Post by desocupado on Feb 20, 2015 23:06:15 GMT
Having gotten a Cleric CL ego, i eagerly looked for a build to use it. Seeing as no one went with Drow Noble instead of Half-Celectial, I choose to go that route.
To do so, we must compare the two subraces:
Advantages against Half-Celestial:
Disadvantages against Half-Celestial:
Given I'm wouldn't splash Paladin, due wanting CL 59 and to use necromancy school, I came up with 2 somewhat similar builds, with some help of several people on another thread.
---Version 1 - Robe Evil Cleric with Gmw+15 and Greater ruin
----Stats at 60:
Str 8
Dex 12
Con 12
Int 14+4
Wis 18+6 +20/lv +10/feat +2/arty (+4/demi +2/paragon later)
Cha 8
---Saves: with +12 stats at 60/ with +16, double demi and level 80
Fortitude: 60 /69
Reflex: 54/63* (+4 if you pick epic reflexes)
Will: 75/84
---Skills (2 +4/int +1/paragon)
Disciple 43+20*3 (Helps a lot in abyss and some other areas)
Tumble 43+ (17*3)
Parry 63
Concentration 63
Spell craft 50* (can be replaced with craft armor if you skip G, Ruin)
Heal 50+
---Feat choices // (Drow Noble get GSF: Div for free)
--Pre-epic:
Dauntless (R/F +1)
SF Evocation
GSF Evocation
SF Necromancy
GSF Necromancy
SF Enchantment
GSF Enchantment
--Epic (7+6)
ESF Divination
ESF Enchantment
ESF Evocation
ESF Necromancy
Great Wisdom 1-9
--Legendary (7) ***Read spell pen Tome
Leg Spell Pen
LSF Necromancy
LSF Enchantment
LSF Evocation
Extend Spell
Greater Ruin* (can be replaced with epic reflexes or LSF Divination)
Legendary Valor
--Paragon (6)
PSF Enchantment
Paragon Spell Penetration
PSF Necromancy
PSK Necromancy
PSF Evocation
Great Wisdom 10 (grab at the time you'd get the last Wisdom point from paragon levels)
10 - base
16 - natural (Tia amulet)
0+17 - armor modifer (Robe + Guird)
7-12 - dex modifier
28-33 - wis modifier
17 - deflection
20 - dodge + haste
12 - tumble (maxed with able learner)
Total: 127-138
Add 3 if an Deflection+20 Artifact
add 2 if you got craft armor instead of spellcraft
--Domains (2 - I prefer Protection and Plant)
Protection (Energy Buffer and Minor Globe of invulnerability help on gear selection, making it easier to wear gear with spell slots)
Plant (I like "Bar Skin" for summons and Creeping doom for bosses/ tough enemies)
Evil - The most attractive spell (Enervation) can be cast by most arcanes , so why bother?
War - CL 60 AoV is nice, no one can deny that
Fire - Alternative to Protection, provides Wall of "stone" instead of the Globe.
To do so, we must compare the two subraces:
Advantages against Half-Celestial:
- 55 more skill points than a Human Half-Celestial. (due int+4)
- Being an elf based subby means you get able learner. (to make use of those skill points)
- Natural Spell Resistance score of LVL+5. Might improve with a pandect, tough the spell resistance spell make this pointless.
Disadvantages against Half-Celestial:
- No Charisma bonus makes splashing paladin illogical (it's also out of flavor due the prevalency of necromancy school spell Heartbane)
- Being an elf based subby means 2 less Constitution and one less feat compared to a human build.
Given I'm wouldn't splash Paladin, due wanting CL 59 and to use necromancy school, I came up with 2 somewhat similar builds, with some help of several people on another thread.
---Version 1 - Robe Evil Cleric with Gmw+15 and Greater ruin
- Good skills: Concentration, Discipline, Parry, Heal, Spellcraft and Tumble (base 63 where needed)
- Decent all around saves (Legendary Valor and Evasion)
- PSF Necromancy Evocation and Enchantment and PSK Nec ESF Divination*
- Maximum Wisdom, CL 60 (with ego)
- Weak Gate (ESF Divination) but can be improved by ditching G.Ruin
- No Abjuration focus
----Stats at 60:
Str 8
Dex 12
Con 12
Int 14+4
Wis 18+6 +20/lv +10/feat +2/arty (+4/demi +2/paragon later)
Cha 8
---Saves: with +12 stats at 60/ with +16, double demi and level 80
Fortitude: 60 /69
Reflex: 54/63* (+4 if you pick epic reflexes)
Will: 75/84
---Skills (2 +4/int +1/paragon)
Disciple 43+20*3 (Helps a lot in abyss and some other areas)
Tumble 43+ (17*3)
Parry 63
Concentration 63
Spell craft 50* (can be replaced with craft armor if you skip G, Ruin)
Heal 50+
---Feat choices // (Drow Noble get GSF: Div for free)
--Pre-epic:
Dauntless (R/F +1)
SF Evocation
GSF Evocation
SF Necromancy
GSF Necromancy
SF Enchantment
GSF Enchantment
--Epic (7+6)
ESF Divination
ESF Enchantment
ESF Evocation
ESF Necromancy
Great Wisdom 1-9
--Legendary (7) ***Read spell pen Tome
Leg Spell Pen
LSF Necromancy
LSF Enchantment
LSF Evocation
Extend Spell
Greater Ruin* (can be replaced with epic reflexes or LSF Divination)
Legendary Valor
--Paragon (6)
PSF Enchantment
Paragon Spell Penetration
PSF Necromancy
PSK Necromancy
PSF Evocation
Great Wisdom 10 (grab at the time you'd get the last Wisdom point from paragon levels)
10 - base
16 - natural (Tia amulet)
0+17 - armor modifer (Robe + Guird)
7-12 - dex modifier
28-33 - wis modifier
17 - deflection
20 - dodge + haste
12 - tumble (maxed with able learner)
Total: 127-138
Add 3 if an Deflection+20 Artifact
add 2 if you got craft armor instead of spellcraft
--Domains (2 - I prefer Protection and Plant)
Protection (Energy Buffer and Minor Globe of invulnerability help on gear selection, making it easier to wear gear with spell slots)
Plant (I like "Bar Skin" for summons and Creeping doom for bosses/ tough enemies)
Evil - The most attractive spell (Enervation) can be cast by most arcanes , so why bother?
War - CL 60 AoV is nice, no one can deny that
Fire - Alternative to Protection, provides Wall of "stone" instead of the Globe.