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Martials > Casters
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<blockquote data-quote="Gorgon Zee" data-source="post: 8007235" data-attributes="member: 75787"><p>So, I'm playing a warpriest cleric and have from level 1 upward. Our other main damage dealer is a damage-optimized barbarian. There's no doubt that he does the most damage, but the cleric is definitely "dealing significant damage". And this is a cleric with maxed out charisma (for the heals!), so not an optimal combat warpriest.</p><p></p><p>Here are some of the ways that cleric remain a significant source of pure hit damage:</p><ul> <li data-xf-list-type="ul">At low levels, before Striking runes are available, the cleric casts magic weapon. The barbarian is then doing d12 + 8 on attacks, while the cleric is doing 2d12 + 3. Their to-hits are pretty similar as neither has expert weapon attacks yet</li> <li data-xf-list-type="ul">True strike is fantastic. As a cleric I can even get it as a focus spell, so it renews for most encounters. Combining with the above (buff weapon before going in, then move to attack + true strike) is very strong, especially against level+2 opposition as iterative attacks are less useful. Against weaker foes I'll often keep the true strike until the second round, when engaged, so I can attack and make a true strike second attack with great to-hit chances) </li> <li data-xf-list-type="ul">Obviously, against groups, any burst attacks are going to be significant sources of damage. I've found sound burst actually to be the best (maybe its the number of fire-resistant creatures we've been going up against ...) but you have a wide variety of options.</li> <li data-xf-list-type="ul">Once everyone has striking runes, fighters also have expert weapon training and so are going to be +3 better on attack. Against single targets, they re generally much better -- enough so that I usual drop back into support role. However there are plenty of situations where the cleric is significantly better:<ul> <li data-xf-list-type="ul">Flying creatures: Obviously, if you have to use ranged attacks, the melee fighter is pretty much hosed. Even the cantrips are pretty useful in this situation</li> <li data-xf-list-type="ul">Starting 300+' away. Closing that sort of distance is a real pain. Casters can get to attack range much more easily (500' fireball range is awesome!). Since my cleric is heavy-plate dog slow, I've been using summoned creatures with dim door to get attacks.</li> <li data-xf-list-type="ul">Fighting undead and fiends gives a lot of strong cleric spell options.</li> <li data-xf-list-type="ul">Maybe surprisingly, I've got a lot of use from Detect Invisible. Being able to see your enemy helps a lot</li> </ul></li> <li data-xf-list-type="ul">One strong mitigator is heroism -- especially the +2 boost from the heightened version. All attacks and saves at that bonus brings you very close to the fighter's attack.</li> <li data-xf-list-type="ul">Enlarge is also fun. Huge + 15' reach is great fun! Plus the bonus damage of course.</li> </ul><p>In terms of absolute total damage potential against a single target, I have yet to see a better single round attack than heightened searing light after true strike. Against an undead, at level 11 (my current level) it does 22d6 of damage, or 44d6 on a critical. And it's 120' range so you can cast it while the fighter spent his turn just moving. I cast it last fight for 92 points of damage, which I think is the most we have seen for a single attack. I didn't get the critical successes, which is a shame.</p><p></p><p>So, the statement "a Cleric is never gonna deal significant damage" is not true in my experience. If you build a cleric to do damage, they definitely can. And if the situation is not just a stand-up fight in a small room, you have a ton more versatility. The pure melee builds definitely do the most damage, but clerics (and druids) in my experience get pretty close, and situationally do better.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 8007235, member: 75787"] So, I'm playing a warpriest cleric and have from level 1 upward. Our other main damage dealer is a damage-optimized barbarian. There's no doubt that he does the most damage, but the cleric is definitely "dealing significant damage". And this is a cleric with maxed out charisma (for the heals!), so not an optimal combat warpriest. Here are some of the ways that cleric remain a significant source of pure hit damage: [LIST] [*]At low levels, before Striking runes are available, the cleric casts magic weapon. The barbarian is then doing d12 + 8 on attacks, while the cleric is doing 2d12 + 3. Their to-hits are pretty similar as neither has expert weapon attacks yet [*]True strike is fantastic. As a cleric I can even get it as a focus spell, so it renews for most encounters. Combining with the above (buff weapon before going in, then move to attack + true strike) is very strong, especially against level+2 opposition as iterative attacks are less useful. Against weaker foes I'll often keep the true strike until the second round, when engaged, so I can attack and make a true strike second attack with great to-hit chances) [*]Obviously, against groups, any burst attacks are going to be significant sources of damage. I've found sound burst actually to be the best (maybe its the number of fire-resistant creatures we've been going up against ...) but you have a wide variety of options. [*]Once everyone has striking runes, fighters also have expert weapon training and so are going to be +3 better on attack. Against single targets, they re generally much better -- enough so that I usual drop back into support role. However there are plenty of situations where the cleric is significantly better: [LIST] [*]Flying creatures: Obviously, if you have to use ranged attacks, the melee fighter is pretty much hosed. Even the cantrips are pretty useful in this situation [*]Starting 300+' away. Closing that sort of distance is a real pain. Casters can get to attack range much more easily (500' fireball range is awesome!). Since my cleric is heavy-plate dog slow, I've been using summoned creatures with dim door to get attacks. [*]Fighting undead and fiends gives a lot of strong cleric spell options. [*]Maybe surprisingly, I've got a lot of use from Detect Invisible. Being able to see your enemy helps a lot [/LIST] [*]One strong mitigator is heroism -- especially the +2 boost from the heightened version. All attacks and saves at that bonus brings you very close to the fighter's attack. [*]Enlarge is also fun. Huge + 15' reach is great fun! Plus the bonus damage of course. [/LIST] In terms of absolute total damage potential against a single target, I have yet to see a better single round attack than heightened searing light after true strike. Against an undead, at level 11 (my current level) it does 22d6 of damage, or 44d6 on a critical. And it's 120' range so you can cast it while the fighter spent his turn just moving. I cast it last fight for 92 points of damage, which I think is the most we have seen for a single attack. I didn't get the critical successes, which is a shame. So, the statement "a Cleric is never gonna deal significant damage" is not true in my experience. If you build a cleric to do damage, they definitely can. And if the situation is not just a stand-up fight in a small room, you have a ton more versatility. The pure melee builds definitely do the most damage, but clerics (and druids) in my experience get pretty close, and situationally do better. [/QUOTE]
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