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  1. #1
    Community Member Draccus's Avatar
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    Default Healbot Cleric enhancement chains

    I've been looking for advice on an enhancements for a healing-focused pure Cleric (human) but can't seem to find any. I see lots of advice on Cleric/Monks and Battle Clerics but not much on healing clerics.

    Unlike my main character, a pure rogue, I'm running out of enhancements to pick. (my rogue has the opposite problem; too many good enhancements, not enough points)

    The chains I'm taking so far are:

    Cleric Life Magic
    Cleric Energy of the Zealot
    Cleric Wisdom
    Cleric Divine Vitality
    Cleric Spell of Life (healing crit?)

    When I take Toughenss, I'll start on the Toughness chain but what else should I look at?

    Extra turning for more DVs?
    Improved Empowered Healing for lower SP cost?

    Others?

    Basic, universal rogue build advice
    "Not in the face! Not in the faaaaaace!"

  2. #2
    Community Member Runyant's Avatar
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    Default HealBot

    If you are going to do the whole healbot, then look into the Divine Cleansing and Divine Healing Chains. There is also an enhancement (cannot recall right now) but every ten minutes you can use it to heal like 1000 hit points. Sovereign something or other--can't remember without logging in (maybe someone can help out-correct me)?

    At higher levels, Divine cleansing is unnecessary because of the power of your HEAL spell. (although still helpful if you are mana conscious and I believe it also removes hold effects).

  3. #3
    Community Member Mindspat's Avatar
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    Extra Turns for more Divine Healing. It's generally how I keep everyone healed when playing Skeleturn.

    Divine Healing III
    heals 3d3 hitpoints every 2 seconds for 30 seconds - consumes 1 Turn

    DH II is 2d3, DH I is 1d3.
    "Nuke 'm or Die!"

  4. #4
    Community Member Mindspat's Avatar
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    Quote Originally Posted by Runyant View Post
    At higher levels, Divine cleansing is unnecessary because of the power of your HEAL spell. (although still helpful if you are mana conscious and I believe it also removes hold effects).
    It also gives a Fortitude Save bonus of +4 at Rank 1 and +6 at Rank 2. I can't recall offhand what else it does other then removing all kinds of ailments.

    Use of the ability consumes a Turn.
    "Nuke 'm or Die!"

  5. #5
    Community Member Junts's Avatar
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    There's no real reason to limit yourself to healbotting; clerics have enough ap and stat synergy that you can easily be good at two things (as a wis build, I suggest offensive casting: pick up spell penetration as well, etc)

    If you're just a healbot, you'll loathe your cleric pretty fast.

  6. #6
    Community Member Demoyn's Avatar
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    Based on your small description, I think I'd go this route:

    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    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 Cleansing I
    Enhancement: Cleriic Divine Vitality I
    Enhancement: Cleric Divine Vitality II
    Enhancement: Cleric Divine Vitality III
    Enhancement: Cleric Extra Turning I
    Enhancement: Cleric Extra Turning II
    Enhancement: Cleric Extra Turning III
    Enhancement: Cleric Wand Mastery I
    Enhancement: Cleric Wand Mastery II
    Enhancement: Cleric Wand Mastery III

    I personally don't like divine healing because the average healing per turn is 90 hit points. Spending six enhancement points on an ability that gives you mediocre healing and also reduces your divine vitality and divine cleansing uses just isn't the value I'd like.

    The extra turning III gets the same response on the value, but there's nothing else to really spend the points on by the time you get there. Maybe drop extra turning III and get divine healing II for use in emergencies.

  7. #7
    Community Member BlackSteel's Avatar
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    To the original poster:

    try not to overlook wand & scroll mastery, its just as important and more important than some of the chains you have listed. Taking atleast 3 ranks of it helps quite a bit when tossing heal scrolls, as nothing else will boost them.
    Shadowsteel [TR train wreck]

  8. #8

    Default

    Quote Originally Posted by Runyant View Post
    If you are going to do the whole healbot, then look into the Divine Cleansing and Divine Healing Chains. There is also an enhancement (cannot recall right now) but every ten minutes you can use it to heal like 1000 hit points. Sovereign something or other--can't remember without logging in (maybe someone can help out-correct me)?

    At higher levels, Divine cleansing is unnecessary because of the power of your HEAL spell. (although still helpful if you are mana conscious and I believe it also removes hold effects).
    DC and DH are extremely good at lower levels but at higher levels, they fail miserably
    If you want to know why...

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