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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: 6707069" 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 Righteous: Paragon Tier</u></strong></span></p><p> </p><p> </p><p> </p><p>Simple weapon strength clerics will want Divine Beacon, but strength clerics without a simple weapon will want Promise of Victory. Deadly Lure is probably the best choice for any implement user in a party with good basic attacks since it is quasi enabling, though a lot of charopers perfer Remorse for the multitarget vulnerability+daze. Mantle of Glory is a decent choice for radiant focused blaster builds as is Crown of Light if you have a high charisma. Thought Crusher is good for dizzying mace builds and the best of the not very good wisdom weapon powers, but dizzying mace builds probably prefer Chains of Blazing Light or Remorse. Silverlight Blow is the only other wisdom weapon power worth taking since it can put out a good damage boost for wis/con builds. Hybrid strikers want to consider Union of Three Fates as a tripple tap.</p><p></p><p>If you have something like an AOE focused party I would probably go with Remorse as my first choice, but with multiple allies with good OAs I would go with Deadly Lure as my first choice.</p><p></p><p><strong>Level 13 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">Angel's Rescue</span> (DP) vs AC . You can use when you charge, it does more single target damage than the other non simple weapon powers of this level, and you automatically slide an ally. Errata changed the attack stat to strength. Clerics have better ally movement powers now.</p><p></p><p><span style="color: #800080">Arc of the Righteous</span>(PHB) Melee lightning attack that targets AC and potentially hits another target 3 squares away for a little bit of control. Unfortunately clerics do get enough lightning powers to specialize in it easily. Promise of victory can do more damage if you set it up right without much difficulty and it debuffs. </p><p> </p><p> </p><p> </p><p><span style="color: #0000ff"><strong>Divine Beacon</strong></span> (D400) Simple weapon str +1 vs ac. This competes with promise of victory, but I would take this if you use a simple weapon. The debuff will likely be bigger, is automatic, and it does more initial damage, but promise of victory is close burst 1 and can be any weapon so it will potentially effect more enemies.</p><p></p><p>Inspiring Strike (PHB) <span style="color: #008000">C </span>Targets AC with 15 plus charisma mod surge free healing for you or an ally. Good for battle clerics who find themselves low on healing.</p><p></p><p><span style="color: #ff0000">Invocation of War</span> (D384) Targets AC for a little damage. Gives bonus damage to next hit against target, with more damage if you wield it two handed. Silverlight Blow is better now, but this power was always fairly bad.</p><p></p><p><span style="color: #0000ff">Promise of Victory </span>(DP) vs AC Its a close burst 1 that debuffs multiple enemies' defenses. If you find yourself next to multiple enemies a lot this is the best choice if you don't use a simple weapon.</p><p> </p><p> </p><p><span style="color: #800080"><strong>Weapon of Peace Foretold</strong></span> (D400) vs AC Effect reduces enemies damage, but as written the OA part does not work.</p><p></p><p><span style="color: #800000"><u>Wisdom Implement:</u></span></p><p></p><p><span style="color: #ff0000">Call to the Dark </span>(HoS) <span style="color: #ff0000">+ </span>Causes one enemy in burst to automatically grant CA and take automatic damage the next time it is attacked. You have several mcuh better similar powers this level like remorse that either do more damage or target more creatures and several dazing options.</p><p><span style="color: #0000ff">Chains of Blazing Light</span> (D379) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> <span style="color: #ff0000">+ </span><span style="color: #008000">C</span> Daze up to four creatures in burst. If they get hit they take extra damage next time. Similar to remorse, but bigger area, debuff is slightly worse, and does nothing for allies. targets reflex. Mainly for dizzying mace builds.</p><p><span style="color: #0000ff">Crown of Light</span> (DP) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> <span style="color: #008000">C </span>vs reflex Gives a nice power boost to an ally based on your charisma and then attack every enemy next to them. Use it on a surrounded ally.</p><p></p><p><span style="color: #00ccff">Deadly Lure</span> (DP) <span style="color: #ff0000">+</span>vs will This makes them vulnerable to damage but has the +/- of also making them come right next to you. The DM gets to decide how they move to you, but its not technically forced movement so it provokes. Or you can make an enemy walk past a wizards storm pillar or through your Blade Barrier, Concecrated Ground, etc.</p><p></p><p><span style="color: #0000ff">Mantle of Glory </span>(PHB) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> Blast 5 that targets will, hurts enemies, and heals allies. Biggest size for level by far.</p><p></p><p>Ominous Portent (D386) Immediate Reaction vs Will. Does a little psychic damage to an enemy that misses your ally and then they take a -2 penalty to hit and grant CA. </p><p></p><p>Plague of Doom (PHB) <span style="color: #008000">C </span>Targets fort, but potentially very powerful debuff for one enemy if you have a high charisma and does ok damage.</p><p></p><p><span style="color: #00ccff">Remorse </span>(DP) <span style="color: #ff0000">+</span> vs will Makes enemies vulnerable, dazes, and lets allies in small burst spend a healing surge. Works for duizzying mace builds. I prefer deadly lure over this, but a lot of charopers think this is the best power clerics have this level. </p><p> </p><p></p><p><span style="color: #800000"><u>Wisdom Weapon:</u></span></p><p></p><p>Most of these are not very good this level.</p><p><strong>Awenking Sun</strong> (HoFL) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif </span>An improved version of Sunburst that again gives saves and temp hitpoints to multiple allies.</p><p></p><p><strong>Earthen Vanguard</strong> (D392) vs fortitude. On a hit does extra damage in blast to enemies and has effect of +2 bonus to fort and ac to nearby allies and cleric.</p><p></p><p><span style="color: #800080"><strong>Glimmer Strike</strong></span></p><p><span style="color: #800080"></span>(Nevwin) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span>Ranged or melee for damage. Ignores cover/concealment</p><p></p><p><span style="color: #800080"><strong>Inspire terror</strong></span> (D407) A good bit of psychic damage, but that is it unless you are optimizing around the fear keyword as a domination warpriest. Roar of thunder is about the same damage. Thought crusher does less damage, but has a lot more effects if you are going for psychic damage.</p><p></p><p><span style="color: #800080"><strong>Roar of Thunder</strong></span> (HoFL) High direct single target damage power of level, but that is it. Angel's rescue is almost as much damage, but has a cool effect as well</p><p><span style="color: #0000ff"><strong>Silverlight 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>This will do the most total damage of the warpriest powers this level if you have an ally with a good multiattack, which you should by this level. You and an ally get a power bonus to damage keyed to con.</p><p></p><p><span style="color: #0000ff"><strong>Thought crusher</strong></span> (Nevwin) Another psychic damage + dazing power, but you can start to take advantage of it this tier. The implement dazing powers are better, but this in not bad if you want to be in melee. </p><p></p><p><strong>Thundrous Blow</strong> (Nevwin) Real similar to Earthen Vanguard, but this knocks prone and targets AC. Effect gives power bonus to defenses to allies who attack target</p><p> </p><p> </p><p> </p><p><span style="color: #800000"><u>Strength or Wisdom Implement:</u></span></p><p> </p><p> </p><p> </p><p><span style="color: #800080">Union of Three Fates</span> (D380) (<strong>hybrid strikers</strong>) Not a great power for the average cleric and not very leadery, but it can work as a triple tap power with three seperate damage roles against a single enemy, which is very good for hybrid strikers with a weapliment or implement who mainly care about being a striker. You target 1 creature and it takes damage from your hit and then you can do two more damage roles (one cold and one necrotic) against it or another 2 creatures and you let someone else spend a surge (its a poorly worded power, but that works RAW). Only purple for normal clerics, but some builds will want it.</p><p> </p><p> </p><p></p><p>[/sblock]</p><p>There are not many choices for strength clerics here, but Ivory Rampart creates a decent immobilizing wall. Tree of creation is my favorite of the implement direct damaging powers. Penance of blood is excellent if you have focused on vulnerability. Sacred Armistice has a very powerful no attack debuff that covers a large area. Brilliant Censure is a good blind save ends with some extra radiant damage for the party for the encounter. Wisdom weapon users should take an implement power this level or else Aura of Astral Radiance since it is has a good autoeffect.</p><p> </p><p> </p><p> </p><p> </p><p></p><p><strong>Level 15 Daily</strong></p><p>[sblock]</p><p></p><p><span style="color: #800000"><u>Strength:</u></span></p><p></p><p>Holy Spark (PHB) Targets will and does ongoing lightning damage to enemy and nearby allies so has potential to do the most overall damage of strength powers for this level. Miss effect is not good.</p><p></p><p><span style="color: #0000ff">Ivory Rampart </span>(DP) vs AC Doesn't do much damage, but creates a decent sized sustainable wall that provides cover for allies and immobilizes enemies. You do not get many wall powers so worth taking a look.</p><p></p><p><span style="color: #800080">Wrath of the Faithful </span>(DP) vs AC Good damage, reliable, and you get a bonus if enemy is surrounded so you will hit with it eventually. But no leader or control effects.</p><p></p><p><span style="color: #800000"><u>Wisdom Implement:</u></span> </p><p> </p><p> </p><p> </p><p><span style="color: #0000ff">Brilliant Censure</span> (DP) <span style="color: #ff0000">+</span><span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> vs fort Close burst that blinds (save ends) and for the rest of the encounter your allies do extra damage if they are near you.</p><p></p><p><span style="color: #ff0000"><strong>Drain Life</strong></span> (Hos) <span style="color: #ff0000">+ </span>Automatic necrotic damage. You take damage too.</p><p></p><p>Divine Reprisal (DP) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> Immediate reaction vs will Lets you help an ally by letting them spend a surge and make a save, while doing a little bit of damage. Good for when the attack really messes them up and can prevent them from going below 0 or suffering from a nasty save ends effect.</p><p></p><p>Penance of Blood (DP) <span style="color: #ff0000">+</span> Gives enemies vulnerability until end of encounter and greatly increases effectiveness of other vulnerability powers. If you took lots of powers like remorse this stacks well with them and increases its rating to <span style="color: #00ccff">skyblue</span>.</p><p></p><p><span style="color: #0000ff">Purifying Fire </span>(PHB) <span style="color: #008000">C </span>A Area burst 2 power that does ongoing fire damage and surge free healing for you allies next to those taking the ongoing damage. If you did not take flame strike this is similar, but with healing. Not much on a miss.</p><p></p><p>Ruinous Kismet (D386) <span style="color: #008000">C </span>Vs will area burst attack that does damage and causes them to take a penalty to defense (save ends). For rest of encounter allies do 5 + cha mod damage on a miss to target.<span style="color: #800080"></span></p><p><span style="color: #800080"></span></p><p><span style="color: #800080"></span><span style="color: #00ccff">Sacred Armistice</span> (D379) Targets allies too! <span style="color: #ff0000">+</span>Large blast vs will that prevents creatures from attacking (save ends) and your healing word also buffs defenses for rest of encounter. Very powerful if you hit since unlike stun enemies don't often have a way to get out of it, but tricky to set up since you often will be going towards the end of initiative if you don't ionvest in things like battlewise and you really don't want to hit party members with this attack.</p><p></p><p>Seal of Warding (PHB) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> Close burst, targets will for good damage and does radiant. Creates sustainable zone of difficult terrain for your enemies that grants you and your allies cover from ranged attacks. I would take tree of creation or brilliant censure over this.</p><p></p><p><span style="color: #ff0000">Summon Black Reaper</span> (D372) <span style="color: #008000">C </span>Minor Action Fast flying summoned creature with reach that attacks AC with your wisdom, but deals necrotic damage based on your charisma. If it kills something you and one ally get surge free healing. Power says that it has reach 2 for OAs, but does not says it has threatening reach so that is your DMs call. This is an actual summons so it can be killed, but its not accuracte, wastes your standard actions, does necrotic damage, and its the only one clerics can get.</p><p></p><p><span style="color: #00ccff">Tree of Creation </span>(D375)<span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> Close burst vs will that does radiant damage. Sustainable zone that protects against will/psychic attacks and lets allies make saves against dazed, dominated, and stunned conditions at beginning of turn. Does a little bit of auto radiant damage. Really good effects, but situational.</p><p> </p><p> </p><p><span style="color: #800000"><u>Wisdom Weapon:</u></span></p><p> </p><p> </p><p><span style="color: #ff0000"><strong>Full Eclipse</strong></span> (D386)<span style="color: #800080"><strong> /tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif </strong></span>C<span style="color: #800080"> </span>Requires a bow vs ac. Ok single target damage and target is blinded (save ends). This would get a better rating except that Brilliant Censure outclasses it with no bow requirement and multiple targets. <span style="color: #800080"></span></p><p><span style="color: #800080"><strong>Levy of Damnation</strong></span> (HoFL) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif </span>Vs Reflex for decent damage. You and allies get to roll twice for damage against target. Take an implement power instead.</p><p> </p><p> </p><p> </p><p><u><span style="color: #993300"><u><strong>Other</strong></u></span></u></p><p> </p><p> </p><p><span style="color: #0000ff"><strong>Aura of Astral Radiance </strong></span>(HoFL)<span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span><span style="color: #ff0000">+ </span>Sustainable Aura 2 that autoheals bloodied allies and autodamages enemies keyed to your wisdom mod.</p><p> </p><p> </p><p><strong>Manifestation of Wrath</strong> (HoFL) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span><span style="color: #ff0000">+ </span>Close burst 1 autodamage keyed to wisdom, and you get same number of temp hitpoints. You get +2 bonus to attack rolls for the encounter</p><p> </p><p> </p><p></p><p>[/sblock]</p><p>The toughest level to pick for cleric encounter powers. Strength clerics get Divine Phalanx as a nice movement power or Violence Betrayed for some close burst 2 dazing as the best choices. For wisdom clerics Sever the Source is an excellent vulnerability debuff and Death's Call is a very good immediate reaction close burst psychic power (my favorite of the lot). Brilliant Idea works for any melee cleric and is automatic blind in a close burst plus some ally saves. And there are other good ones besides those like enthrall, demand obedience, bastion of fanatacism, thundrous word, and winds of fury.</p><p> </p><p> </p><p></p><p><strong>Level 17 Encounter</strong></p><p>[sblock]</p><p></p><p><span style="color: #800000"><u>Strength:</u></span> </p><p> </p><p><span style="color: #0000ff"><strong>Bastion of Fanatacism</strong></span></p><p>(D400) Simple weapon +1 vs AC. Extra damage for 2 handed weapons. Effect reduces damage to you and an ally by half till EONT.</p><p> </p><p> </p><p><span style="color: #0000ff">Blinding Light </span>(PHB) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> Targets fort and blinds. Your only chance to blind if you are a strength pirmary cleric until level 29. This level also has Brilliant Idea so I would consider taking that instead since that is multitarget and automatic, though this does radiant damage and is fairly accurate.</p><p></p><p><span style="color: #00ccff">Divine Phalanx</span> (DP) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> vs AC The effect teleports your party so the defenders are in front of you with the ranged strikers and other squishes behind you with a power bonus to their ac and attack. Good to follow up with a close burst utility boost.</p><p></p><p>Halo of Peace (DP) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> vs AC Ok Damage, but a good attack debuff. It help protects all your allies instead of the 1 sentinal strike definitely protects from damage.</p><p></p><p><span style="color: #800080">Sentinal Strike </span>(PHB) Targets AC and decent damage. Reduces damage from that enemy against 1 ally to 0 until end of your next turn. Bastion of Fanatacism is usually better,</p><p></p><p><span style="color: #0000ff"><strong>Violence Betrayed</strong></span> (D400) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span>Close burst 2 vs ac that Dazes. Effect gives you and allies +5 bonus to damage vs dazed enemies. Extra damage for your attack if using a simple weapon..</p><p></p><p><span style="color: #800000"><u>Wisdom Implement:</u></span></p><p></p><p><span style="color: #0000ff">Enthrall </span>(PHB) targets will for psychic damage in burst and enemies are immobilized and unable to attack you until EONT. Pre errata this was one of my favorite powers this level, but the size reduction hurts it a lot.</p><p></p><p><span style="color: #00ccff"><strong>Death's Call</strong></span> (HoS) Immediate Reaction in close burst 5 for psychic damage when anyone within 5 drops to 0. Allies get temp hitpoints and +2 to attack. Similar to death's surge, but a bigger area and a little more damage.</p><p></p><p><span style="color: #ff0000">Life stealing light</span> (D372) Close burst 3 that targets will, does necrotic damage and potentially grants allies a tiny bit of surge free healing. Death's call is a lot better if you want close burst, thunderous word is better if you want a standard action close implement power, and enthrall is better for divine oracles. I used to give this a black rating before some of those powers came out, but I can't think of a build that would be better off with this power at this point.</p><p></p><p><span style="color: #800080">Malediction</span> (DP) <span style="color: #ff0000">+</span> vs will Short range, weakened and dazed. The other pacifist powers are better.</p><p></p><p><span style="color: #0000ff">Prescient Boon</span> (D386) <span style="color: #ff0000">+ </span><span style="color: #008000">C</span><span style="color: #ff0000"> </span>vs Will. short range and allies get to roll twice to hit target and do extra damage if they hit with both rolls of 5 + cha mod.</p><p></p><p><span style="color: #800080">Starry Snare </span>(DP) vs fort <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif </span>Very useful against certain enemies like insubstantial undead, but it immobilizes everyone. Only single target, while enthrall also immobilizes, targets will, and has better range.</p><p></p><p><span style="color: #0000ff">Thunderous word </span>(PHB) <span style="color: #008000">C </span>Blast 5 of thunder damage that targets Reflex and pushes enemies 3 plus cha mod and lets your allies shift 1. Clerics do not have many ally moving powers, but this one is only ok for that. The push effect can be pretty big by this point for high charisma types.</p><p></p><p><span style="color: #800000"><u>Wisdom Weapon:</u></span></p><p></p><p><span style="color: #0000ff"><strong>Demand Obedience</strong></span> (D407) Close burst that prones. Targets provoke OA if they stand up. And allies get to shift as an effect. Winds of fury is pretty close, but this has slightly better effects. Which one to pick depends on things like feat selection.<span style="color: #800080"></span></p><p><span style="color: #800080"></span></p><p><span style="color: #800080"><strong>Gleeming Strike</strong></span> (nevwin) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> Very similar to obsidian shield, but that does a lot more. This does more direct radiant damage and gives you and allies some damage resistance while next to the target.</p><p> </p><p> </p><p><span style="color: #ff0000"><strong>Harmony of Blades</strong></span> (Nevwin) ranged or melee for force damage. Takes additional force damage when you or ally misses target. You can do more damage with something like sever the source or have a better effect with another power.</p><p></p><p><span style="color: #0000ff"><strong>Honorable Challenge</strong></span> (Nevwin) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span>An interesting defenderish power. An ally can shift away from the target and if the target willingly attacks any of your allies it is blinded.</p><p> </p><p> </p><p><span style="color: #0000ff"><strong>Obsidian Shield </strong></span>(D392) vs fort and slide your enemy. Effect creates a zone where your party gets damage resistance and does extra damage.</p><p></p><p><strong>Strength of the Sun</strong> (HoFL) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif </span>Highest single target damage for level damage and as an effect you and an ally can spend a surge. Not that healing is bad, but the other powers this level have more varied effeects and at this point you should have plenty of healing.</p><p></p><p><span style="color: #0000ff"><strong>Winds of Fury </strong></span>(HoFL) Targets enemies in a blast vs fort and knocks prone/pushes. Effect slides allies around as well. Good control power.</p><p></p><p><span style="color: #800000"><u>Other:</u></span></p><p> </p><p> </p><p><span style="color: #00ccff"><strong>Brilliant Idea</strong></span> (Nevwin) <span style="color: #ff0000">+ </span>Autoblinds in close burst 1. Nearby allies can make a save</p><p></p><p><span style="color: #00ccff">Sever the Source</span> (DP) <span style="color: #ff0000">+</span> This is an autoeffect, but keys off of wisdom for the vulnerability and prevents healing. Use with penance of blood. There are multiple errata threads complaining that this is overpowered because it ups party DPR so much.</p><p></p><p>[/sblock]</p><p></p><p>Strength clerics pick between Beacon of Doom which has the potential to be a good enabling power if the target fails his saves or Holy Wrath for some good self regeneration and a +2 bonus to attacks for the encounter. For wisdom clerics Fire Storm is good fire damage for blasters, but it you have a radiant focus you will probably want Supernal Radiance more. Moment of Peace is a big "no damage" save ends debuff and Miraculous Intervention is a stunned save ends in a close burst, but with the unfortunate trigger of an ally dropping to 0. Wisdom weapon clerics want an implement power. </p><p></p><p><strong>Level 19 Daily</strong></p><p>[sblock]</p><p></p><p><span style="color: #800000"><u>Strength:</u></span></p><p></p><p><span style="color: #00ccff">Beacon of Doom</span>(DP) vs AC A Warlordish power that can be good if you have lots of people who can make good basic attacks. It does just a little damage and half that on a miss. The effect is a big penalty to defense (save ends with a penalty) and your allies get to make a series of basic attacks against it.</p><p></p><p>Greater Augment of War (D384) 5+ str mod bonus damage to ally's weapon and the hit enemy is slowed and grants CA to you.</p><p></p><p><span style="color: #00ccff">Holy Wrath </span>(PHB) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> This was updated to make it a weapon power vs AC for close burst radiant damage. Gives you regeneration 10 and +2 power bonus on attacks for rest of encounter so all clerics can find this effect useful.</p><p></p><p>Indomitable Spirit (PHB) Vs AC for ok damage. Lets everyone, including you, within 5 squares heal as if they spent a healing surge as an effect.</p><p></p><p><span style="color: #ff0000">Necrotic Transference</span> (D372) <span style="color: #008000">C </span>Vs Will and does most single target damage. On hit lets one ally regain a healing surge. Indomitable spirits effect is significantly better since it is as if everyone nearby spent a healing surge, even if you miss. You will hit more with this and possibly do more damage, but it is not worth it.</p><p></p><p><span style="color: #0000ff">Realm of Battle </span>(DP) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> vs AC Single target attack that creates a close burst 3 zone that gives a +1 power bonus of ac and attack to you and your allies, does some auto radiant damage, and enemies provoke OA on a shift.</p><p></p><p><span style="color: #800000"><u>Wisdom:</u></span></p><p></p><p><span style="color: #00ccff">Fire Storm </span>(PHB) area 3 burst vs Reflex for fire damage. Sustainable zone of fire that autodamages enemies who end their turn in the zone. No effect besides damage and not very leadery, but its a lot of party friendly damage.</p><p></p><p><span style="color: #ff0000">Knight of Glory </span>(PHB) Conjure knight that targets AC for damage. Minor to sustain and repeats the attack.</p><p></p><p><span style="color: #0000ff">Miraculous Intervention</span> (DP) <span style="color: #ff0000">+</span> Immediate interrupt vs will. Let an ally that drops to ) heal as if they spent a surge and attack enemies in close burst 2 stunned save ends. Tbat is a mighty powerful effect, but an ok trigger. Moment of Peace will more likely prevent an ally from dropping in the first place.</p><p></p><p><span style="color: #00ccff">Moment of Peace </span>(DP) <span style="color: #ff0000">+</span> vs will Blast 5 attacks deal no damage (save ends) or for until end of your next turn if you miss.</p><p></p><p><strong>Shakles of the Grave</strong> (Hos) vs fort in blast. <strong>TARGETS ALLIES TOO</strong> for necrotic damage. Similar to level 5 Servitude in Death since first enemy to die while in the zone becomes your dominated servant, but you don't get to pick which enemy this effects.</p><p></p><p><span style="color: #0000ff">Supernal Radiance </span>(DP) <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif</span> vs will Radiant damage in a large close burst. Effect is ongoing radiant damage/stops enemies from being concealed save ends.</p><p></p><p><u><span style="color: #993300"><u><strong>Wisdom Weapon: </strong></u></span></u></p><p></p><p><span style="color: #800080"><strong>Gaze of the Sun</strong></span> (HoFL): <span style="color: #0000ff">/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif </span><span style="color: #ff0000">+ </span><strong>Targets allies as well. </strong>Blast 5 vs reflex that does 20 ongoing damage (10 on a miss) and while taking the damage they can't hide/have concelament/be invisible. Supernal Radiance is very similar and almost always better, although sometimes this will do more damage and won't trigger the pacifist stun.</p><p></p><p><span style="color: #800000"><u>Other:</u></span></p><p><span style="color: #800000"></span></p><p><span style="color: #800000"></span><span style="color: #800080"><strong>Wrathful Judgement</strong></span></p><p><span style="color: #800080"></span>(HoFL) <span style="color: #ff0000">+ </span>When the enemy you pick damages an ally, you can as an immediate interrupt deal half the damage to the enemy.<span style="color: #800000"></span></p><p><span style="color: #800000"></span></p><p><span style="color: #800000"><u>Strength or Wisdom Implement:</u></span></p><p></p><p><strong>Breath of the Raven Queen</strong> (D380) <strong>TARGETS ALLIES!</strong> Implement close blast 5 vs fort for cold damage and immobilized save ends. Strength clerics might want this for variety if they happen to have a good weapon/implement since they might be at the forefront of the party anyway, but its too bad they get this at this high of a level. If target fail saves they become restrained and then take ongoing necrotic. Moment of peace and Firestorm are both better choices for most ranged clerics.</p><p></p><p>[/sblock] </p></blockquote><p></p>
[QUOTE="Nibelung, post: 6707069, member: 74499"] [b]Originally posted by GelatinousOctahedron:[/b] [CENTER][Size=4][b][u]Prayers of The Righteous: Paragon Tier[/u][/b][/size][/CENTER] Simple weapon strength clerics will want Divine Beacon, but strength clerics without a simple weapon will want Promise of Victory. Deadly Lure is probably the best choice for any implement user in a party with good basic attacks since it is quasi enabling, though a lot of charopers perfer Remorse for the multitarget vulnerability+daze. Mantle of Glory is a decent choice for radiant focused blaster builds as is Crown of Light if you have a high charisma. Thought Crusher is good for dizzying mace builds and the best of the not very good wisdom weapon powers, but dizzying mace builds probably prefer Chains of Blazing Light or Remorse. Silverlight Blow is the only other wisdom weapon power worth taking since it can put out a good damage boost for wis/con builds. Hybrid strikers want to consider Union of Three Fates as a tripple tap. If you have something like an AOE focused party I would probably go with Remorse as my first choice, but with multiple allies with good OAs I would go with Deadly Lure as my first choice. [b]Level 13 Encounter[/b] [sblock] [COLOR=#800000][u]Strength:[/u][/COLOR] [COLOR=#800080]Angel's Rescue[/COLOR] (DP) vs AC . You can use when you charge, it does more single target damage than the other non simple weapon powers of this level, and you automatically slide an ally. Errata changed the attack stat to strength. Clerics have better ally movement powers now. [COLOR=#800080]Arc of the Righteous[/COLOR](PHB) Melee lightning attack that targets AC and potentially hits another target 3 squares away for a little bit of control. Unfortunately clerics do get enough lightning powers to specialize in it easily. Promise of victory can do more damage if you set it up right without much difficulty and it debuffs. [COLOR=#0000ff][b]Divine Beacon[/b][/COLOR] (D400) Simple weapon str +1 vs ac. This competes with promise of victory, but I would take this if you use a simple weapon. The debuff will likely be bigger, is automatic, and it does more initial damage, but promise of victory is close burst 1 and can be any weapon so it will potentially effect more enemies. Inspiring Strike (PHB) [COLOR=#008000]C [/COLOR]Targets AC with 15 plus charisma mod surge free healing for you or an ally. Good for battle clerics who find themselves low on healing. [COLOR=#ff0000]Invocation of War[/COLOR] (D384) Targets AC for a little damage. Gives bonus damage to next hit against target, with more damage if you wield it two handed. Silverlight Blow is better now, but this power was always fairly bad. [COLOR=#0000ff]Promise of Victory [/COLOR](DP) vs AC Its a close burst 1 that debuffs multiple enemies' defenses. If you find yourself next to multiple enemies a lot this is the best choice if you don't use a simple weapon. [COLOR=#800080][b]Weapon of Peace Foretold[/b][/COLOR] (D400) vs AC Effect reduces enemies damage, but as written the OA part does not work. [COLOR=#800000][u]Wisdom Implement:[/u][/COLOR] [COLOR=#ff0000]Call to the Dark [/COLOR](HoS) [COLOR=#ff0000]+ [/COLOR]Causes one enemy in burst to automatically grant CA and take automatic damage the next time it is attacked. You have several mcuh better similar powers this level like remorse that either do more damage or target more creatures and several dazing options. [COLOR=#0000ff]Chains of Blazing Light[/COLOR] (D379) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] [COLOR=#ff0000]+ [/COLOR][COLOR=#008000]C[/COLOR] Daze up to four creatures in burst. If they get hit they take extra damage next time. Similar to remorse, but bigger area, debuff is slightly worse, and does nothing for allies. targets reflex. Mainly for dizzying mace builds. [COLOR=#0000ff]Crown of Light[/COLOR] (DP) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] [COLOR=#008000]C [/COLOR]vs reflex Gives a nice power boost to an ally based on your charisma and then attack every enemy next to them. Use it on a surrounded ally. [COLOR=#00ccff]Deadly Lure[/COLOR] (DP) [COLOR=#ff0000]+[/COLOR]vs will This makes them vulnerable to damage but has the +/- of also making them come right next to you. The DM gets to decide how they move to you, but its not technically forced movement so it provokes. Or you can make an enemy walk past a wizards storm pillar or through your Blade Barrier, Concecrated Ground, etc. [COLOR=#0000ff]Mantle of Glory [/COLOR](PHB) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Blast 5 that targets will, hurts enemies, and heals allies. Biggest size for level by far. Ominous Portent (D386) Immediate Reaction vs Will. Does a little psychic damage to an enemy that misses your ally and then they take a -2 penalty to hit and grant CA. Plague of Doom (PHB) [COLOR=#008000]C [/COLOR]Targets fort, but potentially very powerful debuff for one enemy if you have a high charisma and does ok damage. [COLOR=#00ccff]Remorse [/COLOR](DP) [COLOR=#ff0000]+[/COLOR] vs will Makes enemies vulnerable, dazes, and lets allies in small burst spend a healing surge. Works for duizzying mace builds. I prefer deadly lure over this, but a lot of charopers think this is the best power clerics have this level. [COLOR=#800000][u]Wisdom Weapon:[/u][/COLOR] Most of these are not very good this level. [b]Awenking Sun[/b] (HoFL) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG] [/COLOR]An improved version of Sunburst that again gives saves and temp hitpoints to multiple allies. [b]Earthen Vanguard[/b] (D392) vs fortitude. On a hit does extra damage in blast to enemies and has effect of +2 bonus to fort and ac to nearby allies and cleric. [COLOR=#800080][b]Glimmer Strike[/b] [/COLOR](Nevwin) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR]Ranged or melee for damage. Ignores cover/concealment [COLOR=#800080][b]Inspire terror[/b][/COLOR] (D407) A good bit of psychic damage, but that is it unless you are optimizing around the fear keyword as a domination warpriest. Roar of thunder is about the same damage. Thought crusher does less damage, but has a lot more effects if you are going for psychic damage. [COLOR=#800080][b]Roar of Thunder[/b][/COLOR] (HoFL) High direct single target damage power of level, but that is it. Angel's rescue is almost as much damage, but has a cool effect as well [COLOR=#0000ff][b]Silverlight Blow[/b][/COLOR][b][/b] (Nevwin) [COLOR=#0000ff][IMG]../../../../../tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG] [/COLOR]This will do the most total damage of the warpriest powers this level if you have an ally with a good multiattack, which you should by this level. You and an ally get a power bonus to damage keyed to con. [COLOR=#0000ff][b]Thought crusher[/b][/COLOR] (Nevwin) Another psychic damage + dazing power, but you can start to take advantage of it this tier. The implement dazing powers are better, but this in not bad if you want to be in melee. [b]Thundrous Blow[/b] (Nevwin) Real similar to Earthen Vanguard, but this knocks prone and targets AC. Effect gives power bonus to defenses to allies who attack target [COLOR=#800000][u]Strength or Wisdom Implement:[/u][/COLOR] [COLOR=#800080]Union of Three Fates[/COLOR] (D380) ([b]hybrid strikers[/b]) Not a great power for the average cleric and not very leadery, but it can work as a triple tap power with three seperate damage roles against a single enemy, which is very good for hybrid strikers with a weapliment or implement who mainly care about being a striker. You target 1 creature and it takes damage from your hit and then you can do two more damage roles (one cold and one necrotic) against it or another 2 creatures and you let someone else spend a surge (its a poorly worded power, but that works RAW). Only purple for normal clerics, but some builds will want it. [/sblock] There are not many choices for strength clerics here, but Ivory Rampart creates a decent immobilizing wall. Tree of creation is my favorite of the implement direct damaging powers. Penance of blood is excellent if you have focused on vulnerability. Sacred Armistice has a very powerful no attack debuff that covers a large area. Brilliant Censure is a good blind save ends with some extra radiant damage for the party for the encounter. Wisdom weapon users should take an implement power this level or else Aura of Astral Radiance since it is has a good autoeffect. [b]Level 15 Daily[/b] [sblock] [COLOR=#800000][u]Strength:[/u][/COLOR] Holy Spark (PHB) Targets will and does ongoing lightning damage to enemy and nearby allies so has potential to do the most overall damage of strength powers for this level. Miss effect is not good. [COLOR=#0000ff]Ivory Rampart [/COLOR](DP) vs AC Doesn't do much damage, but creates a decent sized sustainable wall that provides cover for allies and immobilizes enemies. You do not get many wall powers so worth taking a look. [COLOR=#800080]Wrath of the Faithful [/COLOR](DP) vs AC Good damage, reliable, and you get a bonus if enemy is surrounded so you will hit with it eventually. But no leader or control effects. [COLOR=#800000][u]Wisdom Implement:[/u][/COLOR] [COLOR=#0000ff]Brilliant Censure[/COLOR] (DP) [COLOR=#ff0000]+[/COLOR][COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] vs fort Close burst that blinds (save ends) and for the rest of the encounter your allies do extra damage if they are near you. [COLOR=#ff0000][b]Drain Life[/b][/COLOR] (Hos) [COLOR=#ff0000]+ [/COLOR]Automatic necrotic damage. You take damage too. Divine Reprisal (DP) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Immediate reaction vs will Lets you help an ally by letting them spend a surge and make a save, while doing a little bit of damage. Good for when the attack really messes them up and can prevent them from going below 0 or suffering from a nasty save ends effect. Penance of Blood (DP) [COLOR=#ff0000]+[/COLOR] Gives enemies vulnerability until end of encounter and greatly increases effectiveness of other vulnerability powers. If you took lots of powers like remorse this stacks well with them and increases its rating to [COLOR=#00ccff]skyblue[/COLOR]. [COLOR=#0000ff]Purifying Fire [/COLOR](PHB) [COLOR=#008000]C [/COLOR]A Area burst 2 power that does ongoing fire damage and surge free healing for you allies next to those taking the ongoing damage. If you did not take flame strike this is similar, but with healing. Not much on a miss. Ruinous Kismet (D386) [COLOR=#008000]C [/COLOR]Vs will area burst attack that does damage and causes them to take a penalty to defense (save ends). For rest of encounter allies do 5 + cha mod damage on a miss to target.[COLOR=#800080] [/COLOR][COLOR=#00ccff]Sacred Armistice[/COLOR] (D379) Targets allies too! [COLOR=#ff0000]+[/COLOR]Large blast vs will that prevents creatures from attacking (save ends) and your healing word also buffs defenses for rest of encounter. Very powerful if you hit since unlike stun enemies don't often have a way to get out of it, but tricky to set up since you often will be going towards the end of initiative if you don't ionvest in things like battlewise and you really don't want to hit party members with this attack. Seal of Warding (PHB) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Close burst, targets will for good damage and does radiant. Creates sustainable zone of difficult terrain for your enemies that grants you and your allies cover from ranged attacks. I would take tree of creation or brilliant censure over this. [COLOR=#ff0000]Summon Black Reaper[/COLOR] (D372) [COLOR=#008000]C [/COLOR]Minor Action Fast flying summoned creature with reach that attacks AC with your wisdom, but deals necrotic damage based on your charisma. If it kills something you and one ally get surge free healing. Power says that it has reach 2 for OAs, but does not says it has threatening reach so that is your DMs call. This is an actual summons so it can be killed, but its not accuracte, wastes your standard actions, does necrotic damage, and its the only one clerics can get. [COLOR=#00ccff]Tree of Creation [/COLOR](D375)[COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Close burst vs will that does radiant damage. Sustainable zone that protects against will/psychic attacks and lets allies make saves against dazed, dominated, and stunned conditions at beginning of turn. Does a little bit of auto radiant damage. Really good effects, but situational. [COLOR=#800000][u]Wisdom Weapon:[/u][/COLOR] [COLOR=#ff0000][b]Full Eclipse[/b][/COLOR] (D386)[COLOR=#800080][b] [IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG] [/b][/COLOR]C[COLOR=#800080] [/COLOR]Requires a bow vs ac. Ok single target damage and target is blinded (save ends). This would get a better rating except that Brilliant Censure outclasses it with no bow requirement and multiple targets. [COLOR=#800080] [b]Levy of Damnation[/b][/COLOR] (HoFL) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG] [/COLOR]Vs Reflex for decent damage. You and allies get to roll twice for damage against target. Take an implement power instead. [u][COLOR=#993300][u][b]Other[/b][/u][/COLOR][/u] [COLOR=#0000ff][b]Aura of Astral Radiance [/b][/COLOR](HoFL)[COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR][COLOR=#ff0000]+ [/COLOR]Sustainable Aura 2 that autoheals bloodied allies and autodamages enemies keyed to your wisdom mod. [b]Manifestation of Wrath[/b] (HoFL) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR][COLOR=#ff0000]+ [/COLOR]Close burst 1 autodamage keyed to wisdom, and you get same number of temp hitpoints. You get +2 bonus to attack rolls for the encounter [/sblock] The toughest level to pick for cleric encounter powers. Strength clerics get Divine Phalanx as a nice movement power or Violence Betrayed for some close burst 2 dazing as the best choices. For wisdom clerics Sever the Source is an excellent vulnerability debuff and Death's Call is a very good immediate reaction close burst psychic power (my favorite of the lot). Brilliant Idea works for any melee cleric and is automatic blind in a close burst plus some ally saves. And there are other good ones besides those like enthrall, demand obedience, bastion of fanatacism, thundrous word, and winds of fury. [b]Level 17 Encounter[/b] [sblock] [COLOR=#800000][u]Strength:[/u][/COLOR] [COLOR=#0000ff][b]Bastion of Fanatacism[/b][/COLOR] (D400) Simple weapon +1 vs AC. Extra damage for 2 handed weapons. Effect reduces damage to you and an ally by half till EONT. [COLOR=#0000ff]Blinding Light [/COLOR](PHB) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Targets fort and blinds. Your only chance to blind if you are a strength pirmary cleric until level 29. This level also has Brilliant Idea so I would consider taking that instead since that is multitarget and automatic, though this does radiant damage and is fairly accurate. [COLOR=#00ccff]Divine Phalanx[/COLOR] (DP) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] vs AC The effect teleports your party so the defenders are in front of you with the ranged strikers and other squishes behind you with a power bonus to their ac and attack. Good to follow up with a close burst utility boost. Halo of Peace (DP) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] vs AC Ok Damage, but a good attack debuff. It help protects all your allies instead of the 1 sentinal strike definitely protects from damage. [COLOR=#800080]Sentinal Strike [/COLOR](PHB) Targets AC and decent damage. Reduces damage from that enemy against 1 ally to 0 until end of your next turn. Bastion of Fanatacism is usually better, [COLOR=#0000ff][b]Violence Betrayed[/b][/COLOR] (D400) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR]Close burst 2 vs ac that Dazes. Effect gives you and allies +5 bonus to damage vs dazed enemies. Extra damage for your attack if using a simple weapon.. [COLOR=#800000][u]Wisdom Implement:[/u][/COLOR] [COLOR=#0000ff]Enthrall [/COLOR](PHB) targets will for psychic damage in burst and enemies are immobilized and unable to attack you until EONT. Pre errata this was one of my favorite powers this level, but the size reduction hurts it a lot. [COLOR=#00ccff][b]Death's Call[/b][/COLOR] (HoS) Immediate Reaction in close burst 5 for psychic damage when anyone within 5 drops to 0. Allies get temp hitpoints and +2 to attack. Similar to death's surge, but a bigger area and a little more damage. [COLOR=#ff0000]Life stealing light[/COLOR] (D372) Close burst 3 that targets will, does necrotic damage and potentially grants allies a tiny bit of surge free healing. Death's call is a lot better if you want close burst, thunderous word is better if you want a standard action close implement power, and enthrall is better for divine oracles. I used to give this a black rating before some of those powers came out, but I can't think of a build that would be better off with this power at this point. [COLOR=#800080]Malediction[/COLOR] (DP) [COLOR=#ff0000]+[/COLOR] vs will Short range, weakened and dazed. The other pacifist powers are better. [COLOR=#0000ff]Prescient Boon[/COLOR] (D386) [COLOR=#ff0000]+ [/COLOR][COLOR=#008000]C[/COLOR][COLOR=#ff0000] [/COLOR]vs Will. short range and allies get to roll twice to hit target and do extra damage if they hit with both rolls of 5 + cha mod. [COLOR=#800080]Starry Snare [/COLOR](DP) vs fort [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG] [/COLOR]Very useful against certain enemies like insubstantial undead, but it immobilizes everyone. Only single target, while enthrall also immobilizes, targets will, and has better range. [COLOR=#0000ff]Thunderous word [/COLOR](PHB) [COLOR=#008000]C [/COLOR]Blast 5 of thunder damage that targets Reflex and pushes enemies 3 plus cha mod and lets your allies shift 1. Clerics do not have many ally moving powers, but this one is only ok for that. The push effect can be pretty big by this point for high charisma types. [COLOR=#800000][u]Wisdom Weapon:[/u][/COLOR] [COLOR=#0000ff][b]Demand Obedience[/b][/COLOR] (D407) Close burst that prones. Targets provoke OA if they stand up. And allies get to shift as an effect. Winds of fury is pretty close, but this has slightly better effects. Which one to pick depends on things like feat selection.[COLOR=#800080] [b]Gleeming Strike[/b][/COLOR] (nevwin) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] Very similar to obsidian shield, but that does a lot more. This does more direct radiant damage and gives you and allies some damage resistance while next to the target. [COLOR=#ff0000][b]Harmony of Blades[/b][/COLOR] (Nevwin) ranged or melee for force damage. Takes additional force damage when you or ally misses target. You can do more damage with something like sever the source or have a better effect with another power. [COLOR=#0000ff][b]Honorable Challenge[/b][/COLOR] (Nevwin) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR]An interesting defenderish power. An ally can shift away from the target and if the target willingly attacks any of your allies it is blinded. [COLOR=#0000ff][b]Obsidian Shield [/b][/COLOR](D392) vs fort and slide your enemy. Effect creates a zone where your party gets damage resistance and does extra damage. [b]Strength of the Sun[/b] (HoFL) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG] [/COLOR]Highest single target damage for level damage and as an effect you and an ally can spend a surge. Not that healing is bad, but the other powers this level have more varied effeects and at this point you should have plenty of healing. [COLOR=#0000ff][b]Winds of Fury [/b][/COLOR](HoFL) Targets enemies in a blast vs fort and knocks prone/pushes. Effect slides allies around as well. Good control power. [COLOR=#800000][u]Other:[/u][/COLOR] [COLOR=#00ccff][b]Brilliant Idea[/b][/COLOR] (Nevwin) [COLOR=#ff0000]+ [/COLOR]Autoblinds in close burst 1. Nearby allies can make a save [COLOR=#00ccff]Sever the Source[/COLOR] (DP) [COLOR=#ff0000]+[/COLOR] This is an autoeffect, but keys off of wisdom for the vulnerability and prevents healing. Use with penance of blood. There are multiple errata threads complaining that this is overpowered because it ups party DPR so much. [/sblock] Strength clerics pick between Beacon of Doom which has the potential to be a good enabling power if the target fails his saves or Holy Wrath for some good self regeneration and a +2 bonus to attacks for the encounter. For wisdom clerics Fire Storm is good fire damage for blasters, but it you have a radiant focus you will probably want Supernal Radiance more. Moment of Peace is a big "no damage" save ends debuff and Miraculous Intervention is a stunned save ends in a close burst, but with the unfortunate trigger of an ally dropping to 0. Wisdom weapon clerics want an implement power. [b]Level 19 Daily[/b] [sblock] [COLOR=#800000][u]Strength:[/u][/COLOR] [COLOR=#00ccff]Beacon of Doom[/COLOR](DP) vs AC A Warlordish power that can be good if you have lots of people who can make good basic attacks. It does just a little damage and half that on a miss. The effect is a big penalty to defense (save ends with a penalty) and your allies get to make a series of basic attacks against it. Greater Augment of War (D384) 5+ str mod bonus damage to ally's weapon and the hit enemy is slowed and grants CA to you. [COLOR=#00ccff]Holy Wrath [/COLOR](PHB) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] This was updated to make it a weapon power vs AC for close burst radiant damage. Gives you regeneration 10 and +2 power bonus on attacks for rest of encounter so all clerics can find this effect useful. Indomitable Spirit (PHB) Vs AC for ok damage. Lets everyone, including you, within 5 squares heal as if they spent a healing surge as an effect. [COLOR=#ff0000]Necrotic Transference[/COLOR] (D372) [COLOR=#008000]C [/COLOR]Vs Will and does most single target damage. On hit lets one ally regain a healing surge. Indomitable spirits effect is significantly better since it is as if everyone nearby spent a healing surge, even if you miss. You will hit more with this and possibly do more damage, but it is not worth it. [COLOR=#0000ff]Realm of Battle [/COLOR](DP) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] vs AC Single target attack that creates a close burst 3 zone that gives a +1 power bonus of ac and attack to you and your allies, does some auto radiant damage, and enemies provoke OA on a shift. [COLOR=#800000][u]Wisdom:[/u][/COLOR] [COLOR=#00ccff]Fire Storm [/COLOR](PHB) area 3 burst vs Reflex for fire damage. Sustainable zone of fire that autodamages enemies who end their turn in the zone. No effect besides damage and not very leadery, but its a lot of party friendly damage. [COLOR=#ff0000]Knight of Glory [/COLOR](PHB) Conjure knight that targets AC for damage. Minor to sustain and repeats the attack. [COLOR=#0000ff]Miraculous Intervention[/COLOR] (DP) [COLOR=#ff0000]+[/COLOR] Immediate interrupt vs will. Let an ally that drops to ) heal as if they spent a surge and attack enemies in close burst 2 stunned save ends. Tbat is a mighty powerful effect, but an ok trigger. Moment of Peace will more likely prevent an ally from dropping in the first place. [COLOR=#00ccff]Moment of Peace [/COLOR](DP) [COLOR=#ff0000]+[/COLOR] vs will Blast 5 attacks deal no damage (save ends) or for until end of your next turn if you miss. [b]Shakles of the Grave[/b] (Hos) vs fort in blast. [b]TARGETS ALLIES TOO[/b] for necrotic damage. Similar to level 5 Servitude in Death since first enemy to die while in the zone becomes your dominated servant, but you don't get to pick which enemy this effects. [COLOR=#0000ff]Supernal Radiance [/COLOR](DP) [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/COLOR] vs will Radiant damage in a large close burst. Effect is ongoing radiant damage/stops enemies from being concealed save ends. [u][COLOR=#993300][u][b]Wisdom Weapon: [/b][/u][/COLOR][/u] [COLOR=#800080][b]Gaze of the Sun[/b][/COLOR] (HoFL): [COLOR=#0000ff][IMG]/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG] [/COLOR][COLOR=#ff0000]+ [/COLOR][b]Targets allies as well. [/b]Blast 5 vs reflex that does 20 ongoing damage (10 on a miss) and while taking the damage they can't hide/have concelament/be invisible. Supernal Radiance is very similar and almost always better, although sometimes this will do more damage and won't trigger the pacifist stun. [COLOR=#800000][u]Other:[/u] [/COLOR][COLOR=#800080][b]Wrathful Judgement[/b] [/COLOR](HoFL) [COLOR=#ff0000]+ [/COLOR]When the enemy you pick damages an ally, you can as an immediate interrupt deal half the damage to the enemy.[COLOR=#800000] [u]Strength or Wisdom Implement:[/u][/COLOR] [b]Breath of the Raven Queen[/b] (D380) [b]TARGETS ALLIES![/b] Implement close blast 5 vs fort for cold damage and immobilized save ends. Strength clerics might want this for variety if they happen to have a good weapon/implement since they might be at the forefront of the party anyway, but its too bad they get this at this high of a level. If target fail saves they become restrained and then take ongoing necrotic. Moment of peace and Firestorm are both better choices for most ranged clerics. [/sblock] [/QUOTE]
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Holy Smoke! A Cleric's (Templar's) Handbook (by GelatinousOctahedron)
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