View Full Version : TRing into different playstyle?
Wh070aa
05-03-2014, 10:12 AM
I have been playing Sorcerer and wizard, and Wizard19/1artificer for last 4 life's, and Want to try TRing into some other class.
The problem is that any caster class I try is bad, and I do more damage in melee, than with spells. I tried cleric (it's ****ing terrible, even after blade barrier), Druid (I do more damage with cleave than creeping cold and the lightning storm combine, and yes I did spec for magic and cleaves on different druids), I ain't even trying bard (the game play is bad mmmkay... Its faster to kill tings, than fascinate them, for one, and there are no damage spells.). I tried artificer, but it's all about repeater and rune arm damage there, and I hate rune arm speed reduction. Combined with no haste/haste clicky use, I just don't feel like I am moving at all when playing one. And when I play archer, I kinda want to be mobile.
Only ting I have not tried, is ranger, and since I don't have monk, I don't feel like its worth trying. 2 minute cool down for only damage ability? The hell?
Can anyone recommend something, that is not wizard/sorc, does not require monk, has decent mobility and has caster like game play (ranged installs, decent damage, and preferably some trapping, self heals(umd, whatever else in heroics) and some damige migration (not AC, because, well **** AC. Never been useful to me so far) for soloing stuff? No need for EE, but I should be able to solo EN reliably, and with decent speed.
I don't really have any green steal, or crafting item's, and no good named items too. 40+ runs of shroud, and demon queen, but noting worth getting has dropped so far.
Ravoc-DDO
05-03-2014, 04:08 PM
Ranger might be what you are looking for actually.
Just keep in mind that it is called ranger, not archer. Use a bow when it is opportune, stick to TWF melee otherwise. It also splashes very well with rogue to add trap skills and lockpicking to the mix; the skill sets are very similar otherwise. And if you want to try a more radical change in your playstyle, perhaps invest in stealth as well and try to sneak your way through some quests.
I would recommend a minimum of 11 ranger levels for feats, but you probably want to shoot for 15 levels to get CSW and FoM in your spellbook, as well as another favored enemy.
Forget about needing monk as a requirement. Monkchers have been a travesty to either class for years now and is definitely not required.
Thalone
05-03-2014, 11:03 PM
OP, this is not my experience at all, and it's all the more baffling to me that you've played Sorc and Wiz and could think divine/Arti casting is weak.
I've just finished three consecutive heroic pure Arti lives to stack UMD, and they were faster than any melee life I've ever done and only slightly behind divine/arcane caster lives. For low levels, repeater damage isn't as great as melee cleaves, but all you need is Point Blank Shot, Elemental Weapons, a crafted repeater with Acid Burst and whatever suffix you like (no need for a +enchantment, as your conjured bolts will take care of that), and a runearm (for adding to bolt damage; I barely ever actually used the runearm shots themselves as like you, I didn't like the slowed run speed). From level 4ish on, where the Arcanotech tree gets the Blast Rod SLA, I played more and more as a caster, spamming SLAs with free Maximise and Empower. Properly geared, the Blast Rod SLA will be hitting for 300/critting for 600 on multiple enemies.
I'm even more mystified that melee (I gather you're talking heroic?) can do more damage than Blade Barrier... You're aware how BB works? There is an initial tick of damage when monsters make contact, but they will take no further damage unless they cross the blades again. The perfect setup would be to find a large area free of obstructions, lead a mob of enemies there, and plunk down a BB. Then run in a circle just outside the BB, and the monsters will shred themselves. Even if there isn't a large area like that, you can stick a BB or two in a hallway and let mobs chase you... they'll cross three or four of the walls. Note overlapping BBs generally won't stack their damage. Things that have Evasion or don't run through Blade Barriers (e.g., casters) you can either run past and ignore, or cast Slay Living/Destruction.
As for your build request, that is screaming CLR19/ART1 or FVS19/ART1 to me--those are the builds I used for my TR character. (I've not played Druid seriously and can't comment on it.) Take Arti at level 1 for trapping/unlock skills and scroll boosts, and put level-up skills into Search/Disable and whatever else you like. Note the Find Traps spell means you can somewhat dump Search when playing a primarily divine split. To compare between Clerics and FVS: Clerics get spells faster and slot most healing spells for free. FVS get a bigger spell pool. Both get Warpriest (one of the low-level core enhancements is DR/-; another is permablur). FVS get an aura that decreases enemies' saves/Spell Resistance. Clerics get bursts/aura/turns fueled by their Turn Undead charges. FVS get enhancements that give you temporary SP on spell crits of certain types. Clerics get SLAs from the Disciple tree (free metas again).
After the enhancement pass, playing divines as casters and not melees, I personally found low-level Cleric to be easier than FVS, and after Blade Barrier, they were equal. This was due to my dumping Strength to maximise casting abilities during later levels, so meleeing without SLAs/mass spells was painful. You might want to lower your casting stat at creation so you can fit in Power Attack/Cleaves, but that will eat up three feats, and divines don't exactly have feats to burn.
Other popular options are to splash Monk for Stunning Fist/feats/stances (but you specified no monk), Fighter for feats (note Blade Barrier still works for melee divines [dumped DCs], but your instakills will suffer), Wizard for free meta. EllisDee's Necro Cleric (https://www.ddo.com/forums/showthread.php/422552-Necro-Cleric-for-new-players) is often mentioned for caster-style clerics.
Wh070aa
05-04-2014, 02:55 AM
My problem with BB is the prerequrements for it being useful at all. Sure it has 1 tick of firewall+ like damage to all, and that's pretty good, but prerequisites for it to do any more than couple hundred damage are- no evasion (all tings have evasion now), not caster or archer (so you need to waste like extra 40+ spell points on each unkiteable), and it casts centered on yourself (no putting on archers and waiting till they die).
Combine that with lack of good haste and jump ability, and no decent cheap damage and stun spells to trow wile kiting (and inability to jump cast(I know you can, but its pain without jump spell). FVS wings is the only way you can really kite BB, at least in my opinion.
As for instant kills, last time I had Cleric that could do them Implosion was bugged, and did not work about 1/3 of the time (or even more, if I was near party members), radiant aura disappeared on each door (still happening for wizard auras), so I am left with Slay Living(30 sp,1 kil) Destruction (40 sp, 1 kil), Banishment (35 SP, pretty good vs elemental/ demons, if I can get DC Spell pen ), Undeath to Death for actual turn undead ability.
So to actually do any spell casting I gotta be level 11 + ,and its all DC or noting.
As for damage Comet fall, Fire Storm, Divine Punishment and Flame Strike and Necrotic Ray SLA are only spells that are worth their spell points (well not really, but there is noting else)
And I gotta waste 30 enchantment points for Radiant aura, and 30 if I want haste (which I cant get).
So I can ether not have radiant aura, or not have haste, or and get any capstones, or not get necrotic ray. And that's at level 20, so I will be stuck wit a bard hireling or something.
As for main source of healing, I will probably be using heal scrolls + burst (maybe skip the RS tree altogether?). anyway, just like on sorc, only I wont have stone skin, displacement, and haste to avoid damage. Probably quickened heal for when kiting BB, because damage avoidance is garbage.
As for rest spells, guild buffs, couple of scrolls, pots and clicks cower them anyway. So bit longer than clicky death ward. Is basically only ting that is worth getting.
Enervation and junk for times my DC suck.
The question is, what I do for the first 11 to 14 levels, until I get spells that actually do something? Soundburst is nice and all, but It wont last me past level 5, and I have to melee the mobs anyway.
How is this in any way caster before level 14 ish? And I have to take 31 points in Warpriest for actual kiting ability.
So far, the only way I see playing cleric, is sounburst + melee for 14 levels, then using necrotic ray + BB and DP on bosses, and instakills on casters. Using scrolls to heal, because radiant servant is garbage, and I want only 6 abilities from all trees. (+ wisdom, and critical lines as filler).
Maybe splashing 1 level of artificer, grabbing repeater, and gimping my heals to get umd for Fire arrow scrolls, and stoneskin/displacement/teleport/haste/ jump.
I probably gonna end up with garbage heals, and no damage, Spell pen and DC in the end.
Hmm...
Should I get the 2nd artificer level for extra rune arm? Or just stick to 1 level for trapping? I am pretty sure that I wont have enough skill points to do traps or have meaningful UMD in the end anyway.
And whats up with light spells? As far as my experience goes, they do absolutely no damage to anything. Am I doing something wrong?
For feats, Max, empower, PL:wizard, quicken, Sf Evo, SF, Necro, Spell pen, extend, (if human Mark of Passage?), and maybe heighten (Idk if its worth the spell points, does not seem like it?)
For Abilities, max out Wis, ~16Con, and couple of points in Int and Cha. (10 or 12).
Does this sound as something playable? I am planing to solo, and don't care about 1k hp barbarians with no healing amp. Also I don't get haste till level 19 or so, which sucks. Maybe splash a level of barbarian for movement speed? (20 seconds of +35% each time I rage + 10% base) (seems like a bad idea tho). Also DC, and spell pen look like they might be a problem?
MeliCat
05-04-2014, 07:19 PM
If you do stats for a caseter I would recommend speccing warpriest for divine might and you will smash things with whatever. When you get blade barrier then respec for the caster line.
I would always take pos burst ASAP. It's the single best thing clerics have - instant non interruptable healing with no sp. I'm pretty so so about aura. I don't bother speccing for it. Also as I tend to do caster builds I only do enough in the warpriest tree for divine might so wear a speed item. That's enough melee alacrity for those times I don't drink haste pots as too poor to. Combined with the spell divine power I did one whole clonk life with no strength item :D
The most annoying thing I found about getting value from my blade barriers is playing with people who use paralysing arrows. Grrr.
Saekee
05-04-2014, 07:30 PM
12 ranger/5 rogue/3 pally (or 12/6/2 or some variant like 11/9), max str and UMD, use the tier 5 of rogue for knife specialization (the tempest one is not good), IC: piercing, (15-20/3 with daggers and Kukris). No need for greensteel weapons as many great daggers can be bought off the auction house, in particular the Guardian of the Liturgy (http://ddowiki.com/page/Guardian_of_the_Liturgy) is insane DPS with this build. Burst bow dps. Human, since you will be using up every AP remaining with so many trees, so you might as well go human and get an extra feat and skill point while ignoring the racial enh tree. Deflect arrows comes with 12 ranger tempest core, add Shield of Whirling Steel so it procs every 2 seconds, very nice. . .full offhand DPS, etc. etc. with some variants from Deepwood stalker and perma arrows from arcane archer. Also good spells to use...
Great melee dps, bow burst, top umd, trapper, great saves from Pally, all with whatever gear is hanging around. You will also get a great PL skill which adds 2 to ranged DPS (not thrown weapons, though) and 2 to elemental resistances.
Lonnbeimnech
05-04-2014, 10:38 PM
My problem with BB is the prerequrements for it being useful at all. Sure it has 1 tick of firewall+ like damage to all, and that's pretty good, but prerequisites for it to do any more than couple hundred damage are- no evasion (all tings have evasion now), not caster or archer (so you need to waste like extra 40+ spell points on each unkiteable), and it casts centered on yourself (no putting on archers and waiting till they die).
Combine that with lack of good haste and jump ability, and no decent cheap damage and stun spells to trow wile kiting (and inability to jump cast(I know you can, but its pain without jump spell). FVS wings is the only way you can really kite BB, at least in my opinion.
As for instant kills, last time I had Cleric that could do them Implosion was bugged, and did not work about 1/3 of the time (or even more, if I was near party members), radiant aura disappeared on each door (still happening for wizard auras), so I am left with Slay Living(30 sp,1 kil) Destruction (40 sp, 1 kil), Banishment (35 SP, pretty good vs elemental/ demons, if I can get DC Spell pen ), Undeath to Death for actual turn undead ability.
So to actually do any spell casting I gotta be level 11 + ,and its all DC or noting.
As for damage Comet fall, Fire Storm, Divine Punishment and Flame Strike and Necrotic Ray SLA are only spells that are worth their spell points (well not really, but there is noting else)
And I gotta waste 30 enchantment points for Radiant aura, and 30 if I want haste (which I cant get).
So I can ether not have radiant aura, or not have haste, or and get any capstones, or not get necrotic ray. And that's at level 20, so I will be stuck wit a bard hireling or something.
As for main source of healing, I will probably be using heal scrolls + burst (maybe skip the RS tree altogether?). anyway, just like on sorc, only I wont have stone skin, displacement, and haste to avoid damage. Probably quickened heal for when kiting BB, because damage avoidance is garbage.
As for rest spells, guild buffs, couple of scrolls, pots and clicks cower them anyway. So bit longer than clicky death ward. Is basically only ting that is worth getting.
Enervation and junk for times my DC suck.
The question is, what I do for the first 11 to 14 levels, until I get spells that actually do something? Soundburst is nice and all, but It wont last me past level 5, and I have to melee the mobs anyway.
How is this in any way caster before level 14 ish? And I have to take 31 points in Warpriest for actual kiting ability.
So far, the only way I see playing cleric, is sounburst + melee for 14 levels, then using necrotic ray + BB and DP on bosses, and instakills on casters. Using scrolls to heal, because radiant servant is garbage, and I want only 6 abilities from all trees. (+ wisdom, and critical lines as filler).
Maybe splashing 1 level of artificer, grabbing repeater, and gimping my heals to get umd for Fire arrow scrolls, and stoneskin/displacement/teleport/haste/ jump.
I probably gonna end up with garbage heals, and no damage, Spell pen and DC in the end.
Hmm...
Should I get the 2nd artificer level for extra rune arm? Or just stick to 1 level for trapping? I am pretty sure that I wont have enough skill points to do traps or have meaningful UMD in the end anyway.
And whats up with light spells? As far as my experience goes, they do absolutely no damage to anything. Am I doing something wrong?
For feats, Max, empower, PL:wizard, quicken, Sf Evo, SF, Necro, Spell pen, extend, (if human Mark of Passage?), and maybe heighten (Idk if its worth the spell points, does not seem like it?)
For Abilities, max out Wis, ~16Con, and couple of points in Int and Cha. (10 or 12).
Does this sound as something playable? I am planing to solo, and don't care about 1k hp barbarians with no healing amp. Also I don't get haste till level 19 or so, which sucks. Maybe splash a level of barbarian for movement speed? (20 seconds of +35% each time I rage + 10% base) (seems like a bad idea tho). Also DC, and spell pen look like they might be a problem?
You don't stop to kill the casters or archers, unless it one of those places where you have to kill everything before a door opens. Then you have destruction and slay living. Melee mobs take one tick of damage running int othe bb, and one tick running out of it. And if the first one doesnt kill him, the second one, a few feet away, will.
For leveling a cleric, undead quests and radiant burst work well together. Just to deleras, necro 1 and shadow crypt a lot, until you get bb at level 11.
For fvs... caster fvs really suck big time until level 12, they just do. They are like a str dumped s&b paladin with better heals.
As far as the haste thing, 30% striders are only 2% slower than haste, really not a big deal.
Wh070aa
05-05-2014, 02:46 AM
You don't stop to kill the casters or archers, unless it one of those places where you have to kill everything before a door opens. Then you have destruction and slay living. Melee mobs take one tick of damage running into the bb, and one tick running out of it. And if the first one doesnt kill him, the second one, a few feet away, will.
For leveling a cleric, undead quests and radiant burst work well together. Just to deleras, necro 1 and shadow crypt a lot, until you get bb at level 11.
For fvs... caster fvs really suck big time until level 12, they just do. They are like a str dumped s&b paladin with better heals.
As far as the haste thing, 30% striders are only 2% slower than haste, really not a big deal.
So You are suggesting that I run all quests on casual, and use healing damage on undead?
Have you even cleric?
As for 12 ranger/5 rogue/3 pally
Deflect arrows - It triggers once every 6 seconds, if I am dual wielding. Why are you even mentioning it, along an +3 AC bonus? I really don't think it matters at all. And taking 5 levels of rouge, for daggers to be viable at all? I you don't even get evasion, as ranger already gives it. Trapping and extra skill points are nice I guess. As for paladin, does the +4 to saves (or so) you get from dumped cha (as you need other stats way more) is really worth the levels?
I really don't see the great melee part (maybe sneak attack wile in party?), and multishot has 9000 years of cool down, and 20 second active. I have seen similar builds before wile leveling (less rogue), and was really unimpressed with survivability, and damage vs constructs and undead (as in they did nothing (well 2d6 or so lol)).
Also does anyone have actual build advice what to do until level 11? Sound burst melee starts to fell off after level 7, if I can even get the DC for it.
Should I get turn undead feats, and switch them out or something? Or I just splash artificer and use repeater instead? Still better damage than Searing Light. (9d6 for basic flame arrow, acid(or whatever) bow, and 1d6(usually more) base damage) per repeater shot, and it does not cost spell points. Light spells do like 40 to 60(undead) max damage not counting spell power (so about 100 damage per 30 spell points (6 if using SLA)).
Is there any AOE damage at all besides sound burst, that I am missing? Because getting a wizard/sorc hireling seems to be only way to add non BB DPS right now. Also pure, or arti splash? I am not sure if cleric can heal himself taught traps (as for my experience wile grouping with clerics, they can't). Should I sacrifice the capstone wisdom, and all the skill points for trapping ability?
**** it, it looks like splashing monk is only way how to improve survivability and damage, because It does more tings with less investment. Compering Riddle of Fire vs Arcanotechnician tree (seriously whole tier 1 available tree), you can see witch splash is superior damage vise. Only reason to take arti is the XP bonus from traps I guess. Or not having monk, like me.
Well this is some serious P2W. I guess I should just wait for my next salary and buy monk. Any other option lowers survivability, movement speed, spell critical and damage.
cru121
05-05-2014, 03:47 AM
So You are suggesting that I run all quests on casual, and use healing damage on undead?
full meta positive energy burst works excellently in the mentioned areas/level range, elite. note that the damage vs undead is much higher than the healing provided by the burst.
Have you even cleric?
^^
Onetunge
05-05-2014, 04:41 AM
I was mixing my bard with ranger and rogue and built it for TWF and if was really easy and fun to play it in heroics. Wasn't that good on EE.
Wh070aa
05-05-2014, 05:54 AM
full meta positive energy burst works excellently in the mentioned areas/level range, elite. note that the damage vs undead is much higher than the healing provided by the burst.
^^
Huh, Last time I checked, burst did no damage at all (3 bursts in catacombs , 2/3rds of skeleton bars, turn undead worked on them (level 5 quest, level 8 char)), did they change it or something? Now I am getting 400 to 1k(crits) damage for some reason. (100- 130 ish heals) at level 16.
Still kinda meh. Well better than before, I guess.
It should heal more than damage tho, if the description is right. 1d8+1 healing per level, and 1d8 damage.
Pretty sure its not WAI. Well whatever, free damage.
Gljosh
05-05-2014, 12:14 PM
I have TR'd quite a bit (H and Etrs). My least favorite life is my current SDK 17/3 Cleric Rogue. I played it as a melee (twice-Sentinel and Crusader) and a caster (once). So I have some Epic experience, the caster was fine, put more into Divine Disciple-Light based and combined that with Exalted Angel's SLAs with Twisted Energy bursts. I did not use Blade Barrier or Insta-kills (poor DCs), my caster was played like an archer that shoots light instead of arrows. When I played casters in Heroics I spammed the heck out of meta'd SLAs and used summons as distractions to keep enemies away while I spammed. I had more DPS as a caster but more fun as a melee.
Lonnbeimnech
05-05-2014, 01:35 PM
So You are suggesting that I run all quests on casual, and use healing damage on undead?
Have you even cleric?
As for 12 ranger/5 rogue/3 pally
Deflect arrows - It triggers once every 6 seconds, if I am dual wielding. Why are you even mentioning it, along an +3 AC bonus? I really don't think it matters at all. And taking 5 levels of rouge, for daggers to be viable at all? I you don't even get evasion, as ranger already gives it. Trapping and extra skill points are nice I guess. As for paladin, does the +4 to saves (or so) you get from dumped cha (as you need other stats way more) is really worth the levels?
I really don't see the great melee part (maybe sneak attack wile in party?), and multishot has 9000 years of cool down, and 20 second active. I have seen similar builds before wile leveling (less rogue), and was really unimpressed with survivability, and damage vs constructs and undead (as in they did nothing (well 2d6 or so lol)).
Also does anyone have actual build advice what to do until level 11? Sound burst melee starts to fell off after level 7, if I can even get the DC for it.
Should I get turn undead feats, and switch them out or something? Or I just splash artificer and use repeater instead? Still better damage than Searing Light. (9d6 for basic flame arrow, acid(or whatever) bow, and 1d6(usually more) base damage) per repeater shot, and it does not cost spell points. Light spells do like 40 to 60(undead) max damage not counting spell power (so about 100 damage per 30 spell points (6 if using SLA)).
Is there any AOE damage at all besides sound burst, that I am missing? Because getting a wizard/sorc hireling seems to be only way to add non BB DPS right now. Also pure, or arti splash? I am not sure if cleric can heal himself taught traps (as for my experience wile grouping with clerics, they can't). Should I sacrifice the capstone wisdom, and all the skill points for trapping ability?
**** it, it looks like splashing monk is only way how to improve survivability and damage, because It does more tings with less investment. Compering Riddle of Fire vs Arcanotechnician tree (seriously whole tier 1 available tree), you can see witch splash is superior damage vise. Only reason to take arti is the XP bonus from traps I guess. Or not having monk, like me.
Well this is some serious P2W. I guess I should just wait for my next salary and buy monk. Any other option lowers survivability, movement speed, spell critical and damage.
If you make a human cleric, at level 1 pick up maximize and empower and at level 3 take empower heal (any other race will have to wait for level 6 for all 3 of these), and make sure that you select radiant burst in your hotbar and turn max empower and empower heal on, and wear a devotion item. Your radiant burst should be enough to wipe out large groups of undead mobs on elite content. Especially solo, in groups because of dungeon scaling you might have to use a second burst for the same group of mobs.
Do I have a cleric? not currently. But I have played one to cap 4 times, once as a melee caster hybrid, and 3 times as a pure caster, and fvs 3 times as a caster build.
holy smite, chaos hammer and orders wrath at level 4. holy smite also blinds mobs, and orders wrath also stuns, and chaos hammer slows. The good thing about these 3 spells is that they are will save, so evasion doesn't help. The bad thing is that, blind, stunned, slowed mobs don't kite very well, so adding those to blade barrier isn't very helpful.
A cleric excels in a group, if you build for casting then you will lack the melee to make use of all the cc. Greater command, soundburst, cometfall, blindness and stun, create undead (the mummy is just awesome around gianthold). But if you have a few other with you to clean up the mess, it goes more smoothly. Blade barrier is still a game changer tho, since you really don't need anyone else at that point. It's also really really easy to fill a group if you have a cleric or fvs icon.
I am not sure if cleric can heal himself taught traps (as for my experience wile grouping with clerics, they can't). If you are soloing, the amount of damage that traps do, because of scaling, is really not that dangerous in most places. If its an elemental damage trap you have protection from elements to absorb most of it.
shadowowl
05-05-2014, 04:54 PM
Ranger might be what you are looking for actually.
Just keep in mind that it is called ranger, not archer. Use a bow when it is opportune, stick to TWF melee otherwise. It also splashes very well with rogue to add trap skills and lockpicking to the mix; the skill sets are very similar otherwise. And if you want to try a more radical change in your playstyle, perhaps invest in stealth as well and try to sneak your way through some quests.
I would recommend a minimum of 11 ranger levels for feats, but you probably want to shoot for 15 levels to get CSW and FoM in your spellbook, as well as another favored enemy.
Forget about needing monk as a requirement. Monkchers have been a travesty to either class for years now and is definitely not required.
I agree I'm playing ranger/rogue/paly atm no monk levels are needed. if you think you need 10k stars to do damage then you aren't playing it right. my current is 14/4/2 though 15/3/2 would work just about the same I just wanted few more skill points and found that cure mod wounds with empower healing worked sufficient for what I wanted. I have played moncher as well and I liked that honestly did more damage as a moncher but I like skill points and being able to do traps in which case a ranger mix is a little more suited to my particular brand of fun. my saves and such are nearly the same as when I was monk AA since I took the paly levels and put a little effort into making sure my cha was decent. But ya overall it's a fun build can do damage massive burst damage, solid support damage most of the time. but it all depends on the type of playstyle you want it's not for everyone.
but if you want to stick with a nuker type playstyle try wizard and fvs casters both of them can have a very similar playstyle to sorc if you so decide to go in that direction.
Wh070aa
05-13-2014, 11:41 AM
Okay, reporting back (since no one ever does that).
Level 7 (just leveled to 7)
TRed into Artificer 1/Cleric (right now 6).
Artificer gives me straight up 55% chance for stone skin, an 85% -ish chance for Elemental Weapons. (and no fail flame arrow wands (not scrolls))
Cleric gives me no fail blur scroll's (+ time from artificer), so that is nice.
I have Empower, maximize, empower healing and past life wizard(for soundburst dc) for now, I might change out empower healing for quicken, as the casting times of the Divine Disciple SLA's suck, and I don't really use healing that much.
So far I have treed out the radiant servant line (which was ****ing horrible, as I taught), so I just maxed out Divine Disciple instead. No investment in other trees (1 point in human for +4 to all skills for trapping).
So far with 36&11% gear my sla's do 35 -110 (40-75 usually) damage. (2 beams and mass hit,pretty spamable). Soundburst is not working as well, as I hoped, since it costs 15 spell points, and is only worth to hit crowds, and it's preferable to just snipe mobs 1 by 1 with beams. Usefully for damage prevention, if running with melee in party, but otherwise meh.
The movement speed is absolutely horrid, since the sla's cast time sucks, and I don't have decent jump spell/item/skill.
Got myself Spear block 3 tower shield (DR 6). Plate mail has too much of a weight/jump penalty, to really wear it past level 4. Before that I wore Hammer block, Spear block, and axe block (Bracers/plate mail/tower shield).
Artificers enchant weapon helps with Tower shield AC , and spell implement extra spell power. Elemental Weapons is party members only, as you have to scroll it.(You could put it on 1 handed weapons, but not that worth it). Flame arrow is annoying to cast/reload, and does less damage than light sla's. Repeater is not worth it after level 5 or even 4.
Trapping is going pretty good (I can do level 8 (level 6 quests on elite) traps, but can't do level 9 (level 7 elite) traps at level 6. Dumped some of the search skill, and I am using find traps spell to make up for it. My spot does not work at all (minimal investment +5 item, couple of points at creation, boosts, +1 tome).
I am using wizard hireling for additional damage (fireballs , and haste). These guys are dumber than cleric hirelings. Magic missiles everywhere.
Smarter than average wizard player I have met in pugs so far tho. I met level 5 wizard who only cast hypnosis, and meleed stuff (no tensers). And Sorcerer, who used khopesh and cleaves (he was on his 3rd sorcerer life, so I assume he knew what he was doing?). No acid spray/burning hands, just magic missile and junk. Got niclac's ray tho, so not that bad tho. I was experimenting with some pug members instead, but they run into traps and die about 1/3rd of the time, even after specifically saying that there are traps ahead.
Turn undead sucks balls, I wish I did not invest in charisma at all, and got more int for skills.Glyph of Warding is absolutely terrible, use Holy Smite SLA instead. Yes its worth waiting for it. I have not used single attack spell since level 3 (2nd Sla). Wand enchantment lines do almost nothing, so they are not worth investing in, just grab some cure wands.
So my advice for caster cleric would be- max/empower/quicken sla's. Skip everything else, buy blurr scrolls in bulk. Get haste and jump clickies/pots. Don't worry about wisdom/spell DC items/enchantments that much, as only spell using wisdom is soundburst, and you are not gonna use it, unless someone kites a swarm of mobs, and can't kill them.
Overall the build has too much utility, and not enough speed. With haste and rage clickies has all the nececery buffs, but unless you have someone to put them on, kinda meh. Jumping taught traps hurts a lot, and if you get swarmed in melee, it hurts a lot. Good ranged single target damige,, but pulls a lot of aggro, if trying to do AOE damage. The trap aspect is doable, but you sacrifice heal and spell craft skill for it, making the radiant servant tree even more useless. Has more damage prevention potential, than healing (idk newer had to really heal too much, so maybe there is some heal potential?).
Buff durations suck, and you need a lot of them.
Possibly gonna use up a heart and dump umd, and take out empower healing (for dragonmark (ddor)).
Edit: Went to Fred and changed Empower healing for Quicken. Much, much better speed now. Also the damage avoidance from actually avoiding damage totally migrates any healing loss.
Update: Level 9 now, got dragonmark for ddor and teleport. The Sla damage is starting to fall off, and I sometimes need more than 2 rotations of sla's to finish tings off. The soundburst helpless damage boost helps a lot. Search gear at level is really hard to find, and I should not had invested in umd. I still have not used enough healing spells and overhealing, to justify investing anything in them. Slotting in lore and potency items is pain. I am still using my level 2 36/11% radiance/healing weapons. Planing to switch to arcane shard at level 10(not worth), but I just might get radiance weapon, and get healing on helmet or ring. I am using abishai set for the extra evocation damage (and stuff, its pretty good). Slotting in both feather fall and jump is pain, so I am just drinking jump pots. Planar grids help a lot with traps, and are decresing the need to invest in human tree for extra heroism. If I didn't had the +200 sp Ion stone, I would have massive spell point issues. Right now, I usually have problem wit the last monster swarm before shrine.
I been patching up all my character flaws with items,wands,scrolls and potions.I have spent 200k or so on them.
Banishment spell is nice on those earth elementals. Deathward and FoM are nice to have. Enchant Weapons works well on casting implements, giving me those last couple of damage points needed.
Search DC for stuff is hardcore. Turn undead still sucks, even when taking the enchantments for it. Lesser restoration pots are just better. (I got restoration scrolls, but I haven't used one yet).
I miss jump and (extended)haste sooo much. 25% from dragon mark is not that bad tho. Gonna wait till level 11 and get my jump item. I hope that helps.
Update2: Level 12, Jump item does not do anything. Traps suck, can't find boxes on wiz king, cant jump over anything.. I have easier time killing constructs, than undead. Mobs kite really poorly. 150 damage on bb is nice, when it actually happens, but everything stands in it, buffs up, heals up ,and shoots bow at me. Also althaught I maxed my concentration, and have stone skin, I get interrupted when casting the 9 hours long ritual of BB. 70 points for quicken and maximize. ~1000 point spell pool. Touch range instntkill does not work. I have not used heal spell once, since I got it. No need, ,as Divine Healing keeps me topped. Wisdom DC does not change absolutely anything, and I still have like 6 charges of turn undead left when shrining. Blind from Holy Smite SLA is nice tho. Slotting in Fetherfall, jump and con, death block, invulnerability,items hurts my damage. I may dump Con item for moar DPS. Only problem I don't have moar DPS, so Slotting in couple of extra damage doesn't change anything. I wish I had a healing amp item, so I could skip ship buffs. Or jerky stacked with Divine Healing. This overhealing is killing me. Too much spell point drain, and I heal way too much HP, and spend too much SP. Also the animations are way too slow, even with quicken on. I can't catch a hireling that has been ordered to stand still, to heal him with bursts. The way all turn undead abilities make you stand still is just magnificently bad. Jump casting does not really work, unless I jump off a ledge or something.
Overall conclusion- max out INT, dump everything else. I still die to disintegrate and traps, but they do 300+ damage, so even with maxed con Its pretty hard to hit at this point. Upgraded my potency/critical items, doing an average of 14 damage per spell more. Haven't critted once today with 20% crit. (13 item, 5 base, 2 enchantment). Critical lines suck balls. All enchantments suck balls. Waiting till level 16 ish to get radiant servant aura. Maybe 18, If I decide that dragon mark teleport is better choice. I am not shure why I am wearing +2 dc rings. They do nothing.
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