Laser clerics

I'm running a laser cleric in my online game and I'm really loving the setup. You're right though, up close, you can get into some serious trouble, but you need mobility on your side - as much as humanly (elvenly?) possible.

Your only real options are to multiclass or gut it out and be the fake ranged-ranger bomb-dropper that you should be.
 

log in or register to remove this ad

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.
-O
That's almost exactly the build I went with.
S 8 / Co 13 / D 16 / I 10 /W 18 / Chr 14
With the ranger multi-class. And for the same reasons. My friend got the same thing (elf multiclass with ranger) but 18s in Dex and Wis.


And to everyone else: I really don't see why everyone likes command so much. Taking one person out of the fight (if you hit) for a round seems less than a useful action unless you've got an elite or solo. What am I missing?
 

Command is great. It dazes people, regardless of any other effect, which means the target is set up for the Rogue's next strike - as well as everyone else's, including your own. The slide effect can be used for three things: move melee monsters away from other squishies on your side; move ranged monsters into melee range for you side; or my personal favorite: move people off ledges and into pits. Sure, they can save, but that leaves them prone again.

My mixed cleric got a lot of utility from sending the Hobgoblin Commander in the penultimate fight in Heathen into the rift. The Commander took damage from it, got beat up by the rogue, and then had to waste time climbing out of the pit.

Most spells do piddling amounts of damage. Command makes your opponent do things that are bad for him. That's better than damage.
 

And to everyone else: I really don't see why everyone likes command so much. Taking one person out of the fight (if you hit) for a round seems less than a useful action unless you've got an elite or solo. What am I missing?
I didn't take it, either, but it's fairly versatile.

The universal application, which is independent of maps, is (1) daze the target; (2) knock them prone so they grant combat advantage; (3) let your buddies beat on the poor bastard, particularly the rogue; (4) he can either stand up next round or weakly attack, if he has no action points to spend.

Alternately, if you've got an interesting battle map, you can try to move them somewhere they'd really rather not be. Down a pit, into a fire, etc. Yes, they get a save to resist, but even if they succeed you've now moved them into a bad spot, they're prone, and still dazed. Being both dazed and in a hazard is a bad spot.

It's more than just knocking someone out of the fight for a round. You're also making them vulnerable to everyone else's attacks. Remember that 4e combat is teamwork-oriented, and your best bet in most combats is to set stuff up for your strikers or defenders. It's not about you shining; it's about being a team player and getting the job done. (See above, with Cause Fear.)

-O
 
Last edited:

That's almost exactly the build I went with.
S 8 / Co 13 / D 16 / I 10 /W 18 / Chr 14
With the ranger multi-class. And for the same reasons. My friend got the same thing (elf multiclass with ranger) but 18s in Dex and Wis.


And to everyone else: I really don't see why everyone likes command so much. Taking one person out of the fight (if you hit) for a round seems less than a useful action unless you've got an elite or solo. What am I missing?
But solo/elites do crop up every once in a while. Even knocking out a enemy leader can be useful when against non-elites.
 

Im having a blast with my lazer cleric in combat only pbp.

Starwinds 13th level Dragonborn cleric – good, radiant servant of Bahamut
Hp: 86, AC 26, Fort 22, Ref 22, Will 26
http://www.enworld.org/forum/4444021-post5.html

Im looking forward to using her shadow form (warlock 6) power with spirit weapon, heals and dragon breath.

mobility has bee an issue, the short range powers mea its hard to concentrate fire.

Solar Wrath is great close burst 8! FTW
 

The versitality of Command is key. If the room has hazardous terrain you can slide them into that too! So if you tried to get them to throw themselves into a pit or immolate themselves in a brazier they still get an immediate save and are still prone to boot even if they succeed!
 

Remove ads

Top