Baldur's Gate 3

Baldur's Gate 3

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War Cleric super bad chance to hit?
I respecced cleric to war and i thought they would have bonus to melee? but she has only +2 and other melee chars are +6?
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Αναρτήθηκε αρχικά από Gisborne:
Αναρτήθηκε αρχικά από Azunai:
The proficiency bonus alone is already +2 (plus another +1 fir every 4 character levels). So to end up with a+2 hit bonus you'd either have no proficiency with your weapon or 0 bonus from stats. Don't expect to do well in combat if your character doesn't have the stats for it.
why go war cleric over life cleric who can also wear heavy armour? if melee is just bad on a cleric.
Because life cleric gets defensive spells vs's war domain's offensive spells? Take for instance, war domain at level 5 gets spirit guardian spell.. Which hits all enemies around you, each round for 3d8 damage radiant or necrotic damage.. As a concentration spell, you have it up for a very long time. In groups, you can put out serious damage, on top of the fact you can still take other actions each round as well.. Such as summon spirit weapon, using cantrips, or using other spells.
There's a reason why clerics have been considered one of the most powerful classes in BG3/5e. I'd say a life cleric heavy armor is largely wasted, because you're not going to be up close with the majority of their spells.
Τελευταία επεξεργασία από Diomedes; 11 Αυγ 2023, 5:19
do you want to play cleric without str or dex ?

simple just pick 1 level of druid, use a mace or staff. DONE your cleric is semi fixed for melee.

because you can use Shillehag that buffs your main weapon if its a mace or a staff to use your spell casting stat instead of str/dex.

thank me later.

If anything, i prefer the storm cleric.

they have very useful damaging counter when hit.
their Channel divinity that let's them MAX roll damage on any thunder/lightning spell is just Amazing, imagine you start a fight, 4-5 monsters packed, just go do an upcasted AoE spell that will do 50-60 damage easy.

better yet, imagine the same scenario, you sneak, you make it rain, THEN you call lightning ... boom 50% more damage. on demand.

considering you get an auto push on ALL of those source of damage, so if you electrify water with a storm cleric, not only do they apply electrify, but anyone walking on that surface with be sent flying around.

and any weapon with source of lightning or thunder will also proc 4.5m push automatically, so will the reaction you use, making it very easy to just push away stuff that hits you.
Αναρτήθηκε αρχικά από TG zac:
Αναρτήθηκε αρχικά από AsianFood:

Two options you got

Respec for strength at the cost of your spell casting ability, this means that your character would probably want to save their spells for simple buff and auto-success/auto-fail spells (Example: Shield of faith, healing words, bless)

Get Magic initiate and grab sheilelagh and use a staff or club like weapon: Sheilelagh lets you attack with your wisdom stats, at the cost of one feat you do not affect you spell casting modifier

But to be honest? Clerics have far better melee method, inflict wounds is one of their best melee option available at 3d10 necrotic damage, they are even crazier if you manage to have a wizard cast hold person and you land a critical hit on enemies.

All in all cleric's melee weapon is more of a last resort most of the time, you can choose to be good at one thing or bad at two things when your level is capped at 12, and I only really kit my cleric with weapons that provides passive buffs.


This ^

Though I will say the fact sheilelagh only works with clubs/staffs and only lasts 10 turns kind of sucks.

In the end if you want a damage cleric they are better off taking a level in wizard then grabbing all the summon spells.

summon lvl6 are amazing tho, especially the water myrmidon. free unlimited heal as long as he is alive.

Fights should never last more than 10 turn anyways.
Αναρτήθηκε αρχικά από Gisborne:
Αναρτήθηκε αρχικά από Grimmsch:
Is the cleric proficient in the weapon ?
Do you have the same strength ?
yes and no str is low as im a cleric and wis said it was main stat for cleric

War Clerics are a bit of a MAD class where multiple attributes are needed to make the build good. For a war cleric, wisdom and strength are highly suggested. You only need your int, dex, and charisma for saving throws. So you can focus on making your main stats str, wis, and con your focus.
Αναρτήθηκε αρχικά από Batailleuse:
Fights should never last more than 10 turn anyways.

HAHAHAHAHA... if only...

D&D with its fantasy setting inspires the imaginations of many, but my god is the combat system its worst aspect and deserves to be criticized to hell and back for how much time it wastes on excessive or needless dice rolls.

It's the problem with games that power scale with HP / Damage bloat.
Τελευταία επεξεργασία από The Seraph of Tomorrow; 11 Αυγ 2023, 14:06
My main character is a war cleric, and he is my main tank and melee damage dealer, i skimped on his wisdom (14 base) to improve my str and con, so he makes a decent melee fighter. I also took polearm master and sentinel to really help with the frontline stuff and when he buffs himself, he has 26ac at about the middle of act 2. The only spells he uses are healing and buffs, since his wisdom score isnt that good, so offensive spells that require saves or attack rolls would probably fail. You have to build your character accordingly, just cant expect them to be experts at everything and anything.
Αναρτήθηκε αρχικά από Tech-Priest:
Αναρτήθηκε αρχικά από Batailleuse:
Fights should never last more than 10 turn anyways.

HAHAHAHAHA... if only...

D&D with its fantasy setting inspires the imaginations of many, but my god is the combat system its worst aspect and deserves to be criticized to hell and back for how much time it wastes on excessive or needless dice rolls.

It's the problem with games that power scale with HP / Damage bloat.

i mean i nearly finished the game in tactician, and no fight lasted even 10.

and to be fair, anything with concentration is usually shut down in 2-3 turns, by enemies, EVEN if you have 16 CON and picked the feat to have advantage to keep concentration up.
Αναρτήθηκε αρχικά από RMS_Gingermonkey:
My main character is a war cleric, and he is my main tank and melee damage dealer, i skimped on his wisdom (14 base) to improve my str and con, so he makes a decent melee fighter. I also took polearm master and sentinel to really help with the frontline stuff and when he buffs himself, he has 26ac at about the middle of act 2. The only spells he uses are healing and buffs, since his wisdom score isnt that good, so offensive spells that require saves or attack rolls would probably fail. You have to build your character accordingly, just cant expect them to be experts at everything and anything.

i agree with sentinel stuff, especially if you picked the lance/halberd auto attack when people move close to you, it saves a lot of hit from monster closing in, and best thing, it works with boss getting close too,
Αναρτήθηκε αρχικά από Diomedes:
Αναρτήθηκε αρχικά από Gisborne:
why go war cleric over life cleric who can also wear heavy armour? if melee is just bad on a cleric.
Because life cleric gets defensive spells vs's war domain's offensive spells? Take for instance, war domain at level 5 gets spirit guardian spell.. Which hits all enemies around you, each round for 3d8 damage radiant or necrotic damage.. As a concentration spell, you have it up for a very long time. In groups, you can put out serious damage, on top of the fact you can still take other actions each round as well.. Such as summon spirit weapon, using cantrips, or using other spells.
There's a reason why clerics have been considered one of the most powerful classes in BG3/5e. I'd say a life cleric heavy armor is largely wasted, because you're not going to be up close with the majority of their spells.

For accuracy I just want to point out that Life clerics, only get duplicate cleric spells from their domain and War cleric only gets three unique spells (divine favor, crusaders mantle, and hold monster), with hold monster being the only okay spell.

To say War has more damage spells vs Life having more support spells is wrong, because they have virtually the same spell pool.

The only difference is subclass features, giving War more martial attacks vs Life having more healing.
Τελευταία επεξεργασία από Indure; 12 Αυγ 2023, 8:51
Αναρτήθηκε αρχικά από Indure:
Αναρτήθηκε αρχικά από Diomedes:
Because life cleric gets defensive spells vs's war domain's offensive spells? Take for instance, war domain at level 5 gets spirit guardian spell.. Which hits all enemies around you, each round for 3d8 damage radiant or necrotic damage.. As a concentration spell, you have it up for a very long time. In groups, you can put out serious damage, on top of the fact you can still take other actions each round as well.. Such as summon spirit weapon, using cantrips, or using other spells.
There's a reason why clerics have been considered one of the most powerful classes in BG3/5e. I'd say a life cleric heavy armor is largely wasted, because you're not going to be up close with the majority of their spells.

For accuracy I just want to point out that Life clerics, only get duplicate cleric spells from their domain and War cleric only gets three unique spells (divine favor, crusaders mantle, and hold monster), with hold monster being the only okay spell.

To say War has more damage spells vs Life having more support spells is wrong, because they have virtually the same spell pool.

The only difference is subclass features, giving War more martial attacks vs Life having more healing.
Every subclass receives certain spells that the other does not get each level.
So much text in this thread an no one with the correct answer.

Roleplay.you pick the domain because of roleplay.
A cleric of tempus is going to pick war because tempus is the god of war.
Stop metagaming for 5 minutes and start picking options depending on the background you wrote Beforehand for you char. Not because of stats.
Τελευταία επεξεργασία από Drake; 15 Αυγ 2023, 2:56
Αναρτήθηκε αρχικά από Kira Von Black:
i can't answer because i never got clerics to work while playing CRPGs. so i'm suspect on that point. their divine offensive magic to me is 99% miss 1% hit. (maybe it is my luck that is crap while i have to move the cleric but i digress)
Make a regular cleric build, dip 1 lvl in wizzard, give it the circlet that sets your int to 17.

Now you will have the same spell slots of a full cleric, you'll learn all the cleric spells in the game, and you can also learn all the wiz spells in the game through scrolls too.

That's how I got shadowheart to be useful.

PS: Glyph of protection from T3 cleric spells has a misleading name, it's actually a nuke similar to a fireball, shorter range, wide area.
Or go nature cleric and get shillelagh. Then you can be special and use WIS for attack rolls and damage.
What’s your str? I’m playing war cleric and my str at lvl 4 is at 17. My main star is str and my wis comes second. Just enough wisdom to cast my buffs and occasional heal.
Cleric is a full spellcaster. Paladin is a warrior with some spells.

If you want to melee on a War or Tempest Cleric, have 16+ strength, forget Dex and wear Heavy Armor. Or Trickery Cleric with 16+ Dex, Light / Medium Armor and Finesse weapons like Daggers. Perhaps dual wield daggers and use a lot of poison. Any domain that gets a Cantrip buff at lvl 8 instead of weapon damage buff = no. I suppose a War or Tempest Cleric can also be Dex based for finesse weapons and bows if you want that kind of melee+ranged versatility.

A melee-built Cleric will still be a full spellcaster so don't expect to become a Fighter or Paladin in melee.
Τελευταία επεξεργασία από Space Dog; 15 Αυγ 2023, 3:31
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