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Post by chainlink on Jan 4, 2007 13:40:11 GMT
Currently doing something along this line with Half-Celestial should have a final Wis of 68 with attribute boosts and the Wis artifact which should lead to a rather unpleasant dc (for my enemies) on my implosions. Managed to fit in four epics and have gone for Evocation, Necromancy, Abjuration and Divination.
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Post by Ironfang on Jan 4, 2007 16:27:12 GMT
I have taken Trickery on both my clerics and do not regret it. My first cleric actually took 2 rogue levels for the evasion and with Trickery could open quite a few locks and traps up until Legendary. Monk and Pally are definatley the squeezier cheesier choice.
I also opted to start with the 16 WIS instead of 18 basically saving 6 stat points for 1 DC which I used to boost CON and CHR for higher saves and hitpoints. I am unsure as to why you have the 12 dex except that it does boost your low by 2 but putting it in CHR would boost all your saves by 2. STR: 8 DEX: 8 CON: 16 WIS: 16 INT: 12 CHR: 14
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Post by chainlink on Jan 5, 2007 9:16:35 GMT
I used th following stats for my cleric and am quite happy with the results so far -
STR: 8 DEX: 8 CON: 14 WIS: 18 [24] INT: 14 CHR: 10 [14]
I took max Wis as every couple of points in this means there's going to be less left to mop up after I've imploded them.
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Post by Yomi on Jan 10, 2007 23:29:58 GMT
Regarding the main build, given you are including a paladin level which gives +1 to all saves for each CHA modifier, why are you doing dex 12 cha 8? If you swap them you get +2 to your will and fort saves, and I'm not seeing any penalty. Harm is the main touch attack that I make and it's not a ranged one so dex shouldn't matter. Oh, I suppose if you were going robe + torch instead of plate + shield it'd help your AC.
The paladin level will hurt SR vs. just the single monk level, but the +9 to saves (with 16 starting CHA) is probably worth it especially as you can get decent reflex saves while skipping the save feats.
Fire is an obvious doman choice since it gives you wall of stone and energy buffer, both of which will be very useful. The second domain is always a tough choice. Magic gives you stoneskin, mage armor, and ice storm -- stoneskin is useless in LL areas but a wonder for buffing lowbies. Trickery gives you improved invisibility for 25-35% conceal, though with a certain item you can get 38% (though shorter lasting) so it's redundant. Air gives you the call/chain lightning spells which are useful area damage. Plant I can't agree with -- barkskin caps at +12 without transmutation focuses and creeping doom, while useful in low levels, as far as I can tell does nothing at all in LL areas.
For epics, you'll get Conversion just because of epic evocation. I think Miracle (divination) is incredible -- I usually get that from a book since divination focuses aren't helpful while levelling. Girding (enchant) and Aegis (Abjuration) would be my next choices. Aegis doesn't last long enough, but it's really very nice in some areas while it's up, and the +2 or +4 to AC to the whole party from Girding is really helpful. I can't recommend the +16 GMW (transmutation) since it's very short lasting and with prayer and bless and enchant-GMW they're already at +17. The Illusion visage is handy but also short lasting and I have not heard it recommended from people that chose it. Eternal Return seems more appropriate for a battle cleric, but your choice. I really don't know on Annihilation (cleric's starfire).
With FA, consider dropping wisdom to 17, cha to 10, and bumping con to 16. Basically giving you 60 hp for the price of one feat. With Half-Celestial's +6 to wisdom that doesn't work, and implode DC is the most important thing, so no go. As mentioned it's possible to do dwarf as starting race (+2 con, -2 cha) but then you lose a feat and skill points, so probably have to pull yet two more cha off to boost int.
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Post by bort on Mar 9, 2007 18:00:27 GMT
Here's my FA version 1 DC short of the maximum possible implode DC for a Fallen Angel, 3 Epic Spell Focuses (Aegis, Girding and Conversion) and good survivability. Human; Fallen Angel 8 str 8 dex 16 con 18 wis (23) 12 int 8 cha (10) Enchantment Book Pre-Epic Cleric 1 - Toughness, Combat Casting Cleric 3 - Spell Focus Evocation Cleric 6 - Greater Spell Focus Evocation Cleric 9 - Spell Focus Abjuration Cleric 12 - Spell Penetration Cleric 15 - Greater Spell Penetration Cleric 18 - Greater Spell Focus Abjuration Cleric 19 / Paladin 1 Epic (19 Cleric / Monk 1) 21 - Cleric 20: Epic Spell Focus (Evocation) 24 - Cleric 23: Epic Spell Penetration / Improved Combat Casting (requires 25 concentration) 27 - Cleric 26: Still Spell / Armor Skin 30 - Cleric 29: Maximize Spell / Epic Spell Focus Abjuration 33 - Cleric 32: Great Wis I / Great Wis II 36 - Cleric 35: Great Wis III / Great Wis IV 39 - Cleric 38: Great Wis V / Great Wis VI 40 - Monk 1: Discipline, Tumble dump LL 42. LL Spell Penetration 45. LL Spell Focus (Evocation) 48. Lightning Reflexes 51. LL Reflexes 54. Great Wisdom VII 57. Epic Reflexes 60. Epic Skill Focus: Discipline edit: Decided to drop Great Wisdom VIII and Great Wisdom IX for Epic Reflexes and Epic Skill Focus Discipline, based on advice from players who've been further into hell than I have
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Post by thedomicron on Mar 9, 2007 18:15:52 GMT
i dropped the saves feats, and armor skin and took a 4th epic (3 from feats 1 from book), imo w/ gs and being a cleric, i'd just learn to play keepaway because the extra epic should come in handy for the party, and in turn they should work to help you stay alive
otherwise, this is what my planned build looks like.
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Post by chainlink on Mar 15, 2007 16:51:40 GMT
Human; Half-Celestial 8 Str 8 Dex 14 Con 18 Wis (24) 14 Int 10 Cha (14) Pre-Epic Cleric 1 – Still or Silent Spell, Combat Casting Cleric 3 - Spell Focus Abjuration Cleric 6 - Greater Spell Focus Abjuration Cleric 9 - Spell Focus Divination Cleric 12 - Spell Penetration Cleric 15 - Greater Spell Penetration Cleric 18 - Greater Spell Focus Divination Cleric 19 / Paladin 1 Epic (19 Cleric / Monk 1 21 - Cleric 20: Epic Spell Focus (Evocation) 24 - Cleric 23: Epic Spell Penetration / Improved Combat Casting (requires 25 concentration) 27 - Cleric 26: Empower Spell / Epic Spell Focus Abjuration 30 - Cleric 29: Maximize Spell / Epic Spell Focus Divination 33 - Cleric 32: Great Wis I / Great Wis II 36 - Cleric 35: Great Wis III / Great Wis IV 39 - Cleric 38: Great Wis V / Great Wis VI 40 - Monk 1: Discipline & Tumble dump LL 41. Use SF Book 42. LL Spell Penetration 45. LL Spell Focus (Evocation) 48. Extend Spell 51. Great Wisdom VII 54. Great Wisdom VIII 57. Great Wisdom IX 60. Great Wisdom X Four epics - Conversion (evocation), Aegis (abjuration), Miracle (divination) and either Girding of the Faithful (enchantment) or Eternal Return (necromancy). Personally I like Eternal Return as it can bring you back and in combination with Miracle enable you to save your whole party but I can see that Girding is very useful as well. Effectively minimal free skill points but as you’ve maxed concentration, heal & parry through your cleric levels and tumble and discipline at 40 its probably optimal usage Definitely don’t bother with Extend Spell though as the majority of useful cleric buffs have a good duration (guess who took this as he’d been playing too many wizards!). Ignore this complete rubbish comment extend spell makes using greater restores infinitely less tedious, under no circumstances miss out this feat! Saves @ 60 Fort 28 fully boosted to 65 Will 45 fully boosted to 82 Reflex 17 fully boosted to 54 Double-demi now, leading me to believe that this build works. When I reincarnate Divinity I'm going to swap out the lore for parry to get some innate ncrit immunity.
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Post by alandrian on Jun 28, 2007 21:03:05 GMT
Quite similar to the build I will follow. I took just 10 int and 14 char which means I will end with 'just' 43 Heal skill at 60. But HC and Fallen Angel get +10 from the Focus in Heal. Heal is Wis based which means even with just 64 Wis you will end up with 80 Heal. If you find +50 from items you are cap anyway so thats no problem. But it adds +1 to all saves. I decided to take Toughness and Extend instead of Maximise and Epic Reflex. Not sure about Extend vs Reflexes though.
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Post by chainlink on Jun 29, 2007 0:21:48 GMT
Don't take extend, I'm not kidding you'll never use it! Crappy reflex saves will get you a world of immobility in certain areas so I would seriously suggest getting as near 63 in this save as possible. You'll also struggle to wear enough items to boost your heal skill by anywhere near 50 (unless you want to make some painful gear sacrifices?) so this will adversely affect the potency of your heal spells and this is a bad thing. Yet again ignore this as improved Greater Restoration renders Extend Spell a must.
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