Originally Posted by
sirgog
Strengths and Weaknesses of the Cleric Class
This is a partial summary of the strengths and weaknesses of the Cleric class at high levels.
At current endgame, Clerics have the following going for them:
Healing spells:
...clerics tend to have the best healing per second of any class, but less staying power as healers than Favored Souls.
Defensive Buffs:
Clerics have access to the game's best suite of defensive buff spells
Damaging spells:
Clerics have access to (arguably) the best persistant damage-over-time spell in the game, Bladebarrier...
Incapacitating/Crowd Control spells:
Implosion, Cometfall, Greater Command, Destruction, Symbol: Persuasion and Symbol: Stunning being the top choices at high level, and Soundburst and Command being very worthwhile early.
Raising the Dead:
Clerics and Favored Souls are the only classes in the game that can raise the dead without needing to worry about interruption
Moderate Melee Ability:
Clerics can melee reasonably well
Situational, but powerful capstone:
The Divine Intervention capstone, whilst limited by its 5 minute cooldown
And these are some of the weaknesses:
Lack of significant defenses:
Clercs do not get Evasion, and usually cannot get an Armor Class
Limited spellpoints:
Clerics have less SP than Favored Souls, causing them to sometimes heavily rely upon expensive consumable items such as Cure wands, Raise Dead and Heal scrolls, or in raids mana potions.
Lack of skills:
Clerics have a pretty poor selection of class skills, and very limited points to spend upon them.
Trouble with immunities:
Clerics find that many of the toughest foes in the game are immune to their most potent spells
#1 blame target:
Groups, particularly PUG groups, often blame the healer if something goes wrong in a quest and there is a death or wipe