nd level I'd want.
2. Resist Energy: No contest. One of the best spells in the game, in terms of function and use.
3. Lesser Restoration: I don't have Restoration, so this is handy for the occasional stat damage.
4. Eagle's Splendor: What else do I need at level 2? I hear this is useful for the Abbot raid?
2nd level spells seem like kind of a dead zone. Other than Resist Energy there's not a lot that appealed. I barely use CMW, but what would I switch in?
3rd Level
1. Cure Serious Wounds: Considering dropping this for Aid (Mass) or Remove Disease.
2. Magic Circle Against Evil: Solid, useful area buff.
3. Prayer: I don't use this as much as I should, but I like having it.
4. Remove Curse: Useful in the desert, and it's easier to cast than switch to a wand.
4th Level
1. Cure Critical: Good for healing players for whom Heal is overkill.
2. Death Ward: Planning to get Death Ward (Mass) at 17 or so, at which point I'll drop this.
3. Divine Power: For obvious reasons.
4. Freedom of Movement: A given. Helpful when a Bard isn't carrying it.
Not sure what's going to replace Death Ward. Recitation? I'll probably keep CCW until I find I've just stopped using it.
5th Level
1. CLW (Mass): This spell kind of annoys me (doesn't heal for much), but I won't have better for another level or two.
2. Raise Dead: Obviously.
3. Protection from Elements: I'll keep this unless I decide I want the mass version
4. Not sure what I want here. True Seeing? Because my saves will suck, taking something like Slay Living or Greater Command is a waste. Maybe Flame Strike for yucks?
6th Level
1. Blade Barrier: I *almost* took this before Heal. Darn my dedication to my guild's well-being. =)
2. Heal: I'm right at that sweet spot where this tops any non-tanky type in one cast. Good times.
3. CMW (Mass): Seems like one of the few useful choices.
4. Cometfall: I get to huck a giant comet at people! The hell else do I need? (Not sure what else I'd take here anyway.)
7th Level
1. CSW (Mass): I'll probably take this at 14. I need a better mass heal.
2. Resurrection: I'll take this at 15.
3. Debating between Prot Elements (Mass), Greater Restore, or Restore (Mass)
After 7th level I don't know what I'd want. I know I want Death Ward (Mass), Heal (Mass), and True Resurrection, but not sure what else is useful. Cure Critical (Mass) would be good, but I imagine having five Cure Mass spells is probably two (or three) too many.
Most of my problem stems from the fact that I'm deliberately skipping offensive spells. It might be that I don't really need to be doing that, although I find that Blade Barrier seems to be "offensive spell enough", considering that I'm not an offensive caster anyway. (I'd like CC spells, but they'll never land.)
So, what can I improve? Anything I should drop, or add? Thanks for your input.