Results 1 to 2 of 2
  1. #1
    Community Member
    Join Date
    Dec 2009
    Posts
    51

    Default The Cleric, broken and forgotten?

    Dear Devs and the world at large,

    I've played a cleric for a long long time, many of you who play on Khyber may know Mawu. I've worked really hard to make her good at using the turn undead ability and as of last update it seems as if though undead mobs have gained a 'save' vs. turn besides that of their hit dice, because it has become harder to turn them. Normally when a turn fails you get a message that says not enough conviction or they just squat there I get neither.
    Turn undead it really the only thing that clerics have that makes them stand out and offensively useful and its broken. The enhancement tree for our only path contains several abilities that are useless or outdated. Divine healing is not even useful past level 4, perhaps it can be made more useful by increasing the duration of the effect or make it work more like the cocoon ability. Divine might is a joke because our B.A.B. is low and we cant do much damage melee any how perhaps you could make it any area effect buff that we can use to aid party members as well as ourselves. Divine light as it is, is useless because we can turn undead or use the burst which is more effective perhaps you could alter the ability to do light damage AOE to more types of mobs maybe include demons, devils, and other outsiders and let it work with metamagics like maximize. Divine vitality and cleansing should be altered so we can use them on ourselves. Our turning abilities are the hallmark of a cleric because no matter what we do we will never be able to do as much damage as a caster or fighter type but by having powerful divine skills be can be more than just nanny bots.
    I just see the casters get'n lots of love and more powerful and I don't want ya to forget us clerics.

  2. #2
    Community Member JonBiryon's Avatar
    Join Date
    Nov 2009
    Posts
    72

    Default

    Cleric's and Paladin's standard Turn Undead in its original form seems obsolete these days, and has nearly no effect in most cases unless you play a lot of Normal difficulty quests, which have been out of fassion for quite some time now. I do hope they will be given some love soon enough.

    That said:
    For a cleric beyond level 6, Turn Undead has an excellent use as a Positive Energy Burst (and Aura at 12) - you must take the Radiant Servant prestiege enhancements to support it of course.
    The prestiege allows your Turn Undead charges to have a good purpose, and good it is.
    I personally tend to take Empower, Maximise, Empower Healing and Quicken feats, and use them almost only with the two SLAs and hardly with any spells (Emp.Healing is the only one which works with the aura, but the burst is more vital). You do not need to worry about actually Turning undead because usually the damage from bursts will be enough to kill or nearly kill all undead in proximity. 2 bursts would be a safe bet I'd say to clear the screen.

    A cleric without Radiant Servant (thus Positive Energy Burst) is just a lesser divine caster (than FvS) with heavy armor, but a radiant servant would outdo anything else.
    Note that the prestiege also allows your Turns to recharge every 2 minutes.

    http://ddowiki.com/page/Radiant_Servant_enhancements
    Last edited by JonBiryon; 08-09-2013 at 03:15 AM.
    Though there are many paths at the foot of the mountain,
    all those who reach the top see the same moon.

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