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Thread: Turning Clerecs

  1. #1
    Community Member CIuB's Avatar
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    Default Turning Clerecs

    What are peoples thoughts on a turning based clerec. end game with a 26-30 wisdom and a 34-38 cha.(i did eat a +2 tome at birth) I am keeping up with my level mob in CR for a complete turn and can get 1 or 2 cr above for a scare. I was comparative to the tanks and caster kills in deleras at level 5. necro was a little under. My fallback is going to be 20+ DVs that will make up for my mana difference to another clerec in the endgame. Plus that much extra mana usually takes the edge off runs so that i will be on an even playing field. Plus, i will have an official test build for all turning (has anyone else been stupid enough to try this?)

  2. #2
    Founder smyter's Avatar
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    I have a lvl 16 turning cleric that I pull out for grins from time to time. I think He has a 33 cha atm. I noticed the other day that I should be able to destroy lvl 13 undead, but they only cower:

    16 from levels
    1 from feat
    3 from enhancement
    4 from seek eternal rest spell
    2 from Gauntlets of Eternity
    -------------------------------
    26

    thus destroy 1/2 that (lvl 13)

  3. #3
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    Quote Originally Posted by smyter View Post
    I have a lvl 16 turning cleric that I pull out for grins from time to time. I think He has a 33 cha atm. I noticed the other day that I should be able to destroy lvl 13 undead, but they only cower:

    16 from levels
    1 from feat
    3 from enhancement
    4 from seek eternal rest spell
    2 from Gauntlets of Eternity
    -------------------------------
    26

    thus destroy 1/2 that (lvl 13)
    The quest level or Mobs level have nothing to do with being turned or Destroyed. It has todo with their Hit Die.

    http://forums.ddo.com/showthread.php?t=141169
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  4. #4
    Founder smyter's Avatar
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    point made. also according to that thread seek eternal rest and sacred items steack (which I am not sure I believe, but wear one anyways) whoch brings my destroy HD to 14, and turning to 28.

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    Quote Originally Posted by smyter View Post
    point made. also according to that thread seek eternal rest and sacred items steack (which I am not sure I believe, but wear one anyways) whoch brings my destroy HD to 14, and turning to 28.

    Thats because they do stack. Its been confirmed by a dev.
    °º¤ø,¸¸,ø¤º°`°º¤ø,¸,ø¤°º¤ø,¸ ¸,ø¤º°`°º¤ø,¸A R C H A N G E L S °º¤ø,¸¸,ø¤º°`°º¤ø,¸,ø¤°º¤ø,¸ ¸,ø¤º°`°º¤ø,¸
    Thelanis

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    Quote Originally Posted by Severlin View Post
    We don't envision starting players with Starter Gear and zero knowledge playing on Hard or Elite.
    Sev~

  6. #6
    Community Member Zenako's Avatar
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    Yes they stack. Also you can get the Seraphrim Helm from the Orchard for a Hallowed Bonus as well.

    Turning works as intended, it is just that many many time the actual HD of the undead are more than the CR would lead you to believe. (Too many players still seem to think CR = HD....not!) Undead are stupid and easy to plan against, thus a basic low CR on them.

    You can turn/cower undead at all levels (done it in GH and Orchard...not too many actually in the vale). Once cowered they are punching bags. On any quest with Undead in I will drop a Seek Eternal Rest just in case. Its a long lasting spell and helps a lot.

    It can be fun to also use those free turns as a Paladin (since you often have a high CHA anyway). I know I have double digit turns on mine and it is a freebie (no skill points, no action points, no feats required...).
    Sarlona - The Ko Brotherhood :Jareko-Elf Ranger12Rogue8+4E; Hennako-Human Cleric22; Rukio-Human Paladin18; Taellya-Halfling Rogue16; Zenako-Dwarf Fighter10Cleric1; Daniko-Drow Bard20; Kerriganko-Human Cleric18; Buket-WF Fighter6; Xenophilia-Human Wiz20; Zenakotwo-Dwarf Cleric16; Yadnomko-Halfling Ftr12; Gabiko-Human Bard15; lots more

  7. #7

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    which means clerics are good at turning at the lower levels but as you get past L10 quests, it becomes more and more difficult to turn, thus severely limiting your abilities since you have to invest in feats and enhancements. the feats and enhancements are easy to respec but points put into charisma will not. which means you will finally do DVs and DHs
    If you want to know why...

  8. #8

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    I love turning undead, My cleric can turn the vampire in PoP on Elite at level 14. It was great, Turn fangy, clear out his minions and then kick his butt when he gets back.

    Same goes for Madstone on Elite, Giant Skellies are no big thang...

    No Fear in the Orchard either (pardon the pun) (but no kills either....sigh... only cower)

    So turning undead is TOTALLY Viable for a cleric. But you have to work on it, get a good CHA and get the gear and feats to make it usable.

    If you're a CHA 12 cleric with nothing put in for turning, you are gonna get the results that you deserve.

    So don't loose heart, you CAN turn as a cleric, but you gotta work at it to make it good
    Buzz


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    ..
    Last edited by Wizzly Bear; 10-15-2008 at 09:57 AM.

  10. #10
    Community Member Uproar's Avatar
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    Correctly Specialized?

    Code:
    Character Plan by DDO Character Planner Version 2.96
    DDO Character Planner Home Page
    
    RIP Cleric
    Level 16 Lawful Good Human Male
    (16 Cleric) 
    Hit Points: 164
    Spell Points: 1035 
    BAB: 12\12\17\22
    Fortitude: 11
    Reflex: 4
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 16)
    Strength             10                    10
    Dexterity             8                     8
    Constitution         10                    12
    Intelligence         10                    10
    Wisdom               16                    22
    Charisma             18                    26
    
    Tomes Used
    +2 Tome of Constitution used at level 15
    +3 Tome of Wisdom used at level 15
    +2 Tome of Charisma used at level 15
    
                     Feat/Enhancement
                      Modified Skills
    Skills             (Level 16)
    Balance                  2
    Bluff                    8
    Concentration           20
    Diplomacy                9
    Haggle                   9
    Heal                     7
    Intimidate               8
    Jump                     4
    Listen                   6
    Spot                     7
    Swim                     0
    Tumble                   0
    Use Magic Device        16
    
    
    Total Feat List:
    Spell Penetration
    Greater Spell Penetration
    Improved Turning
    Extra Turning
    Extend Spell
    Spell Focus: Necromancy
    Greater Spell Focus: Necromancy
    
    
    Level 1 (Cleric)
    Feat: (Human Bonus) Greater Spell Penetration
    Feat: (Selected) Spell Penetration
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Improved Turning
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Extra Turning
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Spell Focus: Necromancy
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Greater Spell Focus: Necromancy
    
    
    Level 16 (Cleric)
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Human Improved Recovery I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Spell Penetration I
    Enhancement: Cleric Spell Penetration II
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Divine Cleansing I
    Enhancement: Cleric Divine Healing I
    Enhancement: Cleric Divine Healing II
    Enhancement: Cleric Divine Healing III
    Enhancement: Cleric Divine Light I
    Enhancement: Cleric Divine Light II
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Divine Vitality II
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Extra Turning III
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Improved Turning II
    Enhancement: Cleric Improved Turning III
    Enhancement: Cleric Wand Mastery I
    Enhancement: Cleric Wand Mastery II
    Thelanis*: Mohroh, WF F10 /Bb3 /Ro2|7 Oohnoh, WF Ro8|12 /Bb3|4 Lohkoh, H F2|12 /R5|6 /Ro2
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    External: Rock, Guild of the Zodiac (GOTZ)_________________* only characters freq. played

  11. #11
    Community Member Talon_Moonshadow's Avatar
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    Quote Originally Posted by Wizzly Bear View Post
    turning clerics? im a wf caster, i turn clerics away all the time


    just like any other ability in the game. the game is designed around rewarding specialization and punishing versatility.
    LOL,
    first part funny, second part sad but true.

    I sorta specced my cleric for turning. But didn't max cha.....I think I have a 26 or 28 now @ lvl 16. With no way to really get it higher without +2 or +3 tomes.

    I turn pretty good. But don't destroy things much.

    And the desert and orchard where I want to turn the most, it actually makes things worse.......since they run off, and tether back.
    Plus they have an anoying habit of casting a few more spells before realising how scared of my divine power they are.

    I've been lightning bolted to death on numerous occasions and watched the guy who did it to me run away from my dead body in fear.

    Turning annoys the party. They hate to chase. And those FODing Sorcs think my turns belong to them or something.

    Plus I don't think I've successfully turned anything below the Market yet.

    But I remember a POP (elite I think) run where we wiped at the end fight, and when we got back the room was full of our wraiths.

    And oh, the looks on everyone's face when I let off one turning attempt and everything just vanished!

    Made it all worth it.
    I gave up a life of farming to become an Adventurer.

    Quote Originally Posted by Jandric View Post
    ..., but I honestly think the solution is to group with less whiny people.

  12. #12
    Community Member Zenako's Avatar
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    Quote Originally Posted by Talon Moonshadow View Post

    But I remember a POP (elite I think) run where we wiped at the end fight, and when we got back the room was full of our wraiths.

    And oh, the looks on everyone's face when I let off one turning attempt and everything just vanished!

    Made it all worth it.

    lol....just shows how few HD characters have compared to the mobs.... Our wraiths just flash.

    You will find in some quests, Delaras for easy and recent example. The Archers ignore your turns, while the Arcanes get destroyed, and That is very useful (no more lightning bolts, or holds), while the Melee skeletons often end up turned. One encounter with a range of effects.
    Sarlona - The Ko Brotherhood :Jareko-Elf Ranger12Rogue8+4E; Hennako-Human Cleric22; Rukio-Human Paladin18; Taellya-Halfling Rogue16; Zenako-Dwarf Fighter10Cleric1; Daniko-Drow Bard20; Kerriganko-Human Cleric18; Buket-WF Fighter6; Xenophilia-Human Wiz20; Zenakotwo-Dwarf Cleric16; Yadnomko-Halfling Ftr12; Gabiko-Human Bard15; lots more

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