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OMG: The Core Cleric
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<blockquote data-quote="FreeTheSlaves" data-source="post: 3936327" data-attributes="member: 9952"><p>A melee cleric doesn't not buff the warriors, they merely prioritise themselves. The divine might, divine favour, and righteous might spells force the issue - they're strong buffs and they're personal buffs.</p><p></p><p>Many defensive buffs have a duration that precludes the need to buff in combat. 10 minute/lvl spells such as magic circle, resist/protection from elements are done prior to the days foray. That really leaves the minute buffs remaining, and they can be mistimed to run out or require actions in combat.</p><p></p><p>The buffing of the warriors tends to bring deminishing returns as the characters get higher level. The threat of dispel and being caught isolated creates a desire for permanent buffs such as the various enhancements, resistances, and deflection - e.g. the warrior with guantlets of ogre power gets less value from the bull's strength. Adding to this is that the +x fighter buffs tend to be rather low in level and increasingly constitute less of a drain on the cleric's power as they increase in level. </p><p></p><p>Buffing in combat does come down to 1 rounds worth, tucked somewhere into the first 3 rounds. Divine power is a solid choice, followed by divine favour if to-hit% is required, or by righteous might, if the party is facing yet another large+ creature with improved grab. The low level/high stacking power of shield of faith & divine favour make great quicken spell options - quickened deflection defence & divine power makes a solid buff choice.</p><p></p><p>All the above occurs in a class with scrying, commune, divination and find the path. You can really abuse the heck out of those spells to increase the odds of getting the jump - fully buffed - on your foes.</p><p></p><p>The core cleric is indeed OMG.</p></blockquote><p></p>
[QUOTE="FreeTheSlaves, post: 3936327, member: 9952"] A melee cleric doesn't not buff the warriors, they merely prioritise themselves. The divine might, divine favour, and righteous might spells force the issue - they're strong buffs and they're personal buffs. Many defensive buffs have a duration that precludes the need to buff in combat. 10 minute/lvl spells such as magic circle, resist/protection from elements are done prior to the days foray. That really leaves the minute buffs remaining, and they can be mistimed to run out or require actions in combat. The buffing of the warriors tends to bring deminishing returns as the characters get higher level. The threat of dispel and being caught isolated creates a desire for permanent buffs such as the various enhancements, resistances, and deflection - e.g. the warrior with guantlets of ogre power gets less value from the bull's strength. Adding to this is that the +x fighter buffs tend to be rather low in level and increasingly constitute less of a drain on the cleric's power as they increase in level. Buffing in combat does come down to 1 rounds worth, tucked somewhere into the first 3 rounds. Divine power is a solid choice, followed by divine favour if to-hit% is required, or by righteous might, if the party is facing yet another large+ creature with improved grab. The low level/high stacking power of shield of faith & divine favour make great quicken spell options - quickened deflection defence & divine power makes a solid buff choice. All the above occurs in a class with scrying, commune, divination and find the path. You can really abuse the heck out of those spells to increase the odds of getting the jump - fully buffed - on your foes. The core cleric is indeed OMG. [/QUOTE]
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