Will the Domain-oriented Cleric in Essentials...

You can start with a 20 STR and still have a good enough WIS. CHA build is really not the best way to go. There are tempting things here and there but you get plenty good healing with WIS. I really don't think the Surgeless Healing Nerf did much to the STR cleric at all. You are either casting a buff, which usually involves hitting, or a debuff that involves hitting and you have no real need for any laser powers. If you're going to keep WIS up high then you can start with 18/16 and USE a laser power like Lance of Faith if you want, but why bother when you have the physical endurance and high AC to stand in the monster's faces?
Pushing a stat to 20 for a class that fights in melee (meaning, you want at least some Con), and needs either Cha or Wis to make its powers useful (seriously, check the power list for Cha riders) is honestly a very bad idea. The only ones that can really afford it are races that get +2 to Str and a +2 to either Con, Cha, or Wis, and even then it's not ideal.

Yes, warlords are great and all, but the cleric has some really nice powers that always make a huge difference and don't need to be used in series of moves that might or might not work. CG just works, SW just works. All the Astral Seal surgeless stuff was nice, but one or two items will get you enough healing bonuses to extend your allies working day a whole bunch.
Just because the Warlord can set his powers up to be extra strong if used in a series of moves, that does not mean this always has to happen, or make the powers any less powerful when used by themselves. If anything, being able to be used in nova turns like the one above (note that except for the Strategist's Epiphany, that one can be done basically every two out fo three encounters) makes them better, not worse.

Further, without a decent Cha mod, CG does not 'just work' (sustain minor for 1d6 radiant to enemies and 1 point of healing for you/bloodied allies? Blech). Spiritual Weapon is okay, but giving CA to allies is only decent, and while a minor action attack is rather juicy, it's an Implement vs AC attack, which means you're gonna miss with it a lot.

Honestly the super high healing clerics don't excite me anyway no matter what build they are, they are really just making it take longer before you get a rest.
And here, we actually agree :). I was playing a 'super high healing cleric' for a few levels before hybrid came out, and I immediately switched to a hybrid invoker|cleric for more damage, blasting, and control.

PS: I realize that the real reason the strength cleric is only mediocre these days is due to a great deal of errata that hurt it pretty badly (surgeless healing nerf, Righteous Brand nerf) and lack of support, but as of right now, I'd recommend people wanting to play a melee priest to make a Warpriest who switches out some of his weaker domain powers for good cleric Wisdom powers.
 

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Pushing a stat to 20 for a class that fights in melee (meaning, you want at least some Con), and needs either Cha or Wis to make its powers useful (seriously, check the power list for Cha riders) is honestly a very bad idea. The only ones that can really afford it are races that get +2 to Str and a +2 to either Con, Cha, or Wis, and even then it's not ideal.

I don't know that it is IDEAL either, my point was only that a 20 STR cleric, with the right pick of race, is perfectly viable, and in fact they ARE perfectly viable, and rather scary. You really only want to do it with a STR/WIS race. I don't really know where people got the idea that CHA is really all that valuable for a STR cleric, it isn't.

Just because the Warlord can set his powers up to be extra strong if used in a series of moves, that does not mean this always has to happen, or make the powers any less powerful when used by themselves. If anything, being able to be used in nova turns like the one above (note that except for the Strategist's Epiphany, that one can be done basically every two out fo three encounters) makes them better, not worse.

No, my point is that the STR cleric's powers are just a lot simpler and more direct and aren't really circumstantial at all for the most part.

Further, without a decent Cha mod, CG does not 'just work' (sustain minor for 1d6 radiant to enemies and 1 point of healing for you/bloodied allies? Blech). Spiritual Weapon is okay, but giving CA to allies is only decent, and while a minor action attack is rather juicy, it's an Implement vs AC attack, which means you're gonna miss with it a lot.

This is a common misconception about CG. The POINT of CG is to provide any healing at all. 1 point brings your fallen comrade back up, so that 1 point is worth FAR more than the additional 3-5 points the CHA cleric is adding. Same with the damage, ANY amount of automatic radiant damage is bad news for your enemies, it is way easy to boost it up and all the nice happy fun undead will love you for it. Sure, with a CHA bonus of +4 it is a better power, but it is already a REALLY good power even without that. Combine with Battle Standard of Healing and the effects are even more awesome.

No, the damage you are doing with SW is not super duper amazing, but it will work out to be quite adequate for a daily. If you go 4-5 swings with it per use on average you're doing better damage than most daily powers even with around a -2 to-hit effectively. Remember, the CA extends even to your own attacks, including SW itself. CA is a very nice debuff. It is going to apply to EVERY other attack made against that enemy and a lot of characters don't have an easy time getting CA. The fact that you can shift the effect to a new opponent is really gold too. I think this is a rather underrated and underappreciated power.

And here, we actually agree :). I was playing a 'super high healing cleric' for a few levels before hybrid came out, and I immediately switched to a hybrid invoker|cleric for more damage, blasting, and control.

PS: I realize that the real reason the strength cleric is only mediocre these days is due to a great deal of errata that hurt it pretty badly (surgeless healing nerf, Righteous Brand nerf) and lack of support, but as of right now, I'd recommend people wanting to play a melee priest to make a Warpriest who switches out some of his weaker domain powers for good cleric Wisdom powers.

Yeah, they are just not 'only mediocre'. I think you might want to put one up against a Warlord in actual play and watch. Both are great leaders, but I still say the STR cleric delivers the goods. Righteous Brand was ABSURD pre-errata. Now it is only the best at-will buff in the game. There are still a couple easy ways to get some surgeless healing love, so it really isn't totally nerfed, more like again it was absurd OOTB with AV1 and DP factored in. Surgeless healing though really isn't the big draw for the STR cleric. The big draw is you can apply top-notch buffing, do heavy damage, AND heal all in the same round. When required you can drop one of a whole number of highly effective dailies on top of that. The character will stand up to a pretty good beating and has really excellent defenses. The STR cleric in our group has all around the best defenses of any character in the group, high fort, high will, stratospheric AC, and with a shield in one hand and a crusader's weapon in the other even has a pretty decent REF. It isn't a class with one amazing standout feature, it just has goodness through and through.
 

I don't know that it is IDEAL either, my point was only that a 20 STR cleric, with the right pick of race, is perfectly viable, and in fact they ARE perfectly viable, and rather scary. You really only want to do it with a STR/WIS race. I don't really know where people got the idea that CHA is really all that valuable for a STR cleric, it isn't.
There are several good powers with a Cha rider (the level 3 encounter powers come to mind). I agree it's not crucial, and given Wisdom is more useful 95% of the time, I think the Cha build might even be something of a trap. But at some levels, your power choices are really not that great without a decent Cha mod. Admittedly, after some research, I believe the problem is less great than it sounds... I'd recommend a Str 18, Con 13, Wis 14-16 approach on most Str Clerics.

No, my point is that the STR cleric's powers are just a lot simpler and more direct and aren't really circumstantial at all for the most part.
Have you ever played a well-built Warlord, or played next to one? I really don't get why you seem to believe their powers are all circumstancial and/or difficult to use. The best Warlord powers are mostly "Hit, let an ally shift/move, make them hit too", which is really as simple and universal as it gets, and with the right ally, can be very powerful.

This is a common misconception about CG. The POINT of CG is to provide any healing at all. 1 point brings your fallen comrade back up, so that 1 point is worth FAR more than the additional 3-5 points the CHA cleric is adding. Same with the damage, ANY amount of automatic radiant damage is bad news for your enemies, it is way easy to boost it up and all the nice happy fun undead will love you for it. Sure, with a CHA bonus of +4 it is a better power, but it is already a REALLY good power even without that. Combine with Battle Standard of Healing and the effects are even more awesome.
First of all, if you need CG to keep helping your party members up from below 0 HP, it sounds like you're not doing too hot in the first place.

Second, using a tactic which 1. invites the enemy to either stop skipping over unonscious party members and just knocking them to negative bloodied (cause they'll get back up, otherwise) or take you down if you're outside the zone and 2. keeps everyone constrained to a small area, sounds like a bad idea to me.

Third, there's action economy: it costs a minor action to sustain a zone, but minor actions are important to clerics, and you're very vulnerable to action denial effects; if the enemy is at all mobile, you're giving up your move action as well to move the zone around with them, which will eat up MORE actions.

No, the damage you are doing with SW is not super duper amazing, but it will work out to be quite adequate for a daily. If you go 4-5 swings with it per use on average you're doing better damage than most daily powers even with around a -2 to-hit effectively. Remember, the CA extends even to your own attacks, including SW itself. CA is a very nice debuff. It is going to apply to EVERY other attack made against that enemy and a lot of characters don't have an easy time getting CA. The fact that you can shift the effect to a new opponent is really gold too. I think this is a rather underrated and underappreciated power.
Hrm. All right. I haven't seen Spritiual Weapon in actual play, so I'm willing to give this one to you. It always sounded like an alright, if not great, power to me too.

Do note that it requires a good Wis score, though, or your -2 to hit estimation (which is only very roughly correct, anyway, but I realize it's hard to make a better one) will not hold true. If your wisdom mod is more than 1 lower than your strength mod, I'd recommend taking Augment of War instead. In fact, I would take that anyway (no sustain).

Edit: one final thing I forgot: unless you're taking either as your level 9 daily (which means you miss out on the awesomeness that is Divine Power), you can't take Spiritual Weapon and Consecrated Ground as dailies together.

Yeah, they are just not 'only mediocre'. I think you might want to put one up against a Warlord in actual play and watch. Both are great leaders, but I still say the STR cleric delivers the goods. Righteous Brand was ABSURD pre-errata. Now it is only the best at-will buff in the game. There are still a couple easy ways to get some surgeless healing love, so it really isn't totally nerfed, more like again it was absurd OOTB with AV1 and DP factored in. Surgeless healing though really isn't the big draw for the STR cleric. The big draw is you can apply top-notch buffing, do heavy damage, AND heal all in the same round. When required you can drop one of a whole number of highly effective dailies on top of that. The character will stand up to a pretty good beating and has really excellent defenses. The STR cleric in our group has all around the best defenses of any character in the group, high fort, high will, stratospheric AC, and with a shield in one hand and a crusader's weapon in the other even has a pretty decent REF. It isn't a class with one amazing standout feature, it just has goodness through and through.
Mediocre might be a tad harsh, yeah. In my experience, leaders are some of the best inter-balanced classes, where even the weakest leader (most believe this to be the Ardent) is not terrible compared to the best one. I never meant to paint them as weak or otherwise terrible, because that's simply not true. Strength/Wis clerics are good healers, have some decent buffs (and one of the best at-will buffs in the game), and can be fun to play.

The main reason I responded is because you called them the best leader, something I can simply not agree with.
 
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Yes, it is all opinion. I don't think Warlords are really behind in the awesome leader category either. It is mostly a matter of taste, and I like both. Bards are incredibly useful as well, though our group has only had one for a couple levels at the top of heroic tier so I haven't seen all the possibilities there. Shaman seem to hold their own as well, though a bit trickier to use from what I've seen.

The question of the Warpriest vs the STR cleric is an interesting one. Warpriest has only one prime req, so that is a plus in their favor. I'm not sure about their damage output since we haven't tried any of the Essentials classes in play. They appear to have pretty much the same healing capability as the PHB1 cleric. Maybe they'll do a bit better in that department due to surely having a bit higher WIS. There is the OA issue with a primarily WIS based character, but I'd see that as fairly minor. They can mostly poach each other's powers, so that should be a wash. The domain based powers of the Warpriest seem stronger than PHB1 cleric equivalents from DP but PHB1 clerics do get some CD stuff that is at least potentially better. It is pretty hard to say which is best, only a straight up comparison would really tell and I'm not likely to do that until we have both in CB.
 

The question of the Warpriest vs the STR cleric is an interesting one. Warpriest has only one prime req, so that is a plus in their favor. I'm not sure about their damage output since we haven't tried any of the Essentials classes in play. They appear to have pretty much the same healing capability as the PHB1 cleric.
The Warpriest does do pretty decent damage, but has shield proficiency, so is more likely to go for a one-handed weapon: better AC and REF vs two handed damage.

The big advantage is WIS. The Warpriest can poach WIS cleric powers and vice-versa, which is very nice for both of them - the STR cleric is prettymuch stuck with STR cleric powers. Well, attack-roll powers, that is.

The Warpriest lacks Healer's Lore, though. So, not MAD at all, but not quite the healer a Devoted Cleric is.
 

Yeah, Tony, it seems like on the whole they are not far off. The PHB1 STR cleric would have to burn a couple feats to match the shield proficiency of the Warpriest, which the WP could use to gain some extra healing snazz. I really think the more I look at it that it is pretty much a toss-up. Either one can be a pretty nice melee build. The WP can pick up a bit wider range of powers, but most of those aren't really melee powers. Of course if you were say going with a high STR/WIS stat array with either one you can do pretty much the same stuff, in which case maybe the WP's class features give it an edge. Still hard to say for sure but it will be interesting to compare them more closely when the Essentials stuff is available in CB.
 

The WP can pick up a bit wider range of powers, but most of those aren't really melee powers.

Not really.

The Warpriest has the limitation in that it can only pick up daily attack and utility powers from the general Cleric pool. Its at-wills and encounter powers are set in stone, so to speak. The other cleric, however, can pick up Warpriest powers without any issue, as they are 'Cleric Attack x' powers.

In the end, that's only three powers they have much choice over. There's no 'wide range' here. On top of this, the Warpriest's secondary is Constitution, which means that to select other melee powers, they need to dump the secondary for their at-will and encounter powers just to have a good power they'll only use once per day.
 

Not really.

The Warpriest has the limitation in that it can only pick up daily attack and utility powers from the general Cleric pool. Its at-wills and encounter powers are set in stone, so to speak. The other cleric, however, can pick up Warpriest powers without any issue, as they are 'Cleric Attack x' powers.

In the end, that's only three powers they have much choice over. There's no 'wide range' here. On top of this, the Warpriest's secondary is Constitution, which means that to select other melee powers, they need to dump the secondary for their at-will and encounter powers just to have a good power they'll only use once per day.

And then there is the statement in the Essentials rules about being able to select any power with a level number in place of any other power with a level number, which means they aren't actually locked in as much as you're stating they are. It is confusing the way it is stated in one place that they "just get" a given power and in another place that they have a choice, but so it is. I really haven't read through all of the full description of all the E-classes, but from what I can see they have pretty much a normal range of choices, at least in the case of the Warpriest.
 

I don't think the Essentials Cleric will discard the other ones. The Warpriest is a melee-oriented cleric, whereas the Str Cleric (Battle Cleric) is more versatile, capable of using melee attacks AND ranged attacks when well built. Also, the Battle Cleric retains the healing potential that the Classic Cleric has and, if he is able to distribute his abilities well, maybe he is able to match the Sun Priest's ability to cure.

As for the Laser Cleric, I think that was already said enough about him. The Warpriest will never outlive that build at all. Actually, I think the Essentials Cleric will never outlive the Classic one either. They are different classes and there are many options for all tastes. :)

The expansion of the Warpriest is interesting, but I think they should look out for more options for the Battle Cleric, like a ranged weapon user, something similar to the Channel Divinity: Sehanine, article found in Dragon 386, which has powers that use a bow as weapon.
 

And then there is the statement in the Essentials rules about being able to select any power with a level number in place of any other power with a level number, which means they aren't actually locked in as much as you're stating they are. It is confusing the way it is stated in one place that they "just get" a given power and in another place that they have a choice, but so it is. I really haven't read through all of the full description of all the E-classes, but from what I can see they have pretty much a normal range of choices, at least in the case of the Warpriest.

"Whenever you choose a new class power, you can select it from the list presented in this book or you can take a power of the same class, level, and type (attack or utility) from another source."

The rule is explicit in that it kicks in 'whenever you choose a new class power'.

This only occurs for warpriests when they get their daily powers; they never choose their at-wills or their encounter powers. They just flat out get one without any choice involved.

Look at level 1. You do not get to choose any at-wills, or encounter powers. What happens is you get the class feature 'Domain Features.' It states 'you gain special features... two at-will attack powers, one utility power, and one encounter attack power.' Then under the domains themselves, it does not say 'Choose two at-will powers.' It says, flat out, as a storm cleric you get Blessing of Wrath, Storm Hammer, Create Water, and Thundering Steel.

If you're not offered a choice, you cannot substitute. This is the same reason why your spirit boon determines one of your at-wills as a shaman, and your pact determines one of your at-wills as a warlock. You don't just get to swap them out because you like some other power instead.

It never states in any part of the book that you're choosing those powers. It states that you simply get them; the swapping for other texts' powers is only allowed when you can choose a new power.
 

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