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  1. #1
    The Hatchery kierg10's Avatar
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    Default Cleric offensive casting CC focus with good damaging spells, need feedback/advice

    Here's an offensive casting cleric with good healing ability i came up with. He will be able to scroll heal, have a good number of bursts and still control the battle with good CC and damage spells. Any advice and feedback would be nice and appreciated.

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Mirrian Normfay
    Level 20 True Neutral Human Male
    (20 Cleric) 
    Hit Points: 302
    Spell Points: 1621 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 5
    Will: 21
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                  8                    8
    Dexterity             8                  8                    8
    Constitution         16                 18                   18
    Intelligence          8                 10                   10
    Wisdom               18                 26                   29
    Charisma             14                 16                   18
    
    Tomes Used
    +2 Tome of Intelligence used at level 7
    +2 Tome of Constitution used at level 20
    +3 Tome of Wisdom used at level 20
    +2 Tome of Charisma used at level 20
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance              -1                  6                    6
    Bluff                 2                  4                    4
    Concentration         7                 26                   26
    Diplomacy             6                 27                   27
    Disable Device       n/a                n/a                   n/a
    Haggle                2                  4                    4
    Heal                  4                  9                   11
    Hide                 -1                 -1                   -1
    Intimidate            2                  4                    4
    Jump                 -1                 -1                   -1
    Listen                4                  9                    9
    Move Silently        -1                 -1                   -1
    Open Lock            n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair               -1                  0                    0
    Search               -1                  0                    0
    Spot                  4                  9                    9
    Swim                 -1                 -1                   -1
    Tumble               n/a               n/a                   n/a
    Use Magic Device      n/a               n/a                   n/a
    
    Level 1 (Cleric)
    Skill: Concentration (+4)
    Skill: Diplomacy (+4)
    Feat: (Selected) Spell Focus: Enchantment
    Feat: (Human Bonus) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Turn Undead
    Spell (1): Bane
    Spell (1): Bless
    Spell (1): Cause Fear
    Spell (1): Command
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Doom
    Spell (1): Inflict Light Wounds
    Spell (1): Nightshield
    Spell (1): Nimbus of Light
    Spell (1): Obscuring Mist
    Spell (1): Protection From Evil
    Spell (1): Remove Fear
    Spell (1): Shield of Faith
    Spell (1): Summon Monster I
    
    
    Level 2 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Mental Toughness
    Spell (2): Aid
    Spell (2): Bear's Endurance
    Spell (2): Bull's Strength
    Spell (2): Close Wounds
    Spell (2): Cure Moderate Wounds
    Spell (2): Deific Vengeance
    Spell (2): Eagle's Spendor
    Spell (2): Find Traps
    Spell (2): Hold Person
    Spell (2): Inflict Moderate Wounds
    Spell (2): Lesser Restoration
    Spell (2): Owl's Wisdom
    Spell (2): Remove Paralysis
    Spell (2): Resist Energy
    Spell (2): Seek Eternal Rest
    Spell (2): Soundburst
    Spell (2): Spawn Screen
    Spell (2): Summon Monster II
    
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Spell (3): Bestow Curse
    Spell (3): Blindness
    Spell (3): Contagion
    Spell (3): Cure Serious Wounds
    Spell (3): Dispel Magic
    Spell (3): Glyph of Warding
    Spell (3): Inflict Serious Wounds
    Spell (3): Magic Circle Against Evil
    Spell (3): Mass Aid
    Spell (3): Prayer
    Spell (3): Protection From Energy
    Spell (3): Remove Blindness
    Spell (3): Remove Curse
    Spell (3): Remove Disease
    Spell (3): Searing Light
    Spell (3): Summon Monster III
    Spell (3): Water Breathing
    
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Spell (4): Chaos Hammer
    Spell (4): Cure Critical Wounds
    Spell (4): Death Ward
    Spell (4): Dismissal
    Spell (4): Divine Power
    Spell (4): Freedom of Movement
    Spell (4): Holy Smite
    Spell (4): Inflict Critical Wounds
    Spell (4): Mass Shield of Faith
    Spell (4): Neutralize Poison
    Spell (4): Order's Wrath
    Spell (4): Panacea
    Spell (4): Poison
    Spell (4): Recitation
    Spell (4): Restoration
    Spell (4): Summon Monster IV
    Spell (4): Symbol of Flame
    Spell (4): Unholy Blight
    
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Spell Penetration
    Spell (5): Break Enchantment
    Spell (5): Divine Punishment
    Spell (5): Flame Strike
    Spell (5): Greater Command
    Spell (5): Mass Cure Light Wounds
    Spell (5): Mass Inflict Light Wounds
    Spell (5): Protection From Elements
    Spell (5): Raise Dead
    Spell (5): Slay Living
    Spell (5): Spell Resistance
    Spell (5): Stalwart Pact
    Spell (5): Summon Monster V
    Spell (5): Symbol of Pain
    Spell (5): True Seeing
    
    
    Level 10 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    
    
    Level 11 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Spell (6): Banishment
    Spell (6): Blade Barrier
    Spell (6): Cometfall
    Spell (6): Create Undead
    Spell (6): Greater Dispel Magic
    Spell (6): Greater Glyph of Warding
    Spell (6): Harm
    Spell (6): Heal
    Spell (6): Heroes Feast
    Spell (6): Mass Bear's Endurance
    Spell (6): Mass Bull's Strength
    Spell (6): Mass Cure Moderate Wounds
    Spell (6): Mass Eagle's Spendor
    Spell (6): Mass Inflict Moderate Wounds
    Spell (6): Mass Owl's Wisdom
    Spell (6): Summon Monster VI
    Spell (6): Symbol of Fear
    Spell (6): Symbol of Persuasion
    Spell (6): Undead to Death
    Spell (6): Word of Recall
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Quicken Spell
    
    
    Level 13 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Spell (7): Destruction
    Spell (7): Greater Restoration
    Spell (7): Mass Cure Serious Wounds
    Spell (7): Mass Inflict Serious Wounds
    Spell (7): Mass Protection From Elements
    Spell (7): Mass Restoration
    Spell (7): Mass Spell Resistance
    Spell (7): Resurrection
    Spell (7): Summon Monster VII
    Spell (7): Symbol of Stunning
    Spell (7): Symbol of Weakness
    
    
    Level 14 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    
    
    Level 15 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Heighten Spell
    Spell (8): Death Pact
    Spell (8): Fire Storm
    Spell (8): Holy Aura
    Spell (8): Mass Cure Critical Wounds
    Spell (8): Mass Death Ward
    Spell (8): Mass Inflict Critical Wounds
    Spell (8): Summon Monster VIII
    Spell (8): Symbol of Death
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Spell (9): Energy Drain
    Spell (9): Implosion
    Spell (9): Mass Heal
    Spell (9): Summon Monster IX
    Spell (9): True Resurrection
    
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Maximize Spell
    
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Diplomacy (+1)
    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Human Improved Recovery I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Prayer of Smiting II
    Enhancement: Cleric Prayer of Smiting III
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Prayer of Incredible Smiting I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Smiting III
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Improved Spell Penetration II
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Divine Vitality II
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    Enhancement: Cleric Wand and Scroll Mastery III
    Ckarlock Alarm (PDK bard 7 fighter 6 rogue 2) life 17
    Dragonbloodz Power (Drow sorc 20/epic 8) life 6
    Sorinsal (Drow rogue 20/epic 5) life 2
    Quote Originally Posted by Memnir View Post
    What I think is OP is anyone who uses implemented game mechanics, standard game features, or their own skill to be more effective in quests then I am - so I then find the time to post complaints about their use of implemented game mechanics, standard game features, or their own skill thus making me OP on the forums.
    Quote Originally Posted by Bridge_Dweller View Post
    Here's a new flash for the people who have not evolved and still play sponge toons: you serve no purpose. it's rude, but it's the truth. Divines are powerful, have been for a long time. They don't need you. If you need them you add no value to the group.

  2. #2
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    I'm surprised no one's responded to this yet. Apparently there is a hjealer shortage on the forum as well as in game!

    Stat distribution looks good. My personal preference is to melee a bit (debuffing weapons or general DR breaker for DPS), so I would not dump STR as you did, but CHA is certainly a valid choice for the turns, divine might, and UMD bonus.

    Consider investing 1 rank in tumble (useful for going measured distances, like tiles in Abbot, or greater mobility while shieldblocking and tactically retreating), or 11 ranks in UMD (fire/cold shield. gust of wind to get rid of AoEs instead of break enchantment, blur/displacement; somewhat harder are GH, teleport, some Arti scrolls). If you're planning concordant opposition/torc, I would dump diplo for UMD.

    Featwise I am not a big fan of Mental Toughness. One feat to allow you to cast (Mass) Heal twice? Might be better off with Empower (nuking), extra turns if you're going to burst aggressively, or another spell focus (Evocation/Necro/Enchantment)/penetration feat.

    Don't take more heal crit enhancements than necessary to qualify for RS; you can't rely on crits to heal. However, crit investment in the smiting line is great for boss nuking, since they have so many HPs you're bound to see crits over the life of the DP stack. Energy of the Zealot, like Mental Toughness, is questionable. I personally wouldn't invest 2 AP for DV II (DV I is fine for emergencies); it's only an upgrade of 5 SP per shot (tell the stupid wizards to manage their SPs better ). Some people advocate all Scroll Mastery IV--I personally don't like the huge AP investment to get there. Investing in Improved Empower Healing plus a little gear makes EH essentially free, but again, mighty expensive AP-wise. Some people like the capstone; I'm not a fan (an incap tank loses aggro anyway/in the chaos of battle it's hard to figure out who needs DI the most). Unyielding Sovereignty is good to restore death penalties if things go south, but only one shot per 10 minutes.

    Welcome to the world of divine casting. My main is a caster cleric, and I really enjoy deciding who lives and who dies!

  3. #3
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    Feats Human in order:

    toughness,
    empower healing - used for healing radiant burst. it is a free buff. not used for cures until past level 6-9. Then for boss fights. With radiant Serv2 always on.
    maximize - used for healing radiant burst. it is a free buff. not used for cures until past level 10
    empower - used for healing radiant burst. it is a free buff. not used for cures until past level 6-9
    quicken - used for healing radiant burst. it is a free buff.
    heighten
    Either SF EVoc or Necro, or SP for later levels, u don't need it early.

    You can take extend early then swap it out by lvl 6-9. With ship buffs, and U9 this is less important.



    Enhancement: Cleric Divine Intervention
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Human Improved Recovery I-take early ok then drop unless u have one point left over at lvl20
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Smiting I
    Enhancement: Cleric Prayer of Smiting II
    Enhancement: Cleric Prayer of Smiting III
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II-drop
    Enhancement: Cleric Prayer of Life III-drop
    Enhancement: Cleric Prayer of Incredible Smiting I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Prayer of Incredible Life II-drop
    Enhancement: Cleric Smiting I
    Enhancement: Cleric Smiting II
    Enhancement: Cleric Smiting III
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Improved Spell Penetration II
    Enhancement: Cleric Energy of the Zealot I-take early ok then drop
    Enhancement: Cleric Energy of the Zealot II-drop, take early then drop
    Enhancement: Cleric Charisma I-drop
    Enhancement: Cleric Charisma II-drop
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Divine Vitality II-drop
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Wand and Scroll Mastery I
    Enhancement: Cleric Wand and Scroll Mastery II
    Enhancement: Cleric Wand and Scroll Mastery III-if u need more points for smiting drop

    Charisma enhancements are a waste unless u are evening out a number temporarily. You can take extra turning 1 instead.
    Critical healing lines are either over healing or not relied on tactically in the game. Min for Rad Serv. That is it.

    Take:
    Cleric Smiting 4
    cleric prayer of smiting 3
    Cleric Prayer of Incredible Smiting 2 or 3

    Stats:
    Wisdom 3
    Greater human adapt CON, lower con to 15 and put into STR. Helps with gear weight and enfeeblement.
    If you are not going to take DM1 then drop CHR to 10-12 and put more into STR. Take extra turning 2 instead if u want more turns, but prob need the points later for smiting. Now u can swing a club without hurting yourself during your level up from low to mid lvl. Dumping STR is old nanybot builds.

    To get here drop Human Recovery 1. Nice early to midlvl, but if u need the points. Same for energy of zealot 1 if u need points. At late levels these points matter and are just to use a left over pt at CAP. Your healing of yourself will start with heal spells with empower healing will always top u off. U don't need human recovery to do that. You can even drop scroll mastery 2. It is only 7-15 points per heal scroll unless u on a budget.

    You are an offensive caster or not???
    Last edited by Firesmall_at; 01-01-2012 at 11:32 AM.
    It is just a game.

  4. #4
    Community Member Hobgoblin's Avatar
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    are you dead set on sf: enchant?

    only thing i can see it on is greater command and symbols.

    perhaps sf: evo, necro or spell pen instead?

    hob

  5. #5
    Founder Mellkor's Avatar
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    If you are looking to play a lot at endgame, my advice would be to not focus on divine CC, as it is not so great at endgame. It is great up to mid levels, but after that arcane CC is light-years ahead of divine CC. If a CC'r is what you want, I would suggest a wizzy.
    Mellkor Wizard, Culpepper Cleric, Coyle Warlock, Anarion Mechanic Archer, Ungoliant, Assassin, Tulkas Astaldo Vanguard Pally,
    ***Argonnessen***
    ~~Ascent~~

  6. #6
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    Quote Originally Posted by Mellkor View Post
    If you are looking to play a lot at endgame, my advice would be to not focus on divine CC, as it is not so great at endgame. It is great up to mid levels, but after that arcane CC is light-years ahead of divine CC. If a CC'r is what you want, I would suggest a wizzy.
    +1

    Except for Divine Punishment. 3 do 2500 points of damage over 48 seconds depending on gear and criticals.

    Clerics are not wizards, but having one combat cast saves the wizard spell points for bosses and insta killing tough mobs... if they let the Cleric (then Wiz delay of game as he runs back to shrine) combat cast mobs and trash, lol. The same can be said for Cleric meleeing vs. pure melee builds. More so! IMHO. Nanybots are a waste.
    Last edited by Firesmall_at; 01-01-2012 at 11:30 AM.
    It is just a game.

  7. #7
    Founder Mellkor's Avatar
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    Quote Originally Posted by Firesmall_at View Post
    +1

    Except for Divine Punishment. 3 do 2500 points of damage over 48 seconds depending on gear and criticals.

    Clerics are not wizards, but having one combat cast saves the wizard spell points for bosses and insta killing tough mobs... if they let the Cleric (then Wiz delay of game as he runs back to shrine) combat cast mobs and trash, lol. The same can be said for Cleric meleeing vs. pure melee builds. More so! IMHO. Nanybots are a waste.
    Hmm. I was ASSuming CC meant crowd control. Does the op mean combat casting?



    IF the op meant combat casting, then I would say divine combat casting is not bad at endgame, but still, a far cry from arcanes, and I would advise rolling a sorc if combat casting is what you want as a focus.
    Mellkor Wizard, Culpepper Cleric, Coyle Warlock, Anarion Mechanic Archer, Ungoliant, Assassin, Tulkas Astaldo Vanguard Pally,
    ***Argonnessen***
    ~~Ascent~~

  8. #8
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    Quote Originally Posted by Mellkor View Post
    Hmm. I was ASSuming CC meant crowd control. Does the op mean combat casting?



    IF the op meant combat casting, then I would say divine combat casting is not bad at endgame, but still, a far cry from arcanes, and I would advise rolling a sorc if combat casting is what you want as a focus.
    Ah the SF enchantment is for that then... well u should tell him to be a bard then?

    My mistake, but the posts still apply except for the type of SF then. And for Crowd control wouldn't heighten earlier be better lvl 9-12?

    I think every Cleric should buff their divine punishment as much as they can with Max,Empower, 9% criticals/18% with gear, and get the multiplier up some. It is their main boss weapon in every build with 16+ levels of Cleric, IMHO.
    Last edited by Firesmall_at; 01-01-2012 at 11:43 AM.
    It is just a game.

  9. #9
    The Hatchery kierg10's Avatar
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    Yes by CC i meant 'crowd control'. And i wont be dropping the spell pen. feat, but empower would be a good thing to add in, I'll look at that. Also would heighten really be that good if i am casting offensive spells, or is it only good for crowd control spells? And dump some of the spell crit feats. I will look up what to swao SF: enchantment for next week, then when i get a bit more feedback i will edit the character. Thanks for the feedback BTW.
    Ckarlock Alarm (PDK bard 7 fighter 6 rogue 2) life 17
    Dragonbloodz Power (Drow sorc 20/epic 8) life 6
    Sorinsal (Drow rogue 20/epic 5) life 2
    Quote Originally Posted by Memnir View Post
    What I think is OP is anyone who uses implemented game mechanics, standard game features, or their own skill to be more effective in quests then I am - so I then find the time to post complaints about their use of implemented game mechanics, standard game features, or their own skill thus making me OP on the forums.
    Quote Originally Posted by Bridge_Dweller View Post
    Here's a new flash for the people who have not evolved and still play sponge toons: you serve no purpose. it's rude, but it's the truth. Divines are powerful, have been for a long time. They don't need you. If you need them you add no value to the group.

  10. #10
    Community Member Sarisa's Avatar
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    It's nice to have the option to CC in end game, since sometimes you get horrible casters in groups. I just wouldn't devote a feat to Enchant on a Cleric, as it just doesn't cover enough useful spells. If you really want a spell focus, I agree with Necro as the prime choice, with Evocation as a good secondary choice.

    Definitely do carry around an enchantment focus item for times when you need to CC, such as a Dreamspitter, Staff of the Petitioner if you can get it, Xachosian Eardweller if you can get one, Scepter of Mad Trickery, or Shard of Xoriat.

    Case in point, I did an eVoN1 yesterday. There were two PM's in group, and neither one did any sort of CC. No webs, saw a single Mass Hold the entire quest, no Circle of Death (only Wail and Finger). They were all "I do damage!". I ended up having to CC it on my Cleric, via symbols and Greater Command.

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