Dilettante advice...

Kegas76

First Post
I'm working on a half-elf cleric atm with the original plan being a battle cleric but as things went I start heading toward the middle and grabbing abit more healing.

Nothing was really jumping out at me for Dilettante so I was figuring I'd just take Eyebite as a save my butt skill incase someone had a mad hate for me. I ended up deciding to take Healing Strike as my lvl1 encounter power.

If I use Healing Strike, the target is marked until the end of my next turn... would it be better to ditch the emergency safety of Eyebite and play off that mark and pick up either of the Paladin's enfeebling/holy strikes?

First round Healing Strike- 2[w]+3(str mod) and target gets marked
Second round, target is still marked>enfeebling strike-1[w]+2(cha mod) target takes -2 penalty to atk rolls till end of my next turn>turn ends, marked status fades
third round, -2 penalty fades at the end of my turn

or

1st healing strike-2[w]+3 and marked
2nd still marked> holy strike-1[w]+3(str mod)+3(wis mod cause i marked the target)> turn ends, mark fades


Any thoughts?
 

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Well, the issue is, half-elf cleric is suboptimal.
Not saying you shouldn't play it, I'm saying you shouldn't be planning actions round by round assuming you hit.

Now, eyebite isn't a terrible option, but your hitroll is going to suffer at higher levels due to lack of warlock implement.

Hmm ... if you're a battle cleric, you already have righteous brand .. IMO the best single-target at-will melee beatstick in the game.
I'd recommend something that branches out in utility .. such as cleave or wolf's pack tactics.

Note that I'm assuming strength is your (equal?) highest stat.
If it isn't, maybe enfeebling strike is the best option.
 

On a related note, what would likely be the best dellitante selection for a Cha - centric tanky pally? My first instinct was eldrich blast, but the lack of implement hurts, so I was thinking Sacred Flame, since it's based off a secondary (my wis is roughly tied for 2nd highest with con), works with my implement and is cha related.
 

On a related note, what would likely be the best dellitante selection for a Cha - centric tanky pally? My first instinct was eldrich blast, but the lack of implement hurts, so I was thinking Sacred Flame, since it's based off a secondary (my wis is roughly tied for 2nd highest with con), works with my implement and is cha related.
A Cleric power is a good idea, since you can use the same Implement for both (if you take the Cleric multi-class feat, of course).

Cheers, -- N
 

Here's the cleric idea I plan to use pretty soon.

Take a half elf with big wisdom and intelligence. Use dillentente to pick up thunderwave, and then pick up the wizard multiclass to take thunderwave again.

Take the cleric wisdom at wills. Then continue the wizard multiclass to pick up close burst powers, and jack of all trades for mad skills.

You now have a cleric that has a decent AC in hide armor, so no speed loss of ACP. You have powerful ranged attacks and the ability to come in and slam your enemies, knocking them FAR back with thunderwave and that strong wisdom. And then of course, a little wizardy love for when those groups of enemies come calling. Finally, you will have good scores in both religion and arcana, allowing you to be very good at rituals.

You will also have a good reflex defense, something the cleric is normally lacking.
 

I'm playing a half-elf battle cleric right now. I picked up Priest's Shield and Righteous Brand, and then for my dilettante power I picked up Hit and Run from the ranger list. H&R lets me hit someone then move away from them without provoking; I figured it would come in handy if I needed to get out of a melee situation.

So far, I'm halfway through third level and I have never used it once. My group is really soft, though, so I tend to be the front line, together with the fighter. I think taking wolf pack tactics or something similar might have been a better idea (I suppose I could retrain next level anyway).

One more thing; you keep planning Healing Strike to be your opener. Healing Strike lets someone spend a healing surge, which in my experience, is best used several rounds in. I picked it up, though, and I highly recommend it.
 

If you focus on Wisdom I think few diletant- powers compare to Thunderblast. With the wisdom of a focused cleric you can push around enemies very long distances, making the power at par with "real" per encounter powers.
 

One more thing; you keep planning Healing Strike to be your opener. Healing Strike lets someone spend a healing surge, which in my experience, is best used several rounds in. I picked it up, though, and I highly recommend it.


No, I don't plan on opening with Healing Strike, sorry for the confusion, I was going through a chain of skills and showing how they would tie together. If someone is getting pounded and needs a breather: HS lets them use a surge and peels the mob for a round unless it wants to take the penalty, in that case my ally get 2 rounds where the guy attacking him is suffering a -2, if I take enfeebling strike


And yeah, Danceofmasks, I had heard that before but I have a bad history of taking somewhat suboptimal paths in all my gaming past.
 

It's not that big an issue if you make sure upgrading your weapon is a high priority.

I've looked at building a battle cleric myself, and it's more my style to go all out and be unbalanced.
I.e. human, 20 str, 10 dex, 13 con, 8 int, 10 wis, 13 cha, and grab scale and light shield proficiencies at 1st level.

But when I do that kind of thing, investing in defensive items become a little more important.
So I guess it evens out at most levels compared to someone who went str 18.
 


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