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    Default Necro Cleric for new players

    Updated version of this build for the enhancement pass.

    This is a pure 20 DC caster cleric who (of course) can also raid heal. No tomes are required and no pay classes or races are involved; this is a solid choice for a new player who wants to play a cleric. It works fine as a healbot, plus it can offer much more once you get comfortable healing. It is also a capable soloer, though you'll need to use timing to get through traps. (Most traps have a safe way to get through them.)

    The build calls for a feat respec after level 10, just before taking level 11. This costs 10,000 plat and 10,000 siberys dragonshard fragments, both of which should be affordable for a brand new player on a first life. Try to save your free feat respec for something else. At the same time as the feat respec the Divine Disciple tree gets reset, which will cost another few thousand plat.

    The framework of this build works fine for an evo build instead of necro; simply change the Necro Focus feat(s) to Evo focus and put the Magister twist on Evo. Then you can take the Draconic twist for Evo as well. Then maybe tack on 3 sorc past lives for another +3 evo DC. heh.

    I personally prefer jump over balance because I like the agility, especially when using blade barrier. You can add in balance starting at level 7 if you have a +2 int tome.

    Any alignment will work fine. True Neutral is generally best, but if you want to use Forgotten Light you may not have enough UMD to wield it if you aren't good aligned.

    The previous version of the output is available here.


    Necro Cleric
    Cleric 20
    True Neutral Human


    Stats
    . . . . . . . .28pt. . .32pt . . 34pt. . .36pt . . Level Up
    . . . . . . . .----. . .---- . . ----. . .---- . . --------
    Strength. . . . 10 . . . 10. . . .10 . . . 10. . . .4: WIS
    Dexterity . . . .8 . . . .8. . . . 8 . . . .8. . . .8: WIS
    Constitution. . 14 . . . 14. . . .14 . . . 14. . . 12: WIS
    Intelligence. . 14 . . . 14. . . .14 . . . 14. . . 16: WIS
    Wisdom. . . . . 16 . . . 18. . . .18 . . . 18. . . 20: WIS
    Charisma. . . . 12 . . . 10. . . .12 . . . 14. . . 24: WIS
    . . . . . . . . . . . . . . . . . . . . . . . . . .28: WIS


    Skills
    . . . . . 1 .2. 3 .4. 5 .6. 7 .8. 9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Concent . 4 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 23
    Heal. . . 4 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 23
    Spellcr . 4 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 1 .1. 23
    Jump. . . 2 . . 1 . . 1 . . 1 . . 1 . . 1 . . 1 . . 1 . . 1 . . 1 . . 11
    UMD . . . 1 .1. . .1. . .1. . .1. . .1. . .1. . .1. . .1. . .1. . .1. 11
    Tumble. . 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
    . . . . .------------------------------------------------------------
    . . . . .20 .5. 5 .5. 5 .5. 5 .5. 5 .5. 5 .5. 5 .5. 5 .5. 5 .5. 5 .5



    Feats

    .1. . . . : Maximize Spell
    .1 Human. : Empower Spell
    .1 Deity. : Follower of: Sovereign Host
    .3. . . . : Empower Healing Spell
    .6. . . . : Quicken Spell
    .6 Deity. : Unyielding Sovereignty
    .9. . . . : Spell Focus: Necromancy
    10 Swap . : Spell Penetration replaces Empower Spell
    12. . . . : Heighten Spell
    15. . . . : Greater Spell Penetration
    18. . . . : Greater Spell Focus: Necromancy
    21 Epic . : Epic Spell Penetration
    24 Epic . : Enlarge Spell
    26 Destiny: Toughness
    27 Epic . : Epic Spell Focus: Necromancy
    28 Destiny: Mass Frog OR Guardian Angel


    Spells

    1. Cure Light Wounds, Nightshield, Protection From Evil, <Any>, <Any>, <Any>, <Any>
    2. Cure Moderate Wounds, Resist Energy, Seek Eternal Rest, <Any>, <Any>, <Any>
    3. Cure Serious Wounds, Magic Circle Against Evil, Protection from Energy, <Any>, <Any>, <Any>
    4. Cure Critical Wounds, Death Ward, Freedom of Movement, Order's Wrath, Chaos Hammer, <Any>
    5. Mass Cure Light Wounds, Slay Living, Greater Command, True Seeing, Divine Punishment, Protection from Elements
    6. Mass Cure Moderate Wounds, Blade Barrier, Heal, Banishment, <Any>, <Any>
    7. Mass Cure Serious Wounds, Destruction, Mass Spell Resistance, Resurrection, Greater Restoration, Mass Protection from Elements
    8. Mass Cure Critical Wounds, Mass Deathward, <Any>, <Any>, <Any>, <Any>
    9. Energy Drain, Implosion, Mass Heal, True Resurrection, Summon Monster IX


    Enhancements (80 AP)

    Divine Disciple (42 AP)
    • Emissary: Darkness, Sacred Defense, Enervation, Necrotic Ray, Power Word: Stun, Transcend: Darkness
      1. Spellpower: Universal III, Spell Critical: Universal, Spell Points III
      2. Spell Penetration II, Spellpower: Universal III, Efficient Maximize III, Spell Critical: Universal
      3. Spellpower: Universal III, Spell Critical: Universal, Wisdom
      4. Necromancy DC, Spell Critical: Universal, Wisdom

    Radiant Servant (33 AP)
    • Healing Domain, Pacifism, Positive Energy Burst, Improved Empower Healing
      1. Extra Turning III, Wand Mastery III
      2. Improved Turning III, Mighty Turning, Efficient Empower Healing III
      3. Wisdom
      4. Endless Turning III, Wisdom
      5. Positive Energy Aura

    Human (5 AP)
    • Skills Boost, Wisdom
      1. Improved Recovery

    Leveling Guide
    1. Emissary: Light, Nimbus of Light III
    2. Spell Points III, Spellpower: Light I
    3. Sacred Defense, Spellpower: Light II, Searing Light II
    4. Searing Light III, Spellpower: Light III, Spellpower: Universal II
    5. Spellpower: Universal III, Spellpower: Light III
    6. Holy Smite III, Sun Bolt
    7. Healing Domain, Extra Turning III
    8. Wand Mastery I, Improved Turning III
    9. Mighty Turning, Pacifism, Positive Energy Burst
    10. Wand Mastery III, Efficient Empower Healing I
    11. Reset Tree: Divine Disciple
      • Divine Disciple: Emissary: Darkness, Sacred Defense
        1. Spellpower: Universal III, Spell Points III
        2. Spellpower: Universal III
        3. Spellpower: Universal III
      • Radiant Servant
        1. <none>
        2. Efficient Empower Healing III
        3. Wisdom
        4. Endless Turning III, Wisdom
    12. Positive Energy Aura, Wisdom
    13. Spell Penetration II
    14. Enervation, Necrotic Ray, Necromancy DC
    15. Efficient Maximize II
    16. Efficient Maximize III, Wisdom
    17. Spell Critical: Universal, Spell Critical: Universal
    18. Skills Boost, Improved Recovery, Improved Empower Healing
    19. Spell Critical: Universal, Spell Critical: Universal
    20. Wisdom, Power Word: Stun, Transcend: Darkness


    Destiny (24 AP)

    Exalted Angel
    1. Radiant Power III, Endless Faith III, Healing Power III, Wisdom
    2. Wisdom
    3. Wisdom
    4. Wisdom
    5. Leap of Faith, Wisdom
    6. Divine Wrath, Wisdom

    Twists of Fate (11 fate points)
    1. Renewal (Tier 3 Sentinel)
    2. School Specialist: Necromancy (Tier 2 Magister)


    The basic concept for leveling is to rely on the Divine Disciple light SLAs (nimbus of light, searing light, holy smite) to carry you until you get the higher power spells like blade barrier, slay living, destruction and implosion. Both Maximize and Empower are taken at creation, and they are free when applied to SLAs.

    After finishing level 10, but before taking 11, respec to the darkside, drop all the SLAs, and swap out Empower for Spell Penetration. Then take level 11 and go crazy with blade barrier, slay living, and (soon after) destruction. Note that this respec only resets the Divine Disciple tree, and then only re-spends a handful of points back into Divine Disciple, dumping the rest into Radiant Servant so you can get Positive Energy Aura when you take level 12.

    My recommendation is to feature blade barrier while soloing and greater command while grouping. When I run this build I virtually never cast blade barrier in groups, and virtually never cast greater command while solo. I cast both of them very frequently the other way around, and the end result is that the build feels very different when soloiing and when in groups. This helps spice up the variety of playing, and I find this change between group types very nice.

    Of course, no matter what type of group I'm in, slay living, destruction and implosion are always fun. heh.

    This build benefits greatly from a single wizard past life, not the least of which is that the wizard will be able to farm up the gear and destiny twists much easier than a cleric can. Second life xp requirements aren't too bad at all; nowhere near a third life. So a single wizard life followed by this life to end as a Hero is my recommendation. However, this is by no means required. The build works on a first life just fine.

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