Agi or Str cleric?

VDX_360

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@chicirish , with a STR of 4, and AGL 5, I'd call your Cleric a balanced STR-AGL Cleric. That's a common build type, esp with players using 1-H weapons. A balanced STR/AGL Cleric gets solid all around bonus for damage, defense, hitpoints and trap avoidance. It tends to be my go to trait allotment for Clerics.

To be a STR or AGL Cleric, you really need to be lopsided in those traits, for example STR 6 with AGL 0, or STR 2 with AGL 6.

That's not nit-picking build types. Just trying to keep meaningful descriptions of build types for clarity of comparison.

@chicirish , I am curious to why you raised END to 4, with keeping PERS at 3 ? Just curious to your thought process? Clerics, as a class, get a lot of flexibility in what makes an effective build.
 

chicirish

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I’m currently level 18. This is my first time making a cleric that joined the warrior guild, and it just seemed to me that if I was going to the warrior guild, light weapons and a greater emphasis on agility (eventually) would be the way to go. Sure, I can’t get flurry, but I need all the damage I can get from criticals, heavy hand, duel, etc. All those skills provide even more benefits if I am able to attack faster.

I call myself an agility cleric because I rely on only light weapons (mainly the ancient fang), and because agility WILL be my highest trait LOL. I chose to be more balanced for reasons listed below….

I wanted endurance (4) for body development. I wanted to invest in strength (4) to get heavy hand and for added hit points with body development. I wanted a large pool of hit points so that when intervention kicks in, I get the most out of it. My mana supply never gets very low, as Might is cheap to cast. I only raised personality to 3 to prepare for meeting the requirements of the good ending, and I think I needed it to be 3 for a skill, but I can’t remember which one lol. It appears that with intelligence 2, awareness 3, and personality 3, I should be able to put on items at critical junctures to net me the peaceful ending. Am I correct in that thinking?

I have no need to invest in 3 or 4 surges (in fact, I tend to keep them at 2 for most of my builds). Surges are, in my opinion, a convenience investment, which I tend to avoid. It’s easy to farm or buy whitetower specials, healing potions, etc. to extend dungeon runs. And then by the end of the game, you get so many potions before the ARK that you don’t need more than 2 surges at all, if you are willing to farm a bit. I grew up playing Dragon Warrior 1 and Final Fantasy 1, so I’ve been conditioned to do mind numbing grinding and I don’t mind doing it, LOL.

I have read of other people keeping their hit points low, since intervention will keep you alive. It makes me rethink whether getting endurance to 4 for body development was a smart move or not.

I’m also wondering what’s the best remaining skills to add to this build? I need to max out duel and body development, but after that, should I do crusader for the stun chance? Battle rage perhaps?

By the way, I’m rolling with Griss on a 2H strength build. I need help doing damage. I think I felt stronger at this point of the game with my 2H warrior and my summoning mage, but this cleric build has been fun—it’s my first time using intervention either…..sigh, should have used it before, at least level 1, lol.

Thanks for the discourse, VDX, I’ve been a long time lurker on these boards, and I’ve always enjoyed hearing your thoughts. If you have any advice, praise, or concerns for my build I’d love to hear it! Anyone else feel free to comment as well!
 
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