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Window Shopping in the Astral Sea - Deity Optimization Continued (by PestilenceX)
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<blockquote data-quote="Nibelung" data-source="post: 6709626" data-attributes="member: 74499"><p><strong>Originally posted by PestilenceX:</strong></p><p></p><p><span style="font-size: 15px"><strong>Warpriest</strong></span></p><p> </p><p>Here is a quick summary of the different domains of the warpriest in rough order of general effectiveness with thanks to GelatinousOctahedron from who I shamelessly borrowed it from <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p><strong>index</strong></p><p>[sblock]</p><p><strong><span style="color: #00ccff">Oghma</span></strong><strong>:</strong> It starts out well and I think its the most effective overall of the warpriests, especially once you get to mid paragon. You focus on dazing and psychic powers so you can debuff very well. You need to go devout warpriest, end of discussion. It makes one of your at wills immobilize and your healing word grants basic attacks for free at level 16. Obvious optimization route is to mc fighter for dizzying mace and maxing the number of healing words you get through gamblers word/unforgettable cudgel and supreme healer. And throw in psychic lock at some point. Also is best at knowledge skills of all cleric builds.</p><p></p><p><strong><span style="color: Blue">Domination</span></strong>: A focus on pushing, proning and intimidation. It has a lot of psychic and fear powers to exploit and if I wanted to do an off striker warpriest this would be my first choice. Very good at wills with both a proning attack that can be used on a charge and a push attack that targets will, pushes, and lets an ally shift. Fairly good encounter powers overall and a good devout warpriest features and powers. It also is good at ally shifts and generates some temp hitpoints.</p><p></p><p><span style="color: #0000ff">Storm</span><span style="color: Blue">[/b]</span><strong>:</strong> Starting out it is the most ally damage focused build and has good ally movement enabling. Focus on thunder and lightning powers. Simple and effective. I would strongly consider mark of storm and flail expertise with a tripple headed flail or else get a spear for polearm momentum. One of the few warpriest builds I would consider using a two handed weapon since I think the spear and polearm feats could be worth it with a greatspear.</p><p></p><p><span style="color: #0000ff">Torm</span><span style="color: Blue">[/b]</span><strong>: </strong>These do a little bit of everything. They have decent defensive at wills and healing word can teleport and shift allies and potentially grant saves. Their encounter powers do everything from grant temp hit points, blind, prone, let allies spend surges, let you shift, and at level 27 grants every one in the party a free action charge or BA. Probably the hardest warpriest to get bored with over time and they have probably the best leader encounter power in the game with valorous charge. I would probably only take devout warpriest if you don't take mark of healing.</p><p></p><p><strong>Earth:</strong> You can get a lot of damage resistance with this domain, especially if you go with the devout warpriest path, and it has a good bit of pushing and proning along with some AC boosting. And you tend to target fortitude with weapon powers so you will normally be fairly accurate. You get to slide with healing word starting at 5 which is useful and your enemies will be granting CA when you hit them with encounter powers starting at 10. Its a bit boring, but consistent.</p><p></p><p><strong>Selune: </strong>Has a lot of defense boosting options and your attacks tend to do cold and radiant damage, which is a good combination. Decent damage resistance and temp hitpoint generation. About the only cleric build where you should do both cold and radiant optimization, although you will be doing less cold damage later on. Devout warpriest gives you at will save granting so that is a good option if mark of healing is not available.</p><p></p><p><strong>Sun:</strong> The best healing/save granting warpriest build and the easiest to play as well. Its powers do radiant damage and you should have more than enough save granting that you might not want mark of healing. Its encounter powers get to be a bit repetetive and I would switch out one through reserve maneuver or a power swap. I would go with a radiant themed paragon path like morninglord or radiant servant instead of devout warpriest. Obvious optimization route is to focus on radiant damage boosts and buffs that trigger off dealing radiant damage.</p><p></p><p><strong><span style="color: #800080">Death</span></strong><strong>:</strong> It is focused on automatic damage and uses an implement. It has good at wills, but several of its encounter powers are pretty bad even though they autohit and should be power swapped out for invoker, avenger, or similar powers as soon as possible and you should look at reserve maneuver in paragon too. If you swap out those powers it has some pretty good class features and devout warpriest features if you like autodamage and damage boosts and can be built into a solid front line psychic lock controller build.</p><p></p><p><strong><span style="color: #800080">Corellon</span></strong><strong>:</strong> It is focused on having radiant and force powers you can use either ranged or melee so a thrown weapon like a net or trident is a good option. It also has some good movement for both you and your allies and by default is probably the most mobile leader build out there. I don't like several of the encounter powers and its at wills aren't that good and devout warpriest is only an ok path for it. The obvious optimization routes are focusing on radiant or cold damage and boosting the free teleports you get at level 10 or making int your secondary stat and mcing artificer.[/sblock]</p><p> </p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709626, member: 74499"] [b]Originally posted by PestilenceX:[/b] [Size=4][b]Warpriest[/b][/size] Here is a quick summary of the different domains of the warpriest in rough order of general effectiveness with thanks to GelatinousOctahedron from who I shamelessly borrowed it from ;) [b]index[/b] [sblock] [COLOR=DeepSkyBlue][b][/b][/COLOR][b][COLOR=#00ccff]Oghma[/COLOR][COLOR=DeepSkyBlue][/COLOR][/b][COLOR=DeepSkyBlue][/COLOR][b]:[/b] It starts out well and I think its the most effective overall of the warpriests, especially once you get to mid paragon. You focus on dazing and psychic powers so you can debuff very well. You need to go devout warpriest, end of discussion. It makes one of your at wills immobilize and your healing word grants basic attacks for free at level 16. Obvious optimization route is to mc fighter for dizzying mace and maxing the number of healing words you get through gamblers word/unforgettable cudgel and supreme healer. And throw in psychic lock at some point. Also is best at knowledge skills of all cleric builds. [COLOR=#0000ff][b][/b][/COLOR][b][COLOR=Blue]Domination[/COLOR][COLOR=#0000ff][/COLOR][/b][COLOR=#0000ff][/COLOR]: A focus on pushing, proning and intimidation. It has a lot of psychic and fear powers to exploit and if I wanted to do an off striker warpriest this would be my first choice. Very good at wills with both a proning attack that can be used on a charge and a push attack that targets will, pushes, and lets an ally shift. Fairly good encounter powers overall and a good devout warpriest features and powers. It also is good at ally shifts and generates some temp hitpoints. [COLOR=#0000ff]Storm[/COLOR][COLOR=Blue][/b][/COLOR][b]:[/b] Starting out it is the most ally damage focused build and has good ally movement enabling. Focus on thunder and lightning powers. Simple and effective. I would strongly consider mark of storm and flail expertise with a tripple headed flail or else get a spear for polearm momentum. One of the few warpriest builds I would consider using a two handed weapon since I think the spear and polearm feats could be worth it with a greatspear. [COLOR=#0000ff]Torm[/COLOR][COLOR=Blue][/b][/COLOR][b]: [/b]These do a little bit of everything. They have decent defensive at wills and healing word can teleport and shift allies and potentially grant saves. Their encounter powers do everything from grant temp hit points, blind, prone, let allies spend surges, let you shift, and at level 27 grants every one in the party a free action charge or BA. Probably the hardest warpriest to get bored with over time and they have probably the best leader encounter power in the game with valorous charge. I would probably only take devout warpriest if you don't take mark of healing. [b]Earth:[/b] You can get a lot of damage resistance with this domain, especially if you go with the devout warpriest path, and it has a good bit of pushing and proning along with some AC boosting. And you tend to target fortitude with weapon powers so you will normally be fairly accurate. You get to slide with healing word starting at 5 which is useful and your enemies will be granting CA when you hit them with encounter powers starting at 10. Its a bit boring, but consistent. [b]Selune: [/b]Has a lot of defense boosting options and your attacks tend to do cold and radiant damage, which is a good combination. Decent damage resistance and temp hitpoint generation. About the only cleric build where you should do both cold and radiant optimization, although you will be doing less cold damage later on. Devout warpriest gives you at will save granting so that is a good option if mark of healing is not available. [b]Sun:[/b] The best healing/save granting warpriest build and the easiest to play as well. Its powers do radiant damage and you should have more than enough save granting that you might not want mark of healing. Its encounter powers get to be a bit repetetive and I would switch out one through reserve maneuver or a power swap. I would go with a radiant themed paragon path like morninglord or radiant servant instead of devout warpriest. Obvious optimization route is to focus on radiant damage boosts and buffs that trigger off dealing radiant damage. [COLOR=Purple][b][/b][/COLOR][b][COLOR=#800080]Death[/COLOR][COLOR=Purple][/COLOR][/b][COLOR=Purple][/COLOR][b]:[/b] It is focused on automatic damage and uses an implement. It has good at wills, but several of its encounter powers are pretty bad even though they autohit and should be power swapped out for invoker, avenger, or similar powers as soon as possible and you should look at reserve maneuver in paragon too. If you swap out those powers it has some pretty good class features and devout warpriest features if you like autodamage and damage boosts and can be built into a solid front line psychic lock controller build. [COLOR=Purple][b][/b][/COLOR][b][COLOR=#800080]Corellon[/COLOR][COLOR=Purple][/COLOR][/b][COLOR=Purple][/COLOR][b]:[/b] It is focused on having radiant and force powers you can use either ranged or melee so a thrown weapon like a net or trident is a good option. It also has some good movement for both you and your allies and by default is probably the most mobile leader build out there. I don't like several of the encounter powers and its at wills aren't that good and devout warpriest is only an ok path for it. The obvious optimization routes are focusing on radiant or cold damage and boosting the free teleports you get at level 10 or making int your secondary stat and mcing artificer.[/sblock] [/QUOTE]
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