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Gammon
Aug 20, 2003
Cliff Yablonski Hates Me

Woden posted:

I don't know if pure anything is optimal anymore, some will be viable sure(casters) but multiclassing just got a huge buff.


What about pure monks? Surely they are still pretty viable (if not required) if you want to do unarmed damage? Especially given how many awesome (in my mind) monk class features improve as you get more levels in the class.

Also, Warforged still seem to get racial +hp enhancements...I didn't notice anything on my artificer with being given free +hp at certain levels, is that just a human thing?

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Gammon
Aug 20, 2003
Cliff Yablonski Hates Me

Woden posted:

Monks might be viable but a 12 fighter/6 monk/2 cleric can be centered with an eSoS, gets kensei crit buffs, ki strikes with eSoS, tactics DCs up the wazoo, cha mod to str, tons of feats, etc.

The free hp thing is like +5hp per 5 levels in a class, so you get them at arti level 5, 10, 15, 20. I didn't notice it either but then I didn't really look for it, it might have changed since the beta.

edit: also of note hearts of wood no longer reset 20th lists and instead will give you just normal vendor trash.

Hmm, I might have to look in to how best to multiclass as a monk then. I did have my heart set on being unarmed, but I guess that's no longer as good as it used to be, or maybe using a weapon as a monk is now just plain better. I just really like the class features of a monk, and I'd be sad at missing out on so many of them, but I suppose as most of them are based around fighting unarmed, if you are using a weapon then you're not exactly going to miss them.

I don't even have a regular Sword of Shadow or whatever that weapon is, so an epic one is far beyond me. But, given that the enhancement trees only need you to be level 5 in a class to reach tier 5 (except for core abilities) that certainly does make the options more interesting for what you can do with various classes, and I can definitely see how multiclassing is now far more viable.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me

Fenris13 posted:

I am doing regular, unarmed monk this life and there is nothing wrong with it. I did decide to splash in 3 levels of rogue and 1 of fighter, or maybe 1 of druid, still haven't decided. But 16 levels of monk leaves you missing only .5[w] to unarmed, versus the 5d6 sneak dice from 3 levels of rogue. There are plenty of other trade offs from not being pure monk, but I have already done a pure monk life and I wanted to mess around with a little splash.

Yeah, I was thinking about various ways to do a multiclassed monk, and decided on going either 12 monk/6 fighter/2 <whatever> (possibly even 14 monk/6 fighter so I at least get Diamond Soul), or either a 16/4 | 18/2 monk/fighter build. None of the monk capstones are that thrilling, and going 4 Fighter lets me get weapon specialisation, which is essentially 0.5[W] by itself, which would make up for the missing 4 monk levels. Whichever way I go, I definitely want to do at least 12 levels of monk so that I qualify for the Improved Martial Arts and Vorpal Strikes epic feats. Points have been well made about the low hanging fruits of other classes :)

Does Stunning Fist benefit from increases to general tactical DC's, like from Fighter past life bonuses? DDOWiki is not entirely clear on that, but I suspect that it might not, which kinda sucks.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me

Tsurupettan posted:

They do. I can tell you this because I picked up an epic spare hand back during my monk life and fell in love with it. Stunning wraps also apply to both stunning blow and stunning fist.

This is good news then :) I'm thinking that 16 monk/4 fighter might be the best split to go, or maybe even 16 monk/2 fighter/2 xxx, and trade in weapon specialisation for somethingl ike sneak attack stuff from the rogue's Assassin tree. I won't be taking the tier 5 stuff from Kensei, so I don't need any more than 4 levels.

Is Human still basically the best race for monk, or is another race now more optimal? Given that toughness is no longer required, and dragonmarks now only need one feat + enhancements, it might be interesting to pick up one of the dragonmarks. Having Dimension Door as an SLA would be super handy.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
I've been playing around a bit with the Shadar-kai today, although I'll probably recreate him yet again. Currently a 6 monk/5 rogue/4 fighter, and using a staff, though as Henshin Mystic and Thief Acrobat have a lot in common with enhancement it does seem to be an inefficient class distribution. That said, with a lot of points in Henshin, I have some minor spellcasting stuff, I can use Dex for hit and damage with my staff thanks to the T-A tree (haven't put many points in there tbh, I don't really see a need for all the high end staff attacks in there) and Whirlwind Attack thanks to all the feats that Fighter gives me.

No two handed fighting feats though, because my strength simply isn't high enough (base 10) because of T-A's nice enhancement. Decent spread of skills, maxed concentration/open lock/search/DD, and a few token points in other things like Balance, Spot, hide, from the starting Rogue level. I think there's a really good build to be found in all of this, but I'm not positive that having both Monk and Fighter is the way to go with rogue...one or the other would probably allow for more focus with the enhancement points. Ninja Spy enhancements would go well in that case.

I also found while playing around with that build, that the advanced versions of the monk elemental forms need extra feats to be taken. Given they used to be available as enhancements...it's kinda lovely to make that change.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me

RosaParksOfDip posted:

I rolled up 18 str and 15 dex, so I am all about the hitting things hard as opposed to fancily. Mostly because I wanted cleave + g. cleave which, in hindsight I really didn't need considering all the active stuff that comes out of the enhancement tree.

Yeah, that was exactly why I largely ignored STR when I put my S-K together. It was just going to be a case of too many buttons to push, not enough time to push them, if I had cleave/great cleave and all those things.

I'm beginning to think that taking 6 levels of monk for the feats, centering, elemental attacks etc is the way to go, but just stick with Thief-Acrobat and Kensei enhancement trees could be the way to go. Am I right in thinking that the staff fighting lines that give +hit and +damage would not stack from different trees? The one really nice synergistic thing I did find between monk and T-A is the ability to get that special ki attack which gives mobs a -10 Balance, which would obviously then greatly help with the T-A's many, many trips, especially as the DC of the those trips depends on your rogue level, and my rogue level just ain't that high with 4 fighter/6 monk in the build (though I could drop that to 2 fighter).

Also, for the monk forms - do they automatically grant the feat at monk level 6/12/18, but you can pick them at those character levels manually as well if you lack the monk levels?

Gammon fucked around with this message at 00:12 on Aug 25, 2013

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
Yeah, I did some testing with the monk/fighter build I was thinking of doing (using the convenient PDK), and the passive enhancements from Kensei stack with the identical ones you find the in the Monk trees, which is fantastic.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me

Woden posted:

I get the missing graphics thing a lot and have had it for like two years, it has gotten a lot worse recently though and I have read that some(all?) people can't see elec traps or the fencing on the bridge in harbor. Usually relogging fixes missing mobs and trees and the like for me, at least for a few hours when it'll invariably happen again.

As for Restless Isles, tried to do an at level Titan elite the other day where the boss was immune to the laser and when we dropped a pillar 2 would drop at once.

Yeah, I did Fleshmaker's Lab within the last week a couple of times, and nobody could see the electrical jolt things you have to dodge when turning the power off. Was really frustrating.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
Yeah, the new enhancement system is pretty awesome. I only had limited experience with the old one, but this is just so much nicer.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
Well, they have succeeded in confusing me even more with that post. Guess I should actually spend some time post-20.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
Do you still get a second stone if you use your stone on someone else? I might try work out a way to split the cost of a box with my friend if so. And do those Sovereign Elixirs still work with the stones to take you higher than level 16? I read/heard they didn't work with the Level 7->15 stone.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
Well, that is kind of a bummer, and puts paid to any impulse I might have had to buy the drat box. If they did work that way, I likely would have gotten one.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
I'm a pretty slow and inefficient leveller (although, I do only play 1-2 hours a day during the week so I guess that's why), but I have noticed that certain level brackets really drag while others fly by. I'm on my third life now, but I'm still fairly inexperienced as I just did quests to hit 20 and then TR'ed straight away. I can definitely foresee difficulty with the 15-20 period on my current life, as the xp requirements really start to climb there, but I bought a five of those +50% xp potions to use during that period while they are on sale now. I'll pop them when I get on a good chain and hopefully make my time getting through that period a lot less painful.

I'm currently duoing frequently with a RL friend at the moment who's also TRed, and it's so much smoother than trying to solo my way through everything. When I hit 20 this time though...I'm actually going to start doing epic content.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
Yeah, Artificers are really quite strong up until about level 15. Then you hit a brick wall out of nowhere, and it's quite hard to push through. That said, I think any melee would go well with Artificer - one thing I always found was that I did not handle up close and personal stuff very well. All the dodging and jumping made it pretty hard to hit poo poo with my crossbow. Having someone standing by to beat poo poo down for you when you need it makes all the difference.

Also, I really hope your artificer friend is Warforged. If you've got them unlocked, then WF wiz/sorc is pretty awesome too - the repair spells you get let you self heal quite efficiently and effectively.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me

DemonMage posted:

There's not a ton of people playing right now, but there's 4 people on this second. Though I don't think Grorthul joins the channel or bothers to pay attention to it or guild chat. Also note that the channels don't tell you when people join them if you're already in, so you can log on as the only person and then people could show up but not say anything and you wouldn't know. If you really can't find anyone on in the channel to invite you to the guild, just leave your character name(s) and I can send out invites via the mail.

Yeah, that's because Grorthul is a RL friend of mine, and he's a cool guy, but he's also not a goon and wanted a guild more for the easy access to ship buffs than anything else. I don't think he's even looked inside the guild chest, and I'm even more certain that he's not aware of the goons channel, even though its in the gmotd. I haven't seen anyone use guild chat, ever, I think, but I do have a separate chat window for it just in case.

Personally, I like what the new expansion bought, but as I just started playing in the month or two beforehand, it's hard for me to judge how much value it did or did not add.

KittyEmpress - that's exactly what I did for my first two lives; played to 20 then TR'ed, because I wanted access to 36 point builds on my third life, and didn't want to gently caress around with characters I knew wouldn't really be viable post-20.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me

KittyEmpress posted:

Yeah, I want to get some tomes and stuff and then TR into a druid or something. Druids are badass, but all the builds with them use 34/36 stat builds so :v:

Also, the ship buffs are so great. Me and my friend used the two Level 3 cleric hirelings to solo that 'Extreme' kobold defense quest on elite, and not a single person went down. I can't believe how useful they are, though I guess they will taper off once we get to higher levels

The resist buffs are pretty awesome, and useful at all levels, the stat buffs are nice but you can live without them. And monks, like druids, are just one of those classes that needs points in so many abilities it's really hard to do a good one without 34/36 build points and tomes.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
Yeah, runearm damage is a mirage man. It sounds really good, but it's hard to actually get decent numbers out of. As only a level 4 Arti, your spells will only last 4 minutes, which kinda blows, but I guess with Extend spell you could get 8 minutes out of them (though, depending on the spell, casting 2x4 minute spells might be more sp efficient).

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
Those sound like some positive changes, the number of quests negatively affected is very few, and the number of quests improved is good. This gets my worthless seal of approval!

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
Yeah, I still find all that stuff with heroic/iconic/epic TRing a little confusing. From reading that, it does seem like you can start at level 1 as an iconic, but only if you take the heroic TR option? If you want to start at 15, you have to do the Epic Iconic TR instead?

Something of a moot point for me though, as I'm not really hugely in to the paladin build I came up with, and I can't work out a build I like from the other three iconics. If only those drat sun elves had a different stat bonus/penalty!

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
U19 was the one with the new enhancement system wasn't it? I definitely TR'ed after that. Do you only get one Raider's Box even if you meet both conditions (I've only TR'ed, never done a raid)? Being able to get a free Sireth would be loving amazing. I might have to try get a second character to 20 and TR them or something before U20 hits. Also liking those changes to TR xp, that sounds so much friendlier. The increases to the house C quests looks good also - I've only seen groups up for them once or twice, and I didn't mind them actually, but I can see why the time/xp ratio kept them from being more popular.

Edit - The Eldritch Knight tree also looks pretty drat cool.

Gammon fucked around with this message at 11:22 on Oct 12, 2013

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
Changing topic completely - I'm looking at making a Cleric/Fighter using the PDK iconic (starting as a fighter isn't ideal, but I also can't stand loving Sun Elves), probably shooting for an 18/2 build mainly focused in Warpriest to start with. Also doing this with an Iconic, because the FR can only choose Amaunator as their religion, which gives heavy maces as the weapon specialisation...and I picked up a http://ddowiki.com/page/Item:Forgotten_Light from a weapon broker for only 8k or something. As this is available in both normal and Epic versions, I am pretty well set for my weapon of choice. Looking at doing the following build:

14 Str
12 Dex
15 Con (+1 from level ups)
10 Int
16 Wis (+6 from level ups)
10 Cha

Skills: Concentration, Heal, Spellcraft

By dumping everything in to Wis, I'll be raising my hit/damage, and spell DCs pretty effectively. The 14 Str is to qualify for Power Attack; I plan on being able to either stomp around and bash heads in with my mace when necessary, or stand back and cast, and a simple enhancement respec should suffice for changing my effectiveness at those roles. That said, I don't know what feats to get. I've currently got the following on my list:

Power Attack
Extra Turning
Lightning Reflexes
Shield Mastery (PRR is useful!)
Empower Healing

I'm not sure what to pick up with my other 5 feats - I was thinking Improved Critical and Improved Shield Mastery would be handy, and probably Quicken spell as well - do I need any other metamagics? I haven't really played casters in this game, so I don't know which ones I should be aiming for. Spell Penetration? Spell Focus (if so, which school)? I'm obviously not going for a super specialised build, I'd like a little flexibility so I don't feel locked in to only being good in certain situations. Maybe I should go for 13 Str/Dex so I can also pick up Dodge?

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
Thanks for the advice - my rationale for being a wis-based melee cleric was solely to do with that item I linked, as it specifically allows you to use Str or Wis for hit and damage, and clerics being wis-based for DCs, spell points bonuses it seems like a nice fit. Hence, if I keep using it, I can afford to ignore Str. And with going mace/board, the THF line doesn't really apply as I get no glancing blows with a mace. I would with a maul, of course, and I'd actually love to make a maul-based cleric, but all the enhancement/feat options are geared around using a limited set of weapons. Give me a wider range of religions to choose from and hey, I'm changing my build. If Stunning Fist actually worked while you had weapons equipped (as it SHOULD) then I'd absolutely take 2 monk levels.

Imp Shield mastery, plus one of the talents from the Sentinel ED, would give me at least 15% doublestrike while using a shield, which is pretty nice. As 1d8 19-20x2 is not horrible compared to 1d10 20x3 (I think overall DPS numbers would actually favour the one hander, at least for single target) the doublestrike advantage tips it in favour of sword and board. Plus, it'll make me more survivable in all content.

Do I really need both Empower and Maximise spell though? That would seem to vastly increase the amount of sp needed to cast, and make me run out of spell points really loving quick.

If I do Eldritch Knight, I'll make a specific build around that once clearer details are released, Lamannia stuff is bound to change :)

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
Good point about Endless Turning...I suppose it would be pretty hard to go through all the turn attempts within a 2 min cycle. Guess I'll rebuild again! Think I'll stick with 18 cleric/2 fighter though, but I did think about 17 cleric/1 fighter/2 paladin, but then the enhancement stuff gets spread pretty thin for not much gain. Would be nice to have the extra saves though I'll admit.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
I am theorycrafting a new build based around Eldritch Knight at the moment, using a Bladeforged because of the Reconstruct SLA. My idea is to basically combine (what appears to be) permanent Tenser's Transformation with Bladesworn Transformation (different bonus types, so they should stack assuming you can activate both simultaneously) and Divine Might to get absolutely massive strength bonuses, making this a very self-sufficient build with high-ish AC, high saves, self-heals, some useful buffs/utility spells and (hopefully) high melee DPS. I'm going to credit Necbromancer's 12 wiz/5 rogue/3 monk build here for inspiration :)

The only thing I'm not certain about is which classes to actually combine - 2 Paladin/6 Wizard is fairly well set, and I think 12 Favoured Soul is the best way to go as that gets you two energy resistances, higher all round saves, bonuses to using greatswords (which can be further improved via enhancements if desired), and more spell points. I was thinking of using cleric originally, but as I plan on not raising Wis (and using Force of Personality instead), won't be doing any offensive casting and have little to no need for Turn Undead, FvS just makes more all round sense. My main alternative build was 12 Wizard/2 Monk/6 Paladin, as this gives me evasion, more feats (and lets me pick up several feats from the Two Handed Fighting line) but I lose Divine Might and a fair amount of spell points.

I've also contemplated using either 12 Ranger, for two weapon fighting, but that costs me Divine Might and Bladesworn Transformation (not to mention hundreds of spell points), 8 Artificer/6 Wizard/6 Paladin for the two bonus metamagic/construct feats, but that again costs me divine might, and I get some pretty minor, short-lasting buffs in exchange.

So, this is what my build would look like (assuming that you can TR from a current hero in to an iconic, which it sounds like you can?):

+3 to all stats from tome

16 Str (10) +5 level up = 24 Str
6 Dex (0) = 9 Dex
17 Con (8) = 20 Con
15 Int (8) = 18 Int
6 Wis (0) = 9 Wis
15 Cha (8) +2 level up = 20 Cha

Feats:

1 - Adamantine body
3 - PA
6 - Force of personality
9 - Cleave
12 - Great Cleave
15 - Insightful reflexes
18 - Improved critical
W1 - Quicken (uninterrupted SLAs, hooray!)
W5 - Extend/Maximise (only if Maximise works with the Eldritch knight procs of force damage)

Enhancements are pretty flexible - I can either spend more in the Warpriest tree, or ditch it and pick up more of the Bladeforged talents and enhance certain abilities even more. Obviously there will be fairly heavy investment in the Eldritch Knight tree.

Caveats for making this work - Divine Might, Bladesworn Transformation and Tenser's Transformation all stack; that I can continue to use SLAs while Bladesworn Transformation is active ; Tenser's doesn't double the cooldown on SLAs; I can TR in to an Iconic class from my dwarf.

If Bladesworn excludes SLAs from being used, then that will be a drat shame but the build will still work, it just won't be as awesome as it could have been. If Maximise also works with the Eldritch Strike-type abilities, then that will just be icing on the cake.

Thoughts/input?

Edit - tested, and Reconstruct can still be used with Bladesworn. One hurdle overcome! Sadly I don't have a character that can have both Tenser's and Bladesworn transformations simultaneously at the moment, so I can test and see if they'll both be able to be activated. I can't see why they wouldn't though.

Second hurdle - Tenser's doesn't increase the cooldown of SLAs!

Gammon fucked around with this message at 10:57 on Oct 14, 2013

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
Yeah, I was thinking 12 wiz/6 pal/2 monk might be the way to go. That would give me evasion, two extra feats (which I can use for stunning blow and maybe imp sunder too) and change to mithral body. Probably not even worth trying to stay centred given my poo poo wisdom and dex scores. I also rate Bladesworn more than that fighter enhancement, as it is just 8 str vs 4 str, 4 damage and 6AC (even if fighter feats make up the damage difference; I also find Kensei a really boring tree). Also, the free feats from wizard, and the Archmage SLAs, are why I pick it over sorc.

Not sure which weapon I will be using with the build. Assuming we do get one from the Raiders box,which CitW weapon is best? Is Sireth really just that much better?

I didn't know divine might was part of an ED, let alone twistable - which ED is it in? The paladin version costs twice as many APs as the clerric version and needs turn attempts which is just shittier all round.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
I guess its Cleaver or Breach then, assuming rumours are true. Probably Cleaver, even though Breach does look amazing. Dreadnought is definitely a strong candidate for ED of choice with this build.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
Yeah that is pretty close to what I was thinking for my AP spread. I think I had the following:


EK - 40 (Eldritch Tempest looks good but is stupidly expensive, if it sucks I will drop to 34)
Bladeforged - 11 min, will dump extra in here.
Sacred Defender - 8 (can't resist 8 bonus AC, might ditch post 20 though)
AM - 8 (just for extra spell points and Invis/Blur as SLAs)
KotC - 11 because I am being held to ransom by Divine Might

total - 78, 2 extra,8 if I ditch Tempest

I believe divine levels do stack for Bladesworn

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
Because she no longer met prereqs for the twisted ability?

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
So did she actually lose something from her EDs, or just have to go back through and reallocate the points again?

I guess that would be lovely if you had allocated points in to something that had a feat req you no longer met and couldn't spec for it anymore. Or have I got it completely wrong?

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
I guess I will have to set up my ED with advantageous twists just before I TR next then.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
Some of that Fury of the Wild stuff looks great for twisting in to my future build - Boulder Toss and Primal Scream especially. PS would be great for leveling with as well.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
http://www.freetoplay.tv/news/ddo-reincarnating-its-reincarnation-system/ indicates that you'll actually be able to use the LR +1s to actually change your first level as an iconic class. This is...very, very interesting. Not sure it would make much difference to my planned Bladeforged build (getting all your Cha modifier to saves is a pretty huge bonus for 2 levels of paladin) but it certainly changes things up for races like the PDK and Shadar Kai.

That said, I am a little unclear as to what sort of reincarnation you'd need to do in order to go from current hero to Iconic hero. Would it just be a regular heroic TR, or would it have to be an iconic TR? I would hope starting as an iconic (from regular hero) would be an option with a regular heroic TR, but you never know.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
I quit Neverwinter for DDO. That should tell you everything you need to know about Neverwinter.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
So, how useful are Greater Tokens of the Twelve? I did my first VoN run today and ended up with one, had a look on the wiki what they're good for but I don't know what the best thing to do with one is. Also, the actual quest reward from the turn in...I expected more than just a selection of lovely greens. But hey, guess I'll definitely get my Raider's Box now.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
I've gotten really bad at remembering to put my voice on lately. I usually run Sustaining Symbiont (because it's the best trinket that I have), and I inevitably forget to switch it out. I'd love to get the trinket from the early Shadowfell questline, it's basically the 5% xp bonus plus 40hp.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
You can't really go wrong if you have one person playing a cleric in a duo. Fighter/rogue could also work for your friend, but without 32 point builds you might find yourself a bit short on key stat points. Clerics, I believe, are better off not multi-classing, especially if you want to be an effective caster/healer.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
As a cleric, you probably won't have so much need for UMD (unless you have a hankering to cast arcane spells for some reason). UMD is mainly for things like "hey, I'm not a caster, but it'd be real nice to use this scroll/wand of healing/raise dead/curse removal/etc. Clerics get all that as spells, plus they bypass the UMD requirement for divine scrolls/wands by virtue of being a cleric. The only other reason you'd really want UMD is to bypass alignment requirements on weapons for whatever reason. Make a cleric lawful good and your problems go away!

I've personally had the most success with being a melee class - as long as you've got HP, you can do unlimited damage. Also, I'm not so well suited to playing a caster.

That said, if you do want to play a caster, Artificer are excellent all-rounders. Artificers are able to do traps like a rogue, get the same HP, but they get better ranged attacks through their repeating crossbows, buffs, a selection of offensive spells, bonus feats and can generally handle a little bit of everything in some fashion, without being spectacular at any of it. Only downside is you'll have to pay Turbine Points to unlock them even as a VIP, and if you play a Warforged one you can heal yourself (but a cleric won't do such a great job of healing you); if you play as a non-warforged one then you can't heal yourself but clerics have a much easier time healing you. From my experience, warforged artificers are far more common than non-WF, but both are absolutely viable. If you know you'll be always grouping with a cleric, then any non-WF race will be fine.

Fighters are pretty hard to go wrong with, but they can be incredibly boring to play. They are definitely effective at what they do though, and their Past Life feat is pretty handy. Same goes for Barbarians.

Rogues are good too, but they need someone to keep the heat off them to be at their most effective. You probably don't want your healer to also be your tank.

Monks are superb, but you really need to have at least 34 point builds, if not 36, to get the best out of them. Tomes too.

Druids I haven't really tried, but I've seen some pretty awesome ones running around. They can heal (though not as well as a cleric), shapeshift, and do offensive spells. Probably more offensively oriented, both melee and spell-wise, than a cleric, with weaker defensive buffs. Have to be neutral in some fashion though, which means you have to choose between having access to Good weapons, or Lawful/Chaotic ones.

Paladins are kinda like a mix between clerics and fighters, no bonus feats but they do get some unique abilities that you can't get in any other way, like Divine Grace, which make it worth considering splashing 2 levels of paladin with 18 of cleric. Pure paladins are great against evil/undead creatures, and average against everything else, but they're usually pretty hard to take down. Conversely, they can also have problems with damage output, so you wouldn't really rely on one to carry you through a tough spot.

Sorcs/wizards are great if you know your spells, and can get your DCs high enough. Probably not great for first lifers though, because your hp will be super low without the right gear and that's kind of a problem, but wizards do get some really nice options to increase their survivability so I'd roll one of those over a sorceror.

Favoured Souls are like the sorceror version of clerics, except you need 4 of the 6 stats which makes it really difficult for first life characters.

Bards have some really nice buffs and abilities, but are kinda fragile at times. I don't have much experience with them, they're not a very common class to see played.

Rangers are versatile, get good HP, high fort/reflex saves, and qualify for all the two weapon fighting/ranged combat feats for free which is a godsend and lets you skimp on dex which is handy for first life characters. Their spellcasting is kinda gimmicky though beyond the buffs.

tl;dr - Clerics are the most self-sufficient class. Pick either a meatshield class, or a high dps class with decent hp, to pair with them and rock everything. While traps are not such a huge deal once you get past level 15 or so, up until then they can make your life really, really frustrating in some quests. If you're worried about that at all, go cleric/rogue or cleric/artificer and use other people/mercs as your sacrificial lambs.

Edit - Listen to DemonMage more about the cleric stuff than me, I don't know 1/10th as much as he does. That said, I've never used a Teleport scroll in my life and I don't seem to miss out on much because of it. It's a convenience, to be sure, but hardly a necessity. They don't save *that* much time.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
I had a guy with 16 paladin levels hitting me with 350+ cure serious heals the other day. That was pretty drat nice considering how low the base heal for that is.

Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
I'd actually keep the same character. I think all characters were given a +20 LR token recently with U19, so you can rebuild your characters however you want, and you won't have to go getting new tomes or anything if you had any of those previously. Plus every class has gotten a massive overhaul with the recent enhancement changes, I see no real point in starting over. Then again, I'm a sucker for legacy poo poo.

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Gammon
Aug 20, 2003
Cliff Yablonski Hates Me
Some of those bonuses seem really powerful, but holy poo poo, it will take forever to earn them so I guess it's worth it. Also, I guess I'd better get to earning tome(s) in Mabar. Is there a limit to how many +5s you can get? Is it just one, or can you get all stats?

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