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Wuxong
03-23-2006, 06:48 PM
I have 4 days left to fix this cleric all up.. I have decided from my rate a cleric post that bolting doesnt seem like a good idea. I have a few questions about that i should do with all the points. Should i try to get more religion lore or should i try to pick up some of the other lore? Is there anything else I should fix about the training to go to a CS cleric?? Thank again for anyone who helps me. I am really looking for this cleric to make it into the older years.

This is what I did with the points. i added the needed mana control for raising next train then spent the rest of the points addin a few lessor minor spells and going from 1x to 1.5x in religion... is this a wise chose?

(at level 17), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 40 8
Physical Fitness...................| 82 18
Arcane Symbols.....................| 82 18
Magic Item Use.....................| 82 18
Harness Power......................| 136 38
Spirit Mana Control................| 99 23
Spiritual Lore - Religion..........| 102 24
Perception.........................| 82 18
First Aid..........................| 82 18

Spell Lists
Major Spirit.......................| 17

Spell Lists
Minor Spirit.......................| 7

Spell Lists
Cleric.............................| 17

Sean of the Thread
03-23-2006, 07:05 PM
REPENT!

Wuxong
03-23-2006, 07:07 PM
repent from the horrors of spell aiming !!!

Burnt out Priestess
03-23-2006, 07:13 PM
I use 302 hunting with my cleric and no spell aiming,she does fine.

The Ponzzz
03-23-2006, 07:26 PM
Spell aiming does help with lower levels(wand hunting, 111, etc).

Why the 1x perception?

I would drop that, pick up aiming and drop some spells(over 2x is rough at lower levels)...

FinisWolf
03-24-2006, 12:39 AM
I am no master cleric, but I did run one to 42, then sold him, helped run another to 32, where she is sitting at currently as she is not hunted due to time constraints, and then I have another one I am working on occasionally that is pretty young, and of those three, I like this one the best.

Info Start:

Level 0 Stats for XXXXX, Giant Cleric
Strength (STR): 30
Constitution (CON): 30
Dexterity (DEX): 20
Agility (AGI): 60
Discipline (DIS): 60
Aura (AUR): 100
Logic (LOG): 90
Intuition (INT): 100
Wisdom (WIS): 100
Influence (INF): 70

Info @ Train 13:

Name: XXXXX Race: Giant Profession: Cleric (not shown)
Gender: Male Age: 36 Expr: 206191 Level: 13
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 43 (12) ... 43 (12)
Constitution (CON): 43 (7) ... 43 (7)
Dexterity (DEX): 26 (-17) ... 26 (-17)
Agility (AGI): 63 (1) ... 63 (1)
Discipline (DIS): 66 (8) ... 66 (8)
Aura (AUR): 100 (20) ... 100 (20)
Logic (LOG): 94 (17) ... 94 (17)
Intuition (INT): 100 (25) ... 100 (25)
Wisdom (WIS): 100 (25) ... 100 (25)
Influence (INF): 74 (17) ... 74 (17)
Mana: 59

Current skills:

XXXXX (at level 13), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Physical Fitness...................| 70 15
Harness Power......................| 120 30
Spirit Mana Control................| 70 15
Spiritual Lore - Religion..........| 25 5
Spell Lists
Major Spirit.......................| 14
Spell Lists
Minor Spirit.......................| 14
Spell Lists
Cleric.............................| 14

He will stick to this plan until train 25, then stop training in the MjS circle, to start picking up the other skills needed for the game. At train 40 he will stop in the MnS circle. Once the other skills that are needed are caught up/attained, all points will go to the Cleric circle. Some of those "other" skills I am going to pick up are shield and brawl. Control will stop at 25 ranks, and be attained bby train 18, so he can raise. Admittedly, this is a strange way to run a build, but I have my plan, and I know it will work.

Mostly, he is only train 13 because I have other chars that are much more important to me to play. This one gets played when I am bored, or tired of my others. But then, with 32 of my own characters, share timing is never as fair as I would like.

Anyway, maybe this will help, maybe it will not. I had invested about a half hour working up ideas and stuff for you earlier, but the page froze, and I lost all the work, and didn't feel like doing it all over again. Best of luck. Anymore there is pretty much no wrong way, just better ways.

Finis

Hog
03-24-2006, 01:06 AM
Just out of curiosity, how do you switch from smite to bane or vice versa? I acquired one and smite sux (well at least from what I can tell).

FinisWolf
03-24-2006, 01:15 AM
Just out of curiosity, how do you switch from smite to bane or vice versa? I acquired one and smite sux (well at least from what I can tell).

Yes, its attached to your diety, and depends on which Pantheon that particular Arkati is falls into. Basically, good == smite, and evil == bane. Some of the middle Arkati can go either way, such as Zelia.

https://www.play.net/gs4/info/tomes/deities/home.asp

Finis

Mistomeer
03-24-2006, 04:50 PM
Not sure why you need two threads for this.
You don't need religion lore till you're older because the only spells it really impacts are 312 and 317 and you're not going to use those all that much. 302 will be the cornerstone of your attack.
Simple plan -
1x Brawl
1x Shield
2x HP (Take it down to 1x once you have enough mana to fry with 302, if you want)
24 Ranks of SMC
1x + 20 Cleric
Get 202 in MjS then 1x MnS till 130 then pick up MjS till 225
24 Ranks in the following - PT (1x till 24 ranks), Climb/Swim (24 ranks before 66)

That's about it.

Flurbins
03-24-2006, 08:42 PM
Also: Religion lore will totally bend 302 over. More lore makes the spell suck harder. (if you're channeling)

Umpyr
03-25-2006, 02:43 AM
Also: Religion lore will totally bend 302 over. More lore makes the spell suck harder. (if you're channeling)

meaning religion lore makes 302 worse? I'm confused.

Flurbins
03-25-2006, 06:25 AM
Religion lore is connected to infusion rate and amount.
Infusions add mana to the spell.
If you're already doing max damage, it adds a piddly amount.
Example: With 100 Religion lore ranks.
Spell normally does 45 damage + crit for 2 mana.
If infused, spell does 64 damage + crit for 6 mana.
Net gain: 19 damage for 4 mana.
Probably works better at lower levels, but somewhere along the line the benefit turns into a handicap. Just something to watch for. One of the few cases in the game I can think of where channeling the spell is worse than casting the spell.