this build has originally been inspired by Xylophone's "Death from Below", although this character is somewhat different.
i took different feats, more monk and sd, an went human.
i tried to make him an efficient PvM and PvP divine caster.
i want to show that a cleric with 38 wisdom is far away from being a one-trick-implosion-pony.



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THE SHADOWPRIEST - Cleric 35/Monk 3/Shadowdancer 2

playable 1 - 40 PvM and PvP build
(requires a party the first 15 levels.)

alright, this is my all-time favourite character.
i've played this build a lot in both singleplayer and multiplayer mods.
it truly shines together with a melee-henchman or within a party.

he is very versatile. you can adjust your spellbook to your style of playing.
the character can be played as a supporter for your party with all the good, long-lasting cleric buffs and at least 44 full heals a day.
(heal on level 5 and 6, greater restoration or silent heal, mass heal, silent mass heal)
with HIPS, good saves vs spells, improved invis, spell resistance, immunity to death magic, wisdom and dex AC bonus and greater sanctuary he will be the last one standing to raise fallen comrades.

or he can wreak havoc among the enemies with:
- a DC 48 implosion nothing except monks can resist (minimum 7/day). if the epic undead dragon with fortitude save 65 rolls a 1, that's it.
note: DC48 assumes you have +6 wisdom from gear
- lots of harms per day (up to ~18)
- an ocean of blades: normal, empowered, and maximized high-DC blade-barriers
- DC 40 hammer of the gods stun effect (will save)
note: DC40 assumes you have +6 wisdom from gear
- exploring an ancient graveyard? mass-heal, anyone? basically you got an undead killing machine if you adjust your spellbook to 17 mass-heals.

in addition, he can be played almost naked. the only items on his wishlist are robes of the dark moon and some wisdom boosting gear.
spellslot items are most welcome.

let's go.

race: human
alignment: any lawful

stats:
str: 8
dex: 14
con: 10
wis: 18 (38)
int: 14
chr: 8

1) Monk - dodge, mobility
2) Cleric (healing, trickery)
3) Cleric - spell focus: evocation
4) Cleric (+1 wis)
5) Cleric
6) Cleric - empower spell
7) Cleric
Cleric (+1 wis)
9) Cleric - mighty spell focus: evocation
10)Cleric
11)Cleric
12)Cleric (+1 wis) - maximize spell
13)Cleric
14)Cleric
15)Cleric - silent spell
16)Cleric (+1 wis)
17)Monk
18)Cleric - toughness (or combat casting / spell penetration...)
19)Cleric
20)Cleric (+1 wis)
21)Cleric - epic spell focus: evocation
22)Shadowdancer
23)Cleric
24)Cleric (+1 wis) - improved wisdom I
25)Cleric
26)Cleric - improved wisdom II
27)Shadowdancer - improved wisdom III
28)Cleric (+1 wis)
29)Cleric
30)Cleric - improved wisdom IV, improved wisdom V
31)Cleric
32)Cleric (+1wis)
33)Cleric - improved wisdom VI, VII
34)Cleric
35)Cleric
36)Cleric (+1wis) - improved wisdom VIII, improved wisdom IX
37)Cleric
38)Cleric
39)Cleric - improved wisdom X, armor skin (or epic spell, spell penetration, epic skillfocus: concentration...)
40)Monk (+1wis)

skills:
discipline: 31
disarm traps: 1
concentration: 42
move silently: 40
open locks: 1
tumble: 40
hide: 40
spellcraft: 38

max hp: 40*8 = 320 (+endurance, +toughness if chosen)
AC: 56 (haste, maximized owl's wisdom, magic vestment, shield of faith, +6 wisdom from gear)
50% concealment
spell resistance: 47

saves:
fortitude: 24 (32 vs spells)
reflex: 21 (28 vs spells)
will: 44 (52 vs spells)

example of a balanced PvM-spellbook for both healing, buffing and offensive casting power:

level0: 6x resistance
level1: 3x protection from alignment, 2x entropy shield, 2x bless, 2x ban fear
level2: 2x ultravision, 2x find traps, 7x darkness
level3: 4x protection from elements, 2x magic vestment, 2x darkfire, 2x protection from negative energy
level4: 7x hammer of the god's, 2x empowered owl's wisdom, 1x mighty magic weapon, 1x death's ward
level5: 6x heal, 2x improved invisibility, 1x spell resistance, 1x true sight
level6: 8x harm, 1x greater sanctuary
level7: 7x greater restoration, 2x resurrection
level8: 7x empowered blade barrier, 2x mass heal
level9: 8x implosion

some basic PvP tactics

note: this build does not work very well on 'uber' magic-level worlds.

- buff up before any fight
- don't forget to use HIPS if the enemy does not have true seeing or high spot/listen
- don't implode yourself
- with greater sanctuary, you are the one who chooses when to fight
- use word of faith whenever the opponent has no true seeing

vs rogue-types
cast true seeing and try to implode them. they are not very hard.
if implosion does not work (unlikely), cast sanctuary and word of faith and try the harm+hammer combo.
hammer of the god's efficiently abuses the rogue's low will saves.

vs archers
don't forget to cast entropy shield.
with the monk's ability to avoid arrows, 50% concealment, and entropy shield you won't have
much trouble with arrows.
once you get the chance to cast implosion, they will implode just nicely.

vs fighter-types
you can try implosion, but most fighters, especially CoTs will have very high fortitude saves.
i'd say you won't have a chance over 30% of imploding them with one try.
the first thing you do is to cast hammer of the gods. most fighters will be stunned.
cast word of faith. cast hammer. advance. cast hammer, cast harm, cast hammer.
or try to implode them when they are stunned.
if you can't stun a fighter, it becomes harder to kill them.
in that case, you need to wait for the lucky shot with implosion.
you can always run, heal, HIPS, cast sanctuary, WoF and blade barriers between you and the enemy to buy time.
another risky tactic is to cast greater sanctuary, advance, cast harm, and try to stay alive until you can use HIPS/Hammer/another sanctuary.

rember that once you are knocked down you lose.

vs monk-types
implode them.
if they have high SR, cast greater sanctuary, WoF and run. you got no chance.

vs mages
they are very difficult.
if they underestimate you and don't have any spell-mantle active, advance with sanctuary and implode them.
at least death's ward will protect you from death effects.
in addition you just have to fear nearly pure mages, most multiclass-builds can't brake your 47 spell resistance.

otherwise you will have to play defensively and wait for your chance.
if time-stop and forceful hand are not altered, forget about tactics. if they are, read on.
adjust your spellbook to maximum healing power, and a few implosions. summons help to distract missile storms.
casters can't kill you with one maximized IGM, and you will have more heals than most mages have IGMS.
get on his nerves with sanctuaries and heal if necessary. you will have to heal like a berserk.
crushing hand can sometimes be removed with greater restoration.
wait for his spell mantle(s) to wear off and then strike! you need excellent timing.
if a mage has a spell mantle active you will need 2 or 3 implosions to kill him: in a shootout you have a chance
of about 30% of killing him before you die. you can try a shootout when the mage has no missile storms left cause you healed yourself
over 40 times.

vs clerics
most multiclassed clerics can be killed similarly to fighter-types, or sometimes rogues.
fighting a high level cleric is often a draw because neither can brake the other's spell resistance.

***** ***** ***** *****
griphook ..corrected SR typo

Edited By griphook on 01/28/06 15:02

I assume the name comes from World of Warcraft

O.o
i have never played WoW. Oo zen archery and martial weapon focus might be good choices for the optional feats if you want to grab a bow. your buffed AB will be decent and you could finish off harmed enemies quicker than with hammer of the gods.
Quote: in addition you just have to fear nearly pure mages, most multiclass-builds can't brake your 37 spell resistance.

It's 47 right? Caster lvl + 12? I might be mistaken though, but I think not.

A question of server settings. If it is party PvP, you don't normally harm teammates, but does Implosion still Harm them? And yourself?

Great build by the way.
Quote: Posted 01/26/06 17:44:40 (GMT) -- Grimnir77
It's 47 right?
yes, 47.
37 was just a typo.
i wrote the correct 47 in the final stats.

Quote: Posted 01/26/06 17:44:40 (GMT) -- Grimnir77
A question of server settings. If it is party PvP, you don't normally harm teammates, but does Implosion still Harm them? And yourself?
implosion harms yourself when the difficulty is set to hardcore-dnd or above, even when 'no pvp' is adjusted.
bioware said this will be fixed in the next patch, although i like the challenge of correct aiming.

same goes for teammates, except that you won't harm them in a 'no pvp' setting (but still yourself..) regardless of the difficulty.

so maybe one should focus on healing, reviving and imploding archers far away from the group in party-pvp until 1.67.

Quote: Posted 01/26/06 17:44:40 (GMT) -- Grimnir77
Great build by the way.
thanks.

Edited By dust7 on 01/27/06 10:00

good idea about implosion, except it has a short range long enough. griphook did you add the "playable 1 - 40"?
the build definateley requires a party the first 15 levels.

***** ***** ***** *****
griphook ..Now i have

Edited By griphook on 01/28/06 15:04