PDA

View Full Version : So you want to be a cleric



cridus
10-26-2007, 09:33 AM
the art of a cleric, aka HJEAL MEEEEEE

First off I'll tell you a little about myself, my main is a
cleric, 13/1 cleric/fighter. I offtank, healbot, combat cast, I
do it all, with the main objective is too complete the quest with
the least amount of casualities that I can do.

Before we start we are going to look at the main types of clerics,
as with every class they are several you can choose from but the
main ones we are going to look at are:

The Pure Healer: concentrates on keeping the party standing,
willingly buffs the party to make them stronger, and constantly
watching the health bars to make sure the party is in good health.
This is what most parties want in a cleric... aka a nannybot, it
can be fun and challenging, and I started my cleric as one until I
got more sp and better spells.

The Battlecleric: If the group is looking for a babysitter they
found the wrong guy/gal. A lot of people give flak to
battleclerics. This is the way a cleric was imo designed to be,
your a frontline offensive killer, your limited sp is usually
designed to buff and heal yourself, can off heal the team, but
this is usually not the case. In an experienced party your a
welcome addition, in an unexperienced party be prepared to deal
with whiners who only want you to heal.

Offensive Caster: This is my personal favorite, as you get to play
with all the fun spells, you help the party by immoblizing the
enemy with greater command, cometfall, sound burst. etc, you can
fight or stay in the back casting, probably the most versatile
imo.

The Null Cleric: focusing on the opposite of healing, these
clerics inflict very good damage by tossing out damage spells,
personally, with the amount of undead in this game, a cross
between nanny bot and null would be very potent, the nannynull
lol.

And finally the Generalist: jack of all trades for clerics, you
can heal, you can fight , you can crowd control, usually heavy on
wands and scrolls as almost every encounter you want to be using
some form of magic, your very effective, but your not uber in any
field. Also a very good team cleric.

Okay we know the type of cleric we want to be, I'm sure there are
more than what are listed, but I'm going with majority rules, lets
take a look at the race selections.

Human : makes a pretty good cleric, you get an extra feat to play,
and extra skill points which is usually an area where clerics are
lacking. Can excel in all areas of a cleric.

Elf :not the best selection for a cleric, the minus to your con
can be costly as a lot of times if the cleric goes down the party
will join him/her shortly thereafter, also the bonus to dex is not
very nessacary for a cleric, as we are usually running around in
full plate, mostly helpful is some of our out of class skills an
okay nannybot

Dwarf: bonus to con is a huge plus, you can take a bit more damage
than most other races, real good battle clerics and offensive
casters, only reason I will say not the best nannybots as pure
healers usually tote a high charisma for DV's and the minus goes
against you here.

halfing: not too bad as a cleric, especially with some dragonmarks
as free heals is free heals, but you don't get a lot of feats as a
cleric so it's iffy, the -2 to str makes this not a very viable
battle cleric, okay in the nannybot field, and offensive casting
especially with a bit of tumble.

warforged: I've seen them as clerics, hard to play, as your own
healing doesn't help you much, plus a -2 to wis and charisma 2 of
the main stats for a cleric, the immunities are nice, choose this
race if your going for difficulty.

Drow: a good choice for a cleric, again not the best battle
cleric's as they have the -2 to con, but still a good choice.

so depending on the type of cleric I would rank them as follows,

Nannybots Battle Cleric Offensive Caster Null
Drow Dwarf Drow Human
Humans Human Human Drow
Elves Warforged Dwarf Human
Halflings Drow Halfling Halfling
Dwarves Halfling Elves Elves
Warforged Elves Warforged Warforged

Great you've chosen your race, and we know your class is cleric so

lets look at the stats.

Strength: affects your overall damage output, not needed if going
for the pure healer, essential for the battle cleric. Important
stat to the battle cleric, and semi important to the generalist.
The dumpstat for a nannybot.

Dexterity: affects your To-hit, and AC, not very important to a
cleric, mostly in very heavy armor, unless you got mithal full
plate, put it to 10 and leave it there, battleclerics may look at
a little more for the to-hit. Does affect your reflex save though,
which is usually pretty low on a cleric.

Constitution: Your Hp and your fort save, this stat is pretty
important to a cleric, as the more hp you have, the more damage
you can take. if your going for battlecleric this stat is very
important. Even a nannybot can use some.

Intelligence: gives you more skill points, which clerics are
usually lacking, not very important to a cleric at all.

Wisdom: this is your main stat, even battleclerics usually have a
high wisdom, will affect your will save, your amount of availible
sp and the DC's of your spells. Put this as high as you can
afford.

Charisma: Affects the amount of turns you get per rest, and the
cost of your supplies, second most important skill to the
nannybot, as the amount of turns you have is also the amount of
the divine line in enhancements you can use.

Okay so we have our starting stats done. Now it's time to look at
skills. There are a nice amt of skills availible in DDO, and all
of course have there uses. But here I am going to look at the 3
main clerical skills.

Heal: Not as important as one would think, affects your heal check
to bring back an incapacitated team mate, also affects the amount
of hp your party members can recover when you stand next to them
when they shrine. If a party member is incapacitated cast a heal
on them or wand whip them, they'll get back up, and teammates
should be self suffienct enough to have pots if they need the,

Diplomacy: Nannybots usually have this one, if you generate aggro
on yourself, this makes them look for a new target for 6 seconds,
also is useful in some NPC dialogues exchanges.

Concentration: A very important skill to the cleric, if in the
middle of casting and you get hit you must make a concentration
roll or fail in casting, still lose the sp though. Max this as
wasting sp is something you never want to do.

Okay we are almost ready to start, next up feat selection.
We have many many many choices of feats availible to us, there is
a lot of discussions about which feat is the best to use, some of

the good ones for a cleric are:

Mental Toughness
Improved Mental Toughness
Empower Healing
Empower Spell
Extend
Quicken
Maximize
Extra Turning

These are just a few which a lot of clerics find useful.
Fantastic, we have created our cleric, now enter stormreach and
start your adventures.

Some pointers for the new clerics out there. Your in demand, your
in high demand, not every party requires a cleric, but most
parties want one, remember no matter what party your in, don't let
anyone tell you how to play your toon. If your a battlecleric,
tell the party so they know what to expect, as most people are
expecting nannybots. (closeminded)

shortly after starting your going to need supplies, trust me,
being a cleric is not a way to get rich quick, you are almost
always going to want wands and scrolls. Try to have a few healing
wands in your backpack as these can save you sp, and also give you
access to your healing spells when you have no sp. Also when you
have the money try to carry a wand of each of the removal spells.
Remove curse/poison/blindness. They don't happen often enough
where you will need them memorized all the time, and hopefully the
party is equipped to deal with these problems themselves, aka
potions, but it's still nice to have the spells availible when (a)
you want to save some mana, (b) open availible spell slots (c) a
party member doesn't have a potion. C happens more than anything.

For your scroll selection, well luckily your not expected to have
scrolls on you until about lvl 5. When some people will expect
you to have some raise dead scrolls. This is not required, it's
more along personal choice, have them or not, parties will be
greatful if you have them. But they aren't cheap so don't waste
them.
At the later levels I personally carry, 20 resurrection scrolls,
these are for when I am out of mana only, I perfer to cast the
spell with sp as these are 14k gold a pop. 6 raise dead scrolls. I
use these when the party just cleared the quest/fight and we lost
a man/woman, this way they can get there end chest. 100 heal
scrolls, these are used sparingly, they aren't cheap and if not
careful I would have to buy a ton of them, you will want them for
running heavy sp required quests, or when the quest has little to
no shrines. Mostly you'll break them out during raids, or like
myself in quests like gianthold tor. I also carry greater
restoration scrolls, as since mod 5, people can't effectively
/death to get rid of negative levels anymore, and the new area
(Necropolis) has a lot of negative levels for unprepared
adventurers. I also carry 50 scrolls of flamestrike, this is just
for laughs, not required not nessacary but still fun.

Any diversity from the list I mentioned is entirely up to
yourself, I personally find these to be the most handy to have
availible at any time.

Equipment for your cleric also depends on your personal preference
so I will be general here. you are going to want:

a + Wisdom item, 6 is the best but use the highest you can, your
main stat.

a + charisma item, mostly needed by the nannybot, still helpful
for all types though.

a featherfalling item, you fall like a rock, find one as soon as
possible.

an underwater action item. You swim like a rock, find this as soon
as possible as well.

Potency item, mostly wanted by the combat caster, but again all
types can get benfits from it, it will increase the power of all
your spells up to the potency lvl.

Devotion item, same as potency but affects your healing spells,
extremely handy for a cleric, especially the pure healer.

Fearsome armor, I say this as a personal choice, if your going
take damage might as well make them run away from you for it.

Heavy Fortification Item: cleric goes down, it's usually bad for
the team, prevent getting one shotted with a heavy fort item.

+heal item, good to switch to when the party is shrining

+concetration item, again losing your concentration on a spell
sucks.

a Jump item: clerics don't jump so well, a good jump item will
help you get around a lot of quests.

striders: we move slow, this will help us keep up with party.

I'll leave the rest of the equipment up to yourself, as a lot of
will depend on personal taste and most of time whatever you can
find.

Any diversity from the list I mentioned is entirely up to
yourself, I personally find these to be the most handy to have
availible at any time.

Now we are at a very important section. Spell selection.
The spells you are going to want to have availible at any one time
or another are going to be entirely up to, the type of cleric you
are, the quest you are on and personal taste. So I am going to
mention some key spells that you will want to have most of the
time.

your healing spells: you have no choice in having these, they are
automatically memorized, and is usually the reason person chooses
to be a cleric. So it's not a bad thing, learn how much each of
your healing spells can help certain party members. That fighter
on half a bar may require a full heal, but that sorceror probably
only needs a cure mod or cure serious. Later you'll get mass
healing spells, to me, if I catch 3 party members that required
healing with one cast then it was worth casting.

Resist and protection energies spells: Once they become availible,
memorize them, you can expect people to be able to resist
themselves up or other caster classes to pass out the resistances,
but you want them memorized so you can buff yourself, and the odd
occasion where someone in the party doesn't have a resist, you can
be nice and give them one.

Freedom of Movement: a good spell to have memorized at all times,
prevents holds is the main reason, toss this on tanks with low
will saves, trust me they will love you for it. Also very handy
when someone thinks it's funny to toss a grease when your making a
difficult jump, you know who you are. *points in mirror*

True Seeing: helps you see hidden, invisible monsters, also allows
you to find secret rooms just by walking pass them, good spell to
have active.

Deathward: A way to stop the negative energy, prevents level drain
and stat damage, if your fighting undead, toss this our everyone,
or yourself at least,

Mass Buffs: I personally use Mass Shield of Faith, and Mass Aid,
there are others availible, you'll have to test them to see, also
a good idea to have bless memorized as it cures Bane.

Remove Fear: Fear is a nasty affect, if someone becomes feared
they are useless to the party until the fear goes away, help it
along with this spell.

Battle Spells: Combat Casters will enjoy tossing out these spells,
but really any cleric can use them, you mainstays are:

Blade Barrier: Known as BB. Maximize, Empower, Extend this bad
boy and your cleric will be able to solo most quests. Real
powerful, Quicken works really well with it too.

Cometfall: Does damage and knocks enemies down so you can beat on
them some more, don't cast it on moving enemies as usually by the
time it makes contact, they are already out of the way.

Flamestrike: Does fire damage to the area, same as cometfall, try
to use on stationary enemies.

Soundburst: It's low level, does minor damage but stuns if the
enemy fails there save, stunned enemies means free crits. Load
and enjoy.

Command/Greater Command: Knocks enemies on there butt and leaves
them there for its duration, the greater version hits more than
one enemy, very good crowd control.

Summon Monsters: mostly used by the soloing cleric, as you can use
it to soak up some aggro

Symbols: I personally don't use them, they are mostly for a stick
in the doorway type strategy, nice effects on them though.

Now when you are quickly moving up in levels you are going to
recieve a lot of enhancement points, I'm not going to go into too
much detail of enhancements, your best bet is to read them over
and make the selections of which ones you prefer the most.
Some nice ones of course are:

The divine line: You'll be asked for DV's all the time, divine
vitality gives party members back some sp, always welcome to any
caster type. The other lines are nice, but not used a lot,
nannybots almost always have this.

Crit healing line: my personal favorite, a crit can be mostly
wasted on your lower hp toons such as sorcs and wizards, but a
crit on a tank can refill them quite nicely, usually picked by,
nannybots and null clerics.

These to me are the main ones your going to look at, also you can
grab extra turns which again helps the divine line, grab some
extra wisdom. Play with the enhancements and see what you like,
If you don't like your current layout you can respec it.

Okay last but not least some tips from the battlefield.

-Don't get over your head: Try not to run quests which are over
the parties abilities, this is really heavy on the resources and
hurts the cleric the most, as you'll use more wands and scrolls
then you want too.

-Pay attention to the flow of battles: Is there a tank using
intimidate well, he will probably need the most healing, but he is
preventing the rest of the party from taking damage, as a crit
healer I love these tanks in the party. Is the party rogue over
aggroing, is the casters tossing out a lot of firewalls. Knowing
where the damage is going to go will help you in keeping the party
standing.

-Red Bars: get used to looking at them, especially nannybots,
also try to learn what type of heal spell will fill those heal
bars the most effective. Chances are, the sorc doesn't need a
full heal but the tank might.

-Speak up and communicate: probably the most important point to
make, let the party know your capabilities, if the team is
getting too far ahead, say something, if your running tight on SP
say something, communication is extremely important to a well run
team.

Splashing the Pool:
Splashing in levels of other classes is not a bad thing for
clerics, just remember you are getting rid some spell slots, and
possibly some sp for splashing, but there are some advantages to
doing so.

Fighters: splashing just a level of fighter will give you all
martial weapons, tower shields, BAB+1, and a free fighter feat,
not bad, battle clerics and generalists will usually do this.

Rogue: Our reflex save is awful, splashing in some rogue can
really help, only takes 2 levels to get evasion, also UMD, pretty
good for generalists and offensive casters who like tossing money
in scrolls and wands.

Ranger: If your going for the ranged typed fighter, and some
nannybots do elect this as they are usually in the back row. Some
battleclerics as well, for the two weapon fighting at lvl 2.

Paladin: Lay on hands, weapons, auras and good saves. One of the
best choices for splashing for a battle cleric.

Barbarian: can't cast while raging, not the best selection for a
splash, you can turn rage off, but I would look at paladin ro
fighter.

Wizard: Not very common for a splash of this, as Int isn't a big
stat for clerics.

Sorceror: Offensive casters and nannybots will usually go this
route as charisma is a good stat for clerics and the boost to sp
will usually be nice, and magi items will give you more sp from
them as well.

Bard: I can't see much point with splashing bard, UMD maybe, and a
song, that is really about it.

Sometimes but not all the time, someone will make a donation to
the team cleric, some times they give you some plat, other times
they will give you scrolls and wands, and even the junk that they
don't want to loot from the chests themselves. Some people don't
like the donations, I personally prefer a nice "thank you", don't
demand but always thank the person that gives it too you, its just
good manners, and it's usually from people who have a cleric and
know what it's like. I have a fighter who always carries a few
wands to give to the team cleric.

In closing I just want to say that, most of what I have said here
is my personal opinion, I hope that this information will help
you be a better cleric, or make more people interested in rolling
up a cleric, also since most teams want to bring a cleric along,
cleric is probably one of these easiet classes to get that 1750
favor. They are fun, versatile, and more than just your standard
healbot. Enjoy the life of the cleric. Cya in Stormreach.

Impaqt
10-26-2007, 09:56 AM
Theres someing oddly familiar about this guide.....

jeffrodriguez
11-24-2007, 08:34 PM
I want to be a pure NANNY HEAL BOT CLERIC whos sole purpose will be to heal and heal and heal..

I have been out for more than ayear now and with this new enhancements and my 2 heal bos clerics enhancements are also reset

IM back to being a NOOB

now

I am just wandering wha is the difference between mental toughness and improve mental thoughness arethey just the same


can someone please help me with a pure HEAL NANNY BOT HEAL CLERIC

i want to create a new toon

i just need the starting strs the required skills and most importantly the enhancements i need please help me THANKS


I have a level 11 pure hel bot cleric with no DV but has some str
I have a levle 8 pure heal cleric with 14 DV's

as you can see the DV one is more on healing but have dex

so i think i have messed up hre so i need to have a good NANNY HEAL BOT CLERIC please help

ErgonomicCat
11-27-2007, 11:25 AM
The Battlecleric: If the group is looking for a babysitter they
found the wrong guy/gal. A lot of people give flak to
battleclerics. This is the way a cleric was imo designed to be,
your a frontline offensive killer, your limited sp is usually
designed to buff and heal yourself, can off heal the team, but
this is usually not the case. In an experienced party your a
welcome addition, in an unexperienced party be prepared to deal
with whiners who only want you to heal.



Playing a Battlecleric that only heals yourself is a quick way to annoy people. It's viable, but unless you're very clear about it, you're going to make people very upset. You don't have to be a dedicated healer, but most people still expect their Battlecleric to be the main healer. I think it was Impaqt that used the term "martial cleric" - I like that one - it implies a cleric that fights. The Battlecleric you describe here is a fighter that heals (occasionally). Just a note.



Human : makes a pretty good cleric, you get an extra feat to play,
and extra skill points which is usually an area where clerics are
lacking. Can excel in all areas of a cleric.


Humans have the highest potential wisdom, as well, since only humans can put a +1 in wisdom from enhancements. +6 wis item, +4 from level ups, +1 from enhancements means you can start with an odd number, or build for level 20, and be the only one that can hit max Wis. Alternatively, you can avoid buying Cleric Wisdom II - pretty much saves you points *somewhere*.



Elf :not the best selection for a cleric, the minus to your con
can be costly as a lot of times if the cleric goes down the party
will join him/her shortly thereafter, also the bonus to dex is not
very nessacary for a cleric, as we are usually running around in
full plate, mostly helpful is some of our out of class skills an
okay nannybot


Elves get several weapon profs, though - you can make a viable archer or finesse martial cleric without needing to take a level in a melee class, but the -con does hurt. And almost no one does. ;)



Dwarf: bonus to con is a huge plus, you can take a bit more damage
than most other races, real good battle clerics and offensive
casters, only reason I will say not the best nannybots as pure
healers usually tote a high charisma for DV's and the minus goes
against you here.


Eh. One less DV isn't a huge deal. Dwarves also get enhancements to increase their spell points, and allow you to take and max toughness with enhancements. Also, axe bonuses.



halfing: not too bad as a cleric, especially with some dragonmarks
as free heals is free heals, but you don't get a lot of feats as a
cleric so it's iffy, the -2 to str makes this not a very viable
battle cleric, okay in the nannybot field, and offensive casting
especially with a bit of tumble.


There are very few feats you really need - the full dragonmark line can be very viable.



Strength: affects your overall damage output, not needed if going
for the pure healer, essential for the battle cleric. Important
stat to the battle cleric, and semi important to the generalist.
The dumpstat for a nannybot.

Dexterity: affects your To-hit, and AC, not very important to a
cleric, mostly in very heavy armor, unless you got mithal full
plate, put it to 10 and leave it there, battleclerics may look at
a little more for the to-hit. Does affect your reflex save though,
which is usually pretty low on a cleric.


Um, Str is your damage and your to-hit. Dex only affects your ranged to hit, unless you take weapon finesse. Battleclerics are almost never going to be dex based, unless you're playing an elf or halfing build or an archer, and those are pretty rare.



Wisdom: this is your main stat, even battleclerics usually have a
high wisdom, will affect your will save, your amount of availible
sp and the DC's of your spells. Put this as high as you can
afford.


14 seems to be the max I see in battle builds. DC isn't going to matter to battleclerics or nannies. SP will, but 14 gives you enough, while allowing you to pump Str and Con for battle.



Concentration: A very important skill to the cleric, if in the
middle of casting and you get hit you must make a concentration
roll or fail in casting, still lose the sp though. Max this as
wasting sp is something you never want to do.


A lot of casters are dropping concentration completely, in favor of Quicken - 10 sp, fast cast, and no con check.



Mental Toughness
Improved Mental Toughness
Empower Healing
Empower Spell
Extend
Quicken
Maximize
Extra Turning


Could really use some discussion here.

Extra Turning is *only* useful if you're going with DVs, and often not then. You don't really need both empowers unless you're a nanny, and extend is nice, but not required.

Aranticus
11-29-2007, 09:32 AM
concentration is a SKILL, quicken is a FEAT

Impaqt
11-29-2007, 09:59 AM
concentration is a SKILL, quicken is a FEAT

Yes they are, Whats your point?

If you have Quicken the FEAT, you can override any Concentration SKILL check.

I like having both because I dont always want to have quicken on. Some people feel they can use Quicken instead of COncentration, thus saving a bunch of skill points.

Aranticus
11-29-2007, 10:11 AM
Yes they are, Whats your point?

If you have Quicken the FEAT, you can override any Concentration SKILL check.

I like having both because I dont always want to have quicken on. Some people feel they can use Quicken instead of COncentration, thus saving a bunch of skill points.

a skill cannot be dropped in a sense as there is no skill respec. i agree with what u said thou. in order to "drop" the skill, one would have to not invest any skill points in it. and this is only possible for rerolls.

Impaqt
11-29-2007, 10:18 AM
a skill cannot be dropped in a sense as there is no skill respec. i agree with what u said thou. in order to "drop" the skill, one would have to not invest any skill points in it. and this is only possible for rerolls.

I would assume that if someone planned on taking Quicken to replace COncentration they would not be putting SKill points in concentration.

Aranticus
11-29-2007, 08:13 PM
I would assume that if someone planned on taking Quicken to replace COncentration they would not be putting SKill points in concentration.

its still an assumption :p

anyways this is one of the reasons why i would like skill respecs to occur. so many changes are happening that many skills are no longer what we planned for. take my wiz for example. she has maxed out concentration and uses a +13 with a 16 con. how many concentration checks do i pass? hardly any.... if that is so, why then even have the skill in the first place. with the inflated damage of the mobs, basic dnd systems break down. this is even more so at the higher levels where the mobs seems to have ever increasing attack bonuses and damage :(

cridus
11-30-2007, 04:03 PM
you still need the skill: Concentration, to use a scroll while getting hit. That too me is about the only reason to have points in it. As I use quicken all the time now