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<blockquote data-quote="Veep" data-source="post: 6743791" data-attributes="member: 6793297"><p><strong>Originally posted by Nausicaa:</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong>Pacifist Cleric Heroic Power List</strong></span></p><p></p><p>I will rate only non-damaging powers in this handbook. </p><p>Some level choices are not top level. In that case i will refer to the Cleric Handbook.</p><p>Near the power i'll write useful keywords. Utility powers are marked as daily (D) or encounter (E)</p><p></p><p><span style="font-size: 12px"><strong>Level 1 Encounter Prayers</strong></span></p><p></p><p>Bane and Prophetic Guidance are the best choices</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p></p><p><span style="color: #00ccff">Bane (Divine Power)</span>: Probably your best bet at this level. Pretty much equals to a stun, Even with so-so charisma (14) this is at least a -3 to all defenses and to all attacks. Yes, he can move, but it won't hit. </p><p></p><p><span style="color: #00ccff">Prophetic Guidance (Dragon 386):</span></p><p>enemy grant Combat Advantage and your allies get scaling damage bonus. Definitely better than Exacting Utterance at low level, a little more offensive than Bane but the bonuses are similar. Get a big plus because there's no hit line, so you don't even need to roll to hit, a little minus for the small range.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Exacting Utterance (Divine Power)</span>: this is definitely the <span style="color: #00ccff"><strong>best choice </strong></span>for high-accuracy parties (rogues, avengers& fighters, for example). Generally you're going better with bane, expecially at level 1, but this works for many parties and is definitely better at higher level where you gain accuracy feats.</p><p></p><p><span style="color: #0000ff">Cause fear (Player's Handbook)</span>: <em>FEAR</em> this was once the best power in the cleric arsenal. Now it's a little outdated and not so easy to use as the other two. I still like it though, expecially when you face a slow but hard hitting solo.</p><p></p><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Level 1 Daily Prayers</strong></span></p><p></p><p>Moment of Glory and Beacon of Hope are the best choices</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p></p><p><span style="color: #00ccff">Moment of Glory (Divine Power)</span>: <em>FEAR</em> Very large close blast effect, push away foes from your ranged allies and the party can gain resist 5 until the end of encounter. You can ignore minions and make your encounter a real walk in the park. More <span style="color: #ffcc00">Gold </span>than skyblue</p><p></p><p><span style="color: #00ccff">Beacon of Hope </span><span style="color: #00ccff">(Player's Handbook)</span>: <em>HEALING</em> The real opponent to moment of glory. Large focus on healing, it becomes better than moment of glory at level 9-10-11 when resist 5 becomes less useful. Each heal you cast gets the bonus, also Astral Seal, and also the initial heal can be augmented by items&feats.</p><p></p><p><span style="color: #0000ff">Font of Tears (Divine Power): </span>Dazing (save end) is very good, the burst is quite large, but moment of glory is a superior defensive power. The penalty to defenses becomes very large on an astral sealed enemy.</p><p></p><p><span style="color: #ff00ff">Guardian of Faith (Player's Handbook)</span>: <em>RADIANT</em> the guardian act by himself. Not a gamebreaking power, but you may consider it if you have a summoner wizard or druid or a shaman in your party to team up.</p><p></p><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Level 2 Utility Prayers</strong></span></p><p></p><p>The powers choice in this level is quite bad. Most powers are standard action, others are just not so great. Imho the best power of this level is Strategist Epiphany, a History skill power... but the skill is not so useful. Unless you are a human you may want to take Return from the death's door (nice on paper but i've never used it) or Holy Vestment (nice but doesn't scale well). Dragon 384 added Sacrifical Aegis and i like it very much. Maybe it's your best bet.</p><p></p><p>Finally after the Errata we get Bless viable. Minor action long bonus to hit. Very nice for us!</p><p></p><p>Heroes of the Fallen Lands added, as a more than viable choice, <strong>Resurgent Strength</strong>. </p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p></p><p><strong><span style="color: #00ccff">Resurgent </span><span style="color: #0000ff">Strength (Heroes of the Fallen Lands)</span></strong>: D an healing power (you may have a lot of them) with a great damage boosting effect. Overall a nice pick.</p><p></p><p><strong><span style="color: #00ccff">Bless</span></strong></p><p><strong><span style="color: #0000ff">(PHB)</span></strong>: D The old time bless is now a very nice bonus to hit. Since you don't give other bonus to hit, this becomes probably your best bet for the level.</p><p></p><p><span style="color: #00ccff">Sacrifical</span></p><p><span style="color: #0000ff">Aegis (Dragon 384)</span><span style="color: #0000ff">: D </span>it's not skyblue because it's melee range, but as a minor action you give a load of temporary hit points.</p><p></p><p><span style="color: #0000ff">Strategist Epiphany </span><span style="color: #0000ff">(Player's Handbook 3, History skill power)</span>: D this is a very good power, you dabble in the Tactical Warlord's territory. It's a pity that the skill tied to this power is the worst in your arsenal, but a human cleric should not care.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Sanctuary (Player's Handbook): </span>E i still like this power, in my opinion it's useful to save an ally from impending death</p><p></p><p><span style="color: #0000ff">Return from the Death's Door (Divine Power)</span>: D on paper is nice, but pre errata i have never used in 30 levels. Maybe this time i'll use it once... It becomes<span style="color: #00ccff"><strong> BETTER</strong></span> at higher level, worth of retrain</p><p></p><p><span style="color: #0000ff">Life Transference (Divine Power)</span>: D it was a good encounter power. Now it's a daily. It's not a bad power but in my opinion sacrifical aegis is a bit better for the minor action expense</p><p></p><p><span style="color: #0000ff">Shield of faith (Player's Handbook)</span>: D another good power of the old times. You don't destroy your character taking it, but it's not gamebreaking. Bumped to Blue for the errata!</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>Holy Vestments (Divine Power): D some people says this power is great. Imho is nothing more than a decent choice, because it creates movement issues.</p><p></p><p>Divine Aide (Divine Power): D it's good but you won't probably need it. </p><p></p><p><span style="color: #ff00ff">Cure Light Wounds (Player's Handbook)</span>: D standard action, melee range, no bonuses... It's a pity to give a mediocre rating to an old good spell... but i have to <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/sad.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Level 3 Encounter Prayers</strong></span></p><p></p><p>Hymn of Resurgence is without any doubt your best choice. It's so better than other powers that it in my opinion gets the gold rating.</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p></p><p><span style="color: #ffcc00">Hymn of Resurgence (Divine Power)</span>: one of the best power of the level among all leader's powers. -2 to all defenses, the target is knocked prone and any ally in the blast get a choice between healing (temporary hp) and saving throw. I used to nova this with a Bane for -5 to all defenses and prone on hit. Targets fortitude but you should have already a debuff on your main target (2 if you nova)</p><p></p><p><span style="color: #0000ff">Command (Player's Handbook)</span>: <em>CHARM</em> nice old power, you get the choice for the enemy for reposition or dazing. It hasn't the sheer power of hymn of res.</p><p></p><p><span style="color: #0000ff">Astral Flare (Divine Power)</span>: nice aoe daze, maybe better than command (but you don't have the choice). I like it but it's absolutely inferior to Hymn of Resurgence</p><p></p><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Level 5 Daily Prayers</strong></span></p><p></p><p>There are two good choices at this level: Consecrated Ground is great and get the usual effect of enemy debuff+ ally buff. Iron to Glass is an absurd debuff meant to totally annihilate a solo. If your DM likes putting in your encounters Elite/solo iron to glass is definitely better.</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p></p><p><span style="color: #00ccff">Consecrated Ground (Player's Handbook)</span>: <em>HEALING, RADIANT</em> great aoe effect, enemies are autodamaged and allies gets healing (with the usual buffs) and both effects scale with charisma. You can also move the area with a move action.</p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Iron to Glass (Divine Power)</span>: great scaling debuff... at -4 a solo can start to flee from the encounter. Even if you miss the effect is usually deadly. Choose this power if your DM likes "POWAH" monsters and elites.</p><p></p><p>Weapon of the Gods (Player's Handbook): <em>RADIANT, WEAPON</em> nice buffing power, but inferior to other choices. A good old power in 3.5 edition ^^</p><p></p><p><span style="color: #ff00ff">Halo of consequence (Divine Power)</span>: <em>RADIANT</em> i don't know why you should take this power when you can use Iron to Glass. A subpar choice.</p><p></p><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Level 6 Utility Prayers</strong></span></p><p></p><p>Stream of Life and Spirit of Healing are the superior choices at this level. Remember that you don't have to take all that "sacrifice" powers. If you do, better if you take Life domain so you may want to recover a little those blows to your surges. I also like <strong>Mark of Victory</strong>, since it boosts a lot your buffing.</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p></p><p><span style="color: #00ccff">Stream of Life (Divine Power)</span>: D you take damage and they heal. Remember that you are never your "ally", so you can't loop with this power. The healing is fixed but scales with your items as usual. 15 hp at 6 level are a defender surge, so it's VERY much. You need to keep up this beautiful power only for 3-4 rounds, never more than 5 rounds (this is taken from my direct experiences)</p><p></p><p><span style="color: #0000ff">Spirit of Healing (Divine Power)</span>: D it was too good before, it healed for much more than 15 without you having to do anything to keep it up (except a minor and a move here and there). The healing has become not so good (we're talking about 5-6 healing at 6th level) but it can possibly heal more than 1 time/round. It's still a very good power.</p><p></p><p><span style="color: #0000ff"><strong>Mark of Victory (Heroes of the Fallen Lands)</strong></span>: E a nice power to nova an enemy after your debuffs. </p><p></p><p><span style="color: #0000ff">Holy Celerity (Divine Power): </span>E this becomes better at higher level. The conditions are bad (not the worse) and it's a minor action encounter. Good range.</p><p></p><p><span style="color: #0000ff">Divine Favor (Divine Power)</span>: D the good old divine favor power strikes again. Not the best power of this level, but if you have in your group the usual glass-cannon assassin, sorcerer or wizard it can be a very good choice.</p><p></p><p>Blades of Holy fire (Divine Power): D you are not a lazer cleric, but if you have multiple invokers/paladins/radiant weapon wielders in your group this can be a good choice.</p><p></p><p>Bastion of Health (Player's Handbook): E another surge healing which wasn't touched by the errata. Stream of Life is simply a superior choice, even as a daily.</p><p></p><p><span style="color: #ff00ff">Cure serious wounds (Player's Handbook):</span> D again, a wasted power. It's good but offers nothing that Stream of Life or Spirit of Healing can't do better</p><p></p><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Level 7 Encounter Prayers</strong></span></p><p></p><p>The choices at this level are few (only 2) but Denunciation is bane on steroids and it's a lovely power.</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p></p><p><span style="color: #ff9900">Denunciation (Divine Power)</span>: it's not gold because it's so good, but because it's so better than your other choice. Practically it's bane on steroids, the target is also dazed. The debuff isn't SO worse than Bane, so you may want to keep both powers. Dazed it's still bad at 7th level, though.</p><p></p><p>Price of Violence (Divine Power): it's not a bad power but denunciation is superior and this targets fortitude so it's generally less accurate. </p><p></p><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Level 9 Daily Prayers</strong></span></p><p></p><p>The best choice in this level is generally Rebuke Violence. If you want to deal a little damage, you can use Blade Barrier.</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p></p><p><span style="color: #00ccff">Rebuke Violence (Divine Power)</span>: the target is removed from the combat nearly totally. This is an effect like a stun, only a little worse because you cannot still pass through the enemy's space. A great effect expecially against synergic elites</p><p></p><p><span style="color: #0000ff">Blade Barrier (Player's Handbook)</span>: damage is automatic, so you aren't stunned. Nice for that group that abuse forced movement powers or that often fight in little rooms.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Dismissal (Divine Power):</span></p><p><em>TELEPORTATION </em>not as good as rebuke violence, in my opinion. If you constantly face aberrants, elementals, feys, immortals and shadows, though, this is<span style="color: #00ccff"> better</span> than rebuke violence for the aftereffect.</p><p></p><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Level 10 Utility Prayers</strong></span></p><p></p><p>Reverent Mettle is your best choice, since it scales well with your level. In the epic tier you will be able to use it 3 times in a standard fight. Not bad, really. <strong>Battle Surge</strong> is another more than viable choice: surgeless healing + nova. <strong>Wall of Shield</strong> is the defensive first runner. Prescient defense is nice if you are constantly attacked (as you should be), and Recall Ally is a nice teleport power</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p></p><p><span style="color: #00ccff">Reverent Mettle (Dragon 379):</span> E a good power that scales with your charisma and your feats, has not movement or placement issues and can be used tactically. I love this power</p><p></p><p><span style="color: #00ccff"><strong>Battle Surge (Heroes of the Fallen Lands)</strong></span>: D AoE surgeless healing + accuracy buff make this power incredible. </p><p></p><p><span style="color: #00ccff"><strong>Wall of Shields (Heroes of the Fallen Lands)</strong></span>: D Huge Wall, immobilization effect and +2 to defenses. Incredible defense/control power.</p><p></p><p><span style="color: #0000ff">Prescient Defense (Player's Handbook 3, Insight Skill Power)</span>: E a good power if you are constantly attacked by your DM. Totally negates 1 attack, but it's not as good as reverent mettle most of the time</p><p></p><p><span style="color: #0000ff">Shielding Word (Player's Handbook)</span>: E another +defense power that can negate an attack. Take it if your DM likes to show his/her dice results.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Recall Ally (Divine Power)</span>: E one of the few movement powers granted for the cleric class. The range is very good.</p><p></p><p><span style="color: #0000ff">Word of Vigor (Divine Power)</span>: E this is quite similar to healer's mercy but the range is worse. Take it only if you need extra healing (you shouldn't)</p><p></p><p>Mass Cure Light Wounds (Player's Handbook): D finally an old "cure" power that maintained its dignity. Similar to word of vigor, more powerful but requires a standard action (and it's a daily)</p><p></p><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Noteworthy Heroic Feats</strong></span></p><p></p><p>Feats are too many to be summarized in a little guide like mine. Here i'll show only very good picks (blue+ rated). You can pick random choices in this list and you will be sure to build a nice character.</p><p>I won't put here domain Channel Divinity Feats and racial feats (hint: Kalashtar is good!). Check Gelatineous Octahedron's guide for these feats. There are a lot of good choice in the Heroic Tier. You can't go wrong if you reserve some feats for the paragon tier.</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p></p><p><span style="color: #ffcc00">Versatile Expertise (Player's Handbook 3): </span>blah, blah blah... TAKE IT. Mace/Holy symbol.</p><p></p><p><span style="color: #ffcc00"><strong>Improved Defenses (Heroes of the Fallen Lands)</strong></span>: i consider this feat a must for each character.</p><p></p><p><span style="color: #00ccff">Mark of Healing (Eberron's Player Guide)</span>: if you can take it, take it. Not mandatory, though, since you enable a lot of saving throws.</p><p></p><p><span style="color: #00ccff">Spirit of Hestavar (Dragon 387, must worship Erathis)</span>: +2/4/6 to the target surge value if he's adjacent to you. This is good also for "as if he spent an healing surge" instances. Really really really nice.<span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Defensive Healing Word</span><span style="color: #00ccff"> (Divine Power)</span>: the target becomes unhittable against the next attack. Great choice.</p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Healer's Implement (Divine Power)</span>: this starts to be good in later heroic tier. Touched by the may errata but still very good.</p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Pacifist's Reward (Dragon 379)</span>: very good to offset minion damage,<span style="color: #ff0000"></span></p><p><span style="color: #ff0000"></span>stream of life damage, and so on</p><p></p><p><span style="color: #00ccff">Coordinated Explosion (Player's Handbook 2)</span>: nearly all your encounter and daily powers are areas or blasts.</p><p></p><p><span style="color: #00ccff">Superior Implement Training (Player's Handbook 3)</span>: the obvious choice is accurate, but also warding is good if you have low strength.</p><p></p><p><span style="color: #00ccff">Shield Proficiency (Light) (Player's Handbook)</span>: if you have enough strength, take it and love it</p><p></p><p><span style="color: #00ccff">Armor Proficiency (Scale) (Player's Handbook)</span>: copypaste from shield prof. You gain +2 fortitude from high level scale armors, so it's very good (epic level chain gives +will)</p><p></p><p><span style="color: #00ccff">Superior Weapon Proficiency (Cutting Wheel) (EPG):</span></p><p><span style="color: #00ccff">Superior Weapon Proficiency (Parrying Dagger) (AV)</span>:</p><p>These feats does the same things Shield Proficiency + Armor Proficiency (Scale) does, but don't require stats. At higher level Shield+Armor are better, in my opinion, but these are easier to qualify for in heroic tier.</p><p></p><p><span style="color: #0000ff">Distant Advantage (Player's Handbook 2)</span>: good feat but mechanically coordinated explosion is better for you. Usually you are very accurate, but if you are a "must-hit" fan you may take both of them</p><p></p><p><span style="color: #0000ff"><strong>Superior Will (Heroes of the Fallen Lands):</strong></span> this is a feat you should take at least in the late paragon tier. Being able to dismiss dazing or stunning effects is incredible.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Restful Healing (Player's Handbook 2)</span>: often an underrated feat, it's lovely.</p><p></p><p><span style="color: #0000ff">Defensive Grace (Player's Handbook 2)</span>: if you use often (at least 2x day) Healer's Mercy this is a good pick</p><p></p><p><span style="color: #0000ff">Shielding Word (Dragon 378)</span>: defensive healing word is better, but the two stacks.</p><p></p><p><span style="color: #0000ff">Toughness (Player's Handbook)</span>: if your DM likes to fire-focus you this is an obvious choice<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p>Fortifying Word (Dragon 385): statistically Fortitude is the less targeted defense, but this is really DM dependant.</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Veep, post: 6743791, member: 6793297"] [b]Originally posted by Nausicaa:[/b] [CENTER][Size=4][b]Pacifist Cleric Heroic Power List[/b][/size][/CENTER] I will rate only non-damaging powers in this handbook. Some level choices are not top level. In that case i will refer to the Cleric Handbook. Near the power i'll write useful keywords. Utility powers are marked as daily (D) or encounter (E) [Size=3][b]Level 1 Encounter Prayers[/b][/size] Bane and Prophetic Guidance are the best choices [b]Show[/b] [sblock] [COLOR=#00ccff]Bane (Divine Power)[/COLOR]: Probably your best bet at this level. Pretty much equals to a stun, Even with so-so charisma (14) this is at least a -3 to all defenses and to all attacks. Yes, he can move, but it won't hit. [COLOR=#00ccff]Prophetic Guidance (Dragon 386):[/COLOR] enemy grant Combat Advantage and your allies get scaling damage bonus. Definitely better than Exacting Utterance at low level, a little more offensive than Bane but the bonuses are similar. Get a big plus because there's no hit line, so you don't even need to roll to hit, a little minus for the small range. [COLOR=#0000ff] Exacting Utterance (Divine Power)[/COLOR]: this is definitely the [COLOR=#00ccff][b]best choice [/b][/COLOR]for high-accuracy parties (rogues, avengers& fighters, for example). Generally you're going better with bane, expecially at level 1, but this works for many parties and is definitely better at higher level where you gain accuracy feats. [COLOR=#0000ff]Cause fear (Player's Handbook)[/COLOR]: [i]FEAR[/i] this was once the best power in the cleric arsenal. Now it's a little outdated and not so easy to use as the other two. I still like it though, expecially when you face a slow but hard hitting solo. [/sblock] [Size=3][b]Level 1 Daily Prayers[/b][/size] Moment of Glory and Beacon of Hope are the best choices [b]Show[/b] [sblock] [COLOR=#00ccff]Moment of Glory (Divine Power)[/COLOR]: [i]FEAR[/i] Very large close blast effect, push away foes from your ranged allies and the party can gain resist 5 until the end of encounter. You can ignore minions and make your encounter a real walk in the park. More [COLOR=#ffcc00]Gold [/COLOR]than skyblue [COLOR=#00ccff]Beacon of Hope [/COLOR][COLOR=#00ccff](Player's Handbook)[/COLOR]: [i]HEALING[/i] The real opponent to moment of glory. Large focus on healing, it becomes better than moment of glory at level 9-10-11 when resist 5 becomes less useful. Each heal you cast gets the bonus, also Astral Seal, and also the initial heal can be augmented by items&feats. [COLOR=#0000ff]Font of Tears (Divine Power): [/COLOR]Dazing (save end) is very good, the burst is quite large, but moment of glory is a superior defensive power. The penalty to defenses becomes very large on an astral sealed enemy. [COLOR=#ff00ff]Guardian of Faith (Player's Handbook)[/COLOR]: [i]RADIANT[/i] the guardian act by himself. Not a gamebreaking power, but you may consider it if you have a summoner wizard or druid or a shaman in your party to team up. [/sblock] [Size=3][b]Level 2 Utility Prayers[/b][/size] The powers choice in this level is quite bad. Most powers are standard action, others are just not so great. Imho the best power of this level is Strategist Epiphany, a History skill power... but the skill is not so useful. Unless you are a human you may want to take Return from the death's door (nice on paper but i've never used it) or Holy Vestment (nice but doesn't scale well). Dragon 384 added Sacrifical Aegis and i like it very much. Maybe it's your best bet. Finally after the Errata we get Bless viable. Minor action long bonus to hit. Very nice for us! Heroes of the Fallen Lands added, as a more than viable choice, [b]Resurgent Strength[/b]. [b]Show[/b] [sblock] [COLOR=#0000ff][b][/b][/COLOR][b][COLOR=#00ccff]Resurgent [/COLOR][COLOR=#0000ff]Strength (Heroes of the Fallen Lands)[/COLOR][/b][COLOR=#0000ff][/COLOR]: D an healing power (you may have a lot of them) with a great damage boosting effect. Overall a nice pick. [b][COLOR=#00ccff]Bless[/COLOR] [COLOR=#0000ff](PHB)[/COLOR][/b]: D The old time bless is now a very nice bonus to hit. Since you don't give other bonus to hit, this becomes probably your best bet for the level. [COLOR=#00ccff]Sacrifical[/COLOR] [COLOR=#0000ff]Aegis (Dragon 384)[/COLOR][COLOR=#0000ff]: D [/COLOR]it's not skyblue because it's melee range, but as a minor action you give a load of temporary hit points. [COLOR=#0000ff]Strategist Epiphany [/COLOR][COLOR=#0000ff](Player's Handbook 3, History skill power)[/COLOR]: D this is a very good power, you dabble in the Tactical Warlord's territory. It's a pity that the skill tied to this power is the worst in your arsenal, but a human cleric should not care. [COLOR=#0000ff] Sanctuary (Player's Handbook): [/COLOR]E i still like this power, in my opinion it's useful to save an ally from impending death [COLOR=#0000ff]Return from the Death's Door (Divine Power)[/COLOR]: D on paper is nice, but pre errata i have never used in 30 levels. Maybe this time i'll use it once... It becomes[COLOR=#00ccff][b] BETTER[/b][/COLOR] at higher level, worth of retrain [COLOR=#0000ff]Life Transference (Divine Power)[/COLOR]: D it was a good encounter power. Now it's a daily. It's not a bad power but in my opinion sacrifical aegis is a bit better for the minor action expense [COLOR=#0000ff]Shield of faith (Player's Handbook)[/COLOR]: D another good power of the old times. You don't destroy your character taking it, but it's not gamebreaking. Bumped to Blue for the errata! [COLOR=#0000ff] [/COLOR]Holy Vestments (Divine Power): D some people says this power is great. Imho is nothing more than a decent choice, because it creates movement issues. Divine Aide (Divine Power): D it's good but you won't probably need it. [COLOR=#ff00ff]Cure Light Wounds (Player's Handbook)[/COLOR]: D standard action, melee range, no bonuses... It's a pity to give a mediocre rating to an old good spell... but i have to [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/sad.gif[/IMG] [/sblock] [Size=3][b]Level 3 Encounter Prayers[/b][/size] Hymn of Resurgence is without any doubt your best choice. It's so better than other powers that it in my opinion gets the gold rating. [b]Show[/b] [sblock] [COLOR=#ffcc00]Hymn of Resurgence (Divine Power)[/COLOR]: one of the best power of the level among all leader's powers. -2 to all defenses, the target is knocked prone and any ally in the blast get a choice between healing (temporary hp) and saving throw. I used to nova this with a Bane for -5 to all defenses and prone on hit. Targets fortitude but you should have already a debuff on your main target (2 if you nova) [COLOR=#0000ff]Command (Player's Handbook)[/COLOR]: [i]CHARM[/i] nice old power, you get the choice for the enemy for reposition or dazing. It hasn't the sheer power of hymn of res. [COLOR=#0000ff]Astral Flare (Divine Power)[/COLOR]: nice aoe daze, maybe better than command (but you don't have the choice). I like it but it's absolutely inferior to Hymn of Resurgence [/sblock] [Size=3][b]Level 5 Daily Prayers[/b][/size] There are two good choices at this level: Consecrated Ground is great and get the usual effect of enemy debuff+ ally buff. Iron to Glass is an absurd debuff meant to totally annihilate a solo. If your DM likes putting in your encounters Elite/solo iron to glass is definitely better. [b]Show[/b] [sblock] [COLOR=#00ccff]Consecrated Ground (Player's Handbook)[/COLOR]: [i]HEALING, RADIANT[/i] great aoe effect, enemies are autodamaged and allies gets healing (with the usual buffs) and both effects scale with charisma. You can also move the area with a move action. [COLOR=#00ccff] Iron to Glass (Divine Power)[/COLOR]: great scaling debuff... at -4 a solo can start to flee from the encounter. Even if you miss the effect is usually deadly. Choose this power if your DM likes "POWAH" monsters and elites. Weapon of the Gods (Player's Handbook): [i]RADIANT, WEAPON[/i] nice buffing power, but inferior to other choices. A good old power in 3.5 edition ^^ [COLOR=#ff00ff]Halo of consequence (Divine Power)[/COLOR]: [i]RADIANT[/i] i don't know why you should take this power when you can use Iron to Glass. A subpar choice. [/sblock] [Size=3][b]Level 6 Utility Prayers[/b][/size] Stream of Life and Spirit of Healing are the superior choices at this level. Remember that you don't have to take all that "sacrifice" powers. If you do, better if you take Life domain so you may want to recover a little those blows to your surges. I also like [b]Mark of Victory[/b], since it boosts a lot your buffing. [b]Show[/b] [sblock] [COLOR=#00ccff]Stream of Life (Divine Power)[/COLOR]: D you take damage and they heal. Remember that you are never your "ally", so you can't loop with this power. The healing is fixed but scales with your items as usual. 15 hp at 6 level are a defender surge, so it's VERY much. You need to keep up this beautiful power only for 3-4 rounds, never more than 5 rounds (this is taken from my direct experiences) [COLOR=#0000ff]Spirit of Healing (Divine Power)[/COLOR]: D it was too good before, it healed for much more than 15 without you having to do anything to keep it up (except a minor and a move here and there). The healing has become not so good (we're talking about 5-6 healing at 6th level) but it can possibly heal more than 1 time/round. It's still a very good power. [COLOR=#0000ff][b]Mark of Victory (Heroes of the Fallen Lands)[/b][/COLOR]: E a nice power to nova an enemy after your debuffs. [COLOR=#0000ff]Holy Celerity (Divine Power): [/COLOR]E this becomes better at higher level. The conditions are bad (not the worse) and it's a minor action encounter. Good range. [COLOR=#0000ff]Divine Favor (Divine Power)[/COLOR]: D the good old divine favor power strikes again. Not the best power of this level, but if you have in your group the usual glass-cannon assassin, sorcerer or wizard it can be a very good choice. Blades of Holy fire (Divine Power): D you are not a lazer cleric, but if you have multiple invokers/paladins/radiant weapon wielders in your group this can be a good choice. Bastion of Health (Player's Handbook): E another surge healing which wasn't touched by the errata. Stream of Life is simply a superior choice, even as a daily. [COLOR=#ff00ff]Cure serious wounds (Player's Handbook):[/COLOR] D again, a wasted power. It's good but offers nothing that Stream of Life or Spirit of Healing can't do better [/sblock] [Size=3][b]Level 7 Encounter Prayers[/b][/size] The choices at this level are few (only 2) but Denunciation is bane on steroids and it's a lovely power. [b]Show[/b] [sblock] [COLOR=#ff9900]Denunciation (Divine Power)[/COLOR]: it's not gold because it's so good, but because it's so better than your other choice. Practically it's bane on steroids, the target is also dazed. The debuff isn't SO worse than Bane, so you may want to keep both powers. Dazed it's still bad at 7th level, though. Price of Violence (Divine Power): it's not a bad power but denunciation is superior and this targets fortitude so it's generally less accurate. [/sblock] [Size=3][b]Level 9 Daily Prayers[/b][/size] The best choice in this level is generally Rebuke Violence. If you want to deal a little damage, you can use Blade Barrier. [b]Show[/b] [sblock] [COLOR=#00ccff]Rebuke Violence (Divine Power)[/COLOR]: the target is removed from the combat nearly totally. This is an effect like a stun, only a little worse because you cannot still pass through the enemy's space. A great effect expecially against synergic elites [COLOR=#0000ff]Blade Barrier (Player's Handbook)[/COLOR]: damage is automatic, so you aren't stunned. Nice for that group that abuse forced movement powers or that often fight in little rooms. [COLOR=#0000ff] Dismissal (Divine Power):[/COLOR] [i]TELEPORTATION [/i]not as good as rebuke violence, in my opinion. If you constantly face aberrants, elementals, feys, immortals and shadows, though, this is[COLOR=#00ccff] better[/COLOR] than rebuke violence for the aftereffect. [/sblock] [Size=3][b]Level 10 Utility Prayers[/b][/size] Reverent Mettle is your best choice, since it scales well with your level. In the epic tier you will be able to use it 3 times in a standard fight. Not bad, really. [b]Battle Surge[/b] is another more than viable choice: surgeless healing + nova. [b]Wall of Shield[/b] is the defensive first runner. Prescient defense is nice if you are constantly attacked (as you should be), and Recall Ally is a nice teleport power [b]Show[/b] [sblock] [COLOR=#00ccff]Reverent Mettle (Dragon 379):[/COLOR] E a good power that scales with your charisma and your feats, has not movement or placement issues and can be used tactically. I love this power [COLOR=#00ccff][b]Battle Surge (Heroes of the Fallen Lands)[/b][/COLOR]: D AoE surgeless healing + accuracy buff make this power incredible. [COLOR=#00ccff][b]Wall of Shields (Heroes of the Fallen Lands)[/b][/COLOR]: D Huge Wall, immobilization effect and +2 to defenses. Incredible defense/control power. [COLOR=#0000ff]Prescient Defense (Player's Handbook 3, Insight Skill Power)[/COLOR]: E a good power if you are constantly attacked by your DM. Totally negates 1 attack, but it's not as good as reverent mettle most of the time [COLOR=#0000ff]Shielding Word (Player's Handbook)[/COLOR]: E another +defense power that can negate an attack. Take it if your DM likes to show his/her dice results. [COLOR=#0000ff] Recall Ally (Divine Power)[/COLOR]: E one of the few movement powers granted for the cleric class. The range is very good. [COLOR=#0000ff]Word of Vigor (Divine Power)[/COLOR]: E this is quite similar to healer's mercy but the range is worse. Take it only if you need extra healing (you shouldn't) Mass Cure Light Wounds (Player's Handbook): D finally an old "cure" power that maintained its dignity. Similar to word of vigor, more powerful but requires a standard action (and it's a daily) [/sblock] [Size=3][b]Noteworthy Heroic Feats[/b][/size] Feats are too many to be summarized in a little guide like mine. Here i'll show only very good picks (blue+ rated). You can pick random choices in this list and you will be sure to build a nice character. I won't put here domain Channel Divinity Feats and racial feats (hint: Kalashtar is good!). Check Gelatineous Octahedron's guide for these feats. There are a lot of good choice in the Heroic Tier. You can't go wrong if you reserve some feats for the paragon tier. [b]Show[/b] [sblock] [COLOR=#ffcc00]Versatile Expertise (Player's Handbook 3): [/COLOR]blah, blah blah... TAKE IT. Mace/Holy symbol. [COLOR=#ffcc00][b]Improved Defenses (Heroes of the Fallen Lands)[/b][/COLOR]: i consider this feat a must for each character. [COLOR=#00ccff]Mark of Healing (Eberron's Player Guide)[/COLOR]: if you can take it, take it. Not mandatory, though, since you enable a lot of saving throws. [COLOR=#00ccff]Spirit of Hestavar (Dragon 387, must worship Erathis)[/COLOR]: +2/4/6 to the target surge value if he's adjacent to you. This is good also for "as if he spent an healing surge" instances. Really really really nice.[COLOR=#00ccff] [/COLOR] [COLOR=#00ccff]Defensive Healing Word[/COLOR][COLOR=#00ccff] (Divine Power)[/COLOR]: the target becomes unhittable against the next attack. Great choice. [COLOR=#00ccff] Healer's Implement (Divine Power)[/COLOR]: this starts to be good in later heroic tier. Touched by the may errata but still very good. [COLOR=#00ccff] Pacifist's Reward (Dragon 379)[/COLOR]: very good to offset minion damage,[COLOR=#ff0000] [/COLOR]stream of life damage, and so on [COLOR=#00ccff]Coordinated Explosion (Player's Handbook 2)[/COLOR]: nearly all your encounter and daily powers are areas or blasts. [COLOR=#00ccff]Superior Implement Training (Player's Handbook 3)[/COLOR]: the obvious choice is accurate, but also warding is good if you have low strength. [COLOR=#00ccff]Shield Proficiency (Light) (Player's Handbook)[/COLOR]: if you have enough strength, take it and love it [COLOR=#00ccff]Armor Proficiency (Scale) (Player's Handbook)[/COLOR]: copypaste from shield prof. You gain +2 fortitude from high level scale armors, so it's very good (epic level chain gives +will) [COLOR=#00ccff]Superior Weapon Proficiency (Cutting Wheel) (EPG): Superior Weapon Proficiency (Parrying Dagger) (AV)[/COLOR]: These feats does the same things Shield Proficiency + Armor Proficiency (Scale) does, but don't require stats. At higher level Shield+Armor are better, in my opinion, but these are easier to qualify for in heroic tier. [COLOR=#0000ff]Distant Advantage (Player's Handbook 2)[/COLOR]: good feat but mechanically coordinated explosion is better for you. Usually you are very accurate, but if you are a "must-hit" fan you may take both of them [COLOR=#0000ff][b]Superior Will (Heroes of the Fallen Lands):[/b][/COLOR] this is a feat you should take at least in the late paragon tier. Being able to dismiss dazing or stunning effects is incredible. [COLOR=#0000ff] Restful Healing (Player's Handbook 2)[/COLOR]: often an underrated feat, it's lovely. [COLOR=#0000ff]Defensive Grace (Player's Handbook 2)[/COLOR]: if you use often (at least 2x day) Healer's Mercy this is a good pick [COLOR=#0000ff]Shielding Word (Dragon 378)[/COLOR]: defensive healing word is better, but the two stacks. [COLOR=#0000ff]Toughness (Player's Handbook)[/COLOR]: if your DM likes to fire-focus you this is an obvious choice[COLOR=#0000ff] [/COLOR] Fortifying Word (Dragon 385): statistically Fortitude is the less targeted defense, but this is really DM dependant. [/sblock] [/QUOTE]
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