Minister has been debated for a long time. There are many possible solutions to it, and one really just needs to be decided on. I think EVERYONE can agree that, as things stand now, minister is not a "fair" ability. Yes, there are people out there who can rape evil clerics. Good for them. The rest of us are still getting eaten by them. A DROW cleric, with nothing but a shield, if that, can, with relative ease, take down an extremely decked, dual spear-wielding ogre warrior. I use ogre warrior for my relevant example, because that is a combination of a race/class that can often find themselves helpless to the wrath of an evil cleric.
Before we move onto the solutions, let's take a look at minister itself. Examining the fact that no matter how many mental saves you have, a cleric's minister, if mastered, still seems to consistently land on the first or second attempt. This then proceeds to drain anywhere from 20-80 mana, going from one extreme of the scale to the next. It also gives out anywhere from 2-4 rounds of lag. This lag is completely and totally impossible to escape. Once sermon lands, you are lagged, and there is not a damn thing you can do about it. So for four rounds, you are stuck taking massacres-oblits as the aforementioned ogre warrior. This time can also be used to dispel your sanctuary, which, in conjunction with fire shield or steel wall, can deal an additional massacre every round, and up the damage you are taking from path. So we'll give said ogre warrior four ticks to live, assuming they top off around 1400 hp and are decent at playing the attrition game, AND land a dirt kick or other type of blind every tick. And how does the ogre warrior beat this? He gets detect magic potions, and waits for the cleric's protective shield and sanctuary to fall. Right? Wrong. Sermon lags on the tick. That's four round for a cleric to flee/run, put up both spells, and RETURN to get another path in, if they're quick. Now, let's say the cleric is a fire giant. They're running on about 1/3 of their normal mana at this point. So what do they do? Cancel holy hands and switch it out for a high-damage vuln-hitting flail, toss on a shield, and start beating the crap out of the warrior melee style. Something people seem to forget is that clerics also have a very nice melee capability. Anyway. You've now got one dead ogre warrior, no sweat for the cleric.
What can we do about this? Let's see:
Evil clerics are very much a part of the evil-world. They are well known for being able to bring back team evil from its void, when Knight is ruling the world. We don't want them to lose interest. So what are we going to do? Make mental saves pwn minister? No. That would end up the same road as Shamans. When have you ever seen a shaman take down someone who had the right kind of saves. Never. It's a losing battle. Ever since the mal saves change, there has been ONE -SEMI- (I emphasize SEMI) successful shaman, and that had a lot to do with his cabal, and items/abilities related to it. And so we come to...
Solution #1- Make mental saves have a higher effect on minister, but do not make them obliterate it completely. Let's say, with -40 mental saves, minister will take four or five tries to land instead, and will only lag for one round. This is enough, if a cleric's currently being bashlocked, or has spammed path, a melee class has a chance to continue laglocking them. Or, if a haymaker lands, the cleric doesn't get 6 rounds to flee and put up spells.
Solution #2- Remove minister entirely. While this solution may seem extreme, minister is NOT a necessary part of evil cleric PK. Yes, most, if not all evil clerics have become dependant on it to get their kills. Why? Because it's easy. It requires little to no effort on the cleric's part, and makes it so a cleric can re-equip more easily than a thief. This isn't the intent of the class. A cleric with path, a physical/magical high damage unblockable attack every round, and melee capability can PK still, it simply won't be a matter of landing minister, and the battle being over.
Solution #3- Vary minister's effects. Give a roll every tick for the afflicted person to clear their head of the cleric's preaching. Make the amount of lag vary, say from 1-3 rounds. Make it an escape-only tool, so that while it is affecting the victim, no other spells can be cast on the victim.
As a sort of conclusion, I'd like to restate that it is obvious that something DOES need to be done about minister. Warrior bashlock is not all-inclusive, and is very easy to counter. Battlemage scythe-triplock can only affect people who aren't flying. A melee and a mage, neither of which can completely laglock anyone. And yet a cleric can do both, more effectively than either? This is a definent sign that something is out of proportion.