
Originally Posted by
Dags2171
After playing for a while, I have come to realize a few things:
1) There is no such thing as a bad character, only bad players.
i.e. even the most 'gimped' builds can shine in the right hands, while even the best planned toon can get parties wiped without fail
2) Most quests succeed or fail when mistakes snowball to the point where the party either pulls together or gives up.
This make or break point happens most often with inexperience; either in the particular quest, or with your role in the party.
3) '1s' happen.
Even with the best gear and intentions, Murphy steps in and ruins the fun. What happens next is what really matters.
Which leads me to the real point of this post. Builds with "battle" in the title seem to cause most of the bad stuff in the above 3 items to happen when I am around. Namely the Battle Cleric and the Warchanter Bard. What causes this?
In my own view of the game, there is a much better battle cleric build out there. (Light red already has a name...pink) namely Paladins. If you are looking for a divine spellcaster that can raise the dead, heal your (self) friends, and buff the party that can really mix it up in melee, choose PALADIN. They are everything a battle cleric tries to be and more. Battle clerics, please stop confusing things by showing up to fill the 'healer' role and not healing. You built that character to be self-reliant, right?
And as for the oh so popular warchanter bard...figure it out already and stop doing what your build is not meant to do: tanking. DR/- 5 does not a tank make. Also, DR/-5 is not all that great anymore by the time you get it. The classes that really need DR get it themselves, and as for the ones that don't, they won't be taking too many hits that will be mitigated by a puny 5 DR. As far as I can tell, the best thing a warchanter can do is sing his (not usually) enhanced like crazy inspire courage song and stand in the back to give the casters something to hide behind long enough to AoE what gets by the actual tanks to death. I only need you to get anywhere near the main combat line once every 4-5 minutes to refresh the melee buff. (yes, if it is done right it is a pretty buff)
For some reason though, the battle clerics forget how to be clerics, and the warchanters forget how to chant, leaving the party without heals because a)you don't do that, or b)you took so much damage that you used up what we had. And when a party is without heals, observation 2 from above gets dropped on the party when it could have been an otherwise smooth run through even the most feared quests.
So, can somebody either explain to me what the point of a battle cleric is, or why warchanter is so awesome? Or if you are thinking about rolling one of them, bear this in mind before you do so that you might avoid the mistakes that all too many of your peers make around me.