Laser clerics

brehobit

Explorer
I've been trying to build a level 8 laser cleric (with low STR) just to see how it works.

It looks like a really hard build to pull off. My buddy and I both ended up with the exact same (wacky) build (different stats, but same multi-class feats and same theme). I'm curious if anyone has gotten this to work and if so, what they did...
 

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What seemed so hard about it? Elf seems like a natural choice of race to me. So that you leaves with the option of going Dex secondary for feats and defenses, or going CHA secondary to take add bonus effects to your powers.

Putting a few points into STR still seemed like a good idea to me to get armor and shields, especially if you don't go Dex heavy. Plus it gives you something to do with your feats - a pure WIS blaster will want Astral Fire, and then not a whole lot else. That makes Ranger multiclass and additional skill trainings attractive.

Both Divine Oracle and Radiant Servant are good PPs.
 

What I find hard to do is
1) The laser cleric _really_ sucks if he gets closed with. A wizard can toss of an at-will blast, but the cleric just has ranged attacks for the most part.

2) Eliminating half of the attacks choices really is a big hardship. There are levels (3, 7 for example) when the encounter power choices really suck. There are good STR options, but not much in the way of WIS options.

3) Wizards will tend to have a better AC than you. Either you burn feats to get Scale, plate, heavy shield OR you have a high dex (something otherwise worthless).

4) Your race options are human, elf and dwarf really. And the dwarf is really hard to make work. (heavy armor bonuses and weapon prof. just doesn't help when you don't have STR.)
 

What I find hard to do is
1) The laser cleric _really_ sucks if he gets closed with. A wizard can toss of an at-will blast, but the cleric just has ranged attacks for the most part.

True. Mind, many/most non-human wizards are in the same boat. I would *not* suggest a laser cleric in a party that isn't already well supplied with meleers. If the rest of the party is, say, a fighter, a paladin, a warlord and a rogue/melee ranger, then the laser cleric will do *just fine*.

2) Eliminating half of the attacks choices really is a big hardship. There are levels (3, 7 for example) when the encounter power choices really suck. There are good STR options, but not much in the way of WIS options.

Command is very good if you pump Cha, which a laser cleric should be doing (although you might well want to start with Daunting Light and swap out once your party have a fuller selection of damage abilities). Searing Light is amazing (blind is a brutal condition), which might be why melee clerics get a searing light clone 10 levels later...

3) Wizards will tend to have a better AC than you. Either you burn feats to get Scale, plate, heavy shield OR you have a high dex (something otherwise worthless).

Not really. A wizard can surpass you if the wizard spends feats on light armors. An elven laser cleric will trivially qualify for 2 weapon defense (implements do NOT take a hand slot) and chain-spec. A dwarf might have a harder time reaching chain-spec, but even he can and will get a starting dex 13 (Astral Fire), bringing the AC feats within reach.

4) Your race options are human, elf and dwarf really. And the dwarf is really hard to make work. (heavy armor bonuses and weapon prof. just doesn't help when you don't have STR.)

Most builds have a very narrow respectable race selection. Be glad that the laser cleric works well with two good races (elf and dwarf).
 

I made a very competent elf wrath-of-god cleric recently...

S 11 / Co 12 / D 16 / I 8 / W 18 / Ch 14

He's multiclassed to Ranger for that great 1/encounter Hunter's Quarry ability and an insane Perception check, plus the ability to pick up some Ranger goodies during levels when laser clerics' own powers suck. When not blasting up to range 5 or 10, he's picking off people with a longbow at range 20/40.

Also, for what little it's worth, he qualifies for Astral Fire, so almost every spell gets bonus damage. Hide is his armor of choice, since I plan on exclusively pumping Dex & Wis later on down the road, and heavier armors drop his maneuverability down below 7.

Yeah, if folks close with him, his life sucks a bit. I'm hoping that when he picks up Corellon's Grace later on, his buddies can help him out and let him take a free Move action 1/encounter by using their own action points.

-O
 

Yeah, if folks close with him, his life sucks a bit. I'm hoping that when he picks up Corellon's Grace later on, his buddies can help him out and let him take a free Move action 1/encounter by using their own action points.
Swap a cleric encounter power for Evasive Strike or Fox's Cunning?
 


Swap a cleric encounter power for Evasive Strike or Fox's Cunning?

The level 6 utility Weave Through Fray might be a better choice.
I went with Ranger because there are honestly quite a few decent abilities for Clerics, especially with how many effects depend on Wisdom.

Also, if my DM's game (I'm actually playing in this one! Yay!), Battlefield Archer is a great paragon path for multiclassed clerics. The only problem is, RAW, multiclass Rangers can't go into Ranger paragon paths, since they lack combat styles.

-O
 

What I find hard to do is
1) The laser cleric _really_ sucks if he gets closed with. A wizard can toss of an at-will blast, but the cleric just has ranged attacks for the most part.
Blasts like Divine Glow or Thunderous Word are good backup weapons for that situation. Sanctuary is a good strategy if you get closed in on -- you don't attack, you just turtle up and give the allies a chance to pull the monsters off you. (Note that you can happily throw out Healing Words and similar without breaking the "no attacks" restriction.)

And really, you can always choose to eat the OA and do what you need to do anyway. Defensive Mobility can help you out with that.

2) Eliminating half of the attacks choices really is a big hardship. There are levels (3, 7 for example) when the encounter power choices really suck. There are good STR options, but not much in the way of WIS options.
Huh? Command is an AWESOME power. It's one of the few will-targeting powers you have access to. Daunting Light is situationally good, depending on whether there's a rogue in the party or not. Both of the level 7 ranged attacks are good too, depending on the rest of the party and whether you have good Charisma (you either blind the target or heavily penalize his attacks). You DO have good Charisma, right? It's not like you're spending those points on Strength...

3) Wizards will tend to have a better AC than you. Either you burn feats to get Scale, plate, heavy shield OR you have a high dex (something otherwise worthless).
Shield and armor feats are probably a good idea. You won't be as tough as a some, but you aren't a melee guy anyway. And if you're just sitting there going, "what feat should I take?", well, shields and armor are good answers. (Other good suggestions are the aforementioned Mobility, Linguist, and Skill Training.) I would be sure to get Astral Fire, since it applies to virtually every attack you make.

4) Your race options are human, elf and dwarf really. And the dwarf is really hard to make work. (heavy armor bonuses and weapon prof. just doesn't help when you don't have STR.)
There are other races that work fine. Tieflings actually make decent laser clerics, with a charisma bonus (as mentioned, charisma should be a strong secondary) that lets you put the points that would've been in CHA somewhere more useful. (For example, you can put a 14 instead of a 16 there, and still have +3 Charisma when you're done.) The Fire resist is always good, and Bloodhunt can be better for a ranged guy than melee, since you're more likely to be able to select a bloodied target. And if somebody does manage to hit you, you can Wrath 'em.

Halflings have similar benefits, and the +2 Dex means you can put an 11 in Dex and still meet the prereq for Astral Fire, and that Second Chance power is awesome.

I find that trying to pick the perfect race/class combo is rarely worth it. A dragonborn laser-cleric may be a bad idea, but it's not exactly crippling. Don't feel constrained to the few races that are maybe MOST beneficial. Pick what you want to play, and see if you can't come up with some interesting tricks with it.
 

I'll also note that Cause Fear is seriously impressive in action.

It may not look like much, since it does no damage. But you can really ruin a guy's day by triggering a cascade of opportunity attacks from nearby enemies.

-O
 

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