Here's an EE battle cleric.
Here's an EE battle cleric.
A DC-casting Cleric with max Wisdom, past lives, perfect gear, etc., will do great in older EEs, pretty good in EE GH/Wheloon, and do barely well enough not to be completely useless in EE Storm Horns.
So, yes, it works. Works well, in some places. But it works rather poorly in the current hardest content.
Just started this build as I return to the game. What's some decent gear to start out with at level 7?
My personal gear plan for this character has nothing especially cleric-y on it for level 7, but that gear list is still from the pre-Shadowfell version. That older version took a wizard level for master's touch and used carnifex/sword of the thirty/whirlwind to hack its way to blade barrier. This new version is caster through and through, so that wouldn't work as well.
Of course the regular stuff: wisdom, con, false life, fortification, maybe charisma, etc... As a level 7 I might try to farm up the mire set and maybe even the sacred set. Not sure on the sacred set, but mire set is solid.
For casting you'll definitely want the highest radiance item you can find, a decent devotion item, and if you can manage it, lore for either or both of them. A thaumaturgy staff with radiance and devotion regardless of the lore (even if useless like ice lore) would be pretty sweet and may not be too tough to find.
In a few levels, I'd make the blue armor line your priority: Elfcraft plate, then blue dragonplate if you can swing it, then at epic levels restored elfcraft. Hold off on flawless blue dragonplate until you're absolutely sure you want to go that route, but while you're deciding, restored elfcraft is cheap and easy to get for an endgame placeholder.
Scepter of Healing and Dalorent's Seal are both excellent items for this build; figure around level 12 to farm up and equip them.
If you're truly brand new I'd recommend the nightforge gear: hat, bracers and necklace.
Did I ask this already . . . not sure . . .
what kinda DCs can this hit?
Not good enough for EEs. You need perfect gear and all 3 twists devoted to wisdom & dc to hit 60 necro. You might not even hit 60.
Though I was kicking around the idea of running mine through some of the beginner EEs solo just for the fun and challenge of it to see if I could. He doesn't have perfect gear, but his gear is very good. (EE blue helm, fully upgraded flawless blue scale, 4 FoT raid items, etc...)
EDIT: More complete breakdown, here's my current stats at level 25:
600 HP
3017 SP
52? necro dc
Ways I could improve his necro dc:
+1 litany of the dead
+1 wisdom twist
+2 twist in acute instincts (chugging rage potions)
+2 upgrade from +8 to +10 item
+1 levelup @ 27
+1 feat @ 28
+2 yugo pots
+2 alchemical shield or weapon
----
+12 wisdom
+6 wisdom mod
+1 divine disciple tier 5 (I take aura instead)
+1 upgrade necro dc item from +4 to +5
----
+8 necro dc for 60 dc sustainable
Maybe add a store pot for 61.
Last edited by EllisDee37; 10-30-2013 at 12:53 AM.
I'm going to lesser reincarnate as it will give me 32 point and kinda reduce the quest time or more fun on playing this Necro Cleric. It will be Lv28.
I've noticed the most useful necro spells are Slay Living/Destruction/Energy Drain/Symbol of Death. The stuns spells are all Enchantments. How did your stun spells work out in End game?
Wouldn't it be better to focus on evocation spells? since you'll likely have a caster in endgame content and not much spells on necro or I haven't noticed.
Also I would like to know about your evocation spells.
Endgame gears would be nice to know.
And Destiny.
The only evocation spells to focus on are blade barrier and implosion. I prefer the necro spells you outlined.
If by endgame you mean the highest level content on epic elite, DC casting on a cleric likely won't work. For that, your best best is to go evocation specced and shoot for 70 evo DC.
Most of the cleric Stun spells are Enchantment based so will it be a good idea to cast Greater Command on EH or EE quest? Since Cleric DCs are much worse than Wizards.
Sure, why not? Greater Command is a good spell.
With their bonus feats as a class feature (and Clerics NOT having their class feature, Domains) and a better spell selection (Turbine, implement more Divine spells!), Wizards do have more breadth & versatility.
But best possible DCs between Clerics & Wizards aren't really that far apart at all.
Clerics don't really have anything to directly fill the role of persistent CC the way Web or Otto's Sphere do for Wizards. Of course, there is such a spell in base 3.5 D&D, and, lo-and-behold, that spell is already implemented in DDO! But for some reason the devs refuse to give Clerics this core Cleric spell.
Hey, EllisDee37!
I just wanted to say thanks for a great build. I've played this build from 1 to 18 so far (with just a couple of personal modifications in the order of enhancements). He's a real winner. To be honest, I hardly ever cast blade barrier because I'm always with a party...go, go Cleric!
Happy New Year!
Last edited by Starp; 01-06-2014 at 09:30 AM. Reason: Forum stripped my blank lines?
Hey EllisDee37
Thanks for the build. As of now, 2014, is the first post updated for your final enhancements tree ?
Also, would you mind posting your spell list and say which ones are your primary spells (non-healing) for mobs and red-names ?
Thanks
The Sacred set is very useful at level and as swap in gear at somewhat higher levels. Deathblock, extra turns (for extra healing bursts), Eternal faith for when you do want to use turns for turning, +4 wisdom never hurts. Sadly, the Devotion set bonus is cr@p these days, but it's better than nothing as a backup. I also make sure to get the Marshwalker set on all my toons (particularly slow divines), it has the fastest low-level striding bonus in the game.
I'd also second the vote for the nightforge gear. I like the nightforge bracers and gorget (necklace) and have both on all my toons for leveling. I'm not sure what the hat does but I'm sure it's excellent. I also like the returning dart (although that's when you have adamantine to burn). It's handy to have a returning weapon to trip levers and target pesky archers (if you don't have a better ranged option).
At higher levels, farming up a Pale Lavender ioun stone and a Deep Purple ioun stone is priceless for any caster. You need to be at least 18th level (I think) to run the quest but once you unlock the items you can use them at ml: 5 so they're great for multiple lives.
If you get in on a Tempest Spine raid, there's a couple nice items. First up is the Cloak of Invisibility. It gives you a green slot, an invisibility clickie, and 10% perma-blur when worn. That's useful for any class. Then two robes with exactly the same stats: Robe of Arcane Puissance and Robe of Potency. While they're meant for arcanes they're also right handy for caster clerics.
Heroic Gianthold's Reaver's Fate raid has a great pair of gloves for a cleric that gives decent Devotion. While the weapons/shields others have recommended with Devotion are a good suggestion, I cannot emphasize strongly enough how important it is to have a devotion item that's not wielded. It's all too easy to swap to a different staff/melee weapon/scroll/etc and lose access to your devotion bonus. It doesn't have to be the best possible devotion item but it should be something (even if it's just the aforementioned Sacred set bonus).
Speaking of Devotion "somewhere" the Seraphim helm you get from turning in Tattered Tapestries in the necropolis is an underappreciated swap item. It gives bonuses for turning undead and +66 Devotion in a ml:11 helm. I know everyone rushes for a Minos helm but I much prefer the Nightforge gorget for my fortification, and with augment slots I can fit the vitality anywhere. And it addresses that pesky backup Devotion problem. If you don't use a Seraphim the heroic Shamanic Fetish in Gianthold is a nice Devotion item in the trinket slot. It's BTCoE with a high drop rate so you can usually scrounge one for cheap (or free) from a helpful guildie.
Other sources of "backup" devotion include the sora kell set (which is actually pretty nice for a cleric) and the alchemist's set (which is excellent for clerics.)
Dwarf loses a feat and skills, both of which hurt. The skills less so, especially if you have a +2 int tome.
Losing the feat hurts more. In early levels your SLAs will be significantly weaker, but I suppose it should still work. If I had to drop a feat, I'd probably drop enlarge. Enlarge isn't taken until level 24, though, meaning the rest of the feats would all get pushed back 3 levels. That'll make leveling a bit uncomfortable but not impossible.