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  1. #1
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    Default Prefix of value for clerics

    Greetings

    I am trying to figure out which prefix to put on gear for my lvl 7 cleric (first and only char) which has just started doing crafting.

    For now I am trying to figure out the easier slots (ignoring trinkets, rings, main and offhand). For that I am using this page: http://cannith.cubicleninja.com/ looking only at prefix and unchecking the listed slots.

    Obviously +wis is great, +str has value, con and dex for save - but what about int and cha?
    How about poison, disease and blindness immunities are those worth good to use or should I look or other effects?

    Basically I am looking for advice or input on which prefix to use in these 8 slots as "standard" gear. Striding, Wis and Str are the ones I am very certain off.
    Last edited by mikarddo; 12-06-2011 at 04:45 PM.

  2. #2
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    Blindness immunity is a must for any character. All of my toons have blindness immunity goggles, and the ones who can use it have Persuasion (+3 to CHA skills) added to it. My cleric and fighters got + resistance added to theirs. Very useful items.

    At 7th lvl, you will be very limited to what you can put on a goggles, prob only blindness immunity and a +1 or +3 effect like jump or something.

  3. #3
    Community Member hyenaboy's Avatar
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    blindness immunity is awesome to have and of course disease, poison, deathblock when you can and yes Wis is the primary concern as a cleric not to leave out Con though. Str is nice at the low levels when you can hit to some degree. As I have a higher lvl crafter but have done it on lower of couse I usually make a blindness immunity set of goggles, Con Belt, usually a lightning guard of invulnerability on a set of mithral plate for low lvls, Wis on neck or Helm just perosnal prefernece there, Str on bracers, Cha on cloak. Don't usually mess with intel or dex on my clerics but they are pure no splashes.
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  4. #4
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    What does CHA do for a cleric as an enchantment? I know that base CHA gives me more turns but I am unsure what enchantment CHA does so please educate me

  5. #5
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    CHA is useful for more TU's. These can be used in a variety of ways, including healing, giving others SP, and even a damage boost to yourself with a high enough BASE CHA (14/16/18/20 BASE for +2/+4/+6/+8 damage) but the CHA investment on a Cleric is not worth it for the higher tiers.

    Goggles? Probably blindness immunity or attack bonus.
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  6. #6
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    For low levels no matter what class I get the following

    Blindness
    Proof against poison (think it is called that)
    Disease

    I do believe those take up the goggles, belt and neck slots on most of my new characters.

    Weapons I go for vicious early and as they gain levels I craft a screaming weapon of bleeding and a holy weapon of lesser bane. Or put keen on the weapon if you use one with a good crit profile (falchion, scimitar, rapier)

  7. #7
    Community Member butcheredspirit's Avatar
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    I put attack bonus on my cleric's goggles.

    I carry wands for blindness, disease, curse and poison.

    Not only does that solve the problem for you, but you can easily remove these conditions from party members.


    Charisma will boost many things a little, the cha enhancement will also give more turns.
    All in all I find it to be an expensive enhancement, pure turning enhancements are cheaper.

    I wouldn't be surprised if (the yet to come), Exorcist of the Silver Flame prestige, will benefit from awesome charisma.

  8. #8
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    Thank you for the replies - much appreciated.

  9. #9
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    Would this setup be reasonable?
    Googles Blindness Immunity
    Belt Disease Immunity
    Necklace Proof against Poison
    Ring Con + Dex
    Helm Wisdom
    Cloak Cha
    Gloves Str
    Boots Striding
    Bracers Conj Focus
    Shield ?
    Weapon ?
    Trinket ? Using The Voice of the Master though so unsure if I should craft anything at all.

  10. #10
    Community Member moriedhel's Avatar
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    Quote Originally Posted by mikarddo View Post
    Would this setup be reasonable?
    Googles Blindness Immunity
    Belt Disease Immunity
    Necklace Proof against Poison
    Ring Con + Dex
    Helm Wisdom
    Cloak Cha
    Gloves Str
    Boots Striding
    Bracers Conj Focus
    Shield ?
    Weapon ?
    Trinket ? Using The Voice of the Master though so unsure if I should craft anything at all.
    No false life or feather falling? I'd fit in wizardry or power maybe as well at least on a swappable item, and of course the bread and butter of the cleric: devotion/ardor
    Last edited by moriedhel; 12-07-2011 at 04:07 AM.

  11. #11
    Community Member butcheredspirit's Avatar
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    My trinket has been
    Efficient Meta-Magic Empower Healing II trinket of Greater Healing Lore
    (soon to be Major Healing Lore)

    Other things I used at times were spell penetration, potency, and extra sp

  12. #12
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    Potentially you need moderate fortification, false life, devotion, potency or the clicky versions (ardor, efficacy)
    Cannith - Noehealz, Protectorjon, Noebuffs, Mortion

  13. #13
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    Thanks for the replies.

    Clickies (Ardor etc), Feather Fall and Underwater I will obviously need but on swapable items - hence not on the last. I may consider swapping Dex for Feather Fall to wear always.

    False Life, Fortification and Wizardry are suffixes and hence not on the prefix list I will start looking on the long list of suffixes soon though.

    Devotion and Potency I need to consider if I want those or I want to go only with the clicky versions.

  14. #14
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    Quote Originally Posted by mikarddo View Post
    Obviously +wis is great, +str has value, con and dex for save
    Nothing against Str, it's useful, but Con is moreso. Saves, sure, but hit points, too! And your Concentration skill. And did I mention more hit points?

    Quote Originally Posted by mikarddo View Post
    - but what about int and cha?
    You don't need an Int item. Cha is useful: more turns means more Bursts (or, later, auras), plus make more money selling trash.

    Quote Originally Posted by mikarddo View Post
    How about poison, disease and blindness immunities are those worth good to use or should I look or other effects?
    Some swear by them, but there are potions to remove the statuses, and, as a Cleric you can just cast to remove them if needed.

    False Life, for more HP. Is Arcane Lore craftable? Once you have Divine Punishment and Blade Barrier, it's useful.

  15. #15
    Community Member BuyTiles's Avatar
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    Quote Originally Posted by hyenaboy View Post
    blindness immunity is awesome to have and of course disease, poison <snip>
    All those are wasted slots as they're all available in pots. a stack of 100 blindness removal pots will last several lives. Poison and disease slightly less.

    As a pure cleric, you'll need:

    STR: don't want to get helpless.
    CON: hps, yeah
    WIS: better dc's, win
    CHA: more turns
    heavy fort
    deathblock (nice even if you can cast deathward)
    GFL
    SP item
    Featherfall: preference of mine, hate forgetting it and failing jumps
    Potency
    Lore
    GS hps
    Pipot, Officer of Loot, Cannith.

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