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  1. #1
    Community Member Phototoxin's Avatar
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    Default Light/Fire/Life Cleric - Solo + Support

    Hi I humbly come asking for advice on a cleric build. I've dabbled with other classes but I think I want a cleric that can blast things if playing solo but then can switch up spells in order to be more supportive if in a group.

    I'm wondering about the silver flame because a bow proficiency could be helpful starting out in terms of a bit of extra ranged damage and I like the fluff aspects, but I also like the possibility to be a semi-paladin with a longsword + shield from the sovereign host which I think might be more useful in the longer run because SLA/Spells can make up for the ranged component whereas sword and board can be used for clearing chaff to save spell points.

    My resources are limited since I'm pretty new: I have veteran (L4) and access to drow but only the basic point builds and no tomes except +1 skill (I'm guessing spellcraft?). I don't really have much in the way of specific gear although I guess I can farm basic blue stuff (deleras, catacombs, muckbane) with my alts and would keenly take onboard suggested equipment.

    My main character is an elf rogue/arcane archer (from this thread) and I tend to play that with my partner who is running a dwarf barbarian/fighter.

    Thanks :-)

  2. #2
    Bounty Hunter slarden's Avatar
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    If you wanted to go fire/light fire domain is perfect. At heroic levels you have firewall + blade barrier which is an amazing combo. The problems with it is if your partner is melee it will be frustrating chasing enemies. Also, since you are 28 pt build without tomes you face a tougher road to get the DC needed and cleric casters are more dependent on dc than other classes.

    Good intro casting classes are warlock because the base damage has no save - only the pact damage. Also wizard/sorc focused on magic missle/chain missle + other spells not subject to saves like niac's, polar ray, eldar's, ice storm, black dragon bolt. Consider those as other options for casting while you find tomes (+5s are free from favor once you have enough packs).

    If you do want to go fire + light fire domain, firewall + blade barrier kiting is the most effecient way to kill mobs at heroic levels with divine punishment, searing light, sun beam, scorching ray, sun bolt for single targets. At epic levels energy burst + either divine crusader or exalted angel gives you a nice punch. Energy burst does good damage even with a wisdom main stat. Alternatively twist consecration + sacred ground into exalted angel without energy burst. Be sure to get heroic burscar sash and eventually legendary burnscar sash.

    As a first lifer 28 pt build I would splash 3 paladin for the 20% hp boost + saves + PRR/MRR from a 13 ap sacred defender investment. You just don't lose much from doing that and the defensive gains are significant.
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  3. #3
    Community Member Phototoxin's Avatar
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    Quote Originally Posted by slarden View Post
    If you wanted to go fire/light fire domain is perfect. At heroic levels you have firewall + blade barrier which is an amazing combo. The problems with it is if your partner is melee it will be frustrating chasing enemies. Also, since you are 28 pt build without tomes you face a tougher road to get the DC needed and cleric casters are more dependent on dc than other classes.

    Good intro casting classes are warlock because the base damage has no save - only the pact damage. Also wizard/sorc focused on magic missle/chain missle + other spells not subject to saves like niac's, polar ray, eldar's, ice storm, black dragon bolt. Consider those as other options for casting while you find tomes (+5s are free from favor once you have enough packs).

    If you do want to go fire + light fire domain, firewall + blade barrier kiting is the most effecient way to kill mobs at heroic levels with divine punishment, searing light, sun beam, scorching ray, sun bolt for single targets. At epic levels energy burst + either divine crusader or exalted angel gives you a nice punch. Energy burst does good damage even with a wisdom main stat. Alternatively twist consecration + sacred ground into exalted angel without energy burst. Be sure to get heroic burscar sash and eventually legendary burnscar sash.

    As a first lifer 28 pt build I would splash 3 paladin for the 20% hp boost + saves + PRR/MRR from a 13 ap sacred defender investment. You just don't lose much from doing that and the defensive gains are significant.
    I like the idea of the Paladin3/Cleric X build - more survivability? What weapons should I focus on - longsword or bastard sword or 2-hander?

    My main problem is what to spend enhancements on because I know PnP backwards so feats etc are ok, but obviously Enhancements aren't in PnP and game mechanics are a bit different.

    OK so if I were to go wizard (don't have warlock) - is drow worth it for the +2 INT ?

  4. #4
    The Hatchery Enoach's Avatar
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    If you are going with the Fire Domain I would recommend your enhancements focus on the following...

    Primary Divine Disciple - Emissary of Light
    This is to get some low cost SLAs and help build your light power (which will power your Fire Damage)

    With Fire's ability to Turn Elementals I recommend getting some enhancements in the Radiant Servant Tree mostly to power Turns. Taking the "Mighty Turn" ability is a good option in Heroic Leveling. My Experience is that it does not work as well in Epic due to the way Deathward creatures don't get the "Stun" portion if "Mighty Turn" is selected, but will be "stunned" when it isn't so it is something to consider on a re-spec once you get to epic levels.

  5. #5
    Community Member Phototoxin's Avatar
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    Quote Originally Posted by Enoach View Post
    If you are going with the Fire Domain I would recommend your enhancements focus on the following...

    Primary Divine Disciple - Emissary of Light
    This is to get some low cost SLAs and help build your light power (which will power your Fire Damage)

    With Fire's ability to Turn Elementals I recommend getting some enhancements in the Radiant Servant Tree mostly to power Turns. Taking the "Mighty Turn" ability is a good option in Heroic Leveling. My Experience is that it does not work as well in Epic due to the way Deathward creatures don't get the "Stun" portion if "Mighty Turn" is selected, but will be "stunned" when it isn't so it is something to consider on a re-spec once you get to epic levels.
    is fire the best option or am I better to look at light?

  6. #6
    The Hatchery Enoach's Avatar
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    I've been going through a Racial Lives running a different Domain each life. I have not been disappointed with any of them.

    "Best" is subjective and very determinant on your own playstyle and direction you want to go.

    I recommend reviewing http://ddowiki.com/page/Domain to get a full breakdown.

    Fire is good in that it complements existing Cleric Spells with supplements from the Arcane Spell List

    Death is also good (I recommend mixing with Emissary of the Dark vs Light for this one) - It is limited in that the negative energy damage doesn't work on undead and Deathwarded mobs. But your Turn undead will be strong

    It was "Shocking" to run in the Air Domain (I did this as a Half-Elf with Dragon marks).

    Did the Chaos and Law Domains as an Aasimar - Alignment spells are often overlooked but they have their own benefits

    Sun is a way to focus on Light damage only.

    ....

    Main thing is review the domains, look at what they give you at each cleric level and pick the one that you feel best complement you.

  7. #7
    Community Member Phototoxin's Avatar
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    Quote Originally Posted by Enoach View Post
    I've been going through a Racial Lives running a different Domain each life. I have not been disappointed with any of them.

    "Best" is subjective and very determinant on your own playstyle and direction you want to go.

    I recommend reviewing http://ddowiki.com/page/Domain to get a full breakdown.
    Cool - thanks. I know that a lot of it is subjective, I just want to avoid any terribad/trap choices

  8. #8
    The Hatchery Enoach's Avatar
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    Quote Originally Posted by Phototoxin View Post
    Cool - thanks. I know that a lot of it is subjective, I just want to avoid any terribad/trap choices
    There are "traps" in building a character in DDO. Right now, I do not feel the Cleric Domains are a "trap" by any measure. It has a way to "improve" your casting, melee or defense. It can be used to shore up a weakness or "focus" on a strength.

    That being said, the Earth Domain's Earthquake (I have not used this one yet but picked up from conversations) the cool down is longer then the Druid spell, not a lot but enough to be noticeable difference.

  9. #9
    Bounty Hunter slarden's Avatar
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    Quote Originally Posted by Phototoxin View Post
    is fire the best option or am I better to look at light?
    Most items in the game have equipment bonus. Burnscar sash/Legendary Burnscar Sash and Thummingspark Cord/Legendary Thummingspark Cord have an enhancement bonus that stacks the regular equipment bonus. This is 77 heroic and 202 legendary so it makes cold/fire/electric/acid have higher spellpower potential than light. For this reason I would avoid light, but of course that can change in a future release. You still need a light lore item.
    DC Warlock Reaper Build (U48)
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