Results 1 to 3 of 3

Thread: What spells?

  1. #1
    Community Member
    Join Date
    May 2011
    Posts
    45

    Default What spells?

    I just hit lvl 11 and OMW to 13 and am wondering what spells should I have ready to cast? I primarily heal at this point but still there is alot of spells to choose from and it's nice to have a good damage spell just in case. I made sure to get blade barrier though since I hear so much about it. Would appreciate your advice.

  2. #2
    Community Member
    Join Date
    Sep 2010
    Posts
    491

    Default

    Quote Originally Posted by rapt View Post
    I just hit lvl 11 and OMW to 13 and am wondering what spells should I have ready to cast? I primarily heal at this point but still there is alot of spells to choose from and it's nice to have a good damage spell just in case. I made sure to get blade barrier though since I hear so much about it. Would appreciate your advice.
    For offensive spells, I use blade barrier, and comet fall the most.

    Others to consider as you level up

    Destruction
    Banishment - has it uses on some stuff
    Greater command
    Hold person
    sonic blast

    I just got to level 17 so not sure about implosion and energy drain, most parties I am in just need the heal and mass heal. So I have not had a chance to try it out yet.

  3. #3
    The Hatchery Habreno's Avatar
    Join Date
    Sep 2009
    Posts
    1,145

    Default

    Just hit 11, eh?

    I'd be looking at carrying Heal, Cure Moderate Mass*, and Blade Barrier, but not being opposed to swapping Blade Barrier out. If you're looking at undead-heavy quests, there's a level 6 mass-insta kill for undead; in Vale there's a great use for Banishment, another mass-insta kill for extraplanar creatures. Harm is nice when you need to heal a Pale Master (uncommon, but happens) but is not worth a 100% slot at the moment. I would always carry Heal and Cure Moderate Mass; one is *mandatory, the other almost mandatory.

    Level 5 spells are slightly easier. I'd consider the new Divine Punishment spell, even without any points in the smiting line. It's just too good of damage to give up, especially since you gain one caster level on it now bonus from Radiant Servant and an additional bonus caster level in one level with Radiant Servant II (which you should probably get at level 12); putting points in the smiting line in addition to the healing line will boost the spell, but it's a difficult AP management task, as both lines, plus Radiant Servant with +3 Wisdom enhancements leaves you with 8 AP, out of the 80 starting AP for level 20. You use 2 on capstone then, leaving you with 6 AP, at level 20. Very difficult multitask to accomplish, and not really advised at your level. If you want to put points there, start with maxing healing then add to smiting when possible.
    Anyway, back to L5 spells. There's not too much here, only Cure Light Mass is mandatory. I use True Seeing, Stalwart Pact, and the Divine Punishment a lot. Actually forget my other two L5 spells, but you'll figure out what's good and what's not quickly enough. For now, though, Protection from Elements is good. It's less SP for two or more elements on one person. Still keep Protection from Element (L3 spell) prepped for single-element protections.
    Level 4 and below are not as commonly used now. Level 4 should be buffs, mass if possible, but including Divine Power. This gives +6 enhancement boost to Strength, which you may already have, but it also raises your BAB to that of a fighter of your level. Handy for extra meleeing to-hit, should you melee. Recitation is the only other buff I'd really like a Cleric to carry at that level, for the boosts it gives. Prayer at level 3 is like one of your level 1 spells, but it's an AoE with a *slightly* shorter duration (24 seconds, extended, at cap with Radiant Servant II), and there isn't much under l3 I'd want besides Resist Energy. At level 11 it's 30 ignorable damage from fire, ice, electric, acid, or sonic, when buffed, and damage mitigation is good.

    There's not as much that goes into Cleric spells as what goes into Favored Soul spells, or for that matter any other caster. Buffs and heals are main, Damage/CC should be secondary.
    Quote Originally Posted by TheLegendOfAra View Post
    Welcome to Argo, where our end game players are constantly striving for new and exciting ways to make themselves more gimp, and continually working towards progressively more pointless goals.
    BYOH. Know it, abide by it, or don't mess with those who do.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload