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Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="Celtavian" data-source="post: 6594705" data-attributes="member: 5834"><p>You are exactly right. We consider keeping the <em>bless</em> up a better offensive option than using the cleric as a damage dealer. We also consider <em>cure wounds</em> a better option for the cleric to get a higher value damage dealer on his feet with a possibly higher level slot a way to sustain our offense. Clerics are weak damage dealers until they obtain <em>spirit guardians</em>, then they can stack a moderately effective damage dealing combination with <em>spirit guardians</em>, <em>spiritual weapon</em>, and their regular attacks, though it does take away from our group capability. It's hard to quantify the value of <em>bless</em> versus <em>spirit guardians</em> unless it is obvious the area won't affect enough targets to make it more valuable.</p><p></p><p></p><p></p><p>No access to <em>goodberry</em>. Yes. Against higher damage targets, any spell that gives even one hit point is effective given the weeble-wobble effect in this game. Then again our DMs usually go for the kill when a player falls striking for an auto-crit and two missed death saves and then dead if they can hit again. Better not to fall against creatures with multiple attacks in our games. </p><p></p><p></p><p></p><p>10 minute casting time on <em>prayer of healing</em>. I do keep it memorized. It is good bang for your buck when you need a heal between a short rest and immediate healing. <em>Prayer of Healing</em> is useless for combat healing.</p><p></p><p></p><p></p><p>I have <em>bless</em>, <em>shield of faith</em>, <em>bane</em>, <em>cure wounds</em>, <em>aid</em>, <em>prayer of healing</em>, and <em>spiritual weapon</em>. I could probably drop <em>bane</em>, since I haven't used it. I tend to use <em>aid</em> as my ranged AoE heal. It effectively does the same amount of <em>healing word</em>, heals a group, and adds hit points even when the group doesn't need a heal. <em>Aid</em> is one of the best bang for the buck AoE ranged low level heal spells and it has an alternate utility use as well. It definitely beats out <em>healing word</em> once you get 2nd level spells. </p><p></p><p></p><p></p><p>No. We would not. <em>Bless</em> is extremely powerful offensive and defensively. It is like a 7th or 8th level spell at 1st level. The cleric gets so many excellent spells as they rise in the level, the value of the sharpshooter's damage will fall compared to the cleric's utility. Clerics are far more useful at higher level than a combat-focused class will ever be, especially when facing creatures with special abilities that attack weak save and immediately remove the player from combat. </p><p></p><p></p><p></p><p>The options the trickery cleric has are amazing. The trickery cleric is going to be vicious at higher level. </p><p></p><p></p><p></p><p>I figure each group finds the level of challenge and play-style they enjoy and makes it happen. At the end of the day, having fun with your buddies is the main goal.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6594705, member: 5834"] You are exactly right. We consider keeping the [I]bless[/I] up a better offensive option than using the cleric as a damage dealer. We also consider [I]cure wounds[/I] a better option for the cleric to get a higher value damage dealer on his feet with a possibly higher level slot a way to sustain our offense. Clerics are weak damage dealers until they obtain [I]spirit guardians[/I], then they can stack a moderately effective damage dealing combination with [I]spirit guardians[/I], [I]spiritual weapon[/I], and their regular attacks, though it does take away from our group capability. It's hard to quantify the value of [I]bless[/I] versus [I]spirit guardians[/I] unless it is obvious the area won't affect enough targets to make it more valuable. No access to [I]goodberry[/I]. Yes. Against higher damage targets, any spell that gives even one hit point is effective given the weeble-wobble effect in this game. Then again our DMs usually go for the kill when a player falls striking for an auto-crit and two missed death saves and then dead if they can hit again. Better not to fall against creatures with multiple attacks in our games. 10 minute casting time on [I]prayer of healing[/I]. I do keep it memorized. It is good bang for your buck when you need a heal between a short rest and immediate healing. [I]Prayer of Healing[/I] is useless for combat healing. I have [I]bless[/I], [I]shield of faith[/I], [I]bane[/I], [I]cure wounds[/I], [I]aid[/I], [I]prayer of healing[/I], and [I]spiritual weapon[/I]. I could probably drop [I]bane[/I], since I haven't used it. I tend to use [I]aid[/I] as my ranged AoE heal. It effectively does the same amount of [I]healing word[/I], heals a group, and adds hit points even when the group doesn't need a heal. [I]Aid[/I] is one of the best bang for the buck AoE ranged low level heal spells and it has an alternate utility use as well. It definitely beats out [I]healing word[/I] once you get 2nd level spells. No. We would not. [I]Bless[/I] is extremely powerful offensive and defensively. It is like a 7th or 8th level spell at 1st level. The cleric gets so many excellent spells as they rise in the level, the value of the sharpshooter's damage will fall compared to the cleric's utility. Clerics are far more useful at higher level than a combat-focused class will ever be, especially when facing creatures with special abilities that attack weak save and immediately remove the player from combat. The options the trickery cleric has are amazing. The trickery cleric is going to be vicious at higher level. I figure each group finds the level of challenge and play-style they enjoy and makes it happen. At the end of the day, having fun with your buddies is the main goal. [/QUOTE]
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