So I am looking to make myself the healer of the group this playthrough (RP stuff) and well i like healing in plate or at least heavy armor...always have. So I am gonna make my AW/SP but I was wondering..which should i grab first. I could get AW and grab healing spells but a certain heal that the Spirit healer gets (1st talent) rocks...so I am not sure which to grab first.
Also I am thinking it would not be wise to start grabbing all the creation tree first right? maybe get OP spirit line with crushing prison off the bat? then go heals?...also some really useful spells in entropy i could grab off the bat. Good thing is im not restricted in this game cause holy healers dont exist!... just wondering what i should do first..
Third play through Cleric like build....no SPOILERS in the thread.
Débuté par
ANDY5151
, déc. 03 2009 05:19
#1
Posté 03 décembre 2009 - 05:19
#2
Posté 03 décembre 2009 - 08:32
Use wynne, or go with:
IMO a DA cleric would be a mage/spirit healer/arcane warrior.
IMO a DA cleric would be a mage/spirit healer/arcane warrior.
#3
Posté 03 décembre 2009 - 09:06
Probably SH first. Especially if you plan to do RedCliffe and Mage Tower before Brecilian Forest. As long as you have your tanks keep the monsters away... And I'd go for ice line to freeze foes. Telekinesis also helps.
Besides, if you go AW and have your sustained skills on, your mana left for healing is quite limited. You might want to try out what works for you better, but especially in lower levels you'll need every ounce of mana for actually healing instead of boosting your melee skills.
Besides, if you go AW and have your sustained skills on, your mana left for healing is quite limited. You might want to try out what works for you better, but especially in lower levels you'll need every ounce of mana for actually healing instead of boosting your melee skills.
#4
Posté 03 décembre 2009 - 09:07
Arcane warrior / SH mace shield, go. Pretend fireball is divine smite.
#5
Posté 03 décembre 2009 - 09:41
I've contemplated a Paladin/Cleric style build. I'd basically pick up Heal + Glyph of Paralyzation as your first spells, then finish out the Glyphs line up to Repulsion. That should give you enough room to squeeze maybe the fire line (I advise getting some primal spells especially for the paralyze glyph combo or the cheesily fun Repulsion Glyph on a doorway + AOE spell on the other side).
That should leave you at level 7 (pick up SH) get Group Heal and at level 8, Revival. From there you can pick up Mind Blast and Force Field. That would leave you at level 10. You can work on another line here up to level 12 (if you buy 2 Arcane Tech books you can actually finish out a whole line) OR you can work on your Rejuvenate/Regen line. Save level 13 and 14's points for Arcane Warrior's first 2 talents. 15 for Shimmering Shield and 16 for Fade Shroud. Smooth sailing from 17 and up.
Oh and from what I gather, healing isn't affected too greatly by Spellpower so maybe you want to only hit 42 Magic and pump the rest into Willpower (need lots of mana to be a healer! or potions~ which I tend to avoid using).
That should leave you at level 7 (pick up SH) get Group Heal and at level 8, Revival. From there you can pick up Mind Blast and Force Field. That would leave you at level 10. You can work on another line here up to level 12 (if you buy 2 Arcane Tech books you can actually finish out a whole line) OR you can work on your Rejuvenate/Regen line. Save level 13 and 14's points for Arcane Warrior's first 2 talents. 15 for Shimmering Shield and 16 for Fade Shroud. Smooth sailing from 17 and up.
Oh and from what I gather, healing isn't affected too greatly by Spellpower so maybe you want to only hit 42 Magic and pump the rest into Willpower (need lots of mana to be a healer! or potions~ which I tend to avoid using).
Modifié par dissonance-zaon, 03 décembre 2009 - 09:45 .
#6
Posté 03 décembre 2009 - 10:12
(Improved) Herbalism helps. Buying ingredients and mixing yourself is so much easier on your hero's bankroll. And previous poster is right: Especially as SH/AW you'll want more Willpower than a mage focused on dealing damage instead of healing.
#7
Posté 03 décembre 2009 - 10:33
Get Spirit Healer first, because a Cleric is primiarily a healer, and you cant take the Arcane Warrior talents very soon anyway. Needs IIRC level 12 for the second, level 14 for the third, and level 16 for the final one.
And about elemental damage, I recomment the Cold line. Means you can cast the initial Blizzard for Storm of the Century, while your offensive Mage allocates Spell Might and Tempest for the second step.
And about elemental damage, I recomment the Cold line. Means you can cast the initial Blizzard for Storm of the Century, while your offensive Mage allocates Spell Might and Tempest for the second step.
Modifié par Gecon, 03 décembre 2009 - 10:35 .
#8
Posté 03 décembre 2009 - 10:36
thanks for the help. really appreciated. I was thinking the same thing on the paralyze/heal combo off the bat then finishing the glyph line.
#9
Posté 03 décembre 2009 - 11:00
This is basically my characters build (still on my first run-through). Level 11 or 12 now and basically have the Fire line up full, Glyphs up full, the first 2 or 3 of the Healing (up to Regeneration) and Mass Heal and Revive.
Oh, and Walking Bomb because it always makes me smile.
Morrigan is in the party doing the crowd control with the Ice line, debuffs and so on (although I have the glyphs to help with that too). I'll be taking Arcane Warrior at 14 to give me silly levels of armour. Stats-wise I don't think I got it particularly right in terms of boosting the characters mana pool but from now on I may focus more on that.
Skills-wise I went for Alchemy mostly, but with a point in Poisons so I can fling bombs at people if needed. Once of my party actually crafts the Poisons & bombs but I like to be able to access them (that same party member used the same trick with Traps, they have one point so they can place them but yet another character is the specialist in crafting them).
Oh, and Walking Bomb because it always makes me smile.
Morrigan is in the party doing the crowd control with the Ice line, debuffs and so on (although I have the glyphs to help with that too). I'll be taking Arcane Warrior at 14 to give me silly levels of armour. Stats-wise I don't think I got it particularly right in terms of boosting the characters mana pool but from now on I may focus more on that.
Skills-wise I went for Alchemy mostly, but with a point in Poisons so I can fling bombs at people if needed. Once of my party actually crafts the Poisons & bombs but I like to be able to access them (that same party member used the same trick with Traps, they have one point so they can place them but yet another character is the specialist in crafting them).
Modifié par Jonfon_ire, 03 décembre 2009 - 11:04 .
#10
Posté 03 décembre 2009 - 11:12
If you really want some offensive spells, i'd go with lightning since its the most
likely spellschool to be used by clerics. You can always see Tempest and a
form of heavenly wrath
Personally i believe a good clericbuild can be very effective.
likely spellschool to be used by clerics. You can always see Tempest and a
form of heavenly wrath
Personally i believe a good clericbuild can be very effective.
#11
Posté 20 décembre 2009 - 07:22
Cleric class has now been released:
Check out the following two sites:
http://www.dragonage...file.php?id=374
http://www.damods.co...php?topic=953.0
Enjoy
Check out the following two sites:
http://www.dragonage...file.php?id=374
http://www.damods.co...php?topic=953.0
Enjoy
#12
Posté 20 décembre 2009 - 07:33
Instead of spamming/bumping every thread with the word "Cleric" in it from the last month, maybe you could just make a new, appropriate thread.
#13
Posté 20 décembre 2009 - 07:36
Nah, resurrecting the dead threads makes more sense from a cleric point of view.





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