All of them. I don't cast them for the minor damage on a passed save! That would be way too much SP for way too little damage. Slay Living, Destruction, and Implosion most commonly. Undeath to Death versus Undead. Mass Frog at level 28.
Oh, wait: instakills that work great in Heroic but that don't really work in EE: Dismissal & Banishment. They don't use a normal DC, they use a special caster-level-versus-hit-dice check, and EE mobs have bloated super-high numbers of hit dice, so it doesn't really scale. I don't even bother loading them for EE. Turn Undead ends up with a similar fate.
Ya mon gars.
Last edited by IIVIIotha; 04-06-2015 at 03:46 PM.
Be cool...
Hello Ellis
I am up to level 24 now with your build.
I wondered what destiny do you think best suits this build ? I have been running in Exalted Angel for the +3 to DC from Transcendental Magic, but I wondered what others have tried on this Necro Cleric build.
It has been a lot of fun so far.
Thanks
For me, it's Exalted Angel all the way.
A very strong case can be made for switching to Unyielding Sentinel while raid healing.
I'm currently running my wizard through a sorc life on his way to completionist, and as such have been using the Shocking Grasp SLA. This is my first experience actually using a touch-range dps spell in any meaningful way.
All I have to say is, wow, touch-range dps spells ROCK at low levels. I have no doubt that you're correct about Chill Touch being better than Nimbus of Light.
Since Necrotic Bolt (the darkside SLA instead of Searing Light) can't be boosted by metamagics (right?) I still give the edge to the lightside, but I have no doubth that Chill Touch is super satisfying.
Last edited by EllisDee37; 04-04-2015 at 01:29 PM.
For another view, for comparison, I use:
Exalted Angel
- Wisdom, Avenging Light, Radiant Power II, Healing Power I, Endless Faith I
- Wisdom
- Wisdom, Piercing Spellcraft III
- Wisdom
- Wisdom, Leap of Faith
- Wisdom, Divine Wrath
Twists of Fate (the following costs 11 fate points)
- School Specialist: Necromancy (Tier 2 Magister)
- Acute Instincts (Tier 2 Fury of the Wild)
- +1 Wisdom (Tier 1)
Actually, I have 4 twist slots, and put another +1 Wisdom in the 4th.
Overall, pretty similar; I find Avenging Light worth it, and want the Spell Pen.
And, personally, I don't twist Renewal. Divine Healing covers my cheap HoT requirements, and if I want to twist in a healing SLA, Cocoon fits in a lower tier, works through walls at great distance, and can work on myself. Anytime I feel I really need Renewal, I'm probably better off just running in Sentinel than Angel anyway.
Yep, I agree with all that, SirValentine.
I just have renewal twisted because I'm forgetful and lazy; I'd hate to find myself healing a raid and have forgotten it. That's also why I still have Energy Shield: Electric as my third twist. heh.
I really need to get my twists squared away. I'm thinking maybe Precise Casting: Evocation might be worth considering, but then I'd need to ditch epic spell focus: necromancy for spell focus: evo.
What is your spell rotation like while in necro mode?
I've always wondered how purely necro focused clerics could be effective. The reason is that you have very few necromancy spells to work with, a pale master has a better arsenal to deal with mobs IMHO.
Cleric insta kills:
Implosion (which is EVO)
Slay living (touch spell, harder to use)
Destruction
Circle of death
Mass frog - only in end game
Pale Master insta kills:
Phantasmal killer (and phantasmal killer SLA if built accordingly, it is illusion but DCs should be to the level of implosion on a cleric)
Circle of death
Finger of death
Wail of the banshee (necro and hence better than implosion on a wizard)
However, a pale master can more easily cause helpless and use CC. Even specializing in necro, a wiz can have workable DCs in many other schools, such as enchantment, evocation or illusion. Also quite important, bursts, hell ball work better with a wiz IMO than with a cleric.
How would the cleric play, then? And how would you sell it to a new player?
"very few"? DDO Wiki says Clerics have 26 Necro spells (to Wizard's 35).
Both Implosion & Mass Frog work on many things immune to Wail/Circle.
The big advantage I see Wizards having isn't instakill spell selection, it's CC. Greater Command and Cometfall are better than nothing, but not really up to the level of Otto's or Mass Hold, et cetera. Of course, Earthquake is supposed to be a Cleric spell...
(Though Wizards are still several points ahead on Necro DCs. Thunderforged proxy-nerfed 1 point of gap-closing divines had via Alchemical weapons, then the Harper Agent tree cranked Wizards way into the lead again.)
Nope, not a Cleric spell.
More ways to boost Evo. +3 for Sorc PLs, +2 for Draconic twist available. Plus, PK requires 2 saves to fail, not just 1.
See post #148.
Right, I meant the insta kills. But I am curious, aside from the killing and enervation, and perhaps a symbol now and then, what other necro spells do you use? Honest question.
True. But have you managed to get implosion for end game working? I haven't. I know that end game is not all the game, but still irks me.
I honestly think they are a tad ahead in insta kills with wail being easier to pump than implosion and having a bigger selection of spells. Yes, the CC and having an easier time getting mobs helpless, aside from better synergy with hell ball and e burst are also great and place them ahead of necro clerics, IMHO.
My bad, misplaced. Let's do this right the list would be (I add your DCs and Andoris's DCs next to the spells)
Wizard Pale Master
Circle of death - AOE (77 DC) - 30 secs
Wail - AOE (77 DC) - 60 secs
Power word kill - single target (SR) - 210 secs
Finger of death - single target (77 DC) - 8 seconds
Phantasmal killer - single target (65 DC) - 8 seconds
Cleric
Implosion - AOE (69 DC) - 60 secs
Mass frog - AOE (68 DC) - 60 secs
Destruction - single target (75 DC) - 8 secs
Slay living - single target (75 DC) - 8 secs
So better DCs, particularly on the mass kills (that work on more things, if they work for clerics). Worse DCs on the short rotation spells (PK is worse). However as you note, better CC and better nuking. Honestly I still feel the cleric seems to get the short end of the stick. Now if they got earth quake things would change.
[QUOTE=SirValentine;5579443]More ways to boost Evo. +3 for Sorc PLs, +2 for Draconic twist available. Plus, PK requires 2 saves to fail, not just 1.
You are right, it is worse to boost than evocation and the end DC is lower. Mid-early 60s? EDIT: 65 reports Andoris.
Cause Fear. Necrotic Ray. Undeath to Death. Energy Drain & Enervation. Bestow Curse. Inflict & Mass Inflict.
Destruction & Slay Living are by far the big two. But then, I seldom see Wizards casting any Necro spells other than Circle, Wail, and Finger.
Do I routinely implode Orcs in EE Storm Horns? No. Do I routinely implode other mobs in EE Storm Horns, and mobs in EE Orchard? Yes.
Note that 77 isn't even max for a Wizard. Andoris lowers DCs to build for a bit more DPS than I do (runs in Draconic, takes Ruin, twists Sense Weakness, etc.). And his numbers don't include Lasting Ability potions, which mine do. So the gap is actually wider.
No changes were made when updating the output format. Here's the previous output:
Code:Character Plan by DDO Character Planner Version 03.16.01 DDO Character Planner Home Page Necro Cleric Level 28 True Neutral or Neutral Good Human (20 Cleric / 8 Epic) Abilities 28pt 32pt 34pt 36pt Strength 10 10 10 10 Dexterity 8 8 8 8 Constitution 14 14 14 14 Intelligence 14 14 14 14 Wisdom 16 18 18 18 Charisma 12 10 12 14 Skills Ranks Concentration 23 Heal 23 Spellcraft 23 Jump 11 UMD 11 Tumble 1 Feats 1 : Maximize Spell 1H: Empower Spell (becomes Spell Penetration at level 11) 1C: Follower of the Sovereign Host 3 : Empower Healing Spell 6 : Quicken Spell 6C: Unyielding Sovereignty 9 : Spell Focus: Necromancy or Past Life: Arcane Initiate 12 : Heighten Spell 15 : Greater Spell Penetration 18 : Greater Spell Focus: Necromancy or Spell Focus: Necromancy 21E: Epic Spell Penetration 24E: Enlarge Spell 26E: Toughness 27E: Great Ability: Wisdom or Empower Spell or Spell Focus: Evocation 28E: Guardian Angel Exalted Angel Wisdom VI Healing Power III Radiant Power III Endless Faith III Renewal III Twist 1: Necromancy Specialist Twist 2: Brace for Impact Twist 3: Boulder Toss Level 1 (Cleric) Skill: Concentration (+4) Skill: Spellcraft (+4) Skill: Heal (+4) Skill: Jump (+2) Skill: Use Magic Device (+1) Skill: Tumble (+1) Feat: (Selected) Maximize Spell Feat: (Human Bonus) Empower Spell Feat: (Cleric Bonus) Follower of the Sovereign Host Enhancement: Divine Disciple Core: Divine Emissary of Light Enhancement: DD Tier 1: Nimbus of Light I Enhancement: DD1: Nimbus of Light II Enhancement: DD1: Nimbus of Light III Level 2 (Cleric) Skill: Concentration (+1) Skill: Heal (+1) Skill: Spellcraft (+1) Skill: Use Magic Device (+1) Enhancement: DD1: Spell Points I Enhancement: DD1: Spell Points II Enhancement: DD1: Spell Points III Enhancement: DD1: Spellpower: Light I Level 3 (Cleric) Skill: Concentration (+1) Skill: Heal (+1) Skill: Jump (+1) Skill: Spellcraft (+1) Feat: (Selected) Empower Healing Spell Enhancement: DD Core: Sacred Defense Enhancement: DD1: Spellpower: Light II Enhancement: DD3: Searing Light I Enhancement: DD3: Searing Light II Level 4 (Cleric) Ability Raise: WIS Skill: Concentration (+1) Skill: Heal (+1) Skill: Spellcraft (+1) Skill: Use Magic Device (+1) Enhancement: DD3: Searing Light III Enhancement: DD1: Spellpower: Light III Enhancement: DD2: Spellpower: Universal I Enhancement: DD2: Spellpower: Universal II Level 5 (Cleric) Skill: Concentration (+1) Skill: Heal (+1) Skill: Jump (+1) Skill: Spellcraft (+1) Enhancement: DD2: Spellpower: Universal III Enhancement: DD3: Spellpower: Light I Enhancement: DD3: Spellpower: Light II Enhancement: DD3: Spellpower: Light III Level 6 (Cleric) Skill: Concentration (+1) Skill: Heal (+1) Skill: Spellcraft (+1) Skill: Use Magic Device (+1) Feat: (Selected) Quicken Spell Enhancement: DD4: Holy Smite I Enhancement: DD4: Holy Smite II Enhancement: DD4: Holy Smite III Enhancement: DD Core: Sun Bolt Level 7 (Cleric) Skill: Concentration (+1) Skill: Heal (+1) Skill: Jump (+1) Skill: Spellcraft (+1) Enhancement: Radiant Servant Core: Healing Domain Enhancement: RS Tier 1: Extra Turning I Enhancement: RS1: Extra Turning II Enhancement: RS1: Extra Turning III Level 8 (Cleric) Ability Raise: WIS Skill: Concentration (+1) Skill: Heal (+1) Skill: Spellcraft (+1) Skill: Use Magic Device (+1) Enhancement: RS1: Wand Mastery I Enhancement: RS2: Improved Turning I Enhancement: RS2: Improved Turning II Enhancement: RS2: Improved Turning III Level 9 (Cleric) Skill: Concentration (+1) Skill: Heal (+1) Skill: Jump (+1) Skill: Spellcraft (+1) Feat: (Selected) Spell Focus: Necromancy or Past Life: Arcane Initiate Enhancement: RS2: Mighty Turning I Enhancement: RS Core: Pacifism Enhancement: RS Core: Positive Energy Burst Level 10 (Cleric) Skill: Concentration (+1) Skill: Heal (+1) Skill: Spellcraft (+1) Skill: Use Magic Device (+1) Enhancement: RS1: Wand Mastery II Enhancement: RS1: Wand Mastery III Enhancement: RS2: Efficient Empower Healing I ***** RESPEC CHARACTER AFTER FINISHING 10, BEFORE TAKING 11 ***** Feat: (Exchange) Spell Penetration replaces Empower Spell Divine Disciple Tree Reset Enhancement: DD Core: Divine Emissary of Darkness Enhancement: DD Core: Sacred Defense Enhancement: DD1: Spell Points III Enhancement: DD1: Spellpower: Universal III Enhancement: DD2: Spellpower: Universal III Enhancement: DD3: Spellpower: Universal III Level 11 (Cleric) Skill: Concentration (+1) Skill: Heal (+1) Skill: Jump (+1) Skill: Spellcraft (+1) Enhancement: RS2: Efficient Empower Healing II Enhancement: RS2: Efficient Empower Healing III Enhancement: RS3: Wisdom Enhancement: RS4: Wisdom Enhancement: RS4: Endless Turning I Enhancement: RS4: Endless Turning II Enhancement: RS4: Endless Turning III Level 12 (Cleric) Ability Raise: WIS Skill: Concentration (+1) Skill: Heal (+1) Skill: Spellcraft (+1) Skill: Use Magic Device (+1) Feat: (Selected) Heighten Spell Enhancement: RS5: Positive Energy Aura Enhancement: DD3: Wisdom Level 13 (Cleric) Skill: Concentration (+1) Skill: Heal (+1) Skill: Jump (+1) Skill: Spellcraft (+1) Enhancement: DD2: Spell Penetration I Enhancement: DD2: Spell Penetration II Level 14 (Cleric) Skill: Concentration (+1) Skill: Heal (+1) Skill: Spellcraft (+1) Skill: Use Magic Device (+1) Enhancement: DD Core: Enervation Enhancement: DD Core: Necrotic Ray Enhancement: DD4: Spell DC: Necromancy Level 15 (Cleric) Skill: Concentration (+1) Skill: Heal (+1) Skill: Jump (+1) Skill: Spellcraft (+1) Feat: (Selected) Greater Spell Penetration Enhancement: DD2: Efficient Maximize I Enhancement: DD2: Efficient Maximize II Level 16 (Cleric) Ability Raise: WIS Skill: Concentration (+1) Skill: Heal (+1) Skill: Spellcraft (+1) Skill: Use Magic Device (+1) Enhancement: DD2: Efficient Maximize III Enhancement: DD4: Wisdom Level 17 (Cleric) Skill: Concentration (+1) Skill: Heal (+1) Skill: Jump (+1) Skill: Spellcraft (+1) Enhancement: DD1: Spell Critical: Universal Enhancement: DD2: Spell Critical: Universal Level 18 (Cleric) Skill: Concentration (+1) Skill: Heal (+1) Skill: Spellcraft (+1) Skill: Use Magic Device (+1) Feat: (Selected) Greater Spell Focus: Necromancy or Spell Focus: Necromancy Enhancement: Human Core: Skill Boost Enhancement: Human1: Improved Recovery Enhancement: RS Core: Improved Empower Healing Level 19 (Cleric) Skill: Concentration (+1) Skill: Heal (+1) Skill: Jump (+1) Skill: Spellcraft (+1) Enhancement: DD3: Spell Critical: Universal Enhancement: DD4: Spell Critical: Universal Level 20 (Cleric) Ability Raise: WIS Skill: Concentration (+1) Skill: Heal (+1) Skill: Spellcraft (+1) Skill: Use Magic Device (+1) Enhancement: Human Core: Wisdom Enhancement: DD Core: Power Word: Stun Enhancement: DD Core: Transcend Darkness Level 21 (Epic) Feat: (Selected) Epic: Epic Spell Penetration Level 22 (Epic) Level 23 (Epic) Level 24 (Epic) Ability Raise: WIS Feat: (Selected) Enlarge Spell Level 25 (Epic) Level 26 (Epic) Feat: (Epic Destiny) Toughness Level 27 (Epic) Feat: (Selected) Great Ability: Wisdom or Empower Spell or Spell Focus: Evocation Level 28 (Epic) Ability Raise: WIS Feat: (Epic Destiny) Epic Destiny: Guardian Angel <End of Build>
Last edited by EllisDee37; 04-08-2015 at 11:54 PM.
Not to damage enemies! That would be pointless in Epic, though you maybe reasonably could in Heroic content.
Though I don't personally build or play primarily as a "healer", having the option to help out your teammates in emergencies is A Good Thing.
I've saved the rears of Palemaster party members with Inflict spells more often than you might think. A Mass Inflict does not have the ridiculously short range of the single-target; I keep one with metas on for those emergencies. A low-level single-target Inflicts with all metas off is SP-efficient for helping top up a PM between battles.
With their fewer spell slots, I wouldn't expect a FvS to be able to fit in two Inflict spells, but it's doable as a Cleric.