Lord Pendragon said:
I can see this. Once the party have the funds to pick up +4 Rings of Protection and such, a lot of the deflection bonus spells are going to be unnecessary. Still, there are so many cleric spells, including spells from the Complete Divine that I find it hard to believe there's nothing left to cast besides healing and Death Ward.
There is more stuff to cast, but not that will be particularly useful. We usually operate as an efficient team. Melees dishing damage, clerics healing melees, and magi handling extras and minor enemies or applying pressure to enhance the melees.
Average round by round combat for us:
Round 1: Engage main enemy.
Haste party. Cleric may apply
Death Ward,
resist energy or
Freedom of Movement depending on enemy. Move in behind melees to remain in healing range.
Round 2 and beyond: Melees swing weapons and absorb damage. Clerics heal. Magi cast whatever is needed.
Wall of Force to prevent enemies from mustering their might,
Hold Monster to immobilize the main monster or another. Preparation to counterspell other caster.
Greater Dispel enemy buffs.
We are a fairly tactical and efficient fighting unit. We try to use people to their strengths. We are this way because we have to be. Our DM usually throws everything and the kitchen sink at us. In a recent encounter, we were attacked by three Balors and a powerful NPC at once at 17th level. Even with efficient fighting tactics and some fudging by the DM we lost two PC's and two cohorts and still only managed to kill two of the Balors. Our DM is always pushing us to the limits and in this case beyond.
A part of this is playstyle. The cleric could heal you after one round of whoopin' from the monster, or he could spend his round, as Nyarlathotep's cleric does, casting a Quickened Divine Favor and Righteous Might, and fight the monster more effectively than your piddling fighter ever will. Or at least he could. Now, we'll have to see. Divine Favor, Divine Power, and Righteous Might are still potent spells, but this nerf may be enough to prevent the fighter from being made into a delaying tactic until the real melee combatant is finished buffing.
Another good reason for the change. If clerics were vastly overshadowing fighters in melee, that is not too cool. All fighters do is fight. If they don't do it the best, then what is the use of playing one.
Strange. You need to be 9+ level to see this problem show up in the first place.
Clerics still spend alot of time healing, but definitely not as much as post 12th level. High level monsters and encounters can really dish the damage to individuals and groups.