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Do You Feel The Cleric Is Balanced?
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<blockquote data-quote="Numion" data-source="post: 842684" data-attributes="member: 124"><p>It went wrong with the assumption that clerics would use a lot of their spells to healing. I play a cleric and I've told up front other characters that I'll use their wands of cure light wounds for them between fights, but during combats I'll act as I see fit. Most of the time it's better for me to cause 50 points of damage than heal 15. Thats just the way it is. </p><p></p><p>Of course I'll save their lives if it depends on me, but the goal is always to win the fight at hand, not to keep the fighters fighting. Sometimes those goals are the same thing, but most of the time it's more useful to deal damage than to cure it. </p><p></p><p>Most of my clerics (11th level) spells are cast before the first fight anyway, so this isn't a big issue. I usually have following spells cast:</p><p></p><p>3-5 x Protection from Elements (132 points of damage from each element absorped. Not enough slots to always take all 5 elements.)</p><p>1 x Magic Circle against Evil</p><p>1 x Delay Poison</p><p>1 x Endurance</p><p>1 x Emp. Bull's Strength</p><p>1 x Emp. Cat's Grace (domain)</p><p>1 x Magic Vestment</p><p>1 x Greater Magic Weapon</p><p>1 x Death Ward</p><p>1 x Freedom of Movement</p><p>1 x Spell Immunity</p><p>1 x Air Walk</p><p>1 x Antilife Shell</p><p></p><p>As you can see, thats some serious "shields up!" attitude right there. I play an archer (but arrows and bows don't stack in our game), so those spells make me a really good in striking while avoiding being struck. All those spells have at least 10 min / level duration, so I'll activate those when we get inside the dungeon or whatever. Rest of the spells are short term boosts (quickened divine favor for ex), utility (dispel, invis purge) or attack spells (flame strike). </p><p></p><p>Being dispelled is a risk, and has happened a couple of times, but since around half of those spells remain active it's not too critical. It's usually more intelligent for the enemy to try to kill us than to try to dispel me personally. </p><p></p><p>Point of this tirade was that hell yeah I'm powerful! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Protected to boot, and I still manage to top our front-line fighter in average damage output.</p></blockquote><p></p>
[QUOTE="Numion, post: 842684, member: 124"] It went wrong with the assumption that clerics would use a lot of their spells to healing. I play a cleric and I've told up front other characters that I'll use their wands of cure light wounds for them between fights, but during combats I'll act as I see fit. Most of the time it's better for me to cause 50 points of damage than heal 15. Thats just the way it is. Of course I'll save their lives if it depends on me, but the goal is always to win the fight at hand, not to keep the fighters fighting. Sometimes those goals are the same thing, but most of the time it's more useful to deal damage than to cure it. Most of my clerics (11th level) spells are cast before the first fight anyway, so this isn't a big issue. I usually have following spells cast: 3-5 x Protection from Elements (132 points of damage from each element absorped. Not enough slots to always take all 5 elements.) 1 x Magic Circle against Evil 1 x Delay Poison 1 x Endurance 1 x Emp. Bull's Strength 1 x Emp. Cat's Grace (domain) 1 x Magic Vestment 1 x Greater Magic Weapon 1 x Death Ward 1 x Freedom of Movement 1 x Spell Immunity 1 x Air Walk 1 x Antilife Shell As you can see, thats some serious "shields up!" attitude right there. I play an archer (but arrows and bows don't stack in our game), so those spells make me a really good in striking while avoiding being struck. All those spells have at least 10 min / level duration, so I'll activate those when we get inside the dungeon or whatever. Rest of the spells are short term boosts (quickened divine favor for ex), utility (dispel, invis purge) or attack spells (flame strike). Being dispelled is a risk, and has happened a couple of times, but since around half of those spells remain active it's not too critical. It's usually more intelligent for the enemy to try to kill us than to try to dispel me personally. Point of this tirade was that hell yeah I'm powerful! ;) Protected to boot, and I still manage to top our front-line fighter in average damage output. [/QUOTE]
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