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View Full Version : Cleric Endgame viability of fighter-splashed, somewhat melee-focused cleric?



assimilateur
04-18-2012, 04:03 AM
Not long ago I've rolled a vet2 cleric with a one-level fighter splash but I haven't committed to playing him yet, instead wallowing in indecision about whether this build makes any sense.

The idea here is to get a character that uses divine punishment on bosses, is a capable healer but when it comes to clearing trash relies mostly on two-handed weapons bolstered by divine favor and power. Feat-wise I'm looking at toughness, power attack, empower healing, empower, maximize, quicken, and I'm undecided about the last two slots: extend, extra turning and improved critical: slashing are being considered. Stats are as follows: 18/8/16/8/12/12 with levels into strength. Race is dwarf and I'm not considering anything else.

Now I've brought up this plan a couple of times in guild chat and the controversy was me being able to hit anything at endgame. But I'm not seeing it: with divine power and favor my attack bonus should be only slightly worse than a fighter's, should it not? Does it then not follow that if they are able to hit things in epics, I should as well (especially considering the possibility of turning off power attack)? Hitting things aside I am aware of having inferior melee DPS compared to a class that specializes in it, but that's a price I'm willing to pay for healing, buffs and a DoT.

If I am being too optimistic about this build being able to hit things at endgame I'd ask for a more exhaustive answer than "it won't work", preferably explaining what a fighter, paladin or barbarian is getting that I missed here (I know about rages and power surges but it was my understanding that at least the latter are only really sustainable for boss fights; also, where does that leave stalwart defenders or paladins?). I'm also aware of having to plan for some to-hit gear on this guy. Also suggestions about what, if anything, would work better. Pure favored soul was mentioned, but other than the cool capstone I'm not sure I see the advantages.

Vellrad
04-18-2012, 04:09 AM
Race is dwarf and I'm not considering anything else.



Should work

assimilateur
04-18-2012, 04:37 AM
Well I play nothing else but dwarves (though I'm not categorically opposed to playing other races either if the reasons be compelling enough). I don't even claim that they're optimal for this or any other build.

Atree
04-18-2012, 06:38 AM
A str-based melee cleric works quite well in most epics. There are a few times where to-hit becomes an issue, some bosses like Malicia come to mind, but for most trash this is not a problem. I did have to turn off PA sometimes, and you will need to invest in STR and to-hit boosting gear (same as any other melee really).

I am currently getting some fighter past-lives for my melee cleric to bolster her to-hit even further so that she can keep PA on while wielding two scimitars (at least -4 to-hit compared to THF).

assimilateur
04-18-2012, 06:46 AM
A str-based melee cleric works quite well in most epics. There are a few times where to-hit becomes an issue, some bosses like Malicia come to mind, but for most trash this is not a problem. I did have to turn off PA sometimes, and you will need to invest in STR and to-hit boosting gear (same as any other melee really).

I am currently getting some fighter past-lives for my melee cleric to bolster her to-hit even further so that she can keep PA on while wielding two scimitars (at least -4 to-hit compared to THF).

That's reassuring and just what I hoped to hear.

axel15810
04-18-2012, 06:48 AM
I have a similarly built 28 point THF dwarf 19/1 cleric fighter. 16 starting strength, all level ups in wisdom. And he has no problem hitting on any elite quest, without divine favor/power on and with power attack on. Have not done epics hardly at all with him but I'm sure you will be fine.

A good piece of gear to get for this is spectral gloves to give you an additional +2 to hit. If you make them epic you get +4 to hit.

Improved crit slashing is a must IMO. To me, extend is a must as well for battle cleric. You'll need to have divine favor/power on all the time and extended they'll last 4:24 instead of 2:12 no extended. This is a huge huge deal as it could drive you nuts casting these 20 times a quest and when you're recasting these you aren't doing DPS or healing. I guess you could get by without it but I wouldn't want to.

IMO Human > Dwarf for a battle cleric but Dwarf is still a good choice. Also you might want to consider taking another level of fighter.

fluffi
04-18-2012, 07:01 AM
Be prepared to be complained at in parties. Most raid PUG's require cookie cutter healers and arcanes, but do not care how badly geared up melees are. Start playing with epics and you will be accepted (ya healing class) but whining will happen when you are toe-to-toe with the melees.

Get Terror ASAP (ML:18) and you will be close to on par with pure melees in epics/raid for trash (barb/kensai has better crit range).

Sarisa
04-18-2012, 07:15 AM
As long as you know when to sit back and heal, and when to smash face, perfectly viable and quite fun. Most epics and non-raid quests don't require constant healing, so feel free to melee or Divine Punish things.

My pure caster Cleric (with 25 buffed STR) only has to-hit trouble in a few epics (Turigulon, Malicia, eChains gnolls, eWizKing gnolls, trolls in eDeeps), as Divine Favor, Divine Power, and a +4 to-hit item OR Bardsong makes a lot of difference. I also carry around Improved Destruction weapons if I have to-hit trouble to help out the party.

Most epics, and even raids like VoD (when you're not on tank healing duty) and ToD (when you're not on Horoth healing duty) will let you get into the melee scrum and contribute damage.

Ignore the complaints, they're not ones that deserve your presence.

Edit: 19/1 gives you the same RS Aura power as a pure Cleric. 18/2 gives you 1 less base healing on the aura (modified for metas and equipment). The second level of fighter, however, gives you an additional feat (and IC:Slash is a fighter bonus feat), at a cost of 1 less level 7th and 1 less 9th spell. 1 less Spell Penetration too, which would only matter for Energy Drain. You would still have 3 level 9 spells, True Resurrection, Mass Heal, and Energy Drain.

Note that Energy Drain on orange named epic trash is the best DPS you can possibly do. Draining a full HP mob with 12k HP can end up taking off 4k or so health in a matter of a few seconds. If the caster joins you in the process, the trash mob can easily be taken down to 2-3k and is easily taken out.

trog_star
04-18-2012, 07:36 AM
Ive got a wisdom based utility cleric I LRed from pure last night.

by no stretch of the imagination would i call it melee "focused", but it's quite capable of swinging a terror about.
definitely a heck of allot more useful in epic parties than he was as a pure cleric.

as for end game viability,I made it 2/3 of the way through E fathom, solo, last night before i had an oops.
elite sins solo was a joke, i almost felt sorry for the orthons
with parties Ive been using more scrolls, still learning to manage the smaller SP pool.
healed Ebob, Etides and Estand Pugs without a problem.

still a work in progress.

assimilateur
04-18-2012, 11:07 AM
I have a similarly built 28 point THF dwarf 19/1 cleric fighter. 16 starting strength, all level ups in wisdom. And he has no problem hitting on any elite quest, without divine favor/power on and with power attack on. Have not done epics hardly at all with him but I'm sure you will be fine.

A good piece of gear to get for this is spectral gloves to give you an additional +2 to hit. If you make them epic you get +4 to hit.

Improved crit slashing is a must IMO. To me, extend is a must as well for battle cleric. (...)


I maxed starting strength and planned putting all leveling points there precisely because I was worried about my to-hit. Either you have much better gear than my monk (who has a similar starting strength plus a few level up points put into it) or I'm missing something in this picture since I find myself having to turn off power attack once in a while. Then again I'm not sure I remember having to do that in quests other than epics, and you specifically mention not having done those, so I guess that explains it.

For the +2 to-hit this guy, as well as most other toons I have, will be wearing Cannith-crafted +2 attack bonus goggles. I'd make +4 but alas I lack the levels.

With those two feats you recommend I'd have to get rid of extra turning. Not sure how I feel about that, since I like having 12+ turns on my other divine a lot.


Get Terror ASAP (ML:18) and you will be close to on par with pure melees in epics/raid for trash (barb/kensai has better crit range).

Yeah I pulled it not long ago. It's pretty **** good.



Edit: 19/1 gives you the same RS Aura power as a pure Cleric. 18/2 gives you 1 less base healing on the aura (modified for metas and equipment). The second level of fighter, however, gives you an additional feat (and IC:Slash is a fighter bonus feat), at a cost of 1 less level 7th and 1 less 9th spell. 1 less Spell Penetration too, which would only matter for Energy Drain. You would still have 3 level 9 spells, True Resurrection, Mass Heal, and Energy Drain.

Note that Energy Drain on orange named epic trash is the best DPS you can possibly do. Draining a full HP mob with 12k HP can end up taking off 4k or so health in a matter of a few seconds. If the caster joins you in the process, the trash mob can easily be taken down to 2-3k and is easily taken out.

The aura and burst are probably the main selling point of going cleric. Another factor is me never having capped a divine (or any other blue bar for that matter); my highest is a monk2/cleric12, so I'm not too experienced with the spells yet which makes having to choose between 3 and 4 spells per tier harder. Otherwise I'd probably go pure favored soul and pick up the greataxe or maybe greatsword (mainly for Terror) proficiency.



as for end game viability,I made it 2/3 of the way through E fathom, solo, last night before i had an oops.
elite sins solo was a joke

Sounds better than I expected.

bigolbear
04-18-2012, 01:09 PM
Let me shed some of vast experience your way ;)

Ive played a heck of a lot of 'battle clerics'. heres some pointers.

1. you wont have trouble hitting. My curent lvl 20 batle cleric (17 clr/2monk/1 ftr) has a meagre 26 str and hits just fine in all content with divine power and favour up. ocasionaly you will need to whack the enemy with improved distruction, or sunder. This tends to be for bosses like epic malicia.

2. Learning when to swing and when to heal is the biggest trick to playing a battle cleric.

3. realising that being up front with the meles makes far better use of your aura and bursts than a typical stand back cleric.

4. build for hit points, theres no need to min max STR. Honestly at this stage id suggest rerolling with 16 starting str and spending those points in CON for more hp or charisma for more turns (bursts).

5. your mele dps will never be super, but you will hit just fine. Id recomend weapons that debuf the enemy. stat damagers, destruction, curse spewing, paralisers, radiance etc for group play and a dps weapon for solo play.

6. Quicken is a must have, toughness is a must have, empower heal is a must have. for any cleric planning on being up front with the true meles.

7. find somewhere to slot potency other than your weapon. This is tricky but it needs to be done. I could recomend a superior potency 6 crystal cove hat, the sorakell set, a neclace from amrath.

8. be aware that you will be moaned at by idiots who cant see beyond 'heal bot'.

9. When you get the playstyle down you will find you can stand under the nose of raid bosses and heal with auras/bursts. This realy helps level out the spikeyness of incoming heals. I dont recomend this on bosses that do healing curses or stuns however as its a bit too risky. Remember that as a cleric every time you put your life on the line you put every ones life on the line, this is the reason many people hate battle clerics, but thats where the skill and the fun comes in.

Matuse
04-18-2012, 01:21 PM
But I'm not seeing it: with divine power and favor my attack bonus should be only slightly worse than a fighter's, should it not?

No, it will be considerably worse than a fighter's. But, it should be enough to hit things reliably in epics (uber AC opponents like eVoN6 djinns, or eMalicia will be nearly untouchable for you).

Chai
04-18-2012, 01:27 PM
8. be aware that you will be moaned at by idiots who cant see beyond 'heal bot'.
...8a. that moan will have a strange doppler effect on it as you blow past the source while running the quest at cruising speed.

assimilateur
04-18-2012, 02:11 PM
Well I have been considering a reroll. Not just for the strength (lowering it to 16, but not sure yet what I'd put the points into; charisma and constitution are good suggestions but also considering a bit more in wisdom), but also to maybe roll a favored soul instead.

The capstone DR is seriously tempting, but on the other hand auras and bursts are probably even more useful.

Thrudh
04-18-2012, 02:28 PM
As long as you know when to sit back and heal, and when to smash face, perfectly viable and quite fun. Most epics and non-raid quests don't require constant healing, so feel free to melee or Divine Punish things.

This.

I had a 19/1 dwarf cleric/fighter who used a Min II greataxe (TRed recently into a FvS).

I put all my level ups into Wisdom, and was a decent caster (Command, Greater Command and Sonic Blast are awesome at low-mid levels). But I still meleed a lot with the greataxe...

Just keep an eye on the red-bars while fighting and heal when you need to, and recognize that sometimes you have to step back and only heal/cast.

assimilateur
04-18-2012, 03:52 PM
I had a 19/1 dwarf cleric/fighter who used a Min II greataxe (TRed recently into a FvS).

I put all my level ups into Wisdom, and was a decent caster (Command, Greater Command and Sonic Blast are awesome at low-mid levels). But I still meleed a lot with the greataxe...

Just keep an eye on the red-bars while fighting and heal when you need to, and recognize that sometimes you have to step back and only heal/cast.

I'm considering a min2 as a general purpose weapon as well, especially if I end up skipping improved critical, but I've been thinking that Cannith-crafted beaters would be better for bosses.

From some of the input I'm getting the hint that attack bonus is nothing to worry about too much. I'm slowly leaning towards 16/8/16/8/16/12 with levels in wisdom being a better allocation of stats than the original 18/8/16/8/12/12 with levels in strength. I hope I shouldn't be worried about completely gimping my melee capabilities that way, even though I'm fully aware that this build is going to pale in comparison to a fighter or barbarian when it comes to melee DPS, no matter what I do with my stats.

Habreno
04-18-2012, 04:08 PM
I'm considering a min2 as a general purpose weapon as well, especially if I end up skipping improved critical, but I've been thinking that Cannith-crafted beaters would be better for bosses.

Yes, while Cannith Crafted beaters are better on bosses, you will have so much gear you NEED to swap around to preform your multiple roles you will be better off inventory wise with a Mineral II. I run a more advanced Cleric build myself that while keeping WIS maxed still gets in the 30's in STR, on a first life Elf, and hits 500+ HP in grouping. And I needed to hit 15 DEX for TWF requirement. I have 64 items perma-inventoried, not counting components, potions, scrolls, or anything else. Just gear items.

From some of the input I'm getting the hint that attack bonus is nothing to worry about too much. I'm slowly leaning towards 16/8/16/8/16/12 with levels in wisdom being a better allocation of stats than the original 18/8/16/8/12/12 with levels in strength. I hope I shouldn't be worried about completely gimping my melee capabilities that way, even though I'm fully aware that this build is going to pale in comparison to a fighter or barbarian when it comes to melee DPS, no matter what I do with my stats.


It does not matter as much as it's thought to be. I recommend, on a 32-point build, going with an 18 WIS, levelups, and making melee a tertiary focus, OR going 18 STR, levelups, and making melee part of a dual primary focus (second primary focus being healing)- there is no effective way to make melee a secondary focus. Offensive casting is NEVER a tertiary focus-it is there as a primary/secondary or not there at all, and healing is NEVER lower than a primary focus.

Regardless, I would suggest, since you want a higher melee build, to go with an 18-8-16-10-14-8 split on a Dwarf Melee. Levelups in STR.

assimilateur
04-19-2012, 03:30 AM
Well the point was to still do a little dotting on orange, red and purple names and not only have my blue bar for heals and buffs. I'm guessing there will still be room for smiting enhancements and enough mana to use those without gambling too much (scratch that: should have been at all) with the party's red bars.

Kmnh
04-19-2012, 03:51 AM
You can fake your way around the quests with a terror, a GH clickie and tons of to-hit gear. You can even do that in a caster-type FvS.

Your dps will be nowehre close to that of a human fighter. A stalwart fighter gets +6 str from the stalwart stance, +10% double strike from the capstone, 4 points of damage from weapons specialization feats, 30% haste boost and 25% damage boost.

The stalwart PrE gives you bonus action boosts, and so does the TOD set - It's common to see human stalwarts with 10+ of each boost to play with. There is no reason to save those for boss fights :)

Kinerd
04-19-2012, 04:31 PM
Now I've brought up this plan a couple of times in guild chat and the controversy was me being able to hit anything at endgame. But I'm not seeing it: with divine power and favor my attack bonus should be only slightly worse than a fighter's, should it not? Does it then not follow that if they are able to hit things in epics, I should as well (especially considering the possibility of turning off power attack)? Hitting things aside I am aware of having inferior melee DPS compared to a class that specializes in it, but that's a price I'm willing to pay for healing, buffs and a DoT.Fighter
20 BAB
+3 Weapon Focus feats
+2 if Kensei
=
25
+5.5 from Str Kensei (or 4.5 if SD)
=
30.5

Cleric
20 BAB (with Power)
+3 Divine Favor
=
23

7 to-hit isn't crippling, but it's not nothing either. That said, you're already comfortable with "inferior melee DPS", so a few misses in less than all content shouldn't bother you.
Also suggestions about what, if anything, would work better. Pure favored soul was mentioned, but other than the cool capstone I'm not sure I see the advantages.Only a cleric can melee and heal at literally the same time. Look at it this way: would you trade your Healing Aura's effect for the party for +1 attack and +2 damage for you? Also worth considering is how you're going to fit all the level 4 spells you want into 4 FvS slots. Divine Power, FoM, Neutralize Poison, Panacea, CCW, Recitation, even plain Restoration... it's not pretty.
I'm considering a min2 as a general purpose weapon as well, especially if I end up skipping improved critical, but I've been thinking that Cannith-crafted beaters would be better for bosses. I guess it depends on if you think you'll be meleeing raid bosses. Standing in melee range, sure, but with all the heal time you'll have to spend, you're severely impinging on your swing time. Seems pretty pointless to me.

assimilateur
04-20-2012, 02:05 AM
7 to-hit isn't crippling, but it's not nothing either. That said, you're already comfortable with "inferior melee DPS", so a few misses in less than all content shouldn't bother you.

You have to admit, missing - assuming it happens noticeably more often than the mandatory ~5% - is probably more demoralizing than doing inferior damage. Here's hoping that with maxing and leveling strength that can be avoided, if not I'm just going to have to deal with it.

And I get what you're saying about there not being much reason to bother with boss beaters, but with Cannith crafting that is now made cheap and easy. Inventory-wise I'd be looking at: min2, holy silver of lawful outsider bane, holy cold iron of chaotic outsider bane, something with smiting on it or holy adamantine of construct bane, maybe triple-positive. That said the boss/construct beater options aren't really that superior to min2, so there's that.



You can fake your way around the quests with a terror, a GH clickie and tons of to-hit gear. You can even do that in a caster-type FvS.

I like Terror as much as the next guy but I think relying too much on a gimmick like that would make me feel like a one-trick pony. So I'm hoping that with the appropriate gear and stats I'd go somewhat beyond that.

firemedium_jt
04-20-2012, 08:06 AM
Those feats look good so far.

Improved critical slash
Heighten for DCs especially if you lower WIS.

Extend
is a waste above lvl 6-9. Just take divine power on a clickie item and hot key it. It is a few less HP, but so what. Save the SP even with extend on. Divine Favor is cheap. They both cast very fast.


If you do not take improved critical slash dont bother raising str for melee. It is important for so many nice weapons like ESOS, SOS, Terror, Greensteel, Antique Great Ax, EAGA. Yeah you can take keen and should to lvl 12.

Improved Critical Slash is the most important melee feat for you to take IMHO.

STR is viable to lvl raise, but you can raise WIS instead and still hit most trash. With good gear you will hit with STR14-16 base. CON is more important than CHR, and turns can get gotten with enhancements and gear. CON 14 is min. 12 on a Elf. Maybe more on a Dwarf.

True resurrection is not as important as Implosion. Resurrection is enough.

You can have a WIS 16-18 base and still do good melee in elite and epic. You do not have to gimp you blade barrier, and implosion.

You can use master's touch scrolls instead of FTR splash and stay pure, but need a WIZ to cast it if you use a 2-hander. I like the extra feats from the lvls. Maybe even and splash of one lvl of ART or WIZ for Force Manipulation 1 and a meta feat. You can do FTR1 or WIZ1 (cast Master's Touch) or FTR2 or FTR1/WIZ1 or even FTR2/WIZ1 (3 more feats) and still heal just fine. Monk needs more reflex.

Nice thing about a Cleric is you do not have to stay pure to heal just fine, and can really splash and build whatever as long as you can Mass Heal/Heal/Heal Scroll when you are suppose to.

Then there is Favored Soul. Hard not to stay pure with them.

Post your build.

Phidius
04-20-2012, 08:31 AM
The Sora Kell set (Helm, Gloves, Ring) is ideal for the build you are talking about, at least until you start collecting multiple greensteel accessories and epic gear. Wis + Cha + Str + Greater Potency IV + 2 hit + 2 damage?

I just managed to squeeze it onto my level 13 clonk last night - had to give up some HP to do it, but it'll be worth it.

Phidius
04-20-2012, 08:36 AM
Those feats look good so far.

Improved critical slash
Heighten for DCs especially if you lower WIS.

Extend
is a waste above lvl 6-9. Just take divine power on a clickie item and hot key it. It is a few less HP, but so what. Save the SP even with extend on. Divine Favor is cheap. They both cast very fast.


I disagree - stay focused. Taking Heighten and dumping Wisdom is (IMHO) wasting a feat.

I'm torn on extend - I carry it on all my casters, but I can understand why one might decide to dump it. Personally, I hate recasting buffs - especially Divine Power and Divine Favor. My wizard carries a single Divine Power clicky, and typically shrines with many charges remaining.

assimilateur
04-20-2012, 09:15 AM
Am I missing something here? How is a divine power clicky going to last me through more than a boss fight? Are you assuming shrines every ~5 minutes of fighting or me not using the spell on trash or what?

Regarding heighten, I'm not feeling the feat either. Maybe if I went with high wisdom after all, but at this point in my musings and the advice I've been getting that's unlikely. I won't use the word "dump" for what I'm doing either: will most likely stay at 12 on the fighter/cleric I've already rolled, though I'll consider dumping it if I roll a favored soul.

Regarding constitution, I'm taking 16. In fact I don't remember when I last took anything less in con; only playing dwarves makes that decision easier anyway.

My reasoning for possibly taking extra turning is that I'm loving auras and bursts on my clonk so far, and I believe they're the main selling point of taking cleric instead of favored soul. But maybe the number of them turns out to be overkill, we'll see. Extend also looks nice for the short-term buffs. But I'm considering it more from the perspective of mana savings, since having to recast two spells every two minutes isn't that big a deal. When playing my monk in ToD the buff I have to use is on a one-minute timer and far more fiddly so I think I could live with over two minutes at endgame for divine power and favor.

firemedium_jt
04-20-2012, 09:40 AM
I have divine power on an item like bracers, boots, gloves, goggles. I have it on my 'e' key. When I decide a melee opportunity arises I click it. It activates and I have Divine power +6 str, attack as FTR BAB just like the spell. Most items are caster lvl7, so you get 7 HP instead of your lvl in HP. You save 35sp. 45 if you use extend. That is a heal spell right there in sp cost. I have a STR+6 item also, so Divine Power is for to hit mostly on a clickie. I have 3 items with Divine Power for about 12-15 clicks. When I use one up I swap the shortcuts out to my 'e' key.

Divine Favor is 10 sp and 20 sp with extend. I cast this first because it is only 10 sp for +3 to hit and +3 to damage.

I also have fighter haste as I have a FTR lvl. It is on my 'q' key. I click this next as it stacks with Haste.

I also have 2 rage click items, but that is usually cast on me.

For bosses my next click is DM1, but I usually save my turns for bursts. Just a nice Rad Serv 1 Pre req for soloing. I prob click DM after resting going in for the end fight ahead of time.

This is how I melee buff myself. Three button presses mostly from my keyboard and mouse.

Maybe prayer and recitation for longer fights. Pricey in sp. Close to a heal spell in sp. But if I got the group around me it is worth it. Divine Punishment and Blade barrier are better for damage than prayer and recitation for damage and spell point conservation. Using all 4 if you can for long fights.

I try not to spend too much in sp to melee, so I can heal and offensive cast more. I like DP and BB to add to my damage. I took a WIS16 on my human CLR18/FTR2. lvl ups in WIS for BB and implosion. FTR feats are IC: Slash and Power Attack. SF evocation feats too on this first life. STR13(14) with +6 item and I hit just fine in elite (FTR STR1 evens it out to 14). I do ok with epic mobs too. Human versatility at low lvl to hit and with PA on all the time I hit. Damage instead at mid to high lvl. Back to "to hit" for epic.

I rarely use bursts to heal the party in combat at lvl20 unless I run out of sp and decide to melee. When this rarely happens I might drink a pot if we are not close to completion and I am the only divine. If other divine has sp i usually melee when out of sp. I cast aura and run in to swing and burst and use heal scrolls. Most healing is mass heal/heal/heal scroll at high lvl. So lots of CHR does not help much in high lvls for healing. Maybe DM3. But I like turns for bursts and auras better. It saves sp for casting in between fights at high lvl. Saves money on scrolls too.

Just got Titan's grip (STR+6 +6 stacked) and Terror in 6 runs at Inspired Quarter, so 4 buttons now to click.

Mubjon
04-20-2012, 03:02 PM
I am of a different opinion where extend is concerned on a melee focus Divine.

Yes you can use clickies and while I have some, it does not take away from the fact that an extended divine power/favor/recitation is beneficial to melee needs. It saves from having to swap out equipment (which takes away from curing, swinging, or casting offensively) in the middle of a crucial fight.

There is plenty to keep an eye on and making sure that you are able to cast a clickie while try to also hit someone with a cure spell or casting a comet fall to help keep damaging from coming is something that is priceless.

Sarisa
04-21-2012, 07:08 AM
I like Extend because I do a lot of long, resource tight epics like eChains. Extend is a net savings on SP for that type of quest, and to keep Prayer and Holy Aura as buffs (since the debuff aspects of Holy Aura got nerfed heavily) up. Recitation too if the people in party don't have Luck items/blue slots.

It does come down to personal opinion. I didn't have it on my 17/3 Clonk, simply because I couldn't fit Extend in along with the other casting feats along with the Stunning Fist boosting feats. I won't have Extend on my caster's current FvS life either.

Kinerd
04-23-2012, 04:44 PM
Most healing is mass heal/heal/heal scroll at high lvl.This stood out to me, and in a way I disagree. The quoted comment is very true for raid bosses and not at all true for other content: 6 man questing, challenging, etc. It is in that second set where battleclerics/clonks shine; in the first set everyone collapses into either fully devoted to healing or fully devoted to meleeing, as you describe. Depending on the group, I have found that challenges especially can represent a huge majority over raid boss fights at high level, and casting Mass Heal in challenges is super duper pointless.
You have to admit, missing - assuming it happens noticeably more often than the mandatory ~5% - is probably more demoralizing than doing inferior damage. Here's hoping that with maxing and leveling strength that can be avoided, if not I'm just going to have to deal with it.I am a fairly attentive, math-intensive person and unless I am watching the dice I would be hard-pressed to tell when marginal misses are occurring. Have faith in your lack of roboticism, and I think you will maintain a positive emotional state.

assimilateur
04-24-2012, 04:28 AM
I don't expect to be able to tell missing on a 3 from missing on a 2, but missing on a 6 or a 10 I think I'd notice. That's what I was worried about, but again, based on my current experience with my monk (who only hits around 30 strength and isn't well geared yet) I expect maxed and leveled strength plus buffs to be good enough.

I won't get started on this toon until I cap or almost cap my clonk though, and I'm still not dismissing the idea of going pure favored soul instead of splashed cleric.

ThePrincipal
04-24-2012, 03:42 PM
the only problem i've run into with a melee cleric in epics, isnt the melee cleric, it's the group. they require massive amounts of babysitting. if you run with a epic ready group, you'll have that much more opportunity to melee

assimilateur
04-25-2012, 04:15 AM
As much as I enjoy it more on my clonk now when I have to heal less and can fight or offensively cast more, I can't generally blame people who play fighters, barbarians, etc., for requiring "babysitting". I'm in the same boat when I play my fighter, unless the group is so overwhelming DPS-wise that we breeze right through the quest.

That's just how the game is balanced. If you don't have a blue bar (and in some cases not even then) your self-healing is at the very least expensive (scrolls) or woefully inadequate during an intense encounter as well (potions, wands).

erikbozelie
04-25-2012, 11:52 AM
Fighter

Cleric
20 BAB (with Power)
+3 Divine Favor
=
23


i am sure there are more bonusses then this:
+4 greater bane
+4 greater large guild augment slot.
+5 enhancement
+4 battle attack goggles
+1 haste
+5 sneak attack(tharnes or the like).
+2 good luck

=48 before strength, or any named set bonus.

assimilateur
04-25-2012, 12:26 PM
And none of those item-based bonuses have anything to do with the classes he was comparing.

Nonny9
09-28-2012, 09:47 AM
ave an 17/1 clrc/ftr w/ 2ftr past lives. I didn't put a single bit of feats into the melee side except for 2HW (uses gs great axe). I went with horc for str. The toon crits avg about 130 mg and hits with almost every wing. I've had a clonk before; i'd take 1 ftr over 2 monk any day of the week. This toon can solo (on norm) at level just about eveerything, includong some stuff on hard (w/out a hireling). I'm going to start gearing this toon as it has nothing epic on it. I've capped a few toons and tbis toon is by far my favorite one to play. If/when I TR this guy, it'll be another clrc/ftr.

Things to consider: aura and burst do a huge amount of healing when players are near by. If your clrc is inn thee back of the group, and away from the playersn you end up spending sp on dots where your aura and bursts should be at.

By being in the mix helping heal with aura and burst, you can spend more time swinging the axe or dropping offensive spells. Swing the axe and helps the more powerful dps; helps enough to matter.

Being able to focus more sp into BB, divine and commet fall helps in huge ways as well.

Some stats to note on my clrc ftr at lvl 18:
AC about 64 with ship and self buffed spells - not pots.
Hp standing no buffs at all about 412
Sp standing no buffs is about 1800+

I will post a screen shot when I get home from work today with more specific specs and breakdown.

Habreno
09-28-2012, 02:38 PM
Stuff.


Suggesting to us you took Spell Focus: Necromancy?

Doutrinador
03-12-2014, 06:45 AM
Suggesting to us you took Spell Focus: Necromancy?

Its viable stay pure, take h elf fighter diletante, cleave, great cleave and IC, lvls in STR? The idéia is cast non DC SPELLS and get the capstone ( war priest )

PurpleTimb
03-12-2014, 07:11 AM
Its viable stay pure, take h elf fighter diletante, cleave, great cleave and IC, lvls in STR? The idéia is cast non DC SPELLS and get the capstone ( war priest )
Clearly taking Spell Focus: Necromancy resulted in a no-fail DC on this thread, as it returned from the dead after two years.