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  1. #1
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    Default 17 Cleric / 3 Paladin Air Domain DC Caster

    BUILD GOALS
    - 10 skull capable for healing and DC support
    - solo-able on low skull runs
    - able to help significantly with mobs in mid-skull reaper group runs (quickly kill dangerous enemies, speed up runs)
    - balanced build with instakill, cc, dps, healing and survivable with skillful play (not emphasizing super survivability, but able to do so with good play in reaper)
    - customizable with trade-off options between offense and defense
    - completionist, racial completionist and epic completionist aren't essential to the build

    The goal of the build isn't too maximize DC or DPS, but rather to strike a balance between DC, DPS and survivability that makes it feasible to run high/mid skull with groups and/or lower skulls solo and be effective across skull levels and in both a group or solo environment.

    I am currently running the build on Randomall my 3rd main character. My main 2 characters will be on the racial/reaper TR train for a while.

    CLASS SPLIT:
    1-17 Cleric, 18-20 Paladin (getting implosion/energy drain by 17 is very helpful and paladin levels mainly helps at higher levels)

    My original goal was to run 17 cleric / 2 fvs / 1 wizard and to list 3 paladin or fighter as as survivability option. After running both builds I decided the /3 paladin splash is overall better as just reward procs and the free wizard feat didn't provide as much benefit as I thought. I also considered 20 cleric, 17 cleric / 3 fvs and 18 cleric / 2 fvs. The dps/dc benefits just weren't that noticeable but the 20% hp, prr, mrr and save benefits were clear, especially for an alt without many reaper points.

    Pure 20 cleric is a very compelling option for someone without wizard/fvs past lifes or extra racial AP because it allows you to get 5 more spell penetration (3 from class levels and 2 from redeployment of sacred defender to aasimar tree) and take advantage of the aasimar protector and healing amp options. While someone with 8 or more racial AP (+1 from tome) can stack the paladin and aasimar hp/prr/mrr bonuses.

    RACE: Aasimar
    Starting Stats (I don't consider this split optimized yet)
    Str: 8
    Dex: 8
    Wis: 20 (All level ups)
    Con: 16
    Int: 8
    Char: 16

    DOMAIN: Air: this gives me the ability to use electric for light damage which currently has better potential in the game and gain some DC. The DC bonus from air allows me to splash 3 paladin while still maintaining a high evocation DC.

    I was torn between air, water, death, earth and luck, but ultimately air provided both spellpower boost to light and dc boost plus the slas are useful even with the long cooldown. The 3 evocation DC from air is critical as implosion and burst of glacial wrath are two of the most important spells in my rotation. Also the ravenloft belt which pairs electric/cold spellpower worked great as it was easy to boost my burst of glacial wrath damage along with my light/electric. The build works fine with air water, death, earth or luck if you prefer those domains.

    DIETY: Aureon - provides a clicky giving +4 wisdom, +3 spell pen, +2 turn undead level and +4 max hd for turn undead. Very useful across all level ranges.

    PROPOSED EVERYDAY GEAR - Balanced DPS, DC, Healing for low-skull solo/shortman:
    Goggles: Legendary Garstone's Lenses (202 equipment bonus to devotion, 202 equipment bonus to electric spellpower)
    Helm: Drow Sage's Mantle (19 Wisdom, 80 competence bonus to healing amp, Will save 16)
    Necklace: SLAVERS Sheltering 45, Resistance 14, Heal 22, Quality Physical Sheltering 11, Slot, Sorc bonus
    Trinket: SLAVERS Dexterity 17, Light Lore 27%, UMD +7, Quality Fortification 45, Slot, Sorc bonus
    Cloak: Mysterious Cloak Level 21 (Exceptional Healing Amp 45, Insightful Magical Resistance 25)
    Belt: Legendary Thummingspark Cord (29% Electric and Cold Lore, 202 electric and cold stacking spellpower - enhancement bonus)
    Ring: Legendary Band of Insightful Command (+2 profane bonus to all stats)
    Gloves: Hands of House Jorasco (Heal 22, Healing Lore 29, Insightful Heal 11, equipment bonus to healing amp 40)
    Boots: SLAVERS Charisma 17, Kinetic Lore 27, Jump 22, Quality Wisdom 4, Slot, Sorc bonus
    Ring 2: SLAVERS Legendar Spinneret (Spell Lore 15, Quality Potency 32, Quality Spell Focus Mastery 2, Spell Pen 7, Sorc bonus
    Bracers: SLAVERS Con 17, Glaciation 185, Spellsight 22, Quality Con +4, Spell Agility -15 slotted
    Armor: Legendary Scales of Exile (Fortification 202, Parrying 9, Insightful Wisdom 9, Insightful Con 9)
    Main Weapon: Nightmother's Sceptre (Impulse gem slotted for implement bonus +4 piece eye of the beholder with wisdom, will, charisma and spellpower slotted + 3 other wisdom)
    Seconddary Weapon: Morninglord Sceptre (145 potency, 72 insightful potency, 22 spellraft, ins spellcraft 11)

    The reason there is some redundancy on skills is because I recycled some old slavers gear that was almost exactly what I needed except the skill part. The skill wasn't enough to motivate me to recraft.

    Swap Items to focus on dc/healing for higher skulls:
    Secondary Weapon: Legendary Mirrorplate Tower (Spell save 16, Quality Magical Sheltering 12, Block Elements, Mirror Shield with neg spellpower slotted for harm)
    Belt: Legendary Silverthread Belt (202 enhancement bonus to devotion - stacking, 202 enhancement bonus to nullification and 29% void lore for harm on pm)

    Swap Item for knockdown protection: Nightmother Sceptre (5 zephyr for knockdown immunity and 2 wisdom)
    Swap Main weapon for energy drain immunity against beholders: Nightmother's Sceptre (Any spellpower gem slotted for implement bonus + 4 piece purity set with wisdom + 3 wisdom)
    Swap Main weapon for boss damage boost (vacuum weapon for vulnerability)
    Swap Trinkets: Mysterious Bauble (major mnemonic clicky) and upgraded Pale Lavender Ioun Stone, upgraded Magestar
    Swap Necklaces: Epic Twisted Talisman and Twisted Talisman (for 400 spell points, hp heal from fast healing and regen)
    Swap Goggles: Int 15 / True Seeing / Ins Int +7 (this plus helm helps find most secret doors)
    Swap Helm: Search 22 / Wisdom 15/ Ins Search 11 (This plus goggles helps find most secret doors)
    Swap Ring: Epic Ring of Spell Storing (I don't have it on Randomall but if you have it grats to you)
    Swap Boots: 5x smoke heroic greensteel boots for displacement

    My biggest disappointment with the gear set is that swapping slavers boots is problematic as it re-equips my boots to the bracer spot. I don't have mats to make 5x smoke bracers unless I get lucky enough to find a farming group. So for now I have to essentially manually swap my boots to get displacement which is rarely convenient. I suppose I can figure out how to do it with a macro.

    Misc Gear and Supplies
    - Blade of Jack Jibbers
    - Harper Pin, Greater
    - Harper Pin, Lesser
    - Eternal Flask of Free Movement
    - Essence of Desire Potions (Yugo)
    - Essence of Despair Potions (Yugo)
    - Remnant Potions of Stat +2 (Wisdom and Con)
    - Heal Scrolls
    - Resurrection Scrolls
    - Greater Restoration Scrolls
    - Blindness Removal Potions
    - Poison Neutralization Potions
    - Disease Removal Potions
    - Lesser Restoration Potions (mostly useless in reaper but still gets rid of a few effects reliably without sp)
    - Curse Removal Potions

    FEATS:
    1) Maximize
    3) Empower
    6) Quicken
    9) Heighten
    12) Spell Focus Evocation
    15) Spell Penetration
    18) Empower Healing
    21) Greater Spell Penetration
    24) Burst of Glacial Wrath
    26) Spellpower Electric
    27) Embolden
    28) Mass Frog
    29) Arcane Pulse
    30) Epic Spell Penetration
    30) Scion of the Plane of Air

    ENHANCEMENTS AT LEVEL 30 (very different while leveling)
    AASIMAR - 8 (+1 for racial ap tome)
    Cores
    - Stronger Bonds 1
    - Wisdom 1
    - Stronger Bonds 2
    - Wisdom 2
    - Stronger Bonds 3
    Tier 2
    - Arcanum x1
    If you have additional racial ap take more arcanum, healing amp and protector

    Randomall has 7 ap from racial past lifes + 1 ap from tome so I am spending 16 ap in this tree to get the protector stance with 10% hp, 10 prr and 10 mrr.

    RADIANT SERVANT (34)
    Cores
    - Healing Domain
    - Pacifism
    - Positive Energy Burst
    - Improved Empower Healing
    Tier 1
    - Extra turning x2
    - Divine cleansing x3
    Tier 2
    - Efficient Empower Healing x1
    Tier 3
    - Intense Healing x3
    - Wisdom
    Tier 4
    - Incredible Healing x3
    - Wisdom
    Tier 5
    - Positive Energy Aura
    - Cure Focus

    Divine Disciple (25)
    Core
    - Divine Emissary of Light
    - Sacred Defense
    - Sunbolt
    - Sunbeam
    Tier 1
    - Spell Critical Universal
    - Energy of the Disciple
    Tier 2
    - Spell Penetration x3
    - Spell Critical Universal
    Tier 3
    - Spell Critical Universal
    - Wisdom
    Tier 4
    - Spell DC Evocation
    - Wisdom

    Sacred Defender (13)

    Core
    - Holy Bastion
    - Sacred Defense
    Tier 1
    - Durable Defense x3
    - Sacred Armor Mastery x2
    Tier 2
    - Resilient Defense x3
    Tier 3
    - Tenacious Defense x3

    Why radiant servant instead of divine disciple as main tree? Well, first off I don't find the SLAs or 1 more DC good enough. The passive healing from the aura is a huge benefit to the party and to me and likely provides bigger benefit by preventing deaths. Mass Cure Moderate SLA, cocoon SLA and the aura provide low sp cost healing the party. The DC is not needed lower skull and the extra healing is very helpful high skull so this allows me to reach my goal of being able to jump from 10 skull parties to 3 skull soloing. I understand some will disagree with these choices, but it works well for me as I consider myself to essentially be an advanced casual player.

    For someone that wants the 10% hp bonus from aasimar and extra spell pen/healing amp you can drop 8 pts from divine disciple and spend those in the aasimar tree at the cost of 2 DC, but while gaining 2 spell pen.

    Epic Destiny Exalted Angel
    Core
    - Avenging Light
    - Radiant Power x1
    - Endless Faith x1
    - Healing Power x2
    - Wisdom
    Tier 2
    - Wisdom
    Tier 3
    - Piercing Spellcraft x3
    - Wisdom
    Tier 4
    - Wisdom
    Tier 5
    - Leap of Faith
    - Wisdom
    Tier 6
    - Divine Wrath
    - Sun Bolt

    I use Exalted Angel for my main destiny. If you are finding certain content difficult due to enemy damage, you can run in unyielding sentinel for more PRR/HP and survivability, but you will lose 5 DC. Depending on gear and past lifes this could still work, but not ideal. It's better to learn to play without the extra defenses so you can improve your game play even if it means a few more deaths at first.

    EPIC DESTINY TWISTS
    Energy Burst (Electric)
    Piercing Spellcraft
    Evocation Specialist
    Rejuvenation Cocoon

    I've been considering swapping out piercing spellcraft for another +2 evocation from draconic, but haven't decided yet.

    SPELLS

    1: Cure Light Wounds, Command, Nightshield, Protection from Evil
    2: Soundburst, Resist Energy, Hold Person, Spawn Screen
    3: Searing Light, Sun Bolt, Cure Serious Wounds, Blindness
    4: Cure Critical Wounds, Freedom of Movement, Deathward
    5: Slay Living, Greater Command, Break Enchantment, Divine Punishment, True Seeing
    6: Undeath to Death, Sunbeam, Heal, Harm, Cometfall
    7: Destruction, Greater Restoration, Resurrection
    8: Death Pact, Mass Deathward
    9: Energy Drain, Implosion

    Healing Amp Potential
    Competence Bonus from Hat: 80
    Exceptional Bonus from Cloak: 45
    Equipment Bonus from Gloves: 40
    Guild Bonus from Ship Buff: 20
    Past Life Paladin: 30
    Aasimar Enhancements: 60 (if you have enough racial points)
    Total Healing Amp Bonus: 275 (185 without past lifes and racial points which is still solid)

    For the Wisdom and DC stats I am showing #s without completionist and racial completionist but with racial wisdom lifes since that is what my character has. Past lifes help but aren't critical. You would be better served joining reaper parties and increasing your reaper points for fastest power increases. Past Life Sorc, Wiz and Fvs are helpful and I have 3x each on this character. They aren't essential, but they help.
    The stats assume 14 reaper points which you can easily get running 1 life 1-30 1 skull (at level meaning running level 5 qeusts at level 5) with a little bit of reaper 2 mixed in at higher levels. Additional points can be put to the tank tree for hp.

    Wisdom
    Start: 20
    Level Ups: 7
    Tome: 7
    Racial Past Lifes: 2
    Enhancement Bonus: 19
    Insightful Bonus: 9
    Exceptional Bonus: 1
    Quality Bonus: 4
    Profane Bonus: 2
    Artifact Bonus: 2
    Augment Festive Bonus 2
    Sentient Weapon Filigree: 4
    Racial Enhancements: 2
    Radiant Servant Enhancements: 2
    Divine Disciple Enhancements: 2
    Reaper: 4
    Epic Destiny: 5
    Ship Buffs: 2
    Yugo Potions: 2
    Remnant Potions: 2
    Total Wisdom: 100

    Evocation DC
    Base: 10
    Spell Level: 9 (Note this assumes heighten for all, but I use some spells without heighten because it's not needed or rarely needed)
    Wisdom Bonus: 45
    Evocation Focus Feat: 1
    Embolden: 2
    Scion of the Plane of Air: 4
    Item- Enhancement Bonus: 7
    Item- Insightful Bonus: 4
    Item- Quality Bonus: 2
    Item- Augment Bonus: 2
    Item- Artifact Bonus (Slavers): 4
    Item: Sentient Bonus (Eye of Beholder): 2
    Enhancements - Divine Disciple: 1
    Enhancements - Reaper: 3
    Exalted Angel - Transcendental Magic: 3
    Epic Destiny Twist - Evocation Focus: 3
    Ship Buffs: 1
    Air Domain Bonus: 3
    Past Life Sorc x3: 3
    Total Evocation DC: 109 (or 106 without sorc past lifes which is still solid)

    Necromancy DC
    Base: 10
    Spell Level: 9 (Note this assumes heighten for all, but I use some spells without heighten because it's not needed or rarely needed)
    Wisdom Bonus: 45
    Embolden: 2
    Scion of the Plane of Air: 2
    Item- Enhancement Bonus: 7
    Item- Insightful Bonus: 4
    Item- Quality Bonus: 2
    Item- Augment Bonus: 2
    Item- Artifact Bonus (Slavers): 4
    Item: Sentient Bonus (Eye of Beholder): 2
    Enhancements - Reaper: 3
    Exalted Angel - Transcendental Magic: 3
    Ship Buffs: 1
    Total Necromancy DC: 96 (useful when selectively targeting low fort enemies in reaper)
    Same DC for all other schools where you have an augment with the exception that conjuration will be up to 99 with 3 past lifes cleric

    Spell Penetration:
    Cleric Levels: 17
    Feat: Spell Penetration: 2
    Feat: Greater Spell Penetration: 2
    Feat: Epic Spell Penetration: 4
    Feat: Past Life Wizard and Favored Soul: 9
    Item: Equipment Bonus: 8
    Item: Insightful Bonus: 4
    Enhancement Tree: Divine Disciple: 3
    Enhancement Tree: Aasimar: 1
    Enhancement Tree: Reaper: 4
    Epic Destiny Caster Levels: 5
    Epic Destiny: 3
    Epic Destiny Twists: 3
    Eye of the Beholder: 1
    Ship Buff: 1
    Total: 67 (58 without past lifes which is still workable)

    Example AOE DPS Spell Rotations followed up by low cost single target spells (with full metamagic unless stated otherwise)
    - Burst of Glacial Wrath for helplessness (77 sp)
    - Divine Wrath(40sp)
    - Energy Burst (20 sp)
    - Chain Lightning (12 sp)
    - Sun Bolt SLA (12 sp)
    - Avenging Light SLA (3 sp)
    - Lightning Bolt SLA (8 sp)

    HP/Saves/PRR/MRR

    I will detail this later. In reaper hp are over 2,000. Will and Fort saves are over 100. Reflex is 80 without GH. PRR is 200 and MRR 175 with tower shield in higher skulls. Some of this is from past lifes and reaper pts, but without past lifes your saves, prr, mrr and hp will be solid. The best way to improve hp is running reaper.

    Implosion and Mass Frog when off timer and situation is right (63 sp each). Destruction and Slay Living situationally against champ casters are high damage casters (63 sp eacha). My slas are fully meta'd, but I usually keep spells like sun bolt, searing light, sunbeam and divine wrath unmetad so I can stretch the sp further. I will provide spell power break downs at a later date.

    Greater command is useful against high fort mobs like ogres.

    Arcane pulse metamagic is based on the most recent cast so once you cast the first 4 without metamagic and the 5th arcane pulse fully meta'd keep it up. Casting the first 4 arcane pulse without metamagic saves 160 spell points.

    I will provide leveling details at a later time, but the short story is I leveld 1-9 focused on melee and turn undead. At level 10 I switched to casting mode and my enhancement choices were very different during leveling vs. level cap. For 1-20 heroic leveling reaper 3 or so I would go straight up str/cha melee with heavy turn undead spec and gear. It's faster and easier to play for leveling. The build gets a big boost with level 28-30 gear and feats and this build is intended as a build to stay at 30 for a while and enjoy running level cap quests. I struggled a bit in the 25-28 range until I swapped gear. At 30 it's solid.

    PURE 20 CLERIC VERSION FOR MORE SPELL PEN AND/OR FLAVOR REASONS

    Instead of spending 13 AP in the sacred defender tree spend more points in the aasimar tree to get the 10% 10prr 10 mrr bonus + more spell pen and healing amp. This gives 5 extra spell pen to a first lifer and a slight drop in survivability, but it's still a solid build and that 63 spell pen will work almost everywhere.

    Spell Penetration First Lifer
    Cleric Levels: 20
    Feat: Spell Penetration: 2
    Feat: Greater Spell Penetration: 2
    Feat: Epic Spell Penetration: 4
    Item: Enhancement Bonus: 8
    Item: Insightful Bonus: 4
    Enhancement Tree: Divine Disciple: 3
    Enhancement Tree: Aasimar: 3
    Enhancement Tree: Reaper: 4
    Epic Destiny Caster Levels: 5
    Epic Destiny: 3
    Epic Destiny Twists: 3
    Eye of the Beholder: 1
    Ship Buff: 1
    Total: 63 (72 for those with 3 wiz + 3 fvs past lifes, but 63 is more than solid)

    Max DC

    As I mentioned this isn't intended to be a min/max build and I intentionally wanted to show how good the build would work even for a first lifer with gear + tomes without all the past life grinding. If you are looking for a top-tier evocation DC for 10 skull go 20 cleric instead of my split. Assuming max past lifes and racial ap you get 3 more spell pen from cleric levels for a total spell pen of 75. You would give up energy burst, cocoon and get 1 extra twist for epic completionist which can be used for the 3 wisdom/dc boosts below.

    For DC, you get the following bumps to your evocation DC:

    DC as shown: 109
    Add 1: Cleric capstone Divine Disciple (you would go 41 pts+ in this tree rather than getting aura)
    Add: 2 Twist in evocation +2 from draconic
    Add 1: Twist in acute insticts
    Add 1: Twist in wisdom + tier 5 wisdom from reaper tree
    Add 1: Tier 5 spell dc evocation
    Add 3: drop maximize, empower, empower healing for completionist, past life wizard and greater evocation focus
    Add 2: racial completionist
    Add 1: level 18 air domain DC boost
    DC: 121 and I am sure I am missing some other permanent benefits that would get you to 123 or a little higher.

    Cleric is in a really good place and if you want to max out implosion + burst of glacial wrath air domain seems the best way to do that.
    Last edited by slarden; 08-29-2018 at 08:14 AM.

  2. #2

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    Phenomenal build. Dipped back in the build threads here and shocked to see no responses. In the old days, you'd be on page 2 by now, at least ! Grrr.

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  3. #3

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    Quote Originally Posted by slarden View Post
    Pure 20 cleric is a very compelling option for someone without wizard/fvs past lifes or extra racial AP because it allows you to get 5 more spell penetration
    How does the 3 extra levels get you 5 more spell penetration?

    Edit: Just read through the whole thing and got to the section at the end.
    Last edited by Eada; 06-11-2018 at 06:50 AM.

  4. #4
    The Hatchery Enoach's Avatar
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    Aasimar is a good racial choice. However, I also found that Half-Elf has good synergy with the Air Domain via the Dragon Marks. I took that up to the Call Lightning (not the top). This gave me lots of Lightning spells with no SP cost to supplement the other Offensive spells.

    Your build does look well thought out.

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    Quote Originally Posted by LeslieWest_GuitarGod View Post
    Phenomenal build. Dipped back in the build threads here and shocked to see no responses. In the old days, you'd be on page 2 by now, at least ! Grrr.
    Thank you for the kind words. Domains provide alot of build diversity and I am really enjoying the cleric update.


    Quote Originally Posted by Eada View Post
    How does the 3 extra levels get you 5 more spell penetration?


    Edit: Just read through the whole thing and got to the section at the end.
    Thank you for the feedback. I didn't explain it well, it's 3 from cleric level and 2 from redeployment of AP spend from sacred defender to aasimar. I updated my post to make that more clear so people didn't need to connect the dots at the end.


    Quote Originally Posted by Enoach View Post
    Aasimar is a good racial choice. However, I also found that Half-Elf has good synergy with the Air Domain via the Dragon Marks. I took that up to the Call Lightning (not the top). This gave me lots of Lightning spells with no SP cost to supplement the other Offensive spells.


    Your build does look well thought out.
    Half elf would definitely allow you to go pure caster quicker, but at level cap 5d10 for call lightning isn't all that great unless the wiki is wrong. My main reasons for liking aasimar are:

    1) the extra wisdom of course
    2) healing amp
    3) spell penetration
    4) 10% hp + 10 mrr + 10prr top tier if you have enough ap to double dip or go pure 20 cleric
    5) healing hands great on party members and over 200 self-healing 10 skull at level cap on this build

    Since cleric evocation dc potential is so high a wide variety of races will work.

  6. #6

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    Quote Originally Posted by slarden View Post
    1) the extra wisdom of course
    2) healing amp
    3) spell penetration
    4) 10% hp + 10 mrr + 10prr top tier if you have enough ap to double dip or go pure 20 cleric
    5) healing hands great on party members and over 200 self-healing 10 skull at level cap on this build

    Since cleric evocation dc potential is so high a wide variety of races will work.
    I went pure Aasimar cleric. Evocation. I agree with all above.

    Sun Elf, Half Elf and Aasimar are great avenues to take..

    Clerics have never been in a greater place than they are now. And thats good for EVERYONE

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    okay.. you talked me into trying cleric again. mind you, the last time I played one, Blade Barrier was my only offense, and I had to single target players to heal.
    this looks like a blast. will try to update you when I give it some playtime!!

  8. #8
    Forum witchdoctor Hobgoblin's Avatar
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    why level ups in con? if you are a dc caster?

    or is that a typo as i see you put them later on in build but under the stats its level up?
    main toons: Cerrsi(silly caster/xbow) Sttomper (silly barbarian)-jammiee (Silly melee)
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    Quote Originally Posted by Hobgoblin View Post
    why level ups in con? if you are a dc caster?

    or is that a typo as i see you put them later on in build but under the stats its level up?
    Oops I put it on the wrong line level ups should go to wisdom. I will fix it tonight it’s too hard to fix on this phone, thank you

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    Thanks for the great write up, comparing will help me a lot!

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    The Eternal Rapscallion Haphazarduk's Avatar
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    Do you think a FvS would work for this for the pure version? If not where would the issue be - DC, spell pen or somewhere else?

    Hap

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    Quote Originally Posted by Haphazarduk View Post
    Do you think a FvS would work for this for the pure version? If not where would the issue be - DC, spell pen or somewhere else?

    Hap
    With the upcoming changes to fvs, I think a wisdom based favored soul would have a slightly lower DC, but would be overall better than cleric especially for short-manning and soloing because of the slas, just reward and superior sp pool. The great thing about fvs is you get the hp boost without having to splash /3 paladin. The belt can be swapped out for lesser displacement belt or gs displacement clicky belts on a fvs.

  13. #13
    The Eternal Rapscallion Haphazarduk's Avatar
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    Great, thanks. I've really enjoyed the current FvS life and have a couple more to do.

    This build looks great as well and will give it a try when I'm back to Cleric. Nice write up. Always appreciate the commentary and insight as that's actually just as helpful if not more than the build itself.

    Hap

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    Quote Originally Posted by Haphazarduk View Post
    Great, thanks. I've really enjoyed the current FvS life and have a couple more to do.

    This build looks great as well and will give it a try when I'm back to Cleric. Nice write up. Always appreciate the commentary and insight as that's actually just as helpful if not more than the build itself.

    Hap
    If you can hold off on your fvs life’s until the new changes are out you will probably be glad. They are getting a solid buff and will arguably be better spellcasters than cleric due to global dc boosts making fvs better at secondary schools than cleric. A dragborn charisma fvs might be the highest dc caster in the game due to 3 racial boost to evocation, although wisdom builds are probably a little better overall due to the usefulness of mass frog and the 10% Aasimar hp bonus.

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    Quote Originally Posted by slarden View Post
    BUILD GOALS
    - 10 skull capable for healing and DC support
    - solo-able on low skull runs
    - able to help significantly with mobs in mid-skull reaper group runs (quickly kill dangerous enemies, speed up runs)
    - balanced build with instakill, cc, dps, healing and survivable with skillful play (not emphasizing super survivability, but able to do so with good play in reaper)
    - customizable with trade-off options between offense and defense
    - completionist, racial completionist and epic completionist aren't essential to the build

    The goal of the build isn't too maximize DC or DPS, but rather to strike a balance between DC, DPS and survivability that makes it feasible to run high/mid skull with groups and/or lower skulls solo and be effective across skull levels and in both a group or solo environment.

    I am currently running the build on Randomall my 3rd main character. My main 2 characters will be on the racial/reaper TR train for a while.

    CLASS SPLIT:
    1-17 Cleric, 18-20 Paladin (getting implosion/energy drain by 17 is very helpful and paladin levels mainly helps at higher levels)

    My original goal was to run 17 cleric / 2 fvs / 1 wizard and to list 3 paladin or fighter as as survivability option. After running both builds I decided the /3 paladin splash is overall better as just reward procs and the free wizard feat didn't provide as much benefit as I thought. I also considered 20 cleric, 17 cleric / 3 fvs and 18 cleric / 2 fvs. The dps/dc benefits just weren't that noticeable but the 20% hp, prr, mrr and save benefits were clear, especially for an alt without many reaper points.

    Pure 20 cleric is a very compelling option for someone without wizard/fvs past lifes or extra racial AP because it allows you to get 5 more spell penetration (3 from class levels and 2 from redeployment of sacred defender to aasimar tree) and take advantage of the aasimar protector and healing amp options. While someone with 8 or more racial AP (+1 from tome) can stack the paladin and aasimar hp/prr/mrr bonuses.

    RACE: Aasimar
    Starting Stats (I don't consider this split optimized yet)
    Str: 8
    Dex: 8
    Wis: 20 (All level ups)
    Con: 16
    Int: 8
    Char: 16

    DOMAIN: Air: this gives me the ability to use electric for light damage which currently has better potential in the game and gain some DC. The DC bonus from air allows me to splash 3 paladin while still maintaining a high evocation DC.

    I was torn between air, water, death, earth and luck, but ultimately air provided both spellpower boost to light and dc boost plus the slas are useful even with the long cooldown. The 3 evocation DC from air is critical as implosion and burst of glacial wrath are two of the most important spells in my rotation. Also the ravenloft belt which pairs electric/cold spellpower worked great as it was easy to boost my burst of glacial wrath damage along with my light/electric. The build works fine with air water, death, earth or luck if you prefer those domains.

    DIETY: Aureon - provides a clicky giving +4 wisdom, +3 spell pen, +2 turn undead level and +4 max hd for turn undead. Very useful across all level ranges.

    PROPOSED EVERYDAY GEAR - Balanced DPS, DC, Healing for low-skull solo/shortman:
    Goggles: Legendary Garstone's Lenses (202 equipment bonus to devotion, 202 equipment bonus to electric spellpower)
    Helm: Drow Sage's Mantle (19 Wisdom, 80 competence bonus to healing amp, Will save 16)
    Necklace: SLAVERS Sheltering 45, Resistance 14, Heal 22, Quality Physical Sheltering 11, Slot, Sorc bonus
    Trinket: SLAVERS Dexterity 17, Light Lore 27%, UMD +7, Quality Fortification 45, Slot, Sorc bonus
    Cloak: Mysterious Cloak Level 21 (Exceptional Healing Amp 45, Insightful Magical Resistance 25)
    Belt: Legendary Thummingspark Cord (29% Electric and Cold Lore, 202 electric and cold stacking spellpower - enhancement bonus)
    Ring: Legendary Band of Insightful Command (+2 profane bonus to all stats)
    Gloves: Hands of House Jorasco (Heal 22, Healing Lore 29, Insightful Heal 11, equipment bonus to healing amp 40)
    Boots: SLAVERS Charisma 17, Kinetic Lore 27, Jump 22, Quality Wisdom 4, Slot, Sorc bonus
    Ring 2: SLAVERS Legendar Spinneret (Spell Lore 15, Quality Potency 32, Quality Spell Focus Mastery 2, Spell Pen 7, Sorc bonus
    Bracers: SLAVERS Con 17, Glaciation 185, Spellsight 22, Quality Con +4, Spell Agility -15 slotted
    Armor: Legendary Scales of Exile (Fortification 202, Parrying 9, Insightful Wisdom 9, Insightful Con 9)
    Main Weapon: Nightmother's Sceptre (Impulse gem slotted for implement bonus +4 piece eye of the beholder with wisdom, will, charisma and spellpower slotted + 3 other wisdom)
    Seconddary Weapon: Morninglord Sceptre (145 potency, 72 insightful potency, 22 spellraft, ins spellcraft 11)

    The reason there is some redundancy on skills is because I recycled some old slavers gear that was almost exactly what I needed except the skill part. The skill wasn't enough to motivate me to recraft.

    Swap Items to focus on dc/healing for higher skulls:
    Secondary Weapon: Legendary Mirrorplate Tower (Spell save 16, Quality Magical Sheltering 12, Block Elements, Mirror Shield with neg spellpower slotted for harm)
    Belt: Legendary Silverthread Belt (202 enhancement bonus to devotion - stacking, 202 enhancement bonus to nullification and 29% void lore for harm on pm)

    Swap Item for knockdown protection: Nightmother Sceptre (5 zephyr for knockdown immunity and 2 wisdom)
    Swap Main weapon for energy drain immunity against beholders: Nightmother's Sceptre (Any spellpower gem slotted for implement bonus + 4 piece purity set with wisdom + 3 wisdom)
    Swap Main weapon for boss damage boost (vacuum weapon for vulnerability)
    Swap Trinkets: Mysterious Bauble (major mnemonic clicky) and upgraded Pale Lavender Ioun Stone, upgraded Magestar
    Swap Necklaces: Epic Twisted Talisman and Twisted Talisman (for 400 spell points, hp heal from fast healing and regen)
    Swap Goggles: Int 15 / True Seeing / Ins Int +7 (this plus helm helps find most secret doors)
    Swap Helm: Search 22 / Wisdom 15/ Ins Search 11 (This plus goggles helps find most secret doors)
    Swap Ring: Epic Ring of Spell Storing (I don't have it on Randomall but if you have it grats to you)
    Swap Boots: 5x smoke heroic greensteel boots for displacement

    My biggest disappointment with the gear set is that swapping slavers boots is problematic as it re-equips my boots to the bracer spot. I don't have mats to make 5x smoke bracers unless I get lucky enough to find a farming group. So for now I have to essentially manually swap my boots to get displacement which is rarely convenient. I suppose I can figure out how to do it with a macro.

    Misc Gear and Supplies
    - Blade of Jack Jibbers
    - Harper Pin, Greater
    - Harper Pin, Lesser
    - Eternal Flask of Free Movement
    - Essence of Desire Potions (Yugo)
    - Essence of Despair Potions (Yugo)
    - Remnant Potions of Stat +2 (Wisdom and Con)
    - Heal Scrolls
    - Resurrection Scrolls
    - Greater Restoration Scrolls
    - Blindness Removal Potions
    - Poison Neutralization Potions
    - Disease Removal Potions
    - Lesser Restoration Potions (mostly useless in reaper but still gets rid of a few effects reliably without sp)
    - Curse Removal Potions

    FEATS:
    1) Maximize
    3) Empower
    6) Quicken
    9) Heighten
    12) Spell Focus Evocation
    15) Spell Penetration
    18) Empower Healing
    21) Greater Spell Penetration
    24) Burst of Glacial Wrath
    26) Spellpower Electric
    27) Embolden
    28) Mass Frog
    29) Arcane Pulse
    30) Epic Spell Penetration
    30) Scion of the Plane of Air

    ENHANCEMENTS AT LEVEL 30 (very different while leveling)
    AASIMAR - 8 (+1 for racial ap tome)
    Cores
    - Stronger Bonds 1
    - Wisdom 1
    - Stronger Bonds 2
    - Wisdom 2
    - Stronger Bonds 3
    Tier 2
    - Arcanum x1
    If you have additional racial ap take more arcanum, healing amp and protector

    Randomall has 7 ap from racial past lifes + 1 ap from tome so I am spending 16 ap in this tree to get the protector stance with 10% hp, 10 prr and 10 mrr.

    RADIANT SERVANT (34)
    Cores
    - Healing Domain
    - Pacifism
    - Positive Energy Burst
    - Improved Empower Healing
    Tier 1
    - Extra turning x2
    - Divine cleansing x3
    Tier 2
    - Efficient Empower Healing x1
    Tier 3
    - Intense Healing x3
    - Wisdom
    Tier 4
    - Incredible Healing x3
    - Wisdom
    Tier 5
    - Positive Energy Aura
    - Cure Focus

    Divine Disciple (25)
    Core
    - Divine Emissary of Light
    - Sacred Defense
    - Sunbolt
    - Sunbeam
    Tier 1
    - Spell Critical Universal
    - Energy of the Disciple
    Tier 2
    - Spell Penetration x3
    - Spell Critical Universal
    Tier 3
    - Spell Critical Universal
    - Wisdom
    Tier 4
    - Spell DC Evocation
    - Wisdom

    Sacred Defender (13)

    Core
    - Holy Bastion
    - Sacred Defense
    Tier 1
    - Durable Defense x3
    - Sacred Armor Mastery x2
    Tier 2
    - Resilient Defense x3
    Tier 3
    - Tenacious Defense x3

    Why radiant servant instead of divine disciple as main tree? Well, first off I don't find the SLAs or 1 more DC good enough. The passive healing from the aura is a huge benefit to the party and to me and likely provides bigger benefit by preventing deaths. Mass Cure Moderate SLA, cocoon SLA and the aura provide low sp cost healing the party. The DC is not needed lower skull and the extra healing is very helpful high skull so this allows me to reach my goal of being able to jump from 10 skull parties to 3 skull soloing. I understand some will disagree with these choices, but it works well for me as I consider myself to essentially be an advanced casual player.

    For someone that wants the 10% hp bonus from aasimar and extra spell pen/healing amp you can drop 8 pts from divine disciple and spend those in the aasimar tree at the cost of 2 DC, but while gaining 2 spell pen.

    Epic Destiny Exalted Angel
    Core
    - Avenging Light
    - Radiant Power x1
    - Endless Faith x1
    - Healing Power x2
    - Wisdom
    Tier 2
    - Wisdom
    Tier 3
    - Piercing Spellcraft x3
    - Wisdom
    Tier 4
    - Wisdom
    Tier 5
    - Leap of Faith
    - Wisdom
    Tier 6
    - Divine Wrath
    - Sun Bolt

    I use Exalted Angel for my main destiny. If you are finding certain content difficult due to enemy damage, you can run in unyielding sentinel for more PRR/HP and survivability, but you will lose 5 DC. Depending on gear and past lifes this could still work, but not ideal. It's better to learn to play without the extra defenses so you can improve your game play even if it means a few more deaths at first.

    EPIC DESTINY TWISTS
    Energy Burst (Electric)
    Piercing Spellcraft
    Evocation Specialist
    Rejuvenation Cocoon

    I've been considering swapping out piercing spellcraft for another +2 evocation from draconic, but haven't decided yet.

    SPELLS

    1: Cure Light Wounds, Command, Nightshield, Protection from Evil
    2: Soundburst, Resist Energy, Hold Person, Spawn Screen
    3: Searing Light, Sun Bolt, Cure Serious Wounds, Blindness
    4: Cure Critical Wounds, Freedom of Movement, Deathward
    5: Slay Living, Greater Command, Break Enchantment, Divine Punishment, True Seeing
    6: Undeath to Death, Sunbeam, Heal, Harm, Cometfall
    7: Destruction, Greater Restoration, Resurrection
    8: Death Pact, Mass Deathward
    9: Energy Drain, Implosion

    Healing Amp Potential
    Competence Bonus from Hat: 80
    Exceptional Bonus from Cloak: 45
    Equipment Bonus from Gloves: 40
    Guild Bonus from Ship Buff: 20
    Past Life Paladin: 30
    Aasimar Enhancements: 60 (if you have enough racial points)
    Total Healing Amp Bonus: 275 (185 without past lifes and racial points which is still solid)

    For the Wisdom and DC stats I am showing #s without completionist and racial completionist but with racial wisdom lifes since that is what my character has. Past lifes help but aren't critical. You would be better served joining reaper parties and increasing your reaper points for fastest power increases. Past Life Sorc, Wiz and Fvs are helpful and I have 3x each on this character. They aren't essential, but they help.
    The stats assume 14 reaper points which you can easily get running 1 life 1-30 1 skull (at level meaning running level 5 qeusts at level 5) with a little bit of reaper 2 mixed in at higher levels. Additional points can be put to the tank tree for hp.

    Wisdom
    Start: 20
    Level Ups: 7
    Tome: 7
    Racial Past Lifes: 2
    Enhancement Bonus: 19
    Insightful Bonus: 9
    Exceptional Bonus: 1
    Quality Bonus: 4
    Profane Bonus: 2
    Artifact Bonus: 2
    Augment Festive Bonus 2
    Sentient Weapon Filigree: 4
    Racial Enhancements: 2
    Radiant Servant Enhancements: 2
    Divine Disciple Enhancements: 2
    Reaper: 4
    Epic Destiny: 5
    Ship Buffs: 2
    Yugo Potions: 2
    Remnant Potions: 2
    Total Wisdom: 100

    Evocation DC
    Base: 10
    Spell Level: 9 (Note this assumes heighten for all, but I use some spells without heighten because it's not needed or rarely needed)
    Wisdom Bonus: 45
    Evocation Focus Feat: 1
    Embolden: 2
    Scion of the Plane of Air: 4
    Item- Enhancement Bonus: 7
    Item- Insightful Bonus: 4
    Item- Quality Bonus: 2
    Item- Augment Bonus: 2
    Item- Artifact Bonus (Slavers): 4
    Item: Sentient Bonus (Eye of Beholder): 2
    Enhancements - Divine Disciple: 1
    Enhancements - Reaper: 3
    Exalted Angel - Transcendental Magic: 3
    Epic Destiny Twist - Evocation Focus: 3
    Ship Buffs: 1
    Air Domain Bonus: 3
    Past Life Sorc x3: 3
    Total Evocation DC: 109 (or 106 without sorc past lifes which is still solid)

    Necromancy DC
    Base: 10
    Spell Level: 9 (Note this assumes heighten for all, but I use some spells without heighten because it's not needed or rarely needed)
    Wisdom Bonus: 45
    Embolden: 2
    Scion of the Plane of Air: 2
    Item- Enhancement Bonus: 7
    Item- Insightful Bonus: 4
    Item- Quality Bonus: 2
    Item- Augment Bonus: 2
    Item- Artifact Bonus (Slavers): 4
    Item: Sentient Bonus (Eye of Beholder): 2
    Enhancements - Reaper: 3
    Exalted Angel - Transcendental Magic: 3
    Ship Buffs: 1
    Total Necromancy DC: 96 (useful when selectively targeting low fort enemies in reaper)
    Same DC for all other schools where you have an augment with the exception that conjuration will be up to 99 with 3 past lifes cleric

    Spell Penetration:
    Cleric Levels: 17
    Feat: Spell Penetration: 2
    Feat: Greater Spell Penetration: 2
    Feat: Epic Spell Penetration: 4
    Feat: Past Life Wizard and Favored Soul: 9
    Item: Enhancement Bonus: 8
    Item: Insightful Bonus: 4
    Enhancement Tree: Divine Disciple: 3
    Enhancement Tree: Aasimar: 1
    Enhancement Tree: Reaper: 4
    Epic Destiny Caster Levels: 5
    Epic Destiny: 3
    Epic Destiny Twists: 3
    Eye of the Beholder: 1
    Ship Buff: 1
    Total: 67 (58 without past lifes which is still workable)

    Example AOE DPS Spell Rotations followed up by low cost single target spells (with full metamagic unless stated otherwise)
    - Burst of Glacial Wrath for helplessness (77 sp)
    - Divine Wrath(40sp)
    - Energy Burst (20 sp)
    - Chain Lightning (12 sp)
    - Sun Bolt SLA (12 sp)
    - Avenging Light SLA (3 sp)
    - Lightning Bolt SLA (8 sp)

    HP/Saves/PRR/MRR

    I will detail this later. In reaper hp are over 2,000. Will and Fort saves are over 100. Reflex is 80 without GH. PRR is 200 and MRR 175 with tower shield in higher skulls. Some of this is from past lifes and reaper pts, but without past lifes your saves, prr, mrr and hp will be solid. The best way to improve hp is running reaper.

    Implosion and Mass Frog when off timer and situation is right (63 sp each). Destruction and Slay Living situationally against champ casters are high damage casters (63 sp eacha). My slas are fully meta'd, but I usually keep spells like sun bolt, searing light, sunbeam and divine wrath unmetad so I can stretch the sp further. I will provide spell power break downs at a later date.

    Greater command is useful against high fort mobs like ogres.

    Arcane pulse metamagic is based on the most recent cast so once you cast the first 4 without metamagic and the 5th arcane pulse fully meta'd keep it up. Casting the first 4 arcane pulse without metamagic saves 160 spell points.

    I will provide leveling details at a later time, but the short story is I leveld 1-9 focused on melee and turn undead. At level 10 I switched to casting mode and my enhancement choices were very different during leveling vs. level cap. For 1-20 heroic leveling reaper 3 or so I would go straight up str/cha melee with heavy turn undead spec and gear. It's faster and easier to play for leveling. The build gets a big boost with level 28-30 gear and feats and this build is intended as a build to stay at 30 for a while and enjoy running level cap quests. I struggled a bit in the 25-28 range until I swapped gear. At 30 it's solid.

    PURE 20 CLERIC VERSION FOR MORE SPELL PEN AND/OR FLAVOR REASONS

    Instead of spending 13 AP in the sacred defender tree spend more points in the aasimar tree to get the 10% 10prr 10 mrr bonus + more spell pen and healing amp. This gives 5 extra spell pen to a first lifer and a slight drop in survivability, but it's still a solid build and that 63 spell pen will work almost everywhere.

    Spell Penetration First Lifer
    Cleric Levels: 20
    Feat: Spell Penetration: 2
    Feat: Greater Spell Penetration: 2
    Feat: Epic Spell Penetration: 4
    Item: Enhancement Bonus: 8
    Item: Insightful Bonus: 4
    Enhancement Tree: Divine Disciple: 3
    Enhancement Tree: Aasimar: 3
    Enhancement Tree: Reaper: 4
    Epic Destiny Caster Levels: 5
    Epic Destiny: 3
    Epic Destiny Twists: 3
    Eye of the Beholder: 1
    Ship Buff: 1
    Total: 63 (72 for those with 3 wiz + 3 fvs past lifes, but 63 is more than solid)

    Max DC

    As I mentioned this isn't intended to be a min/max build and I intentionally wanted to show how good the build would work even for a first lifer with gear + tomes without all the past life grinding. If you are looking for a top-tier evocation DC for 10 skull go 20 cleric instead of my split. Assuming max past lifes and racial ap you get 3 more spell pen from cleric levels for a total spell pen of 75. You would give up energy burst, cocoon and get 1 extra twist for epic completionist which can be used for the 3 wisdom/dc boosts below.

    For DC, you get the following bumps to your evocation DC:

    DC as shown: 109
    Add 1: Cleric capstone Divine Disciple (you would go 41 pts+ in this tree rather than getting aura)
    Add: 2 Twist in evocation +2 from draconic
    Add 1: Twist in acute insticts
    Add 1: Twist in wisdom + tier 5 wisdom from reaper tree
    Add 1: Tier 5 spell dc evocation
    Add 3: drop maximize, empower, empower healing for completionist, past life wizard and greater evocation focus
    Add 2: racial completionist
    Add 1: level 18 air domain DC boost
    DC: 121 and I am sure I am missing some other permanent benefits that would get you to 123 or a little higher.

    Cleric is in a really good place and if you want to max out implosion + burst of glacial wrath air domain seems the best way to do that.
    hello i am wondering how to solo with this build even on elite i am getting hardly any damage at lvl 18 using the caster
    spec i have 28 reaper points plus all necessary lives the highest canith crafted gear . monsters cannot harm me but i am finding that my damage is also limited ??

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    Quote Originally Posted by Sullanna View Post
    hello i am wondering how to solo with this build even on elite i am getting hardly any damage at lvl 18 using the caster
    spec i have 28 reaper points plus all necessary lives the highest canith crafted gear . monsters cannot harm me but i am finding that my damage is also limited ??
    I did not encounter this problem at level 18. I ran inspired quarter and high road @ 18 - implosion, destruction and slay living works (or death to undeath/ turn undead in a few cases) on just about everything in inspired quarter and most things in high road which makes clearing mobs easy (including most orange names). Blade barrier kiting is effective at that level and is improved with chain lightning to compliment it, although it's not as good at spots in high road due to high # of archers and casters at range. Between implosion and other instakills + blade barrier kiting the build was efficient at clearing mobs for me.

    For bosses I use divine wrath, sun bolt, sun beam, searing light sla, lightning bolt. I use heroic thummingspark cord for the extra 75 spellpower along with regular and insightful spellpower and lore items, ensuring implement bonus and also using alchemical pots from house J for a small boost. Effective use of metamagic is key for conserving spellpoints.

    In cases where mobs are grouped together and disperses - one thing I often do is run up to the mob and soundburst before they separate and then implosion. This will clear alot of archers and casters before they separate.

    I didn't run below reaper, but on reaper you get lost souls which return quite a few spell points. If you are running elite try upping it to R1 as your instakill will be just as effective but you get a return on spell points from the lost souls which is good at 18, but gets a big bump at 19. You can use soundburst to cc the reapers. If you aren't taking damage at elite you will probably be fine on R1 and it's actually advantageous to run reaper overall if you can take the damage.

    Caster dps in general is inferior to martial dps, but you have to play to a build's strength. This build's strength is the high dc for instakill, defenses and self healing. The dps is much better than cleric caster dps used to be and I played a cleric caster for many years. So for me having chain lightning, lightning bolt, extra spellpower was a welcome change. I would have preferred lower cooldown on the 2 air slas, but it's still an improvement.

    Boss damage is always a bit subpar on a caster, in reaper but I didn't find 18 to be an especially tough level due to how effective instakill is at that level.
    Last edited by slarden; 07-11-2018 at 06:16 AM.

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    Quote Originally Posted by slarden View Post
    I did not encounter this problem at level 18. I ran inspired quarter and high road @ 18 - implosion, destruction and slay living works (or death to undeath/ turn undead in a few cases) on just about everything in inspired quarter and most things in high road which makes clearing mobs easy (including most orange names). Blade barrier kiting is effective at that level and is improved with chain lightning to compliment it, although it's not as good at spots in high road due to high # of archers and casters at range. Between implosion and other instakills + blade barrier kiting the build was efficient at clearing mobs for me.

    For bosses I use divine wrath, sun bolt, sun beam, searing light sla, lightning bolt. I use heroic thummingspark cord for the extra 75 spellpower along with regular and insightful spellpower and lore items, ensuring implement bonus and also using alchemical pots from house J for a small boost. Effective use of metamagic is key for conserving spellpoints.

    In cases where mobs are grouped together and disperses - one thing I often do is run up to the mob and soundburst before they separate and then implosion. This will clear alot of archers and casters before they separate.

    I didn't run below reaper, but on reaper you get lost souls which return quite a few spell points. If you are running elite try upping it to R1 as your instakill will be just as effective but you get a return on spell points from the lost souls which is good at 18, but gets a big bump at 19. You can use soundburst to cc the reapers. If you aren't taking damage at elite you will probably be fine on R1 and it's actually advantageous to run reaper overall if you can take the damage.

    Caster dps in general is inferior to martial dps, but you have to play to a build's strength. This build's strength is the high dc for instakill, defenses and self healing. The dps is much better than cleric caster dps used to be and I played a cleric caster for many years. So for me having chain lightning, lightning bolt, extra spellpower was a welcome change. I would have preferred lower cooldown on the 2 air slas, but it's still an improvement.

    Boss damage is always a bit subpar on a caster, in reaper but I didn't find 18 to be an especially tough level due to how effective instakill is at that level.
    Thanks for your quick reply now lvl 26 and yes i have slightly different setup but i am really liking this build now bosses take sometime to kill but trash is relativley easy plus i still think there are ways to improve the character will post again at lvl 30

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    Quote Originally Posted by Sullanna View Post
    Thanks for your quick reply now lvl 26 and yes i have slightly different setup but i am really liking this build now bosses take sometime to kill but trash is relativley easy plus i still think there are ways to improve the character will post again at lvl 30
    With the fvs soul changes I have been running this and find it to be much better:

    https://www.ddo.com/forums/showthrea...om-vs-Charisma

    Boss damage is still an issue, but I just accepted it will always be a caster's achilles heal.

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    excuse me good sir, checking that awesome build i see u stated (and afaik is correct) that the electric spellpower from Legendary Garstone's Lenses (equipment) stacks with the electric spellpower from the Legendary Thrummingspark Cord (enhancement), so 2 questions came to my mind:

    - in the spell penetration breakdown you list the +8 from the Nightmother's Sceptre as enhancement type (when it's listed as equipment) but if it's equipment type, it should stack with enhancement type which afaik is the type you get from crafting slavers (it's a 3rd slot so for example it could be put instead of jump, i know you're recycling gear, just asking XD) would that work?

    - u also mentioned there's some redundancy in skills due to recycling stuff, the only one i've seen repeated is the 185 enhancement glaciation from bracers with the Legendary Thrummingspark Cord (enhancement), cause the other option i've seen is heal 22 from slaver's necklace (enhancement) with the heal 22 from gloves (competence), in that case these 2 would stack right?

    i'm just curious cause i love the build but hate slavers and i would like to run the least possible times lol


    PS: so... checking ingame the barter from slavers crafting...

    - it says the single spellpower is equipment (like wiki) but single spell lore is enhancement type (wiki says equipment), so bracers would stack with Legendary Thrummingspark Cord (enhancement)

    - the skill bonus is typed as competence (wiki says enhancement) so heal would not stack with Hands of House Jorasco, but it also says it will give +22 to UMD

    - the spell penetration is listed as enhancement, so it should stack with Nightmother's Sceptre

    given the difference between the barter window information (haven't crafted anything yet) and the wiki... i really need your help lol

    thx in advance!
    Last edited by psykopeta; 08-28-2018 at 10:44 AM.
    psykopeta is finally baconpletionist because there isn't anything to delay it more - thelanis, where the gimps claim to be pros and noobs claim to be pros, no newbies allowed(unless they claim to be pros), we have enough drama w/o them. PS: I post only in the latest thread shown in main page, in the weird case u want something from me, feel free to send pm

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    Quote Originally Posted by psykopeta View Post
    - it says the single spellpower is equipment (like wiki) but single spell lore is enhancement type (wiki says equipment), so bracers would stack with Legendary Thrummingspark Cord (enhancement)
    Yes the spellpower definitely stacks. The lore on the belt doesn't stack with the lore on slavers items.

    Quote Originally Posted by psykopeta View Post
    -- the skill bonus is typed as competence (wiki says enhancement) so heal would not stack with Hands of House Jorasco, but it also says it will give +22 to UMD
    The heal on Slavers and Hands of House Jorasco are both typed as competence bonus and shouldn't stack. I'll confirm that and the UMD when I get home tonight. I wasn't aware of the UMD - ty for the tip!

    Quote Originally Posted by psykopeta View Post
    - the spell penetration is listed as enhancement, so it should stack with Nightmother's Sceptre
    The barter window says enhancement but when you craft it's equipment. I also corrected my OP to show equipment rather than enhancement - thank you for catching that. Cannith crafting is also equipment. So unfortunately no stacking there unless one of the items is bugged which i haven't tested.

    I built this before the favored soul changes. Cleric has the advantage of the aura which is nice for parties, but overall I like everything else about favored soul better. You should give favored soul a try also at some point.
    Last edited by slarden; 08-29-2018 at 08:23 AM.

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