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  1. #1
    Community Member PNellesen's Avatar
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    Default Couple of noob Cleric questions

    I've only been playing for maybe 2 1/2 months, and I just leveled my Cleric up to 9 last night, getting Mass CLW, and Greater Command (among the others). I had to quit before actually getting into another quest, so thought I'd ask my questions here:

    1) For MCLW - do I need to target a particular player, or does it cover everyone in the party? The description states that the players can be no more than 30' apart, so I assume I would either just run into the fray and fire it off, or else target someone apporximately in the middle of the fight.

    2) Greater Command: Are undead immune to this? For some reason my normal Command spell doesn't seem to work very well on Undead (if at all - I don't try it much on Undead, I usually try Turn Undead instead) just wondering if it's some weakness in my stats (CHA, perhaps?) or something else.

    Thanks for any replies
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  2. #2
    Community Member Zenako's Avatar
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    If you have no one targeted it defaults to YOU, and the radius around you. One of the reasons why my clerics tend to mix it up in the middle of things and spend offtime smacking things around, between tending to boo-boos.

    Undead are immune to most enchantments. There are some specific Undead Control spells that can be cast (Halt Undead (arcane) for example), but otherwise they are unaffected. Bards have to learn a special song to fascinate them and another song to fascinate contructs.
    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

  3. #3
    Community Member PNellesen's Avatar
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    Thanks for the info

    Edit: Found this at DDO wiki: http://ddowiki.com/page/Heal_%28spell%29

    I believe that answers my question below. Looks like I have to wait a bit until I can use it

    ================================================
    One other VERY noob question came to mind: How exactly does "Heal" work? I've seen a number of threads where players state that they like to use Heal on fighters, and save MCSW for the squishies. Every time I try to use Heal on somebody, I get the message that "You cannot use Heal since so-and-so is not incapacitated" - is there some other trick to it, are they talking about something other than the Heal skill, or is it that these guys wait until the fighter is down before hitting them with Heal?
    Last edited by PNellesen; 08-19-2010 at 10:38 AM.
    Quote Originally Posted by Ertay View Post
    While they were at it though, the devs decided to go on an incredible nerfhammer rampage and left nothing in their wake standing...

  4. #4
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by PNellesen View Post
    Thanks for the info

    One other VERY noob question came to mind: How exactly does "Heal" work? I've seen a number of threads where players state that they like to use Heal on fighters, and save MCSW for the squishies. Every time I try to use Heal on somebody, I get the message that "You cannot use Heal since so-and-so is not incapacitated" - is there some other trick to it, are they talking about something other than the Heal skill, or is it that these guys wait until the fighter is down before hitting them with Heal?
    You're confusing the Heal spell (a level 6, very powerful single-target healing spell) with the Heal skill (a waste of pixels on your screen).

    At mid level, the Heal spell will bring a well-equipped fighter from 50% health to full in one shot (a poorly-equipped one will be filled up from 5% hp). It's your most powerful and most efficient healing spell for some time, so use it unless you have a good reason to use something else.
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  5. #5
    Community Member PNellesen's Avatar
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    Quote Originally Posted by sirgog View Post
    At mid level, the Heal spell will bring a well-equipped fighter from 50% health to full in one shot (a poorly-equipped one will be filled up from 5% hp). It's your most powerful and most efficient healing spell for some time, so use it unless you have a good reason to use something else.
    Does the 50% boost from Empower Healing apply to the Heal spell as well? And if so, how about something like Superior Ardor? I LOVE how I can get double the HP out of CLW and CMW with only an additional 10sp by combining those two, it would be great to see 220HP in one shot out of Heal. If I'm reading it right - Heal would be 110HP for a level 11 cleric, then 55HP from Empower Healing, and I suppose another 55HP from Superior Ardor VI, assuming it exists (50% additional effectiveness on Level 6 and lower healing spells, maybe?)
    Quote Originally Posted by Ertay View Post
    While they were at it though, the devs decided to go on an incredible nerfhammer rampage and left nothing in their wake standing...

  6. #6
    Community Member Zenako's Avatar
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    Most of the multipliers multiply each other as well. So for example, it is not that uncommon to see 400 or 500 point HEAL spells being routine cast and critical successes healing for close to 1000 points. There should be info on how the effects all stack, but at some level it does not matter.

    You will want to boost your Healing Enhancements as much as you can. Those impose to increase in spell point cost. You will want to equip either a Devotion (or Potency) or Ardor (clickie) item of the most power you can, and those impose no spell point cost either.

    Finally you can take Feats to boost your healing power. Those impose added spell point costs. Empower will boost all variable spells. Maximize boosts all spells, and Empower Healing will boost all healing spells (including HEAL, which normal Empower does not, since the HEAL spell is not variable.)

    There are also some items you can earn in treasure or quests that will boost the chances of getting a critical (good) result on casting a spell, and well as boosting the magnitude of the critical result.
    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
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by PNellesen View Post
    Does the 50% boost from Empower Healing apply to the Heal spell as well? And if so, how about something like Superior Ardor? I LOVE how I can get double the HP out of CLW and CMW with only an additional 10sp by combining those two, it would be great to see 220HP in one shot out of Heal. If I'm reading it right - Heal would be 110HP for a level 11 cleric, then 55HP from Empower Healing, and I suppose another 55HP from Superior Ardor VI, assuming it exists (50% additional effectiveness on Level 6 and lower healing spells, maybe?)
    Better than that.

    Superior Ardor 6 is 75% not 50% (the single-element clickies like Ardor are bugged - they provide a 75% boost which is intended, but they only say they are providing 50%). This stacks with your Cleric Life Magic 4 (40%) for a total of 115%. 110 x 2.15 = 236.5

    Then, Empower Healing stacks *on top of that* - 236.5 x 1.75 (Emp Healing becomes 75% once you take Radiant Servant 2) = about 410 - enough to fully heal most melees that are level 15 and under, and many 15-20th level toons as well.

    Of course, in many situations you won't need to heal for that much - as such, you might not always keep Empower Healing active. You can figure out when to use it, and when not to, by yourself.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

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