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[3.0]compare these two clerics (power-wise)
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<blockquote data-quote="ashockney" data-source="post: 1051729" data-attributes="member: 1363"><p>From the perspective of having played a cleric...go the archer route in either edition, because of the Travel domain. In general, you will probably be better off building as a good "position" and "heal/blast" caster, instead of a melee'er. This will really cause more pain than it's worth from Level 7 on up. Your healing and blasting will be much more effective, in general, than anything you could do in melee. Particularly given HOW MANY resources it would take to acheive "full buffiness". Save it, and blow it on more heals and blast spells. The travel will give you nice mobility. </p><p></p><p>I caveat all of the above assuming you have a somewhat "normal" five-person party. If you want a good tank, I'd recommend going the Clr/Pal route instead.</p></blockquote><p></p>
[QUOTE="ashockney, post: 1051729, member: 1363"] From the perspective of having played a cleric...go the archer route in either edition, because of the Travel domain. In general, you will probably be better off building as a good "position" and "heal/blast" caster, instead of a melee'er. This will really cause more pain than it's worth from Level 7 on up. Your healing and blasting will be much more effective, in general, than anything you could do in melee. Particularly given HOW MANY resources it would take to acheive "full buffiness". Save it, and blow it on more heals and blast spells. The travel will give you nice mobility. I caveat all of the above assuming you have a somewhat "normal" five-person party. If you want a good tank, I'd recommend going the Clr/Pal route instead. [/QUOTE]
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Community
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[3.0]compare these two clerics (power-wise)
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