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Post by Mortis on Jun 28, 2008 0:30:52 GMT
Human – Anarch [BuR] +6 Wisdom, +4 Constitution
Starting stat (subby) [40] {60 w/ Gear} Str 10 (10) [10] {22} Dex 10 (10) [10] {22} Con 12 (16) [16] {28} Wis 18 (24) [40] {66} -=Arti 68=- Int 14 (14) [14] {26} Cha 8 (8) [8] {20}
Progression 40 cleric, Align: Any Domains: Plant (Creeping Doom, Barkskin) Domains: Knowledge (Clairvoyance/Clairaudience) Book: Spell penetration
--------------------------------------------------- 1 Blooded, Bull Headed 3 Lightning Reflexes 6 Great Fortitude 9 Extended Spell 12 Spell Focus Evocation 15 Spell Focus Divination 18 Spell Focus Transmutation 21 Epic Reflexes 23 Great Wisdom 1 24 Greater Spell Focus Evocation 26 Greater Spell Focus Divination 27 Greater Spell Focus Transmutation 29 Great Wisdom 2 30 Epic Spell Focus Evocation (Conversion) 32 Great Wisdom 3 33 Epic Spell Focus Divination (Miracle) 35 Great Wisdom 4 36 Epic Spell Focus Transmutation (Instruments of Faith) 38 Great Wisdom 5 39 Great Wisdom 6 -----------------Legendary Levels----------------------- 42 LSA Discipline 45 LSA Tumble 48 Legendary Spell Focus Evocation 51 Great Wisdom 7 54 Great Wisdom 8 57 Great Wisdom 9 60 Great Wisdom 10
---------------------------------------------------------------- Saves F27+31=58 @ 60 geared R22+31=53 @ 60 geared W38+31=69 @ 60 geared
Tear it Up!! ~Mortis Corpus
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Post by the1kobra on Jun 28, 2008 2:22:04 GMT
Well, with a brief look, I caught a few things: 1: Starting stats, I think you should reduce strength by 2 and raise dexterity by 1. In addition to raising reflex by 1, it will give you greater resistance to dexterity checks, (erinyes and advespas will be constant thorns, erinyes more so since they dominate instead of KD.), wheras the strength won't matter as much since gelugons have to hit you to make their check, and the other checks are DC 40+, aka you'll never make them. you might also want to consider putting 2 points of constitution into reflex as well, which will allow you to use medium armor for full AC, though 60 HP and a fort is a tough loss to take. 2: Take a great wisdom on 21, and then take legendary reflexes in LLs, result is 3 more reflex with no cost. I don't see LL penetration or divination in there, your penetration will be 66 (same as a splash cleric), and a weaker gate. I'd try to fit LL penny in(after all, what do you have over a splash cleric if you don't?), though at the moment, I'm not quite sure what to give up.
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Post by MurphysLawAgain on Jun 28, 2008 18:20:42 GMT
I suggest dumping 2 Great Wiz to take L Spell Pen and LSF Div. Knocking 1 point off your implode DC won't be the end of the world, especially as with your better Spell Pen you will land it on more critters. Having the extra tough Gate will help loads as well.
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Post by Mortis on Jun 28, 2008 20:09:02 GMT
Starting stat (subby) [40] {60 w/ Gear} Str 8 (8) [8] {20} (changed 2 lower) Dex 14 (14) [14] {26} (changed 4 higher) Con 10 (14) [14] {26} (changed 2 lower) Wis 18 (24) [41] {66} -=Arti 68=- Int 14 (14) [14] {26} Cha 8 (8) [8] {20} Progression 40 cleric, Align: Any Domains: Plant, Knowledge Book: Spell penetration Clairvoyance Clairaudience
--------------------------------------------------- 1 Blooded, Luck of Heros (changed) 3 Lightning Reflexes 6 Great Fortitude 9 Extended Spell 12 Spell Focus Evocation 15 Spell Focus Divination 18 Spell Focus Transmutation 21 Great Wisdom 1 (changed) 23 Great Wisdom 2 24 Greater Spell Focus Evocation 26 Greater Spell Focus Divination 27 Greater Spell Focus Transmutation 29 Great Wisdom 3 30 Epic Spell Focus Evocation 32 Great Wisdom 4 33 Epic Spell Focus Divination 35 Great Wisdom 5 36 Epic Spell Focus Transmutation 38 Great Wisdom 6 39 Great Wisdom 7 -----------------Legendary Levels----------------------- 42 LSA Tumble 45 Legendary Spell Penetration (changed) 48 Legendary Spell Focus Evocation 51 Legendary Reflexes (changed) 54 Great Wisdom 8 57 Great Wisdom 9 60 Great Wisdom 10
Saves 27+31=58 @ 60 geared 21+34=55 @ 60 geared 38+31=69 @ 60 geared
Revision changes: Luck of Heros' vs LSA Discipline (Helps with stat relocation for saves) Legendary Reflex vs Epic (Thanks Kobra) LL Spell Pen
Cons: Poor Gate buff 14 con (low HP)
Thank you Kobra and Murphy for your feedback.
I am contemplating keeping the LSA Disp and losing a DC. I wanted a max DC/Pen on this cleric to reassure myself that stuff would indeed die when I casted. This is a build being custom designed to fill a gap in our Ahala hells team. We like running with 2 clerics and are very favorable to having one for healing and buffs/prayer/gird etc while this one is soley for destruction.
More feedback is welcome!! ~Mortis
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Post by Oberu on Jul 1, 2008 13:55:34 GMT
What do you think of losing 1 DC for LSA Discipline and the final Divination focus for Gate? That would still put you rather high in the DC category and with an artifact you would be gaining that DC back. That high DC would sure be nice with a good team though... tough call.
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Post by flay on Jul 1, 2008 18:59:51 GMT
If you want to make this an offense build you should work in greater ruin and spellcraft 50.
Why did you pick Anarch over Half-Celestial? Don't have access to HC?
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Post by Mortis on Jul 2, 2008 2:39:50 GMT
The build is built for a guild mate. I do not have H.C. nor does my guild mate (I gave him an Anarch since I had a spare) so this is the best I could do given races available. Also, this would be a reincarnation of a level 55 pure slinger cleric. (To explain the unusual progression i.e. spell pen book vs. div book etc.)
The final build has turned out to be a unique twist resulting in a minor loss of saves and 1 DC in exchange for LSA Discipline, and LSF Divination. I personally thought that the loss of a single DC would place him well within range for effective casting power and overall survival ability in hell.
I appreicate the help/feedback so far. Thank you all for your input, ~Mortis
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Post by the1kobra on Jul 2, 2008 11:29:06 GMT
Greater spell foci can be taken pre-epic... I noticed a few things I could change in the second version... Don't take great fortitude at 6, shuffle feats downwards, then take epic fortitude some time in the epic levels, the result is 2 more fort with no cost. I would drop luck of heroes, and shuffle feats back to account for this (greater foci can be taken pre epic, and you have 3 in epic levels), you can use this for L divination, making you MUCH less squishy. Also, call me nuts, but since you have no illusion foci, and only have one of trans/enchant, you may want to take the evil domain and take ESF necromancy instead of transmutation. You will be able to use heartbane (no pally splash, so you can be evil), enervate, energy drain, and destruction to your heart's content. This will give you some much needed flexibility with your spellbook, and seeing as how you have 68 penetration and all the cleric saves debuffs, necromancy seems like a perfect fit for your build.
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Post by obeisance on Jul 4, 2008 2:27:06 GMT
I read the title as Cleric's Prostate.
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Post by Rain on Jul 4, 2008 18:14:46 GMT
Personally i wouldnot choose plant as one of the domains for a caster cleric. u may need greater sanctury due to clerics' not-so-good defense and spam healing when outa implosions on the front line. and creep doom just means no to greater sanctury in such a fight unless u can use gust of wind as a cleric.
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Post by bort on Jul 4, 2008 19:46:58 GMT
You can use !cancel aoe to remove your creeping dooms if you need, but i mainly use creeping doom on my turner for bosses when safely behind a wall anyway...
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Post by Rain on Jul 4, 2008 21:03:25 GMT
Actually i've seen CD clerics in hell recently so that's just what was on my mind, creep doom the longer it stays the better effect it has but there's problly a sudden random spawn of say machine which i had such experiences, it actually will hurt the party. anyway CD is indeed of great help against targets which the cleric wouldnot get surrounded by easily, especially in hell.
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Post by felicity on Jul 7, 2008 16:32:30 GMT
On your revised version...
I suggest you drop great fort and luck and hero, take 2 greater spell focus pre epic instead of epic, move 1 great wis to epic, take Legendary Divination (gate is definately worth it), and take epic fort. You will end up with 1 more fort, and L Div at the loss of -1 reflex, and -1 will.
Stat point is ok, int could be a bit lower tho. 12 is all you need, pure human cleric get 5 points per level plus the 5x4 at first level, which is 315 total. You need to max 4 skills only - concentraton, heal, tumble, disc. That leave out 1 skill whatever you like, maybe parry? Spare stat points could be put in con for 1 more fort.
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Post by Aribeth on Jul 7, 2008 17:17:39 GMT
Unless I am missing something...
A 12 int Human Cleric only gets 4 skill points per level
1 for being Human 2 for being a Cleric 1 for 12 Intelligence
What am I missing?
Which is an issue for my cleric when I reincarnate her
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Post by Mortis on Jul 7, 2008 17:24:12 GMT
Human – Anarch [BuR] +6 Wisdom, +4 Constitution Starting stat (subby) [40] {60 w/ Gear} Str 8 (8) [8] {20} (changed 2 lower) Dex 14 (14) [14] {26} Con 10 (14) [14] {26} Wis 18 (24) [41] {64} -=Arti 66=- Int 14 (14) [14] {26} Cha 8 (8) [8] {20} Progression 40 cleric, Align: Any or Evil (if Evil Domain) Domains: Plant, Healing or Evil Book: Spell penetration 1 Blooded, Bull Headed 3 Lightning Reflexes 6 Extended Spell 9 Spell Focus Evocation 12 Greater Spell Focus Evocation 15 Spell Focus Divination 18 Greater Spell Focus Divination 21 Epic Spell Focus Evocation 23 Epic Spell Focus Divination 24 Spell Focus Transmutation (OR Necromancy) 26 Greater Spell Focus Transmutation (OR Necromancy) 27 Epic Spell Focus Transmutation (OR Necromancy) 29 Great Wisdom 1 30 Epic Fortitude 32 Great Wisdom 2 33 Great Wisdom 3 35 Great Wisdom 4 36 Great Wisdom 5 38 Great Wisdom 6 39 Great Wisdom 7 -----------------Legendary Levels----------------------- 42 LSA Tumble 45 LSA Discipline 48 Legendary Reflexes 51 Legendary Spell Penetration 54 Legendary Spell Focus Evocation 57 Legendary Spell Focus Divination 60 Great Wisdom 8 -=-=-=-=-=-=NOTES=-=-=-=-=-=-=- Save skill points for continued dump in Discipline and tumble in Legendary levels. The build is designed around medium armor and +12 dexterity from gear. -=-=-=-=-=-=NOTES=-=-=-=-=-=-=- Cheers, ~Mortis Also, call me nuts, but since you have no illusion foci, and only have one of trans/enchant, you may want to take the evil domain and take ESF necromancy instead of transmutation. You will be able to use heartbane (no pally splash, so you can be evil), enervate, energy drain, and destruction to your heart's content. This will give you some much needed flexibility with your spellbook, and seeing as how you have 68 penetration and all the cleric saves debuffs, necromancy seems like a perfect fit for your build. The Transmutation version of this build is currently tagged to Min and doing very well. I will probably be making a necromantic version just for a bit of variety. Much thanks to all those who gave me some feedback. This is the final version after several revisions.
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