13. powerfull PC-builds: Cleric
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04-26-2004, 01:07 PM
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 | Exalted Member | | Join Date: Jan 2004
Posts: 850
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. Cleric:
race: human (cause of the lack of feats!) alignement:
lawful good (for domains law and good) domains:
law and good - alternate fire instead of law weapon & equipment:
- Lareth staff of striking - enchanted with +3, holy, axiomatic, keen(!), flaming, frost, shock !
- cloak of resistance +3 (craft)
- amulet of WIS +6 (craft)
- gauntlets of STR +6 (craft)
- Pink Stone CON +2 (craft - only with Co8)
- ring of protection +2
- ring of freedom of movement
- Lareth or Hedracks plate (+3)
-shield +2, later Hedracks shield skills:
spellcraft, concentration, tumble necessary feats:
- scribe sroll
- craft wondrous item
- craft magic arms and armor optional feats:
- craft wand
- comb. refelexes
- combat casting
- SF X
- GSF X
- power attack
- cleave
- comb. exp. Stats:
STR: least 16
DEX: at least 12 (capped through plate at +1) - you will need DEX for an adequate AC and reflex saves (not capped through armor!)
CON: at least 16 - you will need CON for adequate HP ,fort. saves and concentration checks !
INT: you only need INT for the skills spellcraft, concentration and tumble ! - if you don't have at least 12, the INT stat doesn't matter at all !
WIS: Most important stat - 18 increase to 20 at level 4 and 8 !
CHA: if you want to turn undead at least 14 better 16 - if not CHA doesn't matter at all ! Spells:
- clerics have a major lack of powerfull offensive spells in TOEE (caused by the level 10 cap)
- most offensive spells are best used against a single powerfull enemy but will fail in most cases against these cause of their good saves and SR
- this results that the weaker enemies are easiest killed in melee or with fireballs - and the tougher ones resist the cleric spells
- the most power-up spells are weak early in the game and useless at the end of the game cause you get most effects by crafted items
- protection and restore spells are good - but you won't need them in TOEE with only few (and weak) enemy casters
- so the most usefull spells are the instant healing spells (by pressing shift when selecting a spell from the radial menue) - but also the best ones (heal and mass heal) aren't available
from my point of view the following spells are the most usefull divine spells in TOEE:
level 1: doom (good preparation spell against tougher enemies)
level 2: silence (if you find an enemy caster to use on)
level 3: Bestow curse & Conatagion (both best used after successfull doom spells on a powerfull enemy) - prot. from energy - magic circle against evil (10 min per level!)
level 4: Divine Power (if you have a PC not using Gauntlets +6 STR)
level 5: righteous might - flame strike (one of the few divine offensive area effect spells - but only small area effect) - Dispel evil tactics:
...clerics are necessary for crafting and healing - they are good secondary tanks with a good AC (up to 30+) but only dealing average damage caused by their lack of feats...
...it is possible to build war domain clerics with good melee capabilities - but by the cost of the best crafting effects...
you also could improve their offensive casting abilities with SF and GSF - but as said before you don't have enough feats !
If build as described above this cleric can deal ~80+ HP damage per round with an AC of 30+ (when using righteous might) - not that bad for a tank but far away from an optimized melee build !
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Last edited by silverdragon72; 05-18-2004 at 03:12 AM.
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