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  1. #161
    Community Member pappo's Avatar
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    Quote Originally Posted by SirValentine View Post
    Sounds like you're getting close to picking up this from Exalted Angel (it's a core ability):

    Transcendental Magic: Passive Bonus:+3 to the DC of all your spells.

    That will make a big difference. Also, though it doesn't help you right away, eventually twisting in +3 DC from Magister School Specialist helps a lot too.
    Thanks SirValentine - I should get the Transcendental soon. I have 15 points in the tree now. That will put my DC's into the 50's.
    I will head for Magister after that.

    You said "yes" on insta-kills. Which ones have you seen insta-kill on in Epics.

  2. #162
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    Quote Originally Posted by pappo View Post
    You said "yes" on insta-kills. Which ones have you seen insta-kill on in Epics.
    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.

  3. #163
    Community Member IIVIIotha's Avatar
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    Wink New caster player

    Ya mon gars.
    Last edited by IIVIIotha; 04-06-2015 at 03:46 PM.
    Be cool...

  4. #164
    Community Member pappo's Avatar
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    Default Best Destiny ?

    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

  5. #165

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    For me, it's Exalted Angel all the way.

    A very strong case can be made for switching to Unyielding Sentinel while raid healing.

  6. #166
    Community Member pappo's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    For me, it's Exalted Angel all the way.

    A very strong case can be made for switching to Unyielding Sentinel while raid healing.
    Any chance of you posting an image of your EA selections, showing what you took?

  7. #167

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    Quote Originally Posted by pappo View Post
    Any chance of you posting an image of your EA selections, showing what you took?
    Destiny (24 AP)

    Exalted Angel
    1. Radiant Power III, Endless Faith III, Healing Power III, Wisdom
    2. Wisdom
    3. Wisdom
    4. Wisdom
    5. Leap of Faith, Wisdom
    6. Divine Wrath, Wisdom

    Twists of Fate (11 fate points)
    1. Renewal (Tier 3 Sentinel)
    2. School Specialist: Necromancy (Tier 2 Magister)

  8. #168
    Community Member pappo's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    Destiny (24 AP)

    Exalted Angel
    1. Radiant Power III, Endless Faith III, Healing Power III, Wisdom
    2. Wisdom
    3. Wisdom
    4. Wisdom
    5. Leap of Faith, Wisdom
    6. Divine Wrath, Wisdom

    Twists of Fate (11 fate points)
    1. Renewal (Tier 3 Sentinel)
    2. School Specialist: Necromancy (Tier 2 Magister)
    Thanks EllisDee37
    I appreciate you taking the time to do this.
    I got to level 25 last night in 3BC Epic hard quests, and Slay Living was a big success.

  9. #169

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    Quote Originally Posted by Zachski View Post
    I'm gonna say that Chill Touch is actually a superior SLA to Nimbus, simply because it actually gets new dice each level up until level 5. Which means that you'll be doing Empowered/Maximized 5d3+15 damage, in addition to any negative spellpower you'll have.
    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.

  10. #170
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    Quote Originally Posted by EllisDee37 View Post
    Destiny (24 AP)

    Exalted Angel
    1. Radiant Power III, Endless Faith III, Healing Power III, Wisdom
    2. Wisdom
    3. Wisdom
    4. Wisdom
    5. Leap of Faith, Wisdom
    6. Divine Wrath, Wisdom

    Twists of Fate (11 fate points)
    1. Renewal (Tier 3 Sentinel)
    2. School Specialist: Necromancy (Tier 2 Magister)
    For another view, for comparison, I use:

    Exalted Angel
    1. Wisdom, Avenging Light, Radiant Power II, Healing Power I, Endless Faith I
    2. Wisdom
    3. Wisdom, Piercing Spellcraft III
    4. Wisdom
    5. Wisdom, Leap of Faith
    6. Wisdom, Divine Wrath

    Twists of Fate (the following costs 11 fate points)
    1. School Specialist: Necromancy (Tier 2 Magister)
    2. Acute Instincts (Tier 2 Fury of the Wild)
    3. +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.
    Quote Originally Posted by ProducerRowan View Post
    Our final update of 2014 will extend the level cap to 30, which is intended to be DDO’s “permanent” level cap

  11. #171

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    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.

  12. #172
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    Quote Originally Posted by EllisDee37 View Post
    I'm thinking maybe Precise Casting: Evocation might be worth considering...
    For sure, it's a great choice. I use it on and off while leveling through an ER. If the last +1 Wisdom twist leave me at odd total Wisdom, it gets substituted to Precise Evo. But at level 28, I'm at even Wisdom, so I skip it.
    Quote Originally Posted by ProducerRowan View Post
    Our final update of 2014 will extend the level cap to 30, which is intended to be DDO’s “permanent” level cap

  13. #173
    Community Member BigErkyKid's Avatar
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    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?

  14. #174
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    Quote Originally Posted by BigErkyKid View Post
    ...you have very few necromancy spells to work with...
    "very few"? DDO Wiki says Clerics have 26 Necro spells (to Wizard's 35).

    Quote Originally Posted by BigErkyKid View Post
    ...a pale master has a better arsenal to deal with mobs IMHO.
    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.)

    Quote Originally Posted by BigErkyKid View Post
    Cleric insta kills:
    Circle of death
    Nope, not a Cleric spell.

    Quote Originally Posted by BigErkyKid View Post
    Phantasmal killer (and phantasmal killer SLA if built accordingly, it is illusion but DCs should be to the level of implosion on a cleric)
    More ways to boost Evo. +3 for Sorc PLs, +2 for Draconic twist available. Plus, PK requires 2 saves to fail, not just 1.

    Quote Originally Posted by BigErkyKid View Post
    What is your spell rotation like while in necro mode?
    See post #148.
    Quote Originally Posted by ProducerRowan View Post
    Our final update of 2014 will extend the level cap to 30, which is intended to be DDO’s “permanent” level cap

  15. #175
    Community Member BigErkyKid's Avatar
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    Quote Originally Posted by SirValentine View Post
    "very few"? DDO Wiki says Clerics have 26 Necro spells (to Wizard's 35).
    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.

    Quote Originally Posted by SirValentine View Post
    Both Implosion & Mass Frog work on many things immune to Wail/Circle.
    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.

    Quote Originally Posted by SirValentine View Post
    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...
    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.


    Quote Originally Posted by SirValentine View Post
    Nope, not a Cleric spell.
    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.

  16. #176
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    Quote Originally Posted by BigErkyKid View Post
    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.
    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.

    Quote Originally Posted by BigErkyKid View Post
    But have you managed to get implosion for end game working?
    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.


    Quote Originally Posted by BigErkyKid View Post
    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

    Cleric
    Destruction - single target (75 DC) - 8 secs
    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.
    Quote Originally Posted by ProducerRowan View Post
    Our final update of 2014 will extend the level cap to 30, which is intended to be DDO’s “permanent” level cap

  17. #177

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    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>

  18. #178
    Community Member Doutrinador's Avatar
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    Quote Originally Posted by SirValentine View Post
    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.
    When do you use Tthe inflict spells? I never tried to use on my FVS life. They are sp eficient?

  19. #179
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    Quote Originally Posted by Doutrinador View Post
    When do you use Tthe inflict spells? I never tried to use on my FVS life. They are sp eficient?
    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.
    Quote Originally Posted by ProducerRowan View Post
    Our final update of 2014 will extend the level cap to 30, which is intended to be DDO’s “permanent” level cap

  20. #180

    Default

    Quote Originally Posted by SirValentine View Post
    A Mass Inflict does not have the ridiculously short range of the single-target
    Nice tip!

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