Cleric Tanks - what spells??
Frogman
Member Posts: 153
Hello all - I love the idea of having my cleric tank big bosses and random encounters...but i'm curious what makes them so effective? I guess i really need help with spell choices!! What do you use that makes your Cleric a super effective tank?
Post edited by Jalily on
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You should specify which game you are playing (BG EE or BG 2EE), cos that makes a huge difference in the sort of spells available to you. I mentioned mostly low levels. At higher levels, Chaotic Commands is crucial, and Clerics get some really nice summoning spells.
Concentrating here on just BGEE...
Beyond the healing, of course:
* Command Word: Die - extremely powerful for much of BGEE
* Doom - can help take down a tough opponent
* Protection from Evil - grants nice bonuses once you have plenty of spells to use
* Remove Fear - can make a huge difference, obviously
* Sanctuary - just like stealth or invisibility, basically
* DUHM - great buff
* Hold Person - awesome disabling spell; a staple
* Silence 15' Radius - shut down enemy spellcasters
* Animate Dead - best once you can summon a skeleton warrior at level 5; but still quite powerful early in the game when combined with Stinking Cloud or Cloudkill
* Dispel Magic - this can often be a lifesaver
* Miscast Magic - underrated spell, I find
* Rigid Thinking - another great disabling spell
* Mental Domination - great disabling spell
* Protection from Evil, 10' Radius - really nice buffing spell
* Defensive Harmony - solid buff
* Cloak of Fear - an ironic effect for some of the more badass enemies; I've had good luck with it
* Poison - the effects of poison on an enemy are something I have come to appreciate; for BG1 we're talking here about 2d8 per round lasting 1 turn (i.e., 10 times) and if the cleric reaches level 10, 3d8/round for a turn; that's a lot of poison damage; typically interrupts enemy spellcasting ; that's a big payoff when the spell succeeds
* Greater Command - beautiful disabling spell
* Righteous Magic - nice buff
and of course there are spells that neutralize enemy spell effects such as Zone of Sweet Air, Lesser Restoration, Free Action, Negative Plane Protection, Chaotic Commands, and True Seeing.
Combining that with Draw Upon Holy Might and Righteous Magic can turn a cleric into a temporary combat juggernaut, especially if a friendly mage provides Haste or Improved Haste.
The problem is giving up spell slots to those spells, replacing other cleric spells that might be more useful and important to the whole party, such as Remove Fear, and Chaotic Commands.
Because clerics can wear all the same armor fighters can wear, they make very good front line combatants, just because they're very hard to hit when fully armored. They just won't do as much damage as fighters, because of only having one attack per round, and being restricted from some of the best weapons. The cleric's powers are focused on helping, healing, and defending others, rather than doing damage, although they do get a few good damage spells.
As has been said, if you really want a cleric to be a front-line damage dealer, it makes the most sense to make a fighter/cleric multi or dual.
EDIT:
Check this link for an excellent, easy-reference, concise and practical spell guide:
http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm
caveat: it's old, and some information in it is outdated, but the basic strategy advice is sound.
Sidenote: Additionally, Blade Barrier can do the extra damage for a pure cleric tank at high levels, and I find with Viconia that her AC is often so high that enemies have almost no chance of interrupting her before she gets up some great spells even when she is in the middle of combat (making false dawn, holy smite, blade barrier, draw upon holy might and flame strike a joy to behold in the heat of combat).
chaotic commands/lesser restoration against mind flayers. CC stops you being stunned, LR restores your lost Int points
holy power and righteous magic both add temporary HP (1 per level, so using both obviously grants an extra 2HP/level). RM also grants 1 Str per 3 levels and all attacks are at full damage...epic
DuHM is great at lower level and solid at higher. it raises str, con and dex.
Armour of Faith. Every 1st level slot should be filled with this. 5% damage resistance up to a max of level 20 and 25% DR
blade barrier/globe of blades (HLA). there are two similar blade barrier spells as level 6 and HLA (can't remember what each are called). One does 8d8 damage per round (vs spells negates), the other does 10d10 per round (vs spells at -2 negates). this can stack for ridiculous amounts of damage
So here's two links I personally like a lot:
For Arcane Spells:
http://www.gamefaqs.com/pc/258273-baldurs-gate-ii-shadows-of-amn/faqs/11334
Priest Spells:
http://www.gamefaqs.com/pc/258273-baldurs-gate-ii-shadows-of-amn/faqs/13870
They are written for BG 2 Vanilla, so there might be some changes for EE, but it still offers a nice bit of depth and analysis on each spell, and why they maybe good or bad. Another caveat is that the guide is written for BG 2 specifically, so although it includes BG 1 spells, it deals with them from the perspective of BG 2 combat situations. Thus some low level spells are very under-rated because they are nearly useless for high level combat, but very actually useful in early game BG 1. "Sleep" being the obvious example here, which the guide gives a 1, but in BG 1, it is an absolute game-changer.
Edit: Please disregard. According to @Heindrich1988's links the vanilla gave +2 (-2, w/e suits your fancy) AC for 10 rounds. well, that's still 4 rounds more than what EE gives. I think I may have been stacking with Protection from Evil 10' which is where the +4 AC came from. sad panda =\
I should really try and find my old bg2 manual. Volo and Elminster's comments were so amusing.
http://www.beamdog.com/files/bg2ee/bg2eemanual2.pdf
Enjoy!
BTW, the best buff for a cleric tanking is ironskins if you dual/multi with ranger.
That's good of course, because a cleric tank doesn't last long! By the time you're done buffing your spells start dropping in just a few rounds.
With SCS installed, there are challenges, but even dragons have been manageable. Clerics are tough characters.