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  1. #1
    Community Member Tlorrd's Avatar
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    Default Cleric Pass Ideas

    ok as cleric pass is now slightly visible on the horizon, meaning 2018 most likely ... I'll start posting a few changes that I, we, or whoever would like to see and update this first post accordingly as the discussion flows. We can talk about anything from class benefits, domains, spells, turn undead, etc. A healthy discussion will hopefully bring together best ideas that devs may not have considered and may now consider ...

    1. Cleric class
    - it's very feat starved
    - I'd propose giving a few feats to clerics at various levels like Ranger gets or have a pool of feats that clerics can choose from.

    Cleric level 3 feat granted Empower Healing
    Cleric level 6 feat granted Extra Turning
    Cleric level 12 feat granted Improved Turning

    I'd change Improved Turning to be +2 to effective turning level, +4 to total HD, and +4 to maximum HD. This is similar to Aureon's Instruction, but a Turn specialist could take advantage of this while another type of cleric (battle cleric could have some benefit so that they get some benefit.)


    I will update and collate this thread with everyone's ideas as the discussion continues ... thus I cite credit for all of this to you all and appreciate your input.
    Last edited by Tlorrd; 01-27-2017 at 04:55 PM.

  2. #2
    Community Member Tlorrd's Avatar
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    Domains ... reserved.

    Cleric Domains

    Air Domain
    Animal Domain
    Chaos Domain
    Death Domain
    Destruction Domain
    Earth Domain
    Evil Domain
    Fire Domain
    Good Domain
    Healing Domain
    Knowledge Domain
    Law Domain
    Luck Domain
    Magic Domain
    Plant Domain
    Protection Domain
    Strength Domain
    Sun Domain
    Travel Domain
    Trickery Domain
    War Domain
    Water Domain
    Last edited by Tlorrd; 01-27-2017 at 04:49 PM.

  3. #3
    Community Member Tlorrd's Avatar
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    Enhancement Trees ... reserved.

    Warpriest
    - add melee power to cores/enhancements
    - add Wis to hit/dmg to cores/enhancements
    - have Cores give melee/ranged power vs spell power?
    - change Sacred Touch to grant +3/+6/+10 PRR/MRR on healing spell
    - add Battletide SLA
    - add Righteous Might SLA
    - Divine Vessel to be metamagicked or scale better with melee power

    Radiant Servant
    - change radiant aura to either T4 enhancement or level 12 core
    - add DCs for Conjuration, Enchantment, and Abjuration
    - add SLAs, options include: Heal, Panacea, Close Wounds, Holy Aura, Cometfall, Defiec Vengeance

    Divine Disciple
    -
    Last edited by Tlorrd; 01-30-2017 at 02:40 PM.

  4. #4
    Community Member Tlorrd's Avatar
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    Spells ... reserved.

    - Seek Eternal Rest ... change from static +4 to +1 per 3 character levels.
    - Add earthquake to spell list
    Last edited by Tlorrd; 01-30-2017 at 02:30 PM.

  5. #5
    Community Member Tlorrd's Avatar
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    Turn Undead ... reserved.

    - add Rebuke or Command undead as possible alternative uses to Turn Undead, possibly alignment dependent
    - possibly change stat bonus to Wis instead of Cha
    - change Seek Eternal Rest spell to scale
    - improve Improve Turn Undead feat and possibly grant this feat to clerics at level 12
    - grant Extra Turning to Cleric at level 6
    - allow Might Turning to be a toggle so that sometimes when you wish to keep undead cowered rather than dead is an option
    Last edited by Tlorrd; 03-26-2017 at 01:50 PM.

  6. #6
    Community Member Tlorrd's Avatar
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    Reserved

  7. #7
    Community Member Gregen's Avatar
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    Quote Originally Posted by Tlorrd View Post
    1. Cleric class
    - it's very feat starved
    - I'd propose giving a few feats to clerics at various levels like Ranger gets or have a pool of feats that clerics can choose from.

    Cleric level 3 feat granted Empower Healing
    Cleric level 6 feat granted Extra Turning
    Cleric level 12 feat granted Improved Turning
    I take Improved Turning at level 1. I wouldn't want to see this at level 12.
    Instead of granting it automatically at 12, maybe a new Turn Undead feat can be granted at that level. I don't see that happening, so maybe Turn Undead could be improved in other ways.

    As for everything else that people have been discussing across different cleric pass threads...
    I've been playing a healer Cleric for about 7 years and I do NOT want to see any RADICAL changes to the enhancement trees. I especially don't want to see any fundamental changes to the Radiant Aura. If people want its placement in the tree swapped with Improved Empower Healing, that's fine. As long as its still level 12. I don't want to see any actual changes to the way it functions, though. If people want bigger dice on the ticks, that's fine, but it already hits plenty hard to me.

    Cheaper Turn Undead enhancements would be good. I would definitely like to see Turn Undead improved dramatically in higher levels. Not even just epic levels, but higher heroic levels as well. I have invested in Turn Undead in every way and it works great until later heroic levels where it starts to slow down. Turn Undead's performance in Epic Elite is just insulting. As others have mentioned, I think having Seek Eternal Rest scale with level is a great idea. A +4 bonus is fine until mid to high level content. This needs a much higher bonus in later levels.

    I think spell damage could also be improved. As a healer investing offensive options exclusively in spell power, spell damage is underwhelming. I don't think spell damage needs to be a ton stronger, but they could use some sort of boost.

    And for the love of Tira, fix Silver Flame Exorcism, already! It's been bugged for YEARS and is STILL not applying Cleric level to DC. How has this not been addressed yet? This is a pretty half-decent ability, but not when the DC is bugged to almost always fail.

  8. #8
    Community Member Gregen's Avatar
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    Divine Healing and Divine Vitality should scale with level, too. They're also great abilities that fall behind in higher levels.
    30 SP per use of DV is not helpful in epic content. No one should have to reset an enhancement tree at a certain level just because of obsolete abilities.
    Granted most people aren't running out of SP all the time in epics, but DV was always helpful in a pinch and could make a difference when no shrine was in sight.

    Divine Vitality 3/3 grants 7d4+10 SP. It should really be 7d4x(Half Cleric Level) SP. Or something like that. Something that scales with your Cleric level.

    Same thing with Divine Healing. 3/3 grants 4d4 HP every 2 seconds. Would 4d4x(Half Cleric Level) HP make sense?

    I'm just throwing some ideas out there. I hope the devs are listening. I've felt these abilities should scale this way for a long time.

  9. #9
    Hero JOTMON's Avatar
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    Overall.. clerics are just lacking.. we have Reaper content to encourage need for healers.. but this is only a small aspect of what a 'cleric' is supposed to be.
    Dev's.. Open up your eyes... CLERIC.. not just nanny cure party booboo's ...


    1. lacking useful turn undead.
    Clerics are supposed to be walking destroyers of undead.
    The Cleric should be the ultimate force vs undead..and yet clerics are lacking all the tools leaving it to just about every other class to deal with undead.

    2. lacking Cures/Heals over time, Temp HP buffs, better party buffs..
    Cleric cures/heals are expensive and don't have to tools to keep parties alive.. its easier/cheaper to rez a fallen party member than heal/buff them.

    3. Scrolls/wands/potions haven't been updated since level 12.
    Clerics are expensive to play and heavily mana dependant, resources don't holdup to mitigate these costs..
    Where are the mechanics to allow clerics to utilize scrolls, wands, potions in higher level content.
    Even adding a enhancement line to allow clerics to apply meta's on resources would be helpful.

    3. Clerics are lacking a PM enhancement line for Necro focus clerics.
    an assortment of undead control, undead healing, moar undead focus...

    4. lacking mob debuffs.

    5. Divine pacts that mirror Warlock pacts.
    Look at the pacts warlocks get and then look at the [expletive] they gave clerics.. a feat choice .. where are the divine pacts for clerics..


    In my opinion Dev's have failed clerics even before the cleric strike back in 2010 resulting in players quitting playing clerics since they suck relative to other player classes.. nothing has changed.
    Dev's have failed clerics as a class and effectively pushed them back into the game as upgraded hireling bandaid dispensers instead of active team members.
    Argo: Degenerate Matter - 200
    Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
    Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
    Whatthetruck (HC 38/45 , RC 42/42 , IC 15/21 , EC 51/51 , RP 111/158)

  10. #10
    The Hatchery Enoach's Avatar
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    Quote Originally Posted by JOTMON View Post
    Overall.. clerics are just lacking.. we have Reaper content to encourage need for healers.. but this is only a small aspect of what a 'cleric' is supposed to be.
    Dev's.. Open up your eyes... CLERIC.. not just nanny cure party booboo's ...


    1. lacking useful turn undead.
    Clerics are supposed to be walking destroyers of undead.
    The Cleric should be the ultimate force vs undead..and yet clerics are lacking all the tools leaving it to just about every other class to deal with undead.

    2. lacking Cures/Heals over time, Temp HP buffs, better party buffs..
    Cleric cures/heals are expensive and don't have to tools to keep parties alive.. its easier/cheaper to rez a fallen party member than heal/buff them.

    3. Scrolls/wands/potions haven't been updated since level 12.
    Clerics are expensive to play and heavily mana dependant, resources don't holdup to mitigate these costs..
    Where are the mechanics to allow clerics to utilize scrolls, wands, potions in higher level content.
    Even adding a enhancement line to allow clerics to apply meta's on resources would be helpful.

    3. Clerics are lacking a PM enhancement line for Necro focus clerics.
    an assortment of undead control, undead healing, moar undead focus...

    4. lacking mob debuffs.

    5. Divine pacts that mirror Warlock pacts.
    Look at the pacts warlocks get and then look at the [expletive] they gave clerics.. a feat choice .. where are the divine pacts for clerics..


    In my opinion Dev's have failed clerics even before the cleric strike back in 2010 resulting in players quitting playing clerics since they suck relative to other player classes.. nothing has changed.
    Dev's have failed clerics as a class and effectively pushed them back into the game as upgraded hireling bandaid dispensers instead of active team members.
    1. Issues I see with Turn Undead (Cleric/Paladin)
    a. CR vs HD conversion. Turn is based on HD and this is used to drive up HP on mobs making this a harder benchmark to reach. Either the Turn Table needs adjusted or HD on Undead.
    b. Radiant Servants "Destroy" undead vs Instant death protected undead - So it can't be destroyed, why isn't the cower effect applied? Taking out this ability I found I was able to cower these undead when successful Turn attempt occurred. But the Radiant Servant ability seemed to prevent any effect

    2. I don't actually agree with the sentiment that raising/rebuffing is cheaper - But that might be a reflection on the Reaper questing where players are locked out of a raise for extended period of time, meaning the DPS of the party (opportunity cost) is greater. I also believe the Cleric has several great tools for healing.

    3. I also don't agree the Scrolls/Wands/Potions are an issue

    3. Actually the Cleric does have a more negative energy focus Enhancement line via Divine Disciple. It does not have control spells but does have a way other then Harm to heal the PMs

    4. I think you need to elaborate more on the Debuff's. Energy Drain, Poison, Disease, Prayer etc. are all debuffs - I do admit that some of these work much better in Reaper where mobs last longer.

    5. The Divine Pacts are what many of us old schoolers refer to as Domains. These are diety related spell lists that add in other options. This is where Undead control spells could be added, or even melee focus or Evocation spells normally associated with Arcane. Many deities had multiple Domains to pick from which I think the work done for warlock pact feats nicely makes available having you pick the feat even though their is only one that matches. I really think the Warlock work has made an opening for Domains to be implemented. And possibly even a Feat to add a Domain so a Divine could use 2 Domains from their deity instead of one - Cost being a feat slot.

  11. #11
    Community Member Tlorrd's Avatar
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    from a support standpoint clerics can use some uniques buffs like ... when they cast cure type spells, the recepient may gain not only defensive buffs (like sacred touch) but MRR, temp hp, as well as offensive buffs like increased attack/damage/spellpower etc or critical chance ... all of these could be for a short duration and scale appropriately with level as opposed to the current sacred touch mechanic.

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