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| #1sleapAug 06, 2012 21:11:08 | Okay, I haven't played much and I always figure that I'm doing something wrong. I'm going to a new group next week and I'm trying to pick who I want to go with. I usually perfer playing Leader's or Defenders. But whenver I get a new group I always get blow away after my little dwarf thorws a heal and whacks a guy for 8 damage some Wizard will kill 6 minions and blow away half the encounter in one turn. I hate the idea of min-maxing but I don't want to fall behind or be a detrement to the group I find myself really interested in the ardent class so I whipped this up. (we are starting at level 1) Ill put stats in regular order STR, CON, DEX, INT, WIS, CHA Loget' Half-Elf Ardent 13 14 13 8 14 18 Impusive Mantel Brand of the Sun- (Half-elf power) WISvAC Ally can save Human Ingenuity Feat (Using an AP restores 1 PP) Demoralizing Strike (Lowers defenses and can AOE) Energizing Strige (Gives temps and can give a healing surge) Mental Turmoil- Lowers attack and grants temps to party Borter Dwarf Cleric 16 12 11 10 16 14 Dwarven Weapon Feat Priest Sheild (STR attack that gives +1 defense) Sacred Flame (Ranged WIS attack that gives temps or save) Healing Strike (2W That gives a Heal) Armor of the Gods (1W burst that can put +3 AC and R on a character that I can move around) ..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />Those are the two ones I've finished and are still tweeking. I have also been tossing around a Shardmind Rouge, a Minotaur Paladin, and a Psion of some kind |
| #2beowulfthehunterAug 06, 2012 22:02:59 | I like the Dwarf, but I am concerned about the stat spread. You are going to be swinging a +2 prof weapon and combine that with +3 for str you are only at +5. That is going to affect you hitting. Also I see that your attacks use Str and Wis, pick a stat to hit off of and be done with it. Also being a dwarf gives you free proficiency in Warhammer, that is nice if you plan to be up close and personal. |
| #3sleapAug 06, 2012 22:29:42 | I know, that's exactly what I was thinking as I made him that one At Will was STR and the other was WIS. I kind of like that mix though beacuse i like those too moves. And I'm going to try to get my prof up with them and be more defensive. I may drop the WIS move and I was also thinking of trading the Healing Strike with this one move from Divine Power where you make this totemn thing and whoever is around it gets a +2 to all defenses. So if I'm in a boss battle the defender would have my God-Armor and me and him would be up there whacking away at him with Super buffed defense thanks to the priest sheild. |
| #4sleapAug 06, 2012 22:50:49 | Can the guy you conjour from the shield bearer power move around? |
| #5beowulfthehunterAug 06, 2012 22:51:32 | Consider some of the powers from the "Heroes of" Books as many of them have effects reguardless of if you hit or not. |
| #6sleapAug 06, 2012 22:53:58 | I know I've been looking though those as well |
| #7Cohen95Aug 08, 2012 9:10:43 | First, being newer to the game, consider a Warpriest. They're Essentials style clerics that are designed for primarily melee. Honestly, the Ardent may be a bit too much to deal with. That said, if you want to play an Ardent, play an Ardent. Now, as for the cleric, you have a lot of options. My suggestion would be read these two links: Master of My Domain: A Warpriest Miniguide Holy Smoke! A (Templar) Cleric's Handbook Those two links point toward the player-made handbooks for both the warpriest and the PH1 cleric (now technically the templar sub-class). I'd read the first 4-5 posts of the first page of each of those threads, decide which type you want to play, and go from there. Don't be afraid to take a power/feat/race that's not sky blue, but avoid purple/red unless it's just exactly perfect for your character. Follow that advice and you'll be just fine. |
| #8GelatinousOctahedronAug 08, 2012 9:55:47 | The links that Cohen posted are to my handbooks. If you are new I would recommend playing a warpriest. Maybe earth domain sounds like what you are interested in. Priests shield is a weak power and I would take righteous brand over it. Warpriests are a lot easier to build than templars and usually easier to play, though templars give you a much greater choice in powers. A dwarf cleric should always be able to start with at least an 18 in one of his attack stats. Clerics should pretty much always have at least an 18 in their main attack stat post racial stat bumps because so many powers require you to hit for the effect to occur. If you stick with 16 starting stats you need to take a +3 weapon like spiked chain or great spear instead dwarven weapon proficiency, and even with an 18 I would consider going with one of those. Hitting is really important for most clerics, unless you are going for a lot of powers that don't require an attack roll. |