Cleric

From HGWiki

Jump to: navigation, search

Cleric information on NWNWiki.

Clerics on Higher Ground generally fall into four broad categories: Caster Cleric, Battle Cleric, Turner Cleric, or Divine Slinger. The Theurge quasiclass also offers variant ways to make clerics.

Contents

HG Customization

  • Divine Might duration doubles to twice the charisma modifier number of rounds at cleric level 21, and triples to 3 times the charisma modifier at character level 41 if the character has 21 levels of cleric or more. If the Cleric does not belong to a quasiclass and has 21 levels in the class, they receive a 50% bonus to their charisma modifier for divine might damage.
  • Divine Shield duration doubles at Cleric 21 and triples at character level 41 if the previous requirement is met. A divine damage shield is also added to the effect at level 21, inflicting damage equal to the character's CHA bonus + 1d6 on anyone swinging at the character in melee combat. The base damage also increases by 50% at character level 41, to (3/2xCHA bonus) + 1d6. It also provides 1% immunity to divine damage per point of charisma modifier, regardless of caster level. Clerics do not benefit from the Shield AC granted by Divine Shield.
  • Clerics with 30 cleric levels and 35 total levels can cast a mass resurrection spell once per day, once they find a certain item.
  • Divine Inspiration: Clerics, Paladins and Blackguards with at least 36 base Charisma can find the Divine Inspiration ability which allows them to use Turn Undead as a Bard Song substitute.
  • Turn Undead has been significantly enhanced. Click the 'show' button below to see all the details.

Cleric Types

See the Builds page for many examples. Preferred races are Half-Celestial (BUR), Fallen Angel (UR), Kenku (Secret), Treant (UR), and Aasimar (Secret). Many other builds are possible.

Caster Clerics (or 'Imploders') excel at using spells like Implosion and will always maximize their WIS score to achieve the highest DC possible. Evocation, Divination, Transmutation, Necromancy and Enchantment are the most popular spell focuses, although Abjuration is also very useful at Aboleths and Elysium. Good aligned builds are usually 38 Cleric levels with 1 Paladin level (saves) and 1 Monk level (evasion and skill dump). Evil aligned clerics gain the ability to use Heartbane (Insta-kill Cornugons, Amnizu, Gelugons etc) at the cost of the Paladin level.

These are self-buffing STR tanks that sacrifice casting prowess for excellent melee capabilities. They most often feature a monk level (evasion and skill dump) and at least 4 levels of a tier-1 AB class (usually paladin) to get full 4 base attacks and benefits of divine power. Gate, Greater Restoration and Crit Immune make them very sturdy tanks. Pharlan (BUR) or Fallen Angel (UR) are the best subraces for Battle Clerics.

Turner clerics use their Turn Undead ability to immobilize and instant kill monsters, they are a completely different build from caster or battle clerics. They use their Turn Undead ability to immobilize and kill creatures. In this case WIS goes to 25 and CHA is maxed. Most Turner builds are pure with 40 Cleric levels for maximum turning ability.

A Slinger uses the Divine Slinger quasiclass to get special abilities with a sling. They are not currently a popular class, with very few existing. Preferred races include Furchin, Erinyes, and Thri-Kreen. Details of this quasiclass are detailed on the Divine Slinger page.

Spell Foci

  • Abjuration: This is a very useful focus for Aboleths and Elysium due to the DC bonus it gives to the banishment spell. In the Hells abjuration is of limited use. The abjuration epic spell, Aegis gives all party members exotic immunities and resists. Although useful, it is of a short duration.
  • Conjuration: This focus has some select uses and bonuses. It can improve the power of summons, the range of resurrection spells, and the AB of Blade Barrier. The focus also has select use in runs filled with undead that are best destroyed by causing massive damage at once via the Heal spell.
  • Divination: Div is nearly a requirement on every Cleric build. Apart from maximizing damage soak of your Gate buff, divination gives the Miracle epic. Once per rest this resurrects all party members, regardless of where they are on a map. This is an excellent wipe preventing epic and is well known for getting parties out of sticky situations.
  • Enchantment: Popular due to the epic spell it gives, Girding of the Faithful. This gives all party members +2 AC to armor and shield AC (assuming they have a shield equipped). This AC stacks (excluding Asmo shield) so is very nice defensive boost to the party.
  • Evocation: This is the spell school of Implosion, so LSF:Evo is required for any caster cleric build. It is not required for battle clerics or turners. The conversion epic spell is nice for dominating enemies like Advespas, Orthons and Raks, just be careful they don't start attacking KB (machines) or splitting (tears) monsters.
  • Illusion: This focus is rarely taken on clerics as it gives very little in the way of DC bonuses to useful spells. However if you take Plant Domain at character creation this school can add physical vulnerability infliction to the Creeping Doom spell. The Epic summon from the school can also be a useful (if short lived) companion for turners to take care of things they can't vaporise.
  • Necromancy: This focus is becoming more popular with the introduction of Heartbane, which allows the Clerics to instant kill enemies such as Amnizu, Cornugons and Gelugons. The epic spell is also quite useful, since once per rest, upon death the Cleric will be ressurected and greater sanctuaried.
  • Transmutation: This is a very popular spell focus on Clerics due to the epic spell, Instruments of Faith. This gives all weapons wielded by party members a powerful +16 enchantment. This allows tanks to bypass damage reduction on strong enemies such as Pit Fiends and bosses, greatly increasing their damage output. The only other way this effect can be replicated is with a Warchanter or Pariah (+15), both are quite rare classes so Clerics nearly always take this to maximize damage output of tanks in their party.

Play Guide

General Buffs

All types of Clerics rely on similar defensive buffs to stay alive, and all have similar party buffing duties. The most important buff for yourself is Gate, which gives you the ability to soak huge amounts of damage. You will need LSF:Divination to make the best use of this. UEF is also quite important. After resting, you will always need to cast it on your party to give them bonus Dodge AC and immunity to blindness.

Other buffs include Battletide (a persistent aura that drops enemy saves), Freedom of Movement (speed increase), Healing Circle (Regen for party members). Clerics will also need heal/mass heal in their spellbooks during the Hells to cure festering wounds.

Extended greater restorations are an important part of playing a Cleric in the Hells. They remove all layer penalties for the duration of the spell and makes staying alive and destroying enemies a lot easier. Apart from casting it on yourself to maximize your chances of killing enemies and staying alive, you should also cast it on DC reliant characters (Druids, Assassins, Rangers, Mages etc) or 1x Demigods, who have particularly harsh penalties.

Due to your reliance on buffs, mord/breach can be very damaging to your survivability. Hence, mord/breach immunity rings are highly recommended for any area that features regular mord or breach.

Caster Cleric

The most important duty of a Caster Cleric is to instant kill enemies with implode. Certain runs (mostly level 55-60 runs) have enemies that need to imploded extremely quickly so ask your party what these are when the run is starting. Apart from maximizing your Wisdom, to make your Implosions as effective as possible you should always cast Prayer on enemies at the start of spawns as well as cast Greater Restore and Battletide on yourself (and get close enough to enemies that it effects them). Battletide and Prayer is a Fort drop of -7 and GR removes Hell Penalties so these are a huge help.

Staying alive as a caster cleric means getting flatfooted as little as possible. This is best achieved by always casting spells. Further tips on doing this, as well as a list of memorized spells can be found on the Steadfast Curate build page.

Battle Cleric

Battle Clerics are even more reliant on buffs to survive and to do great amounts of damage. Aura versus Alignment (crit immune), Gate (soak), Greater Restoration, Divine Power (increase AB), UEF (blindness immunity and dodge AC), CC (Listen skill), Divine Favor (damage, cast extended), Divine Might (damage, radial ability) are all very important and need to remain active all the time. Short duration buffs like Gate, GR, Divine Might and Favor need to be refreshed regularly. Due to your reliance on these buffs, Breach/Mord immunity are extremely important to maintain damage output and be an effective frontline tank..

Turner

Effective turning is a process of using every will save lowering effect at your party's disposal. Make sure you are buffed with battletide, and get close enough to use it. Get a bard in the party who really knows how to curse. If someone can cast an effective Mind Fog (DC bards, Enchantment arcanes, Heralds), ask them to use it liberally, and give them Greater Restoration before they cast it to improve the DC. At the start of a spawn, you will want to turn once to immobilize as many enemies as possible. Then, position yourself as close as you can to the largest group, cast prayer, wait for the curse, and start spamming turns. Using debuffs in this manner will greatly increase the effectiveness of your turning.

Personal tools