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  1. #1
    Community Member Syrrah's Avatar
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    Post Melee morninglord cleric: TWF maces + warhammers

    Update: This cleric project made it to cap easily, see my post below for the final build. Anything below this line is outdated. Clicky


    Hey everyone

    I had a wild idea for my next cleric life and would appreciate some input.

    Every since I first laid my eyes on Mornh, the warhammer from the MOTU raid, I've had my mind set on a dual-wielding mace/hammer build.


    Background for the build:

    * Aim is dual wielding heavy maces and/or warhammers. Not open for debate.

    * I will pick Morninglord for class, because it synergises well with blunt weaponry and to get an iconic past-life out of the way as well.

    * Alignment will be neutral good: even at cap my UMD is very low and I want to make sure I can wield "good" weapons without problems, regardless of equipment. Plus the good-based ED abilities of course.

    * Multiclassing: while I would have appreciated going pure, I was more or less forced to take fighter and wizard levels to get the extra feats. I LOVE cleaving and any melee build without cleave just feels empty for me. Besides, it opens up overwhelming critical nicely.
    I'd rather not take monk levels because that is so boring nowadays.

    * Only got enough skillpoints to invest in Heal, Spellcraft and UMD.

    * My enhancements will be entirely focussed on the Radiant Servant, Warpriest and Morninglord trees. With a tiny dip in Kensei for the small bonus to hammers, maybe or maybe not haste boost as well. Not sure yet if I will take rank 5 in Warpriest or Servant.

    * While I will dip into EE, I mostly focus on getting to lvl 28 in EH. THE AIM IS NOT TO PLAY AT CAP: once I hit level 28 I will iconic/heroic TR.

    * Fighting style will be mainly melee as well as healing whatever party I assembled around me. A bit of CC, DP, BB, not so much LSD, XTC, PMS. Hence the tiny investment into WIS. I might use a Destruction or Implosion once in a while just for giggles, but don't have my hopes up on ever having them land.

    * SP is no issue for me - I have saved up a few hundred mnemonic potions just for this build.

    * Epic destiny will switch between Divine Crusader, Exalted Angel, Unyielding Sentinel, Legendary Dreadnought or Fury Of The Wild - depending on the quest.

    * I said it before: if I don't get to kill something every 5 seconds I get annoyed. I like to play very aggressively. Also the reason why I don't EE.


    The build itself:

    Code:
    Level 28 Neutral Good Morninglord Male
    (2 Fighter \ 17 Cleric \ 1 Wizard \ 8 Epic) 
    Hit Points: 440
    Spell Points: 1515 
    BAB: 14\14\19\24
    Fortitude: 18
    Reflex: 10
    Will: 17
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (36 Point)       (Level 1)          (Level 28)        
    Strength             16                 29            
    Dexterity            12                 18            
    Constitution         14                 21            
    Intelligence         10                 16            
    Wisdom               14                 20            
    Charisma             14                 20            
    
    Tomes Used
    +1 Tome of Strength used at level 2
    +1 Tome of Dexterity used at level 2
    +1 Tome of Constitution used at level 2
    +1 Tome of Intelligence used at level 2
    +1 Tome of Wisdom used at level 2
    +1 Tome of Charisma used at level 2
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    +3 Tome of Strength used at level 12
    +3 Tome of Dexterity used at level 12
    +3 Tome of Constitution used at level 12
    +3 Tome of Intelligence used at level 12
    +3 Tome of Wisdom used at level 12
    +3 Tome of Charisma used at level 12
    +4 Tome of Strength used at level 15
    +4 Tome of Dexterity used at level 15
    +4 Tome of Constitution used at level 15
    +4 Tome of Intelligence used at level 15
    +4 Tome of Wisdom used at level 15
    +4 Tome of Charisma used at level 15
    +5 Tome of Constitution used at level 19
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 28)          (Level 28)
    Balance               2                  5                   15
    Bluff                 2                  5                   15
    Concentration         2                  5                   15
    Diplomacy             2                  5                   15
    Disable Device        n/a               n/a                  n/a
    Haggle                2                  5                   15
    Heal                  6                 28                   38
    Hide                  2                  5                   15
    Intimidate            2                  5                   15
    Jump                  2                  8                   18
    Listen                2                  5                   15
    Move Silently         2                  5                   15
    Open Lock             n/a               n/a                  n/a
    Perform               n/a               n/a                  n/a
    Repair                0                  3                   14
    Search                0                  3                   14
    Spellcraft            0                 19                   29
    Spot                  2                  5                   15
    Swim                  2                  8                   18
    Tumble                n/a               n/a                  n/a
    Use Magic Device      4                 16                   27
    
    Level 1 (Cleric)
    Feat: (Deity) Favored by Amaunator
    Feat: (Past Life) Past Life: Artificer
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Bard
    Feat: (Past Life) Past Life: Cleric
    Feat: (Past Life) Past Life: Druid
    Feat: (Past Life) Past Life: Favored Soul
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Paladin
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Rogue
    Feat: (Past Life) Past Life: Rogue
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Past Life) Past Life: Wizard
    Feat: (Past Life) Past Life: Wizard
    Feat: (Selected) Power Attack
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Completionist
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Cleave
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Two Weapon Fighting
    
    
    Level 9 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Ability Raise: STR
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Fighter)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 16 (Wizard)
    Ability Raise: STR
    Feat: (Wizard Bonus) Maximize Spell
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Great Cleave
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Ability Raise: STR
    
    
    Level 21 (Epic)
    Feat: (Selected) Quicken Spell
    
    
    Level 22 (Epic)
    
    
    Level 23 (Epic)
    
    
    Level 24 (Epic)
    Ability Raise: STR
    Feat: (Selected) Epic: Overwhelming Critical
    
    
    Level 25 (Epic)
    
    
    Level 26 (Epic)
    Feat: (Epic Destiny) Epic Destiny: Perfect Two Weapon Fighting
    
    
    Level 27 (Epic)
    Feat: (Selected) Epic: Blinding Speed
    
    
    Level 28 (Epic)
    Ability Raise: STR
    Feat: (Epic Destiny) Epic Destiny: Elusive Target

    Questions:

    * What I'm worried about is the damage output: will such a build be able to solo every EH quest in the game if needed be? Can it get to 28 without piking in PUGs?

    * I'm in doubt about taking the completionist feat: it definitely is worthwhile to pick up on such a MAD-build, allowing me to start with low dexterity for TWF, ramping up my primary (STR) and secondary attributes (CON/WIS/CHA). On the other hand, my feats are scarce: taking completionist means missing out on empower or cleric level 18 (haste enhancement).

    * Does anyone have active experience with using hammers and maces? Is my build doable? Any must-haves? Any combinations that work very well in practice? -> No theorycrafting here please, actual play experience is what I am asking.

    I'm not looking for the most optimal build, just a build that will work and can work both in a party and solo.
    Last edited by Syrrah; 05-27-2014 at 11:52 AM. Reason: See first line

  2. #2
    Build Constructionist unbongwah's Avatar
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    Default

    Quote Originally Posted by Syrrah View Post
    * Aim is dual wielding heavy maces and/or warhammers. Not open for debate.
    I would suggest using Phosphors to start, then switch to Mornhs when you hit 23. [Make sure you take Pulverizer when in LD.] Only drawback to switching to hammers is Warpriest bonuses (Righteous / Wrathful weapons) only apply to deity weapons (i.e., hvy maces).

    How are you hitting DEX 17 for ITWF/GTWF if you start out DEX 12 + 4 tome? I didn't think the stat bonus from Completionist applied to feat pre-reqs; am I wrong?
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  3. #3
    2015 DDO Players Council
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    axel15810's Avatar
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    Default

    Build looks fine to me.

    As was said, I'd go for dual wielding Mornhs. Hopefully you still have your raiders boxes. Ideally you'll probably want atleast one of the new thunderholme raid hammers but dual wielded mornhs will work just fine.

    Yeah your DPS won't be as good as using optimal weapons but will still be plenty darn viable. Shouldn't be much worse. And being spec'd for bludgeoning damage has its benefits, like when fighting all the skeletons in the new content you'll bypass their DR with your main weapon focus. I use a similar 17 cleric/ 2 fighter /1 wiz build for my horc THF cleric using cleaver and his DPS is great.
    Last edited by axel15810; 04-18-2014 at 03:49 PM.

  4. #4
    Community Member Syrrah's Avatar
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    Default

    Quote Originally Posted by unbongwah View Post
    How are you hitting DEX 17 for ITWF/GTWF if you start out DEX 12 + 4 tome? I didn't think the stat bonus from Completionist applied to feat pre-reqs; am I wrong?
    Yeah, after my post I realised I applied the Completionist bonus incorrectly. I'll have to up DEX to 13 or 14 at the start or dump a level-up into DEX.

    My Phospor, greensteel mace + warhammer and unopened raiders boxes are already waiting for me

  5. #5
    Community Member Syrrah's Avatar
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    Default Build finished

    OK, the hammerbuild is finished and I can only say one thing: Oh. My. God. I think I have found a candidate for my final build, once I grabbed third completionist. So much fun.


    Performance report:

    As expected the DPS was not top-notch. Mind you, in a non-caster party I typically still was #1 or #2 in the kill count, but I got nowhere near the raw damage that an arcane can do or the peak damage of a monkcher. However, the damage I dealt was still acceptable and relatively balanced. Of course in undead-heavy content this guy can outkill anyone (hint hint: Thunderholme).

    Where the build really shines is in its adaptability and sturdiness. Five starring both Arena's while watching a movie? Check. Going toe to toe with Sarva Bellistrae? Check. Soloing EE Trial By Fury with all optionals, including the nasty spiders + Cho'ahz optional hidden ambush? Lol ... and thinking I used to fear that optional. Being able to step in almost any quest alone with zero preparation and knowing you will succeed without even looking at a shrine allows for easy leveling. My cleric was able to take a beating and then some!

    The biggest negative point is the image that the build invokes with other players: the level split just screams "battle cleric" and people generally think of them as weak and selfish. Previous cleric builds of mine were welcome in every party, but the hammerbuild has been refused from an LFM more than any of my other guys - even by parties looking for a healer. Ironically, I performed a lot better on my own than in group: solo'ing Belly Of The Beast at level 22 went a LOT smoother than at level 25 when partied up for example (the only wipe this life).

    And yes, I was laughed at by robot sorcerers and "pure" clerics, because "ur buld sux rolf". In all but one case those players apologized afterward, after I had raised them for the fourth time AFTER I had dispatched all the nasties myself. That one other guy ragequit btw.


    The Build:

    Despite my earlier aversion for monk levels, I changed the level split to 2 monk / 1 fighter. It loses out on a tiny bit of damage but gains a lot of survivability due to evasion and better saves. It does force you to fight in light armor though so make sure you have some PRR elsewhere. This build cannot remain centered with hammers and maces, so no point in wearing robes. Another plus of monk is +10 positive spellpower via enhancements.

    I did not take any wizard levels, because all that would have gained me over monk or fighter would have been a tiny bit of sp and another cleave attack (not needed with Cleave, Greater Cleave and Momentum Swing).

    Below are the feats that I had planned. Note that the choice of feats with monk levels is very tight. I did end up with one "spare" feat: I chose Dodge, but if you feel your defenses are strong enough go ahead and take whatever else you want.

    01 Cleric: Empower Healing Spell
    02 Monk: Two Weapon Fighting (bonus)
    03 Cleric: Maximize Spell
    04 Cleric
    05 Cleric
    06 Monk: Cleave + Power Attack (bonus)
    07 Cleric
    08 Cleric
    09 Cleric: Great Cleave
    10 Cleric
    11 Cleric
    12 Cleric: Improved Critical: Bludgeoning Weapons
    13 Cleric
    14 Cleric
    15 Fighter: Improved Two Weapon Fighting + Greater Two Weapon Fighting (bonus)
    16 Cleric
    17 Cleric
    18 Cleric: Quicken
    19 Cleric
    20 Cleric
    21 Epic: Overwhelming Critical
    22 Epic
    23 Epic
    24 Epic: (Dodge)
    25 Epic
    26 Epic: Perfect Two Weapon Fighting
    27 Epic: Blinding Speed
    28 Epic: Elusive Target or Holy Strike

    To be honest I picked a feat too early by accident and ended up with this feat order instead (same class layout):

    01 Empower Healing Spell
    02 Power Attack
    03 Maximize Spell
    06 Cleave + Dodge
    09 Great Cleave
    12 Improved Critical: Bludgeoning Weapons
    15 Two Weapon fighting + Greater Two Weapon Fighting
    18 Improved Two Weapon Fighting
    21 Quicken
    24 Overwhelming Critical
    26 Perfect Two Weapon Fighting
    27 Blinding Speed
    28 Holy Strike


    Here is the complete build breakdown:

    Code:
    Level 28 Lawful Good Morninglord Male
    (1 Fighter \ 2 Monk \ 17 Cleric \ 8 Epic) 
    Hit Points: 457
    Spell Points: 1485 
    BAB: 14\14\19\24
    Fortitude: 20
    Reflex: 13
    Will: 18
    
                      Starting            Ending          
    Abilities        Base Stats         Base Stats        
    (36 Point)       (Level 1)          (Level 28)        
    Strength             16                 29            
    Dexterity            14                 20            
    Constitution         13                 20            
    Intelligence         10                 16            
    Wisdom               14                 20            
    Charisma             14                 20            
    
    Tomes Used
    +1 Tome of Strength used at level 2
    +1 Tome of Dexterity used at level 2
    +1 Tome of Constitution used at level 2
    +1 Tome of Intelligence used at level 2
    +1 Tome of Wisdom used at level 2
    +1 Tome of Charisma used at level 2
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    +3 Tome of Strength used at level 12
    +3 Tome of Dexterity used at level 12
    +3 Tome of Constitution used at level 12
    +3 Tome of Intelligence used at level 12
    +3 Tome of Wisdom used at level 12
    +3 Tome of Charisma used at level 12
    +4 Tome of Strength used at level 15
    +4 Tome of Dexterity used at level 15
    +4 Tome of Constitution used at level 15
    +4 Tome of Intelligence used at level 15
    +4 Tome of Wisdom used at level 15
    +4 Tome of Charisma used at level 15
    +5 Tome of Constitution used at level 18
    
    Level 1 (Cleric)
    Feat: (Selected) Empower Healing Spell
    Feat: (Deity) Favored by Amaunator
    Feat: (Past Life) Past Life: Artificer
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Bard
    Feat: (Past Life) Past Life: Cleric
    Feat: (Past Life) Past Life: Druid
    Feat: (Past Life) Past Life: Favored Soul
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Monk
    Feat: (Past Life) Past Life: Paladin
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Rogue
    Feat: (Past Life) Past Life: Rogue
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Past Life) Past Life: Wizard
    Feat: (Past Life) Past Life: Wizard
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 3 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 4 (Cleric)
    Ability Raise: STR
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Monk)
    Feat: (Selected) Cleave
    Feat: (Monk Bonus) Power Attack
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    Ability Raise: STR
    
    
    Level 9 (Cleric)
    Feat: (Selected) Great Cleave
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Ability Raise: STR
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Fighter)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 16 (Cleric)
    Ability Raise: STR
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Ability Raise: STR
    
    
    Level 21 (Epic)
    Feat: (Selected) Epic: Overwhelming Critical
    
    
    Level 22 (Epic)
    
    
    Level 23 (Epic)
    
    
    Level 24 (Epic)
    Ability Raise: STR
    Feat: (Selected) Completionist
    
    
    Level 25 (Epic)
    
    
    Level 26 (Epic)
    Feat: (Epic Destiny) Epic Destiny: Perfect Two Weapon Fighting
    
    
    Level 27 (Epic)
    Feat: (Selected) Epic: Blinding Speed
    
    
    Level 28 (Epic)
    Ability Raise: STR
    Feat: (Epic Destiny) Epic Destiny: Elusive Target
    Enhancement: Morninglord - Elven Accuracy (Rank 1)
    Enhancement: Morninglord - Bane of the Restless (Rank 1)
    Enhancement: Morninglord - Bane of the Restless (Rank 2)
    Enhancement: Morninglord - Bane of the Restless (Rank 3)
    Enhancement: Morninglord - Morninglord Weapon Training (Rank 1)
    Enhancement: Morninglord - Morninglord Weapon Training (Rank 1)
    Enhancement: Morninglord - Arcanum (Rank 1)
    Enhancement: Morninglord - Arcanum (Rank 2)
    Enhancement: Morninglord - Light of the Sun God (Rank 1)
    Enhancement: Morninglord - Morninglord Weapon Training (Rank 1)
    Enhancement: Morninglord - Morninglord Weapon Training (Rank 1)
    Enhancement: Morninglord - Skill (Rank 1)
    Enhancement: Kensei (Ftr) - Kensei Focus: Picks and Hammers (Rank 1)
    Enhancement: Kensei (Ftr) - Kensei Weapon Specialization: Picks and Hammers (Rank 1)
    Enhancement: Kensei (Ftr) - Haste Boost (Rank 1)
    Enhancement: Kensei (Ftr) - Haste Boost (Rank 2)
    Enhancement: Radiant Servant (Clr) - Healing Domain (Rank 1)
    Enhancement: Radiant Servant (Clr) - Pacifism (Rank 1)
    Enhancement: Radiant Servant (Clr) - Positive Energy Burst (Rank 1)
    Enhancement: Radiant Servant (Clr) - Extra Turning (Rank 1)
    Enhancement: Radiant Servant (Clr) - Extra Turning (Rank 2)
    Enhancement: Radiant Servant (Clr) - Extra Turning (Rank 3)
    Enhancement: Radiant Servant (Clr) - Wand Mastery (Rank 1)
    Enhancement: Radiant Servant (Clr) - Wand Mastery (Rank 2)
    Enhancement: Radiant Servant (Clr) - Wand Mastery (Rank 3)
    Enhancement: Radiant Servant (Clr) - Improved Turning (Rank 1)
    Enhancement: Radiant Servant (Clr) - Improved Turning (Rank 2)
    Enhancement: Radiant Servant (Clr) - Improved Turning (Rank 3)
    Enhancement: Radiant Servant (Clr) - Mighty Turning (Rank 1)
    Enhancement: Radiant Servant (Clr) - Intense Healing (Rank 1)
    Enhancement: Radiant Servant (Clr) - Intense Healing (Rank 2)
    Enhancement: Radiant Servant (Clr) - Intense Healing (Rank 3)
    Enhancement: Radiant Servant (Clr) - Endless Turning (Rank 1)
    Enhancement: Warpriest (Clr) - Smite Foe (Rank 1)
    Enhancement: Warpriest (Clr) - Resilience of Battle (Rank 1)
    Enhancement: Warpriest (Clr) - Sanctuary (Rank 1)
    Enhancement: Warpriest (Clr) - War Domain: Blur (Rank 1)
    Enhancement: Warpriest (Clr) - Divine Might (Rank 1)
    Enhancement: Warpriest (Clr) - Divine Might (Rank 2)
    Enhancement: Warpriest (Clr) - Divine Might (Rank 3)
    Enhancement: Warpriest (Clr) - Toughness (Rank 1)
    Enhancement: Warpriest (Clr) - Toughness (Rank 2)
    Enhancement: Warpriest (Clr) - Toughness (Rank 3)
    Enhancement: Warpriest (Clr) - Righteous Weapons (Rank 1)
    Enhancement: Warpriest (Clr) - Wall of Steel (Rank 1)
    Enhancement: Warpriest (Clr) - Wall of Steel (Rank 2)
    Enhancement: Warpriest (Clr) - Wall of Steel (Rank 3)
    Enhancement: Warpriest (Clr) - Righteous Weapons (Rank 1)
    Enhancement: Warpriest (Clr) - Inflame (Rank 1)
    Enhancement: Warpriest (Clr) - Inflame (Rank 2)
    Enhancement: Warpriest (Clr) - Inflame (Rank 3)
    Enhancement: Warpriest (Clr) - Righteous Weapons (Rank 1)
    Enhancement: Warpriest (Clr) - Strength (Rank 1)
    Enhancement: Warpriest (Clr) - Ameliorating Strike (Rank 1)
    Enhancement: Warpriest (Clr) - Righteous Weapons (Rank 1)
    Enhancement: Warpriest (Clr) - Strength (Rank 1)
    Enhancement: Warpriest (Clr) - Divine Vessel (Rank 1)
    Enhancement: Warpriest (Clr) - Wrathful Weapons (Rank 1)
    Enhancement: Warpriest (Clr) - Magic Backlash (Rank 1)
    Enhancement: Shintao (Mnk) - Bastion of Purity (Rank 1)
    All skill points in Heal, Concentration, UMD, Spellcraft and Balance, in that order.


    A note about equipment:

    Morninglords get a bonus to one-handed blunt weapons. The best of those are the heavy mace and the warhammer. But the warpriest tree gives an additional bonus to heavy maces only, not to warhammers.

    It looks obvious to only wield heavy maces then, but the damage from warhammer Mornh is just too good to pass up on. Besides, if you calculate the damage rolls you'll see that the higher critical damage from a warhammer makes up for the lack of damage from Warpriest and vice versa. If you wield 2 hammers you can free up some enhancement points even, but I personally used a hammer + mace combination for most of the time just because there are some yummy maces around.

    Starting at level 15 means you won't have to look for a lot of gear. I started with a greensteel LitII warhammer and the Phosphor mace from Necropolis 4. Looking back, I could just as well replace the warhammer with a greensteel heavy mace or, heck, even another Phosphor. If you are really serious you can replace the greensteel stuff with alchemical weaponry, but who still remembers the existence of the Cannith pack nowadays?

    I actually wore that combination until I could replace them with Mornh + epic Forgotten Light. The latter is mainly out of laziness as I couldn't be bothered to slot in Devotion and Radiance somewhere else. Someone who is better at micromanagement will likely want to dual wield Mornhs. Replace Mornh with a tier 2/3 Thunderforge warhammer for end-game. Those TF goodies are just too **** sexy to pass up ...

    For armor, I found that the classic Parasitic Breastplate with +10 reflex saves worked very well. At around level 22 I exchanged it with the Duelist's Leather from Crystal Cove, slotted with a +2 Good Luck augment. I had a Flawless Black Dragonhide armor ready but never actually used it - upping my reflex save was basically my only concern. Maybe a Flawless Shadowscale "Shadow Killer" Light Armor would be better, but my hatred for grinding anything is legendary so I don't have that suit yet.


    Spells:

    I ended up using only very little spells. Most were for buffing myself + the party: Nightshield, Seek Eternal Rest, True Seeing, Blur, Freedom Of Movement, Resist Energy, Mass Aid, Magic Circle Against Evil, Mass Shield Of Faith, Mass Death Ward, Mass protection From Elements, Heroes' Feast and Mass Spell Resistance. Prayer/Recitation, Inflame and Holy Aura when needed.

    I rebound the keys around those I use for movement, just so I could recast Divine Might and Divine Favor every 2 minutes easily. Sanctuary for difficult fights.

    Healing was mostly done using Ameliorating Strike and Positive Energy Burst, with some quickened Heals and (Mass) Cure Serious once in a while. I think I cast only 5 Mass Heals during this entire life - even during raids, I usually was on the front-line anyway and Burst and Ameliorating Strike were able to take care of most injuries. Raising was done entirely using scrolls and quickened True Resurrection.

    Against monsters I typically used mostly Energy Drain (!) and Symbol Of Death (!!), as well as Holy Aura. Couple of Destructions and Banishment. Obscuring Mist, Cometfall and Greater Command against groups. Divine Punishment against bosses. Almost no Blade Barrier at all - it was just easier to smash stuff than running in circles like a chicken.

    As you can imagine, it was not unusual to finish a quest with a full sp bar (especially with some ConOp goggles). The low sp of this build is therefore no concern.

    Total amount of consumables used - a lot less than with my other builds:
    Sp pots: 0
    Cure crit pots: 12
    Silver Flame pots: 0
    Heal scrolls: 52
    Raise dead scrolls: 3
    Resurrection scrolls: 22
    Healing wands: 0


    Epic Destinies:

    Divine Crusader and Legendary Dreadnought both worked equally well. The first did best against large groups of enemies and when party healing was required. Note that after patch 22 Divine Crusader will probably lose some of its oomph, as Stand And Be Judgement currently is so powerful it begs to be nerfed.

    Legendary Dreadnought was best in fast parties and for solo play. I was critting so much from level 25 onwards that I thought I had discovered an exploit ... [Note to Cube: no exploits here, shoo shoo.]

    I usually twisted in Eternal Faith, Primal Scream, Purify Weapon, Purge The Wicked, Critical Damage or Momentum Swing, depending on quest and Destiny.

  6. #6
    Community Member Chimeran1's Avatar
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    Apr 2008
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    Seems like a fun build and a great way to TR my FvS after coming back to game.
    Yay 2x raiders box.

  7. #7
    Community Member
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    Nov 2009
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    How well would this work as a first-lifer? And only using whatever tomes can be gotten through favor or loot drops?

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