My Melee Cleric
Moderator: Xianio
My Melee Cleric
Well, I've made a few of these and fought far more then my fair share. So this one can't be made here (and hopefully won't ever be able to be but meh) but this is the one I generally play if I make a melee cleric. It can be made better with a bard or monk multiclass but for simplicities sake I'll keep it to a pure cleric.
Race: Human
Str: 16 + 2 level 16 and 20
Dex: 8
Con: 8
Int: 8
Wis: 18 + 1 level 8
Cha: 12 + 1 level 4
Skills: *These are a tad server dependent as gear changes so much but I'll just do something general* - Conc. max and cross-class discipline (strength bonus and discipline gear generally allow you to be immune to kd with cross-class discipline).
Domains: Plant and War (war for aura and cats, without the divine power nerf clerics reach +20 magical bonus without it)
HP: 160 before buffs - 280 with max con.
AB: 26 with just str and feats - 46 buffed (36 on EW if using a +5 weapon)
AC: This has a HUGE range server to server but on EW: 49 (I did it in my head I might be off by a little, if you multi-class add +3 for tumble as you don't gain the +4 to armor anymore)
Key Feats: Knockdown, Divine Shield, Power Attack (for divine shield) Maximize spell, empower spell, weapon focus. In this build I don't generally use improved crit as your damage is usually good enough so you don't need millions of crits.
Now the tricky part; spells. I'll only mention a few key ones.
Level 9: Earthquake. This spell is monsterous as KDing someone with a 30+ reflex save which ignores mantles murders casters and strength builds.
Aura Against Alignment. Can't remember if this a level 8 or 9 spell but it's a damage sheild with holy (or positive) damage so it's always useful.
Heals/Harms: Generally I don't mem heals, maybe only 1. I generally mem. plenty of harms as 50% of a tanks hp is insane.
Blade Barriers: Earthquake + Harm + BB will kill most low hp builds who fail there saves and bring high hp builds down to less then 100 hp. KO combo right there.
Searing Light: Max this for 40 holy damage. You can easily mem. 6-7 of these for 240-280 damage worth of holy damage.
Battletide: Crack mantles with these so you can cast on mages.
Spell Resistance: If you're fighting a caster keep about 4-5 mem'd. Against someone your own level with the feats you still have a 45% resistance rate so that'll keep those annoying Missile Storms off you.
The rest are just general use, if you're fighting someone with a really bad save use Hammers, otherwise I don't bother wasting spell slots with them.
- Major Tip of Importance
You're a low hp character and once dispelled you'll lose a lot of your power, it won't mean you lose for sure but it will hurt a lot. Know when you need to heal and do it a little before that. Healing before means if you get your conc. broken you can cast it again without dying.
Well that's my melee cleric. Not the usual build but it fits my play style of offensive playing rather then defensive.
Race: Human
Str: 16 + 2 level 16 and 20
Dex: 8
Con: 8
Int: 8
Wis: 18 + 1 level 8
Cha: 12 + 1 level 4
Skills: *These are a tad server dependent as gear changes so much but I'll just do something general* - Conc. max and cross-class discipline (strength bonus and discipline gear generally allow you to be immune to kd with cross-class discipline).
Domains: Plant and War (war for aura and cats, without the divine power nerf clerics reach +20 magical bonus without it)
HP: 160 before buffs - 280 with max con.
AB: 26 with just str and feats - 46 buffed (36 on EW if using a +5 weapon)
AC: This has a HUGE range server to server but on EW: 49 (I did it in my head I might be off by a little, if you multi-class add +3 for tumble as you don't gain the +4 to armor anymore)
Key Feats: Knockdown, Divine Shield, Power Attack (for divine shield) Maximize spell, empower spell, weapon focus. In this build I don't generally use improved crit as your damage is usually good enough so you don't need millions of crits.
Now the tricky part; spells. I'll only mention a few key ones.
Level 9: Earthquake. This spell is monsterous as KDing someone with a 30+ reflex save which ignores mantles murders casters and strength builds.
Aura Against Alignment. Can't remember if this a level 8 or 9 spell but it's a damage sheild with holy (or positive) damage so it's always useful.
Heals/Harms: Generally I don't mem heals, maybe only 1. I generally mem. plenty of harms as 50% of a tanks hp is insane.
Blade Barriers: Earthquake + Harm + BB will kill most low hp builds who fail there saves and bring high hp builds down to less then 100 hp. KO combo right there.
Searing Light: Max this for 40 holy damage. You can easily mem. 6-7 of these for 240-280 damage worth of holy damage.
Battletide: Crack mantles with these so you can cast on mages.
Spell Resistance: If you're fighting a caster keep about 4-5 mem'd. Against someone your own level with the feats you still have a 45% resistance rate so that'll keep those annoying Missile Storms off you.
The rest are just general use, if you're fighting someone with a really bad save use Hammers, otherwise I don't bother wasting spell slots with them.
- Major Tip of Importance
You're a low hp character and once dispelled you'll lose a lot of your power, it won't mean you lose for sure but it will hurt a lot. Know when you need to heal and do it a little before that. Healing before means if you get your conc. broken you can cast it again without dying.
Well that's my melee cleric. Not the usual build but it fits my play style of offensive playing rather then defensive.
- T3hRedMage
- Eternal War's Mortician (PU)
- Posts: 912
- Joined: Wed Mar 21, 2007 7:59 pm
- T3hRedMage
- Eternal War's Mortician (PU)
- Posts: 912
- Joined: Wed Mar 21, 2007 7:59 pm
Oooo could work. However I prefer the +2 undispellable ab over the +2 ac (which is all that change affords said build - I play offensive based so generally I'd rather hit then dodge)
A95 - That build has 13 cha at level 4, all divine feats come at 6-9.
Also, that's not the build I'm playing on EW. EW requires more AC as AB is always going to be bad and attacks low so charisma needs to be higher for me to survive. That build is what I use when my cleric has 15 bab at 20.
A95 - That build has 13 cha at level 4, all divine feats come at 6-9.
Also, that's not the build I'm playing on EW. EW requires more AC as AB is always going to be bad and attacks low so charisma needs to be higher for me to survive. That build is what I use when my cleric has 15 bab at 20.