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<blockquote data-quote="Scorch" data-source="post: 3566197" data-attributes="member: 1502"><p>When I made Kris, I decided that we was going to be support. Dravot and I have chatted about this based off his experience from the old Alpha campaign playing a cleric. If you go into combat expecting to outshine the front line fighters and mages in dishing out the damage then you ain't doing your job right.</p><p></p><p>I sort of have a decision tree for playing Kris in combat:</p><p></p><p>1) Buff the group</p><p>2) Buff the fighters</p><p>3) If no one is hurt then de-buff or plink away at baddies with bow</p><p>4) Once damage/de-buffs start piling up on front line fighters, start with the heals</p><p></p><p>Clerics are the engine that keeps a party going for the long haul during combat. An excellent stratey of party dynamics is when we fought the fire giant. We concentrated on the big guy while Maris used battle field control tactics (a web and a slow) to keep the ettins out of combat. They would have just divided our resources from taking down the big guy first. The front line fighters moved in to engage the giant and start soaking up the damage. The artificer and spell thief move in and provide support. I, as the cleric, move in and start with the cures, even if I have to take an AoO to get in there to heal up a badly damaged fighter. Once the giant is down, it is then just mop up against the ettins.</p><p></p><p>Scorch</p></blockquote><p></p>
[QUOTE="Scorch, post: 3566197, member: 1502"] When I made Kris, I decided that we was going to be support. Dravot and I have chatted about this based off his experience from the old Alpha campaign playing a cleric. If you go into combat expecting to outshine the front line fighters and mages in dishing out the damage then you ain't doing your job right. I sort of have a decision tree for playing Kris in combat: 1) Buff the group 2) Buff the fighters 3) If no one is hurt then de-buff or plink away at baddies with bow 4) Once damage/de-buffs start piling up on front line fighters, start with the heals Clerics are the engine that keeps a party going for the long haul during combat. An excellent stratey of party dynamics is when we fought the fire giant. We concentrated on the big guy while Maris used battle field control tactics (a web and a slow) to keep the ettins out of combat. They would have just divided our resources from taking down the big guy first. The front line fighters moved in to engage the giant and start soaking up the damage. The artificer and spell thief move in and provide support. I, as the cleric, move in and start with the cures, even if I have to take an AoO to get in there to heal up a badly damaged fighter. Once the giant is down, it is then just mop up against the ettins. Scorch [/QUOTE]
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