View Full Version : Good Domain vs. Elemental Domain
Niminae
01-28-2018, 09:45 AM
Am I missing something, or does the Good domain just seem lacking when compared to any of the elemental domains?
Good Domain:
Level 2: You gain +2 Light Spell Power (Radiance) per Cleric Level.
Every Elemental Domain:
Level 2: You gain +2 [Elemental] Spell Power ([Specific]) per Cleric Level.
Plus:
Your [Element] spells will use light Spell Power if it is higher. Your light spells will use [Element] Spell Power if it is higher.
So the Elemental domain light spell power is getting the exact same benefit as the Good domain provides.
And Air Domain adds a nice boost to your DCs, which most light/alignment spells (and Implosion) would enjoy:
Level 2: You gain +1 to the DC of your Evocation spells. This increases by +1 at 6th, 12th, and 18th level Cleric.
So is there any compelling reason to go Good rather than Air or some other element?
The Good domain even loses a SLA compared to the four elemental domains, and for a mostly melee benefit at 14th. Not something most light damage builds will need. And there's no way that I am aware to know if the bonus to AC vs. evil creatures even works.
I have a full set of Bracers of Wind, and to me Air just looks like the no-brainer option for a light damage build. But if I'm overlooking something I'd appreciate a pointer. Blade Barrier SLA is surely very nice, but all the other domains get decent SLAs also.
But then again, Water gives you water breathing and a big boost to swim skill, so that's another option... :p
elvesunited
01-28-2018, 03:22 PM
Blade Barrier SLA is a huge spell point saver, for the cleric that casts a lot of it.
Most domains are built around 1 really good ability and a couple meh abilities.
Kriogen
01-29-2018, 06:57 AM
... Not something most light damage builds will need. ...
Yes. Its about specific build. Light damage build may not, but some other could.
For example, I wouldnt pick Animal for "tanking", but i've seen someone did. Extra HPs are nice, sure, but I'd pick something with extra PRR/MRR. But I think, the big reason for Animal domain for that specific player was "wings", Feral Charge. If in big trouble, you are locked in a bad spot, you can get out fast. Very practical.
I mean, just because its no good for me, doesn't mean someone will not found a perfectly good and legit use for it.
Oh, and about Water. You get to use Positive spell power for cold damage. Cleric can get pretty high Positive spell power. Fog is a nice debuff(slows and nerfs reflex saves), Cone is ok damage(ref saves), Greater Creeping Cold is 1st class DoT. Add some Blades(ref save), Cometfall(ref save) and double Dot for boss(GCC, DP) and its not so bad.
FuzzyDuck81
01-29-2018, 07:59 AM
The domains really are a matter of personal taste & what you want/need for your character. I run a level 30 light nuker cleric myself (I LR+20'ed into it from a warlock that I was finding boring, so can't speak for levelling) and while air would be best for the evocation DCs & it's nice SLAs, I actually chose luck domain for the more general range of benefits.
I think when I do a cleric life on one of my alts levelling from the start, I'll probably go with good domain though - don't care about the level 14 benefit being pretty bad, free metamagics on bladebarrer plus access to it from level 9 will really help me demolish stuff & it'll work on pretty much everything - assuming it's a caster cleric that is, it's hard to say for now with a melee cleric without any forthcoming changes to warpriest being revealed, though I guess if I went with a vistani melee cleric i'd likely pick animal for that..or still maybe luck I guess, displacement is so nice to have :)
unbongwah
01-29-2018, 10:14 AM
I have a full set of Bracers of Wind, and to me Air just looks like the no-brainer option for a light damage build.
Remember that Divine Disciple has more light Spellpower than Universal Spellpower, though. I haven't crunched the numbers, but that's a factor in figuring out which spellpower will be higher in the long run.
But then again, Water gives you water breathing and a big boost to swim skill, so that's another option... :p
ULTIMATE CLERIC (https://www.ddo.com/forums/showthread.php/302802-The-Lifeguard-A-Swimcleric-build?p=6017237&viewfull=1#post6017237) :cool:
Hjarki
02-02-2018, 02:20 AM
Am I missing something, or does the Good domain just seem lacking when compared to any of the elemental domains?
Well, you could do something like so:
Goody Two Shoes
Cleric 20
True Neutral Drow
Stats
. . . . . . . .32pt . . Tome . . Level Up
. . . . . . . .---- . . ----. . .--------
Strength. . . . .8. . . .+7. . . .4: CHA
Dexterity . . . 10. . . .+7. . . .8: CHA
Constitution. . 12. . . .+7. . . 12: CHA
Intelligence. . 14. . . .+7. . . 16: CHA
Wisdom. . . . . 14. . . .+7. . . 20: CHA
Charisma. . . . 20. . . .+7. . . 24: CHA
. . . . . . . . . . . . . . . . .28: CHA
Skills
. . . . . 1. 2. 3. 4. 5. 6. 7. 8. 9 10 11 12 13 14 15 16 17 18 19 20
. . . . .------------------------------------------------------------
Heal. . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Spellcr . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Diplo . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
UMD . . . 2. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. . .11
Spot. . . . . . . . . . . . ½. ½. ½. ½. ½. ½. ½. ½. 1. 1. 1. 1. 1. 1. 10
Concent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 . 1
. . . . .------------------------------------------------------------
. . . . .16. 4. 4. 4. 4. 4. 5. 5. 5. 5. 5. 5. 5. 5. 6. 6. 6. 6. 6. 6
Feats
.1. . . . : Quicken Spell
.3. . . . : Empower Spell
.6. . . . : Maximize Spell
.9. . . . : Heighten Spell
12. . . . : Empower Healing Spell
15. . . . : Spell Focus: Evocation
18. . . . : Enlarge Spell
21 Epic . : Wellspring of Power
24 Epic . : Master of: Light
26 Destiny: Epic Spell Power: Light
27 Epic . : Intensify Spell
28 Destiny: Elusive Target
29 Destiny: Wind through the Trees
30 Epic . : Burst of Glacial Wrath
30 Legend : Scion of: Celestia
.2 Cleric : Good Domain
.1 Deity. : Follower of: Olladra
.6 Deity. : Luck of Olladra
Spells
Cure Light Wounds, Nightshield, Nimbus of Light, Obscuring Mist, Shield of Faith, Protection from Evil, Divine Favor
Cure Moderate Wounds, Lesser Restoration, Remove Paralysis, Resist Energy, Owl's Wisdom, Seek Eternal Rest
Cure Serious Wounds, Dispel Magic, Prayer, Searing Light, Water Breathing, Remove Curse
Cure Critical Wounds, Death Ward, Divine Power, Freedom of Movement, Restoration, Panacea
Mass Cure Light Wounds, Break Enchantment, Divine Punishment, True Seeing, Spell Resistance, Stalwart Pact
Mass Cure Moderate Wounds, Greater Dispel Magic, Heal, Heroes' Feast, Word of Recall, Create Undead
Mass Cure Serious Wounds, Greater Restoration, Mass Restoration, Resurrection, Mass Spell Resistance, Mass Protection from Elements
Mass Cure Critical Wounds, Death Pact, Holy Aura, Mass Death Ward, Summon Monster VIII, Fire Storm
Energy Drain, Mass Heal, True Resurrection, Implosion, Summon Monster IX
Enhancements (80 AP)
Divine Disciple (41 AP) Emissary: Light, Sacred Defense, Sun Bolt, Sunbeam, Sunburst, Transcend: Light Nimbus of Light III, Spellpower: Light III, Divine Vitality III, Spell Critical: Light
Spell Penetration III, Spellpower: Universal III, Spell Critical: Light
Searing Light III, Spellpower: Light II
Universal Spellpower, Spell Critical: Light
Light Spellpower, Divine Empowerment
Radiant Servant (27 AP) Healing Domain, Pacifism, Positive Energy Burst, Improved Empower Healing Extra Turning III, Bliss III, Altruism I
Improved Turning III, Mighty Turning
Charisma
Endless Turning III
Drow (12 AP) Spell Resistance, Charisma, Spell Resistance II, Charisma, Spell Resistance III (none)
Enchantment Lore III
Darkfire
Destiny (24 AP)
Exalted Angel Avenging Light, Radiant Power III, Endless Faith I, Healing Power III
Soundburst II
Shadows Upon You
Rebuke Foe, Blood and Radiance III, Excoriate
(none)
Divine Wrath, Reborn in Light
Twists of Fate (35 fate points) Bane of Undeath (Tier 1 Crusader)
Endless Turning (Tier 1 Crusader)
Empyrean Magic (Tier 3 Crusader)
School Specialist: Evocation (Tier 2 Magister)
Out with bang: Cold (Tier 2 Draconic)
I think what many people overlook about the Domain SLA is how easily they cap out. Admittedly, simply tossing them out like I did above is a bit silly. But the fact is that you probably won't need them once you're in Epic levels since they don't scale. In this case, I just took a look at the other features - the bonuses to Light, Heal and the 100 temporary hit points whenever a turn ability is used - and focused on those. Even with the wonky setup, you've still got a solid rotation of Nimbus of Light, Searing Light, Darkfire, Avenging Light and Divine Wrath. Word of Balance and Divine Punishment can be hard-cast, as can Enervation and Energy Drain (admittedly poorly since there wasn't much reason to invest in Spell Penetration).
That being said, I don't think the Good Domain SLAs are particularly impressive.
Sproutecus
02-05-2018, 08:55 AM
Well, you could do something like so:
Goody Two Shoes
Cleric 20
True Neutral Drow
Stats
. . . . . . . .32pt . . Tome . . Level Up
. . . . . . . .---- . . ----. . .--------
Strength. . . . .8. . . .+7. . . .4: CHA
Dexterity . . . 10. . . .+7. . . .8: CHA
Constitution. . 12. . . .+7. . . 12: CHA
Intelligence. . 14. . . .+7. . . 16: CHA
Wisdom. . . . . 14. . . .+7. . . 20: CHA
Charisma. . . . 20. . . .+7. . . 24: CHA
. . . . . . . . . . . . . . . . .28: CHA
Skills
. . . . . 1. 2. 3. 4. 5. 6. 7. 8. 9 10 11 12 13 14 15 16 17 18 19 20
. . . . .------------------------------------------------------------
Heal. . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Spellcr . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Diplo . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
UMD . . . 2. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. ½. . .11
Spot. . . . . . . . . . . . ½. ½. ½. ½. ½. ½. ½. ½. 1. 1. 1. 1. 1. 1. 10
Concent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 . 1
. . . . .------------------------------------------------------------
. . . . .16. 4. 4. 4. 4. 4. 5. 5. 5. 5. 5. 5. 5. 5. 6. 6. 6. 6. 6. 6
Feats
.1. . . . : Quicken Spell
.3. . . . : Empower Spell
.6. . . . : Maximize Spell
.9. . . . : Heighten Spell
12. . . . : Empower Healing Spell
15. . . . : Spell Focus: Evocation
18. . . . : Enlarge Spell
21 Epic . : Wellspring of Power
24 Epic . : Master of: Light
26 Destiny: Epic Spell Power: Light
27 Epic . : Intensify Spell
28 Destiny: Elusive Target
29 Destiny: Wind through the Trees
30 Epic . : Burst of Glacial Wrath
30 Legend : Scion of: Celestia
.2 Cleric : Good Domain
.1 Deity. : Follower of: Olladra
.6 Deity. : Luck of Olladra
Spells
Cure Light Wounds, Nightshield, Nimbus of Light, Obscuring Mist, Shield of Faith, Protection from Evil, Divine Favor
Cure Moderate Wounds, Lesser Restoration, Remove Paralysis, Resist Energy, Owl's Wisdom, Seek Eternal Rest
Cure Serious Wounds, Dispel Magic, Prayer, Searing Light, Water Breathing, Remove Curse
Cure Critical Wounds, Death Ward, Divine Power, Freedom of Movement, Restoration, Panacea
Mass Cure Light Wounds, Break Enchantment, Divine Punishment, True Seeing, Spell Resistance, Stalwart Pact
Mass Cure Moderate Wounds, Greater Dispel Magic, Heal, Heroes' Feast, Word of Recall, Create Undead
Mass Cure Serious Wounds, Greater Restoration, Mass Restoration, Resurrection, Mass Spell Resistance, Mass Protection from Elements
Mass Cure Critical Wounds, Death Pact, Holy Aura, Mass Death Ward, Summon Monster VIII, Fire Storm
Energy Drain, Mass Heal, True Resurrection, Implosion, Summon Monster IX
Enhancements (80 AP)
Divine Disciple (41 AP) Emissary: Light, Sacred Defense, Sun Bolt, Sunbeam, Sunburst, Transcend: Light Nimbus of Light III, Spellpower: Light III, Divine Vitality III, Spell Critical: Light
Spell Penetration III, Spellpower: Universal III, Spell Critical: Light
Searing Light III, Spellpower: Light II
Universal Spellpower, Spell Critical: Light
Light Spellpower, Divine Empowerment
Radiant Servant (27 AP) Healing Domain, Pacifism, Positive Energy Burst, Improved Empower Healing Extra Turning III, Bliss III, Altruism I
Improved Turning III, Mighty Turning
Charisma
Endless Turning III
Drow (12 AP) Spell Resistance, Charisma, Spell Resistance II, Charisma, Spell Resistance III (none)
Enchantment Lore III
Darkfire
Destiny (24 AP)
Exalted Angel Avenging Light, Radiant Power III, Endless Faith I, Healing Power III
Soundburst II
Shadows Upon You
Rebuke Foe, Blood and Radiance III, Excoriate
(none)
Divine Wrath, Reborn in Light
Twists of Fate (35 fate points) Bane of Undeath (Tier 1 Crusader)
Endless Turning (Tier 1 Crusader)
Empyrean Magic (Tier 3 Crusader)
School Specialist: Evocation (Tier 2 Magister)
Out with bang: Cold (Tier 2 Draconic)
I think what many people overlook about the Domain SLA is how easily they cap out. Admittedly, simply tossing them out like I did above is a bit silly. But the fact is that you probably won't need them once you're in Epic levels since they don't scale. In this case, I just took a look at the other features - the bonuses to Light, Heal and the 100 temporary hit points whenever a turn ability is used - and focused on those. Even with the wonky setup, you've still got a solid rotation of Nimbus of Light, Searing Light, Darkfire, Avenging Light and Divine Wrath. Word of Balance and Divine Punishment can be hard-cast, as can Enervation and Energy Drain (admittedly poorly since there wasn't much reason to invest in Spell Penetration).
That being said, I don't think the Good Domain SLAs are particularly impressive.
Agreed. The lack of any Epic feats to boost the SLA's makes them useless in any Epic (much less at 30). There are a few exceptions. Searing light, Chaos Hammer, and Acid Arrow are just bad. Lightning Bolt might not be horrible if you go 14/6 with Sorc to get a few extra spell levels and some crit. But that is a lot of Enh points for basically 1 spell on a 6 second cooldown.
The better domains are focused on internal buffs (DC's, saving throws, HP, etc) with a few nice DC and defensive SLA's (Destruction/radiant forcefield, displacement).
Hjarki
02-08-2018, 04:35 PM
Agreed. The lack of any Epic feats to boost the SLA's makes them useless in any Epic (much less at 30). There are a few exceptions. Searing light, Chaos Hammer, and Acid Arrow are just bad. Lightning Bolt might not be horrible if you go 14/6 with Sorc to get a few extra spell levels and some crit. But that is a lot of Enh points for basically 1 spell on a 6 second cooldown.
I haven't actually tested it, but various Master of... feats should boost SLAs like Shocking Grasp and Lightning Bolt. Water is also an interesting choice. Solid Fog remains useful at any level, Cone of Cold can be boosted by Master of... (in theory) and Greater Creeping Cold does so much raw damage that it really doesn't need to be boosted beyond level 20. The real question in my mind is if the Positive -> Cold conversion factor also works for Typhoon.
Inarguably, the in-a-perfect-world Water build I just described would primarily use Light damage from Exalted Angel, but Greater Creeping Cold/Typhoon would be very solid additions to that panoply and Cone of Cold (with Master of...) wouldn't be complete junk.
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