Dungeons & Dragons Online Guides » Cleric

November 7, 2008 – 12:09 am
Posted by: allemagnecharmagn

Many massively-multiplayer online games (MMOGs) make the cleric the general healer who stands at the back of a group and keeps the tanks alive. While clerics in DDO are still the primary healing class, they offer much more versatility to a group. They are capable of buffing the entire party’s combat skills or other important Ability scores, crowd control, and even some powerful offensive spell casting. Plus, clerics can enter front line combat, hiding behind shield and heavy armor to aid the fighters in bringing down their foes. Damage capabilities aside, clerics will be prized for their ability to heal in battle and keep fighters alive through the quest. Their ability to turn undead can also be highly useful when a group of adventurers knows it is going to be facing these necromantic creatures.

Motivation
Clerics travel to spread the word of their beliefs, stamp out their enemies, and recruit new converts. Some clerics travel to learn of the world so they can better serve their followers.

Class Features
Weapon and armor proficiencies: Clerics are masters of simple weapons and can wear all armor types. They are proficient with any shield except a tower shield.

Divine spell casting: Divine spells are not affected by armor, and focus on healing ‘buffing’ and other defensive spells. Clerics have some limited offensive spells—especially at higher levels.

Turn Undead: Clerics can channel the divine power of their beliefs into energy to turn or destroy undead. Additional uses for turn undead are available in DDO and include a short heal over time or replenishment to other casters spell points.

Spells
Clerics can cast spells from the divine spells list. Cleric spell points and difficulty checks are based on the Wisdom score.

Suggested Races

Dwarf (stocky and resistant to spells)
Halfling (great racial Enhancements that make a cleric even more party-friendly)
Human (extra Feat and extra skills)
Key Abilities
Each class begins with 28 points to spend over 6 abilities (Intelligence, Wisdom, Constitution, Dexterity, Strength, and Charisma). All clerics benefit from a high Wisdom to allow them to cast spells. Charisma affects the number of turn undead uses available per rest period and the potency of the cleric’s turn ability. For battle clerics, a high Strength is a must. Constitution benefits any cleric’s ability to remain standing and shrug off blows when attempting to cast spells in combat.

Suggested SkillsConcentration allows clerics to ignore the battle around them and continue to cast, even if a fire giant is raining blows down on the cleric. The Heal skill allows the cleric to bring back incapacitated players and increases the party’s regeneration at rest shrines.

Suggested Feats
Feat selection depends on the cleric build. The Empowered Healing Metamagic Feat increases any healing spell cast and Mental Toughness increases the number of spell points gained each level. Extra Turning and Improved Turning aid clerics who wish to fight undead effectively. Toughness grants more hit points, and a longer survival chance. Combat Casting increases the cleric’s concentration in the middle of battle. For battle clerics, additional Martial or Exotic Weapon Proficiencies and Dodge can be useful.

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