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Thread: The evil cleric

  1. #1
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    Default The evil cleric

    While reading through my clerics spell list i stumbled upon quite a lot necromancy spells, most even enhanced by the healing enhancements, so i thought i might try out a character that emphasizes on them.

    While i was at it i also threw in some melee capabilities to conserve sp by not destructing or harming.
    Weapons wise i was thinking about going s&b with the bastard sword and some nice tower shield for somewhat noticable ac.

    Would like to hear if this could somewhat work out later.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Female
    (2 Fighter \ 18 Cleric) 
    Hit Points: 267
    Spell Points: 1303 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 6
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    18
    Dexterity             9                    10
    Constitution         13                    14
    Intelligence          8                     8
    Wisdom               16                    28
    Charisma             15                    18
    
    Tomes Used
    +1 Tome of Strength used at level 1
    +1 Tome of Dexterity used at level 1
    +1 Tome of Constitution used at level 1
    +1 Tome of Charisma used at level 1
    +3 Tome of Wisdom used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               0                     0
    Bluff                 3                     4
    Concentration         6                    25
    Diplomacy             3                     4
    Disable Device       n/a                   n/a
    Haggle                3                     4
    Heal                  7                    32
    Hide                  0                     0
    Intimidate            3                     4
    Jump                  3                     4
    Listen                3                     9
    Move Silently         0                     0
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  3                     9
    Swim                  3                     4
    Tumble                n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Feat: (Human Bonus) Spell Focus: Necromancy
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Heighten Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Toughness
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Exotic Weapon Proficiency: Bastard Sword
    
    
    Level 19 (Fighter)
    Feat: (Fighter Bonus) Two Handed Fighting
    
    
    Level 20 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Enhancement: Fighter Haste Boost I
    Enhancement: Human Adaptability Strength I
    Enhancement: Human Greater Adaptability Wisdom I
    Enhancement: Racial Toughness I
    Enhancement: Cleric Heal I
    Enhancement: Cleric Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Prayer of Incredible Life III
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Improved Spell Penetration II
    Enhancement: Cleric Improved Spell Penetration III
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Fighter Toughness I
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Fighter Strength I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Wisdom III
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Divine Might II
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Last edited by supp3nhuhn; 06-25-2010 at 12:26 PM.

  2. #2

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    Quote Originally Posted by supp3nhuhn View Post
    While reading through my clerics spell list i stumbled upon quite a lot necromancy spells, most even enhanced by the healing enhancements, so i thought i might try out a character that emphasizes on them.

    While i was at it i also threw in some melee capabilities to conserve sp by not destructing or harming.
    Weapons wise i was thinking about going s&b with the bastard sword and some nice tower shield for somewhat noticable ac.

    Would like to hear if this could somewhat work out later.
    OK, you took bastard sword and two handed fighting?

    I know there's some changes coming to BS in the update, and this may be one of them (glancing blows), but you're gonna be better off, in my opinion at least, going dwarven with d.axes. Expecially if you really want those two fighter levels. Your con goes up, your cha goes down, but who cares about turning if you're going to be inflicting?

    Instead of thf, go with toughness and empower. Your barriers will do more, and your inflicts will do more. Empower healing only gets the healing side iirc, so you'll want those metas. And you'll open access to the toughness enhancements. You want those. Drop the cha and turning enhancements and take the toughness ones instead. Also, look into the new PrEs for clerics. I don't have them on hand, but one may be worth looking into.

    Basically, it's looking like you want an "evil cleric" that also does fighting and turning, which an evil cleric would never do anyway. Technically, an evil cleric doesn't get the heal and cure spells for free, they get the inflicts. And they don't turn. They like undead things.
    Archangels
    Pwesiela - Completionist Arcane Archer; Pia - Silver Flame Assassin; Aes - of the Blue Ajah; Insene - Deathpriest; Enaila - Aiel Bodyguard; Uduk - Dwarven Meatwall; Vitalien -Warder
    Quote Originally Posted by Victorie View Post
    Pwesiela is correct.

  3. #3
    Community Member TheDjinnFor's Avatar
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    Quote Originally Posted by supp3nhuhn View Post
    Would like to hear if this could somewhat work out later.
    Short answer, no. I would never play this if 'later' means end game.

    Bastard swords? No.
    S&B + melee? No.
    Necromancy? No.
    Human? No.
    13 Con melee? No.
    High Charisma/Turning specced on a melee cleric? No.
    Heal skill? No.
    Lack of Balance skill on a Melee? No.
    Random +1 dex tome? No.

    It's up to you though, really. I would just never roll this.
    Last edited by TheDjinnFor; 06-25-2010 at 12:46 PM.

  4. #4
    Community Member EKKM's Avatar
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    If you want to make a battle cleric go ahead but why take the fighter levels at 19 & 20? The only time battle clerics are good at melee is at lower levels.

    Also, take quicken much later in the build, its not needed until you get baldebarrier. Even then, not really needs just nice.

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  5. #5
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    Quote Originally Posted by Pwesiela View Post
    OK, you took bastard sword and two handed fighting?

    I know there's some changes coming to BS in the update, and this may be one of them (glancing blows), but you're gonna be better off, in my opinion at least, going dwarven with d.axes. Expecially if you really want those two fighter levels. Your con goes up, your cha goes down, but who cares about turning if you're going to be inflicting?

    Instead of thf, go with toughness and empower. Your barriers will do more, and your inflicts will do more. Empower healing only gets the healing side iirc, so you'll want those metas. And you'll open access to the toughness enhancements. You want those. Drop the cha and turning enhancements and take the toughness ones instead. Also, look into the new PrEs for clerics. I don't have them on hand, but one may be worth looking into.

    Basically, it's looking like you want an "evil cleric" that also does fighting and turning, which an evil cleric would never do anyway. Technically, an evil cleric doesn't get the heal and cure spells for free, they get the inflicts. And they don't turn. They like undead things.
    Human gets me a wisdom enhancement and i need the charisma for divine might which is a sacred +4 damage buff.
    Dwarven axes are worse without adders to crits or mobs in autocrit.

    I edited because i posted the wrong built before, you may have read that and your post overlapped with my edit.
    The build now has toughness.
    I am not so sure about empower, will probably take it instead of quicken when casting speed seems ok for me.
    Turning enhancements and empower healing are for the new PrE, took both levels.
    The extra turns are for more burst healing via the PrE 2 aura.

    Would love to be able to control undead instead of turning them but that doesn't work here

    Quote Originally Posted by TheDjinnFor View Post
    Short answer, no. I would never play this if 'later' means end game.

    Bastard swords? No.
    S&B + melee? No.
    Necromancy? No.
    Human? No.
    13 Con melee? No.
    High Charisma/Turning specced on a melee cleric? No.
    Heal skill? No.
    Lack of Balance skill on a Melee? No.
    Random +1 dex tome? No.

    It's up to you though, really. I would just never roll this.
    Whats so bad about s&b and bastard swords? Will get glancing hits and i can have a somewhat helpful ac for soloing.
    All inflicts are necromantic as well as two instadeath spells, whats so bad about it?
    Humans can get wisdom and strength enhancements, whats bad about them?
    Con is 14.
    Cha is for divine might which gives +4 damage, might take out the cha enhancements if turning still sucks with radiant servant.
    I like heal skill on a cleric because it conserves sp when party members can get full health while resting.
    I'll be using a towershield and balance is an off skill so i couldn't really get it up to meaningful values :S
    The +1 dex tome is +1 armor, wouldn't call that random.

    Quote Originally Posted by EKKM View Post
    If you want to make a battle cleric go ahead but why take the fighter levels at 19 & 20? The only time battle clerics are good at melee is at lower levels.

    Also, take quicken much later in the build, its not needed until you get baldebarrier. Even then, not really needs just nice.
    Oh i just fiddled with the editor and put them last, will go both into levels 1-4 when i roll it, sry.
    Will postpone quicken till later then, and see if i'm not satisfied with normal casting speeds before taking/not taking it.
    TY

  6. #6

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    Quote Originally Posted by supp3nhuhn View Post
    Whats so bad about s&b and bastard swords? Will get glancing hits and i can have a somewhat helpful ac for soloing.
    Only if, by helpful ac, you mean something over 50. Since that's not too likely, you're better off having a potency item in one hand and a lore item in the other.

    All inflicts are necromantic as well as two instadeath spells, whats so bad about it?
    The biggest problem with inflict spells, though I do love them on my deathpriest, is that they have a fortitude save. Without highten, most mobs at end game will easily save on them, meaning you only do ~20 points of damage, which isn't worth it. Unlike casters, clerics get no persistent AoE spell like firewall or acid cloud, where you can just stand and fight in it. BB is wonderful, but it requires kiting the mob though. All other AoEs are a one time use.

    Humans can get wisdom and strength enhancements, whats bad about them?
    Con is 14.
    Cha is for divine might which gives +4 damage, might take out the cha enhancements if turning still sucks with radiant servant.
    Turning will still suck. Never worry about that. They keep trying, but it keeps failing. And if you're really looking ad devine might, paladin is the better option.

    I like heal skill on a cleric because it conserves sp when party members can get full health while resting.
    I'll be using a towershield and balance is an off skill so i couldn't really get it up to meaningful values :S
    The +1 dex tome is +1 armor, wouldn't call that random.
    The only ones you really have to worry about are those with massive hp. Like barbarians. And you won't get heal up far enough to cap those, so you'll need to cast anyways.

    Oh i just fiddled with the editor and put them last, will go both into levels 1-4 when i roll it, sry.
    Will postpone quicken till later then, and see if i'm not satisfied with normal casting speeds before taking/not taking it.
    TY
    You will want quicken when you start getting into raid boss fights and when you make regular use of blade barrier. I still say you want both empower and maximize. If empower healing wasn't a prereq, I'd say dump that too... Oh well.
    Last edited by Pwesiela; 06-28-2010 at 01:47 PM.
    Archangels
    Pwesiela - Completionist Arcane Archer; Pia - Silver Flame Assassin; Aes - of the Blue Ajah; Insene - Deathpriest; Enaila - Aiel Bodyguard; Uduk - Dwarven Meatwall; Vitalien -Warder
    Quote Originally Posted by Victorie View Post
    Pwesiela is correct.

  7. #7
    Community Member Talon_Moonshadow's Avatar
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    I made an "AlmostEvilBattleClr"

    Who uses all those "evil" sounding spells.



    ......she sucks.

    With the possible exception of Destruction at certain levels. And even then Clerics do not have the SP to be nukers.

    The Inflict spells have an advantage of being able to hurt just about anything....even raid bosses. But you will run out of SP way too fast to contribute much that way.

    Cursing......they die too fast. Same with Blinding or any other mean debuff you can think of.

    They are not useless, and they can be fun at times.

    But the "evil" cleric spells in this game are weak.

    Better to heal, and bladebarrier (which i guess could be considered an evil spell.)
    Throw the occasional Implosion and destruction....but you won't be blasting your way through a dungeon with those.

    The good thing about an inflcit specced Clr though is his cure spells land for a lot of healing.


    (still play mine on occasion, and still would like to get her to 20 someday. still have spells to try out from her perspective...actually draws a lot of agro in a boss fight)
    I gave up a life of farming to become an Adventurer.

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    ..., but I honestly think the solution is to group with less whiny people.

  8. #8
    Community Member GhoulsTouch's Avatar
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    Default Candle In The Wind

    (Edit)
    Okay so this is a Necromancy specced Evasion ITHF Quarterstaff BattleCaster with an Extra Wizard Level for an extra casting feat, but can use some arcane wands for buffs or for healing forged besides low level utility spells. It has decent Spell points for a MC cleric, with enhancements for damage spells with the damage amplifiers maxxed, alongside of enhancements for extra Spell Penetration including that feat combined with the Greater spell Penetration feat to make up for lost levels in cleric. Good thing about it is Water stance that can boost your wisdom, so also then your spell DC's. Wind or fire stance used for combat of course. Level 17 still allows for 9th level spell casting so no worries there.

    To make the most of evasion you will have to gear up.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Candle in the Wind
    Level 20 Lawful Good Human Male
    (2 Monk \ 17 Cleric \ 1 Wizard) 
    Hit Points: 310
    Spell Points: 1534 
    BAB: 13\13\18\23
    Fortitude: 16
    Reflex: 9
    Will: 24
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    18
    Dexterity            10                    12
    Constitution         13                    16
    Intelligence         10                    12
    Wisdom               17                    28
    Charisma              8                    10
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                    12
    Bluff                -1                     0
    Concentration         5                    23
    Diplomacy            -1                     0
    Disable Device        n/a                   n/a
    Haggle               -1                     0
    Heal                  3                    24
    Hide                  0                     1
    Intimidate           -1                     0
    Jump                  5                    20
    Listen                3                     9
    Move Silently         0                     1
    Open Lock             n/a                   n/a
    Perform              n/a                    n/a
    Repair                0                     4
    Search                0                     1
    Spot                  3                     9
    Swim                  3                     4
    Tumble                n/a                   2
    Use Magic Device     n/a                    n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Maximize Spell
    Feat: (Human Bonus) Two Handed Fighting
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Toughness
    
    
    Level 3 (Cleric)
    Feat: (Selected) Mental Toughness
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Spell Penetration
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Improved Two Handed Fighting
    
    
    Level 10 (Monk)
    Feat: (Monk Bonus) Toughness
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Improved Mental Toughness
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Greater Spell Penetration
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Human Adaptability Constitution I
    Enhancement: Human Greater Adaptability Wisdom I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Prayer of Smiting II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Incredible Smiting I
    Enhancement: Cleric Prayer of Incredible Smiting II
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Smiting III
    Enhancement: Cleric Smiting IV
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Improved Spell Penetration II
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Cleric Energy of the Zealot IV
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Wisdom III
    Enhancement: Cleric Divine Light I
    Enhancement: Cleric Wand and Scroll Mastery I
    Last edited by GhoulsTouch; 06-26-2010 at 02:04 AM.

  9. #9
    Community Member Visucius's Avatar
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    hate to sound dumb but wouldn't the evil cleric (tho whole inflict instead of heal deal) work well with PM? i know u save often from ur neg energy heal but if built right i would think u'd get a good heal still or..?

  10. #10
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    Ok, reworked the char, has heighten, empower, empower healing, maximize and quicken now.
    On top of that toughness and melee feats for basic s&b bastard sword glancing.
    Naked necro DC is 29 which is 2 points below maximum with 18 starting wis and a +3 tome, so should be good.
    Spell penetration only 20 but afaik inflicts are exempt from resistance so it doesn't matter that much and is still high enough to cast destruction on random trash mobs with a penetration item reliably.
    Divine Might lowered to rank 1, extra turns for that and radiant auras.

    Code:
    Character Plan by DDO Character Planner Version 3.34
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Female
    (2 Fighter \ 17 Cleric \ 1 Wizard) 
    Hit Points: 262
    Spell Points: 1218 
    BAB: 14\14\19\24
    Fortitude: 15
    Reflex: 4
    Will: 20
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    20
    Dexterity             8                     8
    Constitution         14                    14
    Intelligence          8                     8
    Wisdom               16                    26
    Charisma             14                    14
    
    Tomes Used
    +1 Tome of Strength used at level 20
    +2 Tome of Wisdom used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance              -1                    -1
    Bluff                 2                     2
    Concentration         6                    22
    Diplomacy             6                    22
    Disable Device       n/a                   n/a
    Haggle                2                     2
    Heal                  3                    12
    Hide                 -1                    -1
    Intimidate            2                     2
    Jump                  3                     9
    Listen                3                     8
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                  3                     8
    Swim                  3                     5
    Tumble               n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Human Bonus) Empower Healing Spell
    Feat: (Selected) Empower Spell
    
    
    Level 2 (Fighter)
    Feat: (Fighter Bonus) Exotic Weapon Proficiency: Bastard Sword
    
    
    Level 3 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Feat: (Selected) Two Handed Fighting
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Fighter)
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    Feat: (Selected) Quicken Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Toughness
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected)  Heighten Spell
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Fighter Haste Boost I
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Human Greater Adaptability Strength I
    Enhancement: Racial Toughness I
    Enhancement: Cleric Heal I
    Enhancement: Cleric Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Prayer of Incredible Life III
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Improved Spell Penetration II
    Enhancement: Cleric Improved Spell Penetration III
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Fighter Strength I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Wisdom III
    Enhancement: Fighter Toughness I
    Enhancement: Cleric Divine Might I
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II

  11. #11

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    Quote Originally Posted by supp3nhuhn View Post
    Ok, reworked the char, has heighten, empower, empower healing, maximize and quicken now.
    On top of that toughness and melee feats for basic s&b bastard sword glancing.
    Naked necro DC is 29 which is 2 points below maximum with 18 starting wis and a +3 tome, so should be good.
    Spell penetration only 20 but afaik inflicts are exempt from resistance so it doesn't matter that much and is still high enough to cast destruction on random trash mobs with a penetration item reliably.
    Divine Might lowered to rank 1, extra turns for that and radiant auras.
    Correct, inflicts and harm do not have SR. Command, soundburst, implosion (?) and the like do though, so it's always nice to have a booster item.

    I would look to see if there's a way to put extend in there too. Longer buffs, BB, are always nice, expecially when it's only 10 sp.

    You may want to think about finding a way with your enhancements to get the 2nd toughness. It's 2 ap, 10 hp, and if you're serious about melee, you want more hp. You may want to consider dropping the fighter haste boost (which tends to reduce your dps as it has a warm up time before use) or life magic 4, since you'll have a wizardry item (right?) to boost your sp pool over 2k anyways.
    Archangels
    Pwesiela - Completionist Arcane Archer; Pia - Silver Flame Assassin; Aes - of the Blue Ajah; Insene - Deathpriest; Enaila - Aiel Bodyguard; Uduk - Dwarven Meatwall; Vitalien -Warder
    Quote Originally Posted by Victorie View Post
    Pwesiela is correct.

  12. #12
    Community Member Kalari's Avatar
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    Wow when I saw the title of this thread I thought it maybe a guildy complaining about me when I have no booze or my "friend of the month" is around either way hope you have fun with your build will agree with the others about Bastard swords especially if your looking to be a semi viable melee along with the healer stuff. Other then that I never give build advice just not good at that kinda stuff lol.
    Lost Legions Officer and Resident Diva! *Welp now I'm a Twitch Streamer* Follow me on Twitter @Kalarigamerchic

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    Quote Originally Posted by Pwesiela View Post
    Correct, inflicts and harm do not have SR. Command, soundburst, implosion (?) and the like do though, so it's always nice to have a booster item.

    I would look to see if there's a way to put extend in there too. Longer buffs, BB, are always nice, expecially when it's only 10 sp.

    You may want to think about finding a way with your enhancements to get the 2nd toughness. It's 2 ap, 10 hp, and if you're serious about melee, you want more hp. You may want to consider dropping the fighter haste boost (which tends to reduce your dps as it has a warm up time before use) or life magic 4, since you'll have a wizardry item (right?) to boost your sp pool over 2k anyways.
    Ya, i was thinking about extend, especially since it means radiant healing aura 24/7.
    Problem is if i drop a single weapon feat i might as well drop the fighter levels and go dol dorns champion for melee purposes. This might in fact be the better char but i kinda like meleeing too much.
    About the enhancements, i like the haste boost, normally click it while still charging so i don't really loose dps.
    Life magic increases my negative energy spells as well so i won't loose that, maybe i could drop an extra turn for toughness though, only tested radiant servant 1 thus far, so not sure how good those bursts heals really are.

    Anyways enhancements can be adjusted on the fly, so i don't mind having to test it out until i find something i feel comfortable with.

    Quote Originally Posted by Kalari View Post
    ... either way hope you have fun with your build ...
    Thanks

  14. #14

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    Quote Originally Posted by supp3nhuhn View Post
    Ya, i was thinking about extend, especially since it means radiant healing aura 24/7.
    Problem is if i drop a single weapon feat i might as well drop the fighter levels and go dol dorns champion for melee purposes. This might in fact be the better char but i kinda like meleeing too much.
    About the enhancements, i like the haste boost, normally click it while still charging so i don't really loose dps.
    Life magic increases my negative energy spells as well so i won't loose that, maybe i could drop an extra turn for toughness though, only tested radiant servant 1 thus far, so not sure how good those bursts heals really are.

    Anyways enhancements can be adjusted on the fly, so i don't mind having to test it out until i find something i feel comfortable with.
    Whoops! Meant Energy of Zealot 2, not Life 4. My bad.

    Dol Dorns is not a good melee option. It's for longswords, right? Not worth it. You're better off, as I said earlier, going dwarven with d.axes. Plus you get more hp for those melee moments, and maybe even a few enhancements that you should look at (dwarven con too, opening up a full toughness line, though toughness 4 may be expensive). Honestly, take a look at dwarf. I know they're ugly, and stinky, but it may better suit what you're wanting to do. Enhancement-wise, you get some sp ones, some axe ones, toughness, and several others that may be better than human.

    Edit: Or is this a reworking of an existant char?
    Archangels
    Pwesiela - Completionist Arcane Archer; Pia - Silver Flame Assassin; Aes - of the Blue Ajah; Insene - Deathpriest; Enaila - Aiel Bodyguard; Uduk - Dwarven Meatwall; Vitalien -Warder
    Quote Originally Posted by Victorie View Post
    Pwesiela is correct.

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    Quote Originally Posted by Pwesiela View Post
    Whoops! Meant Energy of Zealot 2, not Life 4. My bad.

    Dol Dorns is not a good melee option. It's for longswords, right? Not worth it. You're better off, as I said earlier, going dwarven with d.axes. Plus you get more hp for those melee moments, and maybe even a few enhancements that you should look at (dwarven con too, opening up a full toughness line, though toughness 4 may be expensive). Honestly, take a look at dwarf. I know they're ugly, and stinky, but it may better suit what you're wanting to do. Enhancement-wise, you get some sp ones, some axe ones, toughness, and several others that may be better than human.

    Edit: Or is this a reworking of an existant char?
    Ah ok, switching from zealot to toughness seems worth it all right.

    Won't go dwarf because i don't have the ap to get their racial benefits, i'd loose divine might so i would be 2 damage lower and would loose turns which are more worthwhile with the new pre than before.

    While i would get the axe for free i'd loose the human bonus feat so its more about which weapon is better and since i don't have any threat range increases that would be the bastard sword unless the mob is in autocrit which won't happen that often when i solo because i'd prefer to make use of my necro stuff and in teams theres always a barb or something around to kill it in a second or so.

    Oh and just for the record i like dwarves actually

  16. #16

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    Quote Originally Posted by supp3nhuhn View Post
    Won't go dwarf because i don't have the ap to get their racial benefits, i'd loose divine might so i would be 2 damage lower and would loose turns which are more worthwhile with the new pre than before.
    Worthwhile turns remains to be seen. You may loose the devine might, but you'd gain the axe damage. But, not sure how many AP you'd be saving/using, since I'm at work and can't give it a real look (so I'm BSing off the top of my memory, never a good sign).

    Also, you're supposed to be EVIL, right???? Why are you worried about burst HEALING??? KILL EVERYTHING!!!

    I just can't see an evil cleric taking enhancements designed soley to heal.... /shakehead

    Guess I'm just gonna say I advocate dropping the PrE. Just because it's there doesn't mean you should/have to take it. Look at virtuoso or deepwood sniper for crying out loud.

    While i would get the axe for free i'd loose the human bonus feat so its more about which weapon is better and since i don't have any threat range increases that would be the bastard sword unless the mob is in autocrit which won't happen that often when i solo because i'd prefer to make use of my necro stuff and in teams theres always a barb or something around to kill it in a second or so.

    Oh and just for the record i like dwarves actually
    So, you like short, heafty, stinky, hairy....I'm not going to continue where this mental image is taking me....

    /runsaway
    Archangels
    Pwesiela - Completionist Arcane Archer; Pia - Silver Flame Assassin; Aes - of the Blue Ajah; Insene - Deathpriest; Enaila - Aiel Bodyguard; Uduk - Dwarven Meatwall; Vitalien -Warder
    Quote Originally Posted by Victorie View Post
    Pwesiela is correct.

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    Quote Originally Posted by Pwesiela View Post
    Worthwhile turns remains to be seen. You may loose the devine might, but you'd gain the axe damage. But, not sure how many AP you'd be saving/using, since I'm at work and can't give it a real look (so I'm BSing off the top of my memory, never a good sign).

    Also, you're supposed to be EVIL, right???? Why are you worried about burst HEALING??? KILL EVERYTHING!!!

    I just can't see an evil cleric taking enhancements designed soley to heal.... /shakehead

    Guess I'm just gonna say I advocate dropping the PrE. Just because it's there doesn't mean you should/have to take it. Look at virtuoso or deepwood sniper for crying out loud.
    I merely heal em to prolong their suffering

    The new pre is better then you might think, in fact with ticks being cancelled by attacking having been declared as a bug i think its going to get nerfed rather sooner then later.
    Healing auras stack and a tick by a high level cleric easily gets above 20 points, plus a chance to crit for extra healing.
    It can be run indefinitely thanks to recharging turns.
    So a group of 6 battle clerics will get healed for 150ish damage every couple of seconds (i think a tick was 3 secs, could be wrong here) before gear/enhancer that add to the amount received.

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