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Dungeons and Dragons Online: Why play a Cleic

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Forum >> Classes >> Cleric >> Why play a Cleic

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Kerensky18 Profile
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Why play a Cleic 

So what is a cleric? In general a cleric is an armored healer. But that is not the least of our abilities. Clerics can do more than just heal and buff and following are a few examples.

Clerics primary role in combat is healing yes. But at higher levels clerics get access to spells and abilities that make us a very powerful support unit. We have the ability to wear all types of armor so if we are careful it will be difficult for enemies to hit us. We can use simple weapons almost as well as a fighter so we can defend our selfs. And we get very powerful damaging spells against undead and evil creatures that can out do a mages spell.

Benefits of playing a cleric:
1) The ability to heal will always net you a group.
2) The ability to wear armor as listed above keeps us from getting hurt as much as a mage character.
3) There is no better class at fighting undead than clerics. With our range of spells and turn undeads we are essential when fighting undead.
4) Our ability to cast powerful enhancement spells that both aid our group and hurt the enemies will greatly enhance the groups ability to survive.
5) Our innate healing abilities allow for more hitpoint recovery at rest shrines.
6) We also gain the ability to use our turn undeads to regenerate spell points for mages allowing mages to cast spells longer.

Some Negatives of playing clerics:
1) We are not a front line fighter. Yes we can attack when needed but we can not soak damage as well as a fighter so we should only fight when needed.
2) Allot of groups expect clerics to follow this patter: heal/buff/heal/buff..etc and ignore our more powerful damage spells.

All in all the cleric is one of the most versatile characters in the game and is always in demand when it comes to grouping. Just do not limit your self to passive spells only and you can be a powerful advisory.



***THIS POST HAS BEEN EDITED***
02/10/06 12:53 Login to rate this user's post!
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RE: Why play a Cleic 

Hey, welcome to the boards and well said post. =)



The mistakes of today, are the scares of tomorrow.
02/10/06 13:04 Login to rate this user's post!
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RE: Why play a Cleic 

Thank you.. Just edited it for sp errors



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RE: Why play a Cleic 

I was going to make a separate post on this... but this seems like a good place.

In DDO perhaps one of the most valuable skills a Cleric has is the Action Point - Divine Vitality. This ability uses a Turn Undead attempt and gives spellpoints back to any caster. A "mana heal", if you will. This is invaluable since it stretches out the need for Rest Shrines. Also, it gives Turn Undead uses great effectiveness in quests with no undead.

Divine Vitality I gives approx 10 spell points back, while DV II gives in the neighborhood of 20.

Uses for Divine Vitality:
- Filling up arcane-caster's spellpoints before a boss battle.
- Replenishing another cleric's spellpoints after buffing.
- Two clerics with Divine Vitality keeping each other's spellpoints maxed out to enable continuous healing.
- Giving a Wizard or Sorcerer back spellpoints after they heal a Warforged character ( round-about healing )
- Giving Paladins, Rangers, and Bards more access to their unique spells by keeping their small spellpoint pools full.

Couple this with Extra Turning ( either the Feat or AP - or both ) and you will be a valued asset to your party in ways other than just healing. My 6th level cleric has DV II and the feat Extra Turning and can use either turn undead or DV 10 times between each rest. In a multi-cleric party this yields "free" buffing to everyone - and arcane casters are much more willing to spam spells when they know you can just recharge them after the fight.

I just wish you could use DV on yourself. :)



02/10/06 13:48 Login to rate this user's post!
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RE: Why play a Cleic 

Good post thank you for elaborating on the ability to replenish spell points.



02/10/06 13:52 Login to rate this user's post!
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RE: Why play a Cleic 

Welcome to teh site Kerensky, and great posts
02/10/06 16:05 Login to rate this user's post!
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RE: Why play a Cleic 

QUOTE
Just do not limit your self to passive spells only and you can be a powerful advisory.


I have to agree 100% with this. While the Cleric's primary role will always be a healer & stat-buffer - they have some rather potent offensive spells.

Summon Monster ( 1st ) is oft overlooked, but in DDO they serve many uses. First off - they have a better Spot check then most players & server as fantastic stealth-guards. Secondly, they are great at drawing agro away from you - allowing you time to either heal or land a few melee strikes of your own. The 3rd level monster summoned, Hell Hound, is one of my coolest tricks. This spell in invaluable to a cleric running any solo quest.

Bane ( 1st ) is a great spell. Kind of a mini-curse that affects a large number of enemies in one hit. I continue to use it even at 6th level because any spell that can reduce the enemies offense is a good thing. Target a mob in the center of the crowd of peak effectiveness. Just note that if the enemy is moving - you will cast the spell slightly behind them.

Cause Fear ( 1st ). Works just like the mobs' version - and anyone who has been Feared knows how much it sucks to not be able to hit back. So... turn the tables and cast some Fear of your own.

Sound Burst ( 2nd ) is one of my personal favorites. It can cause both damage and stun when the enemy fails it's save. And, it can work on large crowds. I use this often on enemy spell casters in large fights. Cast this on mobs who have been Baned is particularly effective.

Searing Light ( 3rd ) is fairly decent - but a lot of spellpoints. It does 10 - 20 hitpoints of damage, usually ( the exact numbers elude me at the moment ), but is great when you want to open a fight with some solid hits at range. This spell will also hurt the giant at the end of the Steam Tunnels mission - so keep that in mind. This spell can be dodged however, so aim at stationary mobs - or ones who are headed directly at you.

I tend to avoid spells like Doom and Cause Curse. I also don't cast any of the Inflict spells.

Also - remember that Cure spells *hurt* undead. Many clerics forget this, but I've Cured many a Wraith to death. :)



Just a few more tips from a convert to the Cleric class. hehehe

***edited for some stupid spelling mistakes***



***THIS POST HAS BEEN EDITED***



02/10/06 16:22 Login to rate this user's post!
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RE: Why play a Cleic 

One other tip for Clerics, well - any caster really...

Resist Acid and Protection From Acid will make you more much, much, much effective against the multitude of oozes under Stormreach. Those spells will also protect your gear, should it hit you. As someone who has given up on using clubs & who just punches oozes in their non-existent little jaws... this is a great way to express your anger at these gelatinous pests without fear of reprisal.

This can also be good for any class who just wants to stock up on Resist Acid or Protection From Acid potions. Those who can UMD ( use magic device ) scrolls may want to stockpile scrolls of the same type.

Once I started doing this... my repair bills went down noticeably.



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RE: Why play a Cleic 

QUOTE
QUOTE
Just do not limit your self to passive spells only and you can be a powerful advisory.


I have to agree 100% with this. While the Cleric's primary role will always be a healer & stat-buffer - they have some rather potent offensive spells.

Summon Monster ( 1st ) is oft overlooked, but in DDO they serve many uses. First off - they have a better Spot check then most players & server as fantastic stealth-guards. Secondly, they are great at drawing agro away from you - allowing you time to either heal or land a few melee strikes of your own. The 3rd level monster summoned, Hell Hound, is one of my coolest tricks. This spell in invaluable to a cleric running any solo quest.

Bane ( 1st ) is a great spell. Kind of a mini-curse that affects a large number of enemies in one hit. I continue to use it even at 6th level because any spell that can reduce the enemies offense is a good thing. Target a mob in the center of the crowd of peak effectiveness. Just note that if the enemy is moving - you will cast the spell slightly behind them.

Cause Fear ( 1st ). Works just like the mobs' version - and anyone who has been Feared knows how much it sucks to not be able to hit back. So... turn the tables and cast some Fear of your own.

Sound Burst ( 2nd ) is one of my personal favorites. It can cause both damage and stun when the enemy fails it's save. And, it can work on large crowds. I use this often on enemy spell casters in large fights. Cast this on mobs who have been Baned is particularly effective.

Searing Light ( 3rd ) is fairly decent - but a lot of spellpoints. It does 10 - 20 hitpoints of damage, usually ( the exact numbers elude me at the moment ), but is great when you want to open a fight with some solid hits at range. This spell will also hurt the giant at the end of the Steam Tunnels mission - so keep that in mind. This spell can be dodged however, so aim at stationary mobs - or ones who are headed directly at you.

I tend to avoid spells like Doom and Cause Curse. I also don't cast any of the Inflict spells.

Also - remember that Cure spells *hurt* undead. Many clerics forget this, but I've Cured many a Wraith to death. :)



Just a few more tips from a convert to the Cleric class. hehehe

***edited for some stupid spelling mistakes***


Also for a cleric they have a very good spell to get out of a battle if it getting too tough or unexpected combat. Obscuring Mist is a great spell to have just in case there is a need to run away from battle.





02/23/06 10:44 Login to rate this user's post!
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RE: Why play a Cleic 

I love my Cleric, Even if I corrupted him with a little touch of Paladinhood. Cleric's to me are in some ways a broken class. Because of our spells I find I can solo some missions where others would question treading. The ablility to have Turn undeads to vanquish the skellies and Zombies saves my offensive capabilities for other crawling nasties. I know the focus of the game is not to solo, and I am 99% of the time in a group but there are times when its that last 500 exp to level or rank and I just want to get-r-done. My cleric/paladin can always do. I just bull strength myself, summon monster II, bless, and then Divine Favor. Now I am at 4th level swinging with a +12 to hit, and usually a +6 to damage. With my monster providing additional tanking abilities its a great way to mow through a short-medium mission.

I love Clerics in Pen and Paper and I couldn't be any happier in DDO, well Divine Vitality could target me...:) that would make me happier......


Atkunra Kamael,
Cleric of the 3rd Circle, Paladin of the First,
The orginial Father Drop-Kick



Atkunra Kamael
Cleric of the 4th Circle,
Paladin of the First
The original Father Drop-Kick

------------------------------

Simetra Stormsong,
Bard of the 2nd Verse
Adventurer Extraordinaire
03/21/06 09:50 Login to rate this user's post!
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RE: Why play a Cleic 

All th posts are correct. The best thing about playing a Cleric is that EVERYONE wants you around. You are the lifesaver of the group. I play a Dwarf Cleric which makes him a little harder to play due to the -2 for Charisma but I also play him in a fighter type role due to the 2 other guys I game with.

Get behind a mob when he is attacking a fighter and you can rack up some serious damage. Just watch out for the agro.



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RE: Why play a Cleic 

QUOTE
All th posts are correct. The best thing about playing a Cleric is that EVERYONE wants you around. You are the lifesaver of the group. I play a Dwarf Cleric which makes him a little harder to play due to the -2 for Charisma but I also play him in a fighter type role due to the 2 other guys I game with. 

Get behind a mob when he is attacking a fighter and you can rack up some serious damage. Just watch out for the agro.


1st off Welcome to the site!

Also, I'm curious if you just regularly team w/ these 2 other guys, and if so are they building their characters around everyone in the group also?

I didn't think you could play a tank mage in this game. Is it working?





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RE: Why play a Cleic 

Yes it's been just the 3 of us. One is a 3rd fighter and the othe ris a 2nd rogue. Combined we are pretty good up to this point. I only get in there and bash to help out when there is a boss and the fighter is in good health. The rogue will mostly stand away and shoot arrows.

The 3 of us are considering multiclassing but have started to think it will be a bad idea. We might need to find parties later on in order to add another fighter or wizard. So far it's fun and working out.



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RE: Why play a Cleic 

During my short cleric life, now 5, I have found that in the early levels alot of folks play the "rush the mob" and a majority of the clerics spell points are spent on healing, hense the overall player image of a cleric as a heal/buff bot.

As the dungeons get tougher and folks start utilizing all the skills of all the players in the groups (using scouts etc) you will find that you start having "spare" spell points available that you now can use in an "offensive" mode.

Of course having that "cure wand" available still dosen't hurt... hahaha.


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RE: Why play a Cleic 

QUOTE
Yes it's been just the 3 of us. One is a 3rd fighter and the othe ris a 2nd rogue. Combined we are pretty good up to this point. I only get in there and bash to help out when there is a boss and the fighter is in good health. The rogue will mostly stand away and shoot arrows. 

The 3 of us are considering multiclassing but have started to think it will be a bad idea. We might need to find parties later on in order to add another fighter or wizard. So far it's fun and working out.


It is good to hear that a team of 3 can make it in the big scary world of Stormreach. I have really never teamed w/ less than a full team unless I'm going solo. I wonder how much a team of 3 can get done. And Nogame doesn't count *grin*





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RE: Why play a Cleic 

Does the total you can put on skill points for the Heal skill max out at 20? And all other skills for that matter as well.



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RE: Why play a Cleic 

QUOTE
Does the total you can put on skill points for the Heal skill max out at 20? And all other skills for that matter as well.


I really don't know what the cap is. It would be nice to know though.





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RE: Why play a Cleic 

Does anyone know exactly how the Turn Undead works? I have a 16 Charisma and am a 2nd lvl Cleric. Just got the improve turn feat. (have not turned w/it yet though). I have a terrible time turning skeletons. Even w/my 4th lvl Cleric. His Cha. was a 13. Could never actually kill a skeleton. And only barely could I turn them.





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RE: Why play a Cleic 

well I dont know the calcs myself aside from what it is in 3.5 which might not be what it is in DDO. This thread on the official forums purports to have the calcs, however it doesn't seem to be writen in english, or at least my brain its too worn out to figure out what the OP is getting at. However it might be something worth watching as eventually it might become clear (or maybe you can understand the post). Otherwise I'm sure there has to be a cleric or two around here that knows exactly how it works in game.



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RE: Why play a Cleic 

I read that thread and my head feels like I just got crushed by a giant tsunami and was spun around under water for a few minutes. Thanks for trying though.



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RE: Why play a Cleic 

QUOTE
I read that thread and my head feels like I just got crushed by a giant tsunami and was spun around under water for a few minutes. Thanks for trying though.


Ok so it wasn't just me. the first couple of people that responded seemed to understand... So I figured maybe it was being tired and having had a couple of drinks in me...



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RE: Why play a Cleic 

Okay I read it, I think the only reason I was able to glean some understanding is I have played a cleric in 3.5 and understand most of the break down.

Okay first off its basically a series of equations that are done fast by the pc and a whole lot slower in PnP.

First you roll a d20+your Charisma modifier to determine your success level. This determins if your cleric level will be modified in the turning attempt like such:

10-12= characters level, 13-15=level+1, 16-18=level+2, etc.

So if you were a 3rd level cleric with a charisma of 14 (+2) and you rolled a 8 +2(from Charisma) you would result in a 10 which means you are now turning at your level(3)(Example 1). Now if you rolled a 14 +2(from Charisma) your result would be a 16 so now your turning as if you were 2 levels higher(5)(Example 2)

So a specific number of undead under 3 HD in example one and under 5 hd in example two are turned

Then the second set of equations is done(How many are turned): Which is 2d6+Charisma modifier+cleric level(Non-modified)= number of undead turned. SO in example 1 the range of the number of undead turned would be 7-17 in hit dice, which is 2x the challenge rating. so a .5 challenge rating is a 1 hitdice creature. Okay so in example 1 if you were surrounded by 10 challenge rating .5 skelletons (1 hd each) and you rolled the 10 modified you can effect 3 hd(your level) which is more then 2 times what the skellies have so then you figure how many 10 skilles each one hd equal 10 hd in undead. So roll the 2d6 plus charisma, plus unmodified level, So I rolled a 5 + 2 (charisma) + 3 Level = 10, all the skillies are destroyed. but lets say I rolled a 2 which would equal 2 + 2 + 3 or 7 so the 7 closest skellis have been destroyed the last 3 were untouched.


Hope this helps.



Atkunra Kamael
Cleric of the 4th Circle,
Paladin of the First
The original Father Drop-Kick

------------------------------

Simetra Stormsong,
Bard of the 2nd Verse
Adventurer Extraordinaire
04/27/06 14:47 Login to rate this user's post!
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Clerical Spells 

I just have to mention the tactical relevance of Command and Remove Fear.

Command: Wanna stop the Earth Elemental from doing 50 points of damage to the party warriors? Wanna stop the Kobold Shaman or Hobgoblin Witchdoctor in their tracks? Then you need to cast Command. Personally, I think it's more effective than Hold Person. Plus, it saves your level 2 spell slots for things like buffs and Sound Burst.

Remove Fear: This is the first spell I cast on the group when we enter a quest with enemy spellcasters. Now some people feel that "Protection from Evil" is better for this as it provides a deflection bonus and so on. I then proceed to point out that 10 minutes of Remove Fear costs me 10SP to buff the party. 2 minutes of Prot. From Evil costs me 60SP to buff the party.[/B]



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RE: Why play a Cleic 

I have cast command and have yet to see an enemy fall prone to the ground. They always make the ST. Wis is 16. Am I doing something wrong. (Usually I try it on Shamans or bubgears.)



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RE: Why play a Cleic 

1st off welcome to the site, QuantumFX!

Those are some good tips to keep in mind. And remove fear is so helpful when running those low level dungeons!





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RE: Why play a Cleic 

QUOTE
Okay I read it, I think the only reason I was able to glean some understanding is I have played a cleric in 3.5 and understand most of the break down.

Okay first off its basically a series of equations that are done fast by the pc and a whole lot slower in PnP. 

First you roll a d20+your Charisma modifier to determine your success level. This determins if your cleric level will be modified in the turning attempt like such:

10-12= characters level, 13-15=level+1, 16-18=level+2, etc.

So if you were a 3rd level cleric with a charisma of 14 (+2) and you rolled a 8 +2(from Charisma) you would result in a 10 which means you are now turning at your level(3)(Example 1). Now if you rolled a 14 +2(from Charisma) your result would be a 16 so now your turning as if you were 2 levels higher(5)(Example 2)

So a specific number of undead under 3 HD in example one and under 5 hd in example two are turned

Then the second set of equations is done(How many are turned): Which is 2d6+Charisma modifier+cleric level(Non-modified)= number of undead turned. SO in example 1 the range of the number of undead turned would be 7-17 in hit dice, which is 2x the challenge rating. so a .5 challenge rating is a 1 hitdice creature. Okay so in example 1 if you were surrounded by 10 challenge rating .5 skelletons (1 hd each) and you rolled the 10 modified you can effect 3 hd(your level) which is more then 2 times what the skellies have so then you figure how many 10 skilles each one hd equal 10 hd in undead. So roll the 2d6 plus charisma, plus unmodified level, So I rolled a 5 + 2 (charisma) + 3 Level = 10, all the skillies are destroyed. but lets say I rolled a 2 which would equal 2 + 2 + 3 or 7 so the 7 closest skellis have been destroyed the last 3 were untouched.


Hope this helps.



Cool beans thanks for puting that together in a way that I could actually understand! :) Wheeee! english!!!



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Know your saving throws... 

QUOTE
I have cast command and have yet to see an enemy fall prone to the ground. They always make the ST. Wis is 16. Am I doing something wrong. (Usually I try it on Shamans or bugbears.)


So long as your have them in your focus orb and you cast the spell you're doing everything correctly. The DC check for the spell should be 10 + Your Wisdom bonus + the level of the spell. Maybe they're just lucky with the saving throws? Try hitting them twice with the spell. I've used it with great effect in Tangleroot. The only buff I know of is Owls Wisdom which brings my wisdom up to 22. Also, I wouldn't bother with devices that cast the spell - it's way to easy to save against.

I think the trick is to know your saving throws. Fighters and Rogues have weak will saves. (Avengers, Warriors, Sneaks and Infiltrators will fall in these categories.) Arcane casters have good will saves but generally don't have the Wis score to be well protected. (Generally Shamen and Witchdoctors will be arcane casters.) Clerical types will rarely fail their saving throws as they have good will saves and a high Wis score.



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RE: Why play a Cleic 

QUOTE

It is good to hear that a team of 3 can make it in the big scary world of Stormreach.  I have really never teamed w/ less than a full team unless I'm going solo.  I wonder how much a team of 3 can get done.  And Nogame doesn't count *grin*


Ive been playing my cleric together with a rogue and a warrior up to lvl 9. You have to take care and use the enviroment but im sure theres np making it to all the way.

The only real problems we had was the quests with a timer.
We never managed to finish those :(

The ruins of Threnal would have been a nono ofcourse

Ill never know cos we added a pally and a wiz to our group



***THIS POST HAS BEEN EDITED***



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RE: Why play a Cleic 

QUOTE


Ill never know cos we added a pally and a wiz to our group


Well at least you got your group filled out. Maybe you can get some of those timed quests done now.





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04/30/06 09:58 Login to rate this user's post!
urbanmatt Profile
urbanmatt
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Posts: 12
Joined: 04/06/2006
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RE: Why play a Cleic 

Does anyone know the stats of Prot. From Fire vs. Resist Fire? My understanding is resist improves ST and Protection absorbs the damage. Is this correct. Also, how long does the Prot. spell last? Is it timed or until totally absorbed andd oes it tell you how much it will absorb? (Get it next level so that's the reason for my ignorance regarding this.)



05/11/06 08:04 Login to rate this user's post!

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