I think that most wizards/sorcerors over use their mana. This is okay on a quest where the group overwhelms a dungeon. However, when I see an arcane caster out of mana and causing a group to struggle and think back to the numerous Finger of Death spells that were cast on single mobs I know they just don't get it. The sign of a good arcane caster to me is one that knows when and when not to use their mana.
I love the D lines. I have 10 of them at level 11, and will probably not increase the amount as this seems to be enough. Also my Charisma is 10.
I also have that problem with DH, people don't know that they have it so they wand whip or potion chug and run ahead, complaining, to the next fight. However, it keeps on working for 30 seconds. I threw it on a WF before a fight and he was incapped twice and stood up again both times just by the DH. He had no idea what was happening, he thought he was bugged.
DC is also great because it frees up several spell slots because you don't need remove curse, remove disease, remove blindness, stuff like that.
And DV's are great for those casters that blow through manna far too quickly, and need some to kill the marut/giant/whatever at the end. If there is another cleric in the group (happens sometimes!) I usually give them my DV's. IMO it is kind of funny to have two clerics DV'ing each other after buffing while the caster just sort of watches.
When the casters are asking for DV's, I usually hold back 3 or 4 clicks in case of poison, blind, disease, etc.
BTW, if you think DH is misunderstood, try Repair Construct from the Rogue Way of The Mechanic enhancement. It is just like DH but only useable on WF's, and the visual is the same as the disable device, so it looks like you are tying their shoes for them. On my rogue I usually do it once, if they run away while I am doing it then I just forget about it because they don't know a good thing when it happens.
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I always try to be mindful of a cleric's spell points and wand usgae so I do carry lot's of wands and pots for self and backup healing. I have only ever complained about one cleric in my time in game and only because he was a jerk (in other words, anyone who is healing/buffing/DVing me at all is a friend and who am I to criticize them on how they do it?). When combat is over, I usually wait a few seconds to see if the cleric is going to hand out heals before I wand myself (I usually tell them that between combat I will self heal to preserve their resources). So tell me, since I do not play a cleric, how do I know if I have Divine Healing cast on me? Is there a way to know instantly? I hate wasting resources (mine or anyone else's) and don't want to irk my clerics so let me know!
1-3 for DHI
2-6 for DHII
3-9 for DHIII
Each one lasts for 30 seconds and will tick off every 2 seconds. You get 15 ticks of healing for an average of 30,60 or 90 points of healing if it runs its course. 90 points is like 4 to 5 Cure Serious Pots or wand changes. Having 10 or more DHIII's is like having an extra CSW wand to blow between every rest.
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First post...
Second post.
First post was about the value of charisma to a cleric. Your second post states your point all along was about enhancements even though that isn't even mentioned at all in your first post. In short you changed your point to continue an argument.
I think your real point is about trolls; As in trolling this thread.
Context, google it.
No the point is that clerics have better things to spend their:
A. Build Points
B. Enhancements
C. and Feats (think extra turning)
on then the divine lines. This includes: Divine Light, Divine Healing, Divine Vitality, and Divine Cleansing. The points that are wasted in charisma could easily be put into stats that matter like str, con, and wisdom. The feats can be put into something useful like spell penetration, metamagics, and Mental Toughness lines. The enhancements can be put into much more useful things like a Faith line, increased spell pen (for crowd control), increased spell points, increased stats, or heck just about anything else.
The points are related, because having a high charisma is a great way to make yourself into a walking shrine, and if somebody wants to play a gimped cleric like that, fine. But if somebody wants to have fun as a cleric, have some survivability, and be a contributing member of a group in ALL capacities, then they may wish to overlook charisma.
I did not think I needed to explain it completely out since you are also a founder, but since you had some questions on my part of the DDO universe, I am happy to educate you.
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Clerics of Fernia
King of Stormreach
(and if you disagree with me, then you can treat me like a Nintendo Cartridge )
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DH is decent up to a point - that point would be when your mass cures start to catch up. I would say that by the time you're casting the Heal spell that DH can readily be dropped and traded for something more useful. I remember one particular Shroud wipe where one of the clerics insisted on using DH to help keep the DPS alive. He was so busy throwing around DH he forgot to mass-cure the party....
Try using these right before a big combat. Drop them on every member that will be taking damage. Have a mechanic tie the warforged shoes too. It's been too long for me to say it has any decent affect at the cap, but I used it wonderfully on my last PUG character when the cap was 14.
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I greatly disagree. It depends on what you intend the build to do. I myself like the utility of being able to cleanse and DH my friends. I like being able to do alot of damage to undead or make them run in fear. I have a decent Chr, not great, but decent.
I still hit pretty hard in Melee, and enjoy some great healing as well as damaging spells. I'm a General Cleric on my most recent one, and that role works for me. If you enjoy the Battle Cleric build that has almost no utility, then great. But don't come into a thread touting your haufty "I'm better then you cus I do what I want" attitude.
Chr is a great stat for Healers and General Utility builds that want the extra perks from Turn Undead attempts.
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