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Best Cleric race? (sorry if this is in the wrong forum)
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<blockquote data-quote="Zustiur" data-source="post: 4977994" data-attributes="member: 1544"><p>I second this. I had a dragonborn cleric with 16 str and 16 wis. He was terribly un-fun to play. </p><p></p><p>I've been going over the cleric in detail in the last few days, and here is what I'd take for level 1:</p><p></p><p>Human Cleric</p><p>Str 10</p><p>Con 13</p><p>Dex 8</p><p>Int 10</p><p>Wis 18 + 2 (human stat) = 20</p><p>Cha 13</p><p></p><p>At wills: Lance of Faith, Sacred Flame, Astral Seal</p><p>Encounter: Divine Glow</p><p>Daily: Beacon of Hope</p><p>Feat: Melee training (wis) or Defensive Healing or Shielding Word (the last two appear to be basically identical).</p><p>Skills: Religion, Heal, Insight, History, Diplomacy</p><p></p><p>I haven't had the chance to actually try this cleric out, but I consider it to be the 'best' build for a number of reasons. Your mileage and opinion will of course vary from mine. I'll outline some of my reasoning here:</p><p>1) I don't play in an Eberron game, so Kalashtar are not available to me. Other than Wis and Cha I don't like their racial abilities anyway.</p><p>2) A cleric which tries to use strength attacks is effectively forced to reduce their healing power by reducing wisdom.</p><p>3) Melee Training gives the best of both worlds - you don't have any melee powers, but you still get +5 to hit and +5 damage whenever you find yourself in combat - essentially like having 20 strength!</p><p>4) After the first round of combat, being high in the initiative order is essentially moot. As a healer, your 'best' place in the initiative order is after the monsters, but before your companions. The easiest way to achieve this is to be last in the round. Having a low dex can actually be beneficial in this way.</p><p>5) I'd like higher charisma, but I feel it's over-rated. I've built this cleric to level 6, and at that level only 3 powers use charisma. Sacred flame (where it adds to temporary hit points), Turn undead (which doesn't bother me much as it only affects the push distance), and Consecrated ground (which is a daily, and easy to replace if it isn't working well)</p><p>6) I considered a dwarf, but as I'd be building a ranged 'laser' cleric, I don't expect to take enough damage for second wind as a minor action to be worthwhile. Nor do I expect to use melee weapons often so dwarven weapons aren't any real help.</p><p>7) I considered elf but with 20 wis (and implement expertise later), I don't expect missing to really be a problem. Their other abilities didn't seem overly helpful when compared with Astral Seal and the other bonuses from being human.</p><p>8) The extreme wisdom is taken for other benefits rather than for damage - the ability to hit frequently (thus applying buffs or de-buffs) and the additional healing are imperative if you want to be a particularly good leader.</p><p></p><p>My biggest concerns with this build are the low defenses you end up with from only having +1 in the Str/Con line and 0 from the Dex/Int line. You may feel it is wiser to drop a point or two from Wisdom to gain +2 in one or both of the other lines. I rounded out his ranged ability by giving him a hand crossbow for the odd situation where moving and 5 range isn't enough.</p><p></p><p><strong>IF</strong> I built a strength based cleric, I'd really skimp on wisdom, and focus on strength. As an experiment I rebuilt my original dragonborn cleric based on this concept, and ended up with a mere 13 wisdom. What's more I didn't boost his wisdom until level 12 - but there I was essentially building a cleric defender rather than a cleric leader.</p></blockquote><p></p>
[QUOTE="Zustiur, post: 4977994, member: 1544"] I second this. I had a dragonborn cleric with 16 str and 16 wis. He was terribly un-fun to play. I've been going over the cleric in detail in the last few days, and here is what I'd take for level 1: Human Cleric Str 10 Con 13 Dex 8 Int 10 Wis 18 + 2 (human stat) = 20 Cha 13 At wills: Lance of Faith, Sacred Flame, Astral Seal Encounter: Divine Glow Daily: Beacon of Hope Feat: Melee training (wis) or Defensive Healing or Shielding Word (the last two appear to be basically identical). Skills: Religion, Heal, Insight, History, Diplomacy I haven't had the chance to actually try this cleric out, but I consider it to be the 'best' build for a number of reasons. Your mileage and opinion will of course vary from mine. I'll outline some of my reasoning here: 1) I don't play in an Eberron game, so Kalashtar are not available to me. Other than Wis and Cha I don't like their racial abilities anyway. 2) A cleric which tries to use strength attacks is effectively forced to reduce their healing power by reducing wisdom. 3) Melee Training gives the best of both worlds - you don't have any melee powers, but you still get +5 to hit and +5 damage whenever you find yourself in combat - essentially like having 20 strength! 4) After the first round of combat, being high in the initiative order is essentially moot. As a healer, your 'best' place in the initiative order is after the monsters, but before your companions. The easiest way to achieve this is to be last in the round. Having a low dex can actually be beneficial in this way. 5) I'd like higher charisma, but I feel it's over-rated. I've built this cleric to level 6, and at that level only 3 powers use charisma. Sacred flame (where it adds to temporary hit points), Turn undead (which doesn't bother me much as it only affects the push distance), and Consecrated ground (which is a daily, and easy to replace if it isn't working well) 6) I considered a dwarf, but as I'd be building a ranged 'laser' cleric, I don't expect to take enough damage for second wind as a minor action to be worthwhile. Nor do I expect to use melee weapons often so dwarven weapons aren't any real help. 7) I considered elf but with 20 wis (and implement expertise later), I don't expect missing to really be a problem. Their other abilities didn't seem overly helpful when compared with Astral Seal and the other bonuses from being human. 8) The extreme wisdom is taken for other benefits rather than for damage - the ability to hit frequently (thus applying buffs or de-buffs) and the additional healing are imperative if you want to be a particularly good leader. My biggest concerns with this build are the low defenses you end up with from only having +1 in the Str/Con line and 0 from the Dex/Int line. You may feel it is wiser to drop a point or two from Wisdom to gain +2 in one or both of the other lines. I rounded out his ranged ability by giving him a hand crossbow for the odd situation where moving and 5 range isn't enough. [B]IF[/B] I built a strength based cleric, I'd really skimp on wisdom, and focus on strength. As an experiment I rebuilt my original dragonborn cleric based on this concept, and ended up with a mere 13 wisdom. What's more I didn't boost his wisdom until level 12 - but there I was essentially building a cleric defender rather than a cleric leader. [/QUOTE]
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