Rank: Peasant Groups: Player
Joined: 8/18/2008 Posts: 39 Location: NH
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Ok, many people are looking for detailed info about the feats. So, not to knock Dess's cleric guide, but I will make my own. Hopefully a little bit more specific on actual amounts.
Things to consider-What type of cleric do you want to play? Seeing as how cleric's can take heavy armor three, they can become quite solid tanks with healing to boot. While they wont be damage powerhouses they certainly are not weak. I personally, have a hybrid. I have all of the group feats and can tank. Both are fun to roleplay, but to start you may want to plan it out so you are at least a decently strong char by lvl 20.
Feats and their breakdowns.
First Racial Power-This will summon a racial creature, so far Vhalurians is an Angel, and the Tyreans is a hydra. Both badass looking in their own right. At lvl 1 it will be a little bit better than a gnoll. At lvl 3 it is around a cave troll/mountain trolls strength. To give you a judgement. It takes a lot of mana to summon, and is only really useful if you can't take the hits or don't have a tank to take the hits. At lvl 3 mine was putting out around 14 dmg per swing, So it is definitely a feat to look into.
Second Racial Power-For Vhalurians, we can make Holy Water, out of a pitcher of water. It can be given to anyone, and thrown at undead. At lvl 3 it does approx 40 dmg(Eufron correct me if Im wrong on that). The Tyreans get a Consecrate weapon ability, which gives random or preset attributes to you or a friends weapon. The attributes are hidden, but it definitely sounds worthwhile. The Holy Water on the other hand, is only worthwhile if you made a bunch and gave them to your group before specifically hunting undead.
Sanctuary-I never took this feat because it was un-operational when I was a young level. But it essentially creates a Line of Sight barrier, how long, and how well it works I do not know. If anyone has this feat and can give more detail please let me know.
Aura of Protection-Essential in my eyes. Every lvl of the feat gives you can extra 4 to all melee resists. So lvl 3 adds 12, and U can add it to anyone you like. Lasts Approx 10 minutes as well.
Shield of Sacrifice-Takes a portion of the dmg from your target and gives it to you. This is a great feat for a group cleric. Taking some of the heat off of your tank and putting it on you. I only tried this to lvl 1, but it was definitely a noticeable amount. From a giant, I would take 7, my tank would take 20. At lvl 3, I can only imagine its usefulness.
Holy Strike-Increased HCI and if it hits, a random heal to you or a close ally. It drains your stamina like any melee move, and to be honest isn't worth it unless you are going all out Battle Cleric. I rather have hitpoints and mana than the extra stamina needed to make this useful. The amount it healed seemed minimal, and for no extra damage I couldn't find a spot for it in my build.
Sacred Blast-This is a Direct Damage spell like inflict wounds, that also heals a nearby Ally. I never took it because, I rather have a lvl 3 inflict wounds doing more damage, and a lvl 3 heal wounds to back it up if needed. No point in cutting the two feats in half and putting them together in my eye. But, yet again. This is another feat I have not taken. If anyone has more personal experience please add it.
Hold Person-Essential. Each lvl holds the person/mob for 2 seconds. Granted the mana expenditure gets a bit much, but very useful. While it is most useful in pvp, it works on Melee monsters as well. While paralyzed, they cannot swing. However, if it is a spellcaster. they can cast spells while paralyze. Damage will not release the hold.
Mending-A nice utility ability, but not overall worth it. I rather bring extra supplies on me and have the Vhalurian smiths repair a lot at once than waste CP's on this feat.
Halo Of Light-Essential to lvl 2. The darkness on Khaeros, can be a bit overwhelming, while I do enjoy the RP feeling of the dark, when its so dark that I cannot see my map, well it gets to me. If someone just wanted this for the RP value, I would take it to lvl 1.
Consecrate Item-Essential to lvl 3. The first level is great for rp, second level is awesome for your cleric staff. With spell channeling, you can apply bandages with your weapon equipped. So as a group Cleric, you can't go wrong. Bandaging+Casting heal=Beast.And the third lvl gives you your robe with 1 hp regen and 2 mana regen, need I say more?
Bless-Essential lvl 3. With GM faith, and faithful, lvl 3 bless gives me 33 to hp/mana/stam. And lasts for approx 15 minutes.
Curse-Exact opposite of bless. The only real use for this would be PvP. Taking 33 hp/mana/stam in one spell, seems like it would be rather potent.
Cure Famine-Why bother, buy food and water you bum.
Heal Wounds-I shouldnt have to say how essential this is, but I will.At GM faith, with Faithful feat and GM Invoc the heal amounts are as follows. Lvl 1-16 (this takes 10 mana) Lvl 2-33 (this takes 20 mana) Lvl 3-49 (this takes 30 mana)
Inflict Wounds-Awesome feats. However, these dmg amounts are taken from me casting on myself. And I have 12 cold resist, which is what I am assuming this feats is. Clarification please. lvl 1-15 dmg (10 mana) lvl 2-30 dmg (20 mana) lvl 3-45 dmg (30 mana)
Will add more info later on skills.
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Rank: Peasant Groups: Player
Joined: 8/1/2008 Posts: -6 Location: California
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Allanon wrote: Heal Wounds-I shouldnt have to say how essential this is, but I will.At GM faith, with Faithful feat and GM Invoc the heal amounts are as follows. Lvl 1-16 (this takes 10 mana) Lvl 2-33 (this takes 20 mana) Lvl 3-49 (this takes 30 mana)
They are 15, 30, and 45 without the faithful feat for those who don't want to do the math.
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