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General Tabletop Discussion
Character Builds & Optimization
The Best Class/Build for My Party's Leader?
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<blockquote data-quote="Nifft" data-source="post: 5406386" data-attributes="member: 6562"><p>Since you have two non-melee attackers in your party, I think you'll get better mileage out of effects that don't rely on melee attacks.</p><p></p><p>Righteous Brand can be awesome in the right party, but in this party it only works if the Fighter is in the right position. It basically means your Cleric and the Fighter both are focused on one foe at a time, while the Sorcerer and Wizard are left to fend for themselves.</p><p></p><p>Consider this mid-range melee-friendly build:</p><p></p><p><strong>Dwarf Cleric</strong>, all attacks use Wisdom.</p><p>I'd take Healer's Mercy over Turn Undead unless you think undead will figure heavily in the campaign.</p><p></p><p>At-Wills:</p><p>- Sonnlinor's Hammer (<em>Wisdom-based melee basic attack</em>)</p><p>- Astral Seal (<em>mid-range focused fire</em>)</p><p></p><p>Encounter:</p><p>1 - Divine Glow (<em>the attack bonus stacks with Astral Seal's penalty</em>)</p><p>3 - Hymn of Resurgence (<em>another defense penalty, which stacks</em>)</p><p>7 - Wrathful Lightning (<em>re-position the Defender or yourself</em>)</p><p></p><p>Daily:</p><p>1 - Beacon of Hope (<em>the +5 healing enhances Astral Seal and your own Second Wind</em>)</p><p>5 - Consecrated Ground (<em>nobody dies this fight, guaranteed</em>)</p><p>9 - Astral Defenders <u>or</u> Blade Barrier (<em>the latter if the Wizard and Sorcerer have a lot of push or slide effects</em>)</p><p></p><p>Utility:</p><p>2 - Armor of Faith (<em>when an enemy is picking on one PC's weak defense</em>)</p><p>6 - Bastion of Healing <u>or</u> Gift of Good Fortune</p><p>10 - Shielding Word <u>or</u> Recall Ally</p><p></p><p>Basically, play as a Pacifist Cleric when you can, or as a secondary melee blocker when you can't. </p><p></p><p></p><p>The place where things get interesting is your Paragon Path: you take <strong>Warpriest</strong>. Now you can Mark with any at-will melee attack power (i.e. Sonnlinor's Hammer), and your Mark grants you a free opportunity attack (i.e. Sonnlinor's Hammer). Pick up magic items which boost your opportunity attacks or melee basic attack: they're your main contribution to melee combat, and your main threat as a secondary Defender.</p><p></p><p></p><p>For Feats, there are some things to consider:</p><p></p><p>1/ Can you count on your DM to give you a specific magic item?</p><p>Yes = Dwarven Weapon Training (and put "+2 Disrupting Mordenkrad" on your wishlist)</p><p>No = Symbol of the Sonnlinor (and feel bad about losing the extra damage, or take both)</p><p></p><p>2/ How much of a Defender do you want to be?</p><p>VERY = Battlefield Awareness, Wary Fighter, Hammering Iron</p><p>Not so much = Coordinated Explosion, Shield the Fallen, Quick Steps</p><p></p><p>3/ You want a bonus to both weapon and implement attacks using a hammer (or axe or mace, but I recommend a hammer). The cheapest way to get both is Versatile Expertise, but that increases at levels 15 and 25 (rather than 11 and 21). Look at all your Expertise options carefully.</p><p></p><p>4/ At Paragon tier, you must take Dwarven Durability. It's so good it should not be optional. I also like Justice Hammer, since you'll be making a lot of at-will attacks (because of your Mark), and because it means you won't feel sad if you crit with Astral Seal (usually depressing because no damage -> no extra damage).</p><p></p><p></p><p>Magic Items:</p><p><strong>Mordenkrad of Disruption</strong> - eat justice, evildoer!</p><p><strong>Rushing Cleats</strong> - if you took the Hammering Iron feat.</p><p><strong>Bracers of Mighty Striking</strong> - a cheap, solid bonus.</p><p><strong>Helm of Opportunity</strong> - another cheap, solid bonus.</p><p><strong>Moradin's Blessing of Iron</strong> - go ahead, Pull me.</p><p><strong>Armor</strong> - Healer's Armor has been nerfed, so pick anything else.</p><p><strong>Brooch of the Healer</strong> - has NOT been nerfed, so it's still awesome.</p><p></p><p></p><p>If the tactics & synergies of this build aren't obvious, let me know, I can explain stuff.</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 5406386, member: 6562"] Since you have two non-melee attackers in your party, I think you'll get better mileage out of effects that don't rely on melee attacks. Righteous Brand can be awesome in the right party, but in this party it only works if the Fighter is in the right position. It basically means your Cleric and the Fighter both are focused on one foe at a time, while the Sorcerer and Wizard are left to fend for themselves. Consider this mid-range melee-friendly build: [b]Dwarf Cleric[/b], all attacks use Wisdom. I'd take Healer's Mercy over Turn Undead unless you think undead will figure heavily in the campaign. At-Wills: - Sonnlinor's Hammer ([I]Wisdom-based melee basic attack[/I]) - Astral Seal ([I]mid-range focused fire[/I]) Encounter: 1 - Divine Glow ([I]the attack bonus stacks with Astral Seal's penalty[/I]) 3 - Hymn of Resurgence ([i]another defense penalty, which stacks[/i]) 7 - Wrathful Lightning ([i]re-position the Defender or yourself[/i]) Daily: 1 - Beacon of Hope ([i]the +5 healing enhances Astral Seal and your own Second Wind[/i]) 5 - Consecrated Ground ([i]nobody dies this fight, guaranteed[/i]) 9 - Astral Defenders [u]or[/u] Blade Barrier ([i]the latter if the Wizard and Sorcerer have a lot of push or slide effects[/i]) Utility: 2 - Armor of Faith ([i]when an enemy is picking on one PC's weak defense[/i]) 6 - Bastion of Healing [u]or[/u] Gift of Good Fortune 10 - Shielding Word [u]or[/u] Recall Ally Basically, play as a Pacifist Cleric when you can, or as a secondary melee blocker when you can't. The place where things get interesting is your Paragon Path: you take [b]Warpriest[/b]. Now you can Mark with any at-will melee attack power (i.e. Sonnlinor's Hammer), and your Mark grants you a free opportunity attack (i.e. Sonnlinor's Hammer). Pick up magic items which boost your opportunity attacks or melee basic attack: they're your main contribution to melee combat, and your main threat as a secondary Defender. For Feats, there are some things to consider: 1/ Can you count on your DM to give you a specific magic item? Yes = Dwarven Weapon Training (and put "+2 Disrupting Mordenkrad" on your wishlist) No = Symbol of the Sonnlinor (and feel bad about losing the extra damage, or take both) 2/ How much of a Defender do you want to be? VERY = Battlefield Awareness, Wary Fighter, Hammering Iron Not so much = Coordinated Explosion, Shield the Fallen, Quick Steps 3/ You want a bonus to both weapon and implement attacks using a hammer (or axe or mace, but I recommend a hammer). The cheapest way to get both is Versatile Expertise, but that increases at levels 15 and 25 (rather than 11 and 21). Look at all your Expertise options carefully. 4/ At Paragon tier, you must take Dwarven Durability. It's so good it should not be optional. I also like Justice Hammer, since you'll be making a lot of at-will attacks (because of your Mark), and because it means you won't feel sad if you crit with Astral Seal (usually depressing because no damage -> no extra damage). Magic Items: [b]Mordenkrad of Disruption[/b] - eat justice, evildoer! [b]Rushing Cleats[/b] - if you took the Hammering Iron feat. [b]Bracers of Mighty Striking[/b] - a cheap, solid bonus. [b]Helm of Opportunity[/b] - another cheap, solid bonus. [b]Moradin's Blessing of Iron[/b] - go ahead, Pull me. [b]Armor[/b] - Healer's Armor has been nerfed, so pick anything else. [b]Brooch of the Healer[/b] - has NOT been nerfed, so it's still awesome. If the tactics & synergies of this build aren't obvious, let me know, I can explain stuff. Cheers, -- N [/QUOTE]
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