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Post by Xiayu on Dec 27, 2011 2:52:52 GMT
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Post by Xiayu on Dec 27, 2011 2:53:23 GMT
White Mage (Cleric 38, Paladin 1, Monk 1) Cleric is a versatile and popular class on Higher Ground; Cleric builds can come in many forms, from wisdom based casters, melee based hybrid fighters, or charisma based Turners, and that's not including quasi classes like the Mystic Theurge or Lifethreader. The White Mage is a wisdom based caster. The role played by such a Cleric on Higher ground has several facets; firstly, clerics make excellent party buffers, with a number of useful and in demand buffs which can really contribute to your parties effectiveness. They also have a line of excellent debuff spells, from spell resistance dropping spells like bestow curse, to saves droppers such as Prayer and Battletide. Secondly, caster Clerics are masters of the instakill - they have a vast plethora of instakill spells at their disposal, from Rebuke, to Destruct, to Implosion (and more besides). If a monster is instakill-able, it's a fair bet that a Cleric with the right foci can get the job done. Finally, and most importantly, Clerics are excellent at helping their party stay alive, as you might expect. They have many restorative and healing spells at their disposal, along with the quintessential party saving epic spell, Miracle. A smart Cleric who makes sure to take care of his party can be a huge asset to have. The White Mage focuses strongly on party support, whilst also retaining the ability to instakill a vast variety of enemies. This is the build to play if you're keen to spread the love to your party - and dish out some serious hurt to your enemies! Cleric 38, Paladin 1, Monk 1Advantages:- 4 Higher Ground Epic Spells: Evocation (Conversion), Divination (Miracle), Transmutation (Instrument of Faith), Enchantment (Girding of the Faithful).
- 1 Bioware Epic Spell: Greater Ruin x2.
- Max Wisdom for an open subrace.
- Decent defenses for a caster: 122-126 AC, 59-78 saves.
Disadvantages:- You must maintain a good alignment to retain the saves bonus from your paladin level! This means you can't use the spell Heartbane (a nice insta-killing spell to have).
- Small stature! This means you will have to choose between wielding a caster staff alone, due to it's size (medium), or one of the few small size cleric bases mainhand caster options, and a torch in your offhand.
Notes: If you don't like Epic Spell: Greater Ruin and Epic Reflexes, you can swap them for whatever you like: another Legendary Spell Focus, Metamagic: Empower Spell or maybe another Bioware Epic Spell! They are all good choices. Cleric 38, Ranger 1, Monk 1This version would get 1 extra feat than the build listed, giving you a few options: - Defensive. If you move feats around, you will be able to get Dauntless at level 1 (+1 fortitude/reflex) and Legendary Valor in Legendary Levels (+5 fortitude/reflex) at the cost of Epic Reflex. This will result in +1 fortitute, -3 reflex, -5 will than the paladin version listed. - Offensive. 5 Epic Spells! Get another Epic Spell Focus (Necromancy) if you drop both: Epic Spell: Greater Ruin and Epic Reflex. Notes: If you chose the Defensive route, I would recommend getting Necromancy Focus (swap Enchantment Focus for it), you will be able to use Heartbane, and will have higher DC on some necromancy spells, like Energy Drain. Cleric 40This version has +2 Caster Level and +2 Spell Penetration for all the spells. Most noticiable, your Battletide will drop saves by 5 instead of 4. This is pretty useful especially for an Open Subrace as you will be always at -2 DC from max. However, going the pure route also has some disadvantages: no skill bump at level 40 for tumble and discipline and lower ac. You will need to wear heavy armour and shield, which is actually a good thing for the most part (except in some areas, like Phlegetoras and Nessus where you will need to wear robes and a special shield or no shield at all if you don't want to get your armour reduced to ashes!). However, the chances are you may well be ready to upgrade your build to a different subrace before you ever set foot in Phlegethos to experience such horrors! Recommended Changes: - Defensive. Take Dauntless at level 1 and Legendary Valor in Legendary Levels at the cost of Epic Spell: Greater Ruin and Epic Reflex. - Offensive. Swap Epic Spell Focus: Enchantment for Epic Spell Focus: Necromancy. Take Legendary Spell Focus: Necromancy instead of Epic Reflex. Notes: Again, if you chose the Defensive route, I would still recommend getting Necromancy Focus instead of Enchatment. Eternal Return epic and higher DC on Heartbane/Energy Drain instead of Girding of the Faithful epic and higher DC on Rebuke. The build posted here is for a good aligned 38/1/1 cleric/paladin/monk. However if you're not sure about making the alterations listed above, feel free to post here or send a pm about making the pure or evil versions; I will be happy to help!Getting StartedHigher Ground Class EditsFirstly, If you want to know more about Clerics, you can find all the custom changes on Higher Ground here. SpellsFor more information about your Cleric spells, check here. Custom Epic SpellsTo know more about the Higher Ground Custom Epic Spells, check here. HG EnhancedTo access all of the Cleric custom spells, you will need to download a small hak pack. This is completely optional, but is highly reccomended to enhance your enjoyment for this, and any other builds you make on Higher Ground, as it will open up many new spells and abilities which you can use. QuestsThe following quests (which can be obtained by talking to the NPC's in the two Tavern's in the Ascension Docks) can be a fun and rewarding way to gain experience for your character. TagsDefeating certain enemies while you start your quest to immortality and beyond can earn you accomplishment tags, which provide you with some permanent character bonuses which will serve you well from pre epic levels through to legendary levels and beyond. Class SecretsWith 35 levels of cleric, you will be able to get Mass Resurrection. Ask in game if you can't find it! There's so much to consider!Don't worry if this seems like a lot of information to take in. If you have any questions, need hints or tips, or aren't quite sure what to do next, you will find plenty of helpful and friendly people to provide guidance via the !newbie channel.
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Post by Xiayu on Dec 27, 2011 2:55:11 GMT
Build OverviewRace: Gnome Subrace: Svirfneblin Alignment: Lawful Good Starting Abilities:Ability | At Creation | After Subrace | Strength | 6 | 6 | Dexterity | 12 | 14 | Constitution | 16 | 14 | Wisdom | 18 | 20 | Intelligence | 12 | 12 | Charisma | 8 | 6 |
Ability Points (20): Wisdom 20 Domains: Earth & Plant Feats: Pre-Epic (7):- Spell Focus: Evocation
- Greater Spell Focus: Evocation
- Spell Focus: Enchantment
- Greater Spell Focus: Enchantment
- Spell Penetration
- Greater Spell Penetration
- Spell Focus: Divination
Feats: Epic & Bonus (7 & 6):- Greater Spell Focus: Divination
- Epic Spell Focus: Evocation
- Epic Spell Focus: Enchantment - Bonus
- Epic Spell Penetration
- Epic Spell Focus: Divination - Bonus
- Metamagic: Extend Spell
- Greater Wisdom I - Bonus
- Greater Wisdom II
- Greater Wisdom III - Bonus
- Greater Wisdom IV
- Greater Wisdom V - Bonus
- Greater Wisdom VI
- Greater Wisdom VII - Bonus
Feats: Legendary (7):- Legendary Spell Penetration
- Legendary Spell Focus: Evocation
- Greater Wisdom VIII
- Greater Wisdom IX
- Greater Wisdom X
- Epic Spell: Greater Ruin
- Epic Reflexes
Skills:- Concentration - 63
- Discipline - 43
- Heal - 52
- Parry - 63
- Spellcraft - 50
- Tumble - 40
Dragon Blood: None needed (Dodge) Wondrous Tomes of Ancient Lore: Transmutation (Epic Spell Focus: Transmutation) Artifact: Pyramid Energy (+2 Wisdom, immunity to fear)
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Post by Xiayu on Dec 27, 2011 2:57:07 GMT
Level GuideThe following sections break each level down in terms of which skills, feats and ability points you should take on each level. Pre-Epic Levels 1-20Race:Gnome - Gnomes who have any Bard levels have Bard as their favored class rather than Wizard. - All gnomes receive 2 additional skill points per level. Skill points for levels prior to 41 will be granted upon taking level 41 at the Altar of Legends. Subrace:Svirfneblin - FC: Cleric. - Base SR0 +1/lvl, CON -2, CHA -2, DEX +2, WIS +2, free feat: Darkvision, saves +2, listen +2, hide +2, speaks Undercommon, speaks Svirfneblin. Alignment:Lawful Good Starting Abilities:Ability | At creation | After Subrace | Strength | 6 | 6 | Dexterity | 12 | 14 | Constitution | 16 | 14 | Wisdom | 18 | 20 | Intelligence | 12 | 12 | Charisma | 8 | 6 |
Domains:Earth (Energy Buffer, Stoneskin) and Plant (Barkskin, Creeping Doom). Level 1 (Cleric 1)
| Feat: Spell Focus: Evocation. +2 DC to all your Evocation Spells.
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| Skills: +4 Concentration
| Level 2 (Cleric 2)
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| Skills: +1 Concentration
| Level 3 (Cleric 3)
| Feat: Greater Spell Focus: Evocation. +2 DC to all your Evocation Spells.
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| Skills: +1 Concentration
| Level 4 (Cleric 4)
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| Ability: +1 Wisdom
| Skills: +1 Concentration
| Level 5 (Cleric 5)
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| Skills: +1 Concentration
| Level 6 (Cleric 6)
| Feat: Spell Focus: Enchantment. +2 DC to all your Enchantment Spells.
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| Skills: +1 Concentration
| Level 7 (Cleric 7)
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| Skills: +1 Concentration
| Level 8 (Cleric 8)
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| Ability: +1 Wisdom
| Skills: +1 Concentration
| Level 9 (Cleric 9)
| Feat: Greater Spell Focus: Enchantment. +2 DC to all your Enchantment Spells.
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| Skills: +1 Concentration
| Level 10 (Cleric 10)
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| Skills: +1 Concentration
| Level 11 (Cleric 11)
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| Skills: +1 Concentration
| Level 12 (Cleric 12)
| Feat: Spell Penetration. +2 to all Spell Penetration Checks.
| Ability: +1 Wisdom
| Skills: +1 Concentration
| Level 13 (Cleric 13)
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| Skills: +1 Concentration
| Level 14 (Cleric 14)
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| Skills: +1 Concentration
| Level 15 (Cleric 15)
| Feat: Greater Spell Penetration. +2 to all Spell Penetration Checks.
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| Skills: +1 Concentration
| Level 16 (Cleric 16)
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| Ability: +1 Wisdom
| Skills: +1 Concentration
| Level 17 (Cleric 17)
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| Skills: +1 Concentration
| Level 18 (Cleric 18)
| Feat: Spell Focus: Divination. +2 DC to all your Divination Spells.
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| Skills: +1 Concentration
| Level 19 (Cleric 19)
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| Skills: +1 Concentration
| Level 20 (Cleric 19, Paladin 1)
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| Ability: +1 Wisdom
| Skills: +1 Concentration +23 Discipline
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Stats at Level 20:AbilitiesStrength | 6 | Dexterity | 14 | Constitution | 14 | Wisdom | 25 | Intelligence | 12 | Charisma | 6 |
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Post by Xiayu on Dec 27, 2011 2:59:03 GMT
Epic Levels 20-40Level 21 (Cleric 20, Paladin 1)
| Feat: Greater Spell Focus: Divination. +2 DC to all your Divination Spells.
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| Skills: +1 Concentration
| Level 22 (Cleric 21, Paladin 1)
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| Skills: +1 Concentration
| Level 23 (Cleric 22, Paladin 1)
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| Skills: +1 Concentration
| Level 24 (Cleric 23, Paladin 1)
| Feat: Epic Spell Focus: Evocation. +2 DC to all your Evocation Spells. Epic Spell Focus: Enchantment (bonus). +2 DC to all your Enchantment Spells.
| Ability: +1 Wisdom
| Skills: +1 Concentration
| Level 25 (Cleric 24, Paladin 1)
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| Skills: +1 Concentration
| Level 26 (Cleric 25, Paladin 1)
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| Skills: +1 Concentration
| Level 27 (Cleric 26, Paladin 1)
| Feat: Epic Spell Penetration. +2 to all Spells Penetration Checks. Epic Spell Focus: Divination (bonus). +2 DC to all your Divination Spells.
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| Skills: +1 Concentration
| Level 28 (Cleric 27, Paladin 1)
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| Ability: +1 Wisdom
| Skills: +1 Concentration
| Level 29 (Cleric 28, Paladin 1)
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| Skills: +1 Concentration
| Level 30 (Cleric 29, Paladin 1)
| Feat: Metamagic: Extend Spell. Cast a spell one slot higher for double it's normal duration. Greater Wisdom I (bonus). +1 to your Wisdom.
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| Skills: +1 Concentration
| Level 31 (Cleric 30, Paladin 1)
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| Skills: +1 Concentration
| Level 32 (Cleric 31, Paladin 1)
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| Ability: +1 Wisdom
| Skills: +1 Concentration
| Level 33 (Cleric 32, Paladin 1)
| Feat: Greater Wisdom II. +1 to your Wisdom. Greater Wisdom III (bonus). +1 to your Wisdom.
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| Skills: +1 Concentration
| Level 34 (Cleric 33, Paladin 1)
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| Skills: +1 Concentration
| Level 35 (Cleric 34, Paladin 1)
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| Skills: +1 Concentration
| Level 36 (Cleric 35, Paladin 1)
| Feat: Greater Wisdom IV. +1 to your Wisdom. Greater Wisdom V (bonus). +1 to your Wisdom.
| Ability: +1 Wisdom
| Skills: +1 Concentration
| Level 37 (Cleric 36, Paladin 1)
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| Skills: +1 Concentration
| Level 38 (Cleric 37, Paladin 1)
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| Skills: +1 Concentration
| Level 39 (Cleric 38, Paladin 1)
| Feat: Greater Wisdom VI. +1 to your Wisdom. Greater Wisdom VII (bonus). +1 to your Wisdom.
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| Skills: +1 Concentration
| Level 40 (Cleric 38, Paladin 1, Monk 1)
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| Ability: +1 Wisdom
| Skills: +1 Concentration +20 Discipline +40 tumble
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Stats at Level 40:AbilitiesStrength | 6 | Dexterity | 14 | Constitution | 14 | Wisdom | 37 | Intelligence | 12 | Charisma | 6 |
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Post by Xiayu on Dec 27, 2011 3:00:19 GMT
Legendary Levels 41-60 Level 41
| (Use Epic Spell Focus: Transmutation Tome at this level)
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| Skills: +1 Concentration +44 Heal +44 Spellcraft +1 Parry
| Level 42
| Feat: Legendary Spell Penetration. +2 to all your Spell Penetration checks!
| Ability: +1 Wisdom
| Skills: +1 Concentration +1 Heal +1 Spellcraft +2 Parry
| Level 43
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| Skills: +1 Concentration +1 Heal +1 Spellcraft +2 Parry
| Level 44
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| Ability: +1 Wisdom
| Skills: +1 Concentration +1 Heal +1 Spellcraft +2 Parry
| Level 45
| Feat: Legendary Spell Focus: Evocation. +2 DC to all your Evocation Spells.
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| Skills: +1 Concentration +1 Heal +1 Spellcraft +2 Parry
| Level 46
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| Ability: +1 Wisdom
| Skills: +1 Concentration +1 Heal +1 Spellcraft +2 Parry
| Level 47
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| Skills: +1 Concentration +1 Heal +1 Spellcraft +2 Parry
| Level 48
| Feat: Great Wisdom VIII. +1 to your Wisdom.
| Ability: +1 Wisdom
| Skills: +1 Concentration +1 Heal +3 Parry
| Level 49
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| Skills: +1 Concentration +1 Heal +3 Parry
| Level 50
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| Ability: +1 Wisdom
| Skills: +1 Concentration +4 Parry
| Level 51
| Feat: Great Wisdom IX. +1 to your Wisdom.
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| Skills: +1 Concentration +4 Parry
| Level 52
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| Ability: +1 Wisdom
| Skills: +1 Concentration +4 Parry
| Level 53
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| Skills: +1 Concentration +4 Parry
| Level 54
| Feat: Greater Wisdom X. +1 to your Wisdom.
| Ability: +1 Wisdom
| Skills: +1 Concentration +4 Parry
| Level 55
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| Skills: +1 Concentration +4 Parry
| Level 56
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| Ability: +1 Wisdom
| Skills: +1 Concentration +4 Parry
| Level 57
| Feat: Epic Spell: Greater Ruin. Powerful instakill spell, 2 casts with 50 base spellcraft
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| Skills: +1 Concentration +4 Parry
| Level 58
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| Ability: +1 Wisdom
| Skills: +1 Concentration +4 Parry
| Level 59
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| Skills: +1 Concentration +4 Parry
| Level 60
| Feat: Epic Reflexes. +4 to all Reflex saves.
| Ability: +1 Wisdom
| Skills: +1 Concentration +4 Parry
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Post by Xiayu on Dec 27, 2011 3:01:26 GMT
Final Build & What to Aim For:The following stats are what you will be able to achieve with optimal gear. If you manage to conquer the Nine Hells, you can actually exceed these stats - ask if you're curious! You will not be able to achieve these stats immediately due to gearing constraints, but the more you persevere, the more items you will accrue, and the stronger you will grow. Hard work and persistance will see you rewarded with greater power! Abilities:Ability | Base | +12 gear | +14 gear |
[/td][/tr] [tr][td]Strength[/td][td]6[/td][td]18[/td][td]20[/td][/tr] [tr][td]Dexterity[/td][td]14[/td][td]26[/td][td]28[/td][/tr] [tr][td]Constitution[/td][td]14[/td][td]26[/td][td]28[/td][/tr] [tr][td]Wisdom[/td][td]50[/td][td]62[/td][td]64[/td][/tr] [tr][td]Intelligence[/td][td]12[/td][td]24[/td][td]26[/td][/tr] [tr][td]Charisma[/td][td]6[/td][td]18[/td][td]20[/td][/tr] [/table] Skills:Skill | Ranks | Concentration | 63 |
[/tr] [tr][td]Discipline[/td][td]43[/td][/tr] [tr][td]Heal[/td][td]52[/td][/tr] [tr][td]Parry[/td][td]63[/td][/tr] [tr][td]Spellcraft[/td][td]50[/td][/tr] [tr][td]Tumble[/td][td]40[/td][/tr][/table] Skill Explanation: - Concentration - Higher concentration lowers the risk of having spells disrupted by taking damage.
- Discipline - There are many discipline checks on Higher ground, varying from knockdown checks to other nasty special attacks that can shred your armour! A must for any build.
- Heal - Improves your Healing Circle spell. Allows use of healing kits in areas where you cannot cast spells or drink potions (this is a very rare scenario but not a non existant one).
- Parry - Reduces the amount of damage taken from critical hits.
- Spellcraft - Required for counterspelling. 50 base Spellcraft is also required for 2 casts of Greater ruin.
- Tumble - Increases your armour class and prevents attacks of opportunity when you move around in combat.
Armor Class:+ 10 Base + 8 Dexterity (9 with +14 Dexterity gear) + 26 Wisdom (27 with +14 Wisdom gear) + 15 Armour + 20 Dodge + 16 Deflection (17 with "BUR" quality gear) + 16 Natural (17 with "BUR" quality gear) + 8 Tumble + 1 Size = 120ac (124 ac) +2 ac on armour with Girding of the Faithful Epic. Saves:Fortitude: 60 Reflex: 57 Will: 76 +2 to all saves with +14 gear (Charisma, Constitution, Dexterity, Wisdom) = 62F, 59R, 78W Miscellaneous Character Enhancements:Spell Tome: When you achieve level 41+ you will be permitted to use a Spell Tome, which will grant you a free Epic Spell Focus. For this build, the recommended choice is Epic Spell Focus: Transmutation. Spell Tomes can be found on the Arcane Academy or Ssithrakh run, which is a Legendary area. Dragon Blood:Higher Ground is notorious for the many powerful Dragons scattered around throughout it's many areas. These can be found as early as pre-epic, and as late as the Nine Hells and Elysium! Some of these dragons will drop their blood when you kill them. Open subraces can drink the blood to add useful feats or ameliorate certain penalties - for this Cleric, a useful choice might be the blood which grants the Dodge feat. However, Dragon blood also has another use which you can utilise to enhance your character. If you're curious about this mysterious process, ask in-game about Dragon blood and its uses. Artifact:There are a number of artifacts which can be applied to your character which provide a number of beneficial effects. These can be rather hard to come by, and many builds do not have one - even level 60's! The reccomended artifact for this build is the Wisdom artifact, which provides true fear immunity and +2 to Wisdom. It also grants you +500 temp hit points per day. They are sometimes sold in the auction chests on the servers, which you can browse here (along with other potentially useful gear), so start saving your pennies! It would also be possible to farm Wisdom artifacts with a group of friends. They drop in the Pyramid, a Legendary area for level 55+ characters. Stat artifacts can be used at level 55+. However, do not worry if you cannot get one - these are to be considered a luxury, not a requirement. General Gearing Guidelines:It's somewhat pointless giving a shopping list of items to wear, because how you gear your Cleric will depend greatly upon what you can find/buy/beg/borrow. In general though you should try to maximise your main stats (Wisdom, Dexterity and Constitution are your three primary stats as a Cleric, to maximise DC, AC, health points and saves) as well as your secondary ones (Strength and Charisma, to maximise your carrying capacity and saves). Maximising stats becomes easier as you gain in levels and find better gear. You will also want to wear items with ac as high as possible in the following categories: Deflect (Helm, Cloak, Belt, Bracer), Armour (Armour, Bracer), Natural (Amulet), Dodge (Boots) and Shield (for pre-legendary levels). This will ensure your armour class is as high as possible with your available gear. Items with spellslot gear can be useful in giving you more casting stamina between rests. You can find items with spellslots on many runs, but most notably: - The Maze of the Ancients (Level 41+)
- Myconids (Level 40+)
- Pit of Moliation (Level 55+)
- Avernus (Level 55+)
Finally, damage reduction/immunity/soak can all help increase your character survivability. These three types of damage decreasing properties all stack with eachother, so if you wear all three, your character will benefit in terms of survivability. Many items have these properties on them, especially once you get to Legendary levels. It should be notied that damage immunity % DOES stack on multiple items, so the more you can fit, the better. Damage resistance and damage soak/reduction do NOT stack with other instances of the same type; for example an item with 10/- to all physical damage, and a second item with 15/- to all physical damage would not stack with one another - only the highest (15/-) woud apply. Likewise, +15/10 soak would not stack with +15/20 soak - only the +15/20 would apply, even if you wore both.
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Post by Xiayu on Dec 27, 2011 3:02:19 GMT
Spell GuideLevel 1:- Endure Elements: 9% elemental immunity (10% if pure).
- Entropic Shield: 58% miss chance from ranged enemies (60% if pure).
- Foundation of Stone: Grants immunity to Knockdown. This spell also completely immobilises you, causing your AC to plummet - use with extreme caution - it's often better to risk being knocked down than losing a huge amount of AC when surrounded by nasties! Keep /tp "youraccountnamehere" !cancel 2076 quickslotted to cancel this spell!
- Remove Fear: Always keep a few memorized. You never know when your teammates are going to start running in panic!
Level 2:- Barkskin (Plant Domain): Great for buffing summons/animal companions natural AC.
- Remove Paralysis: As the name describes, cures your party mates of paralysis.
- Silence: Can be cast on a friendly summon or partymate providing him an aura which silences enemies, rendering them incapable of casting spells.
Level 3:- Bestow Curse: Drops the spell resistance of enemies by 11 (12 if pure). It can also drop their ability scores if they fail the save. This is useful so always keep a few on your book.
- Darkfire: 4 dice of fire damage for your team's weapons!
- Frost Weapon: 4 dice of cold damage for your team's weapons!
- Prayer: +3 Attack Bonus, Damage, Skills and Saves, enemies receive penalties of an equal amount. This should be one of your key spells, so keep plenty on your book! Always start big spawns casting this spell to debuff your enemies.
- Remove Curse: Self explanatory - use this to remove cursed party mates.
Level 4:- Stoneskin (Earth Domain): Gives physical soak.
- Death Ward: Protects against Death Magic.
- Freedom of Movement: Provides immunity to most paralysis and entangle, and provides a speed boost. Can be cast upon yourself and others, partymates will often request it.
- Heartbane: Instakill spell which works on most enemies which are not immune to critical hits. Use this if you followed the Evil Path (Spell Focus: Necromancy).
- Least Mantle: A useful buff which renders you immune to spells as long as it is intact. It won't soak many spell levels though, so be prepared to recast it if there are a lot flung your way!
Level 5:- Energy Buffer (Earth Domain): Useful self buff that gives resistence to all elements.
- Battletide: Grants an aura which drops the saves of any enemies inside. A great reason to stay in the frontlines, if it is safe to do so!
- Hearling Circle: Provides a personal aura which grants large amounts of regeneration to friendlies around you. Based upon heal skill. The duration is low, so extending (extend spell) is a good option.
- Monstrous Regeneration: Grants regeneration. Castable on self and others.
Level 6:- Banishment: In effect, an instakill spell for summoned enemies. These are more common in the endgame parts of Higher ground.
- Blade Barrier: A small but powerful persistent aoe spell which inflicts large amounts of slashing damage. It can take some skill to keep your enemies in position on the blades, but the resulting damage is worth it.
- Greater Sanctuary: Your number one escape spell - cast this if you need to escape! * Please note, you will need to cancel your battletide in order for your sanctuary not to be cancelled - hostile actions, such as battletide, prayer, or any other spell directed at an enemy will break your sanctuary. /tp "youraccountnamehere" !cancel 517.
- Planar Ally: Summons a powerful Outsider based upon your alignment to serve you.
- Undeath to Death: An instakill/damage spell for undead enemies.
Level 7:- Creeping Doom (Plant Domain): A slow acting persistent aoe damage cloud, which deals large amounts of physical damage over time. Also inflicts vulnerabilities with Illusion spell foci (some of which can be gained from items).
- Destruction: A very nice death magic spell, which also does large amounts of divine damage, even to death immunes.
- Greater Restoration: The quintessential restorative/healing spell. Restores full health to yourself/an ally, and removes most negative statuses (including the hostile environment penalties in the hells/abyss) for the duration of the spell. Very useful, especially when extended, and often requested.
- Mass Restoration: Casts a restoration spell in a small aoe around the target point.
- Regenerate: Provides regeneration. Castable on self and others.
- Resurrection: Restores an ally to life, along with a nice temporary health points buffer so they don't get slaughtered again (at least not right away...)
Level 8:- Aura Versus Alignment: An excellent buff which provides immunity to Stun, Daze and Sleep effects. Best cast extended, as the duration is not all that long.
- Earthquake: A huge aoe spell dealing large amounts of positive damage. It ignores spell resistance, so it often comes in handy against high spell resistance enemies.
- Fire Storm: Deals both fire and divine damage in a huge aoe.
- Rebuke: Yet another instakill, which is good to target at enemies lacking mindspell and confusion immunity. Also deals a large amount of magic damage, even to those immune to the instakill component.
- Sunbeam: Capable of blinding enemies, and instakilling/damaging undead enemies.
Level 9:- Energy Drain: A truly excellent debuff, which lowers enemies saves and skills on a failed save. If you land it enough times, you can drain enemies not immune to negative levels to death. Also provises 1 free caster (up to+3) for a minute for level for each level you drain! Use it if you followed the Evil Path (Spell Focus: Necromancy).
- Gate: This is your main defensive spell! Provides a huge amount of elemental, exotic and physical damage resistance. Be careful to watch for when the vfx drop, so you know when to rebuff. Always keep some memorized, at least 4-6.
- Implosion: This is your main offensive spell! A medium sized instakill aoe. Useful in most areas, if not all. You will want to have a fair amount memorized on your book.
- Mass Greater Sanctuary: This spell can be a great party saver - casts Greater Sanctuary on all party members in range. Excellent for cunning and sneaky spawning strategies!
- Storm of Vengeance: A persistent aoe which deals large amounts of electric damage each round and has a chance to stun.
- True Resurrection: The most powerful ressurection spell there is, with increased range based upong conjuration foci.
- Undeaths Eternal Foe: An essential party buff; renders your partymates immune to several debilitating effects, such as blindness and negative energy damage. Also provides a lot of dodge ac, which is useful if you haven't got your dodge ac maxxed, or you are in an area with ac penalties such as the hells.
Custom Epic Spells:- Conversion (Evocation):
A one use per rest cast of a powerful domination spell, which will force a non mindspell immune enemy to serve you as a loyal pet! Do make sure your pet behaves, if it starts hitting something it shouldn't, be sure to use voice commands to tell him to stop!
- Girding of the Faithful (Enchantment):
Provides a stacking bonus of +2 to armour and shield AC. Any AC based build will love you for this.
- Instruments of Faith (Transmutation):
Grants +16 enhancement bonus to your parties weapons - this is great for ensuring a few things; your tanks have their AB almost fully buffed (they only need another +4 AB from buffs to reach maxium buffable AB); they do more damage per hit, since ehancement bonus adds both ab AND damage; and thirdly that your party will overcome all but the most sturdy damage soak; even the vicious Pit Fiends and Balors only have +15 soak, which is totally ignored by +16 eb weapons.
- Miracle (Divination):
Simply the best party saving epic there is along with the Druid spell Immutable Force: Miracle ressurects dead party members, grants the entire party a large amount of temporary health points and sends non boss enemies running for the hills in panic for 12 seconds! This is your panic button.
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Post by Xiayu on Dec 27, 2011 3:02:42 GMT
Build EvolutionAs you progress on Higher Ground, the chances are you will come across potential ways in which you can improve your character build - namely subrace improvements. Thankfully, due to the reincarnation system, you won't be forced into starting your character from scratch (although you might decide that would be fun to do!). These can come from a potential number of sources: [/color] - As the name implies, the means of obtaining these is a secret! However, ask in game for guidance. [/li][li]Ultrarare Subraces[/color] - these drop in legendary areas as subrace books. [/li][li]Beyond Ultrarare Subraces[/color] - as with Ultrarare subraces, but these only drop in level 55+ endgame areas, notably the Nine Hells, the five visitable layers of the Abyss, Elysium, Aboleths and Rona. [/li][/ul] As a Cleric, you have several options available to you in each tier of subrace: [/color] (Secret). STR -1, INT -1, WIS +4. Free feat: Lightning Reflexes. Free feat: Spell Focus: Abjuration. [/li][li]Fallen Angel[/color] (Ultrarare). FCs: Base Race, Cleric. WIS +5, CHA +2, +10 heal. Free feat: Divine Might. Free feat: Divine Shield, able to walk on quicksand, speaks Celestial. [/li][li]Stargazer[/color] (Ultrarare). FCs: Wizard, Cleric. INT +4, WIS +4, CHA -2. Free feat: Spell Focus: Divination. Free feat: Defensive Roll. [/li][li]Half-Celestial[/color] (Beyond Ultrarare). 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. [/li][li]Drow Noble[/color] (Beyond Ultrarare). Male FC: Wizard. Female FC: Cleric. INT +6, WIS +4 Male - INT +4, WIS +6 Female. Free feat: Spell Focus Divination. Free feat: Greater Spell Focus Divination. Free feat: Epic Skill Focus Lore, base SR 5 +1/lvl. Speaks Drow, Drow Sign, Undercommon. [/li][/ul] Each of these subraces would provide significant upgrades to your character. In each case, the build would have to be slightly tweaked to be optimum.
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Post by Xiayu on Feb 29, 2012 1:05:04 GMT
Party Formation This is one of a series of builds co designed by Xiayu and Excruciator, designed around a strong party backbone, including all "core" roles. Cores are classes which form the spine of a party, and, while it's not essential to have them all, you will normally have two or three of the four core classes in any party going to the Hells or beyond. Before that party requirements are a lot more loose, but it's good practice to realise the importance of core classes as early as possible. The following links detail some other builds we liked to fit common and often requested party roles. They are all open race builds - take a look and see what you like!
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Post by tyranlthixis on Mar 6, 2012 2:58:41 GMT
This is the "classic" HG caster cleric (pre-heartbane). A good cleric can still make their way in the world today by bolstering their rebuke with spell focuses, but this isn't as popular as uber heartbane. Having said that this is a nice character to play. Parties will especially like the rare Girding of the Faithful epic and (soon to be rare) Instruments of Faith now that paragon enchant scales GMW. You could play this character quite far into the mod but I suspect the small stature and acquisition of better subraces will make reincarnation inevitable. Kenku is especially easy to get. I may have missed this but you should mention all of the hand held fashion items that are staff alternatives as this will become increasingly important as the player looks sadly and longingly at their larger peers sporting shields and staffs or staffs and torches Your guide, formatting, and build are really good. Nice job
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