Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Building a Cleric is a weird one, Sebille should make full use of it thanks to flesh sacrifice.
What?
You can make it a buffer/healer I guess, but imo summoner fills that role better. You don't want a character not dealing damage. And a summoner can use glass cannon to buff/heal and summon every turn easily thus doing damage with totems and incarnate.
Fane: Air and hydropolist - Good against fire enemies, can stun, freeze and heal and have attacks that deal a lot of damage.
Sebille - necromancer and summoning (scoundrel) - can summon totems, incarnates for enemies to focus on instead of you, can heal, dominate mind, and lots of other things to bring chaos to the battlefield.
Beast - Warfare and Polymorph - I use beast for close range battles with heavy axe attacks and being able to fly away if things get to hairy. Oh and polymorph has terrain transfusion which you defintatly will need later in game!
Red prince - Warfare and Pyrokinetic - Deals alot of fire damage and is strong up close too.
geo and pyro though can be a big pain since magic in this game hurts friendlies too. setting fire to the battlefield can be annoying if the enemies end up cursing it afterwards (though bless can counter this, you won't get it until a fair way into act 1)
I found its best to take 2 enchanters in your first playthrough as they'll support each other in stripping armour and both air and water get spells that ignore friendlies.
also do not mix physical and magic on the same character. the armour system says no to this. magic on a melee character should be utility spells only, so damage is a none issue.
Technically you can build warrior for intelligence and use a staff to deal magic damage.
I doubt it's particularly viable but it's an option.
You will miss out on a lot of polymorph. Poly is probably the best skill tree, but it doesnt "demand" STR. Just for a good majority of its better skills. Theres always transmutation and forced exchange that anyone can take advantage of
I read some of the statements above and some people said cleric was ♥♥♥♥, and they are so wrong its not even funny.
The purpose of a cleric is to transition into a pure necromancer. You can build an early game cleric sniper with Sebille. Here's what you do:
1. Get teleport gloves on Sebille
2. Go to any area where you see enemies.
3. Place your party in a safe area where you can teleport the outermost NPC to initiate a fight.
4. Bedroll Pre buff, blood rain pre buff if you have it
5. Teleport the enemy next to sebille
6. Cast Flesh Sacrifice -> Mosquito Swarm -> Decaying Touch -> Blood Sucker -> Restoration.
7. Run party away and the battle will end.
8. Rinse and repeat
This will delete anything early game. Cleric's healing spells should be used as offense after decaying touch.
In terms of optimal party, my favorite is:
2 hand knight that is primarily warfare (I use Fane)
1 handed Juggernaut which is warfare and geo (I use Beast/Lohse)
Necromancer <-- must be elf cuz Flesh Sac is godly (Sebille)
1 Ranger (Ifan)
Necro is by far my favorite class. Using corpse explosion is so fun.
If you want to breeze through ♥♥♥♥, steal skill books early game. If you want a challenge, don't steal anything.
With regards to party comp, I suggest going Pure Phys or Pure Magic early game. Once you are about to leave Fort Joy Island, go steal a bunch of skillbooks then when you are on the boat, just respec at no loss at all.
That makes no sense, a cleric is a healer and a buffer, usually a character with a mace and shield and is adept at dealing with the undead.
You can make a dark cleric with necromancy but it wouldn't be a cleric now would it? Also a cleric using bows? Extremely anti immersive, might as well be a wayfarer with hydro instead of geo. I'm not saying you cant do it since in this game mixing things is almost a must, but the default cleric in this game makes no sense and the things you said don't fall into the cleric category.
The only reason the cleric has necromancy is because of the synergy from decay + heal and the supportive spells. I highly doubt it's purpose was to transition to a pure necromancer.
My mages never used their weapons (wands). I only gave them wands for the attributes. I also gave them shields in-off hand, which provide huge phys/magic armour, and good phys damage if necessary with shield throw. All my chars had options to do either phys or magic damage.
Don't forget you can re-roll all your characters (even voices and appearances) and also 'purchase' new NPCs.
I used the following:
Main - Elf. Hydro/Aero
Ifan: Necro/summoner
Lohse: Ranged hunter and Pyro
Red Prince: Scoundrel & warfare with a dabble in poison
Between hydro & necro + ranged bandage there was plenty of heals. Plus drop a source orb in armour and anyone can have mass heal. Then of course food & pots. So don't stress over a cleric, there's plenty of heal opportunities.