you can go further with light. Holy Lance Helm - creatures who miss attack against wearer get 1-4 radiant damage. Gloves of Billigerent strikes - when wearer deals radiant damage deal 2 turns of reverberations on target. Boots of stormy Clamor - when you inflict a condition on a hostile target you also inflict 2 turns of reverberations. Reverbarations in turn make you take thunder damage so your second ring can be Ring of Spiteful Thunder - when you deal thunder damage to a create with reverberations they also get dazed. Put all of that on a light cleric with adamantium shield.
I use those gloves with lightning charges while spamming eldritch blast. I also have the cold brimmed hat on him for extra debuffs to those he hits. This character is a glass volley gun with duel crossbows for bonus action attacks.
also there is some good healer synergy items, all available in act 1, definately worth grabbing as it will make ur team a lot tankier from just slinging some heals occasionally
Taking a 1d4 in damage is not very painful compared to all the damage that can be done on each affected attack. If you have a barbarian in the party, and they are raging but unable to get to a distant enemy, then that 1d4 damage will actually serve to keep your rage going.
I used the Light of Creation +1 Halberd (1d12+1+1d6 Lightning) for the majority of Acts 1 and 2 with the Sparkswall ring so I didn't get shocked/electrocuted occasionally. Then in the latter half of Act 1 I bought the Drakethroat Glaive and used that to put an additional +1 magic (to hit and damage) along with another +1d4 Thunder (you can pick any element you like, ice, fire, lightning, thunder, radiant or necrotic I believe) until Act 3 when I could grab the Super Trident and do basically the same thing. I tried going with the entire _spark build_ but found that without the boots that electrified wet surfaces it simply did not work all that well. Unfortunately, that kept electrocuting my own party which in turn forced me to spread out the gear which obviously killed the build, so simply using the Glaive, RIng, Vest and Bow seemed to work the best. I was also a Tempest Cleric so I had access to plenty of Lightning spells. I swear, for early weapons, that darn Halberd might be the best in the game. Sure was better than the Cambion Sword, though the Astral Great Sword is obviously a stronger weapon, as is the weaker +1 version you get in the Creche which is essentially the same as the Astral one except it being +1 variant as opposed to +3. The Light of Creation is just available so early...that tack on the additional +1/+1d4 + whatever other bonuses you may have and ugh. Is it _"Magic Missile"_ with Lucritia's gloves? No. Is it enough to split Mind Flayers and Avatar's of Myrkul in half? Well no...but it sure works great on Goblins! I also has a characteristic called _"Galvanic Currents"_ which I am still a bit unsure of as to what it exactly does, but I'll be darned if the thing didn't seem to cause more damage than it was supposed to be able to on more than one occasion.