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Holy Smoke! A Cleric's (Templar's) Handbook (by GelatinousOctahedron)
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<blockquote data-quote="Nibelung" data-source="post: 6707068" data-attributes="member: 74499"><p><strong>Originally posted by GelatinousOctahedron:</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><u>Prayers of the Humble: Heroic Tier</u></strong></span></p> <p style="text-align: center"><span style="font-size: 15px"><strong><u></u></strong></span></p><p></p><p>Powers are organized by level and by whether they use strength weapon, wisdom weapon, wisdom implement, strength <u>or</u> wisdom implement, or other which means the power does not have an attack roll. Utilities are 2 posts down to save space.</p><p></p><p>Clerics have 23 different choices encounter power choices this level and several of them are very good. Strength clerics have 3 really good choices: healing strike for some off defending and healing, Mighty Hew which works well as interrupt if you have a defender good at getting enemies to attack him, and Sundering Might for simple weapon users that lets allies attack the targets lowest defense. </p><p></p><p>Any one with a decent wisdom can get good use out of the autohit prophetic guidance, which is a good power to help with focus fire. For implement users: Divine glow is a decent power for blasters and the only multitarget implement power this level, Cause Fear has quasi enabling since it can potentially provoke multiple OAs, and Bane has a debuff that competes with prophetic guidance. </p><p></p><p>I think pacifists should be going for prophetic guidance or cause fear, especially if at least one or two people have good OAs in your party for cause fear. Its even a good idea for them to have both at level 3.</p><p></p><p>For wisdom weapon users your choices are earthen hail for a good defense buff and potential minion clearing or illuminating blow for an excellent damage boost to multiattackers. Sunburst is worth looking at at low levels if for some reason you don't have any save granting and Thought Twister starts off weak, but gets better the higher your level.</p><p></p><p><strong>Level 1 Encounter</strong></p><p>[sblock]</p><p><span style="color: #800000"><u>Strength:</u></span></p><p></p><p><span style="color: #33cccc">Healing Strike</span>(PHB) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> Good damage: lets ally spend a surge, marks, and deals radiant. One of the best overall strength power in the heroic tier for clerics and it works for any strength or balanced build. vs. AC</p><p></p><p>Numinous Shield (DP) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> Not much damage, but creates a close burst 2 zone that gives a +2 power bonus to you and your allies AC. There are wierd builds that can make use of it like if you have mark of warding or an architects staff for instance.</p><p></p><p><span style="color: #33cccc">Mighty Hew </span>(D383) Immediate interrupt vs ac when ally is hit. Best part about this is that it is an immediate action and you not have many strength attack powers that are immediate actions. Does decent damage and reduces damage by an enemy. Sky blue assumes you have a reach weapon, solid defender in the party to attract attacks, or get other consistent way to exploit it.</p><p><span style="color: #33cccc"><strong></strong></span></p><p><span style="color: #33cccc"><strong>Sundering Might</strong></span> (D400) Simple weapon +1 vs AC. High damage and as an effect you and allies can attack vs the target's lowerest defense</p><p></p><p><strong>Weapon of enforced Serenity</strong> (D400) vs AC with extra damage for simple weapons. You will probably do the most damage if you hit with this power. Effect reduces targets damage for its next attack by half. Competes with Mighty Hew, but that is an immediate so it normally wins even though this might prevent more damage in some cases. Sundering might will do more total damage overall when you include extra ally damage from hitting it more. </p><p></p><p>Wrathful Thunder (PHB) Vs AC for thunder damage and dazed. Only dazing option of the level so if you have thunder tricks its worth a look. </p><p><span style="color: #800080">War Priest's Strike</span> (DP) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> Good radiant damage and target grants combat advantage. But you can do better with almost all the other strength powers even wrathful thunder, since dazing grants CA.</p><p></p><p><span style="color: #800000"><u>Wisdom Implement:</u></span></p><p></p><p><span style="color: #0000ff">Bane</span> (DP) <span style="color: #ff0000">+</span></p><p><span style="color: #008000">C </span>Ranged 10 vs will with a good debuff to their defences and attack rolls based on your charisma mod. Its real competetor is prophetic guidance.</p><p></p><p><span style="color: #00ccff">Cause Fear </span>(FHB) <span style="color: #ff0000">+</span></p><p><span style="color: #008000">C </span>Targets will and makes them run away. This provokes OA, potentially several if you set it up right by using it on a surrounded enemy. Sky blue assumes you have good BAs in your party.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Divine Glow</span>(PHB) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> Blast that does radiant damage vs ref and gives a slight boost to allies. Only true multitarget power for level, but short range.</p><p></p><p><span style="color: #800080">Exacting Utterance </span>(DP) <span style="color: #ff0000">+</span>Short range, grants vulnerability to enemy, and temp hitpoints to ally. The debuff from Bane is better, but the temporary hitpoints almost make up for it. Its really similar to Prophetic Guidance (this is wis mod vulnerability for your allies and that is wis mod power bonus to damage for your allies), but prophetic guidance is automatic. If you have super accurate allies like rogues or avengers you might prefer this.</p><p></p><p>Shield Bearer (DP) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> Only long range power of level that does direct damage. The conjuration boosts allies AC until end of next turn, but there is a good chance it won't be near ally</p><p></p><p><span style="color: #0000ff">Vengeful Flare</span> (D379) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> <span style="color: #008000">C </span>Potentially highest single target damage of all ranged powers of level and decent debuff of enemy's defenses if you have used healing word. targets reflex</p><p></p><p><span style="color: #800000"><u>Wisdom Weapon:</u></span></p><p><span style="color: #800000"><u></u></span></p><p>Dread Revelation (D407) Pushes with extra psychic damage when they move next to you or an ally. Good single target damage, but something like illuminating blow will noramlly do more damage overall if you have a decent con. There are very few ways to exploit psychic damage at low levels.<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Earthen Hail </span>(D392) vs Fort against a single target, but you do you con mod damage to enemies in a blast. Effect gives you and allies a +2 power bonus to ac and fortitude.</p><p><span style="color: #800080"><strong></strong></span></p><p><span style="color: #800080"><strong>Faerie Flame Strike</strong></span> (NevWin) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span></p><p>Ranged or melee and does fire and radiant. Effect prevents enemy from getting concealment. The only thing this has going for it is decent damage and ranged veratility.</p><p></p><p><span style="color: #0000ff"><strong>Illuminating Blow</strong></span> (Nevwin) <span style="color: #0000ff"><img src="http://../../../../../tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span> Radiant damage and you or ally gets power bonus to damage equal to you con mod until EONT. A much bigger damage bonus than thundering steel, but untyped. </p><p></p><p></p><p><span style="color: #800080"><strong>Ringing Blow</strong></span> (Nevwin) Only 1W thunder damage and allies that attack the target get a +2 bonus to all defenses. Very close to Earthen Hail, but that one is overall a little better since it also minion clears, targets fort, and the not as good defense bonus does not require anything. Unless you have a thunder exploit I would take Earthen Hail first.</p><p></p><p><strong>Thought <span style="color: #0000ff">Twister</span></strong> (Nevwin) <strong>Black</strong> at low heroic, but it gets <span style="color: #0000ff"><strong>better</strong></span> over time. psychic damage, but you won't have many ways to exploit psychic at low levels. Still gives a decent debuff to the enemies attack rolls and its next save. Bane gives a better debuff at low levels, but this damages. I might retrain into this at late heroic since it gets better the more save ends effects your party gets over time.</p><p></p><p></p><p><span style="color: #800080">Thundering Steel </span>(HoFL) Ok thunder damage and ally will automatically do a little bit of thunder damage. Unless you have a thunder exploit take illuminating blow instead.</p><p></p><p><span style="color: #0000ff"><strong>Sunburst</strong></span> (HoFL) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif </span>Allies get free temp hit points and a save as an effect and you do a little radiant damage. Its good at low heoric if you don't have any save granting options, but I would retrain out of it once you have a chance to improve on this. I wouldn't take it if you have an at will that grants saves or something like mark of healing.<span style="color: #800000"><u></u></span></p><p><span style="color: #800000"><u></u></span></p><p><span style="color: #800000"><u>Other:</u></span></p><p><span style="color: #800000"><u></u></span></p><p><span style="color: #00ccff">Prophetic Guidance</span> (D386) <span style="color: #ff0000">+ </span>Autohits range 5. Target grants CA, takes extra damage equal to your wis mod and 1 ally can reroll attack against target.</p><p></p><p><span style="color: #ff0000"><strong>Inevitable Doom </strong></span>(HoS) <span style="color: #ff0000">+</span> Basically the next ally to attack does automatic 9 average extra damage. I would always take prophetic guidance or illuminating blow instead. Terrible power.</p><p></p><p>[/sblock]</p><p>Moment of Glory is the default choice since DR 5 for your party is very powerful. Strength clerics with a focus on Damage will want to look at Weapon of Astral Flame and Shield of the Gods is a decent blast with a good shield bonus for an ally. Beacon of Hope is still good, though comparable to Moment of Glory which is better. Wisdom weapon builds generally want to pick implement daily powers, though lesser aspect of wrath is a good encounter long self buff and Nimbus of Holy Shielding is a good attack and defense buff.</p><p></p><p><strong>Level 1 Daily</strong></p><p>[sblock]</p><p></p><p><span style="color: #800000"><u>Strength:</u></span></p><p></p><p>Avenging Flame(PHB) OK damage and the saving throw requirement discourages them from attacking a little bit.</p><p></p><p><span style="color: #800080">Gift of Incomparable Strength</span> (D383) Marks for the rest of the encounter vs AC for good damage. So only take it if you really want to sub as a defender. You can use it on a charge as well.</p><p></p><p><span style="color: #800080">Inflict Light Wounds</span> (D384) Weakened (Save ends) is a nice effect, but it only goes off if you hit vs AC. Does little damage and not much of anything on a miss.</p><p></p><p><span style="color: #0000ff">Shield of the Gods</span> (DP) A close blast that damages and knocks prone. Potentially very useful +3 shield effect that you can transfer for rest of encounter</p><p></p><p><span style="color: #00ccff">Weapon of Astral Flame </span>(DP) Targets reflex with an ok debuff, but the real point of the power is its sustainable feature. Minor action to attack for 1(W) fire damage each round. Best power for off striker melee builds, but not a very leadery power.</p><p></p><p><span style="color: #800000"><u>Wisdom Implement:</u></span></p><p></p><p><span style="color: #0000ff">Astral Condemnation</span> (DP) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> <span style="color: #008000">C</span></p><p>Short range, but even if you miss it has a nice sustainable debuff that they do 5 + Cha mod less damage for the rest of the encounter. Better/longer effect than cascade of light, but moment of glory is very similar.</p><p></p><p><span style="color: #00ccff">Beacon of Hope </span>(PHB) <span style="color: #ff0000">+</span>One of the best level 1 powers overall. Use it early and boost your heals for the rest of the encounter. It targets will and is close burst. Post errata the effects bonus healing still works for later powers like consecrated ground and spirit of life.</p><p></p><p><span style="color: #800080">Cascade of Light </span>(PHB) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> Good radiant damage and causes some vulnerabiltiy, but not that good for a daily. Only deals damage on a miss.</p><p></p><p>Font of Tears (DP) <span style="color: #ff0000">+</span>Close burst dazed saves ends. OK sustainable zone that lowers enemies attack. D</p><p></p><p><span style="color: #800080">Guardian of Faith </span>(PHB) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> At least it does not need to be sustained and does radiant damage. Slow, short ranged, targets fort, and limited to who it targets, but it attacks on its own. I actually used this in my very first cleric and it was a good damage boost for the long slog fights we had with MM1 solos.</p><p></p><p><span style="color: #ff0000"><strong>Inflict Wounds</strong></span></p><p><span style="color: #ff0000"></span>(HoS) <span style="color: #ff0000">+ </span>Melee 1 auto necrotic damage. Why is this a cleric power?</p><p></p><p></p><p><span style="color: #ff9900">Moment of Glory</span> (DP) <span style="color: #ff0000">+</span>Large blast with an ok proning effect on enemies, but a solid sustainable resist 5 for all your allies in it. Resist 5 all encounter long is vastly overpowered in actual game play. I have read comments by people saying that at even low paragon this has trivialized encounters. Best power for level and worth taking for any cleric build.</p><p><u><span style="color: #993300">Either STR or WIS Implement</span>:</u></p><p></p><p>Curse of Misfortune (D380) <span style="color: #ff0000"></span></p><p><span style="color: #ff0000"></span>Close burst vs will. Debuff penalizes enemies attacks (save ends) and does some automatic psychic damage. <span style="color: #0000ff">Blue </span>for low level battle clerics and balanced builds. This is almost a <span style="color: #ff0000">+ </span>power since it only stuns if you miss. If you hit you are not stunned since the damage is an aftereffect.</p><p><span style="color: #800000"></span></p><p><span style="color: #800000"></span><span style="color: #ff0000">Horde of Spiders </span>(DSH) Did the author of this power bother to read what other stuff cleric has at this level? Some single target necrotic damage. Ongoing poison if you hit. Ongoing CA automatic.<span style="color: #800000"></span></p><p><span style="color: #800000"></span></p><p><span style="color: #800000">Wisdom Weapon:</span></p><p><span style="color: #800000"></span></p><p><span style="color: #800000"></span><span style="color: #0000ff"><strong>Lesser Aspect of Wrath </strong></span>(HoFL)<span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span>vs will with a good personal effect: temp hitpoints, encounter long autodamage effect, and power bonus to attack </p><p></p><p><span style="color: #800080"><strong>Levy of judgmen</strong></span>t (HoFL) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span>vs AC Good damage, but effect is ally gets to reroll 1 attack</p><p></p><p><span style="color: #0000ff"><strong>Nimbus of Holy Shielding</strong></span> (HoFL) close burst vs will Allies get +2 power bonus to all defenses for encounter. </p><p></p><p></p><p>[/sblock]</p><p>Words are Not Enough is the best melee power for most strength primary builds, but high charisma ones will want to look at Sacred Shielding and a few other powers work with specific builds and parties. Death Surge is normally the best of the implement powers with a nice immediate reaction burst attack and buff effect. Radiant blasters might consider Light of Avandar. Dizzying mace builds might retrain for Astral Flare, but close burst dazing can be decent for anyone. Hymn of Resurgance is another good pacifist power with a good blast effect and some save granting/temp hitpoints.</p><p></p><p>For wisdom weapon you have a couple good options. Hammering Wind is probably my favorite with decent control and good ally movement, but Allied Accuracy helps make sure an ally's next attack hits, Conquering Blow has a good prone with potential provoking, Granite Shield is good DR, and Inspired Steel can be good with crit loving allies.</p><p></p><p><strong>Level 3 Encounter</strong></p><p>[sblock]</p><p></p><p><span style="color: #800000"><u>Strength:</u></span></p><p></p><p><span style="color: #800080">Blazing Beacon </span>(PHB) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> Good if you are a<span style="color: #0000ff"><strong> range attack heavy</strong></span> in your party. Otherwise don't even look at it. Targets AC</p><p></p><p>Hammer of the Gods (DP) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> Only potentially does extra damage. Targets AC. You need to have some way to grant <strong><span style="color: #0000ff">radiant vulernerability</span></strong> for this to be worth considering since other powers will do more damage otherwise and your allies need to focus fire some. If you have solar enemy and are regularly setting up a ranger for a nova round for instance this might be worth taking.</p><p></p><p>Focus of Cascading Power (D383) <span style="color: #008000">C </span>Targets AC. Gives power bonus to ally melee damage. Without a good charisma bonus pick something else. <span style="color: #0000ff"><strong>Dark blue</strong></span> if you have very accurate allies or combine with prophetic guidance/favor of the gods since the damage bonus goes away when an ally misses with a melee attack. </p><p><strong>Inspire Fanatacism </strong>(D400) Simple weapon +1 vs AC. Bonus damage if you are wielding it two handed. Effect reduces damage 1 PC takes by half for a round.</p><p></p><p><span style="color: #800080">Split the Sky </span>(PHB) Pushes and knocks prone. Thunder exploiters might want it. Targets Fort at least.</p><p></p><p><span style="color: #0000ff">Sacred Shielding</span> (DP) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> <span style="color: #008000">C </span>With a high charisma you can be giving good DR to multiple allies. Without a good charisma bonus consider picking something else. Targets AC</p><p></p><p><span style="color: #00ccff"><strong>Words are not enough</strong></span></p><p><span style="color: #00ccff"></span>(D400) Vs AC against 2 targets. Dazes and does extra damage with a simple weapon. Your first multitarget melee encounter power.</p><p></p><p><span style="color: #800000"><u>Wisdom Implement:</u></span></p><p></p><p><span style="color: #00ccff">Astral</span> Flare (DP) <span style="color: #ff0000">+</span></p><p><span style="color: #00ccff"><strong>Skyblue</strong></span> for dizzying mace(x) zealot builds, but <strong>black</strong> if you are not a pacifist since I like words are not enough more. Close burst vs will that dazes. Better choices that don't damage, but multitarget dazing is decent. </p><p></p><p>Command(PHB) <span style="color: #ff0000">+</span></p><p><span style="color: #008000">C </span>Targets will Dazes and either slides or knocks prone. Sliding is nice if you have high charisma especially. I would probably only take this on a pacifist build at this point, but I got a lot of use out of it when it first came out.</p><p></p><p>Daunting light(PHB) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> Good long range damage vs reflex. Causes enemy to grant CA.</p><p></p><p><span style="color: #00ccff"><strong>Death Surge</strong></span> (HoS) Immediate reaction close burst for psyhic damage vs fort when someone within 3 drops to zero. And an effect that gives you and your allies a power boost to attacks and some temp hitpoints.</p><p></p><p><span style="color: #800080">Destined Duel</span> (D379) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> vs reflex Too close to lance of faith, but they also get a damage bonus if you used healing word that round. </p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Hymn of Resurgence</span> (DP) <span style="color: #ff0000">+</span> Blast 5 (errata confirms this is a blast) that can potentially knock enemies prone when hit and lowers their defenses (errata says until the end of your next turn). It has a nice effect of either temp hitpoints or save for allies in the blast.</p><p></p><p><span style="color: #0000ff">Light of Arvandor</span> (DP) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> Short range and small area. Grants allies AC power boost. First AoE ranged damage power, but not much damage. </p><p></p><p><span style="color: #800080">Lost Love</span> (D385) <span style="color: #008000">C </span>short range vs will for psychic damage and target grants CA. Pretty even with destined duel. </p><p></p><p><span style="color: #800000"><u>Wisdom Weapon:</u></span></p><p></p><p><span style="color: #0000ff"><strong>Allied Accuracy </strong></span>(nevwin) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span>Ranged or melee. Radiant damage and effect lets ally reroll its attack roll against the enemy.</p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong>Conquering Blow </strong></span>(D407) Prones and they provoke when they stand up. So either they are going to stay down an extra round or take some OAs, providing they can't escape by teleporting or something. <span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p></p><p><span style="color: #0000ff"><strong>Granite Shield</strong></span> (Drag 392) vs fort and pushes. Effect gives you aura 2 with damage resistance.</p><p></p><p><strong><span style="color: #0000ff">Hammering Wind</span></strong> (HoFL) Good control and push/prone power that slides allies around as an effect.</p><p></p><p><span style="color: #800080"><strong>Heartening Strike</strong></span> (Nevwin) Decent temp hit point generation. Not bad, but there is a lot of better competetition this level.</p><p></p><p><span style="color: #0000ff"><strong>Inspired Steel </strong></span>(nevwin) Low damage, but effect gives ally 18-20 crit range. If you have a crit lover that is a solid effect for heroic tier.</p><p></p><p></p><p><span style="color: #800080"><strong>Moonshadow Blow</strong></span> (nevwin) <span style="color: #0000ff"><img src="http://../../../../../tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </span>Cold and radiant damage and effect slows.</p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong>Resurgent Sun </strong></span>(HoFL) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> Competes with healing strike, but there is no mark, uses wisdom, and the healing is an effect. If you really want to heal it is your only option this level.</p><p></p><p>[/sblock]</p><p>Strength primary clerics will probably want Hallowed Advance since it provides decent enabling and healing, but some might want Rune of Peace for the "can't attack" save ends or augment of war to put on a striker's weapon. Implement users are probably going to pick between Servitude in Death since has potential for abuse and can let you dominate a powerful dead enemy long term and Iron to Glass is an effective debuff attack that nueters a melee enemy for the encounter. Wisdom weapon clerics are going to want to look at Inspire Fervor for some effective MBA enabling, though Divine Castigation looks like a lot of fun if you have a good OA.</p><p></p><p><strong>Level 5 Daily</strong></p><p>[sblock]</p><p><span style="color: #800000"></span></p><p><span style="color: #800000"><u>Strength:</u></span></p><p></p><p>Divine Juggernaut (D379) <span style="color: #008000">C </span>vs AC Interesting effect if you can pull off a lot of uses of healing word and channel divinity quickly, but only if you have a high charisma and use the power right at the start. If you do not have a high charisma take something else.</p><p><span style="color: #0000ff">Hallowed Advance </span>(DP) vs AC Kind of a warlordish power. Teleport a striker to let them get a basic attack in when they need to & spend a healing surge. <strong><span style="color: #0000ff">B</span><span style="color: #0000ff">lue</span></strong> for str/cha builds, but str/wis should take inspire fervor instead. I used this on my laststr/cha battle cleric and it is consistently useful.</p><p></p><p><span style="color: #0000ff">Rune of Peace</span> (PHB) Low damage for a daily, but targets will and a save ends "can not attack". Even if you miss you deny the enemy at least round of attacks.</p><p><span style="color: #800000"></span></p><p><span style="color: #800000"><u>Wisdom:</u></span></p><p></p><p><span style="color: #800080">Halo of Consequence</span> (DP) <span style="color: #ff0000">+</span>vs ref -4 to attacks and dazed when it attacks (save ends). Nothing on a miss. I think it is inferior to Iron to Glass since save ends is worse than until end of encounter even with a penalty to the save and the Iron to Glass debuff will often be bigger and gives a decent debuff on a miss too. </p><p></p><p><span style="color: #800080">Hold Foe</span> (DP) vs will Ranged single target damage and Daze and immobilize (save ends) on a hit. Boring compared to other powers this level and does little on a miss combated to something like iron to glass.</p><p></p><p><span style="color: #00ccff">Iron to Glass</span> (DP) <span style="color: #ff0000">+</span>vs will. Very fun attack debuff for melee enemies that gets worse and does not go away. Will effectively neuter most melee focused enemies for the encounter.</p><p></p><p><span style="color: #800080">Revealing Light </span>(DP) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> Targets reflex and great against lurkers, but not much else. You ignore concealment and cover and they can not become hidden and take ongoing radiant (save ends). Much more situational than the other powers.</p><p></p><p><span style="color: #00ccff"><strong>Servitude in Death</strong></span> (HoS) Ranged vs will that does necrotic damage. When the enemy dies it becomes a dominated ally with one hitpoint that you can keep until it dies again. This has potential to be abused and the skyblue rating assumes you are dominating something like a elite above level artillery or something else hard to kill again, but your average new ally can be killed fairly easily with this power. Worth taking for pacifists since you are not going to be using this on a bloodied target most of the time.</p><p></p><p><span style="color: #ff0000">Spiritual Weapon </span>(PHB) Conjuration that targets AC (very innaccurate comared to any other power this level) does little damage and enemies grants your allies CA if in the same square. Can be sustained with the attack repeated at the cost of minor actions. I think its the worst cleric power this level since most other powers will likely do more damage and/or have a better debuff without sucking up your minor actions (see Augment of War for instance).</p><p></p><p>Sundered Fortune (D386) <span style="color: #ff0000">+ </span>Area burst vs will with a decent save ends debuff to the enemies attacks. Does damage keyed to wid mod when they hit with a an attack or fail a save, it but does not trigger stun.</p><p></p><p><span style="color: #800000"><u>Wisdom Weapon:</u></span></p><p></p><p><span style="color: #0000ff">Divine Castigation </span>(PLES1)<span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> vs AC for Damage. Each time targeted enemy attacks you or an ally, you get a OA. Good for balanced clerics. Normally clerics are not great at OAs, but with power of skill, heavy blade opportunity, or other tricks like swift spear this can be a <span style="color: #00ccff"><strong>great power</strong></span>. Note according to the rules compedium, OAs are a melee 1 attack so you can't use this with reach weapons against enemies 2 squares away.</p><p></p><p><span style="color: #00ccff"><strong>Inspire Fervor</strong></span> (PLES1)<span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> vs AC You make a weapon vs AC attack for radiant damage. Effect lets each ally within 2 can shift 2 and make a MBA. Clerics don't really enable attacks in heoric, but this lets you do it once a day.</p><p></p><p><span style="color: #800000"><u>Other:</u></span></p><p></p><p><span style="color: #0000ff">Augment of War </span>(D384) Minor action to put a big damage buff to an ally's weapon that keys off of your strength. Also causes hit enemies to grant CA. More of a utility power, but it works well. </p><p></p><p><strong>Consecrated Ground</strong> (PHB) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> <span style="color: #008000">C </span><span style="color: #ff0000">+</span> Uses charisma for auto radiant damage and surge free healing both keyed to your charisma (no implement or weapon keyword and no attack roll so it does not stun pacifists). This used to be the best cleric power this level, but post errata you can no longer move the zone and no longer use healer's lore with it and it still sucks up minors, which drops it down to merely black. An immovable close burst 1 zone in my experience its not big enough most encounters and all the good use I saw with it in real games involved moving it around. </p><p></p><p>Weapon of the Gods (PHB) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> <span style="color: #ff0000">+ </span>Minor action to make a weapon do 1d6 extra radiant damage and debuffs enemies AC by 2 when hit by the weapon. Augment of War is very similar and will do more damage if you have a good strength score unless you have a lot of severe radiant vulnerability exploits, but by the time you get those your will be retraining this for a better power. You can put this on your own weapon, but I would rather buff a mulitattacking striker the vast majority of the time.</p><p></p><p></p><p></p><p>[/sblock]</p><p>This used to be by far the weakest level for strength powers, but if you have a simple weapon Strength of Spirit is a great choice. Strength clerics without a simple weapon should probably take a lower level skyblue power, but Strengthen the Faithful and Strike of Judgement are decent healing powers and Warning Strike is good if you have a good OA. </p><p></p><p>Wisdom clerics have lots of options. Searing Light is the first choice for radiant implement focused PCs. Pacifists will generally prefer the good debuff from Denuncation, but Peacemaker's Light has some good near automatic potential damage for anyone with a good wis mod if your party can exploit either cold or radiant vulnerability and is technically pacifist.</p><p></p><p>My favorite wisdom weapon power this level is Fey Beguiling, because it means enemies can't use AOE attacks that include you, triggers potential punishments, and if any other enemy attacks you the target must make OAs against them. Searing Brand blinds, Wrathful Lightning and Tactical Strike are both good ally movement powers, and Thought Storm is good for Dizzying Mace builds.</p><p></p><p><strong>Level 7 Encounter</strong></p><p>[sblock]</p><p><span style="color: #800000"></span></p><p><span style="color: #800000"><u>Strength:</u></span></p><p><span style="color: #800080">Awe Strike </span>(PHB) vs Will and low damage. Immobilizes. Only thing it has going for it really is that it tarets will, but Strike of Judgement does that too.</p><p></p><p>Bolts of Warding (DP) vs AC. Slight lightning damage discouragement for enemies that stay next to your allies. </p><p><span style="color: #800080">Forgemaster's Flame</span> (D379) vs AC. The same as healing strike if you used a CD powers this encounter (with fire instead of radiant damage). If you haven't then it might slow/grant combat advantage instead if you have not used a CD power yet. I would take healing strike instead of this since radiant is better than fire and its more consistent and then some other good level 1 power like Mighty Hew.</p><p></p><p><span style="color: #00ccff"><strong>Strength of Spirit</strong></span> (D400) Simple weapon +1 Vs AC. Highest damaging power of level if you are wielding a simple weapon. But the real goodness is the effect, which gives you and your allies a +1 power bonus to attacks and damage that will grow up to +5 when you and your allies get attacked.</p><p></p><p><span style="color: #0000ff">Strengthen the Faithful </span>(PHB) <span style="color: #008000">C </span>Targets AC, but your allies need to be adjacent to the target to spend the surge. Bonus for high charisma. You will hit more with strike of judgment, but probably heal more with this one when you do hit.</p><p></p><p><span style="color: #0000ff">Strike of Judgment</span> (DP) vs will Has an effect of surge free healing for an ally within 5 if the target attacks any ally. Easier to use and more accurate than strengthen the faithful, but no healing if the target fails to attack for whatever reason.</p><p></p><p><span style="color: #0000ff"><strong>Warning Strike</strong></span> (D400) vs Ac with extra damage for simple weapons. A defenderish power that lets you make extra OAs against the target with a boost if they shift or make an attack that doesn't include you. Mainly for off defenders who have a good OA through power of skill or Heavy Blade opportunist or something similiar.</p><p></p><p><span style="color: #800000"><u>Wisdom Implement:</u></span></p><p></p><p>Break the Spirit<span style="color: #800080"></span></p><p><span style="color: #800080"></span>(PHB) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> <span style="color: #008000">C </span>Targets will, decent range and radiant damage, and nice debuff for those with high charisma. Similar to denunciation, but does damage, has better range, and slightly worse debuff so if you want to do damage pick this one first. Searing light is generally better since blind is a better debuff, though this targets will so this has a niche use on divine oracles who want to do damage.</p><p></p><p><span style="color: #00ccff">Searing Light </span>(PHB) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> Targets reflex with ok radiant damage. Blind is a good debuff.</p><p></p><p><span style="color: #0000ff">Denunciation</span> (DP) <span style="color: #ff0000">+</span></p><p><span style="color: #008000">C </span>vs will. Pacifists and high CA clerics might want this. The debuff to their defenses is keyed to your CA and since they are dazed they also grant CA. Also has penalty to their attack rolls equal to cha. Searing light is generally better, but pacifists might want this since it will increase the chance of the enemy getting hit more than searing light.</p><p></p><p><span style="color: #800080">Price of Violence</span> (DP) <span style="color: #ff0000">+</span> immediate reaction vs fort. Trigger is that enemy hits you or ally. Blinded is a good condition to apply, but it does not stop the hit since it is a reaction and only lasts till the end of your next turn so depending on initiative order the enemy will not be blind for long. Searing light also blinds (and technically for a little longer), has longer range, and does damage so if you want so if you want to blind I would pick that first and denunciation has a better debuff for the vast majority of ranged clerics. The only thing keep this from being red is that you do not have many immediate powers and that can save some time.</p><p></p><p>Zealous Sanction (DP)<span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> vs will Only ranged healing power this level. There is a bit of confusion regarding the wording and I used to think that it only healed the first ally that hit, but CS says that every ally gets to spend a surge if they hit. </p><p></p><p><span style="color: #993300"><u><strong>Wisdom Weapon:</strong></u></span></p><p></p><p><strong><span style="color: #ff0000">Blessing of Dust</span><span style="color: #800080"></span></strong></p><p><strong><span style="color: #800080"></span></strong>(D392) Knocks prone and some damage, but at least targets fortitude. But there in an at will and several level 3 powers that do a better job of proning so take one of those if you really want to prone.</p><p></p><p></p><p><strong>Dreadful Warrior</strong> (D407) Does some psychic damage and conjures a spirit that causes the target to grant CA and which potentially does psychic damage to enemies that move away from the square. Psychic lock builds can take a look, but Thought storm is better for dizzying mace builds.<span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"><strong>Fey Beguiling</strong></span> (Nevwin) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span>vs will with ranged or melee for radiant damage. Enemy can not target you with any attacks (noe AOEs with you in them) and must make OAs against creatures that willingly attack you. Try to combine with punishment of some sort for not attacking you, such as MC/hybrid paladin, Battle Awareness, or for Tactical Warpriest this triggers an OA or forces them to not attack that round. My favorite power this level, expecially for some hybrids.<span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong></strong></span><strong><span style="color: #00ccff">Searing Brand</span></strong> (HoFL) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif </span>Basically searing light for weapon users. Blinds with radiant damage.</p><p></p><p><strong><span style="color: #0000ff">Tactical Strike</span></strong> (Nevwin) A complicated power for helping you flank. You can shift 1 and if you are flanking the target, the ally flanking with you can spend a surge and you and the ally get a +2 power bonus to attack rolls against targets you flank. </p><p><strong></strong></p><p><strong>Thought storm</strong> (Nevwin) Psychic damage and dazes. <strong><span style="color: #0000ff">Psychic and dizzying mace builds</span></strong> should consider retraining for this in paragon, but other clerics can pass it up.</p><p></p><p><span style="color: #0000ff"><strong>Wrathful Lightning </strong></span>(HoFL) You throw your melee weapon at a target at range 5 and then teleport you or an ally next to it.</p><p></p><p><span style="color: #993300"><u><strong>Other:</strong></u></span></p><p></p><p><span style="color: #0000ff"><strong>Peacemakers Light</strong></span> (NevWin)</p><p><span style="color: #ff0000">+ </span><span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span>Enemies in close burst 2 take cold and radiant damage keyed to your wis mod when they attack you or your allies. There are a lot of vulnerabilities (permafrost or radiant mafia) your party can exploit with this, but if you can't exploit them take something else.</p><p><span style="color: #800080"><strong></strong></span></p><p><span style="color: #800080"><strong></strong></span><strong><span style="color: #ff0000">Raven's Talon </span></strong>(HoS) <span style="color: #ff0000">+ </span>Automatic necrotic damage against bloodied enemies and if you kill the enemy an ally spends a surge. I would be reluctant to take this unless your DM lets you have a good idea of the HP of your enemies and even then I would pick something else like Peacemakers Light since it will do damage to more targets and both cold and radiant are better to exploit.</p><p></p><p>[/sblock]</p><p></p><p>Strength primary clerics want Divine Power. Wisdom melee clerics want an implement power. Implement clerics want Blade Barrier if they have good forced movement in party or if you are wisdom without an implement at higher levels since there is no attack roll, otherwise Flame Strike is a good choice for blaster builds. Dismissal and Rebuke Violence are both good similar pacifist powers, but I prefer Rebuke Violence. A lot of other charopers prefer Dismissal.</p><p></p><p><strong>Level 9 Daily</strong></p><p>[sblock]</p><p></p><p><span style="color: #800000"></span></p><p><span style="color: #800000"><u>Strength:</u></span></p><p></p><p>Crucial Resurgence (DP) Close burst 1 vs AC. Only guaranteed healing power of the level. You have to be bloodied, but it covers you and a good number of allies.</p><p></p><p>Divine Fury (DP) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> vs fort Burst 1 of radiant damage. Creates a zone of potential surgeless healing for your allies. The zone is pretty small, can't be moved, and they have to hit, but if you can get a multiattacker to be in the zone it can be a lot surge free healing, with 10 HP a hit. Its like the excellent utility spirit of healing without being able to move the spirit at all. If you could move the zone it would be great.</p><p></p><p><span style="color: #800080">Divine Surge</span> (D384) vs AC. Close burst 1 of good damage and those hit grant CA (save ends). Divine power is flat out better.</p><p></p><p><span style="color: #00ccff">Divine Power </span>(PHB) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> Burst 2 attack with your weapon, targets fort, and OK damage and push. But you get regeneration 5 while bloodied and you and your allies in the burst get a +2 power bonus to AC all encounter long. Combine with stream of life.</p><p></p><p><span style="color: #800000"><u>Wisdom Implement:</u></span></p><p></p><p><span style="color: #800080">Astral Defenders</span>(PHB) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> vs ref Summon 2 soldiers that do not have to be sustained and can make their own opportunity attacks for radiant damage. Pretty slow. I would take blade barrier over this if you want a summons.</p><p></p><p><span style="color: #00ccff">Blade barrier</span></p><p>(PHB) <span style="color: #ff0000">+ </span>Wall of auto damage keyed to your wis mod and save ends damage. Combine with forced movement for fun, but its not party friendly. If you don't have good forced movement in your party I would probably take Flame Strike over this if you want a control/damage power. No attack roll so battle clerics and pacifists can use it if they want.</p><p></p><p><span style="color: #0000ff">Dismissal</span> (DP) <span style="color: #ff0000">+</span> vs will Interesting power. Guaranteed to remove an enemy from the battle for at least 1 round, possibly a lot more depending on if you hit and its type. About equal to rebuke violence, but I would give the edge to Rebuke Violence. A lot of other charopers rate this as the best cleric power this level.</p><p></p><p><span style="color: #00ccff">Flame Strike</span><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>(PHB) Decent damage and high ongoing fire damage, at least 9 at this point, (save ends) to a area burst 2. Vs reflex, but not much on a miss and not very leadery. I like blade barrier more if you have any forced movement in your party, but a lot of people like this power for its party friendly damage.</p><p></p><p><span style="color: #0000ff">Rebuke Violence</span> (DP) <span style="color: #ff0000">+</span> vs will. Target can't attack (save ends at -5 until attacked), the save is potentially tougher and you can keep damaging it unlike with dismissal. I think its a bit better than dismisal since it can still be damaged and keep the -5 to the saving throws as long as no one is techincally attacking it, while often dismisall will have an easier save.</p><p><span style="color: #800080">Vengeful Ghosts </span>(HoS) Blast 3 vs will for necrotic damage. Creates zone that makes enemies grant CA. Unless you are a <strong>Divine Oracle</strong> don't take this.<span style="color: #800000"><u></u></span></p><p><span style="color: #800000"><u></u></span></p><p><span style="color: #800000"><u>Wisdom Weapon:</u></span></p><p></p><p><span style="color: #800080"><strong>Champion of the Gods</strong></span> (HoFL) close burst vs ac. You get a power bonus keyed to you con for damage rolls, and strength/athletics checks. Least worst of the wisdom weapon powers this level.</p><p></p><p><strong><span style="color: #800080">Crushing Despair</span></strong></p><p><strong></strong>(HoS) vs ac for psychic damage. You can keep the psychic damage up all encounter if allies are able to surround the foe, but no other leader benefits.<span style="color: #800080"></span></p><p><span style="color: #800080"><strong></strong></span></p><p><span style="color: #800080"><strong></strong></span><strong><span style="color: #ff0000">Divine Punishmen</span></strong><span style="color: #ff0000">t</span> (HoFL) vs AC. Just single target damage, but it goes up if you have bloodied allies. no leader type boosts or effects.</p><p></p><p><span style="color: #800080"><strong>Pariah's Curse</strong></span></p><p><span style="color: #800080"></span>(HoFL) vs AC Effect is enemies that end there turn adjacent to enemy take 10 damage.</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6707068, member: 74499"] [b]Originally posted by GelatinousOctahedron:[/b] [CENTER][Size=4][b][u]Prayers of the Humble: Heroic Tier [/u][/b][/size][/CENTER] Powers are organized by level and by whether they use strength weapon, wisdom weapon, wisdom implement, strength [u]or[/u] wisdom implement, or other which means the power does not have an attack roll. Utilities are 2 posts down to save space. Clerics have 23 different choices encounter power choices this level and several of them are very good. Strength clerics have 3 really good choices: healing strike for some off defending and healing, Mighty Hew which works well as interrupt if you have a defender good at getting enemies to attack him, and Sundering Might for simple weapon users that lets allies attack the targets lowest defense. Any one with a decent wisdom can get good use out of the autohit prophetic guidance, which is a good power to help with focus fire. For implement users: Divine glow is a decent power for blasters and the only multitarget implement power this level, Cause Fear has quasi enabling since it can potentially provoke multiple OAs, and Bane has a debuff that competes with prophetic guidance. I think pacifists should be going for prophetic guidance or cause fear, especially if at least one or two people have good OAs in your party for cause fear. Its even a good idea for them to have both at level 3. For wisdom weapon users your choices are earthen hail for a good defense buff and potential minion clearing or illuminating blow for an excellent damage boost to multiattackers. Sunburst is worth looking at at low levels if for some reason you don't have any save granting and Thought Twister starts off weak, but gets better the higher your level. [b]Level 1 Encounter[/b] [sblock] [COLOR=#800000][u]Strength:[/u][/COLOR] [COLOR=#33cccc]Healing Strike[/COLOR](PHB) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Good damage: lets ally spend a surge, marks, and deals radiant. One of the best overall strength power in the heroic tier for clerics and it works for any strength or balanced build. vs. AC Numinous Shield (DP) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Not much damage, but creates a close burst 2 zone that gives a +2 power bonus to you and your allies AC. There are wierd builds that can make use of it like if you have mark of warding or an architects staff for instance. [COLOR=#33cccc]Mighty Hew [/COLOR](D383) Immediate interrupt vs ac when ally is hit. Best part about this is that it is an immediate action and you not have many strength attack powers that are immediate actions. Does decent damage and reduces damage by an enemy. Sky blue assumes you have a reach weapon, solid defender in the party to attract attacks, or get other consistent way to exploit it. [COLOR=#33cccc][b] Sundering Might[/b][/COLOR] (D400) Simple weapon +1 vs AC. High damage and as an effect you and allies can attack vs the target's lowerest defense [b]Weapon of enforced Serenity[/b] (D400) vs AC with extra damage for simple weapons. You will probably do the most damage if you hit with this power. Effect reduces targets damage for its next attack by half. Competes with Mighty Hew, but that is an immediate so it normally wins even though this might prevent more damage in some cases. Sundering might will do more total damage overall when you include extra ally damage from hitting it more. Wrathful Thunder (PHB) Vs AC for thunder damage and dazed. Only dazing option of the level so if you have thunder tricks its worth a look. [COLOR=#800080]War Priest's Strike[/COLOR] (DP) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Good radiant damage and target grants combat advantage. But you can do better with almost all the other strength powers even wrathful thunder, since dazing grants CA. [COLOR=#800000][u]Wisdom Implement:[/u][/COLOR] [COLOR=#0000ff]Bane[/COLOR] (DP) [COLOR=#ff0000]+[/COLOR] [COLOR=#008000]C [/COLOR]Ranged 10 vs will with a good debuff to their defences and attack rolls based on your charisma mod. Its real competetor is prophetic guidance. [COLOR=#00ccff]Cause Fear [/COLOR](FHB) [COLOR=#ff0000]+[/COLOR] [COLOR=#008000]C [/COLOR]Targets will and makes them run away. This provokes OA, potentially several if you set it up right by using it on a surrounded enemy. Sky blue assumes you have good BAs in your party. [COLOR=#0000ff] Divine Glow[/COLOR](PHB) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Blast that does radiant damage vs ref and gives a slight boost to allies. Only true multitarget power for level, but short range. [COLOR=#800080]Exacting Utterance [/COLOR](DP) [COLOR=#ff0000]+[/COLOR]Short range, grants vulnerability to enemy, and temp hitpoints to ally. The debuff from Bane is better, but the temporary hitpoints almost make up for it. Its really similar to Prophetic Guidance (this is wis mod vulnerability for your allies and that is wis mod power bonus to damage for your allies), but prophetic guidance is automatic. If you have super accurate allies like rogues or avengers you might prefer this. Shield Bearer (DP) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Only long range power of level that does direct damage. The conjuration boosts allies AC until end of next turn, but there is a good chance it won't be near ally [COLOR=#0000ff]Vengeful Flare[/COLOR] (D379) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] [COLOR=#008000]C [/COLOR]Potentially highest single target damage of all ranged powers of level and decent debuff of enemy's defenses if you have used healing word. targets reflex [COLOR=#800000][u]Wisdom Weapon: [/u][/COLOR] Dread Revelation (D407) Pushes with extra psychic damage when they move next to you or an ally. Good single target damage, but something like illuminating blow will noramlly do more damage overall if you have a decent con. There are very few ways to exploit psychic damage at low levels.[COLOR=#0000ff] Earthen Hail [/COLOR](D392) vs Fort against a single target, but you do you con mod damage to enemies in a blast. Effect gives you and allies a +2 power bonus to ac and fortitude. [COLOR=#800080][b] Faerie Flame Strike[/b][/COLOR] (NevWin) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Ranged or melee and does fire and radiant. Effect prevents enemy from getting concealment. The only thing this has going for it is decent damage and ranged veratility. [COLOR=#0000ff][b]Illuminating Blow[/b][/COLOR] (Nevwin) [COLOR=#0000ff][IMG]../../../../../tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Radiant damage and you or ally gets power bonus to damage equal to you con mod until EONT. A much bigger damage bonus than thundering steel, but untyped. [COLOR=#800080][b]Ringing Blow[/b][/COLOR] (Nevwin) Only 1W thunder damage and allies that attack the target get a +2 bonus to all defenses. Very close to Earthen Hail, but that one is overall a little better since it also minion clears, targets fort, and the not as good defense bonus does not require anything. Unless you have a thunder exploit I would take Earthen Hail first. [b]Thought [COLOR=#0000ff]Twister[/COLOR][/b] (Nevwin) [b]Black[/b] at low heroic, but it gets [COLOR=#0000ff][b]better[/b][/COLOR] over time. psychic damage, but you won't have many ways to exploit psychic at low levels. Still gives a decent debuff to the enemies attack rolls and its next save. Bane gives a better debuff at low levels, but this damages. I might retrain into this at late heroic since it gets better the more save ends effects your party gets over time. [COLOR=#800080]Thundering Steel [/COLOR](HoFL) Ok thunder damage and ally will automatically do a little bit of thunder damage. Unless you have a thunder exploit take illuminating blow instead. [COLOR=#0000ff][b]Sunburst[/b][/COLOR] (HoFL) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG] [/COLOR]Allies get free temp hit points and a save as an effect and you do a little radiant damage. Its good at low heoric if you don't have any save granting options, but I would retrain out of it once you have a chance to improve on this. I wouldn't take it if you have an at will that grants saves or something like mark of healing.[COLOR=#800000][u] Other: [/u][/COLOR] [COLOR=#00ccff]Prophetic Guidance[/COLOR] (D386) [COLOR=#ff0000]+ [/COLOR]Autohits range 5. Target grants CA, takes extra damage equal to your wis mod and 1 ally can reroll attack against target. [COLOR=#ff0000][b]Inevitable Doom [/b][/COLOR](HoS) [COLOR=#ff0000]+[/COLOR] Basically the next ally to attack does automatic 9 average extra damage. I would always take prophetic guidance or illuminating blow instead. Terrible power. [/sblock] Moment of Glory is the default choice since DR 5 for your party is very powerful. Strength clerics with a focus on Damage will want to look at Weapon of Astral Flame and Shield of the Gods is a decent blast with a good shield bonus for an ally. Beacon of Hope is still good, though comparable to Moment of Glory which is better. Wisdom weapon builds generally want to pick implement daily powers, though lesser aspect of wrath is a good encounter long self buff and Nimbus of Holy Shielding is a good attack and defense buff. [b]Level 1 Daily[/b] [sblock] [COLOR=#800000][u]Strength:[/u][/COLOR] Avenging Flame(PHB) OK damage and the saving throw requirement discourages them from attacking a little bit. [COLOR=#800080]Gift of Incomparable Strength[/COLOR] (D383) Marks for the rest of the encounter vs AC for good damage. So only take it if you really want to sub as a defender. You can use it on a charge as well. [COLOR=#800080]Inflict Light Wounds[/COLOR] (D384) Weakened (Save ends) is a nice effect, but it only goes off if you hit vs AC. Does little damage and not much of anything on a miss. [COLOR=#0000ff]Shield of the Gods[/COLOR] (DP) A close blast that damages and knocks prone. Potentially very useful +3 shield effect that you can transfer for rest of encounter [COLOR=#00ccff]Weapon of Astral Flame [/COLOR](DP) Targets reflex with an ok debuff, but the real point of the power is its sustainable feature. Minor action to attack for 1(W) fire damage each round. Best power for off striker melee builds, but not a very leadery power. [COLOR=#800000][u]Wisdom Implement:[/u][/COLOR] [COLOR=#0000ff]Astral Condemnation[/COLOR] (DP) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] [COLOR=#008000]C[/COLOR] Short range, but even if you miss it has a nice sustainable debuff that they do 5 + Cha mod less damage for the rest of the encounter. Better/longer effect than cascade of light, but moment of glory is very similar. [COLOR=#00ccff]Beacon of Hope [/COLOR](PHB) [COLOR=#ff0000]+[/COLOR]One of the best level 1 powers overall. Use it early and boost your heals for the rest of the encounter. It targets will and is close burst. Post errata the effects bonus healing still works for later powers like consecrated ground and spirit of life. [COLOR=#800080]Cascade of Light [/COLOR](PHB) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Good radiant damage and causes some vulnerabiltiy, but not that good for a daily. Only deals damage on a miss. Font of Tears (DP) [COLOR=#ff0000]+[/COLOR]Close burst dazed saves ends. OK sustainable zone that lowers enemies attack. D [COLOR=#800080]Guardian of Faith [/COLOR](PHB) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] At least it does not need to be sustained and does radiant damage. Slow, short ranged, targets fort, and limited to who it targets, but it attacks on its own. I actually used this in my very first cleric and it was a good damage boost for the long slog fights we had with MM1 solos. [COLOR=#ff0000][b]Inflict Wounds[/b] [/COLOR](HoS) [COLOR=#ff0000]+ [/COLOR]Melee 1 auto necrotic damage. Why is this a cleric power? [COLOR=#0000ff][b][/b][/COLOR][COLOR=#800000][u][/u][/COLOR] [COLOR=#ff9900]Moment of Glory[/COLOR] (DP) [COLOR=#ff0000]+[/COLOR]Large blast with an ok proning effect on enemies, but a solid sustainable resist 5 for all your allies in it. Resist 5 all encounter long is vastly overpowered in actual game play. I have read comments by people saying that at even low paragon this has trivialized encounters. Best power for level and worth taking for any cleric build. [u][COLOR=#993300]Either STR or WIS Implement[/COLOR]:[/u] Curse of Misfortune (D380) [COLOR=#ff0000] [/COLOR]Close burst vs will. Debuff penalizes enemies attacks (save ends) and does some automatic psychic damage. [COLOR=#0000ff]Blue [/COLOR]for low level battle clerics and balanced builds. This is almost a [COLOR=#ff0000]+ [/COLOR]power since it only stuns if you miss. If you hit you are not stunned since the damage is an aftereffect. [COLOR=#800000] [/COLOR][COLOR=#ff0000]Horde of Spiders [/COLOR](DSH) Did the author of this power bother to read what other stuff cleric has at this level? Some single target necrotic damage. Ongoing poison if you hit. Ongoing CA automatic.[COLOR=#800000] Wisdom Weapon: [/COLOR][COLOR=#0000ff][b]Lesser Aspect of Wrath [/b][/COLOR](HoFL)[COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR]vs will with a good personal effect: temp hitpoints, encounter long autodamage effect, and power bonus to attack [COLOR=#800080][b]Levy of judgmen[/b][/COLOR]t (HoFL) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR]vs AC Good damage, but effect is ally gets to reroll 1 attack [COLOR=#0000ff][b]Nimbus of Holy Shielding[/b][/COLOR][b][/b] (HoFL) close burst vs will Allies get +2 power bonus to all defenses for encounter. [/sblock] Words are Not Enough is the best melee power for most strength primary builds, but high charisma ones will want to look at Sacred Shielding and a few other powers work with specific builds and parties. Death Surge is normally the best of the implement powers with a nice immediate reaction burst attack and buff effect. Radiant blasters might consider Light of Avandar. Dizzying mace builds might retrain for Astral Flare, but close burst dazing can be decent for anyone. Hymn of Resurgance is another good pacifist power with a good blast effect and some save granting/temp hitpoints. For wisdom weapon you have a couple good options. Hammering Wind is probably my favorite with decent control and good ally movement, but Allied Accuracy helps make sure an ally's next attack hits, Conquering Blow has a good prone with potential provoking, Granite Shield is good DR, and Inspired Steel can be good with crit loving allies. [b]Level 3 Encounter[/b] [sblock] [COLOR=#800000][u]Strength:[/u][/COLOR] [COLOR=#800080]Blazing Beacon [/COLOR](PHB) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Good if you are a[COLOR=#0000ff][b] range attack heavy[/b][/COLOR] in your party. Otherwise don't even look at it. Targets AC Hammer of the Gods (DP) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Only potentially does extra damage. Targets AC. You need to have some way to grant [b][COLOR=#0000ff]radiant vulernerability[/COLOR][/b] for this to be worth considering since other powers will do more damage otherwise and your allies need to focus fire some. If you have solar enemy and are regularly setting up a ranger for a nova round for instance this might be worth taking. Focus of Cascading Power (D383) [COLOR=#008000]C [/COLOR]Targets AC. Gives power bonus to ally melee damage. Without a good charisma bonus pick something else. [COLOR=#0000ff][b]Dark blue[/b][/COLOR] if you have very accurate allies or combine with prophetic guidance/favor of the gods since the damage bonus goes away when an ally misses with a melee attack. [b]Inspire Fanatacism [/b](D400) Simple weapon +1 vs AC. Bonus damage if you are wielding it two handed. Effect reduces damage 1 PC takes by half for a round. [COLOR=#800080]Split the Sky [/COLOR](PHB) Pushes and knocks prone. Thunder exploiters might want it. Targets Fort at least. [COLOR=#0000ff]Sacred Shielding[/COLOR] (DP) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] [COLOR=#008000]C [/COLOR]With a high charisma you can be giving good DR to multiple allies. Without a good charisma bonus consider picking something else. Targets AC [COLOR=#00ccff][b]Words are not enough[/b] [/COLOR](D400) Vs AC against 2 targets. Dazes and does extra damage with a simple weapon. Your first multitarget melee encounter power. [COLOR=#800000][u]Wisdom Implement:[/u][/COLOR] [COLOR=#00ccff]Astral[/COLOR] Flare (DP) [COLOR=#ff0000]+[/COLOR] [COLOR=#00ccff][b]Skyblue[/b][/COLOR] for dizzying mace(x) zealot builds, but [b]black[/b] if you are not a pacifist since I like words are not enough more. Close burst vs will that dazes. Better choices that don't damage, but multitarget dazing is decent. Command(PHB) [COLOR=#ff0000]+[/COLOR] [COLOR=#008000]C [/COLOR]Targets will Dazes and either slides or knocks prone. Sliding is nice if you have high charisma especially. I would probably only take this on a pacifist build at this point, but I got a lot of use out of it when it first came out. Daunting light(PHB) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Good long range damage vs reflex. Causes enemy to grant CA. [COLOR=#00ccff][b]Death Surge[/b][/COLOR] (HoS) Immediate reaction close burst for psyhic damage vs fort when someone within 3 drops to zero. And an effect that gives you and your allies a power boost to attacks and some temp hitpoints. [COLOR=#800080]Destined Duel[/COLOR] (D379) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] vs reflex Too close to lance of faith, but they also get a damage bonus if you used healing word that round. [COLOR=#00ccff] Hymn of Resurgence[/COLOR] (DP) [COLOR=#ff0000]+[/COLOR] Blast 5 (errata confirms this is a blast) that can potentially knock enemies prone when hit and lowers their defenses (errata says until the end of your next turn). It has a nice effect of either temp hitpoints or save for allies in the blast. [COLOR=#0000ff]Light of Arvandor[/COLOR] (DP) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Short range and small area. Grants allies AC power boost. First AoE ranged damage power, but not much damage. [COLOR=#800080]Lost Love[/COLOR] (D385) [COLOR=#008000]C [/COLOR]short range vs will for psychic damage and target grants CA. Pretty even with destined duel. [COLOR=#800000][u]Wisdom Weapon:[/u][/COLOR] [COLOR=#800000][u][/u][/COLOR][COLOR=#0000ff][b]Allied Accuracy [/b][/COLOR](nevwin) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR]Ranged or melee. Radiant damage and effect lets ally reroll its attack roll against the enemy. [COLOR=#0000ff][b] Conquering Blow [/b][/COLOR](D407) Prones and they provoke when they stand up. So either they are going to stay down an extra round or take some OAs, providing they can't escape by teleporting or something. [COLOR=#0000ff] [/COLOR] [COLOR=#0000ff][b]Granite Shield[/b][/COLOR] (Drag 392) vs fort and pushes. Effect gives you aura 2 with damage resistance. [b][COLOR=#0000ff]Hammering Wind[/COLOR][/b] (HoFL) Good control and push/prone power that slides allies around as an effect. [COLOR=#800080][b]Heartening Strike[/b][/COLOR] (Nevwin) Decent temp hit point generation. Not bad, but there is a lot of better competetition this level. [COLOR=#0000ff][b]Inspired Steel [/b][/COLOR](nevwin) Low damage, but effect gives ally 18-20 crit range. If you have a crit lover that is a solid effect for heroic tier. [COLOR=#800080][b]Moonshadow Blow[/b][/COLOR] (nevwin) [COLOR=#0000ff][IMG]../../../../../tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG] [/COLOR]Cold and radiant damage and effect slows. [COLOR=#0000ff][b] Resurgent Sun [/b][/COLOR](HoFL) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Competes with healing strike, but there is no mark, uses wisdom, and the healing is an effect. If you really want to heal it is your only option this level. [/sblock] Strength primary clerics will probably want Hallowed Advance since it provides decent enabling and healing, but some might want Rune of Peace for the "can't attack" save ends or augment of war to put on a striker's weapon. Implement users are probably going to pick between Servitude in Death since has potential for abuse and can let you dominate a powerful dead enemy long term and Iron to Glass is an effective debuff attack that nueters a melee enemy for the encounter. Wisdom weapon clerics are going to want to look at Inspire Fervor for some effective MBA enabling, though Divine Castigation looks like a lot of fun if you have a good OA. [b]Level 5 Daily[/b] [sblock] [COLOR=#800000] [u]Strength:[/u][/COLOR] Divine Juggernaut (D379) [COLOR=#008000]C [/COLOR]vs AC Interesting effect if you can pull off a lot of uses of healing word and channel divinity quickly, but only if you have a high charisma and use the power right at the start. If you do not have a high charisma take something else. [COLOR=#0000ff]Hallowed Advance [/COLOR](DP) vs AC Kind of a warlordish power. Teleport a striker to let them get a basic attack in when they need to & spend a healing surge. [b][COLOR=#0000ff]B[/COLOR][COLOR=#0000ff]lue[/COLOR][/b] for str/cha builds, but str/wis should take inspire fervor instead. I used this on my laststr/cha battle cleric and it is consistently useful. [COLOR=#0000ff]Rune of Peace[/COLOR] (PHB) Low damage for a daily, but targets will and a save ends "can not attack". Even if you miss you deny the enemy at least round of attacks. [COLOR=#800000] [u]Wisdom:[/u][/COLOR] [COLOR=#800080]Halo of Consequence[/COLOR] (DP) [COLOR=#ff0000]+[/COLOR]vs ref -4 to attacks and dazed when it attacks (save ends). Nothing on a miss. I think it is inferior to Iron to Glass since save ends is worse than until end of encounter even with a penalty to the save and the Iron to Glass debuff will often be bigger and gives a decent debuff on a miss too. [COLOR=#800080]Hold Foe[/COLOR] (DP) vs will Ranged single target damage and Daze and immobilize (save ends) on a hit. Boring compared to other powers this level and does little on a miss combated to something like iron to glass. [COLOR=#00ccff]Iron to Glass[/COLOR] (DP) [COLOR=#ff0000]+[/COLOR]vs will. Very fun attack debuff for melee enemies that gets worse and does not go away. Will effectively neuter most melee focused enemies for the encounter. [COLOR=#800080]Revealing Light [/COLOR](DP) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Targets reflex and great against lurkers, but not much else. You ignore concealment and cover and they can not become hidden and take ongoing radiant (save ends). Much more situational than the other powers. [COLOR=#00ccff][b]Servitude in Death[/b][/COLOR] (HoS) Ranged vs will that does necrotic damage. When the enemy dies it becomes a dominated ally with one hitpoint that you can keep until it dies again. This has potential to be abused and the skyblue rating assumes you are dominating something like a elite above level artillery or something else hard to kill again, but your average new ally can be killed fairly easily with this power. Worth taking for pacifists since you are not going to be using this on a bloodied target most of the time. [COLOR=#ff0000]Spiritual Weapon [/COLOR](PHB) Conjuration that targets AC (very innaccurate comared to any other power this level) does little damage and enemies grants your allies CA if in the same square. Can be sustained with the attack repeated at the cost of minor actions. I think its the worst cleric power this level since most other powers will likely do more damage and/or have a better debuff without sucking up your minor actions (see Augment of War for instance). Sundered Fortune (D386) [COLOR=#ff0000]+ [/COLOR]Area burst vs will with a decent save ends debuff to the enemies attacks. Does damage keyed to wid mod when they hit with a an attack or fail a save, it but does not trigger stun. [COLOR=#800000][u]Wisdom Weapon:[/u][/COLOR] [COLOR=#0000ff]Divine Castigation [/COLOR](PLES1)[COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] vs AC for Damage. Each time targeted enemy attacks you or an ally, you get a OA. Good for balanced clerics. Normally clerics are not great at OAs, but with power of skill, heavy blade opportunity, or other tricks like swift spear this can be a [COLOR=#00ccff][b]great power[/b][/COLOR]. Note according to the rules compedium, OAs are a melee 1 attack so you can't use this with reach weapons against enemies 2 squares away. [COLOR=#00ccff][b]Inspire Fervor[/b][/COLOR] (PLES1)[COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] vs AC You make a weapon vs AC attack for radiant damage. Effect lets each ally within 2 can shift 2 and make a MBA. Clerics don't really enable attacks in heoric, but this lets you do it once a day. [COLOR=#800000][u]Other:[/u][/COLOR] [COLOR=#0000ff]Augment of War [/COLOR](D384) Minor action to put a big damage buff to an ally's weapon that keys off of your strength. Also causes hit enemies to grant CA. More of a utility power, but it works well. [b]Consecrated Ground[/b] (PHB) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] [COLOR=#008000]C [/COLOR][COLOR=#ff0000]+[/COLOR] Uses charisma for auto radiant damage and surge free healing both keyed to your charisma (no implement or weapon keyword and no attack roll so it does not stun pacifists). This used to be the best cleric power this level, but post errata you can no longer move the zone and no longer use healer's lore with it and it still sucks up minors, which drops it down to merely black. An immovable close burst 1 zone in my experience its not big enough most encounters and all the good use I saw with it in real games involved moving it around. Weapon of the Gods (PHB) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] [COLOR=#ff0000]+ [/COLOR]Minor action to make a weapon do 1d6 extra radiant damage and debuffs enemies AC by 2 when hit by the weapon. Augment of War is very similar and will do more damage if you have a good strength score unless you have a lot of severe radiant vulnerability exploits, but by the time you get those your will be retraining this for a better power. You can put this on your own weapon, but I would rather buff a mulitattacking striker the vast majority of the time. [/sblock] This used to be by far the weakest level for strength powers, but if you have a simple weapon Strength of Spirit is a great choice. Strength clerics without a simple weapon should probably take a lower level skyblue power, but Strengthen the Faithful and Strike of Judgement are decent healing powers and Warning Strike is good if you have a good OA. Wisdom clerics have lots of options. Searing Light is the first choice for radiant implement focused PCs. Pacifists will generally prefer the good debuff from Denuncation, but Peacemaker's Light has some good near automatic potential damage for anyone with a good wis mod if your party can exploit either cold or radiant vulnerability and is technically pacifist. My favorite wisdom weapon power this level is Fey Beguiling, because it means enemies can't use AOE attacks that include you, triggers potential punishments, and if any other enemy attacks you the target must make OAs against them. Searing Brand blinds, Wrathful Lightning and Tactical Strike are both good ally movement powers, and Thought Storm is good for Dizzying Mace builds. [b]Level 7 Encounter[/b] [sblock] [COLOR=#800000] [u]Strength:[/u][/COLOR] [COLOR=#800080]Awe Strike [/COLOR](PHB) vs Will and low damage. Immobilizes. Only thing it has going for it really is that it tarets will, but Strike of Judgement does that too. Bolts of Warding (DP) vs AC. Slight lightning damage discouragement for enemies that stay next to your allies. [COLOR=#800080]Forgemaster's Flame[/COLOR] (D379) vs AC. The same as healing strike if you used a CD powers this encounter (with fire instead of radiant damage). If you haven't then it might slow/grant combat advantage instead if you have not used a CD power yet. I would take healing strike instead of this since radiant is better than fire and its more consistent and then some other good level 1 power like Mighty Hew. [COLOR=#00ccff][b]Strength of Spirit[/b][/COLOR] (D400) Simple weapon +1 Vs AC. Highest damaging power of level if you are wielding a simple weapon. But the real goodness is the effect, which gives you and your allies a +1 power bonus to attacks and damage that will grow up to +5 when you and your allies get attacked. [COLOR=#0000ff]Strengthen the Faithful [/COLOR](PHB) [COLOR=#008000]C [/COLOR]Targets AC, but your allies need to be adjacent to the target to spend the surge. Bonus for high charisma. You will hit more with strike of judgment, but probably heal more with this one when you do hit. [COLOR=#0000ff]Strike of Judgment[/COLOR] (DP) vs will Has an effect of surge free healing for an ally within 5 if the target attacks any ally. Easier to use and more accurate than strengthen the faithful, but no healing if the target fails to attack for whatever reason. [COLOR=#0000ff][b]Warning Strike[/b][/COLOR] (D400) vs Ac with extra damage for simple weapons. A defenderish power that lets you make extra OAs against the target with a boost if they shift or make an attack that doesn't include you. Mainly for off defenders who have a good OA through power of skill or Heavy Blade opportunist or something similiar. [COLOR=#800000][u]Wisdom Implement:[/u][/COLOR] Break the Spirit[COLOR=#800080] [/COLOR](PHB) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] [COLOR=#008000]C [/COLOR]Targets will, decent range and radiant damage, and nice debuff for those with high charisma. Similar to denunciation, but does damage, has better range, and slightly worse debuff so if you want to do damage pick this one first. Searing light is generally better since blind is a better debuff, though this targets will so this has a niche use on divine oracles who want to do damage. [COLOR=#00ccff]Searing Light [/COLOR](PHB) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Targets reflex with ok radiant damage. Blind is a good debuff. [COLOR=#0000ff]Denunciation[/COLOR] (DP) [COLOR=#ff0000]+[/COLOR] [COLOR=#008000]C [/COLOR]vs will. Pacifists and high CA clerics might want this. The debuff to their defenses is keyed to your CA and since they are dazed they also grant CA. Also has penalty to their attack rolls equal to cha. Searing light is generally better, but pacifists might want this since it will increase the chance of the enemy getting hit more than searing light. [COLOR=#800080]Price of Violence[/COLOR] (DP) [COLOR=#ff0000]+[/COLOR] immediate reaction vs fort. Trigger is that enemy hits you or ally. Blinded is a good condition to apply, but it does not stop the hit since it is a reaction and only lasts till the end of your next turn so depending on initiative order the enemy will not be blind for long. Searing light also blinds (and technically for a little longer), has longer range, and does damage so if you want so if you want to blind I would pick that first and denunciation has a better debuff for the vast majority of ranged clerics. The only thing keep this from being red is that you do not have many immediate powers and that can save some time. Zealous Sanction (DP)[COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] vs will Only ranged healing power this level. There is a bit of confusion regarding the wording and I used to think that it only healed the first ally that hit, but CS says that every ally gets to spend a surge if they hit. [COLOR=#993300][u][b]Wisdom Weapon:[/b][/u][/COLOR] [COLOR=#0000ff][b][/b][/COLOR][b][COLOR=#ff0000]Blessing of Dust[/COLOR][COLOR=#800080] [/COLOR][COLOR=#0000ff][/COLOR][/b][COLOR=#0000ff][/COLOR](D392) Knocks prone and some damage, but at least targets fortitude. But there in an at will and several level 3 powers that do a better job of proning so take one of those if you really want to prone. [b]Dreadful Warrior[/b] (D407) Does some psychic damage and conjures a spirit that causes the target to grant CA and which potentially does psychic damage to enemies that move away from the square. Psychic lock builds can take a look, but Thought storm is better for dizzying mace builds.[COLOR=#00ccff] [b]Fey Beguiling[/b][/COLOR] (Nevwin) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR]vs will with ranged or melee for radiant damage. Enemy can not target you with any attacks (noe AOEs with you in them) and must make OAs against creatures that willingly attack you. Try to combine with punishment of some sort for not attacking you, such as MC/hybrid paladin, Battle Awareness, or for Tactical Warpriest this triggers an OA or forces them to not attack that round. My favorite power this level, expecially for some hybrids.[COLOR=#0000ff][b] [/b][/COLOR][b][COLOR=#00ccff]Searing Brand[/COLOR][COLOR=#0000ff][/COLOR][/b][COLOR=#0000ff][/COLOR] (HoFL) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG] [/COLOR]Basically searing light for weapon users. Blinds with radiant damage. [b][COLOR=#0000ff]Tactical Strike[/COLOR][/b] (Nevwin) A complicated power for helping you flank. You can shift 1 and if you are flanking the target, the ally flanking with you can spend a surge and you and the ally get a +2 power bonus to attack rolls against targets you flank. [b] Thought storm[/b] (Nevwin) Psychic damage and dazes. [b][COLOR=#0000ff]Psychic and dizzying mace builds[/COLOR][/b] should consider retraining for this in paragon, but other clerics can pass it up. [COLOR=#0000ff][b]Wrathful Lightning [/b][/COLOR](HoFL) You throw your melee weapon at a target at range 5 and then teleport you or an ally next to it. [COLOR=#993300][u][b]Other:[/b][/u][/COLOR] [COLOR=#0000ff][b]Peacemakers Light[/b][/COLOR] (NevWin) [COLOR=#ff0000]+ [/COLOR][COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR]Enemies in close burst 2 take cold and radiant damage keyed to your wis mod when they attack you or your allies. There are a lot of vulnerabilities (permafrost or radiant mafia) your party can exploit with this, but if you can't exploit them take something else. [COLOR=#800080][b] [/b][/COLOR][b][COLOR=#ff0000]Raven's Talon [/COLOR][COLOR=#800080][/COLOR][/b][COLOR=#800080][/COLOR](HoS) [COLOR=#ff0000]+ [/COLOR]Automatic necrotic damage against bloodied enemies and if you kill the enemy an ally spends a surge. I would be reluctant to take this unless your DM lets you have a good idea of the HP of your enemies and even then I would pick something else like Peacemakers Light since it will do damage to more targets and both cold and radiant are better to exploit. [/sblock] Strength primary clerics want Divine Power. Wisdom melee clerics want an implement power. Implement clerics want Blade Barrier if they have good forced movement in party or if you are wisdom without an implement at higher levels since there is no attack roll, otherwise Flame Strike is a good choice for blaster builds. Dismissal and Rebuke Violence are both good similar pacifist powers, but I prefer Rebuke Violence. A lot of other charopers prefer Dismissal. [b]Level 9 Daily[/b] [sblock] [COLOR=#800000] [u]Strength:[/u][/COLOR] Crucial Resurgence (DP) Close burst 1 vs AC. Only guaranteed healing power of the level. You have to be bloodied, but it covers you and a good number of allies. Divine Fury (DP) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] vs fort Burst 1 of radiant damage. Creates a zone of potential surgeless healing for your allies. The zone is pretty small, can't be moved, and they have to hit, but if you can get a multiattacker to be in the zone it can be a lot surge free healing, with 10 HP a hit. Its like the excellent utility spirit of healing without being able to move the spirit at all. If you could move the zone it would be great. [COLOR=#800080]Divine Surge[/COLOR] (D384) vs AC. Close burst 1 of good damage and those hit grant CA (save ends). Divine power is flat out better. [COLOR=#00ccff]Divine Power [/COLOR](PHB) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Burst 2 attack with your weapon, targets fort, and OK damage and push. But you get regeneration 5 while bloodied and you and your allies in the burst get a +2 power bonus to AC all encounter long. Combine with stream of life. [COLOR=#800000][u]Wisdom Implement:[/u][/COLOR] [COLOR=#800080]Astral Defenders[/COLOR](PHB) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] vs ref Summon 2 soldiers that do not have to be sustained and can make their own opportunity attacks for radiant damage. Pretty slow. I would take blade barrier over this if you want a summons. [COLOR=#00ccff]Blade barrier[/COLOR] (PHB) [COLOR=#ff0000]+ [/COLOR]Wall of auto damage keyed to your wis mod and save ends damage. Combine with forced movement for fun, but its not party friendly. If you don't have good forced movement in your party I would probably take Flame Strike over this if you want a control/damage power. No attack roll so battle clerics and pacifists can use it if they want. [COLOR=#0000ff]Dismissal[/COLOR] (DP) [COLOR=#ff0000]+[/COLOR] vs will Interesting power. Guaranteed to remove an enemy from the battle for at least 1 round, possibly a lot more depending on if you hit and its type. About equal to rebuke violence, but I would give the edge to Rebuke Violence. A lot of other charopers rate this as the best cleric power this level. [COLOR=#00ccff]Flame Strike[/COLOR][COLOR=#0000ff] [/COLOR](PHB) [b][/b] Decent damage and high ongoing fire damage, at least 9 at this point, (save ends) to a area burst 2. Vs reflex, but not much on a miss and not very leadery. I like blade barrier more if you have any forced movement in your party, but a lot of people like this power for its party friendly damage. [COLOR=#0000ff]Rebuke Violence[/COLOR] (DP) [COLOR=#ff0000]+[/COLOR] vs will. Target can't attack (save ends at -5 until attacked), the save is potentially tougher and you can keep damaging it unlike with dismissal. I think its a bit better than dismisal since it can still be damaged and keep the -5 to the saving throws as long as no one is techincally attacking it, while often dismisall will have an easier save. [COLOR=#800080]Vengeful Ghosts [/COLOR](HoS) Blast 3 vs will for necrotic damage. Creates zone that makes enemies grant CA. Unless you are a [b]Divine Oracle[/b] don't take this.[COLOR=#800000][u] Wisdom Weapon:[/u][/COLOR] [COLOR=#800080][b]Champion of the Gods[/b][/COLOR] (HoFL) close burst vs ac. You get a power bonus keyed to you con for damage rolls, and strength/athletics checks. Least worst of the wisdom weapon powers this level. [b][COLOR=#800080]Crushing Despair[/COLOR] [/b](HoS) vs ac for psychic damage. You can keep the psychic damage up all encounter if allies are able to surround the foe, but no other leader benefits.[COLOR=#800080] [b] [/b][/COLOR][b][COLOR=#ff0000]Divine Punishmen[/COLOR][COLOR=#800080][/COLOR][/b][COLOR=#800080][/COLOR][COLOR=#ff0000]t[/COLOR] (HoFL) vs AC. Just single target damage, but it goes up if you have bloodied allies. no leader type boosts or effects. [COLOR=#800080][b]Pariah's Curse[/b] [/COLOR](HoFL) vs AC Effect is enemies that end there turn adjacent to enemy take 10 damage. [/sblock] [/QUOTE]
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Holy Smoke! A Cleric's (Templar's) Handbook (by GelatinousOctahedron)
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