Shadowdweller00
Hero
Deleted: Don't really want to get into it.
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Sounds to -me- like you're doing a fair bit of theory crafting yourself there as well. Nothing personal. Unless you've got some indisputable mathematical proof...which would be difficult given that campaigns differ...
Sometimes peoples' experiences are just different. In MY personal experience at lowish levels (=< about 7 maybe) there is a fairly significant stretch where War clerics seem to solidly outdamage Light clerics. And take more damage as well if oriented toward melee...but then that's damage that the party tank isn't also taking. Plenty of room in there to run a good chunk of a campaign or something.
Eh, I won't pretend that I've got exhaustive experience or anything. I've mostly just found that the two domains just seem to play differently. Spiritual Guardians seems to work a whole lot better if the character is built to handle melee...which may or may not actually be the War cleric. Guided Strike seems to have great synergy with the odd spell that you do NOT want to miss...like Contagion or that high-level Inflict Wounds you've been saving for the boss. War cleric doesn't seem to have much on the light domain as far as AoE damage goes on the other hand.If you're lacking a strong frontline tank, then I can see a good use case for a War Cleric. Otherwise, my game experience, my build tinkering, and my spreadsheets tell me there's very little reason to play one over some other choices, apart from pure RP (which is also fine).
Eh, I won't pretend that I've got exhaustive experience or anything. I've mostly just found that the two domains just seem to play differently. Spiritual Guardians seems to work a whole lot better if the character is built to handle melee...which may or may not actually be the War cleric. Guided Strike seems to have great synergy with the odd spell that you do NOT want to miss...like Contagion or that high-level Inflict Wounds you've been saving for the boss. War cleric doesn't seem to have much on the light domain as far as AoE damage goes on the other hand.
Thing about "half the time of the clerics life time": Not all levels are created equal. Can't speak for anyone else...but I've yet to play a 5e game above level 15. Have played in quite a few around level 1. Magic items haven't and shouldn't be factored into class balance...but all the same I notice that there are quite a few designed to enhance melee attacks. And virtually none that enhance ranged spell attacks over the long run.
Again you're looking at maths and not actual play experience. You're simply theory crafting, which is what I suspected all along.
1. AC scales with CR, Dex doesn't. And in fact, dex is generally the most inferior saving throw most monsters have in the book. Sacred Flame ends up hitting far more often.
2. The damage from sacred flame is resisted by basically nothing the players will ever fight. Can't say the same for a Greatsword.
3. If you want to use a Greatsword, you're sacrificing AC. It's also arguably by RAW you're going to have issues casting spells due to VSM constraints, no such worries with Sacred Flame. If you want to use a shield, your damage is inferior through-out half of your career, I've mapped this all out in a spreadsheet.
4. You're also assuming 20 strength, what has the War Cleric given up to get that 20 strength? He needs STR, DEX, and CON. My light cleric gives up nothing to get 20 wisdom. The synergy here is MUCH better.
5. As a Light Cleric, I can attack every round because I am a ranged spell caster. I can then hide behind full cover. As a melee combatant, the War Cleric has to run up and engage enemies, and is more subject to damage and losing spells due to concentration mechanic. As a consequence of this, as a Light Cleric I don't need to worry about Resilient (CON) as much and can easily take something like Elemental Adept to complement my damage powers more (which in fact what my Light Cleric did).
6. I have a much freeer bonus action economy, meaning I'm much more flexible to use Spiritual Weapon when and how I want. Also, my Spiritual Weapon is likely +5, whereas if you're a 20 Str War Cleric, you will have made big sacrifices somewhere to get +5 wisdom.
Dude, I'm playing both classes right now in campaigns. I've tinkered with builds for both classes for hours. I've tested these builds in combat.
All of the classes are good enough to make this a pointless, or at least overly subjective exercise.
1) Weapon attacks scale with magic items and attack spell bonuses. Sacred flame does not.
2) I can't disagree on that but it's an edge case.
3) It takes 2 hands to wield the sword, not to hold it while freeing up one hand. This was confirmed by the developers on twitter. RAW you are not attacking with the sword at the same time you are casting a spell. Your spreadsheet is wrong because it doesn't consider all the variables and is the epitome of theorycrafting over practice like you were accusing me. Incorrectly. I also stated the war cleric was more defensive in armor (even without the shield unless a feat was spent for armor on the light cleric, or DEX invested) and the avatar ability. There is more than damage considered. Like half damage for much lower concentration DC's.
4) I stated what I was sacrificing in my example. 2 defensive feats but I would juggle that as I saw fit and more likely only take an 18 WIS for another feat. The light cleric gave up heavy armor to get that 20 WIS whether you saw it or not.
5) How so? As I see it, I have the option to do the same thing with spiritual weapon, and an alternative that doesn't require having spend a spell slot if necessary. I'm more likely to simply use spiritual weapon.
Light cleric has no advantages over the war cleric other than low level direct damage spells and the flare abilities, and bonus damage on sacred flame. He gives up heavy armor and abilities that enhance weapons in the group game, and the war cleric who picks up shillelagh can also pick up either thunderclap for an AoE cantrip. War domain also adds hold monster and it's pretty damaging.