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Holy Smoke! A Cleric's (Templar's) Handbook (by GelatinousOctahedron)
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<blockquote data-quote="Nibelung" data-source="post: 6707080" data-attributes="member: 74499"><p><strong>Originally posted by GelatinousOctahedron:</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><u>Cleric Builds</u></strong></span></p><p></p><p>I have moved all my builds to this handbook to save space: Exemplars of the Faith(x)</p><p></p><p style="text-align: center"><span style="font-size: 12px"><strong><u>Other Links and Handbooks</u></strong></span></p><p></p><p><strong>Other Handbooks</strong></p><p></p><p>Naussicaa's Warpriest(x) & Healic(x) handbooks</p><p></p><p>My <a href="http://Miniguide to Bow Clerics" target="_blank">bow cleric</a> miniguide</p><p></p><p>My weapliment guide(x) and deity(x) guide</p><p></p><p><strong>Warpriest Builds</strong></p><p></p><p>Auspex7's supertough Sun Warpriest/adroit explorer <a href="http://../../../../thread/view/75882/26393713/The_Variant,_Human_%28Sun%29_WarpriestAdroit_ExplorerDemigod" target="_blank">the Variant</a></p><p></p><p>Ruinsfate's <a href="http://../../../../thread/view/75882/26400921/Let_The_Hammer_Fall!_Dwarf_WarpriestFighterWarpriestIndomitable_Champion." target="_blank">Earth</a> Warpriest that works as a good fifth man.</p><p></p><p>Naussica's <a href="http://../../../../thread/view/75882/26252161/Garum,_Half-Elf_Storm_Warpriest:_MovementDamage_elemental_enabler" target="_blank">Enabling Storm</a> warpriest</p><p></p><p>My Death Domain Warpriest/blightspeaker(x) (a tough front line debuffer/controller)</p><p></p><p>My Sun Domain Warpriest Can't Hold Me Down(x) Constantly grants himself and his allies saving throws with solid bonuses. Also very good at radiant damage.</p><p></p><p><strong>Other Builds</strong></p><p>Elf frostlaser cleric(x)</p><p></p><p>Cazzeo's Headspin(x) builds: dizzying mace with cleric or cleric/invoker </p><p></p><p>Naussica's White Mage Healic guide(x)</p><p></p><p>Nausicaa's Staff eater and battle eater(x) post BCL builds </p><p></p><p>Naussica's Lightswitch(x) cleric/artificer spell commander</p><p></p><p>Kerrus Holy Prostration(x). A tielfing cleric/paladin hybrid that stuns itself, then automatically saves to grant allies good saves among other saving throw tricks.</p><p></p><p>Dielzen's Thri-kreen Ranger/cleric(x) draeven marauder with a hungry great spear. Its in the first post.</p><p></p><p>Adslanhit's White Mage(x) Kalashtar Cleric Messenger of Peace Chosen (good, but is pretty out of date at this point)</p><p></p><p>Ranged Cleric A diary(x) (old, but good)</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><u>Tactics</u></strong></span></p><p></p><p><strong>Radiant Damage <img src="http://community.wizards.com/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></strong></p><p></p><p>Team Jedi: Exploiting Radiant Vulnerabilities(x)</p><p></p><p>It elemental: Radiant(x) This has a great rundown of a lot of radiant stuff out there: paths, powers, items, etc. but is not specific to clerics.</p><p></p><p><strong>clerics and radiant damage</strong></p><p>[sblock]</p><p></p><p>The key with clerics is that you have many ways to stack radiant damage vulnerability and have more than 56+ powers at last count (including 3 at wills) that do radiant damage. Ranged clerics have the easiest time of this because of the at wills (hence the name laser cleric), but battle and balanced clerics can also do this.</p><p></p><p>Here are some common tricks you can use:</p><p></p><p>Sun Domain: the power of the sun domain creates radiant vulnerability through lance of faith and the channel divinity creates stackable radiant vulnerability.</p><p></p><p>Items: Symbol of divine light increases radiant vulnerability as a property. Several weapons do radiant damage of some sort for battle clerics looking to exploit this: Brilliant Energy, Crusader, Disrupting, Holy Avenger, Radiant and Sunblade. Champion's Ring give radiant vulnerability as daily property. Brightleaf is a reagant that creates radiant vulnerability with radiant powers.</p><p></p><p>Feats: </p><p>heroic: Astral Fire, nimbus of light, power of the sun, solar enemy</p><p>Paragon: clinging radiance, pervasive light, radiant vessel.</p><p>Epic: Fires of Heaven, Font of Radiance, Punishing Radiance, Radiant advantage </p><p></p><p>Paragon Paths: Morninglord, Exorcist of the Silver Flame, Lightwalker, radiant servant, soulforged, angelic avenger, astral savant.</p><p></p><p>EDs: Radiant one, sublime flame.</p><p></p><p>[/sblock]</p><p></p><p>How to make your pacifist cleric speed up battles:</p><p></p><p><strong>pacifists</strong></p><p>[sblock]</p><p>Quote from tiornys this thread(x) in response to how a pacifist build was slowing down combat, negating the benefit from additional healing,</p><p></p><p>"This is a common trap for Pacifist builds. It can be mitigated with careful power selection and play, and a well built Pacifist Cleric with a well coordinated party can easily pull his weight in direct and indirect damage, but most builds will fall into the "stretch out combat" trap since only a few select powers for one specific build actually contribute enough indirect damage to be worthwhile, and many parties won't coordinate well enough to make the math work out.</p><p></p><p>Astral Seal has a bonus to hit and imposes a -2 penalty to defenses. If we assume that party members are hitting about 50% of the time, they'll hit a Sealed target 60% of the time, which is a 20% increase in their expected damage. In standard 5 person group, if the other 4 characters focus on the Sealed target, the Pacifist is indirectly contributing about 80% of a party member's average damage, which is decent for a Leader. However, if only half of the party attacks the Sealed target, the Pacifist's indirect output drops to 40%, which is clearly sub-par.</p><p></p><p>As far as encounter powers, the Bane line of powers (Cha mod penalty to attacks and defenses) are excellent for a Wis/Cha Pacifist. Reducing a target's defenses by X is effectively the same as giving everyone in the party a +X to hit that target, which can lead to a dramatic increase in party damage if a) X--Cha mod--is high and b) everyone actually attacks the weakened target. Bane and similar powers are damage multipliers; taking the party from a 60% hit rate to an 80% hit rate is like multiplying the party damage by 4/3. Going from a 50% hit rate to a 90% hit rate is multiplying by 9/5. The effect is comparable to Lead the Attack for a round, which is awesome as an encounter power.</p><p></p><p>The Exacting Utterance line (vulnerable all damage equal to Wis mod) is generally weaker than the Bane line, since straight damage boosts are a linear increase to party damage instead of multiplicative. However, for groups with high accuracy (like Avengers and Rogues) and/or the ability to make multiple attacks against a single enemy during a round, these powers can be better than the Bane powers. In particular, they can be combined with the Bane line (via action points) to allow a party to take down an elite or solo within a round or so.</p><p></p><p>Finally, nothing mechanically stops a Pacifist Cleric from taking and using damaging powers, and from an optimization standpoint, Pacifists should have at least one encounter and at least one daily power that deals significant damage. Ideally, one would open combat with direct damaging powers and only switch to non-Bane Pacifist powers against bloodied enemies (Bane powers should be used against high-priority targets as soon as the party is in a position to capitalize). This allows the Pacifist to function as a normal damage dealer when enemies are not bloodied, and encourages the party to focus on bloodied enemies thanks to the debuffs and healing bonuses.</p><p></p><p>Of course, the RP fluff encourages most Pacifists to have only a single at-will that deals damage, and such a Cleric is likely to avoid using their damaging at-will power if at all possible. The Bane line of powers is easy to overlook, and the overpopular super-Wisdom Pacifist builds can't use them to full effect. Many of the area Pacifist powers look better than they play, or are at least very easy to misuse in combat.</p><p></p><p>Pacifists are potentially amazing as the only leader in a large group. Debuffing powers like Bane and Exacting Utterance (and even Astral Seal) get stronger with more allies to take advantage of the debuff, and the extra healing is welcome rather than excessive. Unfortunately, I suspect that very few Pacfist Cleric builds balance Wis and Cha to maximize Bane, take some damaging powers for use on non-bloodied enemies, and have large, well coordinated parties to take full advantage of their debuffs. It's the builds that stray from those guidelines who tend to drag out combats, and those builds are a sad majority."</p><p></p><p>[/sblock]</p><p></p><p><strong>Maximize your healing</strong></p><p></p><p>I do not think you should do everything to max healing, but you should do something. Here are some of the main ways to do it:</p><p></p><p><strong>healing</strong></p><p>[sblock]</p><p></p><p>Feats like defensive healing word are good, but do not actually boost your healing. Temp hitpoint boosts are sort of like preemptive healing so they will get a small section at the end.</p><p></p><p><strong><span style="color: #0000ff">Feats</span></strong></p><p><strong></strong></p><p><strong>Heroic</strong> Battle Healer; Healer’s Implement (only helps with surge healing now); Pacifist Healer; Word of Retaliation; Restful Healing; Mark of Healing; Mark of Hospitality</p><p></p><p><strong>Paragon</strong> Extended Healing; Radiant Vessel; Assured Healing; Gambler's Word; </p><p></p><p><strong>Epic</strong> Beatific Healer (only help with surges now); Supreme Healer; Reactive Healing; Shared Healing</p><p></p><p><strong>Racial</strong> Blessing of Avandra (halfling) ;Blessing of Corellon (elf); Holy Resolve(warforged); Draconic Healing (Dragonborn) Clarity of Spirit (kalashtar); Moon Elf Resilience (eladrin) ; Burden of Rejuvenation (wilden) Githzerai Healer (Githzerai); Ghostly Rejuvenation (shadar-kai) Aspect of the Cultivator (wilden)</p><p></p><p><strong>Channel Divinity/Domain Healing</strong></p><p>(These do not get your wisdom boost since they are not cleric powers)</p><p>Moon Touched; Undeath’s Ally; Amoth's Grace; Power In Death; Life; Arawai's Abundance; Light Within; Berronar's Salve; Blessing of Silvanus; Ilmater's Martyrdom; Kord’s Favor; Melora's Tide; Raven Queen’s Blessing; </p><p></p><p><strong><span style="color: #0000ff">Items</span></strong></p><p>Many of these are not the best choice for all builds or even many builds, but here are the items that help by tier when first available. Also read item descriptions for healing carefully since some like Gloves of the Healer only help heal the target of the power, so with powers like healing striker and astral seal the target is the enemy.</p><p></p><p><strong>Heroic Items</strong></p><p></p><p>Armor: Exalted Armor (better for nova heals); Healer's Armor (this one heals more over the course of the day, but only helps the target of the heal so powers like astral seal do not heal more, plus with errata they have to spend a surge); Shared Valor Armor (good for temp hitpoint builds) </p><p></p><p>Weapons: Holy Healer's Weapon (boosts healing word and has a powerful daily heal); Healer's weapon (ranged, with a powerful daily heal, only for bow users) Weapon of Healing (mace, with a static bonus to all heals)</p><p></p><p>Symbols: Symbol of Life (daily boosts heals for a round) Symbol of the Holy Nimbus (healing word also grants temp hitpoints) Symbol of Shared Healing (when you spend a surge so does ally) Symbol of Gaiz (gives allies resistences when you heal them)</p><p></p><p>Neck: Healer's Brooch (static boost to heals) Medic’s Amulet (boost heal skill and allies get bonuses to some saves when you use a healing power on them)</p><p></p><p>Arm: Bracers of Respite (heal second character a little when one PC gets healed as daily) Battleforged Shield (daily power lets ally spend an extra surge + some extra in paragon) Healer's Shield (daily power maximizes a healing power, at epic this is an encounter power)</p><p></p><p>Hand: Gloves of the healer (these heal the target of your healing powers 1d6 more. Note for most offensive powers like healing strike or astral seal the target is an enemy so it does not help with those powers. With errata they have to spend a surge as well)</p><p></p><p>Wondrous: Battle Standard of Healing (good for out of combat healing)</p><p></p><p><strong>Paragon Items</strong> </p><p>Arm: Shield of Fellowship (transfer temp hitpoints)</p><p></p><p>Hands: Gloves of Transference (increase range of utility powers)</p><p></p><p>Ring: Alliance Band (ring that gives ally hp when you use second wind and which has good daily heal power) </p><p></p><p>Waste: Cord of Divine Favor (encounter: ally spends surge, you spend surge)</p><p></p><p>Wondrous: Revenant Ankh (revive dead ally)</p><p></p><p><strong>Epic Items</strong> </p><p></p><p>Armor: Armor of Shared Health (great but level 30)</p><p></p><p>Ring: Luminary Ring (range of healing powers increased)</p><p></p><p><strong><span style="color: #0000ff">Paragon Paths</span></strong></p><p><strong><span style="color: #0000ff"></span></strong></p><p>Astral Savant (spend an action point, ally spends a surge)</p><p></p><p>Compassionate Healer (spend an action point they spend a surge. Lots of ways for allies to spend surges whiley ou takea little damage)</p><p></p><p>Holy Emissary (bloodied allies heal 1d6 extra when you heal them)</p><p></p><p>Miracle Worker (Everything but the daily power boosts how much your allies get healed: action points boost it, your healing word uses D8s, second winds heal more. My opinion best healing paragon path)</p><p></p><p><strong><span style="color: #0000ff">Epic Destinies</span></strong></p><p></p><p>Saint (big encounter healing utility, lots of ways to let allies make saves and spend surges)</p><p></p><p>Revenered One (decent level 30 heal)</p><p></p><p>Avatar of Life (lots of good healing, regeneration, and saving throw features)</p><p></p><p><strong><span style="color: #0000ff">Temp hitpoint Boosts:</span></strong></p><p>Feats: Defensive healing word; Dwarf Battle Priest (dwarf); Healing Step (eladrin); Kol Korran’s Boon (CD); Healing Fragments (shardmind)</p><p></p><p>Paragon path: Zealous Demagogue</p><p></p><p><strong><span style="color: #0000ff">Post Healer's Lore Errata</span></strong></p><p>Powers that get to add your healer's lore bonus (as of 5/18/10);</p><p>Encounter Special: Healing Word </p><p></p><p>CD: Healer's Mercy</p><p></p><p>1 Healing Strike</p><p></p><p>2 Return from Death's Door</p><p></p><p>5 Hallowed Advance</p><p></p><p>6 Bastion of Health</p><p>6 Divine Favor</p><p></p><p>7 Strengthen the Faithful</p><p>7 Zealous Sanction</p><p></p><p>9 Crucial Resurgence</p><p></p><p>10 Word of Vigor</p><p></p><p>13 Mantle of Glory</p><p>13 Remorse</p><p>13 Union of Three Fates</p><p></p><p>15 Divine Reprisal</p><p></p><p>16 Unexpected Return</p><p></p><p>19 Necrotic Transference</p><p></p><p>22 Spirit of Health</p><p></p><p>23 Divine Fervor</p><p>23 Healing Touch</p><p></p><p>25 Soulshock Field</p><p></p><p>27 Healers Reproof</p><p>27 Sacrificial Healing</p><p></p><p>Powers that no longer get to add your Healer's lore bonus (also earlier FAQ says regeneration powers like Divine Power do not add bonus):</p><p></p><p>AT will Astral Seal wis DP</p><p>AT will recovery strike str DP</p><p></p><p>1 Beacon of hope wis PHB</p><p></p><p>2 Cure Light Wounds PHB</p><p>2 Life transference DP</p><p></p><p>5 Consecrated Ground PHB</p><p></p><p>6 Cure Serious Wounds PHB</p><p>6 Spirit of Healing DP</p><p>6 Stream of life DP</p><p></p><p>7 Strike of Judgment Str DP</p><p></p><p>9 Divine Fury STR DP</p><p> </p><p>10 Mass cure light wounds DP</p><p></p><p>13 Inspiring Strike Str PHB</p><p></p><p>15 Puryfying Fire Wis PHB</p><p>15 Summon Black Reaper Wis Dragon</p><p></p><p>16 Cure Crit Wounds DP</p><p></p><p>17 Life Stealing Light wis Dragon</p><p></p><p>19 Indomitable Spirit Str PHB</p><p></p><p>22 Mass cure serious wounds DP</p><p></p><p>25 Life Lanterns wis DP </p><p></p><p>27 Sunburst Wis PHB</p><p></p><p>29 Breath of the stars wis DP</p><p></p><p>[/sblock]</p><p></p><p><strong>Ways for ranged clerics to expand crit range:</strong></p><p><strong></strong></p><p><strong>crit range</strong></p><p>[sblock]</p><p></p><p>For some reason WOTC has decided that Holy Symbol users (along with totem users and ki focus users) do not need to have access to a 19-20 crit range unless you go with very specific builds. So here are some of the ways to get it.</p><p></p><p>Cleric Paragon Paths: Radiant servant level 11 crit on 19-20 for radiant powers, </p><p>Seldarine Dedicate: Can take bow mastery in epic for critting on 19 with ranged powers (other weapon mastery feats require it to be a melee weapon attack)</p><p>Morninglord: Crit on 18-20 with radiant power after action point.</p><p></p><p>Sehanine worshippers have several ways to use a bow as an implement and then take bow mastery in epic.</p><p></p><p>Anyone can use a Weapon of Evil Undone bow and take bow mastery. (RAW you do not need to be proficient with a bow to use it for implement attacks)</p><p></p><p>Power of luck lets you crit 19-20 with lance of faith</p><p></p><p>Multiclassing:</p><p></p><p>Avenger (these only work with your oath target)</p><p>Take hand of divine guidance feat, but that only works 1/enc.</p><p>Relentless slayer PP crit your oath target on a 18.</p><p></p><p>Invoker</p><p>Invoker Implement Expertise lets you crit from 19-20 when using an invoker implement.</p><p>Speaker of the Gods feat lets you crit on a 18 with a divine attack power after CD use.</p><p>Arbiter of Forgotten Justice PP lets you crit on 19 with radiant attacks and on 18 with demons and devils.</p><p></p><p>Rogue</p><p>Daggermaster PP lets you crit with dagger implements on a 18. Post errata this does not work.</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6707080, member: 74499"] [b]Originally posted by GelatinousOctahedron:[/b] [CENTER][Size=4][b][u]Cleric Builds[/u][/b][/size][/CENTER] I have moved all my builds to this handbook to save space: Exemplars of the Faith(x) [CENTER][Size=3][b][u]Other Links and Handbooks[/u][/b][/size][/CENTER] [b]Other Handbooks[/b] Naussicaa's Warpriest(x) & Healic(x) handbooks My [URL=Miniguide to Bow Clerics]bow cleric[/URL] miniguide My weapliment guide(x) and deity(x) guide [b]Warpriest Builds[/b] Auspex7's supertough Sun Warpriest/adroit explorer [URL=../../../../thread/view/75882/26393713/The_Variant,_Human_%28Sun%29_WarpriestAdroit_ExplorerDemigod]the Variant[/URL] Ruinsfate's [URL=../../../../thread/view/75882/26400921/Let_The_Hammer_Fall!_Dwarf_WarpriestFighterWarpriestIndomitable_Champion.]Earth[/URL] Warpriest that works as a good fifth man. Naussica's [URL=../../../../thread/view/75882/26252161/Garum,_Half-Elf_Storm_Warpriest:_MovementDamage_elemental_enabler]Enabling Storm[/URL] warpriest My Death Domain Warpriest/blightspeaker(x) (a tough front line debuffer/controller) My Sun Domain Warpriest Can't Hold Me Down(x) Constantly grants himself and his allies saving throws with solid bonuses. Also very good at radiant damage. [b]Other Builds[/b] Elf frostlaser cleric(x) Cazzeo's Headspin(x) builds: dizzying mace with cleric or cleric/invoker Naussica's White Mage Healic guide(x) Nausicaa's Staff eater and battle eater(x) post BCL builds Naussica's Lightswitch(x) cleric/artificer spell commander Kerrus Holy Prostration(x). A tielfing cleric/paladin hybrid that stuns itself, then automatically saves to grant allies good saves among other saving throw tricks. Dielzen's Thri-kreen Ranger/cleric(x) draeven marauder with a hungry great spear. Its in the first post. Adslanhit's White Mage(x) Kalashtar Cleric Messenger of Peace Chosen (good, but is pretty out of date at this point) Ranged Cleric A diary(x) (old, but good) [CENTER][Size=4][b][u]Tactics[/u][/b][/size][/CENTER] [b]Radiant Damage [IMG]http://community.wizards.com/tools/tiny_mce/plugins/emotions/img/smiley-innocent.gif[/IMG][/b] Team Jedi: Exploiting Radiant Vulnerabilities(x) It elemental: Radiant(x) This has a great rundown of a lot of radiant stuff out there: paths, powers, items, etc. but is not specific to clerics. [b]clerics and radiant damage[/b] [sblock] The key with clerics is that you have many ways to stack radiant damage vulnerability and have more than 56+ powers at last count (including 3 at wills) that do radiant damage. Ranged clerics have the easiest time of this because of the at wills (hence the name laser cleric), but battle and balanced clerics can also do this. Here are some common tricks you can use: Sun Domain: the power of the sun domain creates radiant vulnerability through lance of faith and the channel divinity creates stackable radiant vulnerability. Items: Symbol of divine light increases radiant vulnerability as a property. Several weapons do radiant damage of some sort for battle clerics looking to exploit this: Brilliant Energy, Crusader, Disrupting, Holy Avenger, Radiant and Sunblade. Champion's Ring give radiant vulnerability as daily property. Brightleaf is a reagant that creates radiant vulnerability with radiant powers. Feats: heroic: Astral Fire, nimbus of light, power of the sun, solar enemy Paragon: clinging radiance, pervasive light, radiant vessel. Epic: Fires of Heaven, Font of Radiance, Punishing Radiance, Radiant advantage Paragon Paths: Morninglord, Exorcist of the Silver Flame, Lightwalker, radiant servant, soulforged, angelic avenger, astral savant. EDs: Radiant one, sublime flame. [/sblock] How to make your pacifist cleric speed up battles: [b]pacifists[/b] [sblock] Quote from tiornys this thread(x) in response to how a pacifist build was slowing down combat, negating the benefit from additional healing, "This is a common trap for Pacifist builds. It can be mitigated with careful power selection and play, and a well built Pacifist Cleric with a well coordinated party can easily pull his weight in direct and indirect damage, but most builds will fall into the "stretch out combat" trap since only a few select powers for one specific build actually contribute enough indirect damage to be worthwhile, and many parties won't coordinate well enough to make the math work out. Astral Seal has a bonus to hit and imposes a -2 penalty to defenses. If we assume that party members are hitting about 50% of the time, they'll hit a Sealed target 60% of the time, which is a 20% increase in their expected damage. In standard 5 person group, if the other 4 characters focus on the Sealed target, the Pacifist is indirectly contributing about 80% of a party member's average damage, which is decent for a Leader. However, if only half of the party attacks the Sealed target, the Pacifist's indirect output drops to 40%, which is clearly sub-par. As far as encounter powers, the Bane line of powers (Cha mod penalty to attacks and defenses) are excellent for a Wis/Cha Pacifist. Reducing a target's defenses by X is effectively the same as giving everyone in the party a +X to hit that target, which can lead to a dramatic increase in party damage if a) X--Cha mod--is high and b) everyone actually attacks the weakened target. Bane and similar powers are damage multipliers; taking the party from a 60% hit rate to an 80% hit rate is like multiplying the party damage by 4/3. Going from a 50% hit rate to a 90% hit rate is multiplying by 9/5. The effect is comparable to Lead the Attack for a round, which is awesome as an encounter power. The Exacting Utterance line (vulnerable all damage equal to Wis mod) is generally weaker than the Bane line, since straight damage boosts are a linear increase to party damage instead of multiplicative. However, for groups with high accuracy (like Avengers and Rogues) and/or the ability to make multiple attacks against a single enemy during a round, these powers can be better than the Bane powers. In particular, they can be combined with the Bane line (via action points) to allow a party to take down an elite or solo within a round or so. Finally, nothing mechanically stops a Pacifist Cleric from taking and using damaging powers, and from an optimization standpoint, Pacifists should have at least one encounter and at least one daily power that deals significant damage. Ideally, one would open combat with direct damaging powers and only switch to non-Bane Pacifist powers against bloodied enemies (Bane powers should be used against high-priority targets as soon as the party is in a position to capitalize). This allows the Pacifist to function as a normal damage dealer when enemies are not bloodied, and encourages the party to focus on bloodied enemies thanks to the debuffs and healing bonuses. Of course, the RP fluff encourages most Pacifists to have only a single at-will that deals damage, and such a Cleric is likely to avoid using their damaging at-will power if at all possible. The Bane line of powers is easy to overlook, and the overpopular super-Wisdom Pacifist builds can't use them to full effect. Many of the area Pacifist powers look better than they play, or are at least very easy to misuse in combat. Pacifists are potentially amazing as the only leader in a large group. Debuffing powers like Bane and Exacting Utterance (and even Astral Seal) get stronger with more allies to take advantage of the debuff, and the extra healing is welcome rather than excessive. Unfortunately, I suspect that very few Pacfist Cleric builds balance Wis and Cha to maximize Bane, take some damaging powers for use on non-bloodied enemies, and have large, well coordinated parties to take full advantage of their debuffs. It's the builds that stray from those guidelines who tend to drag out combats, and those builds are a sad majority." [/sblock] [b]Maximize your healing[/b] I do not think you should do everything to max healing, but you should do something. Here are some of the main ways to do it: [b]healing[/b] [sblock] Feats like defensive healing word are good, but do not actually boost your healing. Temp hitpoint boosts are sort of like preemptive healing so they will get a small section at the end. [b][COLOR=#0000ff]Feats[/COLOR] [/b] [b]Heroic[/b] Battle Healer; Healer’s Implement (only helps with surge healing now); Pacifist Healer; Word of Retaliation; Restful Healing; Mark of Healing; Mark of Hospitality [b]Paragon[/b] Extended Healing; Radiant Vessel; Assured Healing; Gambler's Word; [b]Epic[/b] Beatific Healer (only help with surges now); Supreme Healer; Reactive Healing; Shared Healing [b]Racial[/b] Blessing of Avandra (halfling) ;Blessing of Corellon (elf); Holy Resolve(warforged); Draconic Healing (Dragonborn) Clarity of Spirit (kalashtar); Moon Elf Resilience (eladrin) ; Burden of Rejuvenation (wilden) Githzerai Healer (Githzerai); Ghostly Rejuvenation (shadar-kai) Aspect of the Cultivator (wilden) [b]Channel Divinity/Domain Healing[/b] (These do not get your wisdom boost since they are not cleric powers) Moon Touched; Undeath’s Ally; Amoth's Grace; Power In Death; Life; Arawai's Abundance; Light Within; Berronar's Salve; Blessing of Silvanus; Ilmater's Martyrdom; Kord’s Favor; Melora's Tide; Raven Queen’s Blessing; [b][COLOR=#0000ff]Items[/COLOR][/b] Many of these are not the best choice for all builds or even many builds, but here are the items that help by tier when first available. Also read item descriptions for healing carefully since some like Gloves of the Healer only help heal the target of the power, so with powers like healing striker and astral seal the target is the enemy. [b]Heroic Items[/b] Armor: Exalted Armor (better for nova heals); Healer's Armor (this one heals more over the course of the day, but only helps the target of the heal so powers like astral seal do not heal more, plus with errata they have to spend a surge); Shared Valor Armor (good for temp hitpoint builds) Weapons: Holy Healer's Weapon (boosts healing word and has a powerful daily heal); Healer's weapon (ranged, with a powerful daily heal, only for bow users) Weapon of Healing (mace, with a static bonus to all heals) Symbols: Symbol of Life (daily boosts heals for a round) Symbol of the Holy Nimbus (healing word also grants temp hitpoints) Symbol of Shared Healing (when you spend a surge so does ally) Symbol of Gaiz (gives allies resistences when you heal them) Neck: Healer's Brooch (static boost to heals) Medic’s Amulet (boost heal skill and allies get bonuses to some saves when you use a healing power on them) Arm: Bracers of Respite (heal second character a little when one PC gets healed as daily) Battleforged Shield (daily power lets ally spend an extra surge + some extra in paragon) Healer's Shield (daily power maximizes a healing power, at epic this is an encounter power) Hand: Gloves of the healer (these heal the target of your healing powers 1d6 more. Note for most offensive powers like healing strike or astral seal the target is an enemy so it does not help with those powers. With errata they have to spend a surge as well) Wondrous: Battle Standard of Healing (good for out of combat healing) [b]Paragon Items[/b] Arm: Shield of Fellowship (transfer temp hitpoints) Hands: Gloves of Transference (increase range of utility powers) Ring: Alliance Band (ring that gives ally hp when you use second wind and which has good daily heal power) Waste: Cord of Divine Favor (encounter: ally spends surge, you spend surge) Wondrous: Revenant Ankh (revive dead ally) [b]Epic Items[/b] Armor: Armor of Shared Health (great but level 30) Ring: Luminary Ring (range of healing powers increased) [b][COLOR=#0000ff]Paragon Paths [/COLOR][/b] Astral Savant (spend an action point, ally spends a surge) Compassionate Healer (spend an action point they spend a surge. Lots of ways for allies to spend surges whiley ou takea little damage) Holy Emissary (bloodied allies heal 1d6 extra when you heal them) Miracle Worker (Everything but the daily power boosts how much your allies get healed: action points boost it, your healing word uses D8s, second winds heal more. My opinion best healing paragon path) [b][COLOR=#0000ff]Epic Destinies[/COLOR][/b] Saint (big encounter healing utility, lots of ways to let allies make saves and spend surges) Revenered One (decent level 30 heal) Avatar of Life (lots of good healing, regeneration, and saving throw features) [b][COLOR=#0000ff]Temp hitpoint Boosts:[/COLOR][/b] Feats: Defensive healing word; Dwarf Battle Priest (dwarf); Healing Step (eladrin); Kol Korran’s Boon (CD); Healing Fragments (shardmind) Paragon path: Zealous Demagogue [b][COLOR=#0000ff]Post Healer's Lore Errata[/COLOR][/b] Powers that get to add your healer's lore bonus (as of 5/18/10); Encounter Special: Healing Word CD: Healer's Mercy 1 Healing Strike 2 Return from Death's Door 5 Hallowed Advance 6 Bastion of Health 6 Divine Favor 7 Strengthen the Faithful 7 Zealous Sanction 9 Crucial Resurgence 10 Word of Vigor 13 Mantle of Glory 13 Remorse 13 Union of Three Fates 15 Divine Reprisal 16 Unexpected Return 19 Necrotic Transference 22 Spirit of Health 23 Divine Fervor 23 Healing Touch 25 Soulshock Field 27 Healers Reproof 27 Sacrificial Healing Powers that no longer get to add your Healer's lore bonus (also earlier FAQ says regeneration powers like Divine Power do not add bonus): AT will Astral Seal wis DP AT will recovery strike str DP 1 Beacon of hope wis PHB 2 Cure Light Wounds PHB 2 Life transference DP 5 Consecrated Ground PHB 6 Cure Serious Wounds PHB 6 Spirit of Healing DP 6 Stream of life DP 7 Strike of Judgment Str DP 9 Divine Fury STR DP 10 Mass cure light wounds DP 13 Inspiring Strike Str PHB 15 Puryfying Fire Wis PHB 15 Summon Black Reaper Wis Dragon 16 Cure Crit Wounds DP 17 Life Stealing Light wis Dragon 19 Indomitable Spirit Str PHB 22 Mass cure serious wounds DP 25 Life Lanterns wis DP 27 Sunburst Wis PHB 29 Breath of the stars wis DP [/sblock] [b]Ways for ranged clerics to expand crit range: [/b] [b]crit range[/b] [sblock] For some reason WOTC has decided that Holy Symbol users (along with totem users and ki focus users) do not need to have access to a 19-20 crit range unless you go with very specific builds. So here are some of the ways to get it. Cleric Paragon Paths: Radiant servant level 11 crit on 19-20 for radiant powers, Seldarine Dedicate: Can take bow mastery in epic for critting on 19 with ranged powers (other weapon mastery feats require it to be a melee weapon attack) Morninglord: Crit on 18-20 with radiant power after action point. Sehanine worshippers have several ways to use a bow as an implement and then take bow mastery in epic. Anyone can use a Weapon of Evil Undone bow and take bow mastery. (RAW you do not need to be proficient with a bow to use it for implement attacks) Power of luck lets you crit 19-20 with lance of faith Multiclassing: Avenger (these only work with your oath target) Take hand of divine guidance feat, but that only works 1/enc. Relentless slayer PP crit your oath target on a 18. Invoker Invoker Implement Expertise lets you crit from 19-20 when using an invoker implement. Speaker of the Gods feat lets you crit on a 18 with a divine attack power after CD use. Arbiter of Forgotten Justice PP lets you crit on 19 with radiant attacks and on 18 with demons and devils. Rogue Daggermaster PP lets you crit with dagger implements on a 18. Post errata this does not work. [/sblock] [/QUOTE]
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Holy Smoke! A Cleric's (Templar's) Handbook (by GelatinousOctahedron)
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