Cleric spells I'd like to see added.

omni

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1. Resurrect - for when that companion falls, it's too sad. Could also give incentive to use a mercenary.

2. Protection from *element*

3. Turn Undead *destroys or damages lesser undead*

4. Bless *added armor and damage to self and companion.

5. Curse *lower damage and armor of opponent*

6. I'd nix the detect secret door, traps, for cleric. Give incentive to bring rogue companion.

7. Imbue *add holy damage to weapon*

Just some ideas, any feedback or other suggestions from fellow clerics?
 

Sir ShanksAlot

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1. Resurrect - for when that companion falls, it's too sad. Would also be an incentive for bringing a mercenary along because I just don't see the value in spending 800 hold for a mercenary I can't help survive. I dont know if they are even worth saving honestly lol. Companion doesn't die so maybe there isn't much of a need for this. I would just advise not buying help ;)

2. Protection from *element* - Might be better for an enchanter class?

3. Turn Undead *destroys or damages lesser undead* Sacred Fire III is basically this

4. Bless *added armor and damage to self and companion. Holy Shield does this, maybe targeting the spell to a companion would be nice

5. Curse *lower damage and armor of opponent* Not very Holy! But maybe something like Holy Light which weakens undead nearby

6. I'd nix the detect secret door, traps, for cleric. Give incentive to bring rogue companion. Agreed, can also just buy the scroll.

7. Imbue *add holy damage to weapon* Might be better suited for the crafting when that shows up or blessing weapons at alters

Just some ideas, and feedback from fellow clerics?


I'm going to move this to feedback as well. :)
 

omni

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Sir ShanksAlot":25n99nnx said:
1. Resurrect - for when that companion falls, it's too sad. Would also be an incentive for bringing a mercenary along because I just don't see the value in spending 800 hold for a mercenary I can't help survive. I dont know if they are even worth saving honestly lol. Companion doesn't die so maybe there isn't much of a need for this. I would just advise not buying help ;)

I wholeheartedly disagree with your position. A cleric is usually lower dps and high in utility. Being able to increase the party dps by healing companions and mercenaries or resurrecting them IN BATTLE would be a dynamic way to utilize the resources that David has thought enough of to include in the game.

2. Protection from *element* - Might be better for an enchanter class?

Agreed,

Protection from Evil would be more suitable.

3. Turn Undead *destroys or damages lesser undead* Sacred Fire III is basically this

Agreed,

Fire is usually resolved for mage types, changing fire to Holy damage would make bringing a mage along useful when the class is introduced.

4. Bless *added armor and damage to self and companion. Holy Shield does this, maybe targeting the spell to a companion would be nice

Holy shield only adds armor and protection from death magic. Great option if you want to spec that route, but I believe I'd rather have a bonus to Armor and Damage. It should also target companion and mercenary.

5. Curse *lower damage and armor of opponent* Not very Holy! But maybe something like Holy Light which weakens undead nearby

Hmmm, good point, perhaps if reputation eventually alters what type of spells are available, sort of like an alignment, it would make more sense.

6. I'd nix the detect secret door, traps, for cleric. Give incentive to bring rogue companion. Agreed, can also just buy the scroll.

I'd get rid of the scroll, reserve it for mages.

7. Imbue *add holy damage to weapon* Might be better suited for the crafting when that shows up or blessing weapons at alters

Agree, that makes more sense.

Just some ideas, and feedback from fellow clerics?


I'm going to move this to feedback as well. :)
 

Sir ShanksAlot

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I wholeheartedly disagree with your position. A cleric is usually lower dps and high in utility. Being able to increase the party dps by healing companions and mercenaries or resurrecting them IN BATTLE would be a dynamic way to utilize the resources that David has thought enough of to include in the game.



Agreed for your Permanent companion as the battle rages on. But the hire ones are so weak I could see this draining MP quick if you kept resurrecting them.
 

omni

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Sir ShanksAlot":3sthsmgn said:
I wholeheartedly disagree with your position. A cleric is usually lower dps and high in utility. Being able to increase the party dps by healing companions and mercenaries or resurrecting them IN BATTLE would be a dynamic way to utilize the resources that David has thought enough of to include in the game.


Agreed for your Permanent companion as the battle rages on. But the hire ones are so weak I could see this draining MP quick if you kept resurrecting them.

Agreed, but if your companion falls, a nice bonus would be picking the merc up also.
 

omni

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Who knows, I'm sure the developer sees that merenaries could use some love. They could be changed and become more useful at some point.
 

Sir ShanksAlot

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omni":3j93ubdp said:
Who knows, I'm sure the developer sees that merenaries could use some love. They could be changed and become more useful at some point.


Or some class specific mercs. Like Cleric/Rogue/Warrior/Mage(when released)
 

Tikibane

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06/04/2016
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I agree the cleric needs some love. At this point the cleric class is basically in, DnD standards, a specialized Paladin without full plate access. It's a nice class but it depends on how you use your points to build it. Most of your suggestions are kind of nit picky and already included in the kit.

I agree heavily that the sight spell should be replaced. I think by another passive ability that makes get give a boost to the mana pool or decrease spell costs by a percentage or flat variable. Percentage would make more sense though considering the low costs for a couple spells.

It would be a good counter build style that would revolve around a spell style play native to a cleric instead of the melee play that includes the shield, damage buff and death resistance/armor buff of a paladin play style.

Another wonderful benefit to the class in general would be the addition of slings or Holy wands that could add a defensive/ ranged tool for combat that could provide an area of safety when playing the spell based style I mentioned before.

It would really provide some definition similar to what the rogue has with melee and bows or the fighter has with sword and shield / 2 handed weapons.

Thanks for reading :3
 

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