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First time Cleric... suggetions?
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<blockquote data-quote="exile" data-source="post: 5817363" data-attributes="member: 20068"><p>D&D 4E features several different cleric builds. Straight out of the PHB, one can play a strength-based cleric or a wisdom-based cleric. Other supplements give you the ability to make a pacifist healing cleric and a "battle" cleric. I put "battle" in parentheses, because I feel like the PHB strength-based cleric is a damn fine "battle" cleric.</p><p></p><p>When I think cleric, I think of a character who can fight in melee with blunt weapons, turn undead, and heal. To this end, I went with the strength-based cleric, maxing her strength (or nearly so), but also giving her a high wisdom. Character optimization boards will probably tell you that it's more important to give your strength cleric a better dex or con than wisdom, and to tell the truth, I have felt the sadness of not qualifying for certain feats; but I have also been very happy with the fact that my cleric is pretty good at turning undead (and not shabby at healing-- which also benefits from the wisdom).</p><p></p><p>In addition to two melee oriented at-will powers, I took one ranged one (my cleric is a human). I think, on a hit, it grants a save which is nice, but Essentials gives humans a very nice racial power that has made me think long and hard about dropping my ranged at-will.</p><p></p><p>I think my first-level encounter was healing strike, because I wanted to bring more healing to the table than just the two healing words. My first-level daily was a melee attack that did ongoing fire damage; I dropped it as soon as I hit a level that allowed me to replace a low-level daily with a higher-level one (I hate retraining).</p><p></p><p>As for feats, I love the look of the triple-headed flail, so I spent a feat on that. I also think clerics look cool with shields, so I spent a feat picking up shield proficiency. Over the course of the character's career, I've mostly focused on feats that make her better at melee (focus, expertise, fighter multi-class stuff). I've picked up a couple that improve her healing and turning, but again, I mostly focused on melee when it comes to feats.</p><p></p><p>For utility powers, I mostly focused on cures. Again, I wanted the character to be able to do a lot of healing. She's an LFR (Living Forgotten Realms) character and I never knew if I was going to be the only healer at the table. Also, my first LFR character was a rogue, and she ran out of surges pretty easily, so I wanted my cleric to have powers that allowed for surgeless healing (to help protect the other frail rogues of the world).</p><p></p><p>For a paragon path, I picked up battle chaplain because it fit my idea of a shield-toting cleric.</p><p></p><p>Alright, so that was pretty one-sided. Maybe someone else can chime in and tell you about other cleric builds.</p></blockquote><p></p>
[QUOTE="exile, post: 5817363, member: 20068"] D&D 4E features several different cleric builds. Straight out of the PHB, one can play a strength-based cleric or a wisdom-based cleric. Other supplements give you the ability to make a pacifist healing cleric and a "battle" cleric. I put "battle" in parentheses, because I feel like the PHB strength-based cleric is a damn fine "battle" cleric. When I think cleric, I think of a character who can fight in melee with blunt weapons, turn undead, and heal. To this end, I went with the strength-based cleric, maxing her strength (or nearly so), but also giving her a high wisdom. Character optimization boards will probably tell you that it's more important to give your strength cleric a better dex or con than wisdom, and to tell the truth, I have felt the sadness of not qualifying for certain feats; but I have also been very happy with the fact that my cleric is pretty good at turning undead (and not shabby at healing-- which also benefits from the wisdom). In addition to two melee oriented at-will powers, I took one ranged one (my cleric is a human). I think, on a hit, it grants a save which is nice, but Essentials gives humans a very nice racial power that has made me think long and hard about dropping my ranged at-will. I think my first-level encounter was healing strike, because I wanted to bring more healing to the table than just the two healing words. My first-level daily was a melee attack that did ongoing fire damage; I dropped it as soon as I hit a level that allowed me to replace a low-level daily with a higher-level one (I hate retraining). As for feats, I love the look of the triple-headed flail, so I spent a feat on that. I also think clerics look cool with shields, so I spent a feat picking up shield proficiency. Over the course of the character's career, I've mostly focused on feats that make her better at melee (focus, expertise, fighter multi-class stuff). I've picked up a couple that improve her healing and turning, but again, I mostly focused on melee when it comes to feats. For utility powers, I mostly focused on cures. Again, I wanted the character to be able to do a lot of healing. She's an LFR (Living Forgotten Realms) character and I never knew if I was going to be the only healer at the table. Also, my first LFR character was a rogue, and she ran out of surges pretty easily, so I wanted my cleric to have powers that allowed for surgeless healing (to help protect the other frail rogues of the world). For a paragon path, I picked up battle chaplain because it fit my idea of a shield-toting cleric. Alright, so that was pretty one-sided. Maybe someone else can chime in and tell you about other cleric builds. [/QUOTE]
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