I'm a new player and currently have a 6clr/1ftr and really enjoy playing him. What I want to know is what are the absolute must have spells on my spell bars, for solo play and for grouping?
Thanks in advance.
I'm a new player and currently have a 6clr/1ftr and really enjoy playing him. What I want to know is what are the absolute must have spells on my spell bars, for solo play and for grouping?
Thanks in advance.
1: Join group.
2: Ask if anyone has any specific spell requests.
3: Swap spells in the nearest tavern.
4: Fill remaining slots with spells you want for yourself.
5: Play your Cleric.
Rinse/Repeat depending on the quest you're about to begin.
Those are not pebbles surrounding the urn filled with Human teeth. They are megaliths!
I'm assuming with the fighter splash you're planning on meleeing a fair bit? whatever, make sure to get radiant servant - its that good for boosting your healing capabilities & once you've levelled & have more practice, you'll rarely have to actually use healing spells at all, leaving far more SP for buffing/casting... great for melee clerics as its effectively a tick-every-3-secs regeneration effect.. if your party benefits too, then hey thats also nice
A general selection of spells to keep at all times:
level 1:
Nightshield (saves plus protection from magic missiles etc, very valuable all the way to cap)
remove fear (useful in some places where enemies cast fear-based spells.. a handy buff for the start of quests to give the extra +4 to saves vs fear too)
command (use on low will-save enemies like ogres to put them down for easier disposal)
divine favour (boosts melee damage & to-hit)
level 2:
resist energy (not taking damage is better than healing it & this will stay in place once the protection from energy type spells have ben consumed)
soundburst (cheap low level crowd control.. enemies that are stunned dont fight back & hurt people for you to spend all your SP healing)
level 3:
Prayer (the +1 to damage & skills arent given by recitation, so having both doesnt totally overlap & can be helpful)
protection from energy (replace with protection from elements later as the single-target-single-element one here is very much a situational buff, gets expensive otherwise)
level 4:
freedom of movement (stops hold, web, slippery surface effects etc)
death ward (not only stops instadeath effects a la deathblock gear, but also prevents level drain etc. swap out for mass version later)
recitation (some overlap with prayer)
divine power
level 5:
greater command (mass version of level 1 command, very powerful and effective)
true seeing (some enemies use blur, or even displacement, this neutralises it)
protection from elements (replace with mass version later)
raise dead (very handy)
level 6:
blade barrier (all hail the king of unresistable dps spells!)
cometfall (knockdown & damage, whats not to like?)
Heal (100% the best single target healing spell you have, far, far more efficient than multiple cures)
level 7:
destruction (instakill when it hits, very useful for selective targeting)
mass protection from elements (always useful)
resurrection (very handy)
level 8:
summon monster 8 (that air elly is awesome for crowd control, but can blow out AoEs including friendly ones)
holy aura (stacking +4 to all saves, very useful.. also blinds nearby evil enemies on initial cast, no save but can be effected by spell resistance)
mass death ward
level 9:
energy drain (lower enemy saves, hp etc. for follow-up spells. also possible to drain them to death tho expensive in SP)
implosion (wheeeee instakill aura! even works on some stuff like undead)
For situational use, things like dismissal/banishment are good against demons & elemental etc, various summons, restoration-type spells are handy.
Last edited by FuzzyDuck81; 02-24-2011 at 08:06 AM.
I used to be with it, but then they changed what it was, now what's it is weird and scary to me.
Agree with the selection made by Fuzzyduck81. But the most important thing you need to do is, like Antheal said: Play YOUR cleric. Advice on spells is nice, for sure, but it really helps only if suits to your playing style. You got 6 levels of cleric now, so a MUST HAVE is Radiant Servant I enhancement, for its bursts avoid the use of sp on heals most of time, allowing you to CC/Buff/Offensive cast more. Maybe if you could post your build here, and tell us what's your plan (as Fuzzyduck81 said: Do you want to be a combat cleric, focused on melee? Which are your stats? How would you like to play, and such) we would be able to provide better help. Not only spells are important, must be careful on feats and enhancements too.
Waiting for your feedback! Cheers.
A lot depends on what your starting WIS was, and how many level ups you put into WIS (if any).
My Melee Cleric has a totally different spell set up than my offensive caster Cleric.
~ Pallai, Chennai, Saraphima~
~Shipbuff, Sophalia, Northenstar ~
~ Ascent~
I look at the adventure were doing. What is the main type of damage occured there. poison, acid, fire..etc then make sure I can heal against that. No matter what I make sure I am taken care of for what I need. So any buffs you want take them. So many people want a Cleric to just heal and blade barrier. role play your cleric. So what will make you ant to come back and play again tomorrow. Also if in a party ask what they need/want. Try for the needs and then the wants. Let them kow if you don't have something. Resists/heal/cures are usally the biggest.
I carry Stawart Pact (level 5). I can't tell you how many times it's saved me (or a party member) if I hit a spot of bad lag. Mass Cure Light, Medium, and Serious I use in parts 4 and 5 of the shroud (with empowered healing on and either an Amrath Superior Devotion VIII or my Dragontouched Greater Potency VII in effect). Quickened Mass Heal I've found to be very effective in either the Shroud or Amrath Quests, where everyone is tightly grouped.
So far as summons, the Summon Monster VII's wind elemental is nice for "tripping" most mobs. I've been surprised as the things it's knocked down. And the Hezeru (Summon Monster VIII) is nice for soloing as well.