How to use Clerics?
How to use Clerics?
I'm playin through the game 3rd time now. My Party is :
Me- CN Sorcerer
Jaheira
Minsc
Korgan
Viconia
Edwin
I've playd the game before with :
Me CG Gnome Illusionist
Keldorn
Minsc
Cernd
Korgan
Imoen
And I have also solo'd with a F/M/T (Too easy)
As you can see, this is my first time usin a Cleric.
What I want to ask is, what spells should I be usin and why?
Ok sure, some of them are obvius like, Chant, Sanctuary, animate dead etc. I don't want to use healing spells as thats Jaheiras job.
Also, wich should I romance, Vic or Jaheira? (Never romanced before)
I have the Sola mod installed and was thinkin, should I ditch Minsc for Solafein later or?
Lots of questions heh
Me- CN Sorcerer
Jaheira
Minsc
Korgan
Viconia
Edwin
I've playd the game before with :
Me CG Gnome Illusionist
Keldorn
Minsc
Cernd
Korgan
Imoen
And I have also solo'd with a F/M/T (Too easy)
As you can see, this is my first time usin a Cleric.
What I want to ask is, what spells should I be usin and why?
Ok sure, some of them are obvius like, Chant, Sanctuary, animate dead etc. I don't want to use healing spells as thats Jaheiras job.
Also, wich should I romance, Vic or Jaheira? (Never romanced before)
I have the Sola mod installed and was thinkin, should I ditch Minsc for Solafein later or?
Lots of questions heh
- Ode to a Grasshopper
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I'd use the cleric as the healer, if I were you. Druids are more suited toward combat, and the fact that Jaheira is a fighter/druid makes her even more effective in this role.
In terms of romances I prefer Viccy, myself, but Jaheira has quite a wide fan base here too. Do a search on romances (titles only) and you'll see what I mean.
Don't know about the Sola mod, as I haven't installed it yet. Sorry.
In terms of romances I prefer Viccy, myself, but Jaheira has quite a wide fan base here too. Do a search on romances (titles only) and you'll see what I mean.
Don't know about the Sola mod, as I haven't installed it yet. Sorry.
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Thanks for your replyOriginally posted by Ode to a Grasshopper
I'd use the cleric as the healer, if I were you. Druids are more suited toward combat, and the fact that Jaheira is a fighter/druid makes her even more effective in this role.
In terms of romances I prefer Viccy, myself, but Jaheira has quite a wide fan base here too. Do a search on romances (titles only) and you'll see what I mean.
Don't know about the Sola mod, as I haven't installed it yet. Sorry.
If Clerics are only good for healing, I'm goin to ditch Vic.
Straight out healers are boring and easy to be without.
I'm goin to try Vic a little more though, but if she's only good for healing, adios Viccy.
- Ode to a Grasshopper
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She's great for buffing too, and being a pure-class cleric she'll level up far faster than Jaheira. As she has 18 Wis she'll have loads of spells, far more than Jaheira or Anomen. Turn Undead is a must-have against undead, especially vampires and shadows, and if you SK in the cloak of Balduran and the Helm of Opposite Alignment from BG1 she'll have 90% magic resistance (100% ifyou give her the amulet of 10% magic resistance as well) and be able to 'chunk' mass groups of undead instantly at higher levels. I had Anomen, who would have been at a lower level than Viccy would have had I taken her instead, use Turn Undead on Vangoethe the lich and it chunked him before he had a chance to even speak.
Give her Crom Faeyr and deck her out in a low AC armor and she can tank, albeit only with 1 attack per round, with the best of them.
It's all in how you choose to play her.
Give her Crom Faeyr and deck her out in a low AC armor and she can tank, albeit only with 1 attack per round, with the best of them.
It's all in how you choose to play her.
Proud SLURRite Gunner of the Rolling Thunder (TM) - Visitors WELCOME!
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The soul must be free, whatever the cost.
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The soul must be free, whatever the cost.
I'd let Vic do more of the healing and let J have fewer heals memmed. Clerics can actually fight a bit, plus they get boatloads of spells for summon/buff. Cleric is not the optimal power addition to the other 5 since J is enough cleric for the game, but who needs optimal power. She ought to be a fun addition to the group you've got there so I'd say take her.
If you like some verbal sparring and a sexier attitude go with V, if you want a more high maintenance but less abusive woman plus better romancec-quest stuff then go with J.
Edit: Forgot to add that there are mult-romance scripts so the ladies don't get jealous of each other if you want to do both romances.
If you like some verbal sparring and a sexier attitude go with V, if you want a more high maintenance but less abusive woman plus better romancec-quest stuff then go with J.
Edit: Forgot to add that there are mult-romance scripts so the ladies don't get jealous of each other if you want to do both romances.
- genxooseven
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- Dour von Zlo
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Clerics...I like 'em!
My first party was strong on the clerics - both Anomen and Jaheira - and I've seen what they could do. I agree with Ode; Jaheira should be battle-oriented. I had her memorize loads of cure light wounds spells, and one heal spell, just for backup in case things began to look grim. Other than that, use her for assault stuff.
I used Anomen (and now Viconia) to hurl lots of Holy Smite spells. The drawback to that is if you're running a mostly evil party, watch out! Poor Viconia has to be clear of her own spell effect! It's a third level spell, and even a paladin can cast that one once he's high enough level.
If you're using Anomen, definitely use Draw Upon Holy Might or Righteous Magic, both great for pumping him up for serious head whacking melee (makes any cleric nice to use in melee). Have him toss a Glyph of Warding or two as your opponents approach. As an added bonus, cast Prayer and Defensive Harmony right as the battle begins. Clerics are great for improving your party's saving throws during combat (and in general), though bards may provide longer lasting protection. I had my clerics memorize three chaotic command spells each (when they were high enough level to memorize that many), to use when entering Mind Flayerville or when Umber Hulks were around. A handy dandy spell indeed. Good also against those charm spells that those pesky vampires like to toss at the beginning of battle. It has a long duration, so you can buff up with it when you first enter an area.
It's possible to have your cleric's spells nicely balanced between combat and healing. Remember potions, scrolls, paladins, and special items that you may have that can heal your characters when needed, and you'll find room for lots of combat oriented spells.
What else? Oh yes. @ Dour:
Wait 'till you get a load of the Creeping Doom spell Jaheira can cast once she's high enough level. Hehehe. Now that's a sight to see.
My first party was strong on the clerics - both Anomen and Jaheira - and I've seen what they could do. I agree with Ode; Jaheira should be battle-oriented. I had her memorize loads of cure light wounds spells, and one heal spell, just for backup in case things began to look grim. Other than that, use her for assault stuff.
I used Anomen (and now Viconia) to hurl lots of Holy Smite spells. The drawback to that is if you're running a mostly evil party, watch out! Poor Viconia has to be clear of her own spell effect! It's a third level spell, and even a paladin can cast that one once he's high enough level.
If you're using Anomen, definitely use Draw Upon Holy Might or Righteous Magic, both great for pumping him up for serious head whacking melee (makes any cleric nice to use in melee). Have him toss a Glyph of Warding or two as your opponents approach. As an added bonus, cast Prayer and Defensive Harmony right as the battle begins. Clerics are great for improving your party's saving throws during combat (and in general), though bards may provide longer lasting protection. I had my clerics memorize three chaotic command spells each (when they were high enough level to memorize that many), to use when entering Mind Flayerville or when Umber Hulks were around. A handy dandy spell indeed. Good also against those charm spells that those pesky vampires like to toss at the beginning of battle. It has a long duration, so you can buff up with it when you first enter an area.
It's possible to have your cleric's spells nicely balanced between combat and healing. Remember potions, scrolls, paladins, and special items that you may have that can heal your characters when needed, and you'll find room for lots of combat oriented spells.
What else? Oh yes. @ Dour:
Wait 'till you get a load of the Creeping Doom spell Jaheira can cast once she's high enough level. Hehehe. Now that's a sight to see.
CYNIC, n.:
A blackguard whose faulty vision sees things as they are, not as they ought to be.
-[url="http://www.alcyone.com/max/lit/devils/a.html"]The Devil's Dictionary[/url]
A blackguard whose faulty vision sees things as they are, not as they ought to be.
-[url="http://www.alcyone.com/max/lit/devils/a.html"]The Devil's Dictionary[/url]
Clerics are so useful, I don't know where to begin. They can do a lot more than just heal.
Turning undead: Would you like to kill every undead monster in the immediate vicinity instantly, even liches and vampires (if your character is Good), or take control of them (if your character is Evil)? It's just so cool. Even if your character isn't high enough in level to kill the undead creatures outright, you can make them stop attacking your party while you dispose of them, which is a tremendous advantage.
Buff spells: Read your manual. A lot of spells can also be cast on other characters, not just your Cleric. These include Aid, Free Action, Resist Fear, Negative Plane Protection, Chaotic Commands, Bark Skin, Defensive Harmony, etc, etc.
Summoning spells: Again, read your manual for the spell descriptions. Animate Dead, Aerial Servant, and Gate are very potent.
High Level Abilities (Throne of Bhaal only): You can look forward to some really cool stuff.
"Healing" spells: Not only can Clerics heal, they can also remove paralysis, poison, panic, disease, and curses, as well as raise dead and cast Restoration. They can also cast Dispel Magic, which can remove a lot of harmful effects.
Combat abilities: They're not Fighters, but compared to the other classes, they're not bad. (I always thought it was funny how Yoshimo, a Bounty Hunter, called himself a "warrior". ) They can cast spells even while wearing the heaviest armor in the game, and they can use powerful weapons. They can also use spells to buff themselves up -- Armor of Faith, Champion's Strength, Draw Upon Holy Might, Righteous Magic, etc, etc, to name just a few.
Attack spells: Read your manual. Most of them aren't as powerful as Wizard spells, but quite a few of them are. Take a look at Harm, Glyph of Warding, Flame Strike, and Holy Smite. Trust me, you don't want an enemy Cleric to hit one of your own characters with Harm. Holy Word doesn't cause any points of damage (it kills creatures with less than 4 hit dice), but it can wreak havoc an on evil group of enemies (there's no saving throw). There are also spells like Dispel Magic (to remove your opponents' spell protections), Miscast Magic, Magic Resistance (which can effectively lower an opponent's magic resistance), Doom, Protection from Evil, Silence 15' Radius, and a lot of other spells that give your party the advantage in combat. Hold Person works great at low levels, especially if you cast Doom or Greater Malison (a Wizard spell) beforehand to lower your enemies' saving throws.
While I'm at it, I'd like to point out that Druids such as Jaheira and Cernd can cast many of the same spells as Clerics, as well as spells that are meant specifically for Druids. I'd also like to point out that Rangers such as Minsc and Valygar can cast a lot of Priest spells of the Druid variety. Why not take advantage of them? Look at what a Ranger can cast (these are my favorites):
1st Level: Armor of Faith, Doom, Cure Light Wounds
2nd Level: Barkskin, Resist Fire & Cold
3rd Level: Call Lightning, Cure Medium Wounds, Dispel Magic, Miscast Magic, Protection from Fire, Summon Insects
In other words, Minsc isn't just a berserker.
Turning undead: Would you like to kill every undead monster in the immediate vicinity instantly, even liches and vampires (if your character is Good), or take control of them (if your character is Evil)? It's just so cool. Even if your character isn't high enough in level to kill the undead creatures outright, you can make them stop attacking your party while you dispose of them, which is a tremendous advantage.
Buff spells: Read your manual. A lot of spells can also be cast on other characters, not just your Cleric. These include Aid, Free Action, Resist Fear, Negative Plane Protection, Chaotic Commands, Bark Skin, Defensive Harmony, etc, etc.
Summoning spells: Again, read your manual for the spell descriptions. Animate Dead, Aerial Servant, and Gate are very potent.
High Level Abilities (Throne of Bhaal only): You can look forward to some really cool stuff.
"Healing" spells: Not only can Clerics heal, they can also remove paralysis, poison, panic, disease, and curses, as well as raise dead and cast Restoration. They can also cast Dispel Magic, which can remove a lot of harmful effects.
Combat abilities: They're not Fighters, but compared to the other classes, they're not bad. (I always thought it was funny how Yoshimo, a Bounty Hunter, called himself a "warrior". ) They can cast spells even while wearing the heaviest armor in the game, and they can use powerful weapons. They can also use spells to buff themselves up -- Armor of Faith, Champion's Strength, Draw Upon Holy Might, Righteous Magic, etc, etc, to name just a few.
Attack spells: Read your manual. Most of them aren't as powerful as Wizard spells, but quite a few of them are. Take a look at Harm, Glyph of Warding, Flame Strike, and Holy Smite. Trust me, you don't want an enemy Cleric to hit one of your own characters with Harm. Holy Word doesn't cause any points of damage (it kills creatures with less than 4 hit dice), but it can wreak havoc an on evil group of enemies (there's no saving throw). There are also spells like Dispel Magic (to remove your opponents' spell protections), Miscast Magic, Magic Resistance (which can effectively lower an opponent's magic resistance), Doom, Protection from Evil, Silence 15' Radius, and a lot of other spells that give your party the advantage in combat. Hold Person works great at low levels, especially if you cast Doom or Greater Malison (a Wizard spell) beforehand to lower your enemies' saving throws.
While I'm at it, I'd like to point out that Druids such as Jaheira and Cernd can cast many of the same spells as Clerics, as well as spells that are meant specifically for Druids. I'd also like to point out that Rangers such as Minsc and Valygar can cast a lot of Priest spells of the Druid variety. Why not take advantage of them? Look at what a Ranger can cast (these are my favorites):
1st Level: Armor of Faith, Doom, Cure Light Wounds
2nd Level: Barkskin, Resist Fire & Cold
3rd Level: Call Lightning, Cure Medium Wounds, Dispel Magic, Miscast Magic, Protection from Fire, Summon Insects
In other words, Minsc isn't just a berserker.
- Dour von Zlo
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Creeping Doom, eh? Haven't heard of that before, but it sure sounds nice, ha ha. What level do I need to be to get that? (Don't worry I'll run a search and save your fingers). I can't remember exactly what level she is, but myself (DvZ), Minsc and Nalia are L16, so I guess J. somewhere around there too. I haven't played D&D in 15 years, so can't remember how XP works with dual and multi-classes, having only ever played a single class. Unimaginative, huh?
I digress from the thread, as usual.
I digress from the thread, as usual.
- gnomethingy
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Druid / cleric
Heres my two c as to what works wiv clerics, btw I NEED clerical magic as I think ALL mages are swine (xepting of course edwin, techinicly he is swine, cool swine though)
I often take a pc cleric (though the cleric kits are uber compared to the regular cleric in my opinion)
The spells that get my personal thumbs up are...
Animate dead (lvl 15 or above)
Holy smite (cool spell)
False dawn (works great against undead)
Flame strike (slow casting time, but large dmg)
Rightous magic (if you have to fight, you might as well be good at it)
Draw apon holy might (Combine with rightous magic, a sure way to annoy big fighter types.. nothing is more humiliating than getting a door opening lesson from viconia or aerie)
true seeing (i dont think i need to explain why this spell rocks)
Sols searing orb ( can be lobed through spell prots like spell turning or deflection, grills undead)
Miscellanios protection spells ( ie fire prot, slow poison)
Mass cure (Almost too good at high lvls)
Finger of death (everyone seems to like the mage spell and there one and the same)
Firestorm (Very biblical, go on.. rain some brimstone apon those heathan scum)
Sunray (yay, gotta love this one)
The thing with the cleric is to specify... do not try to always have one well rounded spell selection (you cant, not until higher lvls anyway) instead.. use your experiance of the game to your advantage and stack on false dawns for umar hills, silence 15" for trademeet ect
Remember that clerics can obliterate undead easily, but in most other fights they will only kill the same as say a mage of half there lvl (up to a certain point, i dont think a lvl 4 mage can kill anything for example) but spells like mass cure and prots can save your soldiers from the worst of it and save your mage alot of effort casting things like true seeing, magic resistance and summoning tanks
Heres my two c as to what works wiv clerics, btw I NEED clerical magic as I think ALL mages are swine (xepting of course edwin, techinicly he is swine, cool swine though)
I often take a pc cleric (though the cleric kits are uber compared to the regular cleric in my opinion)
The spells that get my personal thumbs up are...
Animate dead (lvl 15 or above)
Holy smite (cool spell)
False dawn (works great against undead)
Flame strike (slow casting time, but large dmg)
Rightous magic (if you have to fight, you might as well be good at it)
Draw apon holy might (Combine with rightous magic, a sure way to annoy big fighter types.. nothing is more humiliating than getting a door opening lesson from viconia or aerie)
true seeing (i dont think i need to explain why this spell rocks)
Sols searing orb ( can be lobed through spell prots like spell turning or deflection, grills undead)
Miscellanios protection spells ( ie fire prot, slow poison)
Mass cure (Almost too good at high lvls)
Finger of death (everyone seems to like the mage spell and there one and the same)
Firestorm (Very biblical, go on.. rain some brimstone apon those heathan scum)
Sunray (yay, gotta love this one)
The thing with the cleric is to specify... do not try to always have one well rounded spell selection (you cant, not until higher lvls anyway) instead.. use your experiance of the game to your advantage and stack on false dawns for umar hills, silence 15" for trademeet ect
Remember that clerics can obliterate undead easily, but in most other fights they will only kill the same as say a mage of half there lvl (up to a certain point, i dont think a lvl 4 mage can kill anything for example) but spells like mass cure and prots can save your soldiers from the worst of it and save your mage alot of effort casting things like true seeing, magic resistance and summoning tanks
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Druids should take a close look at Nature's Beauty. Possibly the deadliest spell in the game! I'm not talking about the save-or-die effect (which is near-worthless), but the blindness (which has no save and lasts forever!). One casting of this, and all your enemies will just stand there while being peppered with arrows and sling bullets.
Resurrection is one of the Clerics' best spells, but you have Rods for that, too, of course.
Iron Skins are so mind-bogglingly useful that I'd have Jaheira fill all her level 5 slots with it (save maybe one Insect Plague, Chaotic Commands or True Seeing, depending on what you expect to run into), and all her level 6 slots with Wondrous Recall just to get those Iron Skins back. Leave healing to Viconia so Jaheira can stock up on these.
Resurrection is one of the Clerics' best spells, but you have Rods for that, too, of course.
Iron Skins are so mind-bogglingly useful that I'd have Jaheira fill all her level 5 slots with it (save maybe one Insect Plague, Chaotic Commands or True Seeing, depending on what you expect to run into), and all her level 6 slots with Wondrous Recall just to get those Iron Skins back. Leave healing to Viconia so Jaheira can stock up on these.
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.
yep, an' I'm starting to know how damn powerful Jaheira can be...
especially with Impaler!
especially with Impaler!
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I agree with that... Jaheira is really powerful... its those people who get turned off by her attitude who don't discover the key to unlocking her class advantages
The Druid spells when used in conjunction with fighter HLAs are awesome.
BTW I didn't know blindness was *that* debilitating thats why I didn't try Nature's Beauty... Its range is 5 foot radius around the caster, says the descrip. I thought that would make it pretty useless. And how can one cast it while invisible... I mean, read the spell descrip... You can't be seen, so how can they see your illusion?? Can MR negate the blindness effect?
The Druid spells when used in conjunction with fighter HLAs are awesome.
BTW I didn't know blindness was *that* debilitating thats why I didn't try Nature's Beauty... Its range is 5 foot radius around the caster, says the descrip. I thought that would make it pretty useless. And how can one cast it while invisible... I mean, read the spell descrip... You can't be seen, so how can they see your illusion?? Can MR negate the blindness effect?
You know, this reminds me of that time... waay back...
...and the manual is wrong! The damn thing actually has a radius of over half sight range, which is pretty huge as spells go.Originally posted by Gloop
BTW I didn't know blindness was *that* debilitating thats why I didn't try Nature's Beauty... Its range is 5 foot radius around the caster, says the descrip. I thought that would make it pretty useless.
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- gnomethingy
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Personally, I think as far as clerical spells go.. that ones not too good
I mean, it doesnt kill much and if it does there prolly so garbage you could have death spelled them or just ignored them and blindness can be scored with power word blind from a nice safe distance.. you wont die of old age waiting for it to cast either
Its not like theres no other usefull spells in the seventh lvl slot..
I mean, it doesnt kill much and if it does there prolly so garbage you could have death spelled them or just ignored them and blindness can be scored with power word blind from a nice safe distance.. you wont die of old age waiting for it to cast either
Its not like theres no other usefull spells in the seventh lvl slot..
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HA, never thought of it like that...maybe they can 'sense' it or something... but obviously its just cheese.Originally posted by Gloop
And how can one cast it while invisible... I mean, read the spell descrip... You can't be seen, so how can they see your illusion?? Can MR negate the blindness effect?
IIRC magic res. will stop the blindness, otherwise it would be the most powerful spell ever.