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The White Mage
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<blockquote data-quote="Veep" data-source="post: 6743797" data-attributes="member: 6793297"><p><strong>Originally posted by Nausicaa:</strong></p><p></p><p>Items of note & strategy tips</p><p></p><p>I'm not going to put here each piece of equipment and weapon written for the cleric. There are many sources for this, expecially the Cleric Handbook. What i'm going to do is a discussion about some enchants, a readable guide and not only a list of items. I'll put in bold the best choices without having to rate each item.</p><p></p><p>If you want to take a look to a more complete (and better) Item Handbook you may want to check Soulliard's Let's Accesorize!(x)</p><p></p><p><span style="font-size: 12px"><strong>Items of Note for Healics</strong></span></p><p></p><p><strong>Armor Enchants</strong></p><p>[sblock]</p><p></p><p>At higher level you may want to take scale armor (or even plate armor) feats. It's an understandable choice, and is what i actually did, but this comes at a price. In fact the best true "leader" armor enchants are on chain and hide. Scale and Plate enchants are usually more defensive, usually made for defenders.</p><p></p><p>I used, during my chareer, 3 types of armor: in the heroic tier, a classical dwarven (PHB) chainmail and finemail. In the paragon tier, to level 23, a Curseforged (PHB) Stormscale and Wyvernscale armor. Then, from level 23, a +5 and +6 Mind (AV2) Armor. These 3 types are very good defensive enchants. Mind armor is good if you face, like i did, many psychic-damage offenders. Plus, these superior scale mail gives, at higher levels, +1 or +2 bonus to fortitude, which was really enjoyable and i daresay needed.</p><p></p><p>Some very good healing-boosting enchant only found on chain are: exalted (PHB), healer's (av2) and expecially these two at higher level: Shared Valor (PHB2) and Shared Health (AV2): the latter is a level 30 enchant, so you won't miss it a lot <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> The first instead is very good because it heals you when you heal another character: it goes only with temp hp, though. </p><p></p><p>Some very good scale enchants (most found also on chain, if you really want them) are: Champion's Hauberk (AV2) is the armor of the champion item set and lets you expend an healing word use for a CD use. This is not always a good choice, but it goes combo with Reverent Mettle.</p><p></p><p>I also like very much Scales of the Serpent (AV2, expecially in higher tiers), teleporting armor (av2), soulwarding armor (av), deflection armor (av), heartening armor (av), reinforcing armor (av).</p><p></p><p>Salubrious Armor (AV) is <u>CRAZY</u> when coupled with Assured Healing.</p><p></p><p>Last but not least i point out Bolstering Armor from Adventurer's Vault: it's high level, but this is the best "true leader effect" enchant for Scale Users.</p><p></p><p>[/sblock]</p><p></p><p><strong>Weapon Enchants</strong></p><p>[sblock]</p><p></p><p>There's not much discussion here. I used a healer's mace and a light (and in epic heavy) shield.</p><p></p><p>If you don't want to use a shield you can go for 2 superior weapons, the parrying dagger (AV) or the cutting wheel (EPG). The enchant for these two weapons is the same: Rhythm Blade (AV2 page 97). </p><p></p><p>The differences between the choice of mace of healing + shield or mace of healing + rhythm blade are few. You spend 1 more feat (for heavy shield only) and you have to put a starting 13 (12 or even 11 if you want to go for light shields). But you will have a more decent fortitude (+3 bonus), a +1 bonus to reflex and the access to shield enchants (which are very good)</p><p></p><p>Your main hand will have always a Mace of Healing (AV). You have no other choices, it's too good. You can possibly wield a holy healer's weapon, but you'll miss the extra healing on astral seal. In the CB you can find it under "Weapon of Healing"</p><p></p><p>[/sblock]</p><p></p><p><strong>Holy Symbols</strong></p><p>[sblock]</p><p></p><p>Mmm, there are too many choices here. I like to go simple when things get complicated: Symbol of Shared Healing (AV2) is lovely, Symbol of Victory (PHB) is even nicer if you have many nova enablers, Symbol of Sustenance (AV) is terrifying for going combo with your vulnerabilities or stun effects. These are my favourites, expecially the latter at higher-paragon and epic levels.</p><p></p><p>Other good choices: champion's symbol (av2), symbol of divine reach (av), symbol of defense (av2), symbol of hope (phb, if you don't have mark of healing), symbol of reflection (av2), symbol of divinity (av, go combo with Rev.mettle).</p><p></p><p>The superior implement property will be 99% accurate, but some of you may also like Distant, since you're not made to be in melee constantly.</p><p></p><p>[/sblock]</p><p></p><p><strong>Neck Slot</strong></p><p>[sblock]</p><p></p><p>Do you think <u>YOU</u> have a choice? No. You don't have it. You are in the BIG BROTHER and you will WATCH TV.</p><p></p><p>Ok, stop pranks. Get that Healer's Brooch (AV) and be grateful of its existance.</p><p></p><p>[/sblock]</p><p></p><p><strong>Arms Slot</strong></p><p>[sblock]</p><p></p><p>This is where the shield choice really shines. While there are really few good bracers available for the healic (we can't obiouvsly use executioner's bracers or iron armbands of power like all other characters) the choices for shield are many and excellent. </p><p></p><p>The best is in my opinion the Healer's Shield (AV), but also Shield of Fellowship (AV), Battleforged Shield, Shimmerlight and Hypnotic Shield (all in AV) are lovely.</p><p></p><p>Good bracers are, instead, Bracers of Respite and bracers of bold maneuvering, both from AV. Bracers of Defense (PHB) and Charm Bracelet (AV2) are also workable.</p><p></p><p>[/sblock]</p><p></p><p><strong>Feet Slot</strong></p><p>[sblock]</p><p></p><p>I advise you i'm a little partial towards +speed boots, because they're really really better in gameplay than what they seem on paper. </p><p></p><p>So, i like Battlestrider Greaves (PHB) and the higher level partner Boots of Speed (AV), and the higher and higher level option Sandals of Avandra (AV). The second are much more stronger (and much more expensive). The third adds at-will shifting and a round of free movement per encounter (and costs 625k).</p><p></p><p>A very good alternative option are Boots of Quickness (AV) for those who don't really like to have abysmal Reflex defense, and Phantom Chaussures (AV2) for gaining concealment at-will.</p><p></p><p>[/sblock]</p><p></p><p><strong>Hands Slot</strong></p><p>[sblock]</p><p></p><p><strong>Gloves of the Healer (AV)</strong> are still a very good choice (they don't work on astral seal, as usual). I like also the Lay on Hands daily effect. If you don't want to boost your healing you have other choices to make: <strong>Gloves of the Camaraderie (AV)</strong> are nice if you don't have mark of healing. <strong>Gloves of Accuracy (AV)</strong> are great to hit skirmishers and lurkers. <strong>Gloves of the Wandering Star </strong>(AV2) add range to your powers. </p><p>Finally, if you don't care about gloves but you want to wear 3 rings, you may take M<strong>any-Fingered Gloves (AV2)</strong></p><p></p><p>[/sblock]</p><p></p><p><strong>Head Slot</strong></p><p>[sblock]</p><p></p><p>You have many choices in this slot. If you want to grant saves, again, you may want <strong>Crown of Equilibrium (AV2)</strong>. Helm of Battle (PHB) is good because you don't give iniitative bonus. Helm of Ghostly Defense (PHB) is nice if you face many demons/undeads. Iron of Spite (PHB) is a strong disincentive to damage you, but is a bit expensive. Circle of Mental Onslaught (AV) is a daily +1 bonus to wisdom attacks. <strong>Eagle Eye Goggles (AV)</strong> are good for most higher level powers.</p><p>Finally <strong>Phrenic Crown (AV),</strong> while nerfed, can help you often because you have many Will attacking (save end) effects.</p><p></p><p>[/sblock]</p><p></p><p><strong>Rings</strong></p><p>[sblock]</p><p></p><p>One ring is needed, at least from epic tier: <strong>ring of tenacious will (AV)</strong> help you to get those 4-5 more surges. I also like Alliance Band (AV2, horde sucks!) expecially with coupled with r. of ten. will to get another Lay on Hands effect. Finally Luminary Ring (AV) again helps your healing.</p><p></p><p>[/sblock]</p><p></p><p><strong>Waist slot</strong></p><p>[sblock]</p><p></p><p>I used <strong>Cord of Divine Favor (AV)</strong>. There's always the classical <strong>Belt of Vim (Player's Handbook)</strong>. </p><p></p><p>You want that your defender wear a Cincture of Vivacity.</p><p></p><p>[/sblock]</p><p></p><p><strong>Wondrous Items</strong></p><p>[sblock]</p><p></p><p>Solitaires are nice, as tattoo, but are expensive (nice, not mandatory). I like <strong>Battle Standard of Healing (AV)</strong> to heal better out of combat without taking restful healing. <strong>Shining Sundial (AV2)</strong> is nice when you have to use Sacred Flame</p><p></p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>General & Strategy Tips for healics</strong></span></p><p></p><p><strong>General Healic Features</strong></p><p>[sblock]</p><p>The cleric is not an hard class to play. Probably the cleric is the easiest Leader in the game: you have the tools to heal better than anyone else, you have the tool to make people save from bad things and you can buff your allies as few other leaders can do. Furthermore, you don't have to worry about granting movement, and, expecially, actions: action granting means that you have to build the party to be effective with the attacks you are granting. </p><p></p><p>The healic retains some of these qualities: you have even better healing, and you debuff much better than the classical ranged cleric, because you give up damage for that.</p><p>Dealing damage is something you can do, sometimes, if you want. Your save granting at will, sacred flame, deals a bit of damage, and radiant damage to boot (which opens some cool options in the epic tier). Some higher level dailies and encounters deal damage: i thinked a lot before supporting the viability of high level healics (level 25-30) because classical damage dealing powers are usually superior choices. Now, that these questions are out of order, because i actually analyzed all higher level powers, and tried them in game, i found that the only really superior damaging choice is the Enthrall daily at level 25.[/sblock]</p><p></p><p><strong>Party Composition for Healics</strong></p><p>[sblock]</p><p>The healic is one of the best choices for the leader slot when your party is composed in one of these ways:</p><p>1) A party with many strikers with no controllers</p><p>2) A party with many glass cannons</p><p>3) Your players are new to D&d</p><p>4) You have a large party which already has a non-healing focused leader (a tactical Warlord, for example)</p><p>5) You don't have a defender</p><p>6) You don't know what other players will play</p><p></p><p>The 1) situation is classical: who doesn't like to play a striker? Player 1, Tim, choose the Ranger! Player 2, Josh, choose the rogue. Player 3, Mafalda, choose a monk. Player 4, Christian, who has pity on you (the designated leader player) choose a sturdy warden. You have to fulfill the following roles: a leader that is possibly ranged (because ALL characters are melee), that heals like there's no tomorrow and that possibly has an hint of control. The skirmisher warlord isn't a great healer, the bard neither, the artificer is viable but you fear TPK. So you may want easily to choose the healic.</p><p>2) A party with 2-3 fragile strikers is perfect for your skills. The classical party composed of many mobile but fragile strikers (assassin, for example, or a not too smart cha-lock) needs extra healing that only you can offer and when enemies can't attack it's difficult for them to deal damage. </p><p>3) If your fellow players are new to d&d, then it's better if you take the leader's role. Since they will probably adopt many "go and charge" strategies, a good font of healing may be needed</p><p>4) This was my case. My party was composed by 6 players, and there was an offensive leader (panther shaman). Since there was no chance to make other players MC to leader classes for extra healing, i played for the first time the healic (and i loved it)</p><p>5) If your sturdiest character is the rageblood barbarian, you may, again, want some healing to offset the extra damage random people will take</p><p>6) This is the usual LFR situation. Going defensive won't ruin other player's day and the healic is universally loved.[/sblock]</p><p></p><p><strong>Choosing Powers</strong></p><p>[sblock]</p><p>As i already said, since your powers won't deal damage, keeping low level powers isn't automatically a bad choice. For example, you can specialize in "deleting" enemy targets, with the choice of many "can't attack" or "banish" powers like Rebuke Violence and Sacred Armistice. You can, instead, keep the low level line -def/-attack Bane-Denunciation-Iron to Glass. </p><p></p><p>We can outline three (plus one) common power lines:</p><p>1) -hit/-defense line is commonly defined by astral seal - bane - denunciation line: these are very good powers at all levels, since these scale with your charisma. You will obiouvsly keep astral seal during all your chareer. Keeping also one between bane and denunciation isn't really a bad choice. Iron to Glass, instead, doesn't cover this section.</p><p>2) "you can't attack" power line is defined by Rebuke Violence - Moment of Peace - Word of Deterrence and the general features in Messenger of Peace PP. This is a very strong all around power line, capable of deleting completely one enemy. The real strength of these powers is that you can continue to hit the target enemy, but he can't hit you back. The only real chance to live, for him, is fleeing, which is another lose-lose position (if he flees, he will be found and killed alone).</p><p>3) vulnerability power line is the last: its powers are remorse - brilliant censure and sewer the source. All good choices, all great powers. Just remember that vulnerabilities don't stack and use them carefully. Brilliant Censure isn't really a vulnerability power, since it augments damage done by players without actually debuffing enemies, but i've put it here for semplicity.</p><p>4) These are the other effects not tied to any of the lines. Powers that are strong di per se without being in combo with any other power: Moment of Glory, Consecrated Ground, and the high level power Seal of Binding, Healer's Reproof and Enforced Surrender. These are general extremely good powers that you may want to fill the lines of your power selection.</p><p></p><p>You will have 8 powers to choose: a 2/2/2/2 is a common route. However, since you are a leader, the choice is usually dependant from your party: a party composed principally by high chance of hit strikers (Avengers, Rogues, optimized Warlocks) and will-focusing controllers like Illusion Wizards and telepath Psions can use the Vulnerability power line better than a party that uses many bruisers (Battleragers, Rangers and Barbarians) who may need an help to hit.[/sblock]</p><p></p><p><strong>Know Your Strengths</strong></p><p>[sblock]</p><p></p><p>Defenses: I didn't hide my personal preference for Messenger of Peace. One of its best features is the -2 hit aura and the +2 to all defenses when you use a non-damaging power (always). You will become a truly defensive character, capable of reaching easily 51-52 (!) "real" AC versus melee attacks at level 30, when coupled with assured healing and salubrious armor OR Vow of Nonviolence. This is defender level AC, or good avenger AC.</p><p></p><p>Total HP isn't great, standard for leaders. If you took the scale/light shield (or heavy shield) you will have 15-16 Constitution by epic tier. You will have, though, a great number of healing surge, because you will use ring of tenacious will (it was probably made for chaladins, but you are grateful for this item). This ring is rated gold: not using it will gimp your total surges, giving difficulties to your party. </p><p> </p><p>Healing word and healer's mercy: 2/encounter, 3/encounter from 16th level, your healing word is the strongest leader healing in the game. As i already said, you may want to use it only when your target is at 25-30% hp. In epic tier you will have Supreme Healer and you will heal 2 targets with a single Word use.</p><p>From paragon tier you can take the Gambler's Word feat which enables a 4th use of healing word: it is good, and you crit quite often because you have many multiattack (aoe) powers. With Defensive Healing word and Shielding Word the target becomes unhittable for one round, even if they were nerfed (i add "nerfed to human values").</p><p>Healer's Mercy, instead, is the AOE version of Healing Word. It's good but it targets only Bloodied Allies. I used it rarely, but its real use depends from party composition. As an effect, you are weakened. You can exploit this weakening effect to use your damaging powers, if you have them immediately after healer's mercy. Check out "know your weakness" section to know more about damaging powers.</p><p></p><p>[/sblock]</p><p></p><p><strong>Know your Weaknesses (and how to circumvent them)</strong></p><p>[sblock]</p><p></p><p>First of all, check out your at wills: in fact you don't have two non-damaging at wills. If you don't want to deal damage at all (maybe for fluff reasons, or whatever) you can take only astral seal. This will be addressed (hopefully) in future dragon magazines/splat books, since the healic is becoming the most iconic cleric build (even if i think that the classical radiant damage ranged cleric has very little to envy to the healic).</p><p></p><p>Your ability to give saving throws is directly dependant from the enemies hp. In fact if you don' thit with sacred flame, you won't give a save. There are many solutions for this issue: the best is mark of healing, obviously, but expecially higher level prayers will give out many saves, or the feat Merciful Power for example... and if an enemy can't attack you you can recover easily from the stunning. </p><p></p><p>Another issue is your movement: you don't have any movement granting power, and you are usually in heavy armor. This means you will probably be very slow, unless you go elf or choose to wear immediately the battlestrider greaves (which costs 13k gold, by the way). </p><p>So, you may want to spend your standard action charging a random enemy sometimes: you will charge him and bash him with your mace. Possibly don't charge a bloodied enemy. I did this maneuver sometimes, expecially against minions: it's tactically rewarding and fun, and can help flanking. At higher level you won't miss very much from losing the standard action because there are feats that let you heal as immediate interrupt (like Reactive Healing).</p><p></p><p>Tied to your movement issue there's the range issue, or positioning issue: most cleric powers will have a crappy 5 square range, and you have a bunch of burst 1-2-3 prayers. These have to be used carefully, since you don't want to stay too much in melee, but you don't want to be far from your defender. The usual choice is to stay exactly behind or adjacent to your defender. This can help him to save you when you're attacked and lowers the chance you will be shifted+charged (which is actually the bane of all defenders except swordmages and hospitalers). This is also great because both of you can't be flanked. Obiouvsly when you face many ranged-enemies or controllers this can be counter-productive, but you have to use your brain. </p><p>Naturally you want to put as many allies as you can in your burst/blast powers: in fact all cleric powers are not only friendly-aoe but also have a positive effect for ally caught in the power's area. If you want to be a good ranged cleric you may want to try and play a wizard: as a wizard you have to avoid to catch allies in your burst/blasts. As a cleric, instead, you have to get all of them: it isn't easy but you will find the best timing to set up your encounter/daily bombs. </p><p> </p><p>[/sblock]</p><p></p><p><strong>Sample Build</strong></p><p>[sblock]</p><p>This is a sample build i created in a little time of rest. </p><p></p><p>Aeris Gainsborough, level 30</p><p>Kalashtar, Cleric, Messenger of Peace, Saint</p><p>Shielding Cleric</p><p>Versatile Expertise: Versatile Expertise (Mace)</p><p>Versatile Expertise: Versatile Expertise (Holy Symbol)</p><p>Divinity: Arawai, Sovereign Host</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 14, Con 14, Dex 12, Int 10, Wis 26, Cha 26.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 12, Con 12, Dex 10, Int 8, Wis 18, Cha 18.</p><p></p><p>HP 169 Surges 15 Surge Value 42</p><p></p><p>Initiative: 15+1= +19</p><p></p><p><strong>AC 43</strong> = 10 base +15 levels +12 titanscale armor +1 light shield + 6 enhancement (true ac <strong>47-48</strong> with -2 hit aura and +2 to all defenses from features and/or from Salubrous Armor)</p><p></p><p><strong>Fortitude 43 </strong>= 10 base + 15 levels + 2 mod + 2 titanscale armor + 4 epic fortitude + 2 saint + 6 neck + 2 robust defenses (<strong>47</strong> with -2 hit aura and +2 to all defenses from features)</p><p></p><p><strong>Reflex 37 </strong>= 10 base + 15 levels + 1 mod + 1 light shield + 2 saint + 6 neck + 2 robust defenses (<strong>41</strong> with -2 hit aura and +2 to all defenses from features)</p><p></p><p><strong>Will 43 </strong>= 10 base + 15 levels + 2 class + 8 mod + 2 saint + 6 neck + 2 robust defenses (<strong>47</strong> with -2 hit aura and +2 to all defenses from features, see bastion of mental clarity 1/encounter)</p><p></p><p>TRAINED SKILLS</p><p>Diplomacy +32 Heal +28 Insight +30 Religion +20 </p><p></p><p>LANGUAGES: Common, Telepathy 5</p><p></p><p>FEATS</p><p></p><p>1 Pacifist Healer</p><p>2 Versatile expertise (Mace/Holy Symbol)</p><p>4 Superior Implement Training</p><p>6 Defensive Healing Word</p><p>8 Arawai's Abundance </p><p>10 Pacifist's Reward</p><p>11 Healer's Implement</p><p>12 Paragon Defenses (Retrained to Robust Defenses at level 21)</p><p>14 Assured Healing</p><p>16 Armor Proficiency (Scale)</p><p>18 Shield Proficiency (Light)</p><p>20 Gambler's Word</p><p>21 Divine Mastery</p><p>22 Supreme Healer</p><p>24 Glorious Channeler</p><p>26 Shared Healing</p><p>28 Beatific Healing</p><p>30 Epic Fortitude</p><p></p><p>POWERS</p><p>At wills: Astral Seal, Sacred Flame</p><p></p><p>Encounter: Denunciation, Pacify, Remorse, Healer's Reproof</p><p></p><p>Dailies: Blade Barrier, Brilliant Censure, End to strife, Enforced Surrender</p><p></p><p>Utilities: Bastion of Mental Clarity (racial), Healing Word (3x encounter), Channel Divinity (Arawai's Abundance, Healer's Mercy, Divine Fortune: 2X encounter), Return from the death's door, Stream of life, Reverent Mettle, Peacemaker Pronouncement, Astral Shield, Clarion Call of the Astral Sea, Sanctified Revival</p><p></p><p>ITEMS (expected gold= 10,000,000 GP) Spent 9.997.000</p><p>+6 mace of healing, +6 salubrous titanscale armor, +6 Accurate Symbol of Shared Healing +6 healer's brooch, Healer's shield (paragon tier), Boots of Speed, Gloves of the Healer (Epic tier), Phrenic Crown (Heroic Tier), Ring of Tenacious Will, Alliance Ring, Cord of Divine Favor, Tattoo of the Escape Artist, Solitaire (Citrine), Battle Standard of Healing, Dice of Auspicious Fortune, Silver sand (Paragon) x8, Restful Bedroll</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Veep, post: 6743797, member: 6793297"] [b]Originally posted by Nausicaa:[/b] Items of note & strategy tips I'm not going to put here each piece of equipment and weapon written for the cleric. There are many sources for this, expecially the Cleric Handbook. What i'm going to do is a discussion about some enchants, a readable guide and not only a list of items. I'll put in bold the best choices without having to rate each item. If you want to take a look to a more complete (and better) Item Handbook you may want to check Soulliard's Let's Accesorize!(x) [Size=3][b]Items of Note for Healics[/b][/size] [b]Armor Enchants[/b] [sblock] At higher level you may want to take scale armor (or even plate armor) feats. It's an understandable choice, and is what i actually did, but this comes at a price. In fact the best true "leader" armor enchants are on chain and hide. Scale and Plate enchants are usually more defensive, usually made for defenders. I used, during my chareer, 3 types of armor: in the heroic tier, a classical dwarven (PHB) chainmail and finemail. In the paragon tier, to level 23, a Curseforged (PHB) Stormscale and Wyvernscale armor. Then, from level 23, a +5 and +6 Mind (AV2) Armor. These 3 types are very good defensive enchants. Mind armor is good if you face, like i did, many psychic-damage offenders. Plus, these superior scale mail gives, at higher levels, +1 or +2 bonus to fortitude, which was really enjoyable and i daresay needed. Some very good healing-boosting enchant only found on chain are: exalted (PHB), healer's (av2) and expecially these two at higher level: Shared Valor (PHB2) and Shared Health (AV2): the latter is a level 30 enchant, so you won't miss it a lot :D The first instead is very good because it heals you when you heal another character: it goes only with temp hp, though. Some very good scale enchants (most found also on chain, if you really want them) are: Champion's Hauberk (AV2) is the armor of the champion item set and lets you expend an healing word use for a CD use. This is not always a good choice, but it goes combo with Reverent Mettle. I also like very much Scales of the Serpent (AV2, expecially in higher tiers), teleporting armor (av2), soulwarding armor (av), deflection armor (av), heartening armor (av), reinforcing armor (av). Salubrious Armor (AV) is [u]CRAZY[/u] when coupled with Assured Healing. Last but not least i point out Bolstering Armor from Adventurer's Vault: it's high level, but this is the best "true leader effect" enchant for Scale Users. [/sblock] [b]Weapon Enchants[/b] [sblock] There's not much discussion here. I used a healer's mace and a light (and in epic heavy) shield. If you don't want to use a shield you can go for 2 superior weapons, the parrying dagger (AV) or the cutting wheel (EPG). The enchant for these two weapons is the same: Rhythm Blade (AV2 page 97). The differences between the choice of mace of healing + shield or mace of healing + rhythm blade are few. You spend 1 more feat (for heavy shield only) and you have to put a starting 13 (12 or even 11 if you want to go for light shields). But you will have a more decent fortitude (+3 bonus), a +1 bonus to reflex and the access to shield enchants (which are very good) Your main hand will have always a Mace of Healing (AV). You have no other choices, it's too good. You can possibly wield a holy healer's weapon, but you'll miss the extra healing on astral seal. In the CB you can find it under "Weapon of Healing" [/sblock] [b]Holy Symbols[/b] [sblock] Mmm, there are too many choices here. I like to go simple when things get complicated: Symbol of Shared Healing (AV2) is lovely, Symbol of Victory (PHB) is even nicer if you have many nova enablers, Symbol of Sustenance (AV) is terrifying for going combo with your vulnerabilities or stun effects. These are my favourites, expecially the latter at higher-paragon and epic levels. Other good choices: champion's symbol (av2), symbol of divine reach (av), symbol of defense (av2), symbol of hope (phb, if you don't have mark of healing), symbol of reflection (av2), symbol of divinity (av, go combo with Rev.mettle). The superior implement property will be 99% accurate, but some of you may also like Distant, since you're not made to be in melee constantly. [/sblock] [b]Neck Slot[/b] [sblock] Do you think [u]YOU[/u] have a choice? No. You don't have it. You are in the BIG BROTHER and you will WATCH TV. Ok, stop pranks. Get that Healer's Brooch (AV) and be grateful of its existance. [/sblock] [b]Arms Slot[/b] [sblock] This is where the shield choice really shines. While there are really few good bracers available for the healic (we can't obiouvsly use executioner's bracers or iron armbands of power like all other characters) the choices for shield are many and excellent. The best is in my opinion the Healer's Shield (AV), but also Shield of Fellowship (AV), Battleforged Shield, Shimmerlight and Hypnotic Shield (all in AV) are lovely. Good bracers are, instead, Bracers of Respite and bracers of bold maneuvering, both from AV. Bracers of Defense (PHB) and Charm Bracelet (AV2) are also workable. [/sblock] [b]Feet Slot[/b] [sblock] I advise you i'm a little partial towards +speed boots, because they're really really better in gameplay than what they seem on paper. So, i like Battlestrider Greaves (PHB) and the higher level partner Boots of Speed (AV), and the higher and higher level option Sandals of Avandra (AV). The second are much more stronger (and much more expensive). The third adds at-will shifting and a round of free movement per encounter (and costs 625k). A very good alternative option are Boots of Quickness (AV) for those who don't really like to have abysmal Reflex defense, and Phantom Chaussures (AV2) for gaining concealment at-will. [/sblock] [b]Hands Slot[/b] [sblock] [b]Gloves of the Healer (AV)[/b] are still a very good choice (they don't work on astral seal, as usual). I like also the Lay on Hands daily effect. If you don't want to boost your healing you have other choices to make: [b]Gloves of the Camaraderie (AV)[/b] are nice if you don't have mark of healing. [b]Gloves of Accuracy (AV)[/b] are great to hit skirmishers and lurkers. [b]Gloves of the Wandering Star [/b](AV2) add range to your powers. Finally, if you don't care about gloves but you want to wear 3 rings, you may take M[b]any-Fingered Gloves (AV2)[/b] [/sblock] [b]Head Slot[/b] [sblock] You have many choices in this slot. If you want to grant saves, again, you may want [b]Crown of Equilibrium (AV2)[/b]. Helm of Battle (PHB) is good because you don't give iniitative bonus. Helm of Ghostly Defense (PHB) is nice if you face many demons/undeads. Iron of Spite (PHB) is a strong disincentive to damage you, but is a bit expensive. Circle of Mental Onslaught (AV) is a daily +1 bonus to wisdom attacks. [b]Eagle Eye Goggles (AV)[/b] are good for most higher level powers. Finally [b]Phrenic Crown (AV),[/b] while nerfed, can help you often because you have many Will attacking (save end) effects. [/sblock] [b]Rings[/b] [sblock] One ring is needed, at least from epic tier: [b]ring of tenacious will (AV)[/b] help you to get those 4-5 more surges. I also like Alliance Band (AV2, horde sucks!) expecially with coupled with r. of ten. will to get another Lay on Hands effect. Finally Luminary Ring (AV) again helps your healing. [/sblock] [b]Waist slot[/b] [sblock] I used [b]Cord of Divine Favor (AV)[/b]. There's always the classical [b]Belt of Vim (Player's Handbook)[/b]. You want that your defender wear a Cincture of Vivacity. [/sblock] [b]Wondrous Items[/b] [sblock] Solitaires are nice, as tattoo, but are expensive (nice, not mandatory). I like [b]Battle Standard of Healing (AV)[/b] to heal better out of combat without taking restful healing. [b]Shining Sundial (AV2)[/b] is nice when you have to use Sacred Flame [/sblock] [Size=3][b]General & Strategy Tips for healics[/b][/size] [b]General Healic Features[/b] [sblock] The cleric is not an hard class to play. Probably the cleric is the easiest Leader in the game: you have the tools to heal better than anyone else, you have the tool to make people save from bad things and you can buff your allies as few other leaders can do. Furthermore, you don't have to worry about granting movement, and, expecially, actions: action granting means that you have to build the party to be effective with the attacks you are granting. The healic retains some of these qualities: you have even better healing, and you debuff much better than the classical ranged cleric, because you give up damage for that. Dealing damage is something you can do, sometimes, if you want. Your save granting at will, sacred flame, deals a bit of damage, and radiant damage to boot (which opens some cool options in the epic tier). Some higher level dailies and encounters deal damage: i thinked a lot before supporting the viability of high level healics (level 25-30) because classical damage dealing powers are usually superior choices. Now, that these questions are out of order, because i actually analyzed all higher level powers, and tried them in game, i found that the only really superior damaging choice is the Enthrall daily at level 25.[/sblock] [b]Party Composition for Healics[/b] [sblock] The healic is one of the best choices for the leader slot when your party is composed in one of these ways: 1) A party with many strikers with no controllers 2) A party with many glass cannons 3) Your players are new to D&d 4) You have a large party which already has a non-healing focused leader (a tactical Warlord, for example) 5) You don't have a defender 6) You don't know what other players will play The 1) situation is classical: who doesn't like to play a striker? Player 1, Tim, choose the Ranger! Player 2, Josh, choose the rogue. Player 3, Mafalda, choose a monk. Player 4, Christian, who has pity on you (the designated leader player) choose a sturdy warden. You have to fulfill the following roles: a leader that is possibly ranged (because ALL characters are melee), that heals like there's no tomorrow and that possibly has an hint of control. The skirmisher warlord isn't a great healer, the bard neither, the artificer is viable but you fear TPK. So you may want easily to choose the healic. 2) A party with 2-3 fragile strikers is perfect for your skills. The classical party composed of many mobile but fragile strikers (assassin, for example, or a not too smart cha-lock) needs extra healing that only you can offer and when enemies can't attack it's difficult for them to deal damage. 3) If your fellow players are new to d&d, then it's better if you take the leader's role. Since they will probably adopt many "go and charge" strategies, a good font of healing may be needed 4) This was my case. My party was composed by 6 players, and there was an offensive leader (panther shaman). Since there was no chance to make other players MC to leader classes for extra healing, i played for the first time the healic (and i loved it) 5) If your sturdiest character is the rageblood barbarian, you may, again, want some healing to offset the extra damage random people will take 6) This is the usual LFR situation. Going defensive won't ruin other player's day and the healic is universally loved.[/sblock] [b]Choosing Powers[/b] [sblock] As i already said, since your powers won't deal damage, keeping low level powers isn't automatically a bad choice. For example, you can specialize in "deleting" enemy targets, with the choice of many "can't attack" or "banish" powers like Rebuke Violence and Sacred Armistice. You can, instead, keep the low level line -def/-attack Bane-Denunciation-Iron to Glass. We can outline three (plus one) common power lines: 1) -hit/-defense line is commonly defined by astral seal - bane - denunciation line: these are very good powers at all levels, since these scale with your charisma. You will obiouvsly keep astral seal during all your chareer. Keeping also one between bane and denunciation isn't really a bad choice. Iron to Glass, instead, doesn't cover this section. 2) "you can't attack" power line is defined by Rebuke Violence - Moment of Peace - Word of Deterrence and the general features in Messenger of Peace PP. This is a very strong all around power line, capable of deleting completely one enemy. The real strength of these powers is that you can continue to hit the target enemy, but he can't hit you back. The only real chance to live, for him, is fleeing, which is another lose-lose position (if he flees, he will be found and killed alone). 3) vulnerability power line is the last: its powers are remorse - brilliant censure and sewer the source. All good choices, all great powers. Just remember that vulnerabilities don't stack and use them carefully. Brilliant Censure isn't really a vulnerability power, since it augments damage done by players without actually debuffing enemies, but i've put it here for semplicity. 4) These are the other effects not tied to any of the lines. Powers that are strong di per se without being in combo with any other power: Moment of Glory, Consecrated Ground, and the high level power Seal of Binding, Healer's Reproof and Enforced Surrender. These are general extremely good powers that you may want to fill the lines of your power selection. You will have 8 powers to choose: a 2/2/2/2 is a common route. However, since you are a leader, the choice is usually dependant from your party: a party composed principally by high chance of hit strikers (Avengers, Rogues, optimized Warlocks) and will-focusing controllers like Illusion Wizards and telepath Psions can use the Vulnerability power line better than a party that uses many bruisers (Battleragers, Rangers and Barbarians) who may need an help to hit.[/sblock] [b]Know Your Strengths[/b] [sblock] Defenses: I didn't hide my personal preference for Messenger of Peace. One of its best features is the -2 hit aura and the +2 to all defenses when you use a non-damaging power (always). You will become a truly defensive character, capable of reaching easily 51-52 (!) "real" AC versus melee attacks at level 30, when coupled with assured healing and salubrious armor OR Vow of Nonviolence. This is defender level AC, or good avenger AC. Total HP isn't great, standard for leaders. If you took the scale/light shield (or heavy shield) you will have 15-16 Constitution by epic tier. You will have, though, a great number of healing surge, because you will use ring of tenacious will (it was probably made for chaladins, but you are grateful for this item). This ring is rated gold: not using it will gimp your total surges, giving difficulties to your party. Healing word and healer's mercy: 2/encounter, 3/encounter from 16th level, your healing word is the strongest leader healing in the game. As i already said, you may want to use it only when your target is at 25-30% hp. In epic tier you will have Supreme Healer and you will heal 2 targets with a single Word use. From paragon tier you can take the Gambler's Word feat which enables a 4th use of healing word: it is good, and you crit quite often because you have many multiattack (aoe) powers. With Defensive Healing word and Shielding Word the target becomes unhittable for one round, even if they were nerfed (i add "nerfed to human values"). Healer's Mercy, instead, is the AOE version of Healing Word. It's good but it targets only Bloodied Allies. I used it rarely, but its real use depends from party composition. As an effect, you are weakened. You can exploit this weakening effect to use your damaging powers, if you have them immediately after healer's mercy. Check out "know your weakness" section to know more about damaging powers. [/sblock] [b]Know your Weaknesses (and how to circumvent them)[/b] [sblock] First of all, check out your at wills: in fact you don't have two non-damaging at wills. If you don't want to deal damage at all (maybe for fluff reasons, or whatever) you can take only astral seal. This will be addressed (hopefully) in future dragon magazines/splat books, since the healic is becoming the most iconic cleric build (even if i think that the classical radiant damage ranged cleric has very little to envy to the healic). Your ability to give saving throws is directly dependant from the enemies hp. In fact if you don' thit with sacred flame, you won't give a save. There are many solutions for this issue: the best is mark of healing, obviously, but expecially higher level prayers will give out many saves, or the feat Merciful Power for example... and if an enemy can't attack you you can recover easily from the stunning. Another issue is your movement: you don't have any movement granting power, and you are usually in heavy armor. This means you will probably be very slow, unless you go elf or choose to wear immediately the battlestrider greaves (which costs 13k gold, by the way). So, you may want to spend your standard action charging a random enemy sometimes: you will charge him and bash him with your mace. Possibly don't charge a bloodied enemy. I did this maneuver sometimes, expecially against minions: it's tactically rewarding and fun, and can help flanking. At higher level you won't miss very much from losing the standard action because there are feats that let you heal as immediate interrupt (like Reactive Healing). Tied to your movement issue there's the range issue, or positioning issue: most cleric powers will have a crappy 5 square range, and you have a bunch of burst 1-2-3 prayers. These have to be used carefully, since you don't want to stay too much in melee, but you don't want to be far from your defender. The usual choice is to stay exactly behind or adjacent to your defender. This can help him to save you when you're attacked and lowers the chance you will be shifted+charged (which is actually the bane of all defenders except swordmages and hospitalers). This is also great because both of you can't be flanked. Obiouvsly when you face many ranged-enemies or controllers this can be counter-productive, but you have to use your brain. Naturally you want to put as many allies as you can in your burst/blast powers: in fact all cleric powers are not only friendly-aoe but also have a positive effect for ally caught in the power's area. If you want to be a good ranged cleric you may want to try and play a wizard: as a wizard you have to avoid to catch allies in your burst/blasts. As a cleric, instead, you have to get all of them: it isn't easy but you will find the best timing to set up your encounter/daily bombs. [/sblock] [b]Sample Build[/b] [sblock] This is a sample build i created in a little time of rest. Aeris Gainsborough, level 30 Kalashtar, Cleric, Messenger of Peace, Saint Shielding Cleric Versatile Expertise: Versatile Expertise (Mace) Versatile Expertise: Versatile Expertise (Holy Symbol) Divinity: Arawai, Sovereign Host FINAL ABILITY SCORES Str 14, Con 14, Dex 12, Int 10, Wis 26, Cha 26. STARTING ABILITY SCORES Str 12, Con 12, Dex 10, Int 8, Wis 18, Cha 18. HP 169 Surges 15 Surge Value 42 Initiative: 15+1= +19 [b]AC 43[/b] = 10 base +15 levels +12 titanscale armor +1 light shield + 6 enhancement (true ac [b]47-48[/b] with -2 hit aura and +2 to all defenses from features and/or from Salubrous Armor) [b]Fortitude 43 [/b]= 10 base + 15 levels + 2 mod + 2 titanscale armor + 4 epic fortitude + 2 saint + 6 neck + 2 robust defenses ([b]47[/b] with -2 hit aura and +2 to all defenses from features) [b]Reflex 37 [/b]= 10 base + 15 levels + 1 mod + 1 light shield + 2 saint + 6 neck + 2 robust defenses ([b]41[/b] with -2 hit aura and +2 to all defenses from features) [b]Will 43 [/b]= 10 base + 15 levels + 2 class + 8 mod + 2 saint + 6 neck + 2 robust defenses ([b]47[/b] with -2 hit aura and +2 to all defenses from features, see bastion of mental clarity 1/encounter) TRAINED SKILLS Diplomacy +32 Heal +28 Insight +30 Religion +20 LANGUAGES: Common, Telepathy 5 FEATS 1 Pacifist Healer 2 Versatile expertise (Mace/Holy Symbol) 4 Superior Implement Training 6 Defensive Healing Word 8 Arawai's Abundance 10 Pacifist's Reward 11 Healer's Implement 12 Paragon Defenses (Retrained to Robust Defenses at level 21) 14 Assured Healing 16 Armor Proficiency (Scale) 18 Shield Proficiency (Light) 20 Gambler's Word 21 Divine Mastery 22 Supreme Healer 24 Glorious Channeler 26 Shared Healing 28 Beatific Healing 30 Epic Fortitude POWERS At wills: Astral Seal, Sacred Flame Encounter: Denunciation, Pacify, Remorse, Healer's Reproof Dailies: Blade Barrier, Brilliant Censure, End to strife, Enforced Surrender Utilities: Bastion of Mental Clarity (racial), Healing Word (3x encounter), Channel Divinity (Arawai's Abundance, Healer's Mercy, Divine Fortune: 2X encounter), Return from the death's door, Stream of life, Reverent Mettle, Peacemaker Pronouncement, Astral Shield, Clarion Call of the Astral Sea, Sanctified Revival ITEMS (expected gold= 10,000,000 GP) Spent 9.997.000 +6 mace of healing, +6 salubrous titanscale armor, +6 Accurate Symbol of Shared Healing +6 healer's brooch, Healer's shield (paragon tier), Boots of Speed, Gloves of the Healer (Epic tier), Phrenic Crown (Heroic Tier), Ring of Tenacious Will, Alliance Ring, Cord of Divine Favor, Tattoo of the Escape Artist, Solitaire (Citrine), Battle Standard of Healing, Dice of Auspicious Fortune, Silver sand (Paragon) x8, Restful Bedroll [/sblock] [/QUOTE]
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