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<blockquote data-quote="Dualazi" data-source="post: 7704056" data-attributes="member: 6855537"><p>I have a general dislike of these on the whole, so I'm definitely looking forward to when feedback is made available. Forge is the most innocuous of the bunch, though.</p><p></p><p>I'm getting tired of the constant presence of heavy-armor clerics, it makes some sense for clerics of battle/war etc, but I can't think of any thematic reasons for a cleric of life and death to need it. At this point I'd rather they just give all clerics the prof. or take it all away, so they can use the resulting design space for something worthwhile. </p><p></p><p>Protection clerics are my least favorite of the bunch, I can think of absolutely no reason why pseudo tank skills should be put on the cleric chassis as opposed to being saved for a new paladin variant, since Paladins are by default the front line holy-man. It seems sort of creatively bankrupt as well, since the Shield of the Faithful and Blessed Healer are basically just a feat and life cleric class feature lifted into this one.</p><p></p><p>Forge clerics are alright, but I think they have too much reliability. Almost all of their features are always on, and perks like fire resistance are very strong in my opinion. I'd like to see more decision making, but that's just me. Also, their initial ability should probably only affect weapons, since with the level 6 Soul of the Forge a forge cleric could easily have 22 AC without any magic items or buffs.</p><p></p><p>Grave clerics have the most thematically appropriate abilities of the bunch, but for a type of cleric focused around one theme they're a little too versatile, with a great offensive channel divinity, defensive reaction, and ridiculous level 17 feature (though I doubt most care about that high of level). Of the three, I definitely feel like they should lose the melee/armor focus the most.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 7704056, member: 6855537"] I have a general dislike of these on the whole, so I'm definitely looking forward to when feedback is made available. Forge is the most innocuous of the bunch, though. I'm getting tired of the constant presence of heavy-armor clerics, it makes some sense for clerics of battle/war etc, but I can't think of any thematic reasons for a cleric of life and death to need it. At this point I'd rather they just give all clerics the prof. or take it all away, so they can use the resulting design space for something worthwhile. Protection clerics are my least favorite of the bunch, I can think of absolutely no reason why pseudo tank skills should be put on the cleric chassis as opposed to being saved for a new paladin variant, since Paladins are by default the front line holy-man. It seems sort of creatively bankrupt as well, since the Shield of the Faithful and Blessed Healer are basically just a feat and life cleric class feature lifted into this one. Forge clerics are alright, but I think they have too much reliability. Almost all of their features are always on, and perks like fire resistance are very strong in my opinion. I'd like to see more decision making, but that's just me. Also, their initial ability should probably only affect weapons, since with the level 6 Soul of the Forge a forge cleric could easily have 22 AC without any magic items or buffs. Grave clerics have the most thematically appropriate abilities of the bunch, but for a type of cleric focused around one theme they're a little too versatile, with a great offensive channel divinity, defensive reaction, and ridiculous level 17 feature (though I doubt most care about that high of level). Of the three, I definitely feel like they should lose the melee/armor focus the most. [/QUOTE]
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