View Full Version : Rate My spell selection.
DarkSkysz
08-26-2014, 12:22 PM
1 = Nightshield, Bless, Nimbus of Light, Remove Fear
2 = Resist Energy, Soundburst, Cure Moderate Wounds, Inflict Moderate Wounds
3 = Magic Circle Against Evil, Searing Light, Bestow Curse, Cure Serious Wounds
4 = Freedom of Movement, Order's Wrath, Holy Smite, Divine Power
5 = Divine Punishment, Slay Living, Greater Command, Flame Strike
6 = Cometfall, Heal, Blade Barrier
7 = Destruction, Protection from Elements Mass, Cure Serious Wounds Mass
8 = Death Ward Mass, Cure Critical Wounds Mass, Symbol of Death
9 = True Resurrection, Energy Drain, Implosion
Spoonwelder
08-26-2014, 12:51 PM
1 = Nightshield, Bless, Nimbus of Light, Inflict Light Wounds
2 = Resist Energy, Lesser Restoration, Cure Moderate Wounds, Inflict Moderate Wounds
3 = Magic Circle Against Evil, Searing Light, Aid Mass, Cure Serious Wounds
4 = Freedom of Movement, Restoration, Holy Smite, Shield of Faith Mass
5 = Divine Punishment, Slay Living, Raise Dead, Protection from Elements
6 = Cometfall, Heal, Blade Barrier
7 = Destruction, Spell Resistance Mass, Greater Restoration
8 = Death Ward Mass, Death Pact, Symbol of Death
9 = True Resurrection, Heal Mass, Implosion
Light Evoker, with a little support.
1. - Bless and mass aid are the same thing - so drop bless - add obscuring mist - you may never cast it but it has it's uses
2 - I would take soundburst over inflict (even with SLA's) - meta only Heighten for the stun also consider spawn screen instead of lesser restoration if you are going to do alot of deathwyrm raids.
3 - prayer instead of mass aid (+1luck bonus to damage - i can't think of any other source of that) - mass aid is just attack bonus which is nearly irrelevant
4. CCW instead of Shield of faith (deflection bonus that everyone has with protection items) even deathward would be better (save SP if you are soloing).
5. Greater Command is great while levelling up - take that instead of prot elements but swap back at cap unless you can get a decent DC
6. all good
7 - Mass Prot Elements over Spell Resist - SR is mostly a non-factor in the game - resurrection over greater restoration
8 mostly good - I personally like CCW Mass just incase Heal mass is on cooldown - but....hard to argue with the other spells
9 True res is nice but energy drain is nice to setup destruction or slay living...if you take Resurrection at 7 that opens this up....just be ready to heal people as soon as you res them or play with people who don't die :)
Thalone
08-26-2014, 08:16 PM
In addition to what's already been said, some more things for you to consider. My commentary assumes you have enough plat to afford scrolls.
1) Low-level inflict spells seem to do anemic damage. If you melee, Divine Favour might be useful. If a DC caster, Cause Fear inflicts a -2 save debuff on living enemies.
2) Lesser Restoration comes in pots and its effects are rolled up into the Heal spell, but there's not a lot of competition at the level 2 slots.
4) Restoration comes in scrolls. You'll likely be casting/scrolling Greater Restoration anyway. Do not discount the other smiting spells, especially Order's Wrath, which dazes chaotic enemies. I use this to CC EE drow--there is no spell pen check.
5) Raise Dead is available on scrolls, but you do want one raise spell from SP so you can Quicken in an emergency. It looks like you only have one mass heal spell, the slow one at level 9. Consider Mass Cure Light here with metas on, or Flame Strike, which does fire and irresistible bane damage.
6) Undeath to Death to instakill undead monsters if you run a lot of that content and wouldn't miss Cometfall.
7) I scroll Greater Restore. I would take Resurrection here; raises people with a good HP pool to give them a chance to survive if there's no real safe place to heal up. I use Symbol of Stunning on occasion on my Cleric, but all Symbol spells share a timer and this would interfere with your Symbol of Death. Or the Mass Cure spell.
9) Consider Energy Drain instead of True Resurrection; it's 2d4 negative levels, which can be immense DPS due to HP ceiling drain on oranged-nameds.
SirValentine
08-26-2014, 08:44 PM
1 = Nightshield, Bless, Nimbus of Light, Inflict Light Wounds
2 = Resist Energy, Lesser Restoration, Cure Moderate Wounds, Inflict Moderate Wounds
3 = Magic Circle Against Evil, Searing Light, Aid Mass, Cure Serious Wounds
4 = Freedom of Movement, Restoration, Holy Smite, Shield of Faith Mass
5 = Divine Punishment, Slay Living, Raise Dead, Protection from Elements
6 = Cometfall, Heal, Blade Barrier
7 = Destruction, Spell Resistance Mass, Greater Restoration
8 = Death Ward Mass, Death Pact, Symbol of Death
9 = True Resurrection, Heal Mass, Implosion
- You have Aid Mass, so Bless is useless.
- Do you use Inflicts often enough to justify having both Inflict Light AND Inflict Moderate? I keep one to help out PMs, but not two.
- Do you need both Restoration and Greater Restoration? And do you need either, since you can buy Greater Restoration scrolls?
- Shield of Faith Mass isn't that great...lots of people don't care about AC, and those who do have a higher Deflection already
- No room for even a single Mass Cure? I'd try to fit at least one.
- How often do you actually use Mass Heal? I find I simply don't anymore. It's not really that great anymore.
Other ideas:
Cause Fear (-2 debuff to enemy saves)
Hold Person
Divine Power (more PRR from having higher BAB)
Greater Command
I really want to suggest Undeath to Death...but there's no room; it's good, very good in certain places, but the 6s you have are better in general.
Energy Drain
FranOhmsford
08-26-2014, 08:52 PM
To all the people saying Bless is useless if you have Aid Mass - Aid doesn't do one thing that Bless does - It doesn't get rid of Bane!
Now I know Bane is a debuff that you only rarely see even at low levels and almost never at higher levels but Bless does have that one use!
OP with Heal and Cure Serious you may as well swap out Cure Mod as you'll never use it again!
Enoach
08-26-2014, 09:16 PM
Only difference in my suggestions would be to keep bless over Mass Aid.
Reason is Bless removes Bane
I also recommend having only one Resurrection type spell in memory and scroll the rest.
I personally use restore spells from scrolls
The biggest problem with Inflict/Harm spells is they do not target like Cure/Heal. They have a shorter range and also require you facing your target. It takes practice to target correctly and not get the "Not Facing..." message. I personally like Harm as it gives me a go to for helping out PMs, but also when I'm melee against Mobs that take negative energy it is one more thing I can hit them with since I'm already up-close and personal. It does take Negative spell power to get some numbers out of them - I would shy from the mass inflicts unless you are after getting the agro of the room.
Also by far the best mini-boss/heavy trash DPS spell for living mobs not protected by deathward is Drain Energy. It can wipe out lots of HP fast and when combined with multiple casters each hitting a Mob I've seen a 100K mob reduced to nearly 30K HP left over in a matter of seconds.
SirValentine
08-27-2014, 04:27 AM
Reason is Bless removes Bane
Do you fit in Remove Fear? I actually carry Remove Fear and rate it higher than Bless, which I don't carry, on a Cleric, because I see people get hit with a fear effect more often than Bane, and it also have more of a bad effect than Bane. But I didn't think either one rated high enough for a FvS to fit.
The biggest problem with Inflict/Harm spells is they do not target like Cure/Heal. They have a shorter range and also require you facing your target. It takes practice to target correctly and not get the "Not Facing..." message. I personally like Harm as it gives me a go to for helping out PMs, but also when I'm melee against Mobs that take negative energy it is one more thing I can hit them with since I'm already up-close and personal. It does take Negative spell power to get some numbers out of them - I would shy from the mass inflicts unless you are after getting the agro of the room.
The problem with Harm is that there's simply too many better level 6 spells. I can't even fit it as a Cleric, there's no way I'd suggest it to a FvS with a straight face.
I don't really have a problem with the Mass Inflicts getting too much aggro; if a PM needs instant help, it's because he already has the aggro, and the damage from the Inflicts isn't really that great.
Wipey
08-27-2014, 06:01 AM
1 ) Inflict for Obscuring Mist. Inflict spells are the most useless spells ever, I like Obscuring Mist for concealment ( much like Wizzy would cast Cloudkill on Horoth or Lob tank ), I would keep it up for some hard hitting bosses beatdown if you have some melee with you.
2 ) Soundburst ( ! ) and Remove Paralysis, ditch Cure and Inflict. Remove Paralysis for those people that forget their Fom ( or forget to ask for it ) and get held, it's pretty much death sentence for them.
Doesn't have caster level check like Break Enchantment.
4 ) Personally I would take Divine Power instead Shield of Faith, for little blocking and prr increase for rare light tankage ( like DQ, light hitting bosses, shield + rare swap to Sentinel can take surprising amount of punishment )
5) Even True Seeing ( sole reason so I don't have to carry scrolls and can buff folks before shrining if I have spare sp ) or Break Enchant better than Raise Dead. Many people would scroll Resurrection, Raise Dead in tough raid can often be just another death penalty. I would always True Resurrection > Resurrection ( with or without Sovereignity, Cleric can have two of these ), don't even cast Raise anymore.
7) Mass Spell Resist is useless. Mass Cure ( ! ) depending if you take Mass CCW as lvl 8, Resurrection ( if you don't wanna carry scrolls ), I kind like Symbol of Stun for change if you can get to passable ( 55 ) Enchant.
8) I'd take 30 hp and 1 fort over auto raise any day. People LOVE to raise ze Cleric :D Mass Cure if you didn't take it at lvl 7, you only need 1 mass Cure though. ymmv
9) Energy Drain > Mass Heal, no question.
0/10
Only 4 hjeal spells.
Axer would be disappointed.
Lonnbeimnech
08-27-2014, 06:31 AM
Take Soundburst instead of inflict mod at level 2. If you took inflict moderate as an offensive spell, don't bother. If you took it to throw an emergency heal on a pale master, it has a really short range, try to fit in one of the mass versions instead.
Take Order's Wrath instead of Shield of Faith Mass at level 4. This spell isn't used often enough.
DarkSkysz
08-27-2014, 12:03 PM
What about know?
I wanna keep one rez for emergency situations.
Prot Elementls to help party members with low reflex to cross traps.
This build is more for leveling 1~20.
FranOhmsford
08-27-2014, 01:39 PM
Take Order's Wrath instead of Shield of Faith Mass at level 4. This spell isn't used often enough.
That one he-bb Servants of the Overlord run with a FvS who took and specced for Order's Wrath was a REVELATION!!
This spell is so good in that one quest that it could almost be considered OP if it wasn't that it's viability is almost null in Devil heavy content like Vale and Shav, it requires the Cleric or Soul to be Lawful AND like all CC it relies heavily on getting max DC!
Also not sure but don't think it works on Undead!
SirValentine
08-27-2014, 04:33 PM
...Order's Wrath...
...it requires the Cleric or Soul to be Lawful
You don't have to be Lawful to use Order's Wrath any more than you have to be Good to use Holy Smite. Neutral Cleric/FvS can use them just fine.
FranOhmsford
08-27-2014, 05:41 PM
You don't have to be Lawful to use Order's Wrath any more than you have to be Good to use Holy Smite. Neutral Cleric/FvS can use them just fine.
Sorry - Never realised Neutral could cast it but still there is 2 alignments in game that CAN'T cast this spell and that along with all the mobs that won't be harmed by it does make it a niche spell!
Angelic-council
09-01-2014, 07:48 PM
1) protection from evil - night shield - remove fear - obscuring mist.
2) aid - soundburst (best CC) - resist energy - remove paralyze.
3) searing light - remove curse - remove disease.. whatever.
4) holy smite (best CC) - freedom of movement - death ward.
5) divine punishment - stalward pack - spell resistance - flame strike.
6) blade barrier - comet fall - heal.
7) destruction - greater restoration - protection from elemental, mass.
8) holy aura - fire storm - cure critical wound, mass.
9) implosion - energy drain - true resurrection.
• This is for EE fvs evoker - lv20 and up -
- exalted angel -
1) avenging light - endless faith lv2 - radiant power lv3 - healing power lv3 - wisdom.
2) wisdom
3) wisdom
4) wisdom
5) wisdom
6) sun bolt - divine wrath.
Just an idea for pure DC caster FvS.
I currently have evocation DC of 72, 74 (with aura) and fully capable of soloing EEs.
GH to SH :) implosion is a killer, but sadly bugged...
Powered by vBulletin® Version 4.2.3 Copyright © 2024 vBulletin Solutions, Inc. All rights reserved.