cleric spells in combat [Archive] - Wizards Community

Post/Author/DateTimePost
bbbbbbbbbb_guy

01-09-07, 11:43 AM
i hear alot about clerics being really good in combat, better than a fighter. if i want to play a cleric that's good in combat, what domains should i pick, what spells should i prepare, and how best to cast them for combat? some examples at different levels would be nice.
CaoSlayer

01-09-07, 11:50 AM
How many books do you have?

The core one it is just to take war and str domain with a god with a good two handed weapon plus power attack.

Out of core people use divine metamagic cheese the most.
Repeekluos

01-09-07, 11:50 AM
Strength and War are good choices.
If you want to be good in melee combat, some good spell choices are:

1. Divine Favor
2. Bulls Strength
3. None really popping out in my mind right now.
4. Divine Power
5. Righteous Might

Some spells from the SC are really good. Holy Transformation for example is pretty good.

Edit: Beaten:(
Radagast

01-09-07, 12:22 PM
Magic Circle Against Evil (or whatever you face the most) at 3rd Level is good. +2 to AC and Saves cannot be ignored, and it's nice to be immune to mind control while running around smashing things.
Dochenor

01-09-07, 01:37 PM
Spiritual Wepaon is the way to go. With a duration of 1 round per level, you could have several up an attackin gat the same time. This frees you up to cast other defensive or offensive spells. Searing Light is good for low level ranged attack and Poison can kill must creatures that it affects.
bbbbbbbbbb_guy

01-09-07, 11:56 PM
and this is enough to make a cleric broken, like everyone says? :confused: maybe i have to see it played to see how.
GaffeR

01-10-07, 12:52 AM
Not broken, just better compared to the rest of the classes. They can melee, heal, cast, buff, etc. all at once. The spells are more useful with Divine Metamagic (Persistent/Quicken) and liberal use of Nightsticks (1 gives Extra turning for 7500 or so gp). It cuts down on the time spent buffing before beating things into a bloody pulp.

Read the spells if you haven't yet. Throw in power attack, perhaps.
Azar_of_Faerun

01-10-07, 01:01 AM
Clerics are awesome:cool:

Thematically for fighters I gravitate towards Kord, Heironious, Tempus, Torm, Dol Arrah and Dol Dorn
Qube

01-10-07, 02:50 AM
and this is enough to make a cleric broken, like everyone says? :confused: maybe i have to see it played to see how.
wel, yeah: from the point that you are better then a pure melee class: what do fighter have, if you start with

Divine Favor
Bulls Strength
Divine Power
Righteous Might
(at high levels, start metamagic quicken spell them)

while you still got cure spells ...
Repeekluos

01-10-07, 11:08 AM
Clerics are broken when you abuse things like Divine Metamagic (Complete Divine) Persistent spell (Complete Arcane).

If you walk around with 24hr Divine Favor, Divine Power, Righteous Might, and other absurd buffs, you are 10 times better than any fighter on the block. Read those spells. After you have read them, if you think they aren't broken (when on 24hrs), then there is something wrong.
bbbbbbbbbb_guy

01-10-07, 05:13 PM
oh.... thanks! :)
Qube

01-11-07, 02:35 AM
Clerics are broken when you abuse things like Divine Metamagic (Complete Divine) Persistent spell (Complete Arcane).

thats why i have a house rule: divine caster may not use complete arcane (only complete divine), and vice versa for arcane casters. feats for both (like increasing you casterlevel with 4), are described in both books.
RobbyPants

01-11-07, 09:11 AM
thats why i have a house rule: divine caster may not use complete arcane (only complete divine), and vice versa for arcane casters. feats for both (like increasing you casterlevel with 4), are described in both books.
That makes sense. Each feat (Divine Metamagic and Persistant Spell) seems fairly reasonable on its own. It's when you combine them that they go nuts.
bbbbbbbbbb_guy

01-11-07, 11:45 AM
Clerics are broken when you abuse things like Divine Metamagic (Complete Divine) Persistent spell (Complete Arcane).

If you walk around with 24hr Divine Favor, Divine Power, Righteous Might, and other absurd buffs, you are 10 times better than any fighter on the block. Read those spells. After you have read them, if you think they aren't broken (when on 24hrs), then there is something wrong.

i just noticed something. divine metamagic requires expending one use of turning, plus one for each level by which the spell gets increased. persistent spell increases the spell level by six, so that's seven turnings used up in one casting.

so unless you take extra turning tons of times, you'll be able to only make one persistent spell at a time. that's hardly "10 times better than any fighter on the block".
Repeekluos

01-11-07, 01:39 PM
i just noticed something. divine metamagic requires expending one use of turning, plus one for each level by which the spell gets increased. persistent spell increases the spell level by six, so that's seven turnings used up in one casting.

so unless you take extra turning tons of times, you'll be able to only make one persistent spell at a time. that's hardly "10 times better than any fighter on the block".

There is a magic item that gets rid of that problem.
It gives you 4 turning attempts per day, per item.

EDIT: Actually, if you choose either divine might, or righteous might, you are 10 times better than any fighter on the block. With either of those, your to-hit will be on par with fighters, and your damage if not on par, better. Oh yeah, on top of that, you also have FULL SPELLCASTING. So 10 times better may be a little low...