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Fighters didn't matter after 11th level?
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<blockquote data-quote="Victim" data-source="post: 4717448" data-attributes="member: 78"><p>My group always found cleric buffs like Recitation to be amazing. Everyone gets +2 AC, saves, and attack (the cleric and maybe some other people get +3). It helps the fighter. It helps the cleric fight. It means people generally need fewer heals (saves and AC reducing damage), so there's less need for emergency heals that cost the cleric combat actions.</p><p></p><p>Casting Divine Power and Righteous Might without some form of quick casting or Persistent is incredibly slow. That's two rounds down (3 in Cadfan's example since the cleric needs to cast Heal) without really having any offensive payout from the those rounds. If we have a 5 round fight, the cleric buffing himself has only 60% of the time for attack actions. So Divine Power+Righteous Might has to add 66% to the cleric's melee damage just to break even with expending no spells. </p><p></p><p>A mass buff like Recitation or Righteous Wrath can start paying for itself right away via your teammate's actions.</p><p></p><p>Sure, Divine Power (which does become somewhat less important as the cleric gets his own good STR items) and Righteous Might are a good combo. But it's not exactly an easy call for most fights when you look at setup time (and with rounds durations, it's not all that easy to bring them up outside of combat).</p><p></p><p>And note that damage early is better than damage later.</p></blockquote><p></p>
[QUOTE="Victim, post: 4717448, member: 78"] My group always found cleric buffs like Recitation to be amazing. Everyone gets +2 AC, saves, and attack (the cleric and maybe some other people get +3). It helps the fighter. It helps the cleric fight. It means people generally need fewer heals (saves and AC reducing damage), so there's less need for emergency heals that cost the cleric combat actions. Casting Divine Power and Righteous Might without some form of quick casting or Persistent is incredibly slow. That's two rounds down (3 in Cadfan's example since the cleric needs to cast Heal) without really having any offensive payout from the those rounds. If we have a 5 round fight, the cleric buffing himself has only 60% of the time for attack actions. So Divine Power+Righteous Might has to add 66% to the cleric's melee damage just to break even with expending no spells. A mass buff like Recitation or Righteous Wrath can start paying for itself right away via your teammate's actions. Sure, Divine Power (which does become somewhat less important as the cleric gets his own good STR items) and Righteous Might are a good combo. But it's not exactly an easy call for most fights when you look at setup time (and with rounds durations, it's not all that easy to bring them up outside of combat). And note that damage early is better than damage later. [/QUOTE]
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Fighters didn't matter after 11th level?
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