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Post by nataani on Jul 7, 2009 19:39:31 GMT
This is my turner, it is completely offensively built, so unless you play it right you will die often. On the other hand, I have never been on a run where it wasnt top in kills. A downside to this build is that it is built purely for hells, so dont expect to be able to run around pyramid with it (bfms are better anyway). It is currently demi x5.
Human – Half celestial[/b]
"Half-Celestial" (secret Beyond UltraRare; adds wings) - FC: Cleric - WIS +6, CHA +4, free feat: Spell Focus Evocation, free feat: Greater Spell Focus Evocation, free feat: Epic Skill Focus Heal, sr 10 + 1/lvl, able to walk on quicksand, speaks Celestial
Starting Stats
Fire and plant domains to start
Str – 8 Dex – 9 Con – 8 Wis – 17 (23) Int – 8 Cha – 18 (22)
Progression
Pure cleric
Abilities
All charisma
Pre-epic feats
Extra turning Toughness Spell focus Divination Greater spell focus Divination Spell focus Transmutation Greater spell focus Transmutation Extend spell Empower spell
Epic feats
Great Charisma (7)
Epic bonus feats
Great wisdom (2) Planar turning Epic spell focus Evocation Epic spell focus Transmutation Epic spell focus Divination
Legendary feats
Great Charisma (3) Domain: Good Legendary Spell Focus Divination Epic spell: Greater ruin Legendary spell penetration
Extras
Charisma artifact Spell penetration tome Energy resistance acid pandect
Skills
Concentration – Max Spellcraft – 50 Tumble – 6 (12 points CC)
Gear setup
Helm – Helm of zeal Armour – Pristine way Main hand – Tia staff Bracers – Gauntlets of transposed energy Cloak – Tia cloak Boots – Tia boots Amulet – Divine inspiration Belt – Tia belt Off hand – Abo torch Mote - Locath magic resist Ring1 - Crest of vile darkness Ring2 - Immunity ring depending on layer
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Post by Klipkap on Jul 8, 2009 9:29:54 GMT
This is my turner, it is completely offensively built, so unless you play it right you will die often. Other than ensuring that Gate (and other buffs) are constantly refreshed, could you expand on 'play it right'. In other words, does the ultra-DC focus make the defensive play any different from other caster clerics? If so, could you spare the time to elaborate please. Many thanks for the openness - much appreciated.
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Post by nataani on Jul 8, 2009 13:49:45 GMT
Yes, you have to ensure that gate is up at all times. Pre-demi you will have no parry so it will be painful to say the least, once demi the crit immunity will help things somewhat, but really you need to get a feel for how much of a beating you can take before your gate goes down. It is a good idea to keep energy buffer up as well for those instances where it does. I would suggest going to the arena and seeing how long it takes two creatures to break through, with that in mind you know when to chug an etherealness potion or cast gs.
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Post by jonuhey on Jul 8, 2009 14:01:18 GMT
The critical immune ring is kinda useful in a lot of hell maps. I prefer to have it when Im playing my non demi bard, it changes the die in 2 hits to almost never die.
Obviously, if there will be divine kickback, its better not to use it imo, but its a very useful ring while you dont get demi nor a asmo rod.
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Post by nataani on Jul 8, 2009 18:59:17 GMT
I seem to remember something about a hells turner needing to be good, but I might well be wrong about that.
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Post by chainlink on Jul 8, 2009 19:58:50 GMT
Never used gate on either my demi x5 cleric or demi x4 turner so I can confirm it's not that critical
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Post by jonuhey on Jul 8, 2009 19:59:09 GMT
I guess that only applies to paladin and BG no?? "but I might well be wrong about that"
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Post by nataani on Jul 8, 2009 22:06:23 GMT
Never used gate on either my demi x5 cleric or demi x4 turner so I can confirm it's not that critical It might not be critical, but it is probably the cheapest defense a cleric can get.
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Post by AP33 on Jul 18, 2009 14:48:33 GMT
Never used gate on either my demi x5 cleric or demi x4 turner so I can confirm it's not that critical Why would you not use Gate??? A click away from what is seen below seems like a bad choice. Please let me know why This provides (CL * 2) points of damage reduction to all damage types, absorbing (CL * 3.125) HP before collapsing. GSF, ESF, and LSF Divination double the number of HP absorbed at each step, resulting in LSF Divination granting (CL * 25) HP of protection
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Post by nataani on Dec 5, 2009 15:24:39 GMT
Updated
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Post by gren on Dec 9, 2009 18:01:57 GMT
Just about to reincarnate my turner from FA to HC and will build it very similar to this - I want an offensive build but can't quite bring myself to go pure so will add a Pally level for the saves.
One question though, and I've noticed the same with KC's turner, why go robes? With so little AC/DEX (and no monk lvl) wouldn't plate be a much better option?
Or am I missing something?
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Post by StrykerOfChaos on Dec 9, 2009 18:08:22 GMT
Just about to reincarnate my turner from FA to HC and will build it very similar to this - I want an offensive build but can't quite bring myself to go pure so will add a Pally level for the saves. One question though, and I've noticed the same with KC's turner, why go robes? With so little AC/DEX (and no monk lvl) wouldn't plate be a much better option? Or am I missing something? If you go pure you can't turn paragon fumes and stuff, just a heads up.
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Post by tagnusd on Dec 9, 2009 19:09:45 GMT
I mustbe missing something. Ifyou go pure, your TR is higher, so how does going splash allow you to turn paragon fumes while pure does not? Somethign with the pally splash add an ability?
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Deleted Member
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Post by Deleted on Dec 9, 2009 19:28:21 GMT
I think it shoud have read: "If you don't go pure ..."
Actually the Godswrath ego augment turns your 39 cleric, 1 splash build into a pure turner as it's currently implemented (and offers no benefit to pure turners).
KC's choice was to utilize the Elysium robes.
Pure turners often have horrible discipline. Robes can be a good choice to avoid slagging unhappiness.
I wear plate on my turner but switch to robes and a torch (or Sparten) in areas with discipline based slag checks (Phleg and the Coil).
For the Asmo entry spawn I went back to plate/shield and used the Hive bonding resin to give me five minutes of slag free joy.
I really don't find much difference between robes and plate in most circumstances. You do get a little more AC from plate/shield which can help with critters that inflict on hit and can't be turned (Mammon's Tears). Either way you need to refresh gate (and sometimes mid spawn if it's a long one).
You have to be smart about positioning. To get lots of kills you need to be VERY aggressive and get into the middle of the spawn all restored and with BT up for maximum debuffing. This will put you in harm's way.
Refresh gate, restore and keep other buffs topped off between spawns and you'll be fine.
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Post by nataani on Dec 9, 2009 21:20:41 GMT
Silver kinda touched on it. I also went robes to drop discipline entirely, in order to do max offensive like this you have to start with 8 int, which affords you a total of two skills as a human. That gets you concentration, 50 spellcraft and a few extra for tumble (just for the checks). You can gear switch as silver said, but personally I hate gear switching, my gear setup is based on pristine way due to the pos/div resists on it so unless I were to switch to medium armour I wouldnt be able to cover my resists properly (I dont use coil of grabduk anymore, gear setup updated).
I havent found that the lack of physical imms to be anything to worry about, also, you really want to aim to get an abo torch for it, with double gate you wont care. As a pure cleric your sp is decent, the abo torch will increase that sp further, making battletide and prayer (your main debuffs) more effective. On that note, I highly recommend going pure, splashing not only makes you 12.5% less effective (turning is a d8), you also lose sp on your debuffs.
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