New Cleric domains - beef up a few old ones.

Started by IxTheSpeedy, February 03, 2009, 08:13:58 PM

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IxTheSpeedy

I was looking through the new cleric domains, which are great, specifically the following:

Storm Domain
Feat: Resist Energy (Electricity)
Spells: gust of wind (2), call lightning (3), ice storm (5)

But I looked back at one of my favorite clerics, a Kossuthan that had the fire domain and i've always felt it was underpowered.  I would suggest adding Resist Energy (Fire) to it and possibly the Combust spell as well.

Egon the Monkey

YES.
Give it Burning Hands even.
I'd say,
Burning Hands (1) Combust (2)
Turn Elemental is pretty sweet, but Fire domain should have actual fire spells. Seriously, those heretics don't burn *themselves*, people! (Exception if said Heretic is an Evoker with suicidally poor aim)

ScottyB

The thing about altering the BioWare content is that people without the modified form will be at a disadvantage.

Upgraded Cleric of Kossuth: *casts Burning Hands*
Vanilla Cleric of Kossuth: "Hey, how come I can't cast that!?"

An alternative might be to look at the BioWare domains and suggest alterations to the spells that all clerics have. For example, instead of adding Burning Hands, suggest that Inflict X Wounds for Fire Domain clerics cause fire damage. This would be a scripted, server-side change that will affect all clerics regardless of custom content.

Aldrick Tanith

QuoteAn alternative might be to look at the BioWare domains and suggest alterations to the spells that all clerics have. For example, instead of adding Burning Hands, suggest that Inflict X Wounds for Fire Domain clerics cause fire damage.

Supported.  Is it possible to change the graphics as well for those with the Fire Domain?

9lives

Ugh.

Nerf all these domains, new and old.

derfo

a lot of the new domains are grossly op

you can safely say that clerics are some of the biggest crushers even when their domains are completely useless

Letsplayforfun

Clercis don't need any kind of beefing up imo. They fight, heal, buff, craft... hells, what is it they can't already do?

Aldrick Tanith

FYI, ScottyB's suggestion is actually a nerf to the fire domain.  It is -far- easier to protect yourself against fire than negative energy.

It has -nothing- to do with power, and everything to do with what makes sense, from an IC perspective.  Does anyone really believe that a fire god would not grant his priests the ability to cast some type of fire spell?

9lives

They do get the ability to cast fire spells - At later levels.

Also, balance has everything to do with it!

Aldrick Tanith

I was not saying that balance should not be taken into consideration.  I was merely pointing out that the intention behind the suggestion was not one of power, but one of what makes sense RP wise.  It is also why I made clear, and I do believe it is fairly clear, that allowing the inflict spells to do fire damage (and hopefully have an appropriate fire animation) is actually weakening those with the fire domain.  Thus, if one believes that a cleric is already too powerful, it makes such an argument against ScottyB's suggestion moot.

It is also true that Cleric's get Wall of Fire at 7th level, but that is fairly useless in most RP situations.  The only real RP bonus you get with the fire domain is the ability to conjure fire elementals.  My Kossuthian Priests used them a great deal since they did not have access to fire spells.

Additionally, in most cases I do not think adding damaging-type spells to clerics via domains upsets the power balance.  Most people look at it as a whole, but neglect to factor in the limited number of spell slots.  What is more beneficial to a cleric, the ability to enhance one of their attributes, increase their AC, and other things that increase their melee ability, or the ability to cast a single burning hands?  Which provides more benefit?  Each time a caster (regardless of class) adjusts their spell list they have to make that decision.  Utility spells, and spells that have side effects (stun, dazed, etc) are more beneficial to clerics because it enhances their melee abilities.  Thus, if a cleric takes burning hands over one of the other more useful spells they are actually weakening their potential in a battle.

9lives

Evocation-specced Clerics > Evocation Specced Wizards

ScottyB

You are all hateful people of... so much hate..! Ugh, why do I try making nice things for you people?

Aldrick Tanith

Because you're a masochist, and love it. ;)

Requiem

You are still my hero, Scotty. :D

Wern8

I for one think that clerics are not overpowered, and new domains are a nice thing, you can only have two anyway. While they might be stronger than wizards (which class isn't? >_>), It is still pretty easy to defeat clerics.