Starting a Cleric on 12/12/2018 05:50 PM CST
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Hello All--moving past the "play whatever style you want" comments I am looking for feedback from the Gurus.

I am looking at possibly starting a Cleric with a goal of level 40-60--more likely about 50.

Primarily a cleric that would be able to rescue and raise??

What would be best race, starting statistics, and benefits/drawbacks to any advice please?

Not a perfectionist, just wanting optimization.
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Re: Starting a Cleric on 12/12/2018 06:52 PM CST
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There's quite a lot of build information in the HARDCORE folder
http://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/HARDCORE%20Mode/view/267 and subsequent posts in the thread on The Road to Koargard

The only thing to tweak from Ardkor's build is getting 225 a bit sooner, but the same basics apply. Forest gnome and dark elf are other possible high WIS races if you aren't worried about dying, which would have slightly different optimum stats from a dwarf. Get to 50 and then fixskill for chrism making.

A CS build allows you to have the best raise (and never need to worry about spirit loss from raising) at level 18 which is why you should do that.
Voln is the best society for mana at low level, plus you get to fog the bodies you rescue earlier than you'd learn 130, which is why you should do that.

The main drawback of a smite build is that you run out of interesting ways to play very fast, and decent targets around mid game, but if level 50 and 100% chrisms is as far as you want to go, its the most effective way to get there. Weapons and spell aim are mechanically inferior options but you need the variety on a main character.
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Re: Starting a Cleric on 12/14/2018 07:38 PM CST
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>Primarily a cleric that would be able to rescue and raise??

>>Forest gnome and dark elf are other possible high WIS races if you aren't worried about dying, which would have slightly different optimum stats from a dwarf.

I'd suggest one of the bigger/heavier races if you want to be good rescuer. Dragging an encumbered giantman to get healed is exceedingly difficult for a gnome, and you'll be doing it pretty often even after you can fog back to town. In my experience, dark elves and dwarves are marginal at dragging unless their str/con stats are very high.
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Re: Starting a Cleric on 12/15/2018 05:54 AM CST
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>I'd suggest one of the bigger/heavier races if you want to be good rescuer. Dragging an encumbered giantman to get healed is exceedingly difficult for a gnome, and you'll be doing it pretty often even after you can fog back to town.

Dragging is for warriors. Clerics (and sorcerers) make the bodies do the walking. ;)

I can think of a few specific field raise situations where dragging might be an advantage, due to sanct and fog restrictions, but no way am I dragging a body around town when I can make it do the walking.
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Re: Starting a Cleric on 12/24/2018 04:29 PM CST
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>>In my experience, dark elves and dwarves are marginal at dragging unless their str/con stats are very high.<<

Once you get Nexus gem or 130, dragging can become obsolete.
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Re: Starting a Cleric on 02/27/2019 03:26 PM CST
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Rift rescues either force dragging out through the doors of the rift or require a field raise which is difficult depending on the plane of the rift. Even for a voln cleric who is capped dragging can still be necessary depending on the location of the rescue.
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Re: Starting a Cleric on 02/27/2019 03:33 PM CST
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In the rift 130 and Voln symbol of return take you to random locations, which can include the scatter. Transport spells don't take you out of the rift.
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Re: Starting a Cleric on 02/27/2019 05:01 PM CST
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Yep, yep! But - dragging through the rift is easy, at least.

And with the recent population increase, you should be able to rely on getting picked up.

Doug
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