Good to know, thanks. Looks like I missed that on first pass.Party in the forest at midnight wrote: Fri Jan 28, 2022 4:43 pm The percentages were posted.
Refund chances from the paths will apply to applicable spells from both Favored Soul and Cleric spellbook
Chance based on Spell Level is 10% less for every spell level starting at 100%
1: 90%, 2: 80%, 3: 70%, 4: 60% 5: 50%, 6: 40%, 7: 30% 8: 20%, 9: 10%
Meta magic will lower the refund chances proportional to the spell level increase.
Cleric Domain/Path Feedback Thread
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Re: Cleric Paths Feedback
Re: Cleric Paths Feedback
In terms of fine-tuning. these paths appear pretty weak mechanically, especially Cloistered (spell penetration and silent spells are rare picks), Healer (no longer has high AC, overheal reduced) and maybe Evangelist when monk's AC is being reduced materially. Might be worth giving some more bonuses?
I struggle to see myself using DP/DF as a caster very often - the bonuses are pretty weak, and it takes up spell slots for DP/DF and it takes time to cast them. Might be worth making the caster version of DP/DF auto extend like for war priest or up the bonuses?
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Re: Cleric Paths Feedback
I assume its 4 minutes now for an extended one, but i could be wrong. And yeah, that's really good too.Seven Sons of Sin wrote: Fri Jan 28, 2022 3:14 pmThis makes a lot more sense, I was looking at the wrong spot. I forget that you can now go straight to CoT.Babylon System is the Vampire wrote: Fri Jan 28, 2022 4:37 amI think you keyed in on the wrong things. Sure, the combat casting feats are whatever. But getting weapon specialization means that you no longer need to have 4 levels of fighter to get it even if you want epic weapon spec. So now for one example you can take 4 levels of cot, basically giving you 8 epic level feats (with one being epic weapon spec) and +2 saves. Toss in abj defense, and now you can reasonably stop at 24 cleric levels without having to take two feats (abj focus, abj defense) which means something like 3 fighter (again don't need 4 levels for epic spec) 3 rogue for max tumble ac is feasible, as is going 3 paladin/3 rogue for tumble ac super saves if you go charisma (though I don't think right now this is the best way to go). Also, an extended divine power with a cl of 26 is over five minutes with it up. You double that, its now ten minutes + with divine power up for every time you cast. That is absolutely huge, as you can now pretty much keep it up all the time with the right domains.Seven Sons of Sin wrote: Fri Jan 28, 2022 3:10 am As someone who was excited for the Path of the Warpriest, someone has to explain to me why it is viable over Base Cleric.
Has the meta changed so drastically that getting free Combat Casting and Improved Combat Casting is beneficial? I always thought those were "not worth it."
While ICC lets you cast spells without triggering any AoO... somehow that seems slightly at odds with the extended duration now being granted to Divine Favour and Divine Power. I thought a good battlecleric wants to be spending time smashing face, not casting spells, during combat.
From a design perspective, they seem to conflict? Wouldn't it make more sense to either marry ICC with a more "super charged" Divine Favour/Divine Power, or, alternatively, give Warpriests combat-related feats to align with the extended DF/DP?
Party's suggestion of "auto-quickening" typical wind-up spells seems more aligned? Warpriests = reduced wind-up?
Additionally, what this means is confusing: "1H Concussion Weapon Specialization for Forge Domain (superseded by War Domain)"
Overall, from my vantage point, the trade-offs don't seem worth it.
I think the Divine Favour extension might actually also be much better than Divine Power, if it works like -
1 min x 2 (warpriest) = 2mins, and then extended, it goes to 4 mins?
Do we know if it is duplicative or additive? 4mins vs 3 mins? Because 4mins-up of Divine Favour off 1 cast is very sweet.
Re: Cleric Paths Feedback
The base silent spell feat is a great option for clerics as it gives you another row of slots to cast harm, heal and WoF. I take it over extend every time. Auto-silent is curious since the only use I can see would be to allow you to cast with the "silence" spell up, which is a valid and underused tactic that in my experience can either be game changing against other casters or not work at all due to lag and bugginess. I am sure almost nobody built ASF silent on clerics before and I'm a little surprised to see encouraged but may just have to try out.Quidix wrote: Fri Jan 28, 2022 5:06 pm I'm very excited to have cleric paths and really appreciate the work.
In terms of fine-tuning. these paths appear pretty weak mechanically, especially Cloistered (spell penetration and silent spells are rare picks), Healer (no longer has high AC, overheal reduced) and maybe Evangelist when monk's AC is being reduced materially. Might be worth giving some more bonuses?
I struggle to see myself using DP/DF as a caster very often - the bonuses are pretty weak, and it takes up spell slots for DP/DF and it takes time to cast them. Might be worth making the caster version of DP/DF auto extend like for war priest or up the bonuses?
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Re: Cleric Paths Feedback
I'm still not sure about how this works.Svrtr wrote: Fri Jan 28, 2022 3:26 amYes. 27/3 bard would have a level 12 song, but when the buff is up that would be bumped to 15TurningLeaf wrote: Fri Jan 28, 2022 1:48 am I'm not sure I understand the Evangelist bonuses to bard song. Specifically the part where it says that during divine power, the effective song level is capped at 10 without bard levels and 15 with bard levels. Would this mean that during divine power, a 27/3 cleric bard would have bard song level of 12 because cleric levels /3 = 9 plus the 3 bard levels? Or is it automatically bumped up to 15 during divine power because the bard levels are there?
The announcement says:
⅓ of Cleric levels count towards Bard Song / Curse Song progression when Bard levels are present
For the duration of Divine Favor, instead of increasing AB and Damage, sets the Bard Song bonus to a maximum effective bard level of 10 without bard levels, or 15 with bard levels.
So say instead of a 27 cleric / 3 bard it is a .. 6 fighter / 18 bard / 6 cleric (evangelist). It would seem the default bard song level would be 18+2 = 20. But during divine favor what is the effective bard song level? 28? 33? 15? Still 20?
Restated the announcement seems to imply that a different cleric level -> bard song calculation goes into effect during divine favor, but I am not seeing the details of that different calculation.
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Re: Cleric Paths Feedback
MissEvelyn wrote: Thu Jan 27, 2022 9:58 pm Bundling up my questions into one post =)
- Will this limitation still apply when multi-classing a Cleric path with FS?Favored Soul wrote:Special: Favored Souls do not benefit from Cleric domain abilities.
Favored Soul can't gain new spells from cleric domains if that is your inquiry. This is due to engine limitations. Nothing short of extensive script work will be needed if we want a functional cleric domain applying to Favored Soul. The other approach would be simply allowing the favored soul to take domains - but, again, engine limitations and more script rewrite (anything functions pertaining to domains default to cleric class only, so any new classes that have domains will need to be accounted for).
- Will Domain change tokens be given to those who made Healers after the domains update but before the Healer/Path changes?
2 tokens will be distributed to all existing clerics
- Are Charisma-based pure Clerics going to get a cookie as promised, or are these changes the final stage of the Cleric?
In light of these new changes, Charisma-based clerics can do the following:Two of the three listed have been long an option before Cleric Path update.
- Go Warpriest and Good/Evil domain and get Great Smiting
- Get Divine Shield for near-maximum dodge AC
- Potent Turn Undead
- Will the Overheal numbers stack on a Cleric with both the Healing and Suffering domains? And does it still work with non-Healer Clerics who have one or both of the aforementioned domain?
With the most recent changes, the overheal is now:
30 hp for non-Healer clerics with Healing/Suffering domain
30 hp for Healer clerics without Healing/Suffering domain
60 hp for Healer clerics with Healing/Suffering domain
- And finally, the elephant in the room, why was Overheal nerfed so much?
See it from the numbers perspective, when one looks at the overheal mechanics, it increases the health pool of anyone under the effect by a certain amount.
This started with a 135 to 150hp increase at the highest healer levels back then. Which is the equivalent of an effective increase of 4.5 or 5 constitution modifiers. Or 9 con on top of the usual 12 con soft cap.
This doesn't only apply to the healer but also to everyone else in the vicinity under the effects of AoE heal or regeneration from the healer. Needless to say, it's overpowered.
If we look at other spells that provide temporary hp:
Divine Power - 1 hp per CL (effectively 27 hp for a 27/3 build)
Aid - 1d8 hp
Virtue - 1hp
It has been brought down to reasonable levels, maybe a few years too late before people are used to this level of complacency.
Edit: Typos and structure.
Mattamue wrote: Thu Jan 27, 2022 11:38 pm Loving the flavor and options so far.
If a cloister cleric were to cast divine power while already under the effects of divine power, would it have the replenish chance?
The first cast won't be refunded, but it's possible for a War or Strength domain cleric to continuously replenish their Divine Power (at a 70% chance as is or 60% chance extended) as they go along. With the right combination and right timing, it's possible for those clerics to continuously cast up to 4th or 5th level spells for a long while.
As a general response to those I haven't replied to:TurningLeaf wrote: Fri Jan 28, 2022 7:48 pmI'm still not sure about how this works.Svrtr wrote: Fri Jan 28, 2022 3:26 amYes. 27/3 bard would have a level 12 song, but when the buff is up that would be bumped to 15TurningLeaf wrote: Fri Jan 28, 2022 1:48 am I'm not sure I understand the Evangelist bonuses to bard song. Specifically the part where it says that during divine power, the effective song level is capped at 10 without bard levels and 15 with bard levels. Would this mean that during divine power, a 27/3 cleric bard would have bard song level of 12 because cleric levels /3 = 9 plus the 3 bard levels? Or is it automatically bumped up to 15 during divine power because the bard levels are there?
The announcement says:
⅓ of Cleric levels count towards Bard Song / Curse Song progression when Bard levels are present
For the duration of Divine Favor, instead of increasing AB and Damage, sets the Bard Song bonus to a maximum effective bard level of 10 without bard levels, or 15 with bard levels.
So say instead of a 27 cleric / 3 bard it is a .. 6 fighter / 18 bard / 6 cleric (evangelist). It would seem the default bard song level would be 18+2 = 20. But during divine favor what is the effective bard song level? 28? 33? 15? Still 20?
Restated the announcement seems to imply that a different cleric level -> bard song calculation goes into effect during divine favor, but I am not seeing the details of that different calculation.
I would not recommend casting anything as an 18th level bard or a 6th level cleric on a 30th level character in general. How the level scaling works would be the following:
(All relevant perform ranks are still required.)
A 27 Evangelist 3 Monk (or a 3rd level evangelist):
6th level bard song, 10th level bard song when Divine Favor is present
A 27 Evangelist 3 Bard:
12th level bard song, 15th level bard song when Divine Favor is present
A 27 Bard 3 Evangelist:
28th level bard song, Divine Favor doesn't do anything.
There are many valuable feedback and concerns, but many that I believe warrant a test drive and go through a vigorous build process on the PGCC before some of the questions or concerns can be addressed fully. Some combinations aren't immediately apparent and I recognize that as the one developer who worked both on domains and on paths, I am at a luxury to be able to see a lot of the process as well as intended design behind most of these decisions when they may be obscured to many else.
Many of these new paths are not meant to replace vanilla clerics, but as a way to provide the various playstyles a mechanical way of enhancing their playstyles. If none of these paths are appealing mechanically to certain players, said players are always welcome to play the Cleric path, which is the original cleric experience.
For you, the day Kenji overhauled your class was the most important day of your life.
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Re: Cleric Paths Feedback
I phrased myself poorly, I meant that auto-silent is not useful. I agree that silent in itself to get spellslots is useful.Eyeliner wrote: Fri Jan 28, 2022 7:39 pmThe base silent spell feat is a great option for clerics as it gives you another row of slots to cast harm, heal and WoF. I take it over extend every time. Auto-silent is curious since the only use I can see would be to allow you to cast with the "silence" spell up, which is a valid and underused tactic that in my experience can either be game changing against other casters or not work at all due to lag and bugginess. I am sure almost nobody built ASF silent on clerics before and I'm a little surprised to see encouraged but may just have to try out.Quidix wrote: Fri Jan 28, 2022 5:06 pm I'm very excited to have cleric paths and really appreciate the work.
In terms of fine-tuning. these paths appear pretty weak mechanically, especially Cloistered (spell penetration and silent spells are rare picks), Healer (no longer has high AC, overheal reduced) and maybe Evangelist when monk's AC is being reduced materially. Might be worth giving some more bonuses?
I struggle to see myself using DP/DF as a caster very often - the bonuses are pretty weak, and it takes up spell slots for DP/DF and it takes time to cast them. Might be worth making the caster version of DP/DF auto extend like for war priest or up the bonuses?
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Re: Cleric Paths Feedback
I have always been curious as to why so many feel Harm is so powerful. In over a year of using it I have only caught one person off guard in a fight (Unless I start one lining I guess). It is so easy to counter. A single potion or spell makes it completely useless and anyone who is into the PvP scene knows to always be warded against Death and Negative Energy.Party in the forest at midnight wrote: Fri Jan 28, 2022 12:37 am What this is going to do is make it so the only really optimal choice for cloister clerics to utilize their path benefit is to take the suffering domain. Some of the other domains have options that might be fun or memey, but nothing even compares to suffering. Harm is the main damage spell, any caster cleric is already going to prepare a lot of it. And only one domain gets it as a bonus spell.
I was just going over my spellbook and realized it's even worse than I thought. Harm is normally 6th level, which means I never slot in extended haste and only a single extended true seeing. With the suffering domain, it means I could slot the majority of my 5th level spells as harm, and all of my hastes and true seeings are extended. On top of being able to spam harm more effectively, suffering clerics will be able to extend all of their hastes without losing anything for it.
You've created a single giga powerful domain. Suffering is going to need to lose its 5th level harm, it's just too good. No other domain benefits like this.
Now if only there was a potion that could block positive energy just as easily.
Overall though I like the idea and direction this is taking as a project.
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Re: Cleric Paths Feedback
Re: Cleric Paths Feedback

Compare Cloistered Cleric to what one of the wizard specialization gets, for example.

In return you get some free damage and a feat literally every battlecleric wants, the absurdity that is a free attack (You don't even particularly care for scaling the bonus damage, but I guess you can if you're only married to one domain) and immunity to attacks of opportunity (Which is admittedly not crazy but is still useful). All for the low price of slightly harder grinding, and lack of access to some feats that don't really improve what you want to be doing anyways.
War priest also gets really close to 100% uptime on divine power and divine favor, which is kind of crazy. An extended power/favor lasts almost 11 minutes. If you have war or strength domain, you can prepare 4-5 extended favors and 8-10 extended powers pretty easily, which gets you almost an hour of 50 ab (and three attacks at said 50 ab), on top of full spellcasting.



tl;dr, some of the paths feel like too much benefit without enough trade-off, and some of the bonuses (Free DC/Spell replenishment for cloisters, 4x duration divine power/favor for war priest) seem like they should just be axed entirely. Some of the paths could stand to be buffed slightly. The FS synergy is a big flavor misstep.
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Re: Cleric Paths Feedback
I discussed extensively with the rest of the dev team, the final decision on enabling FS to synergize with cleric paths was mine, and here were my reasonings:
FS doesn't have access to Divine Shield, Clerics do.
FS dipping into clerics meant losing 1 or more CL vs dispel and losing 1 epic feat if they also wanted to dip into another class for discipline, but they may have gained more in return from the Warpriest path.
FS with cloistered will have limited refund choices, but that's only for some domains.
WoF spamming is no longer a thing since its cooldown nerf.
The concern for marrying FS and cleric was raised, but I decided to do so to provide the FS who chose to become the clergy (which is not unheard of) a mechanical way to interpret so. We didn't come to this decision lightly and will await further feedback from the player base as well as close observation. It only took 3 lines of codes to enable FS Cleric synergy, it's one that can be taken away just as easily.
To make FS stand on its own flavor-wise, some of the devs have something in mind and, once it is implemented, we can then decouple FS with Cleric. In the end, the decision was based on convenience and it's one that can be rectified once more long-term feedback and input are received.
As for cloistered and healer path, I had entertained the idea of limiting the +2 DC to domain spells only and disabling the use of shields larger than small shields or armors heavier than light by appending a spellcasting failure chance onto the casters when they wield or don unintended items.
Evangelists will also be restricted to up to medium and large shields, as well.
For Warpriest, while lacking in QoL, they do obtain many perks that are very catered to PvP. Perhaps Gate should also be disabled seeing those Good / Evil domains already give more than it should by enabling great smite synergy with charisma cleric builds.
For you, the day Kenji overhauled your class was the most important day of your life.
But for me, it was Tuesday. To-do list
Re: Cleric Paths Feedback
Aww man, My dreams of a 24/3/3 FS/C/LockKenji wrote: Sat Jan 29, 2022 5:12 am For Warpriest, while lacking in QoL, they do obtain many perks that are very catered to PvP. Perhaps Gate should also be disabled seeing those Good / Evil domains already give more than it should by enabling great smite synergy with charisma cleric builds.
Re: Cleric Paths Feedback
Which does beg the question, should a favored soul who takes three levels of cleric have access to the cleric path goodies if they don't match one of their deity's worshiper alignments?
Granted, as far as I understand it, a cleric has to be of their deity's worshiper alignment to cast spells from their cleric spellbook, and a Favored Soul probably wouldn't be casting from the cleric spellbook, but it still feels relevant.
Food for thought. Shamelessly, relevant to me, because my character's situation is foolishly that they are attempting to climb the alignment ladder for redemption. So despite being the favored soul of a LG god, they are currently NE. They're working on it. The character's had a history on Arelith beforehand, so it's not like I'm starting fresh.
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Re: Cleric Paths Feedback
This is a great question, one that I certainly do not have the full answer to.Paint wrote: Sat Jan 29, 2022 12:20 pm Favored Souls don't have to be of a deity's worshiper alignment in order to be a favored soul of that deity.
Which does beg the question, should a favored soul who takes three levels of cleric have access to the cleric path goodies if they don't match one of their deity's worshiper alignments?
Granted, as far as I understand it, a cleric has to be of their deity's worshiper alignment to cast spells from their cleric spellbook, and a Favored Soul probably wouldn't be casting from the cleric spellbook, but it still feels relevant.
Food for thought. Shamelessly, relevant to me, because my character's situation is foolishly that they are attempting to climb the alignment ladder for redemption. So despite being the favored soul of a LG god, they are currently NE. They're working on it. The character's had a history on Arelith beforehand, so it's not like I'm starting fresh.
Maybe some clarity can be gained through vigorous discussion. I will start off by quoting this particular source text:

A very short excerpt that leaves for many very open interpretations: "Others suggest that divine training of the proper type awakens the ability, ... imbued with their gifts by their gods when they begin the cleric's path."
Favored souls obtain the innate divine spellcasting abilities from their patron deities, yet these favored souls can choose not to worship their patron deities.
Let's take this as an example:
On Arelith, an FS of Ilmater (LG) was raised by a mean group of people (Banites) and worships Loviatar (LE). What would this Ilmatari FS spellbook consist of? I imagine plenty of healing spells as well as destructive spells, since Ilmater is a deity of suffering, as well, where...
[If] Ilmater is angered enough by what has been done, ... he empowers the freed being to cast destructive spells ... the ability to cast such spells as chain lightning, flame strike, lightning bolt, meteor swarm, imprisonment, and sink
Couple of things to take from this example here:
A player playing said Ilmatari FS serving Loviatar will have to be willing to choose those spells granted by Ilmater, which the player doesn't have to as per any players' agency in their characters. There can exist different interpretations of what Ilmater will grant.
For example's sake, let's say the spells chosen for the FS' spellbook are healing spells such as Cure Wounds, Heal, Healing Circle, and destructive spells such as Storm of Vengeance, Harm, Inflict Wounds, etc. (Again, the player can easily choose anything else other than these)
Being a clergy of Loviatar would then grant said FS a certain divinity power for the Ilmatari FS is indeed serving her by causing suffering, yes? So mechanically the Ilmatari FS takes 3 levels of cleric and chooses the Cloistered path, again, the player's choice.
The domains for the Ilmatari would then have to be anything but the Healing domain on Arelith (as per banned domain for Loviatar is Healing). The player then chooses the Suffering and Death domain to simulate the portfolios of Loviatar. Mechanically, this means the spells Inflict Wounds and Harm have a chance to be refunded.
Would this then be interpreted as faith in Loviatar that somehow reinforced Ilmater's divinity that which manifested in this Ilmatari/Loviatan FS/Cleric?
The areas are probably too gray to be drawing lines here. What is certain is, the banned Healing domain meant that the healing spells the player had chosen for the character are never going to be replenished. But the inflict wound spells that came from Ilmater are replenished by the faith of Loviatar may be too ironic or conflicting of a source.
I don't have any closing words since I'm pondering what all this means, myself.
For you, the day Kenji overhauled your class was the most important day of your life.
But for me, it was Tuesday. To-do list
Re: Cleric Paths Feedback
Charisma cleric is a flavourful concept after these changes, but its still a subpar option to strength cleric and its flavoured soul equivalent.Kenji wrote: Sat Jan 29, 2022 5:12 am For Warpriest, while lacking in QoL, they do obtain many perks that are very catered to PvP. Perhaps Gate should also be disabled seeing those Good / Evil domains already give more than it should by enabling great smite synergy with charisma cleric builds.
Great smite is cool, but inconsistent. I would look to the strength variants for balance decisions.
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Re: Cleric Paths Feedback
I am, but I really don't use it as everyone seems warded during any battle. It's nice on a few NPC bosses but in PvP, unless you're fighting a newbie, it's bleh. I'll try Wail just to see if I get lucky though.Party in the forest at midnight wrote: Sat Jan 29, 2022 12:06 am Are you playing a caster cleric? This is my main damage spell.
Re: Cleric Paths Feedback
At level 2 I took Path of the Evangelist, got the Armor Proficiencies and simple weapon but not the Shield Proficiency.
At level 6 I did gain both Bard Song and Curse Song but didnt find them in the radial.
(no scaling -> no useage?)
I took the bard levels in epic to hopefully get Lasting inspiration, which I couldnt select.
With bard levels I was able to utilise bard song and curse song, only three applications however. -song worked which is nice.
The PGCC debug message logged songs at character level 12 even with Divine Favor cast. Verifed this by looking at the skill increase from song in the character sheet.
Took a peek at the healer path.
At level 2 they gain Weapon Proficiency simple. No armors.
(some of this prooobably belongs into a bug report format, sorry!)
Re: Cleric Paths Feedback
that and maybe giving them staff (not quarterstaff) proficiency so they can at least use abilities of that.
would also like to mention gonnes but i can see it being immediately argued that gonnes are too violent for healers to use.
unless it was already fixed without me knowing about it, then please tell me about it.
Re: Cleric Paths Feedback
Negative Energy Protection is on the breach list.Edens_Fall wrote: Sat Jan 29, 2022 5:23 pmI am, but I really don't use it as everyone seems warded during any battle. It's nice on a few NPC bosses but in PvP, unless you're fighting a newbie, it's bleh. I'll try Wail just to see if I get lucky though.Party in the forest at midnight wrote: Sat Jan 29, 2022 12:06 am Are you playing a caster cleric? This is my main damage spell.
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Re: Cleric Paths Feedback
Seriously? lol . . . well good news I guess!Ork wrote: Sat Jan 29, 2022 7:00 pmNegative Energy Protection is on the breach list.Edens_Fall wrote: Sat Jan 29, 2022 5:23 pmI am, but I really don't use it as everyone seems warded during any battle. It's nice on a few NPC bosses but in PvP, unless you're fighting a newbie, it's bleh. I'll try Wail just to see if I get lucky though.Party in the forest at midnight wrote: Sat Jan 29, 2022 12:06 am Are you playing a caster cleric? This is my main damage spell.
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Re: Cleric Paths Feedback
Mostly wanted to say don't just go by the character sheet when checking to see if you got what you were supposed to get!
Re: Cleric Paths Feedback
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Re: Cleric Paths Feedback
Some of these posts should go to the dedicated bug report thread just for Cleric Paths:
viewtopic.php?f=12&t=36471
There are already a few fixes in the pipelines.
Did you take Still Spell or Silent Spell line of feats? Still Spell doesn't do much for divine casters in general.
Can you provide a ton of details on the given thread? Thanks.Exordius wrote: Sat Jan 29, 2022 11:34 pm The 1/2 monk ac penalty does not seem to be working right for cloistered path... sometimes it will apply but most others it will be the the normal monk ac bonus.
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Re: Cleric Paths Feedback
Oh! Seems I took Still Spell by mistake instead of Silent. I Did Take Still Spell and Auto Still I, which oddly let me still spells up to lvl 9.Kenji wrote: Sun Jan 30, 2022 10:24 am Hi guys,
Some of these posts should go to the dedicated bug report thread just for Cleric Paths:
viewtopic.php?f=12&t=36471
There are already a few fixes in the pipelines.
Did you take Still Spell or Silent Spell line of feats? Still Spell doesn't do much for divine casters in general.
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Re: Cleric Paths Feedback
Could you consider moving being forced to choose at path to level 3 instead of level 2? Currently, if you log out at level 1 you maybe lose all your stuff and at 2 you need to choose a path which details are not even very clear and may be the wrong choice for your toon.
Cloistered for instance, as far as I can tell, does not mention you are unable to use shields, but you find out when you are forced to choose path at 2. This enables people who would like to take their time to relevel to just get level 2 and log out (since you are forced to relevel anyway), and potentially limits the number of people who request from the DMs to choose path over again. Thank you for your consideration, have a nice day.