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Thread: Divine Might?

  1. #1
    Founder smyter's Avatar
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    Default Divine Might?

    when did this sneak in the cleric enhancement line?

    1
    Activate this ability to gain a +2 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability. Requires a 14 base Charisma. lvl 5
    2
    Activate this ability to gain a +4 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability. Requires a 16 base Charisma. lvl 10
    3
    Activate this ability to gain a +6 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability. Requires a 18 base Charisma. lvl 15

    Wonder if it stacks with anything?

  2. #2

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    Considering there is no other way to get a sacred bonus to damage it currently stacks with everything. The big issue with using Divine Power for many people, though, is the base CHA that locks quite a few people who would use it.
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  3. #3
    Founder TFPAQ's Avatar
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    Default True ...

    Quote Originally Posted by MrCow View Post
    Considering there is no other way to get a sacred bonus to damage it currently stacks with everything. The big issue with using Divine Power for many people, though, is the base CHA that locks quite a few people who would use it.
    I haven't seen a whole lot of Dwarven Clerics using this ... lol

  4. #4
    Community Member Emili's Avatar
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    They were added in last mod... they're pretty much a mainstay of Pally DPS now also as that class also get's the enhancement line - and is usually more adept in using it due to it being CHA based being more important to the pally class... A 16th level pally with a str of 28-32 and a cha of 28-30 under divine might + divine favor + zeal wielding two Khopesh's or whatever just tears things up... besides what else would a Pally expend those turns on?

    It stacks with everything else that is not-sacred (considering there are no other sacred bonus's to damage).
    Last edited by Emili; 02-16-2009 at 12:25 PM.
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  5. #5
    Community Member shores11's Avatar
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    Quote Originally Posted by smyter View Post
    when did this sneak in the cleric enhancement line?

    1
    Activate this ability to gain a +2 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability. Requires a 14 base Charisma. lvl 5
    2
    Activate this ability to gain a +4 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability. Requires a 16 base Charisma. lvl 10
    3
    Activate this ability to gain a +6 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability. Requires a 18 base Charisma. lvl 15

    Wonder if it stacks with anything?
    I noticed this enhancement as well when bringing up my new cleric. I debated about taking this and wondered the same thing about stacking. It seems to be a very powerful enhancement for those that like the turn undead line as I do. The only thing I noticed that is discouraging is that it uses a turn undead clicky. So if I understand this correctly in order to turn undead with this option you must use 2 turn undead clicky's. This enhancement might be better if it was a cooldown clicky that lasted for 1 minute and cooled down for maybe 1 minute.
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  6. #6
    Community Member shores11's Avatar
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    Quote Originally Posted by Emili View Post

    They were added in last mod... they're pretty much a mainstay of Pally DPS now also as that class also get's the enhancement line - and is usually more adept in using it due to cha being more important to the pally class... plus what else would a Pally expend those turns on?

    It stacks with everything else that is not-sacred (considering there are no other sacred bonus's to damage).
    So your saying that the divine might enhancement does not stack with a sacred bonus item?
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  7. #7
    Community Member Emili's Avatar
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    Quote Originally Posted by shores11 View Post
    So your saying that the divine might enhancement does not stack with a sacred bonus item?
    You have a point... I suspect it will with an item since enhancements do stack with items ... ie.) fighter str enhancement + ogre belt ...
    Last edited by Emili; 02-16-2009 at 01:09 PM.
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  8. #8
    Community Member Anthios888's Avatar
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    I've been considering a 16 cleric / 2 paladin / 2 monk (feats and AC) or 16 cleric/ 2 paladin / 2 rogue (sneak attack, intimidate, synergy with UMD) build to take advantage of divine might. (If anyone would like to see the build, I can post it) Without evasion and getting the charisma bonus also helping with saves, I'm not sure I would invest otherwise. A drow two weapon fighting cleric weapon finesse build could reach both very impressive to-hit, saves with evasion, and make up the damage from not being a strength build by utilizing divine might 3. Even when not doing DPS, it can also help a dex build a lot with con damage to help break DR. Definitely has potential - will see how I feel about it when +3 tomes become available.
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  9. #9
    Community Member Nick_RC's Avatar
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    For A mainly pure (1splash not much deeper) its pretty much useless.

    The stat thread is so hard on a cleric anyway. Clerics that melee generally dump cha because they need good wis/con and str. The points spent trying to get the requisite cha would be better spent in dex trying to qualify for 2wf. And even then u wont be able to max out ur wisdom and still have a hope of hitting things. The best stat spread i cam up with that incorporated everything was

    S14 (any lower and you wont beable to hit esp with PA on. even at 14 its iffy)
    D13 (+2 tome for 2wf +4 for the rest)
    C14 (wouldnt suggest starting lower if you want to live while meleeing)
    W16 (wouldnt want to start lower than this if you still want to have a hope in hell of offensive casting
    C13 (+3 tome to qualify only for the second rank...)
    I8

    Even with this spread u are giving up on alot to get it all. Which i guess is about right. And thats assuming a plethora of high lvl bound tomes to be anywhere near effective.

    DM is craptastic as it stands IMO. If they wanted to make it useful they would have linked it to another stat for a cleric. Or done it some other way.

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  10. #10
    Founder PurdueDave's Avatar
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    If you loaded CHA enough to take DM you probably had a reason like DV or DH and using DM dips into the same turn-use resource pool. That's, IMO, a big downside to tacking DM to the back end of a cleric build with good CHA and personally I'd only drop it in if I was soloing the build a lot.

    I dabbled in making a cleric that uses it a lot but it wasn't a terribly fun build to play so I deleted.

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