Skip to content

Viconia and usefulness

After playing so many times I can never seem to find the cleric spells that important, especially if it's a full AND evil cleric like Viconia who does not get access to Holy Smite/1 attack round only. I can see a use for Anomen or Aerie but Viconia, well...
Heck it seems Viconia is there mostly to spam healing spells after the fight is over or as a mass skeleton summoning factory, but healing/reviving is easily taken care of through temple heals (very cheap from npc in Bridge District) or Rods of Ressurrection.
This also brings me to another point, are healing spells even needed? I feel like I'm swimming in pots of extra/normal healing although this might be because of the potions for npc component from SCSII, I don't really remember how often pots drop in the vanilla game.
«1

Comments

  • dunbardunbar Member Posts: 1,603
    I use Viconia for casting Chaotic Commands and Negative Plane Protection a lot, plus she can pre-buff herself and with the right weapons/armour/belts etc. can tank pretty well (which also means she can heal in the thick of battle).
  • bob_vengbob_veng Member Posts: 2,308
    in tob, i use self buffs on viconia to make her deal some damage in melee. she's ok. deals a lot of damage but bad apr. she can dual wield because buffs make her her thac0 good.

    prior to tob, i find her spells useful in most battles.

    cleric spells are actually very good but suffer terribly from slow casting. cleric/mage is a much better cleric than a pure cleric (casting time reduction). aerie is therefore indeed a better cleric than viconia.
  • AramintaiAramintai Member Posts: 232
    I wouldn't keep her just for healing either, but clerics can be quite useful as offensive casters, especially against undead.
  •  TheArtisan TheArtisan Member Posts: 3,277
    edited August 2015
    Don't use Viconia often, but most of the time I find the best strategy is to buff her up with spells like Armor of Faith, Chaotic Commands and Regeneration, along with all the magic resistance items I can get, and make her just sit in the middle of focus tanking everything. She won't deal much damage, but she can take a beating despite her terrible hit points. Actually, her low HP can be a benefit since some AI seems to target the closest low hit point target in sight.
  • elminsterelminster Member, Developer Posts: 16,317
    I leave her in the back unless I'm certain what she is fighting isn't much of a threat. There are quite a few warriors in the game that I can be using for melee over her.
  • dunbardunbar Member Posts: 1,603
    I've found the trick is to team her up with a 'true warrior', striking from over his shoulder (as it were) with one of the specialised weapons available to her (like the Stick of Golem Smiting or whatever it's called). That way she can heal the warrior while he's fighting, or drop back and unleash Flamestrike, Holy Smite etc. as required. In short, I never leave her at the back, she's always in the thick of it and invariably has the second or third highest kill rate in the party.
  • ArunsunArunsun Member Posts: 1,592
    They aim to heal and buff your party as well as summoning skeletons. You might "swim in pots" but I must say I prefer having Viconia using Heal on my Korgan who will use greater whirlwind the same round rather than using a pot on Korgan which will heal me for 20% HP and I will need an other next round
  • FrancoisFrancois Member Posts: 452
    edited August 2015
    The most useful use of a cleric is turn undead. Cast invisibility on her and she can just walk in a room an rebuke undead all day. Chaotic command is also a must. Summoning skeletons and fallen deva is useful.

    With some strength-enhancing item she is useful in melee, also protected by her magic resistance. But I think Aerie makes a better tank with stoneskin and mirror image. Their role is not so much to deal damage, but to distract enemy attacks.
  • JediMindTrixJediMindTrix Member Posts: 305
    Viconia is one potent, and versatile spellcaster. Personally, I've used her as a tank, as she can consistently get one of the highest AC's in the game. Cast Divine Power, then Draw Upon Holy Might, then a Globe of Blades or the Level 6 version, or Aura of Flaming Death, or all free, and then Armor of Faith with a bonus Stoneskin and Haste from a wizard or sorcerer and you can literally send her into the hordes and she could just stand there while she chops everything around her up, usually not getting hit. By the end of Chapter 6 she usually has 10 - 12 spell slots in everything but level 7 spells.

    You can solo Bodhi's lair with her in Chapter 6 if you wanted too with that combination and sunray (Sharran's really shouldn't be casting that, though) She has 19 dex and 18 Wisdom. That's two maxed out ability scores, and that's very significant. Give her Crom Faeyr and she eternally has has 25 STR (this doesnt' make Draw or Divine Power redundant by any means), shield of reflection and she will still wreck Beholders, cast Magic Resistance on herself and she's damn near untouchable.

    Viconia is OP. Far, far, from 'meh'. Her drawbacks are early game she is squishy and she can't cast Holy Smite, which is of no usefulness once you reach a certain point in the game. The main drawback IMO late game is she has [b]too many[/b] spells, that if you buff yourself completely before each fight it gets tedious at times.

    I pretty much always play with Spell Revisions and SCS on max settings nowadays, and with these changes, she is [b]still[/b] ridiculously powerful.
  • DJKajuruDJKajuru Member Posts: 3,300
    RedWizard said:

    After playing so many times I can never seem to find the cleric spells that important, especially if it's a full AND evil cleric like Viconia who does not get access to Holy Smite/1 attack round only.
    (...)
    This also brings me to another point, are healing spells even needed? I feel like I'm swimming in pots of extra/normal healing although this might be because of the potions for npc component from SCSII, I don't really remember how often pots drop in the vanilla game.

    First, if you're thinking of a cleric NPC only because of his or her usefulness, then I agree that Anomen fights better and Aerie has access to wizard spells. First of all I pick Viconia because she is one of the most charismatic NPC's , she's the evil drow we love to hate, in fact, her strong personality makes you want to get to know her better, not matter her bitter she is.



    Second, clerics are the kind of class that will only be useless if you're bloody rich with lots of potions and scrolls . Until you get that far, you're gonna need healings, protections, hold person/silence and even divine summons. And guess what, as you progress in the game clerical spells become really powerful - spells such as finger of death or earthquake are quite useful at later levels.
  • elminsterelminster Member, Developer Posts: 16,317
    edited August 2015

    and then Armor of Faith with a bonus Stoneskin and Haste from a wizard or sorcerer

    Stoneskin can't be case on another party member. The only way for her to get it (unless there is an EE item I'm not immediately thinking of) would be to use the Gargoyle boots (and anyone can use those).
  • JediMindTrixJediMindTrix Member Posts: 305
    elminster said:

    and then Armor of Faith with a bonus Stoneskin and Haste from a wizard or sorcerer

    Stoneskin can't be case on another party member. The only way for her to get it (unless there is an EE item I'm not immediately thinking of) would be to use the Gargoyle boots (and anyone can use those).
    Oops, think I blended a Spell Revision memory into vanilla play.
  • elminsterelminster Member, Developer Posts: 16,317
    Rasaad's questline gives a ring that can give a character Mirror Images 3x a day. That is about the closest there would be to that in SoA.
  • SionIVSionIV Member Posts: 2,689
    edited August 2015
    Divine spell casters are very strong and often get forgotten/underestimated with people focusing on arcane magic. Divine magic gives us some of the best buffs (Chaotic command, death ward, etc) in the game, and most of them can be thrown on party members. But they aren't only a buff machine, they can become competent tanks as well as good damage dealers in melee. There are also some really nice and powerful ranged attack spells like smite and flame strike.

    Viconia come with a high base magic resistance, amazing dexterity and 18 in wisdom. Her main weakness (Strength) can be solved by giving her one of the many strength items that you can find in the game and until you get one of those, you can use buffs to improve her Strength.

    One of the easiest no-reload games I've had was with my group of 4 clerics.
  • I like Clerics as a dual or multi class, but am pretty lukewarm on single classed Clerics. They have exclusive access to some silver bullet blocker spells like Chaotic Commands, but you can sometimes do without those depending on party composition and item usage. Their best buffs are self-only and thus shackled to their 1 APR. Sometimes instead of taking a Cleric hybrid along I'll just take a Cavalier or Blackguard, as most of their good party buffs are low level.
  • SionIVSionIV Member Posts: 2,689
    edited August 2015
    Kaigen said:

    I like Clerics as a dual or multi class, but am pretty lukewarm on single classed Clerics. They have exclusive access to some silver bullet blocker spells like Chaotic Commands, but you can sometimes do without those depending on party composition and item usage. Their best buffs are self-only and thus shackled to their 1 APR. Sometimes instead of taking a Cleric hybrid along I'll just take a Cavalier or Blackguard, as most of their good party buffs are low level.

    Higher turn undead
    More spells
    Higher casting level compared to paladins

    There are reasons to have a pure cleric, and a cleric of helm will be able to deal a ton of damage with an APR of 3.

  • DragonKingDragonKing Member Posts: 1,979



    You can solo Bodhi's lair with her in Chapter 6 if you wanted too l

    I would love to see you aolo bhodi's lair in chapter 6 with a romanced Viconia, that'll be a neat trick. :lol::lol::lol:

    DJKajuru said:


    she's the evil drow we love to hate,

    Hate? There is nothing but love.
  • JediMindTrixJediMindTrix Member Posts: 305



    You can solo Bodhi's lair with her in Chapter 6 if you wanted too l

    I would love to see you aolo bhodi's lair in chapter 6 with a romanced Viconia, that'll be a neat trick. :lol::lol::lol:


    Good thing romances are optional amirite
  • blackchimesblackchimes Member Posts: 323
    RedWizard said:

    After playing so many times I can never seem to find the cleric spells that important

    Armor of Faith, Doom, Sanctuary, DUHM, Hold Person, Silence 15', Animate Dead, Dispel Magic, Miscast Magic, Death Ward, Protection from Evil 10', Flame Strike, Righteous Magic, Pixie Dust, Blade Barrier, Dolorous Decay, Harm, Conjure Fire Elemental, Confusion, Finger of Death, Gate + HLAs.

    She gets 1 attack per round only, but that doesn't matter since she's a supporting caster. You attack once, then cast a spell. Next round, repeat.

    Slings benefit from strength bonuses for damage, that's where DUHM/Righteous Magic comes in.
  • SionIV said:

    There are reasons to have a pure cleric, and a cleric of helm will be able to deal a ton of damage with an APR of 3.

    Respectable damage maybe, with Strength buffs behind it, but the Seeking Sword is 2d4 damage plus Strength. Even with 3 APR, that's not phenomenal. Plus, since you can't cast with it out, so you're limited to pre-buffing when you want to use it, and a multi or dual can pre-buff just as well while getting multiple APR with a better weapon.
    SionIV said:


    Higher turn undead
    More spells
    Higher casting level compared to paladins

    Turn undead I will grant can trivialize some dangerous encounters, but your turn undead level doesn't need to be that high if all you're after is inflicting the fear effect, which is enough to trivialize the encounter in and of itself.

    As far as spells and casting level goes, this comes down to playstyle. I'm not a big fan of summoning or save-or-die spells, and when you take that out of the equation, there's not much left at the higher levels. Plus, Blade Barrier never seems to do anything against enemies that are actually dangerous, maybe that's just me. Low-level spells like Protection from Evil 10', Hold Person, Silence 15', Bless, etc. are all pretty much the same regardless of casting level. A pure class cleric can Dispel Magic better than a Mage, but is still worse than a Bard.
  • SionIVSionIV Member Posts: 2,689
    edited August 2015
    Kaigen said:

    SionIV said:

    There are reasons to have a pure cleric, and a cleric of helm will be able to deal a ton of damage with an APR of 3.

    Respectable damage maybe, with Strength buffs behind it, but the Seeking Sword is 2d4 damage plus Strength. Even with 3 APR, that's not phenomenal. Plus, since you can't cast with it out, so you're limited to pre-buffing when you want to use it, and a multi or dual can pre-buff just as well while getting multiple APR with a better weapon.
    SionIV said:


    Higher turn undead
    More spells
    Higher casting level compared to paladins

    Turn undead I will grant can trivialize some dangerous encounters, but your turn undead level doesn't need to be that high if all you're after is inflicting the fear effect, which is enough to trivialize the encounter in and of itself.

    As far as spells and casting level goes, this comes down to playstyle. I'm not a big fan of summoning or save-or-die spells, and when you take that out of the equation, there's not much left at the higher levels. Plus, Blade Barrier never seems to do anything against enemies that are actually dangerous, maybe that's just me. Low-level spells like Protection from Evil 10', Hold Person, Silence 15', Bless, etc. are all pretty much the same regardless of casting level. A pure class cleric can Dispel Magic better than a Mage, but is still worse than a Bard.
    They will deal more damage than most fighters because of their 25 STR. Their seeking blade is able to hit almost everything in the game. On lower level they will be one of your strongest front line fighter. I made a cleric thread some time ago and there you can see my level 8 helm cleric wrecking stuff in melee.

    There are many good spells, even on the lower levels.

    [Level 1]

    Sanctuary - You should always have a sanctuary spell memorized, it makes you immune to everything in the game for a short duration. Let's you survive and get away.

    Bless - I keep one of these to buff my entire party with +1 Thac0.

    Armor of faith - Powerful spell once you hit later levels, grant you damage reduction to physical attacks.

    Command - Great in BG1 to shut down enemy casters, it's based on HP so it won't do anything against enemies with higher levels. You can make an Ankheg fall down for a moment with it. It's duration is very short, but when they fall asleep you'll automatically hit on your next attack, and you can use it to interrupt spell casting.

    Cure Light Wounds - Most of my level 1 spells go here, when you rest the computer will automatically cast them all for you on wounded NPC's, so if you have 9 you won't have to use them all, just keep them memorized for resting.

    Protection from Evil - I don't use this spell, i use the AoE one for the entire team.

    Remove Fear - I normally keep one of these, they come handy when the enemy can use fear.

    [Level 2]

    Chant - Great AoE spell that buffs your party for a short duration.

    DuHM - I'll normally have 1 or 2 of these to buff my character with. You'll also get them as bhaal spawn powers if you have good reputation.

    Flame Blade - Great weapon against trolls and such.

    Hold Person - My favorite spell, it's a tiny AoE so if you group up the human enemies around one of your tanks, you can hold up to 4 people at once.

    Silence 50' radius - Good to shut down enemy spell casters, be careful it can also hit your own so throw it away from your party or on top of your fighters.

    Slow Poison - Always good to have one memorized.

    [Level 3]

    Animate dead - Great tanks and fighters, they are undead so immune to many spells. When you hit level 15 you'll summon skeletal warriors, they are immune to all magic except the death spell because it instantly kills summons. Skeletal warriors are immensely powerful, high health, good damage, immune to magic and normal weapons.

    Cure Medium Wounds - Healing spell

    Dispel Magic - Good to have, better to have it on your cleric than mage, as you'll have more spells with clerics.

    Glyph of warding - Good AoE damage spell, works like skull trap.

    Holy smite - Awesome AoE spells with huge range that deals damage to evil targets (most enemies in the game) and can also blind them if they fail save throw.

    Protection from Fire - Good when fighting dragons or if you're going to use fire AoE spells. Use it on your tank and then have him gather up the enemy while your mages blast them with fireballs.

    Remove Curse - Good to have one, just in case you need it.

    Zone of Sweet air - Great spell, always have one memorized. It removes stinking cloud, death fog, cloud kill and other AoE cloud effects.

    [Level 4 spells]

    Cure serious wounds - Healing spell

    Death Ward - Great spell, makes a character immune to all death magic or abilities that instantly kill you.

    Defensive Harmony - Awesome AoE buff spell that grants AC.

    Free action - Good to have one or two on your tanks to prevent some slows and entangles. It removes haste though, so have to ask yourself what is more important.

    Holy Power - Great damage buff for your cleric.

    Lesser Restoration - Lets you get rid of that nasty level drain from people.

    Negative plane protection - Makes the target immune to level drain for a short period of time.

    Protection from Evil 10 radius - Protection from evil but AoE so can cover your entire party.

    Protection from Lightning - Long lasting protection spell that works like protection from fire, but against lightning instead. It turns the lightning room in watcher's keep from very difficult to almost trivial.

    [Level 5 spells]

    Chaotic Commands - Best cleric spell in the entire game, make sure all your party members have it, it's not that hard as it's very long lasting. It makes the target immune to - Magical Commands, Charm, domination, command, sleep, confusion and maze. This spell also makes you immune to the psionic blast from mind flayers so they can't stun you.

    Flame Strike - Awesome damage spell, will be your main single target damage spell in the game.

    Righteous Magic - This level 5 spell adds +1 STR for every 3 levels you are up to a maximum of 25. This while nice is not the best part of it. This buff spell also makes you deal maximum damage possible on every hit!

    Magic Resistance - Really good spell that buffs your magic resistance. But remember it's not additional magic resistance, it actually SETS your magic resistance to an amount depending on your level. So if you have 50% magic resistance it would put it down to 13% (If that's what your level would give). What is awesome with this spell though, is if you cast it on an enemy, it will also SET their resistance. So you can put an enemies magic resistance down from 70% to 13% as well.

    Mass cure - AoE healing spell targeting your team, efficient and powerful, love it.

    Raise dead - Resurrect.

    True sight - Better that your cleric have it than mage, but you get true sight for free as a Priest of Helm.

    [Level 6 spells]

    Blade Barrier - Awesome spell that deals damage to everyone around you, works great with the epic ability called globe of blades for even more damage. When you have these two on, if the enemy doesn't get a saving throw, they will explode just by being close to you. Be careful that depending on patches and mods, you might hit your own targets if they get too close.

    A small hint : You can buff yourself with both of those spells and then use sanctuary to make yourself immune to everything. You can't attack during sanctuary, but the enemy will still take damage from Blade Barrier and Globes of Blades.

    Bolt of Glory - Good against undead and demons, not so much other than that.

    Conjure Animals - Great spell that lets you summon two powerful polar bears to fight for you.

    Heal - Instantly heals someone 100%

    Wondrous Recall - It's always good to have one of these memorized. They let you bring back two spells you have memorized and used from level 1 to 5 spells. It's nice to get back another flame strike or buff spell, or a healing spell if needed. It's better to be safe than sorry and who wants to say no to getting back two spells you have used?

    [Level 7 spells]

    Confusion - It's good if you don't have a mage, but they have better spells (chaos) that do the same thing.

    Earth quake/Fire storm - Good AoE damage spells but be very careful where you use them.

    Finger of death - Like the mage spell

    Regeneration - Great spell to cast on a tank, regenerates health back during combat.

    Resurrection - Restores an ally with 100% health

    Holy Ward - Great AoE spell that will target enemies around you and have different effects depending on their level, low level enemies will instantly die.

    Shield of the Archons - Some people don't like this spell, i love it. It lets you resist enemy spells. It works like this : You can resist spells up to half of your level as a cleric, before it goes away.

    So if you're level 20, you can resist 10 spell levels. This means that if the enemy use a level 3 spell, you'll resist it and lose 3 spell levels and only have 7 remaining. If an enemy throw a level 2, 3 and 4 spells you'll be able to resist all of them. The higher level your cleric is, the more powerful this spell becomes. It's the only way for a cleric to protect himself from Imprisonment, so useful on a no-reload game.

    Sunray - Like the daystar ability, it destroys undead like a piece of butter in the oven.

    Symbol death/fear/stun - Occasionally useful spells to have, especially the fear and stun one.

    [Epic spells]

    Energy blades - Awesome ranged attack spell. You'll have a certain amount of blades you can throw, depending on your level.

    Globe of Blades - As mentioned earlier, very powerful spell that is a buff that hits targets around you.

    Mass raise dead - You shouldn't get into a position where you need this, but if you do it's a nice way to get 2-3 dead people up at once. Just remember that if you use it in combat, they won't be able to equip their armor.

    Storm of Vengeance - Very, VERY powerful AoE spell that inflicts conditions and deal damage.

    Summon Deva - Like the planetar, this will be your most powerul summoning spell. Remember that it isn't only a fighter, it can also throw spells like full heal and stuff.

    There are many good spells out there to use, just need to figure out how to use them. These are some of the spells i find the most use for. My cleric spell slots get filled fast and I'll either play them up front in melee (Helm) or further back slinging spells (Talos) to disrupt (Hold, Confuse, Command, etc) and damage (Flame strike, Holy smite, bolt of glory). They aren't just for buffing, even though that is what most people use them for.


  • JediMindTrixJediMindTrix Member Posts: 305
    edited August 2015
    Blade Barrier and Globe of Blades both do a ton of damage that I've noticed, even back when I didn't know about mods. You might just be missing it in the chaos of combat (it shows up as Viconia damaged x for y). You're right about the low level spells, though. If you want some good high level ones that aren't save or die, try out the aforementioned spells, Aura of Flaming Death, Sunray and Bolt of Glory (situational, granted, but these situations are frequent). Also note that the Divine Power + Righteous Magic + Draw Upon Holy Might don't reach their maximum effectiveness until those high levels.

    Alternatively, give the Spell Revisions mod a try if you want to try a different take on spells. It does a pretty good job of making most spells useful in the longrun, at higher levels, as well as making arguably useless one's useful.


    Slings benefit from strength bonuses for damage, that's where DUHM/Righteous Magic comes in.

    IIRC there's only one sling that adds strength bonus to in the BG series unmodded
  • @NineCoronas Well, I don't toss around a lot of save debuffs, so it seems like most of the time enemies save against Blade Barrier, which negates all the damage. As far as the Strength buffing trio goes, if you're stacking them on top of each other anyway, you only need to be level 12, or level 9 if you have 19 Strength and skip Divine Power, to hit 25 Strength anyway. A multiclass Cleric will hit that shortly into BG2; even if they're stuck with only 24 STR for a while, having extra attacks from Fighter levels or backstabbing from Thief levels (or the phenomenal cosmic power of being a Mage) to make up for that slight difference in damage.

    Also, EE made it so that all slings add strength damage bonuses.

    @SionIV A level 8 Cleric doesn't have Righteous Magic yet, so you're getting what, 20-21 STR? That's an average 14 average damage per hit with the Seeking Sword (a once per day ability at that point). A level 8 Fighter dual-wielding +1 Longswords with 18/00 STR (Gauntlets of Ogre Power) gets the same APR and 15.5 damage per hit thanks to High Mastery. The Cleric of Helm pulls ahead at level 9 thanks to Righteous Magic (again, once per day), but only until the Fighter hits level 13 and is clocking in at 4 attacks. And that's using bargain bin magical weapons; once you get stuff like Varscona in BG1, or Daystar or Flail of Ages in BG2 there's no contest.

    And of course, Viconia doesn't get to be a Cleric of Helm, so she's stuck without even the ability to temporarily become an average fighter.
  • SionIVSionIV Member Posts: 2,689
    edited August 2015
    This is the Cleric i used at that point, he had some of the tomes from BG1 so one more STR there. You should also take into consideration all the Thac0 buffs and AC buffs the cleric will use, so he'll be a lot more survivable as well. The warrior will pull ahead in damage when you reach higher levels, but on low levels the cleric will be a killing machine and that will carry on to the high levels as well.

    I do know Viconia isn't a cleric of helm, my whole point in this thread was not to write of the cleric as not being able to deal damage. With no gear except a full plate he'll turn into a killing machine, you don't even need a weapon.

    The sword duration is decent once you hit level 7+ and I've never had a problem with it running out with enemies alive.





    image
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    Viconia is mostly useful for the buffs. Remove Fear, Death Ward, Free Action, and Chaotic Commands grant a vast array of immunities to game-ending effects.

    There's also a well-known trick where you can cast Limited Wish, have a low-Wisdom character talk to the genie, and ask to be "protected from undead right now." It'll summon a gang of vampires that a high-level Viconia can control with Turn Undead.
  • SionIVSionIV Member Posts: 2,689
    She is also the easiest character in game to reach 100% MR with, making her a very powerful 'tank' vs spell casters, soaking up their spells. Just remember that certain spells go through MR like Imprisonment.
  • blackchimesblackchimes Member Posts: 323

    IIRC there's only one sling that adds strength bonus to in the BG series unmodded

    Then that's a bug, all thrown weapons and slings are elligible for the strength damage bonus. It even says so in the manual.
  • JediMindTrixJediMindTrix Member Posts: 305
    I stopped reading manuals when they stopped containing story.
    CamDawg said:

    This is one I'm putting up for discussion. In BG1, slings received strength bonuses to damage. When BG2 rolled around, the devs changed their minds and no slings added strength bonus, save the sling of seeking which explicitly mentioned it in its description.

    This is why I said that; I don't use slings anymore so honestly haven't noticed the changes.
  • JaskoJasko Member Posts: 31
    edited August 2015
    If your char doesnt use wisdom, having those wisdomtomes for her in bg2 (imported from bg1) will make her a boss. For me, Viconia is a must have for evil playthroughs. Worst case scenario: while everybody else is running around cc-ed or being held, a raging Korgan and magic-resistant Viconia will see to it that you survive your encounters
    Post edited by Jasko on
Sign In or Register to comment.