View Full Version : Stats for a clr

09-13-2007, 05:56 AM
Getting tired of my Clr getting more or less one shotted every now and again in Reaver. Gonna make another Clr with better AC, and better HP's.

Stats looking like:

Dwarf 14 Clr
Str: 8
Dex: 10
Con: 14
Int: 10
Wis: 18
Cha: 14

Any advice for those of you who have beefier Clr's? I don't want to be a BC, I just want to survive more, and be able to take a hit without having to spam cure myself. I have around 160 HP at the moment on my Clr, looking to have around 280ish-310. Tks in advance. /cheers.

09-13-2007, 07:44 AM
You don't need the 10 dex, 9 is plenty and even 8 is ok. All you need is a +3 or +4 item to fill out the DEX in Full Plate.

If you go human you can drop the INT to 8 as well.

I'd be tempted to take those points from DEX and INT and put them into STR, just to make sure you never get burdened.

280-310 sounds a bit much for a pure cleric. It could probably be done if you took the toughness feats/enhancements, but I wouldn't recommend it.

20 - Base
112 - lvl14 Cleric
56 - lvl 14, 18 CON (after +4 item)
30 - Greater False Life
10 - Dragon Favor

That should be enough. I think my cleric is sitting right around 210. Try and get your AC up into the high 30's. Won't help much in gianthold, but should be ok before then.

10 Base
13 Fullplate+5
01 DEX
07 Shield+5
04 Shield of Faith

Then add chattering ring, stormreaver shield if you raid alot. Haste, Barksking, Pally aura's depending on your team.


09-13-2007, 09:10 AM
My Cleric has 190 HP at the moment (and is 1 favor away from Argonessen rank 2) and I don't find myself dying that much. If you don't have it, I'd definitely recommend having Heavy Fortification on, as that really helps right there, but it's enough to survive most shots from Polar Ray and Disintegrate. Anything over 200 is just a bonus, as you really shouldn't have much of a problem with the occasional hit unless the main tank dies and the monster then moves on to you (But that's why we have Cometfall and Greater Command). But having almost 300 HP as a non-combat Cleric is probably a little much. You'll be sacrificing something that makes you a good Cleric for that much HP.

A 14 Constitution should do just fine, and I'd agree that I'd rather have Strength over Dexterity for my Cleric. It makes the earlier levels easier and you don't get burdened nearly as much. Actually, as a Dwarf, you could probably get by with a 12/13 Con and use your enhancements to increase it.

09-13-2007, 09:38 AM
190 HP with Hennako too. Her Heavy Fort is never off when in GH. (She has both Full Plate and a belt if needed.) That alone will make you a lot more survivable if you do not already have it. Casting things like Mass Aid on the group will help to offset the early first shot since that adds another chunk of HP on top of your normal ones. GH and some Bard songs and I routinely see an extra 50+ HP cushion on everyone. Get a Paly to drop Virtue as well. It REALLY helps the squishies and semi squishies to remain standing after the first shot, which is sometimes all it takes to make the battle "easy" vs Hard.

09-13-2007, 01:19 PM
Both my Clerics sit at 198, and can get hit by the Giant even on elite. As Zanako said, Heavy Fort is must. The best Tank in my Guild only has 198 hp --at higher levels its all about the equipment.

Also, maybe you already do this, maybe you don't, but when trying to get sp from the giant I resist myself with sonic, and Lightning Protect ( my armor has greater lightning resist), cast recitation, and since there are usually 4 or 5 us there trying to get SP I Spam Mass heals. I also usually have barkskin. I've seen 120 hp spellcasters survive the giant on a regular basis. I also cast Mass SOF and Mass Aid.

When I do die, its because there was no CC for the Air Eles and they knock me down and I can't heal--like when they spawn right on top of the giant and no disco balls are up. Once I get my recharge and am away from the giant I switch from heavy fort belt to Balance belt and run around and zap the eles, unless I am the tank healer.

You might still be able to get your CON higher--
Both my Clerics started with 10 CON and have ARGo favor.
Cleric #1 ate a +2 Con Tome, wears Con +5 and has Human Con Enhancement = 18
Cleric #2 ate a +1 Con Tome, wears +6 Con item, has Human Con enhancement = 18 This cleric is a 32 pt build and bumped up her dex from 8 to 10 for better balance, this has made a big dif when in certain situations.

09-13-2007, 01:39 PM
190 HP on my current cleric, she does Reaver Raid all the time and never gets one-shotted. Heavy Fort sounds like the answer to your problems, honestly. 280-310 HP on a non-battle cleric is completely unnecessary. Seriously man, as the cleric if you're not 100% fortified, how can you expect anyone else in your group to be? If you die, they're probably going to die also, right? Save the cleric, save the party. ;)

Also, what was your base CON, your current CON, and do you have the Agents of Argo favor on your cleric? How about an Improved False Life (or Greater even) item? Shuffling gear around might help you gain some more HP on your cleric.

Off topic, regarding the Reaver raid, make sure you've got Prot Electric up when you go and get your DVs. Also, if you can score one, equip a Ring of the Dijinn to help soak up that electric damage, too.

09-13-2007, 08:02 PM
I wear a heavy fort belt. I fully buff myself before I go into the fight with the reaver, have all resists and prots. It just sucks that right at the beginning of the fight, the real trial is if I can get charged. I have a sub healer spamming cures on me as I spam mass heals on myself and the tank.

It hasn't just been the reaver though. I have always had issues with getting smacked, i just wanted something more durable. I figured maybe 300 or so was gonna be fairly easy, because I have a tank with a 10 base Con and he tops out at around 310 or so.

My base Con was 8, and I wear a +4 item with minor false life. Greater false life items are hard to come by, may do some shuffling when i am on my Clr and take my Greater false life item from one of my tanks to use.

I have never really regretted having an 8 Str on my current Clr, never really been encumbered, and never really swung a weapon during a serious quest. So I will prob keep it at 8 str, 8 dex

09-13-2007, 08:30 PM
Also is it me or is heal semi worthless? I know it helps at shrines, but does it make your spells stronger too? I never really noticed a difference when adding a +13 item, and not having one on? If it does nothing, I may dump it as a skill and go for diplomacy, allowing me to drop my Int since I won't need the extra skill points.

09-13-2007, 08:35 PM
My 2nd cleric put ZERO pts in heal. I built her after having my first cleric for a year whom took 6 ranks in heal b4 realizing it was worthless--I pray for the day that we can reallocate skill point--that is 3 pts I could add to balance.

Though perhaps if one plays with a roleplaying group or something its useful.

09-13-2007, 08:46 PM
Well, I am glad it isn't just me, I may just forgo taking points in heal and put them into Diplomacy then.

09-13-2007, 08:53 PM
My dwarf cleric currently has 326 hit points and 1129 spell points, and 32 AC. And if your going to put your points into something put it into concentration. Thats the best bet.

09-14-2007, 09:11 AM
Skill points for clerics --

1) Concentration
2 & 3) Balance / Heal --- Which is 2 and which is 3 is mostly personal preference
4 & 5) Jump / Diplomacy

Not that any cleric has 5 skill points a level.

Some clerics prefer Balance, some prefer Heal. A few others take Jump or Diplomacy instead.


09-14-2007, 10:58 AM
Sojourner sums it up nicely. Heal skill is generally worthless yes, although I have heard rumors (never seen it firsthand) that if your Heal skill is high enough, you can flat out Heal Mistress Orphine at during discussion with her before zoning into VON 2. I get a "(Heal) Inspect Mistress Orphine blah blah" with my current cleric who's Heal skill is around 40 when I talk with her, but I've never been able to bypass VON 2 using this method.

Okay, back on topic. ;) I strongly recommend Balance with the 2nd skill point, if you get a 2nd of course. Jump vs Diplomacy is sorta based on how high you plan on getting your CHA. My 2nd cleric is not putting any points into Heal. 10 INT, 3 skill points per level - Concentration, Balance, Jump.

Nightbird, if you're wearing a heavy fort belt, what are you wearing in your bracers slot? If that's basically free, you could drop into BAM and pick up the bracers there. Improved False Life and 3 Heroism clicks. That will give you a bit of a boost at least. Also, do you wear Fearsome armor? That might help increase your cleric's survivability too, in a roundabout way.