forums wiki bugs items changes map login play now

Cause Light/Serious/Critical

Right now, Clerics only have Cause Light.

What if they where given the Full pack.

Cause Serious and Cause Critical.

But change them to Internal damage, so that you can only reduce it with saves. That would mean, Santuary protections would not work on it.

Due to the already low damage of these spells i would be quite interesting.

And give Clerics other things to cast, as Disple Evil/Good only comes at 31th rank.

'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM

Syntax: commune 'cause light' target

Syntax: commune 'cause serious' target

Syntax: commune 'cause critical' target

Syntax: commune 'harm' target

These spells inflict damage not by inflicting physical pain,

but by hurting the victim through magic. The spells themselves

are an active agent in causing the damage. The higher the

level, the more damage they cause, with harm being the most

powerful spell. The Dark-knight and Shamans guilds offer

instruction in the ability to cast these spells.

Because bypassing sanctuary, along with curatives and healing would make clerics about 85 times more annoying to fight then they already are. Oh and clerics aren't even close to underpowered so they don't need anything really. Clerics would have the tactical flexibility of vamps. Afflictive, protective/healing/attrition, semi-melee (against like an invoker anyway). Lets give them bash, enlarge, haste/slow, and critical strike too...

Fired weapons, too.

Now you are just being rediculous...

very ridiculous, horrible idea. "hey how about my crazy high dex drow cleric flying and protective shielded cast cause critical on your melee X times?" no. don't give me that your melee has focused bash or whatever, it's still a very, very bad idea.

ED: Krins already laid it out, sorry, didn't see that.

Before you change something, why don't you first present a case that clerics are underpowered....

Any argument of 'they are hard to kill with' or 'lack the pure PK punch of other classes' will be laughed down as clerics trade this for survivablility. With path/ray, minister, holy hands and their formidibale array of curatives and spells (including sanc) clerics are b@stards to kill. There is no way they should be given any more PK punch over what they have now.

They especially should not be given a way to 'bypass' sanctuary and other protections. I mean, seriously, WTF??

L-A

PS - are you playing a cleric atm and getting beaten up?

I was in the middle of posting something, until I got forcibly pulled away from the computer, and now I see L-A making all of my points for me. Blah. Well, basically, clerics (along with warriors, DKs, battlemages, and shamans IMO) are one of the most perfectly balanced classes in FL right now, so why would you want to change them at all?

Ok, maybe decrease Ray cost. That's it though.

Do you guys even know the kind of Damage range we are talking about ?

Anyways i would be happy with something for Clerics to cast in PK, bellow Rank 31 other than Cause Light.

How about just the exiting Cause serious/Critical, without modifications ?

I played a cleric at 30 for a very long time . She did absolutely fine and got quite a few kills. Of course the earthquake is a very good spell unless your enemy is flying. But clerics get a VERY powerful skill called 'wands' you know, that spell that most of the players just completely overlook as useless. It's definitely not useless and there are a few wands around the 30 range that are DEVASTATING in the right hands.

Also, if you're complaining about pk pre-31 then just rank past there and quit complaining.

Eartquake is a Evil clerics one

While I don't think clerics need anything to OOMPH! their PK, they do need a little teeny tiny tweak. Especially good clerics.

Pre-30ish, it's pretty difficult to do anything by yourself. Sure, you have steel wall, you have sanctuary, and you have your cures, but you're still lacking in your melee damage abilities and you don't have a good spell for killing and by killing, I mean mobs. Evils get earthquake and that's pretty good as long as the mob isn't flying. I know you can get a stone golem. I know you can have an alsatian. But by the time you get around 20, that alsatian blows.

And when you play a high xp penalty good aligned cleric, you're getting HOSED if you don't have anyone to rank with. Don't tell me quests because I've had some ridiculous quests before when I've asked for a medium one.

Maybe something that does more damage than cause light. Just a little teeny tiny SOMETHING to make ranking a little easier.

So then where we are right now, since it is technically a completely useless spell at pinn why not give goodie clerics earthquake too? I mean that totally levels the playing field and gives the good clerics the same boost it gives evil ones.

I know you can get a stone golem. I know you can have an alsatian. But by the time you get around 20' date=' that alsatian blows.[/quote']

There are more beastly locals that have better pets than the alsatian for the higher ranks...

Well, that depends, "better" is a relative term. How about, "If you want your pet to open combat with four attack most of the time and have around a good chance of having three of them land doing decent damage, there are other beastly stores you can check."

Also, go to other hometowns and buy some of their slaves or pets. Sure, it might cost an astounding and nearly inexcusable () 4-9k each, but the information is invaluable. I'm very happy with my research.

a-g

Do you guys even know the kind of Damage range we are talking about ?

Anyways i would be happy with something for Clerics to cast in PK, bellow Rank 31 other than Cause Light.

How about just the exiting Cause serious/Critical, without modifications ?

How long will you sit at lvl 31? Yes, ray\path don't come until the higher ranks, but nor does minister/portal and these are integral to most clerics offensive.

Clerics were given steel wall and already have all their curatives by lvl 30. This alone can be enough to overcome many, many players at this rank (I've seen clerics chasing people who can't overcome steelwall/cure critical - and melee's who aren't setup (and who goes eq hunting instead of ranking?) have real issues beating this at rank 30.

L-A

While I don't think clerics need anything to OOMPH! their PK, they do need a little teeny tiny tweak. Especially good clerics.

Pre-30ish, it's pretty difficult to do anything by yourself. Sure, you have steel wall, you have sanctuary, and you have your cures, but you're still lacking in your melee damage abilities and you don't have a good spell for killing and by killing, I mean mobs. Evils get earthquake and that's pretty good as long as the mob isn't flying. I know you can get a stone golem. I know you can have an alsatian. But by the time you get around 20, that alsatian blows.

And when you play a high xp penalty good aligned cleric, you're getting HOSED if you don't have anyone to rank with. Don't tell me quests because I've had some ridiculous quests before when I've asked for a medium one.

Maybe something that does more damage than cause light. Just a little teeny tiny SOMETHING to make ranking a little easier.

Surviviablitiy = harder to rank. Why do you think the melee's are so much easier but die more at lvl 50?

L-A

This is not about giving Clerics more Power.

This is about giving them, 2 of the D&D Class staple spells.

I was (in first post with internal) talking about spells that would do 32 damage at most saved.

With unmodified spells, it would be that throw santuary.

Hardly uber, but great from a RP Point of view.

I dont Agree with Eartquake for good clerics.

This is not about giving Clerics more Power.

This is about giving them, 2 of the D&D Class staple spells.

If I wanted to play D&D I'd buy a velvet cloak and go sit in a basement with some of the guys at the local card shop.

WC

You realize good clerics aren't invokers right? Until they get ray they are exactly what clerics are supposed to be...backline support. They aren't designed to rank alone. In fact the only C/C that I think is really designed to stand toe to toe with anything at mid-ranks is a battlemage. Even then they aren't ready to be the front until they get blades, air shield, true terra shield, and blur. I guess if you really really wanted to give clerics a handful of afflictive, single target (huge point) spells they would have to lose something...steel wall comes to mind first. I say give them earthquake...pretty quickly they will see that earthquake would just get a big scary mob on their tail along with whoever they were trying to fight.

"I guess if you really really wanted to give clerics a handful of afflictive, single target (huge point) spells"

You know we are talking about Cause Serious and Cause Critical here ?

Cause critical at max damage will do just a bit more than Dispel Evil at minimum Damage. (no San,protection,saves)

You can trust me.

Except then they can do said damage to ANYONE! neutrals, evils...naked squirrels.