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  1. #1
    Community Member Dorkan's Avatar
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    Default Radiant Servant - Chr or Wis

    Just a question for you holy healers out there, does Radiant Servant require Charisma or is it purely Wis based

  2. #2
    Community Member andbr22's Avatar
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    Charisma gives you additional turn undead (Used for healing blasts / aura)...
    Wisdom gives higher level spells (up to lv 9 with 19 wis), additional SP, higher DCs on offensive casting...

  3. #3
    The Hatchery sirgog's Avatar
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    Wisdom gives you a far better return for your build points than Charisma. Most builds max out Wisdom completely, then put a fair bit in Con, and then a little bit of Cha, Str and/or Int.

    If in doubt, 18 Wis, 14 Con, 14 Cha, and if 32 points, 12 Str.
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  4. #4
    Bwest Fwiends Memnir's Avatar
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    It only "requires" Charisma in that your number of Turn Undead attempts per-rest is Cha based - and your aura/burst number is the same as your Turn Undeads. The more you have, the more freely you can use em. Each aura/burst/as well as things like Divine Vitality all use up one Turn Undead.

    So, if you want to always have an aura running, a burst on deck, and perhaps a few DVs to toss around - then you will want to make a moderate investment in Cha. But, I would not go nuts with it since a Radiant Servant regens Turn Undeads at the rate of 1 every two minutes - and you can boost your max number of TUs with enhancements.


    Cha is semi-important to a Rad Servant - but not as important as Wis or Con (or Str if you are a combat build).
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  5. #5
    Community Member AcesWylde's Avatar
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    I have a dwarven battle cleric with -1 charisma, and I haven't really had a problem running out of turns. I'm only L10 at the moment, but there are also enhancements, feats, and items this increase your turns also.

  6. #6
    Halfling Hero phalaeo's Avatar
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    CHA does increase the amount of turns you get- one turn for every 2 points so long as you're at an even stat, but there are also items which grant additional turns.... look for items that have the property "Lesser Turning". I keep the Sacred Band (ring) on my 20, equip before resting and I get additional turns to use.

    You can also increase your available turns through spending action points on enhancements and by taking the feat "Extra Turning", although I do not recommend the feat.

    On certain builds, you may want to consider taking Cleric Charisma II as an enhancement as it is also qualifies as a pre-req for Radiant Servant.

    Depending on my gear, I can have as few as 8 turns or as many as 13. I made do before Radiant Servant, so I don't technically "need" them, but 8 is now the minimum for my Clerics... I don't like having less than that.
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  7. #7
    Community Member rest's Avatar
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    I maxed wisdom and dumped charisma on my dwarven clonk RS. I have 8 uses of my abilities right now and really thats all I need. Sometimes I forget to activate em

    Charisma is 6 base + 6 item + 2 tome +2 enhancement = 16. My second ToD ring will probably be exceptional con. or maybe dex, for slightly better reflex. And at level 17 my wisdom is 35 and when I hit 20, it will be 40.

  8. #8
    Community Member Joab_Watts's Avatar
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    My Cleric (actually Cleric18/Monk2) runs around with base CHA of 10, but a simple Eagle's Splendor at the beginning of each quest gives me 2 extra Turns within 4 minutes. Just having 8 Turns allows me to keep the Aura up for something like 12 minutes solid, if needed. And of course you get them all back when you shrine.

    Twokegs [Dwarf Ranger-Fighter] / Milithor [Elf Cleric-Monk] / Ziryll [Human Exploiter]

  9. #9
    Community Member der_kluge's Avatar
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    It's a personal preference. Charisma increases turns, radiant auras, capstone uses, and Divine Vitality (or, divine healing, if you have that, which is a waste, IMHO).

    My cleric has a 20 charisma from stat increases, items, whatever. I also have items that increase my total number of turns per day. I get 19 per rest. Sometimes I wish it were higher. Like, in last night's Epic Bit Top run where I ended with 12 (that's right -twelve-) mana points at the bitter end.

    And that was after I:
    spent most of my DV III's giving the sorcerer some more mana.
    Used my capstone to keep myself alive
    Used some bursts to heal to conserve my mana
    Make effective use of the aura to heal.


    YMMV
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  10. #10
    Community Member voodoogroves's Avatar
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    I think if you build for melee-and-healing, you could consider going CHA. You won't land Destruction or Cometfall, but so what?
    Ghallanda - now with fewer alts and more ghostbane

  11. #11
    Community Member AcesWylde's Avatar
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    Quote Originally Posted by voodoogroves View Post
    I think if you build for melee-and-healing, you could consider going CHA. You won't land Destruction or Cometfall, but so what?
    ???

    I build for melee-and-healing and I went Str/Wis, guess I'm gimped.

  12. #12
    Community Member The_Great_Samulas's Avatar
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    Charisma is also important for qualifying for Divine Might, minimum of 14 charisma (with only tomes and level-ups important for qualifying). Now I wouldn't recommend level-ups, but if you are melee oriented and not qualifying for at least divine might II (charisma 16), then you are losing a class ability that is quite potent. Qualifying for divine might is made easier, of course, with higher end tomes and TRing.

    Clerics can get pretty nice to hit bonuses with their spells and remember damage bonus for divine might II (+4) is equivalent to that gained by 8 strength points (divine might IV is equivalent to 16 str). You should take this into account in deciding str vs. cha build points. Also, remember that unlike FvS clerics get this bonus to any weapon they use.
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  13. #13
    Community Member AndyD47's Avatar
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    Quote Originally Posted by The_Great_Samulas View Post
    Charisma is also important for qualifying for Divine Might, minimum of 14 charisma (with only tomes and level-ups important for qualifying). Now I wouldn't recommend level-ups, but if you are melee oriented and not qualifying for at least divine might II (charisma 16), then you are losing a class ability that is quite potent. Qualifying for divine might is made easier, of course, with higher end tomes and TRing.

    Clerics can get pretty nice to hit bonuses with their spells and remember damage bonus for divine might II (+4) is equivalent to that gained by 8 strength points (divine might IV is equivalent to 16 str). You should take this into account in deciding str vs. cha build points. Also, remember that unlike FvS clerics get this bonus to any weapon they use.
    qft.
    If you were going down a melee oriented route charisma would be worth a little thought and attention, esp. if you used wisdom as a dump stat.

    The extra turns can help a little with having a little less mana (for) bursting, and you can pick up divine might which is pretty awesome.

    Edit:forgot a word
    Thelanis/Anndii 18 FvS Evoker - Ferrocious 20 Sorcerer
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  14. #14
    Community Member voodoogroves's Avatar
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    Quote Originally Posted by AcesWylde View Post
    ???

    I build for melee-and-healing and I went Str/Wis, guess I'm gimped.
    No, not saying that. I'm not sure how you gathered that from my comment either???

    Just saying if you only cared about melee and healing PERIOD you COULD CONSIDER going more CHA than WIS.

    In practical terms, I'd probably go WIS on any 17+ cleric split but consider CHA on any 12-level multis.
    Ghallanda - now with fewer alts and more ghostbane

  15. #15
    Halfling Hero phalaeo's Avatar
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    Quote Originally Posted by AcesWylde View Post
    ???

    I build for melee-and-healing and I went Str/Wis, guess I'm gimped.
    There are lots of ways to be effective- what he meant in regards to higher Charisma is eligibility for Divine Might. I was skeptical at first, but ended up respeccing my melee Cleric with more CHA to get Divine Might II and it's pretty nifty. Then again, I near-dumped Wisdom and have a 14/6 multiclass, so I have less SP than some Rangers, lol. Yay for Baubles?
    ~ Pallai, Chennai, Saraphima~
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  16. #16
    Community Member AcesWylde's Avatar
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    Quote Originally Posted by phalaeo View Post
    There are lots of ways to be effective- what he meant in regards to higher Charisma is eligibility for Divine Might. I was skeptical at first, but ended up respeccing my melee Cleric with more CHA to get Divine Might II and it's pretty nifty. Then again, I near-dumped Wisdom and have a 14/6 multiclass, so I have less SP than some Rangers, lol. Yay for Baubles?
    I debated Divine Might, but higher charisma is more expensive on dwarves, instead I bumped up dexterity and went two-weapon fighting so I could dual-wield dwarven battle axes, ;>

  17. #17
    Community Member Dorkan's Avatar
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    Default Thanks

    hey Thanks folks, now I got some more of the info I need for when I do my TR. Looks like I may need to consider DM as well as RS

    Again Gracias

    Keep on Castin

  18. #18
    The Hatchery Enoach's Avatar
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    There are also a couple other things to consider with Charisma/# of Turns

    1. It contributes to the Effectiveness of "Turn Undead". An RS still has to be able to effect undead to "Turn it"

    2. One rank in Divine Healing (DH) is effective
    Effects WF and Flesh the same
    Can be cast through Gates/Doors/Around Corners and has a longer range then cure/healing spells (and yes I have saved many a want-a-be zerger from incap with this ability)

    3. Divine Cleansing II
    Bonus to Fort saves (for a duration)
    Curse, disease, and poison removal (Very effective way to Solo heal a Tank as they regen every 2 min)

    I started with a 14 Charisma and 16 Wisdom - And I'm on my second life


    However, as mentioned by others you have to use the abilities - If you don't than they are simply a waste.

    I however, use them and enjoy all 21 Turns using a combination of Aura/Burts/DC/DV and for the ones that just can't wait and find themselves In-The-Pink, DH.

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