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  1. #1
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    Default Cleric/rogue recommendation

    Hello I'm making a battle cleric that can search and disable traps. What multiclass do you suggest for me?
    Cleric 19/Rogue 1, Cleric 18/Rogue 2 for evasion, Cleric 17/Rogue 1/Figter 2 maybe, for 2 more feats. (only p2p thing i got is 32p build and some advetures, no classes)

    I'll be playing dwarf, stats as following. I will be maxing DD and concentration, putting 1 point (0.5 rank) per level in search and since I will have Find Traps spell, I will still have max in search on traps.

    My stats will be.(32p dwarf)
    Str: 16
    Dex: 8
    Con: 16
    Int: 14
    Wis: 16
    Cha: 6

    Thx for help.
    Last edited by Lifepuppet; 12-24-2012 at 07:23 AM.

  2. #2
    Community Member MnaSidhe's Avatar
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    1 rogue then 1 ftr for feat / weapons.
    Evasion is only worth it if you have a plan for getting your reflex save up (go halfling!!).

    kruemeli - Orien
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  3. #3
    Community Member Therigar's Avatar
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    Quote Originally Posted by MnaSidhe View Post
    1 rogue then 1 ftr for feat / weapons.
    Evasion is only worth it if you have a plan for getting your reflex save up (go halfling!!).
    Insightful reflexes takes care of that, no DEX required.

    IMO on a 1st life character 17/2/1 is better. The 17 cleric levels give you access to enough critical healing/curing spells to let you handle most quest and raid situations. The 2 rogue levels let you top off essential rogue skills somewhere around levels 12-15. The 1 fighter level gets you a martial feat and also access to dwarven axes (which you would not otherwise have).

  4. #4
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    hm yes, forgot evasion is useless if i cant pass a save in the first place :P thx for remind me.

  5. #5
    Community Member Thundaga's Avatar
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    Creating custom builds such as this one is normally encouraged and is a great way to enjoy the game as you want.

    That said, enjoy never getting invited to a group because your cleric isn't pure. I've learned my lesson with this community. If you want to play a cleric, be prepared to ALWAYS be a pure healer, stay at the back of the group, take orders from idiots, and hate yourself more and more as your pride and dignity is gradually stripped away on a daily basis.

    Unless of course you have close friends you'll be playing with all the time, or want to go solo the entire way through.

  6. #6
    Community Member Rusty_Can's Avatar
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    Quote Originally Posted by Thundaga View Post
    That said, enjoy never getting invited to a group because your cleric isn't pure. I've learned my lesson with this community. If you want to play a cleric, be prepared to ALWAYS be a pure healer, stay at the back of the group, take orders from idiots, and hate yourself more and more as your pride and dignity is gradually stripped away on a daily basis.
    As a matter of fact, decently-built divine characters are very solo capable: you don't need people; it's them that need you ...

    Divine with a shallow splash (say 2-3 levels in other classes) are usually considered perfectly fine, as long as the build makes sense ....

    "Clogues" (usually 18 cleric + 2 rogue) used to be quite popular, before the release of monk. They can still work: just remember that
    - in order to disable traps, you must find their boxes, thus Search is quite important;
    - in order to get to the box, sometimes you will need to go through the trap, so workable Evasion + quickened self-healing help.
    On Thelanis: Hallelujah (EK wraith) - Jerryrigged Juggernaut (Fiend Warlock) - Sepulchral (Druid) - Chopchopchop (Monk) - Alleyshadow (retired gimped monkcher). Formerly on Keeper : Misericordia (Thug) - Mumbo Jumbo (Battle Caster) - Infernal Can (WF Kinda Cleric) - Halleluyah (Melee Spellsinger).

  7. #7
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    , Yes I read some bad things about more customy chars not getting invited. But this is basicly my 1st run (I have a lvl 8 paladin but my gf bought druid and started playing so I rerolled) and I want to have fun.
    I usually dont even like playing with other random groups other than my friends. We will see, hopefully I will make this cleric good enough to enjoy some end game

  8. #8
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    Yea, my search should be high enough since with 0.5 points per level, Find Traps spell and +2 int, I will have the same search as a maxed rogue.
    I really wish I could put even more on search so I can do search and disable higher level dungeons but there are just no more points. putting 16 in int would gimp me, and I really wanted to play dwarf :P

    I wont have evasion since my reflex will be 2 low anyway, but my high con and quickened healing should get me on the other side of the trap if needed.

  9. #9
    Community Member Therigar's Avatar
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    Quote Originally Posted by Lifepuppet View Post
    Yea, my search should be high enough since with 0.5 points per level, Find Traps spell and +2 int, I will have the same search as a maxed rogue.
    I really wish I could put even more on search so I can do search and disable higher level dungeons but there are just no more points. putting 16 in int would gimp me, and I really wanted to play dwarf :P

    I wont have evasion since my reflex will be 2 low anyway, but my high con and quickened healing should get me on the other side of the trap if needed.
    With 14 INT you have 4 skill points per level. I'm going to assume that you are putting 1 point into concentration, 2 points into disable device and 1 point into search. That gets you 1 rank in concentration and disable device and .5 ranks in search.

    Note what I said in the response just before this one, insightful reflexes lets you use your INT modifier for reflex saves (ie, evasion). And, you can top off skills around L12-15 by taking a second rogue level. That would allow you to get search a bit higher if you wanted (although it might not be necessary if your find traps spell works). It would also let you push spot a bit higher if you don't know where traps are.

    Remember that if you have a class level you can always raise a skill connected to that class by 1 full level by spending 2 skill points (when it is a cross-class skill to your current character class).

  10. #10
    Build Constructionist unbongwah's Avatar
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    I would recommend human instead of dwarf; an extra feat & skill pts will really help out. Have a look a Valiance's thread; it's a 36-pt cleric/rog/monk, but it shouldn't be too hard to downgrade to 32-pt build w/out monk. If you're giving up on Evasion, then I might recommend rog 1 / cleric 18 / ftr or wiz 1 for an extra feat.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  11. #11
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    Char is already rolled, almost lvl 4. I know human would be better, but dwarf is my love. Went for rogue 1/fighter 1/cleric 18 so far, will continue with cleric. Leveling with my gf druid, she is going wolf form, pretty cool so far, seems like we have everything, lots of buffs, offensive spells, good in melee.

  12. #12
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    you assumed right, as I said, 2 points dd, 1 point conc, 1 point search on cleric levels, and ofcourse I know I can take cross-class skills, otherwise the build wouldnt work at all :P

    Hmm, as I didn't think of buffing INT Insightful Reflexes didnt cross my mind. But I guess I can always just carry a +6 int item (or whatever is available) at higher levels and it could give me some nice boost to reflex and maybe a working evasion.

    When would you advise me to take this 2nd level of rogue? Im currently rogue1/fighter1/cleric1. I guess i dont need 2nd rogue level before lvl 6 when I can take the feat.

    And I wont be buffing spot, I already told my druid to max it so she can see the traps for me

  13. #13
    Community Member Therigar's Avatar
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    Quote Originally Posted by Lifepuppet View Post
    When would you advise me to take this 2nd level of rogue? Im currently rogue1/fighter1/cleric1. I guess i dont need 2nd rogue level before lvl 6 when I can take the feat.

    And I wont be buffing spot, I already told my druid to max it so she can see the traps for me
    Last things first: Your druid won't be able to spot all the traps. Any trap with a DC >20 requires a rogue or artificer to spot. This was just in a thread a week or two back. See this entry for confirmation.

    First things last: I would not take the rogue level until up around levels 12-15. Most traps until then can be timed or otherwise avoided in some way. At that point you will have 9-13 cleric levels under your belt. So, you'll have a good notion then if your really should have evasion going for you. Taking at L12 or at L15 also lets you take the insightful reflexes feat at that point (assuming you have not taken it already).

  14. #14
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    Oh ****, so my druid just put some useless points in spot I thought the pnp trapfinding <20 rule was only for search, never guessed it could be the same for spot here. While we are at it, should I tell her to continue maxing spot? Will it be useful for something for something else in the game?

    Ok, so ill wait till 12 or 15 (this will be a long time from now ) and see how I'm standing.

    thx for help btw

  15. #15
    Community Member Therigar's Avatar
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    Spot is useful for seeing mobs that are "hidden." Things like kobold rogues or bugbears or tons of other mobs that are invisible until they attack or you bump into them. It doesn't help with mobs that are actually invisible (like invisible stalkers).

    It is also useful for secret doors and picking up clues in some dungeons.

    So, it is not an entire waste. At your current levels it probably is still a good investment -- although you could have her stop at this point in all likelihood.

  16. #16
    Community Member AtomicMew's Avatar
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    My suggestion is don't. Rogue has no synergy with cleric. Youre spreading your stats thin due to needing intelligence and your reflex is signficantly lower because of cleric's low reflex save.

    Trapping is a secondary function and isn't something that should cost so much. It's best to leave trapping to builds that don't need such a significant investment away from their main abilities.

  17. #17
    Community Member Therigar's Avatar
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    Quote Originally Posted by AtomicMew View Post
    My suggestion is don't. Rogue has no synergy with cleric. Youre spreading your stats thin due to needing intelligence and your reflex is signficantly lower because of cleric's low reflex save.

    Trapping is a secondary function and isn't something that should cost so much. It's best to leave trapping to builds that don't need such a significant investment away from their main abilities.
    While I generally agree with this I think that a careful reading of the original post and replies will show that OP typically duos with his gf who is running a druid (wolf form). In that set up having the rogue skills isn't bad as it benefits the two of them by removing a needless aggravation (traps that they cannot/don't know how to avoid), gives a bit of bonus xp and doesn't really detract from the two of them working together.

    If the build was for general pug play I'd probably agree that splashing rogue isn't worth doing. But, for this duo I think it is just fine.

  18. #18
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    Yea, I dont think I mentioned this at all. But this char will be used almost exclusively to duo with my gf wolf druid for as long as we can handle it that way. Im loving it so far. Thanks to everyone who helped me with advice.(Especially Therigar)

  19. #19
    Community Member Kinerd's Avatar
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    I would advise you to move towards an offensive spell casting route. Your melee is very effective now but will very rapidly be outstripped by monster HP. (Ideally you decide this before you take the fighter level. )

    The biggest problem with splashing a cleric is not so much what spells you'll have at 20 but delaying excellent spells. Raise Dead, Divine Punishment, Blade Barrier, these are all extremely powerful and delaying them is quite painful.

  20. #20
    Community Member Therigar's Avatar
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    Quote Originally Posted by Kinerd View Post
    I would advise you to move towards an offensive spell casting route. Your melee is very effective now but will very rapidly be outstripped by monster HP. (Ideally you decide this before you take the fighter level. )

    The biggest problem with splashing a cleric is not so much what spells you'll have at 20 but delaying excellent spells. Raise Dead, Divine Punishment, Blade Barrier, these are all extremely powerful and delaying them is quite painful.
    This isn't bad advice but a bit late I think. IIRC the OP was already L4 a few days ago with a level in each of the 3 classes, cleric/fighter/rogue.

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