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    2016 DDO Council Member Strimtom's Avatar
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    Default Sun Domain Cleric for easy heroic burning

    Good morning everyone. Strimtom back at it again with the cleric builds. Today I am looking at sun domain cleric. After testing out the death domain cleric post u48.4, it was only fair to try sun domain and see how this change impacted more versions of cleric since each domain gives a unique-ish playstyle.



    Basically, I feel like sun domain cleric is a more iconic version of cleric and it was super fast and fun to level. Making the game easier and giving yourself a wider variety of quests to run all the time is an important factor in having a good time while playing DDO and it's an area that the sun domain cleric succeeds overtop of the death domain. That being said, the death domain undeniably has a higher single target and AOE damage output when fighting monsters vulnerable to their damage types, to the correct answer is likely to be some form of hybrid.

    Anyway, here is the build that I was using, if I made a few tweaks after finishing it up in 3 days.

    Code:
    
    Character name: Sun Cleric
    Classes: 20 Cleric, 10 Epic
    Race: Drow· · · · · · · · ·Alignment: Lawful Good
    
    · · ·Start Tome Final · · ·Incorp:· · ·0% · · ·Displacement:· ·25%
    Str:· · ·8· · 0 · ·16 · · ·HP:· · · ·1465 · · ·AC:· ·111
    Dex:· · 10· · 0 · ·12 · · ·PRR: · · · 192
    Con:· · 12· · 0 · ·47 · · ·MRR: · · · 127 · · ·+Healing Amp:· ·120
    Int:· · 10· · 0 · ·34 · · ·Dodge: · ·2/27 · · ·-Healing Amp:· · 15
    Wis:· · 18· · 0 · ·72 · · ·Fort:· · ·336% · · ·Repair Amp:· · · 15
    Cha:· · 16· · 0 · ·23 · · ·SR:· · · · ·37 · · ·BAB: · · · · · · 20
    DR: 5\-
    Immunities: Sleep, Magic Missiles, Death effect, Level drain, Freedom of Movement, Death effects, Level drain, Enchantment and charm spells
    
    Class and Feat Selection
    ------------------------------------------------------------------------------------------
    Level Class · · · · · ·Feats
    1 · · Cleric(1) · · · ·Standard: Maximize Spell
    · · · · · · · · · · · ·Follower of Faith: Follower of Aureon
    2 · · Cleric(2) · · · ·Domain: Sun Domain Tier I
    3 · · Cleric(3) · · · ·Standard: Quicken Spell
    4 · · Cleric(4) · · · ·Wisdom: +1 Level up
    5 · · Cleric(5) · · · ·Domain Feat: Sun Domain Tier II
    6 · · Cleric(6) · · · ·Standard: Empower Spell
    · · · · · · · · · · · ·Deity: Aureon's Instruction
    7 · · Cleric(7) · · · ·
    8 · · Cleric(8) · · · ·Wisdom: +1 Level up
    9 · · Cleric(9) · · · ·Standard: Spell Focus: Evocation
    · · · · · · · · · · · ·Domain Feat: Sun Domain Tier III
    10· · Cleric(10)· · · ·
    11· · Cleric(11)· · · ·
    12· · Cleric(12)· · · ·Standard: Heighten Spell
    · · · · · · · · · · · ·Wisdom: +1 Level up
    13· · Cleric(13)· · · ·
    14· · Cleric(14)· · · ·Domain Feat: Sun Domain Tier IV
    15· · Cleric(15)· · · ·Standard: Greater Spell Focus: Evocation
    16· · Cleric(16)· · · ·Wisdom: +1 Level up
    17· · Cleric(17)· · · ·
    18· · Cleric(18)· · · ·Standard: Mental Toughness
    19· · Cleric(19)· · · ·
    20· · Cleric(20)· · · ·Wisdom: +1 Level up
    21· · Epic(1) · · · · ·Epic Feat: Wellspring of Power
    22· · Epic(2) · · · · ·
    23· · Epic(3) · · · · ·
    24· · Epic(4) · · · · ·Epic Feat: Master of Light
    · · · · · · · · · · · ·Wisdom: +1 Level up
    25· · Epic(5) · · · · ·
    26· · Epic(6) · · · · ·Epic Destiny Feat: Epic Spell Power: Light
    27· · Epic(7) · · · · ·Epic Feat: Epic Damage Reduction
    28· · Epic(8) · · · · ·Epic Destiny Feat: Mass Frog
    · · · · · · · · · · · ·Wisdom: +1 Level up
    29· · Epic(9) · · · · ·Epic Destiny Feat: Deific Warding
    30· · Epic(10)· · · · ·Epic Feat: Epic Fortitude
    · · · · · · · · · · · ·Legendary: Scion of Celestia
    
    Skills
    ------------------------------------------------------------------------------------------
    Skill Points· · · 8 ·2· 2 ·2· 2 ·2· 2 ·2· 2 ·2· 2 ·2· 2 ·2· 2 ·2· 2 ·2· 2 ·2
    Skill Name· · · ·01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20· Total Buffed
    ------------------------------------------------------------------------------------------
    Balance · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 19.0
    Bluff · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 34.0
    Concentration · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 47.0
    Diplomacy · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 35.0
    Disable Device· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 30.0
    Haggle· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 34.0
    Heal· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 72.0
    Hide· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 13.0
    Intimidate· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 34.0
    Jump· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 21.0
    Listen· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 51.0
    Move Silently · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 19.0
    Open Lock · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 19.0
    Perform · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 34.0
    Repair· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 30.0
    Search· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 32.0
    Spell Craft · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 63.0
    Spot· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 51.0
    Swim· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 21.0
    Tumble· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 19.0
    Use Magic Device· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 34.0
    ------------------------------------------------------------------------------------------
    Available Points· 8 ·2· 2 ·2· 2 ·2· 2 ·2· 2 ·2· 2 ·2· 2 ·2· 2 ·2· 2 ·2· 2 ·2
    ------------------------------------------------------------------------------------------
    
    Enhancements: 80 APs
    ------------------------------------------------------------------------------------------
    Divine Disciple - Points spent: 42
     1 Core ·(1) Emissary: Divine Emissary of Light
     2 Tier1 (2) Spell Criticals I: Spell Critical: Light
     3 Tier1 (1) Spellpower I: Spellpower: Light
     4 Tier1 (1) Spellpower I: Spellpower: Light
     5 Tier1 (1) Spellpower I: Spellpower: Light
     6 Tier2 (2) Spell Criticals II: Spell Critical: Light
     7 Core ·(1) Sacred Defense
     8 Tier2 (2) Efficient Metamagic: Efficient Quicken
     9 Tier2 (2) Efficient Metamagic: Efficient Quicken
    10 Tier2 (2) Efficient Metamagic: Efficient Quicken
    11 Core ·(1) Divine Spell Knowledge I: Sun Bolt
    12 Tier3 (1) Spellpower III: Spellpower: Light
    13 Tier3 (1) Spellpower III: Spellpower: Light
    14 Tier3 (1) Spellpower III: Spellpower: Light
    15 Tier3 (2) Spell Criticals III: Spell Critical: Light
    16 Tier4 (2) Spell Criticals IV: Spell Critical: Light
    17 Tier3 (2) Wisdom I
    18 Tier4 (2) Wisdom II
    19 Core ·(1) Divine Spell Knowledge II: Sunbeam
    20 Tier4 (2) DC or Spellpower I: Spell DC: Evocation
    21 Tier5 (2) Prophetic Zenith IV: Flame Strike
    22 Tier5 (2) Prophetic Zenith IV: Flame Strike
    23 Tier5 (2) Prophetic Zenith IV: Flame Strike
    24 Tier5 (2) DC or Spellpower II: Spell DC: Evocation
    25 Tier5 (2) Divine Empowerment
    26 Core ·(1) Divine Spell Knowledge III: Sunburst
    27 Core ·(1) Transcendence: Transcend Light
    28 Tier4 (1) Prophetic Zenith III: Holy Smite
    29 Tier4 (1) Prophetic Zenith III: Holy Smite
    30 Tier4 (1) Prophetic Zenith III: Holy Smite
    ------------------------------------------------------------------------------------------
    Radiant Servant - Points spent: 14
     1 Core ·(1) Healing Domain
     2 Tier1 (1) Extra Turning
     3 Tier1 (1) Extra Turning
     4 Tier1 (1) Extra Turning
     5 Tier1 (1) Altruism
     6 Tier2 (1) Improved Turning
     7 Tier2 (2) Mighty Turning
     8 Tier2 (1) Improved Turning
     9 Tier2 (1) Improved Turning
    10 Core ·(1) Pacifism
    11 Core ·(1) Positive Energy Burst
    12 Tier3 (2) Ability I: +1 Wisdom
    ------------------------------------------------------------------------------------------
    Warpriest - Points spent: 21
     1 Core ·(1) Smite Foe: Smite Foe (Melee)
     2 Tier1 (1) Toughness
     3 Tier1 (1) Toughness
     4 Tier1 (1) Toughness
     5 Tier1 (1) Sacred Touch
     6 Tier2 (1) Wall of Steel
     7 Tier2 (1) Wall of Steel
     8 Tier2 (1) Wall of Steel
     9 Core ·(1) Resilience of Battle
    10 Tier2 (1) Inflame
    11 Tier2 (1) Inflame
    12 Tier2 (1) Inflame
    13 Tier3 (2) Ability I: +1 Wisdom
    14 Core ·(1) Sanctuary
    15 Tier3 (1) Greater Inflame
    16 Tier3 (1) Greater Inflame
    17 Tier3 (1) Greater Inflame
    18 Tier1 (1) Sacred Touch
    19 Tier1 (1) Sacred Touch
    20 Core ·(1) Blur
    ------------------------------------------------------------------------------------------
    
    Active Destiny Tree
    ------------------------------------------------------------------------------------------
    Magister - Points spent: 24
     1 Core ·(0) Arcane study I
     2 Core ·(0) Arcane study II
     3 Core ·(0) Arcane study III
     4 Core ·(0) Arcane study IV
     5 Core ·(0) Arcane study V
     6 Core ·(0) Arcane Spellsurge
     7 Tier1 (1) Impregnable Mind
     8 Tier1 (1) Impregnable Mind
     9 Tier1 (1) Impregnable Mind
    10 Tier1 (1) Imperceptible Casting
    11 Tier2 (1) Spell School Specialist: Spell School Specialist: Evocation
    12 Tier2 (1) Spell School Specialist: Spell School Specialist: Evocation
    13 Tier2 (1) Spell School Specialist: Spell School Specialist: Evocation
    14 Tier1 (1) Unearthly Reactions
    15 Tier3 (1) Spell School Augmentation: Spell School Augmentation: Evocation
    16 Tier3 (1) Spell School Augmentation: Spell School Augmentation: Evocation
    17 Tier3 (1) Spell School Augmentation: Spell School Augmentation: Evocation
    18 Tier1 (1) Unearthly Reactions
    19 Tier4 (1) Spell School Familiarity: Spell School Familiarity: Evocation
    20 Tier4 (1) Spell School Familiarity: Spell School Familiarity: Evocation
    21 Tier4 (1) Spell School Familiarity: Spell School Familiarity: Evocation
    22 Tier4 (1) Nullmagic Guard
    23 Tier5 (1) Nullmagic Strike
    24 Tier5 (1) Master of Spell School: Master of Spell School: Evocation
    25 Tier5 (1) Master of Spell School: Master of Spell School: Evocation
    26 Tier5 (1) Master of Spell School: Master of Spell School: Evocation
    27 Tier6 (2) Nullmagic Aura
    28 Tier6 (1) Arcane Tempest
    29 Tier6 (1) Arcane Adept
    ------------------------------------------------------------------------------------------
    
    Twists of fate - 22 of 25 Fate points spent.
    ------------------------------------------------------------------------------------------
    Twist 1 - Tier 3: Divine Crusader: Empyrean Magic
    Twist 2 - Tier 3: Shadowdancer: Meld Into Darkness
    Twist 3 - Tier 1: Exalted Angel: Endless faith
    Twist 4 - Tier 1: Exalted Angel: Radiant Power
    
    Spells· · · · · · · · · · · · · · · · · · · School· · · · ·DC
    ------------------------------------------------------------------------------------------
    Cleric Spells
    L1: Cure Light Wounds · · · · · · · · · · · Conjuration · · 68
    L1: Bless · · · · · · · · · · · · · · · · · Enchantment · · 68
    L1: Nightshield · · · · · · · · · · · · · · Abjuration· · · 68
    L2: Cure Moderate Wounds· · · · · · · · · · Conjuration · · 69
    L2: Blur· · · · · · · · · · · · · · · · · · Illusion· · · · 69
    L2: Lesser Restoration· · · · · · · · · · · Conjuration · · 69
    L2: Resist Energy · · · · · · · · · · · · · Abjuration· · · 69
    L2: Seek Eternal Rest · · · · · · · · · · · Conjuration · · 69
    L2: Soundburst· · · · · · · · · · · · · · · Evocation · · · 81
    L2: Spawn Screen· · · · · · · · · · · · · · Necromancy· · · 69
    L3: Cure Serious Wounds · · · · · · · · · · Conjuration · · 70
    L3: Magic Circle Against Evil · · · · · · · Abjuration· · · 70
    L3: Prayer· · · · · · · · · · · · · · · · · Enchantment · · 70
    L3: Remove Curse· · · · · · · · · · · · · · Abjuration· · · 70
    L3: Remove Disease· · · · · · · · · · · · · Conjuration · · 70
    L3: Searing Light · · · · · · · · · · · · · Evocation · · · 82
    L4: Cure Critical Wounds· · · · · · · · · · Conjuration · · 71
    L4: Sun Bolt· · · · · · · · · · · · · · · · Unknown · · · · ·0
    L4: Death Ward· · · · · · · · · · · · · · · Transmutation · 71
    L4: Divine Power· · · · · · · · · · · · · · Evocation · · · 83
    L4: Freedom of Movement · · · · · · · · · · Abjuration· · · 71
    L4: Holy Smite· · · · · · · · · · · · · · · Evocation · · · 83
    L4: Shield of Faith, Mass · · · · · · · · · Abjuration· · · 71
    L5: Cure Light Wounds, Mass · · · · · · · · Conjuration · · 72
    L5: Break Enchantment · · · · · · · · · · · Abjuration· · · 72
    L5: Divine Punishment · · · · · · · · · · · Evocation · · · 84
    L5: Flame Strike· · · · · · · · · · · · · · Evocation · · · 84
    L5: Raise Dead· · · · · · · · · · · · · · · Conjuration · · 72
    L5: True Seeing · · · · · · · · · · · · · · Divination· · · 72
    L6: Cure Moderate Wounds, Mass· · · · · · · Conjuration · · 73
    L6: Sunbeam · · · · · · · · · · · · · · · · Evocation · · · 85
    L6: Blade Barrier · · · · · · · · · · · · · Evocation · · · 85
    L6: Cometfall · · · · · · · · · · · · · · · Conjuration · · 73
    L6: Heal· · · · · · · · · · · · · · · · · · Conjuration · · 73
    L6: Heroes' Feast · · · · · · · · · · · · · Conjuration · · 73
    L7: Cure Serious Wounds, Mass · · · · · · · Conjuration · · 74
    L7: Word of Balance · · · · · · · · · · · · Evocation · · · 86
    L7: Greater Restoration · · · · · · · · · · Conjuration · · 74
    L7: Protection from Elements, Mass· · · · · Abjuration· · · 74
    L7: Resurrection· · · · · · · · · · · · · · Conjuration · · 74
    L7: Spell Resistance, Mass· · · · · · · · · Abjuration· · · 74
    L8: Cure Critical Wounds, Mass· · · · · · · Conjuration · · 75
    L8: Sunburst· · · · · · · · · · · · · · · · Evocation · · · 87
    L8: Death Pact· · · · · · · · · · · · · · · Necromancy· · · 75
    L8: Death Ward, Mass· · · · · · · · · · · · Transmutation · 75
    L8: Fire Storm· · · · · · · · · · · · · · · Evocation · · · 87
    L8: Holy Aura · · · · · · · · · · · · · · · Abjuration· · · 75
    L9: Energy Drain· · · · · · · · · · · · · · Necromancy· · · 76
    L9: Implosion · · · · · · · · · · · · · · · Evocation · · · 88
    L9: True Resurrection · · · · · · · · · · · Conjuration · · 76
    ------------------------------------------------------------------------------------------
    
    Equipped Gear Set : Standard
    ------------------------------------------------------------------------------------------
    Armor · · · · Legendary Blessed Bulwark
    · · · · · · · +15 Enhancement Bonus
    · · · · · · · Fortification +214%
    · · · · · · · Physical Sheltering +54
    · · · · · · · Healing Amplification +85
    · · · · · · · False Life +81
    · · · · · · · Green: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    · · · · · · · Legendary Flamecleansed Fury
    Belt· · · · · Strap of Autumn Leaves
    · · · · · · · Intelligence +22
    · · · · · · · Magical Sheltering +59
    · · · · · · · Natural Armor Bonus +22
    · · · · · · · Magical Efficiency 10%
    · · · · · · · Blue: Empty augment slot
    · · · · · · · Green: Empty augment slot
    · · · · · · · Yellow: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    · · · · · · · Eminence of Autumn
    · · · · · · · Eminence of Winter
    Boots · · · · Legendary Sunken Slippers
    · · · · · · · Lesser Displacement
    · · · · · · · Insightful Potency +77
    · · · · · · · Quality Potency +38
    · · · · · · · Nearly Finished (Qual IWC): +5 Quality Wisdom
    · · · · · · · Yellow: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Bracers · · · Legendary Hallowed Castigators
    · · · · · · · Devotion +214
    · · · · · · · Healing Lore +31%
    · · · · · · · Insightful Sheltering +27
    · · · · · · · Efficient Metamagic - Empower Healing II
    · · · · · · · Green: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    · · · · · · · Legendary Flamecleansed Fury
    Cloak · · · · Legendary Hallowed Trail
    · · · · · · · Radiance +214
    · · · · · · · Radiance Lore +31%
    · · · · · · · Evocation Focus +9
    · · · · · · · Quality Spell Penetration +3
    · · · · · · · Blue: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    · · · · · · · Legendary Flamecleansed Fury
    Gloves· · · · Legendary Deadringers
    · · · · · · · Profane Spell Focus II
    · · · · · · · Spell Penetration +9
    · · · · · · · Wizardry +440
    · · · · · · · Insightful Wizardry +220
    · · · · · · · Green: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    · · · · · · · Eminence of Autumn
    Goggles · · · Legendary Collective Sight
    · · · · · · · Quality Resistance +4
    · · · · · · · Temperance of Belief
    · · · · · · · Nearly Finished (SDCIWC): +21 Wisdom
    · · · · · · · Nearly Finished (Ins SDCIWC): +10 Insightful Constitution
    · · · · · · · Blue: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Helmet· · · · Legendary Crown of Snow
    · · · · · · · Fire Shield (Cold)
    · · · · · · · Paragon Cerulean Wave
    · · · · · · · Spell Focus Mastery +7
    · · · · · · · Insightful Spell Focus Mastery +4
    · · · · · · · Green: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    · · · · · · · Eminence of Winter
    Necklace· · · Celestial Insignia
    · · · · · · · Angelic Grace
    · · · · · · · Healing Amplification +85
    · · · · · · · Quality Constitution +5
    · · · · · · · Quality Physical Sheltering +13
    · · · · · · · Green: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    · · · · · · · Eminence of Autumn
    Ring1 · · · · Legendary Ring of Winter's Chill
    · · · · · · · Ice Lore +31%
    · · · · · · · Glaciation +214
    · · · · · · · Kinetic Lore +31%
    · · · · · · · Impulse +214
    · · · · · · · Green: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    · · · · · · · Eminence of Winter
    Ring2 · · · · Legendary Nocturne Ring
    · · · · · · · Command +10
    · · · · · · · True Seeing
    · · · · · · · Insightful Incite +86%
    · · · · · · · Insightful Fortification +107%
    · · · · · · · Green: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    · · · · · · · Eminence of Winter
    Trinket · · · Legendary Five Rings
    · · · · · · · Legendary Slavelords Prefix: Constitution +17
    · · · · · · · Legendary Slavelords Suffix: Resistance +14
    · · · · · · · Legendary Slavelords Extra: Heal +22
    · · · · · · · Legendary Slavelords Bonus: Quality False Life +16
    · · · · · · · Legendary Slavelords Set Bonus: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Weapon1 · · · Legendary Morninglord's Sceptre
    · · · · · · · Damage and Type 5[1d6+2] + 15 Bludgeon, Magic
    · · · · · · · Critical Threat Range 20 x2
    · · · · · · · +15 Enhancement Bonus
    · · · · · · · Potency +145
    · · · · · · · Insightful Potency +72
    · · · · · · · Spell Sight +22
    · · · · · · · Insightful Spell Sight +11
    · · · · · · · Red: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Weapon2 · · · Legendary Resplendant Fury
    · · · · · · · Spellcasting Implement +29
    · · · · · · · +15 Orb Bonus
    · · · · · · · Insightful Radiance +107
    · · · · · · · Insightful Radiance Lore +18%
    · · · · · · · Coalesced Flame
    · · · · · · · Nearly Finished (Ins IWC): +10 Insightful Wisdom
    · · · · · · · Purple: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    · · · · · · · Sentient Weapon Personality: Sentient Jewel of Whelm
    · · · · · · · Filigree 1: Eye of the Beholder: Wisdom
    · · · · · · · Filigree 2: Eye of the Beholder: Spellpower
    · · · · · · · Filigree 3: Eye of the Beholder: MRR
    · · · · · · · Filigree 4: Eye of the Beholder: Charisma
    · · · · · · · Filigree 5: Otto's Irrevocable Power: Spell Power
    · · · · · · · Filigree 6: Otto's Irrevocable Power: PRR
    · · · · · · · Filigree 7: Otto's Irrevocable Power: MRR
    · · · · · · · Filigree 8: Otto's Irrevocable Power: Constitution
    · · · · · · · Filigree 9: 
    · · · · · · · Filigree 10: 
    · · · · · · · Filigree 11: 
    · · · · · · · Filigree 12: 
    · · · · · · · Filigree 13: 
    · · · · · · · Filigree 14: 
    · · · · · · · Filigree 15: 
    ------------------------------------------------------------------------------------------
    
    
    All my builds in one place!
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  2. #2
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    How do you feel this compares to Tiefling Fire domain cleric?


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    Community Member Alrik_Fassbauer's Avatar
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    I have a level 4 sun domain Tiefling cleric, I wonder how it players later within the game ...
    ( P.S. : Look at my current signature for that ... )
    "You are a Tiefling. And a Cleric, with the Domain of the Sun. Doesn't that contradict each other ?" "No, all my friends are playing evil. I found that so boring that I decided to be on the good side. And, besides, Sun and Fire, where is the difference, really ?"

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    Quote Originally Posted by Alrik_Fassbauer View Post
    I have a level 4 sun domain Tiefling cleric, I wonder how it players later within the game ...
    ( P.S. : Look at my current signature for that ... )
    Nice signature. I think the benefit to fire would come with Firestorm due to the spell changes but I haven't actually tried it myself yet.


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    Community Member Cranjis's Avatar
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    Quote Originally Posted by Marshal_Lannes View Post
    How do you feel this compares to Tiefling Fire domain cleric?
    I am currently an Aasimar fire domain cleric. It is only level 5 at the moment, and all I can say at this point is that it SUCKS so far. But I haven't even gotten to the good fire spells yet, so hope for it to get better.
    Chaotic Good but in real life

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    Quote Originally Posted by Cranjis-of-Orien View Post
    I am currently an Aasimar fire domain cleric. It is only level 5 at the moment, and all I can say at this point is that it SUCKS so far. But I haven't even gotten to the good fire spells yet, so hope for it to get better.
    Can you elaborate? Also would like to hear about your experience in mid-levels.


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    Gonna past part of a reply I had in another thread. Short version is that overall Fire Domain is stronger because a fully metamagiced 8SP/8s Firestorm is awesome and DD Cleric has plenty of other SLA's to support it with. Sunburst has low damage for it's spell level and is really only good against Undead while Sunbeam is a really strong single target spell. Remember that Firedomain use's spellpower substitution for Light/Fire spells, we only need to worry about pumping up one of those two spellpowers now.

    I've just done doing Sun Domain Cleric into epics, before that was Fire Domain Cleric and Light Fire FVS cannon, all three play differently. Dragonborn FVS has the highest damage potential by far, after that it depends because Fire Domain Cleric gets crazy nice SLA's making it a cheap nuker. The ED kinda depends but honestly DI is the strongest offensively for FVS / Fire Domain while EA or DC seems to work better for Sun Domain. Note, all the SLA's in EA are broken except Avenging Light, their DC doesn't take +Evocation into account and ends up being too low to be useful, makes the SLA from DC the only strong one not in DI.

    Normal Cleric SLA's
    Nimbus Light (terrible after mid heroics) 3.5 damage per CL, 52.5 at MCL 15.
    Searing Light (useful till low epics then it's just too little) 9.5 damage per CL, 95 at MCL 10, double against undead
    Holy Smite (absolutely amazing in Heroics, gets weak until 24 when Master of Alignment makes it useful again) 11.5 damage per CL, 115 at MCL 10
    Flame Strike (amazing throughout, requires having force spellpower) Notes said 8.5 damage per CL 127 at MCL 15, hits twice but second hit is bane damage that use's force spellpower.

    Sun Domain
    Searing Light (saves 3AP from DD)
    Sunbeam (super strong single target spell) 10.5 damage per CL, no MCL, 210 at CL 20, 262.5 at CL25 (EA/DC), 283.5 at CL27 (20 Cleric in EA/DC), double damage against undead
    Sunburst (decent AoE, low damage for a level 8 spell though). 7.5 damage per CL, 187.5 at MCL 25

    Fire Domain
    Scorching Ray (cheap low level, gets replaced mid heroics) 20 damage at level 5, 40 at level 7, 60 at level 11, multi-hit.
    Firewall (kinda bad, I ignored it after using it twice).
    Firestorm (The reason for Fire Domain) 11.5 damage per CL, 230 damage at MCL20.

    Dragonborn gives +2 MCL on fire spells, Draconic Incarnation gives +3 CL/MCL on fire spells, DD gives +2 CL/MCL on Light/Fire spells for a total of 310.5 damage at MCL 27. Sunburst can also get MCL27 for 202.5 damage at MCL 27. This is how a Fire Domain Cleric can go around using an 8SP SLA to clear entire rooms.

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    That's a great summary, thanks.


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    Incredible build. Fairly idiot proof (coming from an idiot.)

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    Community Member Ghalleon's Avatar
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    If you were presenting an alternative to say going human would that cause any issues or is it best to go Drow for this build. Apologies for a reply so far from when it was made, just returning to the game and was sent this build as a suggestion for First Life Cleric. It would be a 32 pooint build since I had that unlocked.

  11. #11
    Community Member Enderoc's Avatar
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    I am playing sun domain twf warpriest...equipped right you can blast or smash. The bonus to both fire and light spell power is great. This allows me to focus on melee while still having good offensive casting capability.
    I nuke undead. Secret is to have both spell power and insightful spellpower equipped.
    I actually get great damage output from fatesinger both melee and in the metamagics I forego for melee feats in building it. I only took maximize..fatesinger made up for that.
    I am working the last of my arcane sphere as I neglected it to only realize fatesinger though before thought was trash for bards only I never yet played...that its actually the bomb.
    Last edited by Enderoc; 10-15-2021 at 12:33 PM.

  12. #12
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    Any update on this post update 51?
    Esp looking on hints and tips for the new epic destinies.

    Thx in advance.

  13. #13
    Community Member Logicman69's Avatar
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    Quote Originally Posted by LightBear View Post
    Any update on this post update 51?
    Esp looking on hints and tips for the new epic destinies.

    Thx in advance.
    I am running an Aasmir Sun Cleric right now. The healing is insane and the light damage is very good (Celestial Bombardment is my new favorite spell). Here is what I used for ED's

    36 points into Exalted Angel. The passive heal aura from the mantle is huge, better than the aura from the enhancement tree, and they stack. Took Sun Pillar for my epic strike, Sun Bolt, and then Holy Fireball (Good spell, but needs a slight boost to damage IMO. It should be 1d6 vs 1d3). Ignored Rebuke Foe, but could see a case for it if you take the higher buff for the stunning/damage add on.

    I took points into Draconic Incarnation (fire). Arcane Studies (rank 3) Dragon Scales (1 rank) Drangon Heritage core (Eschew Materials), Coalescence (2 ranks).

    Last bit I threw into Primal Avatar (8 points). Took Heart for more light/positive spell power. Well Weathered for PRR/MRR, Cocoon, and then Mind (+2 Wisdom, Int, Cha).

    Thats how I laid it out. I might play around with the point spread a bit. I may drop Holy Fireball and Coalescense to pick up Rebuke Foe and Delayed Judgement for some CC.
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  14. #14
    Community Member Enderoc's Avatar
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    Want to win at cleric? Death domain Charisma Based Feydark illusionist radiant servant...you can turn the living (color spray) and the dead.
    2 feat illusion
    3 feat twf
    Empower Healing
    Improved Critical favored weapon
    If human knights training...for heroic Feats
    With 3 cleric past lives at second level you will turn undead like you were 10th level butt naked...without a single enhancement point spent.
    A bit Irish Cult of the Dead like...imo.
    It's good if you want racial past lives and just want everything to stand still and die.
    Only kobold need to kobold around...
    It's good past Epic as well. Endless turns..color spray still works....immortal spring of healing Aura...it's like a more passive aggressive warlock...
    I suppose alongside a Warlock you would be completely in zen
    Last edited by Enderoc; 11-15-2021 at 09:49 AM.

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    This looks cool, and I am thinking about adapting it to play Iconic Morninglord. My character has several Radiance spellpower items from previously playing ES warlock, so I feel pretty good on the leveling gear.
    I have a few questions.
    The first one, obviously, is whether this works with Morninglord instead of Drow? Does anything important change?
    Is Turn Undead any good at all when starting at level 15? I have the impression Turning drops off fast for clerics who aren't heavily specialized into Radiant Servant + Charisma, but I haven't played a cleric in a while.
    Why not UMD skills? I've always loved UMD for getting off Teleport and Greater Heroism on non-arcane characters.
    Thanks for the build!

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    Quote Originally Posted by Circon View Post
    This looks cool, and I am thinking about adapting it to play Iconic Morninglord. My character has several Radiance spellpower items from previously playing ES warlock, so I feel pretty good on the leveling gear.
    I have a few questions.
    The first one, obviously, is whether this works with Morninglord instead of Drow? Does anything important change?
    Is Turn Undead any good at all when starting at level 15? I have the impression Turning drops off fast for clerics who aren't heavily specialized into Radiant Servant + Charisma, but I haven't played a cleric in a while.
    Why not UMD skills? I've always loved UMD for getting off Teleport and Greater Heroism on non-arcane characters.
    Thanks for the build!
    If you are interested in actually killing stuff then go Fire or Air domain for the spell power swam and powerful level 14 SLA's. Fire Domain gives you Fire Storm SLA at 8SP and 8s cooldown, Air Domain gives Chain Lightning at 12SP and 12s cooldown along with +4 Evo DC's. Regardless of the domain the DD tree gives Searing Light, Holy Smite and Flame Strike as SLAs along with Sun Bolt, Sun Beam, Sun Burst and Word of Balance as spells. That is why Sun Domain is kind of a waste on Cleric, Sun Burst is weak damage and Sun Beam only shines (pun intended) in late heroics / early epics when Searing runs into MCL issues that are then fixed at 24 with MoL. That and Sun Beam is a reflex save vs Searing's no save. Offensive domains boil down to which level 14 SLA you want on hand and which spell power you want to boost, I prefer Fire as then Flame Strike / Firestorm / Bombardment will all use Radiant power and I only need to worry about a fire lore item somewhere, but I can see folks using Air for more DC's and Chain Lightning with Radiant, but it's harder to gear around.

  17. #17
    Community Member Logicman69's Avatar
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    Quote Originally Posted by nobodynobody1426 View Post
    If you are interested in actually killing stuff then go Fire or Air domain for the spell power swam and powerful level 14 SLA's. Fire Domain gives you Fire Storm SLA at 8SP and 8s cooldown, Air Domain gives Chain Lightning at 12SP and 12s cooldown along with +4 Evo DC's. Regardless of the domain the DD tree gives Searing Light, Holy Smite and Flame Strike as SLAs along with Sun Bolt, Sun Beam, Sun Burst and Word of Balance as spells. That is why Sun Domain is kind of a waste on Cleric, Sun Burst is weak damage and Sun Beam only shines (pun intended) in late heroics / early epics when Searing runs into MCL issues that are then fixed at 24 with MoL. That and Sun Beam is a reflex save vs Searing's no save. Offensive domains boil down to which level 14 SLA you want on hand and which spell power you want to boost, I prefer Fire as then Flame Strike / Firestorm / Bombardment will all use Radiant power and I only need to worry about a fire lore item somewhere, but I can see folks using Air for more DC's and Chain Lightning with Radiant, but it's harder to gear around.
    Going to disagree here with Sun Domain being a waste. I have my main cleric as a Sun cleric and it is quite strong, especially with the recent bump in light spells. Sure, some of the spells cross with DD, but having a Sunbeam SLA vs a spell is a lifesaver on spell points. Sunburst is definitely not as strong as Chain lightning, but it has it uses, especially at end game. Having an increase in both light and fire spell power is nice as well, and I can really jack up my light/Alignment spell power.

    Honestly, they are all good, its just which flavor you want to run with
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    Quote Originally Posted by Logicman69 View Post
    Going to disagree here with Sun Domain being a waste. I have my main cleric as a Sun cleric and it is quite strong, especially with the recent bump in light spells. Sure, some of the spells cross with DD, but having a Sunbeam SLA vs a spell is a lifesaver on spell points. Sunburst is definitely not as strong as Chain lightning, but it has it uses, especially at end game. Having an increase in both light and fire spell power is nice as well, and I can really jack up my light/Alignment spell power.

    Honestly, they are all good, its just which flavor you want to run with
    Yeah no.

    Sunbeam is 1D6+7, 10.5 per CL and reflex save, only slightly stronger then Searing Light which is 1D6+6 (9.5 per CL) and no save. Searing has a much lower MCL until Master of Light but it's still more useful due to no-save.

    Sunburst is 1D6+4 or 7.5 damage per CL, slightly stronger then a level 3 Fireball spell, the SLA is 20 SP and 8s cooldown.

    Firestorm is 1D6+8, 11.5 per CL, Chain Lightning is 1D6+6 per CL. The SLA is 8SP and 8s cooldown.

    As a damage spell Sunburst is terrible, as a defensive debuff spell it's pretty useful. DD Cleric gets it naturally at level 18.

    You guys are looking at Sun Domain by itself and going with it for flavor, which is good and all. Side by side comparison has Fire and Air domain being far superior, Fire for the raw damage potential and Air for the higher DC's. Now Sun Domain does have a place, if a player is going Radiant Savant, then Sun Domain adds a considerable amount of damage potential that they wouldn't otherwise have.

    A DD Cleric going Sun Domain is like a RS Cleric going Healing Domain, redundant.

    . Having an increase in both light and fire spell power is nice as well, and I can really jack up my light/Alignment spell power.
    I think you haven't read the other domains. Both Fire and Air domain (all elemental ones actually) have a spell power swap effect, meaning your spells used the higher of Light or that element. In the case of Fire domain, your Fire / Light spells use the higher of Fire or Light spell power, in the case of Air it's Air / Light using the higher of Electric / Light. In effect this means you really just focus on either Fire/Air/Etc.. or Light and ignore the other.
    Last edited by nobodynobody1426; 12-09-2021 at 04:49 PM.

  19. #19
    Community Member Enderoc's Avatar
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    I mean a Sun Elf Death Domain Charisma Based Feydark radiant servant Cleric is ultimate crowd control for both the living and the dead...
    Like a Rainbow in the Dark
    Lots of bully enhancements vs undead in radiant and racial with 3 cleric past lives and bonus to turn frim death domain included with the enhancements you will vaporize almost anything undead
    Feydark gives the Colorspray for almost anything else
    You will have endless turns so will heal for free forever
    It's like an inside out Warlock if you ask me
    Freeze or Burn almost everything around you in your care bear glow...
    Last edited by Enderoc; 12-09-2021 at 04:30 PM.

  20. #20
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    Quote Originally Posted by Enderoc View Post
    I mean a Sun Elf Death Domain Charisma Based Feydark radiant servant Cleric is ultimate crowd control for both the living and the dead...
    Like a Rainbow in the Dark
    Lots of bully enhancements vs undead in radiant and racial with 3 cleric past lives and bonus to turn frim death domain included with the enhancements you will vaporize almost anything undead
    Feydark gives the Colorspray for almost anything else
    You will have endless turns so will heal for free forever
    It's like an inside out Warlock if you ask me
    Freeze or Burn almost everything around you in your care bear glow...

    Yeah Death Domain is definitely strong, don't even need much in RS to get the bonus's while still getting all the necro stuff in DD. Double necrotic ray and double destruction is just brutal. Constructs suck, but they suck no matter what. I would of taken Sun Domain more seriously if Sun Beam got the same 1D6+12 treatment that Necrotic Ray did and Sun Burst was a 1D6+7 or 8 spell instead of the measly 1D6+4 it got made.

    If you really want some CC, look at Law Domain for the +4 Enchant DC, Greater Command SLA and Order's Wrath SLA. Having two Greater Commands / Order's Wrath on cooldown leads to some interesting situations.
    Last edited by nobodynobody1426; 12-09-2021 at 04:56 PM.

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