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  1. #1
    Community Member whitehawk74's Avatar
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    Default Charisma. Is it worth it if I never use Turn Undead.

    Hiyas all.
    I am making another cleric (yes, I am the one still playing clerics).
    I have never really understood Charisma for Clerics. It makes sense for FvS, Pallys, Sorcs and Bards, but I am wondering if it is really worth putting any points into it if it only effects the number of Turn Undeads that I am given.

    I'm making a Dwarven cleric, 16 con, 18 wisdom, and I would prefer to put points into STR because I know that when I hit level 12 I am going to be in the middle of the fight anyway with my healing aura.
    So, quick question...
    Does Charisma do ANYTHING besides the number of Turn Undeads?
    If not, I can live with it. If so, please tell me what.
    DDO Wiki is weak on the subject.
    My demands are simple. Ducks, penguins and tortoises as pets. I'll buy hats and bow-ties for them all.

  2. #2
    Community Member PNellesen's Avatar
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    Quote Originally Posted by whitehawk74 View Post
    Hiyas all.
    I am wondering if it is really worth putting any points into it if it only effects the number of Turn Undeads that I am given.
    In my opinion, yes, if you have taken care of whatever your primary stat will be (WIS or STR, depending) and have covered CON, then additional points in CHA are worth it - more Turns = more Radiant Servant auras/bursts. Even though they regenerate, in many cases you'll want as many of them as you can get (raids like VoD/ToD, very long quests with only one shrine, etc.)
    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...

  3. #3
    Community Member Infant's Avatar
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    With Bursts healing for 150-200 hp and Aura ticking for 25 hp on my gimpy battlecleric, I find these are very valuable toons when you have to conserve SPs.

    I would start with at least 10 or 12 charisma on a dwarf. I also used a +2 tome and +6 item. As well as try to work in an item to increase my maximum number of turns (ring from Red Fens or trinket from Necro).

    Infant

  4. #4
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    30 turns equals 3 major pots worth of dv's. and is the worsed way to spend them(sp to casting wise).
    every turn equals an mass empower-heal, empower, maximized cure critical + an mass greater restoration(66+50 = 116sp),

    is it needed, nah. 10 turns is what most clerics are running around with. more then plenty in most situations.

    charisma can be an dump stat if you want. worlds not gonna end if you dont invest into it, but +6 charisma somewhere wouldnt be an bad idea.

  5. #5
    Community Member Inferno346's Avatar
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    Yes, it is useful for radiant servant and UMD. Yes, it is ok to dump-stat it.

    P.S. make it a human!
    Thelanis: Takhysys, Tenauch, Vitriolus, Kalav, Leprous

  6. #6
    Community Member Sarisa's Avatar
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    Just a few reasons why Charisma can be useful:

    As a melee Cleric, having a decent amount of starting CHA allows you to take Divine Might. 14 base+tome CHA gives you +2 to damage for 1 minute. 16 base+tome CHA gives you +4 to damage for 1 minute. While STR is still great to have for to-hit reasons, Divine Might's damage boost can greatly exceed what you get from STR.

    Each turn can become a Burst, which gives you a significant amount of healing power without SP use. Each burst is equivalent to around 60 or so SP.

    Each two points gives you a boost to UMD, if you use that. UMD on a Cleric isn't quite as useful as on a non-caster class, but it can still be nice to use certain class/race/alignment specific items, and scrolls such as Fire Shield, Knock, Invisibility, Blur, Teleport, and Dimensional Door.

    I personally have 10 turns, 11 with ship buffs, and that is enough for me for most normal quests. I can run out in Epic Wiz King, Epic Chains, or sometimes in Epic VoN6. Some people more heavily use their Bursts, others use them less, so how many you ultimately want to have depends a lot on your playstyle.

  7. #7
    The Hatchery Enoach's Avatar
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    As seen by many who post here... It depends on what Turn Based Abilities you use and the length of the content.

    I personally run with 20 turns (21 with ship buffs)

    My reasons:
    • Divine Vitality I <- Sometimes 15-25 SP for a caster is worth it - Such as powering a Haste, or GT at the end of a quest or Topping off a caster that buffed the party with extra sp before shrining and then put some buffs on himself after he shrined
    • Divine Healing I <- It reaches further than any other healing abilities (around corners, through gates). Only need 1 point of healing in the positive direction to stabilize an incapacitated character.
    • Divine Cleansing II <- Removes Curses and other stuff + adds a temporary Fort Save - Means I can Heal and watch curses on a Tank
    • Divine Might II <- +4 damage for 60 Seconds means I can contribute more than healing to a boss fight or sticky situation, but I'm not a wall flower
    • Aura/Burst Healing
    • Divine Intervention <- Used in two ways - On myself when my death would be a detriment to the party, to save someone from something Healing never could - the massive one shot or rapid many shots of death.


    The point is, I use all these abilities constantly but I'm use to having several CLICKY type abilities.

    Base your charisma on two factors
    • How many Turn Based Abilities your going to use and how often
    • UMD usage (being able to cast spells like Fireshield even at 50% can be a great way to minimize Damage especially if you lack reflex/evasion)

  8. #8
    Community Member whitehawk74's Avatar
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    Thanks for all of your replies.
    I have a level 20 cleric with 11 Turns. My healing aura is always on. The only time I use the burst is when i decide to surround myself with undead.

    I will dump it as a stat, but pick up a +2 CHA Tome.

    ./wave
    My demands are simple. Ducks, penguins and tortoises as pets. I'll buy hats and bow-ties for them all.

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