View Full Version : Cleric HELP! My First Cleric! Proposed Build?
medafil
03-27-2012, 04:30 AM
Hey guys, Shroom here, wondering if you guys could look over this build I'm thinking about for my cleric Glowshroom. I mainly run a healbot, however I have occasionally swapped to melee and offensive casting if say the party is full of noobs that die around every corner (because as my bio says, I haven't taken the heal around corners feat, they have yet to develop it, I'll take it as soon as it's released). Or, if the opposite is true, the party doesn't really need heals, I splurge a little with cometfalls, firestorms, soundbursts, blade barriers and more.
I carry Titan's Grip Gloves and a Terror and have divine power prepped while hero's feast is bugged but for the most part, I just follow people and heal like a good little cleric ought to.
Anyways, here's the gist of my proposed build and yeah, I know, a lot of farming and not many scrolls dropping right now, but it's something to aim towards and maybe in a few months I'll actually be able to pull this off (especially considering how little gear is specifically direct at clerics and is actually useful)
I'll hopefully be looking at
627 Unbuffed HP - 707 Buffed
//2263 Unbuffed SP - 2321 Buffed(Old Way)
2233 Unbuffed SP - 2291 Buffed SP(New Way)
(Detailed Breakdown at the bottom)
Glowshroom - Level 20 True Neutral Human Female Cleric
(36 Point Build)
STR: 19 = 8 base + 2 tome + 9 item
DEX: 10 = 8 base + 2 tome
CON: 38 = 18 base + 4 tome(already have) + 15 items +1 enhancement
INT: 10 = 8 base + 2 tome
WIS: 34 = 18 + 5 levels + 2 tome + 7 item + 2 enhancements
CHA: 22 = 12 base + 2 tome + 8 item
Feats
Feat: (Past Life) Past Life: Cleric
Feat: (Past Life) Past Life: Cleric
Feat: (Past Life) Past Life: Cleric
Feat: (Human Bonus) Toughness
Feat: (Selected) Mental Toughness
Feat: (Selected) Improved Mental Toughness
Feat: (Selected) Empower Healing Spell
Feat: (Selected) Quicken Spell
Feat: (Selected) Maximize Spell
Feat: (Selected) Empower Spell
Feat: (Selected) Heighten Spell
// Feat: (Selected) Extra Turning (Dropped for Heighten)
Enhancements
Enhancement: Cleric Divine Intervention
Enhancement: Cleric Radiant Servant I
Enhancement: Cleric Radiant Servant II
Enhancement: Unyielding Sovereignty
Enhancement: Follower of the Sovereign Host
Enhancement: Human Adaptability Constitution I
Enhancement: Cleric Improved Empower Healing I
Enhancement: Cleric Improved Empower Healing II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Improved Heal I
Enhancement: Improved Heal 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 Smiting I
Enhancement: Cleric Smiting II
Enhancement: Cleric Smiting III
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Energy of the Zealot III
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Improved Turning I
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Wand and Scroll Mastery I
Enhancement: Cleric Wand and Scroll Mastery II
Enhancement: Cleric Wand and Scroll Mastery III
dropped
//Enhancement: Cleric Improved Empower Healing III
//Enhancement: Cleric Energy of the Zealot IV
And here is what my gear is hopefully gonna look like:
HEAD - epic Helm of Frost: +7 CHA 30 Cold (CHA +1)
EYES - GS Goggles: Concordant Opposition: 150 SP, +6 WIS, HP/SP Regen, Disease & Blindness immunity
NECK - Crafted: anything for small guild 40 SP
then swap to
Torc: SP Regen
TRIN - Crafted: Efficient Metamagic Healing II
BODY - epic Cavalry Plate: Superior False Life (Toughness)
BACK - epic Envenomed Cloak: +7 CON, Poison Guard (Heavy Fort)
WRIS - epic Scorched Bracers: 30 Fire (Fear immunity)
BELT - GS Belt: Smoke: 45 HP, Blurry
FEET - epic Boots of Corrosion: 30 Acid, Disintegration Guard (Feather Fall)
HAND - epic Charged Gauntlets: +6 STR 30 Elec (Proof Against Poison)
RING - epic Ring of Elemental Essence: 200SP, 5 eResist Fire/Cold/Acid/Elec(Underwater Action)
RING - ToD Ring: eCON 1+2 (currently dragonmarked)
MAIN - Alchemical: (Dagger): S. Devotion & Lore IX, S. Combustion & Inferno IX
*OFF - Alchemical: (Shield): S. Radiance IX, +2 alchemical CON, Earthgrab Guard
QUIV - Quiver of Alacrity: 30% Striding
and here are some of the numbers crunched out a bit
CON Score breakdown
18 Base
4 Tome
7 Item
3 Excep. Item
3 Chrono Set
2 Alchemical
1 Enhancement
==============
Total Con 38 = 280 HP (+14 Bonus * 20 levels)
280 CON bonus
160 Cleric hit die
45 Green Steel Smoke HP
40 Superior False Life
30 Enhancements
22 Toughness feat
20 Toughness item
20 Heroic DuraBility
10 Draconic Vitality
===================
627 Unbuffed HP
20 +2 Con Shrine
40 Yugo Pot
20 Rage Spell
===================
707 Buffed HP
and as for SP, I'll be looking at something like this:
1125 Base Cleric SP
350 from Archmagi and Green Steel S
348 from a 34 WIS score at lvl 20
//110 from enhancements(Old Way)
80 from Enhancements (New Way)
105 mental toughness
105 improved mental toughness
80 mental training
40 small guild SP
============
//2263 Unbuffed SP (Old Way)
2233 Unbuffed SP (New Way)
29 from +2 Wis (+2 Guild Shrine)
29 from +2 Wis (Yugo Pot)
//2321 Buffed SP (Old Way)
2291 Buffed SP (New Way)
So.... Yeah, sorry about throwing a lot of info out there, but just trying to be thorough.
Yes, I know, if I wanted to squeeze in more SP or HP I could use some crystal cove trinkets, but I want the Metamagic Shard so I can have 4 SP empower healing... I never take it off these days... I don't use empower and maximize except on my damage spells and bursts.
Thanks for any feedback you guys give me :)
erikbozelie
03-27-2012, 06:10 AM
splash 3 levels ;). its the most powerfullst ability off a cleric.
only worthwhile ability that you lose is divine intervention and wel... alittle bit spel penetration.
but you can do fine without DI and for spel pen, there are loads of spells that do not use it. comet fall, blade barier etc.
if your just looking for a healbot here is (http://forums.ddo.com/showthread.php?t=334030) one i wrote down alitle while ago.
i actually made him and is currently at 2850sp and 30 turns.(still have +2 exceptional wisdom to go). you have about 200 more hp then me with this build setup. you might wanna swap it around so it will fit your needs better.
about the build: did not grinded out 5 past lives of soc / fvs, just 1 soc. and 1 cleric. but also need a better guild augment slot for more sp.
AtomicMew
03-27-2012, 06:23 AM
Disagree with erik's advice: splashing a few levels of sorc/fvs for a few extra spell points is a bad idea, compared to what you lose on your heal power and capstone. At least get more out of a splash.
IF you're looking for a pure healbot, don't pump up WIS, pump CON. You'll get far better returns per point, and pumping WIS for stronger offensive casting doesn't seem appropriate without the relevant offensive casting feats. If you decide to remain pure, you should also consider extend over improved mental toughness for extended recitation/prayer/divine power. You could also consider shield mastery for 20% DR.
For a pure healbot, I'd strongly suggest two monk splash. Evasion, much, much better saves, and two extra feats make you incredibly more hardy. Of course you lose some heal power and capstone, but that's a judgement call on your part.
erikbozelie
03-27-2012, 06:57 AM
splash anything is better then a pure cleric. it adds abilities to a character, while losing almost nothing. but yeah monk splashes are more common.
sorc/fvs splash > pure in some ways.
monk splash > pure in many ways
this build (http://forums.ddo.com/showthread.php?t=282020) is alitle bit outdated but itll give you an idea what a monk/roque splash can do(112 ac was it?).
axel15810
03-27-2012, 07:13 AM
[FONT=Times New Roman] mainly run a healbot, however I have occasionally swapped to melee and offensive casting if say the party is full of noobs that die around every corner
Don't repeat my mistake...with my first cleric I was trying to both melee and offensive spell cast. You'll end up with a cleric who is bad at both. You need to pick either a healing/melee cleric or a healing/offensive casting cleric. Looks like you've chosen casting, just stick with that and don't try and melee too.
lronEnema
03-27-2012, 07:50 AM
Your build is spot on for what you want: a very effective min/maxxed healbot. You will be able to keep a party up in almost any circumstance (assuming you aren't required to heal a party suffering from a case of terminal stupid)...........but that is all you can do.
You could lose 10% of your healing effectiveness and become a 100% better cleric: either a melee/healer or (my personal favourite) a caster/healer. 36 point build and all that epic gear would make you truly remarkable at eaither....bordering on being able to cover all three - a caster, melee, healer - soloing machine. It is an appalling tragedy to see your what is ultimate end game kit go to waste on a healbot.
Firstly lose the extra turning feat(that one is truly awful) and at least one, preferrably both, mental toughnesses feats. Take either the 2h weapon line (melee) or some spell pen and evocation focus (caster) - maybe keep one mental toughness or take greater evoc focus for caster.
If you are to be a melee lose a couple of points of wis (con if going for the ultimate all three cleric) and put your strength up to 14 min pref 16 or 18.
If you go caster (hell even if you go melee) you will need the smiting line and prayer/incred prayer of smiting for your best boss beater - divine punishemnt. Spell pen line of enhancements. Lose some of your top end Prayer of life/incred prayer to get these. Prayer of life to lvl 4 is good - the others just are too expensive for too little return.
Either build will be able to solo virtually anything on elite and easier epcs. Run Eye of the titan on elite until you get your eardweller - get a bauble + twisted and epictwisted talisman. They will make up the loss in raw spell points.
There is just so much fun to be had as a cleric. Did I mention what a waste your gear is on a healbot.
The above is suggestions for pure cleric. Lots of merit going monk or fighter splash.
lronEnema
03-27-2012, 07:58 AM
Oh - one last though. Long time ago I read a guide to the seven stages of clericing. It started with 'don't zerg round that corner, I can't heal you', and finished with 'I am the ultimate cleric, zerg round that corner with me if you want to live'.
Beethoven
03-27-2012, 08:24 AM
sorc/fvs splash > pure in some ways.
It used to be that way when SP were a real concern still, but these days you can outgrow these concerns fairly quick, especially on a Radiant Servant.
I am not even talking store bought pots. Torc is fairly easy to get (you don't necessarily need to epic it, so DQ on any difficulty will do to farm one). You get enough HP and defenses (DR) you can easily afford stand in the midst of things, make your aura take care of yourself and others and regain SP. The days were the most common tanking method was putting a zero HP / zero DR /high HP toon up front are gone. Monks, Stalwards and the occasional DoS build have taken over and commonly you can keep those alive with scrolls.
Don't repeat my mistake...with my first cleric I was trying to both melee and offensive spell cast. You'll end up with a cleric who is bad at both. You need to pick either a healing/melee cleric or a healing/offensive casting cleric. Looks like you've chosen casting, just stick with that and don't try and melee too.
This. It's fairly difficult to be good in all three things on a pure cleric. You really want to keep all those options open splashing monk would almost be the better way to go since even if you do not put a lot towards melee, you can use things like Tharaak Wraps, Frozen Tunic and/or Alchemical Wraps to make up for it. Also the access to different stances (Water for DC casting, Earth for DR and Wind for DPs) help.
You want to stay pure I'd too recommend for deciding between either focusing on melee/healing (and dumping Wis) or offensive casting/healing (dumping everything but Con, Wis and a little bit of Cha).
The build itself looks really solid. Couple things I'd do different on a pure cleric though:
* Past Life Cleric: I am not sure how far in you are, but generally spoken Past Life Sorc (Evocation for BB and Implosion) and/or Wizard (Spell Pen) > Past Life Cleric.
* Mental Toughness / Improved Mental Toughness: as said above, there are a lot of ways to manage and regain SP on a cleric. I'd drop those in favor for either Shield Mastery and Improved Shield Mastery, Shield Mastery and Extend or Shield Mastery and another Toughness feat.
* Energy of the Zealot and Improved Empower Healing: see above. I'd go a couple more levels of Wand/Scroll Mastery instead. I'd definitely also go Human Improved Recovery. You get enough Healing Amplification on your cleric you can easily get to a point were you rarely need to heal yourself as long as you have the aura going. That is going to save you more SP than anything else. It also makes it easier to tank (Shield Block + Divine Punishment). There is something very nice about taking down even the toughest opponent, taking fairly little damage (due to Shield Mastery + Healing Aura) and regaining more SP than you use in the process.
I'd also consider switching the Cavalary Plate for a Deneith Heavy Chain that reason. Gear-wise I find the 5 piece Abishai set rather weak compared to what else you could get instead. An alternative would be using only Helm, Cloak and Boots, which would open up your gloves and bracers slot. Gloves you could go for Gloves of the Claw (Str + 30% Healing Amp) and Bracers either Claw (Exc. Con+2) or Bracelet of Madness from Hound (Sup Potency VI, Epic Evocation Focus and Arcane Lore).
Pape_27
03-27-2012, 09:22 AM
Hey guys, Shroom here
<snip>
Overall looks pretty good stat wise. Just a few thoughts regarding the build in general. The base build indicates that it is or can be effectively used as a caster-type build, with wisdom being maxxed out.
some observations:
Enhancements:
You have:
Energy of the Zealot IV - 4 ap
Improved Empower Heal III - 6 ap
Swap to:
wand and scroll mastery II - 2
wand and scroll mastery III - 3
Cleric Smiting III - 3
prayer of smiting I - I
extra turning I - 1
Results:
You lose 30 sp total and your overall cost of healing spells increases by 4 sp.
You gain more damage on your DoT, scroll healing increases 15% and you gain an extra turn.
Personally, I would dump the entire Improved Power Healing Line and add the points into Smiting, but if thats not what you want, so be it.
Feats:
You have:
Mental Toughness
Improved Mental Toughness
Swap to:
Spell Focus: Evocation
and/ or Heighten
Results:
Potentially you lose 210 sp. You could also just swap out IMT and only lose 110 sp.
You gain a +1 to your evocation DC's (Blade Barrier, Implosion) and Heightens all your spell levels to 9. It does take more sp to cast spells, but you could
set Heighten to work only on certain spells.
Mubjon
03-27-2012, 12:15 PM
I think that you have the stats to make a great offensive casting Cleric and if it was me I would go that route.
I would make the following changes to feats if I was able with an LR or through fred.
Drop
Mental Toughness, Improved mental toughness, and extra turning
Take 3 of the following
Heighten, Spell focus: evocation, Greater spell focus: evocation, SF: Necromancy, GSF: Necromancy, Spell Pen, Greater Spell Pen
Now heighten probably should be in there as that will boost all your spells below level 9 to level 9 spells giving them an extra boost to their DC. Then I would decide if you want to do mostly evocation focus (Blade Barrier, Implosion mostly) or Necro focus (Destruction, Slay Living, Harm) and then pick a spell focus (at least 1) and maybe Spell pen to help punch through.
The reason I suggest dropping the extra turning is that with 3 cleric past lives you are already starting out with 3 extra turns over a standard cleric and I rarely have an issue of needing even more turns past 10 to 12.
ETA: Now this does not mean that with your stats that you could not swing a weapon if needed to save some SP. With 19 strength and divine power you will still be able to melee a bit on most content outside of elite and epic.
Beethoven
03-27-2012, 12:46 PM
I totally missed that in my earlier post and just can echo: drop extra turning and take heighten instead. You want to use spells like Greater Command, Cometfall, Blade Barrier and Destruction at all for offensive casting Heighten is pretty much a must.
medafil
03-27-2012, 07:09 PM
Thanks for the speedy replies guys, okay, so far, here are the things I'm considering and nixing based on what people have said:
This is one thing I'm firm on: I WILL NOT MULTICLASS A CLERIC
Yes, I know, better saves, or more SP, soloability, but that's not really what I'm here to do, when I'm on my cleric, I'm expecting to be contributing to a team by filling my role as a healer, if the party is good and doesn't require heals, or if they're so inept that I decide it's not worth keeping them alive, THAT'S when I pull out my cometfalls, blade barriers, etc. I understand the benefits of splashing Monk or FvS or most other classes, I just refuse to do it at the present time, come levels 21-25, I may revise my view, but as it is now, that's just not what I want to do. Period.
As far as what I'm going to be doing when I'm not healing, since I have the Chrono set which gives my +3 to evocation, I'm probably going to blade barrier, implode, and divine punish the s*** out of anything that's still standing, probably the only time I will resort to melee is if I run out of SP.
Drop Extra Turn Undead - I'm using it this life since it puts me at 14 turns, which I have found to be the perfect amount for aura/burst healing the beginning of waves in eDA, but like Mubjon said, I'll be getting 3 turn undeads from my past lives of cleric (hadn't considered that) I haven't done the exact numbers of how many turn undeads I'll have, but based on what I have right now and the 3 from PL and the 1 from 8 CHA items instead of +6, I'll probably have the same number, -1 from the Alchemists Pendant I'm wearing atm, so I'll have 13, which should be workable for the exchange of a feat.
Grab Heighten - With the feat slot opened up from turn undead, probably the next thing I would have gotten would have been Heighten, I choose heighten over extend because the only things that extend effect are buffs, the main ones last 1 minute per caster level, the ones that last for less than that (Recitation, Prayer, Divine Power) are spells that I don't really use except on request from the party, like I said, I'm only using melee as an option while hero's feast is bugged and even then, only when I run out of SP. (then again, I can always grab divine power clickies and carry my titan's grip for the extra +6 STR if I REALLY feel the need for melee ability... on a Healer > Evoker Cleric)
right now, I'm not quite willing to give up 105 or 210 SP in favor of +1 or +2 DC to my evocation spells, they aren't going to be that great anyways ( 10 base + 9 spell level if heightened + 12 WIS modifier + 3 Chrono Set = 34 Reflex Save )
[note, I play a CC caster where the bare minimum for Enchant is 38, I prefer a 43 personally :3, but that's WILL save, if reflex is lower, please let me know]
But like I said, 34 isn't BAD by any means, but it isn't something to write home about, if I add 2 from feats and sacrifice 210 SP, that's a 36, don't know how much more effective that'll be honestly, in my mind, evasion types will still evade, and non evasive types will still take full damage MOST of the time outside of epics, and in epics... eh... I'm not planning on soloing those anyways
Enhancements:
You have:
Energy of the Zealot IV - 4 ap
Improved Empower Heal III - 6 ap
Swap to:
wand and scroll mastery II - 2
wand and scroll mastery III - 3
Cleric Smiting III - 3
prayer of smiting I - I
extra turning I - 1
Results:
You lose 30 sp total and your overall cost of healing spells increases by 4 sp. would actually only increase by 2 SP
You gain more damage on your DoT, scroll healing increases 15% and you gain an extra turn.
of all the options people presented, this is the one I liked the most, He gives me some numerical data (notice I crunched all the numbers myself earlier), he gives me what I lose, what I gain and this one I can actually try out now and see how I like it, enhancements are easy to test out, and swapped back if you don't like em.
As far as other past lives, I really like my cleric, but not quite enough to go through other class TRs. I don't have any of the gear for other classes, although for the most part they don't differ from my WIZ Glitershroom. I may go through some TRs as a FvS to see what that's all about, again, probably a healer with evoker capabilities in a pinch. I'm a first lifer as of yet, but I do plan on the 3 cleric TRs to make up for the Extra Turning that I'm missing out on (I can't stress how much I love free mass heals) Also, I don't think I have the patience to do all those past lives for my cleric as of yet, I'm going to be doing something like that for Glitershroom (3 Sorc, 3 Wiz, 3 Clr, 3 FvS, +3 evo + 60 SP, +6 spell pen +1 DCs active feat; +3 conjuration; +3 spell pen + 60 SP)
Once I have 2-3 Lives as cleric I'll probably stay that way until Gliter is done. I may consider other lives, specifically +3 Evo from sorc would bump me up to a 37, at that point, I may dump mental toughness and improved mental toughness for SF and GSF Evocation, raise it up to a 39 which is almost epic worthy(again, I'm not comfortable until 40+ numbers for epics)
I'll edit the main post with the chainges
Thanks again and lemme know what you guys think of it now :)
Pape_27
03-27-2012, 07:29 PM
Looks pretty good meda. Lets us know how well its working out for you while leveling. Im on my clerics 2nd cleric life (so far cleric > wiz > cleric) and thios looks like a solid build for her 3rd cleric life (if I ever get there lol, thinking of adding sorc > fvs before adding the 3rd cleric life).
trog_star
03-27-2012, 08:47 PM
Lawfull good?
why on earth would anyone take lawfull good on a pure caster
oodles of extra chaiotic and evil dmage for no benifit.
have a look at the peniltys for going true nutral (hint, there arnt any)
you expect to get a 5 peice abershi by pikeing? oh sorry, healbotting.
dont get me wrong, there are times when keeping a party upright and tossing out DP is all a cleric should be doing.
epic mobs are not amoung them.
Enhancement: Follower of the Sovereign Host
my personal preferance is for cleric charisma 1&2
Personally, i think extend is a waste of a feat on a capped non-melee cleric
mental toughness and improved mental toughnes?
2 feats for 210 SP? really?
if you could use the extra SP and your not offensive casting, something has already gone horrably wrong
perhaps some feats that will auctually help a party?
shield mastery
not only can you run ADQ2 solo on hard or better.
if you parties agro managment or CC isnt up to the task, simply be the 1st enemy mobs see.
woops, i got agro, turtle up and laugh
SF/GSF evoke
geting close to offensive caster here, time to think about cleric wisdom 3 and human adapt wisdom
less BB/comefall saves = less healing.
dead stuff wont hurt anyone.
Spell pen/ Greater spell pen -
this is where you make the call to pass from a general purpose cleric to an offensive caster
2 feats and 12 AP is a heavy price for insta-kills, but it's so worth it
medafil
03-27-2012, 09:19 PM
Lawfull good?
why on earth would anyone take lawfull good on a pure caster
oodles of extra chaiotic and evil dmage for no benifit.
have a look at the peniltys for going true nutral (hint, there arnt any)
Just me being lazy with the character planner, my casters are almost always True neutral, that way they avoid the afore-mentioned damage, and also, this way, they can also take advantage of 'Taint of Evil' items (Litany comes to mind)
you expect to get a 5 peice abershi by pikeing? oh sorry, healbotting.
dont get me wrong, there are times when keeping a party upright and tossing out DP is all a cleric should be doing.
epic mobs are not amoung them.
If I'm a main source of DPS in an epic, then something's wrong there, I'm not saying that I won't be doing damage, but if I'm the biggest contributor, something's amiss
Enhancement: Follower of the Sovereign Host
my personal preferance is for cleric charisma 1&2
I'm torn on this one, I usually go charisma 1&2, but there have been a few rare instances where the unyielding sovereignty has been useful, but more likely than not, I'm gonna revert back to charisma since I love my turns so much :3
Personally, i think extend is a waste of a feat on a capped non-melee cleric
Look at my reply post 2 above yours, I say as much, I never planned on taking extend
mental toughness and improved mental toughnes?
2 feats for 210 SP? really?
if you could use the extra SP and your not offensive casting, something has already gone horrably wrong
perhaps some feats that will auctually help a party?
I rarely NEED the SP, but as a healbot, I like knowing that if an emergency comes up, ie a huge lagspike or a glitch, I have a reserve that I can tap into, yes, I usually end with more than 600 SP leftover, but with the bad lag these days, I've also had near wipes that I've salvaged and been left with no SP
shield mastery
not only can you run ADQ2 solo on hard or better.
if you parties agro managment or CC isnt up to the task, simply be the 1st enemy mobs see.
woops, i got agro, turtle up and laugh
hadn't considered that, sicne I have conc opp and hopefully I can scrounge up a torc, DR would be good to have, I do have the lorriks and levik's shields which give blocking 15 DR, extra would be awesome
SF/GSF evoke
geting close to offensive caster here, time to think about cleric wisdom 3 and human adapt wisdom
less BB/comefall saves = less healing.
dead stuff wont hurt anyone.
as I said in the post 2 above yours, I calculated my DCs, if I took SF and GSF Evocation, I'd have a 36DC, which I don't really see as being worth it above a 34, if I get past lives of sorc and end up with a 39, I might consider it, for now, not really
Spell pen/ Greater spell pen -
this is where you make the call to pass from a general purpose cleric to an offensive caster
2 feats and 12 AP is a heavy price for insta-kills, but it's so worth it
as much as I love implosion, taking spell pen feats would hurt, if I've made the plunge into being an evoker cleric, I would probably take the lives as wizard and FvS to compensate for the lack of feat slots I have, otherwise, what other 2 feats would you sacrifice aside from MT and IMT?
Comments in Red
firemedium_jt
03-27-2012, 11:21 PM
Either build will be able to solo virtually anything on elite and easier epcs. Run Eye of the titan on elite until you get your eardweller - get a bauble + twisted and epictwisted talisman.
Dreaming Dark is so much easier to grind for Eardweller. 7-10 runs average on Elite. You can solo it will a hireling. I use a lvl 20 SORC hire. No ransack and chest is optional chest, so don't finish it unless you want Ioun Stones. Just flag it on casual, and don't do the solo optional flag quest (a pain on casual to jump around).
medafil
03-27-2012, 11:55 PM
Dreaming Dark is so much easier to grind for Eardweller. 7-10 runs average on Elite. You can solo it will a hireling. I use a lvl 20 SORC hire. No ransack and chest is optional chest, so don't finish it unless you want Ioun Stones. Just flag it on casual, and don't do the solo optional flag quest (a pain on casual to jump around).
don't 7-10 runs me on that, I ran 156 times on my wizard before I got it, 100 elite, 56 hards and finally I got it... I have horrible luck with the eardweller...
firemedium_jt
03-28-2012, 12:08 AM
don't 7-10 runs me on that, I ran 156 times on my wizard before I got it, 100 elite, 56 hards and finally I got it... I have horrible luck with the eardweller...
.
No way. That must have been a while ago. I ran it about 14 times. Got mine on ninth. Saw another drop trainning others in another 3. That is 2 in 13 runs on elite. Don't take only my word for it. It is all over the forums that the drop rate is better now.
medafil
03-28-2012, 12:16 AM
.
No way. That must have been a while ago. I ran it about 14 times. Got mine on ninth. Saw another drop trainning others in another 3. That is 2 in 13 runs on elite. Don't take only my word for it. It is all over the forums that the drop rate is better now.
okay, now it probably is, I've had mine over a year now, but back then HORRIBLE drop rate, could sell the thing for a mil easily back then, since it's a tbag sorta thing, anyways, thanks for the info, now to farm on my cleric :3
trog_star
03-28-2012, 03:22 AM
theres a heck of a lot more to an offensive casting cleric than implosion mate.
greater command
dismissal/banishment
slay living
distruction
symbol of death
energy drain
all have there place in epic content.
trick is lerning when and where to use em.
but it's your call.
all the respectable epic devines i know, either offensively cast or swing a terror
if you have a crew who is willing to carry a healbot in epics, then go for it.
i dont personally keep healbots around for the next epic.
I'd rather run with a hire than a piker
medafil
03-28-2012, 03:45 AM
theres a heck of a lot more to an offensive casting cleric than implosion mate.
greater command - Enchantment Use in any non epic quest
dismissal/banishment - Abjuration So far only really useful in vale, but yes I use
slay living - Necromancy Not something I use regularly, replaced it with destruction
destruction - Necromancy Use this all the time with energy drain/symbol of death
symbol of death - Necromancy I use in certain spots
energy drain - Necromancy I use all the time
all have there place in epic content.
trick is lerning when and where to use em.
but it's your call.
all the respectable epic devines i know, either offensively cast or swing a terror
if you have a crew who is willing to carry a healbot in epics, then go for it.
i dont personally keep healbots around for the next epic.
I'd rather run with a hire than a piker
You're basically saying "spec evocation" in your last post, and "spec necromancy" in this post... lets see... which 4 feats do I drop then? I have an unsuppressed Death's Touch for +2 Necro DC, I have a crafted +2 Evocation right now, and if you refer back to one of my follow up posts I do believe I say "I'm expecting to be contributing to a team by filling my role as a healer, if the party is good and doesn't require heals, or if they're so inept that I decide it's not worth keeping them alive, THAT'S when I pull out my cometfalls, blade barriers, etc. "
I don't just pike in quests, yes, I'll play heal bot if the party is taking a moderate or serious amount of damage, but in self sufficient or completely hopeless parties, I go ahead and smack things around.
besides, I've run with plenty of pugs where they appreciate heals more than offense, and if you don't want me in your party, fine by me, I'll just party with the 95% of players that appreciate someone that mainly keeps them alive.
Cheerio mate, enough explaining myself, I believe most of the other players on the server know what I'm talking about. After all, when I'm posting a pug for cleric/FvS only, guess what I'm looking for more likely than not :3
trog_star
03-28-2012, 06:12 PM
um. no.
i said spec into spell pen.
do us all a favor and next time you dont want advice, dont post on the forums :)
then we can all be happy
medafil
03-28-2012, 08:12 PM
I accept and appreciate advice, what I don't find tasteful is people looking and talking down on me because I don't agree with their every view
Thanks to everyone else in the thread for their constructive feedback. Hope to hear more from the rest of you :)
AtomicMew
03-28-2012, 09:22 PM
I like your new build better, but I agree with trog_star. It seems like you're ditching spell penetration and that's a huge mistake. Drain/destruction is one of the best spell combos for a divine, and you won't be able to do that without spell penetration. You should definitely consider replacing the mental toughness feats with one or more spell penetration feats, and at least two ranks in the enhancement line.
Also, you're misunderstanding how abishai set works on evocation spells. It ups evocation spell level, not DC. So abishai set does nothing for blade barrier, and it only helps implosion (and soundburst I guess) by giving +3 effective spell penetration. But since you're dumping spell penetration, anyway.... IMO, it isn't worth it.
Looking through your public character list, it doesn't seem like you have three cleric past lives ready to go, so I'm guessing this is just a theory craft build at this point. If so, consider at least one wizard past life. A moderately invested 36 pt cleric should look something like this:
2x wizard past lives
Toughness
Heighten
Maximize
Empower
Empower Healing
Quicken
Past life: Wizard (+1 all DC's)
Spell Penetration
Also, if you are dead set on being a pure cleric that's fine. I understand if it's for a flavor reason or whatever. But a splashed cleric build is better from an offensive casting perspective, a heal-bot perspective and a survivability perspective. Don't pretend a pure cleric has any advantage other than a weak capstone.
medafil
03-28-2012, 11:31 PM
I like your new build better, but I agree with trog_star. It seems like you're ditching spell penetration and that's a huge mistake. Drain/destruction is one of the best spell combos for a divine, and you won't be able to do that without spell penetration. You should definitely consider replacing the mental toughness feats with one or more spell penetration feats, and at least two ranks in the enhancement line.
Also, you're misunderstanding how abishai set works on evocation spells. It ups evocation spell level, not DC. So abishai set does nothing for blade barrier, and it only helps implosion (and soundburst I guess) by giving +3 effective spell penetration. But since you're dumping spell penetration, anyway.... IMO, it isn't worth it.
Looking through your public character list, it doesn't seem like you have three cleric past lives ready to go, so I'm guessing this is just a theory craft build at this point. If so, consider at least one wizard past life. A moderately invested 36 pt cleric should look something like this:
2x wizard past lives
Toughness
Heighten
Maximize
Empower
Empower Healing
Quicken
Past life: Wizard (+1 all DC's)
Spell Penetration
Also, if you are dead set on being a pure cleric that's fine. I understand if it's for a flavor reason or whatever. But a splashed cleric build is better from an offensive casting perspective, a heal-bot perspective and a survivability perspective. Don't pretend a pure cleric has any advantage other than a weak capstone.
Wow, thank's for pointing that out, looking at the set bonus, it's Evocation Caster Level Bonus +3, Epic Conjuration Focus, I completely missed that it was evocation level versus epic conjuration DC... hmm... that again reduces the DCs of my blade barriers in that case, are the reflex saves in epics lower than the will saves? no one has been able to confirm or deny that yet.
Also, as far as what I lose from 2 cleric levels VS gaining from 2 monk levels
Things I Lose
Divine Intercention
I lose 195 base spell points
I lose some of the WIS based spell points (24)
I lose 1 lvl 7, 1 lvl 8 and 2 lvl 9 spells
7 and 8 have easy choices for me to give up, but tell me, out of:
Mass Heal, True Resurrection, Implosion and Energy Drain, which 3 am I taking?
I'm a heal bot, so I'd take Mass Heal and True Resurrection, which leaves me with... Implosion? Energy Drain? both are very nice to have... unless you recommend dropping TR for one of the offensive, considering I have raise dead and resurrection? or mass heal since I have Mass CLW, Mass CMW, Mass CSWM, and Mass CCW?
Things I Gain
2 Extra martial feats (use 1 or both for toughness and leave cleric feats for metas and spell pen/focuses?)
Handwraps Usage
Stances (if and only if I ditch my Cavalry plate and weapons...)[equates to needing to find new places for my toughness, SFL and devotion/lore items or remaking kamas with those on there... I guess that could work for the weapons...]
Evasion(again if I ditch cavalry plate)
+3 Fort +3 Reflex +3 Will (over +1, +0 +1)
and that's just from the level difference between the 2, add in the swapped feats,
Toughness | Toughness (Monk)
M Toughness | Past life: Wizard
IM Toughness | Spell Penetration
Emp Healing | Emp Healing
Quicken | Quicken
Maximize | Maximize
Empower | Empower
Heighten | Heighten
| (1 more Martial Feat)[toughness]
| (1 more Cleric Feat) [imp spell pen? SF Evocation?]
assuming I swap in improved spell pen and another toughness, or SF Evocation, then that's another 210 SP I'll be losing, bringing me down to a total of 429 spell points lost, that's an unbuffed SP of 1804... 2233 SP vs 1804 SP...you can't say that ~430 SP lost is a small loss for a healbot cleric... and gear swapping is a bit more involved than that to calculate... I could probably make an epic frozen tunic and slot on toughness there, but that also means I'd probably need an epic dusk heart or an epic pouch of jerky for SFL, which offsets my empower healing meta back up to 8SP per heal spell... with the reduced hitpoints, I'd have to swap it off and probably only use it as needed... just a style change I guess, but I've gotten used to running around with it always on since it was only 4 SP and I had 2200+ SP... but assuming I do bother with that, I'd probably go into earth stance for an extra 20 hp (for a total of 64 if I have 2 toughnesses) or water for +1 DC...
now that I'm looking at it, it isn't seeming nearly as bad as I thought it would be... but that isn't really the way I want to play my cleric... but it might be something worth considering...
oh, and sorry about not addressing this earlier, but yes, this is just a concept build as of this moment, I am a first life cleric, so I could TR into WIZ if I was aiming for spell pen and sorc if I was aiming at evo DCs... but sicne I play each toon off and on, that'd be a long time before I was a cleric again... and I don't know about other people, but I like being able to say "hey, if we don't get a healer, I can swap if we need" and I like contributing to the party via heals... I have my Wiz if I wanna go zerging around everywhere
I want my healer to more or less always be a healer, I may go FvS instead, that at least gives me +1 spell pen per level and 20SP per TR there til I cap at 60 and +3
I believe I've stated how I like to play before, I like being a healbot a foreign concept to many people I know... for the most part, I just let people do their thing and keep them healed through it... and I let survival of the smartest come into play: those that keep the cleric in sight/ give the cleric time to catch up are the ones that stay alive in my party. Yes, I know most quests well enough that I can zerg right through them, the few that I don't know are in threnal, sorrow dusk and the restless isles, places I don't go hardly at all.
Inferno346
03-29-2012, 12:01 AM
I recently started my cleric down the 3xwizard+3xsorc past lives route, and like you, I also use cavalry plate and have a large assortment of non-ki weapons I don't feel like remaking.
This is my final plan; it's a rather unusual splash but it might appeal to you given our similar gearing situations.
18 cleric/1 wizard/1 fighter
Feats:
Ftr bonus: Shield mastery
Wiz bonus: Heighten
Maximize
Empower
Empower Healing
Toughness
Quicken
PL: Wizard
SF: Evoc
GSF: Evoc
Advantages over 2mnk:
+20% blade barrier dmg from wizard force enhancement
+1 metamagic feat (vs. the more meh extra toughness)
Full ranks in intim (this synergizes better with my eMroronan than your abishai set)
CAVALRY PLATE!
Disadvantages:
Evasion
couple of lower saving throws
-2 wisdom
medafil
03-29-2012, 12:10 AM
I recently started my cleric down the 3xwizard+3xsorc past lives route, and like you, I also use cavalry plate and have a large assortment of non-ki weapons I don't feel like remaking.
This is my final plan; it's a rather unusual splash but it might appeal to you given our similar gearing situations.
18 cleric/1 wizard/1 fighter
Feats:
Ftr bonus: Shield mastery
Wiz bonus: Heighten
Maximize
Empower
Empower Healing
Toughness
Quicken
PL: Wizard
SF: Evoc
GSF: Evoc
Advantages over 2mnk:
+20% blade barrier dmg from wizard force enhancement
+1 metamagic feat (vs. the more meh extra toughness)
Full ranks in intim (this synergizes better with my eMroronan than your abishai set)
CAVALRY PLATE!
Disadvantages:
Evasion
couple of lower saving throws
-2 wisdom
Well, assuming that I did take 2 toughnesses, and stood in stance, that means I'd have a 691 standing HP, and a 771 if I had a rage +2 con shrine and yugo pot going... that almost looks like tank HP... the earth stance would give me 10% damage reduction, which is what I'd have with the small alchemical shield I have half made.
you have to admit, that is a sexy hitpoint number, esp for a cleric, but despite how much I love HP, that's more like tanking HP than healer HP, and I do like the synergy that wizard has with the +1 meta feat... the fighter... seems more like a melee synergy than a offensive caster synergy to me. Although I do agree that turtling up would be nice... hmm... anyone else have proposals on this?
AtomicMew
03-29-2012, 02:50 AM
assuming I swap in improved spell pen and another toughness, or SF Evocation, then that's another 210 SP I'll be losing, bringing me down to a total of 429 spell points lost, that's an unbuffed SP of 1804... 2233 SP vs 1804 SP...you can't say that ~430 SP lost is a small loss for a healbot cleric... and gear swapping is a bit more involved than that to calculate... I could probably make an epic frozen tunic and slot on toughness there, but that also means I'd probably need an epic dusk heart or an epic pouch of jerky for SFL, which offsets my empower healing meta back up to 8SP per heal spell... with the reduced hitpoints, I'd have to swap it off and probably only use it as needed... just a style change I guess, but I've gotten used to running around with it always on since it was only 4 SP and I had 2200+ SP... but assuming I do bother with that, I'd probably go into earth stance for an extra 20 hp (for a total of 64 if I have 2 toughnesses) or water for +1 DC...
The difference isn't ~430 SP, because you can still take mental toughness and improved mental toughness on a splash as well if you really want. The difference is even less when you consider ocean stance, which is +2 wisdom. You can still be a healbot even splashed. I understand about wanting a healbot, and I have a pure healbot (fvs) as well.
The thing is, by far the most important thing about being a healbot is staying alive. A monk splash has +5 all saves baseline over a pure cleric... AND evasion, and that just does so unbelievably much in terms of reducing the incoming damage you take, especially considering a cleric's reflex save is weak. Not even mentioning the extra two feats you get. Also, a splash can fit in both MT and IMT as well as extra turning, which puts a splashed build ahead in terms of pure healing capacity. And with the extra survivability, you can really get in to the mix of things and hit everything with bursts and aura without even worrying.
medafil
03-29-2012, 03:23 AM
The difference isn't ~430 SP, because you can still take mental toughness and improved mental toughness on a splash as well if you really want. The difference is even less when you consider ocean stance, which is +2 wisdom. You can still be a healbot even splashed. I understand about wanting a healbot, and I have a pure healbot (fvs) as well.
The thing is, by far the most important thing about being a healbot is staying alive. A monk splash has +5 all saves baseline over a pure cleric... AND evasion, and that just does so unbelievably much in terms of reducing the incoming damage you take, especially considering a cleric's reflex save is weak. Not even mentioning the extra two feats you get. Also, a splash can fit in both MT and IMT as well as extra turning, which puts a splashed build ahead in terms of pure healing capacity. And with the extra survivability, you can really get in to the mix of things and hit everything with bursts and aura without even worrying.
As I am right now, sitting at 512 HP, I stand around in the middle of things already and aura/burst things, the extra SP from a +2 wisdom stance would be 27 SP.
I guess evasion and saves are alright, but would +5 really make that much of a difference as far as reflex? which is where I have my main issues... I have no dex really, and a 9 or 10 reflex just doesn't seem high enough to be worth anything... I guess if I got resistance in an epic slot somewhere, I guess that'd add another 4 to saves, but 14 reflex doesn't seem like much IMO
not that I'm saying it's bad, just that it's rather... lackluster I guess...
idk, as it stands right now, I'm leaning more towards the 1 wiz 1 fighter splashes... extra feat for shield mastery and a met feat... seems more in line with my healbot styles... the 2 monk is good for an evoker, there's no denying that, but that not what I really wanna play... ARGH!!!! I don't know anymore :3 I like the way both of em look now... and here I was thinking I'd never splash a cleric... sigh...
well, now that you've gotten me debating splashes, battle out about 1ftr/1wiz and 2 monk, maybe even a 1 wiz 1 monk, idk, let's get funky :P
AtomicMew
03-29-2012, 04:21 AM
I guess evasion and saves are alright, but would +5 really make that much of a difference as far as reflex? which is where I have my main issues... I have no dex really, and a 9 or 10 reflex just doesn't seem high enough to be worth anything... I guess if I got resistance in an epic slot somewhere, I guess that'd add another 4 to saves, but 14 reflex doesn't seem like much IMO
Definitely. Cleric reflex saves are at the cusp where it really starts to matter, and any amount would make a huge difference.
Base:
6 cleric + 5 monk + 5 enhancement + 3 dex (base 8 + 2 tome + 6 item) + 2 good luck + 1 ship buffs + 4 gh + 1 haste +4 holy aura = 31
With swap items:
+ 5 reign of madness armor, + 3 exc reflex = 39
As far as monk vs. fighter splash, I personally think that monk splash is flat out better. I know it doesn't necessarily work out that way numerically in terms of melee DPS, but it just seems that way in practice. The only thing fighter splash has over monk splash is haste boost, but wraps are a better base weapon type to begin with, and fighter just doesn't come close to what monk offers. Just IMO.
I do plan on rolling my wizard into a 18 cleric/1 monk/1 wizard sometime soon.
Edit: also, don't forget the +2 feats you're getting from splash. On a feat starved class like cleric, that makes a huge difference. I would never consider a pure 20 cleric nowadays. Not until they do something about the weak capstone.
medafil
03-29-2012, 10:55 AM
Definitely. Cleric reflex saves are at the cusp where it really starts to matter, and any amount would make a huge difference.
Base:
6 cleric + 5 monk + 5 enhancement + 3 dex (base 8 + 2 tome + 6 item) + 2 good luck + 1 ship buffs + 4 gh + 1 haste +4 holy aura = 31
With swap items:
+ 5 reign of madness armor, + 3 exc reflex = 39
As far as monk vs. fighter splash, I personally think that monk splash is flat out better. I know it doesn't necessarily work out that way numerically in terms of melee DPS, but it just seems that way in practice. The only thing fighter splash has over monk splash is haste boost, but wraps are a better base weapon type to begin with, and fighter just doesn't come close to what monk offers. Just IMO.
I do plan on rolling my wizard into a 18 cleric/1 monk/1 wizard sometime soon.
Edit: also, don't forget the +2 feats you're getting from splash. On a feat starved class like cleric, that makes a huge difference. I would never consider a pure 20 cleric nowadays. Not until they do something about the weak capstone.
I thank you for the feedback, but I must reiterate, I don't really think I'll be meleeing much... I'm planning on a Healer that can offensively cast, so I'm not too worried about melee DPS, 2 monk does seems better over 1 monk 1 fighter, but I'm also wondering if 1 monk 1 wiz would fit my style better
Habreno
03-29-2012, 05:09 PM
Hey guys, Shroom here, wondering if you guys could look over this build I'm thinking about for my cleric Glowshroom. I mainly run a healbot, however I have occasionally swapped to melee and offensive casting if say the party is full of noobs that die around every corner (because as my bio says, I haven't taken the heal around corners feat, they have yet to develop it, I'll take it as soon as it's released). Or, if the opposite is true, the party doesn't really need heals, I splurge a little with cometfalls, firestorms, soundbursts, blade barriers and more.
Fairly nice idea. Comments will be in blue. Very true.
Note that my comments are based off what I think you want to do, and my personal build which I find works well even as a 32.
I carry Titan's Grip Gloves and a Terror and have divine power prepped while hero's feast is bugged but for the most part, I just follow people and heal like a good little cleric ought to.
Consider adding Divine Favor (L1 spell) to your list. Slightly shorter than Divine Power and +3 luck bonus on to hit and your damage.
Anyways, here's the gist of my proposed build and yeah, I know, a lot of farming and not many scrolls dropping right now, but it's something to aim towards and maybe in a few months I'll actually be able to pull this off (especially considering how little gear is specifically direct at clerics and is actually useful)
Sadly.
I'll hopefully be looking at
627 Unbuffed HP - 707 Buffed <- Very nice
//2263 Unbuffed SP - 2321 Buffed(Old Way)
2233 Unbuffed SP - 2291 Buffed SP(New Way) <- Okay
(Detailed Breakdown at the bottom)
Glowshroom - Level 20 True Neutral Human Female Cleric
(36 Point Build)
STR: 19 = 8 base + 2 tome + 9 item 8 base is poor, you can definitely make this higher. 9 item? Is this 6 item 1 and 2 exceptional?
DEX: 10 = 8 base + 2 tome Fair. Slotting DEX +6 wouldn't hurt, since there's 3 more into Reflex save.
CON: 38 = 18 base + 4 tome(already have) + 15 items +1 enhancement Going to say that 18 base is very high. 14 is probably where I'd put this. You're at 660 or so buffed with a 14 base. Also don't quite understand the 15 item.
INT: 10 = 8 base + 2 tome Nice. +6 item for swap if you need I presume?
WIS: 34 = 18 + 5 levels + 2 tome + 7 item + 2 enhancements Consider grabbing all 4 enhancements to WIS, being Human you can.
CHA: 22 = 12 base + 2 tome + 8 item Not bad. Higher than I'd start but still works.
My suggestions using your gear and breakdowns (going to also add in a +3 tome or two, I'm sure if you have a +4 CON you could get a +3 or two fairly easily) and put it here for you.
Modifiers in parenthesis.
STR: 16 Base + 3 Tome + 9 Item = 28 (9)
DEX: 08 Base + 2 Tome = 10 (0)
CON: 14 Base + 4 Tome + 15 Items? + 1 Enhancement = 34 (12)
INT: 08 Base + 2 Tome = 10 (0)
WIS: 18 Base + 5 Level + 3 Tome + 7 Items + 3 Enhancement = 36 (13). Further boosts: +2 exceptional (assuming +6 item, +1 exceptional on gear), 4th enhancement + LOTD + 4 Tome (Any 2 of 3), Alchemical WIS +2.
CHA: 8 Base + 2 Tome + 8 Item = 18 (4)
This leaves you with 4 free stat points. CON raised to 16 works, CHA to 12 works, DEX to 12 works, INT to 12 works. My choice would be DEX to 12. +3 tome allows for TWF if you wish to use this to reduce to hit penalties. If going full-out melee and TWF, consider the following STR/DEX breakdowns:
STR: 15 Base + 3 Tome + 9 Item + 1 Enhancement = 28 (9)
DEX: 14 Base + 3 Tome + *whatever* = 17 "Base" DEX for ITWF/GTWF
Feats
Feat: (Past Life) Past Life: Cleric
Feat: (Past Life) Past Life: Cleric
Feat: (Past Life) Past Life: Cleric
Feat: (Human Bonus) Toughness
Feat: (Selected) Mental Toughness*
Feat: (Selected) Improved Mental Toughness *
Feat: (Selected) Empower Healing Spell
Feat: (Selected) Quicken Spell
Feat: (Selected) Maximize Spell
Feat: (Selected) Empower Spell *
Feat: (Selected) Heighten Spell
// Feat: (Selected) Extra Turning (Dropped for Heighten)
* These three feats I consider your weakest. Of these, I would drop Empower last, or at worst, after IMT. Reason being is IMT/MT do little (210 SP) and you can grab much versatility with two melee feats (IC: *Whatever* and either TWF alone or Shield Mastery, or even possibly Weapon Focus) or grab SF/GSF in Necro or Evo.
If you absolutely wanted full TWF line, drop all three, splash 1 Fighter, and grab full line and IC: *Whatever*- you still keep a lot of casting feats and lose little in that regard.
Enhancements
Enhancement: Cleric Divine Intervention Good.
Enhancement: Cleric Radiant Servant I
Enhancement: Cleric Radiant Servant II Practically mandatory.
Enhancement: Unyielding Sovereignty
Enhancement: Follower of the Sovereign Host Not bad. Fair choice. Longswords are a decent weapon.
Enhancement: Human Adaptability Constitution I Nice.
Enhancement: Cleric Improved Empower Healing I
Enhancement: Cleric Improved Empower Healing II Tried this. Waste of AP.
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III Nice. Third tier may be expensive, consider dropping if you need AP.
Enhancement: Improved Heal I
Enhancement: Improved Heal II Waste, but sadly mandatory for RS I.
Enhancement: Cleric Prayer of Life I All you need. Further tiers are waste.
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Prayer of Life III
Enhancement: Cleric Prayer of Incredible Life I See above about Prayer of Life.
Enhancement: Cleric Prayer of Incredible Life II
Enhancement: Cleric Prayer of Incredible Life III
Enhancement: Cleric Smiting I
Enhancement: Cleric Smiting II
Enhancement: Cleric Smiting III Nice. 4th tier is expensive on AP, consider after a few crit lines.
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV Like Smiting, 4th tier is expensive. But here it's fairly necessary to get your healing well up there. Some builds may drop 4th tier alone for the AP, but it's an advanced choice.
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Energy of the Zealot III Not bad.
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II Comments on WIS in stat breakdowns.
Enhancement: Cleric Divine Vitality I Okay. Divine Might, while looking appealing, is a waste unless you get Tier 3 or 4.
Enhancement: Cleric Improved Turning I Waste, but also RS I pre-req.
Enhancement: Cleric Extra Turning I Good.
Enhancement: Cleric Wand and Scroll Mastery I
Enhancement: Cleric Wand and Scroll Mastery II
Enhancement: Cleric Wand and Scroll Mastery III Good. 4th expensive but worth if you can fit.
Try and grab some healing amp, even just first tier Human wouldn't be bad.
dropped
//Enhancement: Cleric Improved Empower Healing III
//Enhancement: Cleric Energy of the Zealot IV
And here is what my gear is hopefully gonna look like:
HEAD - epic Helm of Frost: +7 CHA 30 Cold (CHA +1) Use Pirate Hats but EFrost is nice.
EYES - GS Goggles: Concordant Opposition: 150 SP, +6 WIS, HP/SP Regen, Disease & Blindness immunity Not bad. What skills?
NECK - Crafted: anything for small guild 40 SP
then swap to
Torc: SP Regen Also consider a haggle gem swap neck. Torq is very solid. Upgrade your slot and gem as your guild levels. Mediums are fairly cheap compared to Larges, so you may find that step is easy to make.
TRIN - Crafted: Efficient Metamagic Healing II Poor choice, swap if you absolutely want but Greater Cunning >>>> anything else (except *maybe* Litany), if as a swap in only. I personally have Attack Bonus trinket (Shimmering Arrowhead, actually), Greater Bold/Stalwart, Greater Focus (crafted if not named Eardweller or Xoriat Shard), and Bauble, and will plan on crafting Dodge +2 (yes, for AC. Message if you really want to know)
BODY - epic Cavalry Plate: Superior False Life (Toughness) Nice.
BACK - epic Envenomed Cloak: +7 CON, Poison Guard (Heavy Fort) Nice.
WRIS - epic Scorched Bracers: 30 Fire (Fear immunity) Consider reslotting DEX +6, but not bad.
BELT - GS Belt: Smoke: 45 HP, Blurry Nice. What skills?
FEET - epic Boots of Corrosion: 30 Acid, Disintegration Guard (Feather Fall) Nice.
HAND - epic Charged Gauntlets: +6 STR 30 Elec (Proof Against Poison) Fair slot.
RING - epic Ring of Elemental Essence: 200SP, 5 eResist Fire/Cold/Acid/Elec(Underwater Action) Also fair.
RING - ToD Ring: eCON 1+2 (currently dragonmarked) Exceptional WIS swap?
MAIN - Alchemical: (Dagger): S. Devotion & Lore IX, S. Combustion & Inferno IX Meh, IMO, but not bad at all.
*OFF - Alchemical: (Shield): S. Radiance IX, +2 alchemical CON, Earthgrab Guard Nice.
QUIV - Quiver of Alacrity: 30% Striding Very nice.
and here are some of the numbers crunched out a bit
CON Score breakdown
18 Base
4 Tome
7 Item
3 Excep. Item
3 Chrono Set
2 Alchemical
1 Enhancement
==============
Total Con 38 = 280 HP (+14 Bonus * 20 levels)
280 CON bonus
160 Cleric hit die
45 Green Steel Smoke HP
40 Superior False Life
30 Enhancements
22 Toughness feat
20 Toughness item
20 Heroic DuraBility
10 Draconic Vitality
===================
627 Unbuffed HP
20 +2 Con Shrine
40 Yugo Pot
20 Rage Spell
===================
707 Buffed HP
and as for SP, I'll be looking at something like this:
1125 Base Cleric SP
350 from Archmagi and Green Steel S
348 from a 34 WIS score at lvl 20
//110 from enhancements(Old Way)
80 from Enhancements (New Way)
105 mental toughness
105 improved mental toughness
80 mental training
40 small guild SP
============
//2263 Unbuffed SP (Old Way)
2233 Unbuffed SP (New Way)
29 from +2 Wis (+2 Guild Shrine)
29 from +2 Wis (Yugo Pot)
//2321 Buffed SP (Old Way)
2291 Buffed SP (New Way)
So.... Yeah, sorry about throwing a lot of info out there, but just trying to be thorough.
Yes, I know, if I wanted to squeeze in more SP or HP I could use some crystal cove trinkets, but I want the Metamagic Shard so I can have 4 SP empower healing... I never take it off these days... I don't use empower and maximize except on my damage spells and bursts.
Thanks for any feedback you guys give me :)
Comments in blue.
medafil
03-29-2012, 07:25 PM
Comments in blue.
okay, right off the bat, I need to reiterate, I DON'T WANT TO MELEE if I can avoid it, if I absolutely must go offensive, I'll be using my spells, so STR is nixed
the confusing stats are explained here
STR +9 from items is +6 from charged gauntlets and the +3 profane bonus from the 3 or 5 piece Chromo Set
the CON item breakdown is
base 18
tome 4
item 7 epic envenomed cloak
eItem 3 ToD ring
chrono 3 Chrono Set
alcem 2 Alchemical Weapon
enhance 1 Human Versatility CON
----------
Total 38
I'm finding that at a 16 base CON I have a decent number of hit points, so maybe I'll keep it at a 16, but again I WANT TO FOCUS ON HEALING is that such a foreign concept to people? I like the ability to offensively cast, it'll take a lot of work that I'm not quite ready to put in yet.(I'm a first life cleric, so a few TRs, full eChrono set that I have no pieces for aside from 1-2 random seals and scrolls as of yet, etc.)
okay, spelling it out:
I WANT TO HEAL => if needed or if good party I'll cometfall, BB, etc => I'll heal some more => I'll goof around => Last resort is melee, unless I use titan's grip and divine power+favor, I'm not likely to be hitting much... plus I doubt I'll be doing much real damage with it considering, since I want to mainly heal, I'll be watching HP instead of where I'm swinging
Matuse
03-29-2012, 08:04 PM
okay, right off the bat, I need to reiterate, I DON'T WANT TO MELEE if I can avoid it, if I absolutely must go offensive, I'll be using my spells, so STR is nixed
Even if you never swing a weapon, EVER, you want strength.
It is super easy to be rendered helpless by the large number of str debuffing spells that monsters throw at you on a constant basis. I would never conceive of building any character with less than 12 str. And that doesn't even go into the huge piles of stuff that players routinely haul around. Mine habitually are carting 800 lbs of gear with them. Without a decent str score, you can become encumbered even without being debuffed. Encumberance is -bad-.
medafil
03-29-2012, 08:42 PM
Even if you never swing a weapon, EVER, you want strength.
It is super easy to be rendered helpless by the large number of str debuffing spells that monsters throw at you on a constant basis. I would never conceive of building any character with less than 12 str. And that doesn't even go into the huge piles of stuff that players routinely haul around. Mine habitually are carting 800 lbs of gear with them. Without a decent str score, you can become encumbered even without being debuffed. Encumberance is -bad-.
seeing as how I'll have a 19 STR as is, I rarely get encumbered, and that's only after I pick up 3-4 sets of heavy armor from loot
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