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Clerics are only saved by draw upon holy might

DrakeICNDrakeICN Member Posts: 623
Ok, so druids are disadvantaged against clerics for several bullshit reasons;
* Can only multi with fighter
* Non-kitted shapechanging is shit
* Its difficult to find scimitars, but one of the best items in the game is a war hammer
* Even though ninja-to's is listed as a scimitar, druid cant use them (which would give 9 / 13 lvl fighter dual -> druids with three points in two weapons and five points in scimitar both piercing and slashing damage)

On the other hand, they do have one advantages over clerics
* Can use darts, which gives them stun and poison and so on abilities

But lets ignore that and only look at spells;

Druid > Cleric
Call lightning > Flamestrike
Summon insects > Hold person
Call woodland being > Animate dead
Iron skins > Blade Barrier

If it wasnt for the second level cleric spell draw upon holy might, druids are vastly superior to clerics.

Therefore, early level (c:a 1-10) shapechangers eats ANY kind of cleric for breakfast and extremely early level shapechangers (c:a 1-5) also eats ANY kind of fighter for breakfast

Deal with it.
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Comments

  • CrevsDaakCrevsDaak Member Posts: 7,155
    DrakeICN said:


    * Its difficult to find scimitars, but one of the best items in the game is a war hammer

    Crom Faeyr is overrated. Same for the ToB hammer.
    DrakeICN said:


    Summon insects > Hold person

    Honestly, Hold Person is unbeatable. It's a level 2 spell. It's like when you compared Call Lightning to Flame Strike. Flame Strike is level 5 while the other spell is level 3 besides already having a higher base damage. If you want to disable Mages with a Cleric, you have both Miscast Magic and 15' Silence.
    DrakeICN said:


    Call woodland being > Animate dead

    Animate Dead's Skeleton Warriors are way better than Nymphs. Druids have several other, WAY better summons than Nymphs.
    DrakeICN said:


    Iron skins > Blade Barrier

    These two do something completely different. Blade Barrier provides you extra damage while in melee range, while Iron Skins provides you protection.

    I highly doubt a level 4 Shapeshifter could beat a level 4 Cleric, considering the Cleric not only has Hold Person but Command available.
  •  TheArtisan TheArtisan Member Posts: 3,277
    I'm sorry, but just going by the title alone I can immediately say your claim is entirely false.

    Protection from Evil 10' Radius.
    Chant.
    Holy Power.
    Holy Smite.
    Command/Greater Command.
    Resurrection.
    True Sight.
    You want to bring up kits? Might as well throw Boon of Lathander/Storm Shield in there.

    These are all very useful spells that the cleric has over the Druid.

    I'm sorry, but this is either a spite post or you simply don't understand the different strengths and weaknesses of the two divine classes.
  • DrakeICNDrakeICN Member Posts: 623
    edited April 2017
    Clerics are not sorcerers. Your list assumes the cleric knows it will meet a druid, for instance protection from lightning is not a spell a cleric would normally bother to memorize.

    Iron skins, on the other hand, is a spell that lasts for 12 h, and something a druid would cast well before he even knows he will meet a cleric today.

    Also lol wut at lvl 1 a cleric wins? A shapechanger easily rips that cleric apart. Also, if a micast magic or silence is succesful, the druid will simply turn into a werewolf (shapechange is an ability, not a spell), but if summon insect is succesfull (and please note that you get -4 to saving throws for summon insect, compared to -2 for miscast magic) the cleric can... uh... flinch in a threatening manner.

    Also, call nymph is not broken. The advantages of nymphs are offset by low HP and AC, so this spell is well balanced.

    More;

    Protection from Evil 10' Radius = Shit.

    Chant = halves your movement speed

    Holy Power = lol are you kidding me? Why would you ever use that when you can instead use draw upon holy might? You know, the spell I pointed out wins it for the cleric?

    Holy Smite = shit

    Command/Greater Command = ok these are decent spells

    Resurrection = Druids are supposed to get resurrection but didnt for some reason, so it is actually a bug and not a feature, that nobody bothered to patch.

    True Sight = Yeah, this is a good one. Gotta admit that. Druids still wins it though.
  • AmmarAmmar Member Posts: 1,297
    What the hell are you talking about?

    Protection from Evil is a great spell. Chant does NOT halve your movement speed. Holy Smite is great, fast-casting party-friendly AoE - have you fought against multiple SCS drow clerics who cast Unholy Blight at you yet?

    And finally, Raise Dead & Resurrection are both Necromantic Sphere, so no access for Druids.
  • NeverusedNeverused Member Posts: 803
    edited April 2017
    ... Yes, because fighting in melee is a thing that everyone does and BG1 is definitely not the game where ranged weapons are acknowledged to be supreme. You turn into a Werewolf, and you're kited to death via Sling with your -2 AC, since I'm fairly sure you aren't getting a movement speed boost. In fact, Clerics can even match in melee: Priest of Helm, Seeking Sword, or Priest of Lathander, Boon of Lathander, giving 3 APR and 2 APR respectively, -4 AC to your -2, assuming no rings or any other defensive items besides armor and shields, -5 to -3 otherwise, similar THAC0s, DuHM and Holy Power as possible prebuffs...

    And you use Holy Power on top of DuHM, to gain additional hitpoints and better THAC0 than a Werewolf form shapeshifter ever could. By level 7, when you first get Holy Power, the combo gets your STR to 20, Dex to 19, compared to the 19/16 the Shapeshifter's locked into. And if we're using a Priest of Lathander, the priest can still cast spells. Every single stat's been matched or bettered: 2 APR, higher Strength, higher DEX, actually having armor, ability to cast spells, a +1 bonus to both attack and damage from the Boon.

    As for your... spell analysis... What the heck. I'll continue. Protect from Evil grants a hidden +2 bonus to AC, making the comparison -6 to your -2, or -7 to your -3 with a standard Ring of Protection, and lasts for a turn per level, or 50 rounds at the very earliest you can cast this spell. I'm pretty darn sure a Shapeshifter needs a Critical to hit at this point. (checking: Druid has 18 THAC0 at level 5. +3 for 19 strength. To hit -6 AC, you need a roll of a 21. So yeah. Clerics under the Boon hitting your -3 AC only need to roll a 16. Without it, they need to roll a 17 with 1 APR. They're still hitting twice as often as you.) There's a reason I was comparing spells, not combat.

    Chant: I don't know what you're thinking, honestly, but halving movement speed is NOT something this spell does. It's pretty impractical to cast in the middle of a fight due to it's insanely long cast time, so I won't factor it in here. But in a party, another +1 THAC0 and damage is rather useful.

    Holy Power: Already addressed. You can layer it on top of another combat spell to enhance it further.

    Holy Smite: Useless in the Druid fight, granted, since Druids are True Neutral, but a large area-of-effect spell that deals significant damage and blinds on a failed save is not a bad spell by any means. For the 1v1, the Cleric can stock up on Skeletons and Miscast Magics because why not?

    Clerics also get Raise Dead, a level 5 spell that helps money matters in SoA pretty significantly.

    ... Both Clerics and Druids get True Sight as a level 5 spell, so it's not even a point in anyone's favor.

    Edit, cuz why not: Look at the saving throw tables. At level 4/5, where Druids first even get Call Insects, Clerics have a Death Saving Throw of 9. The theoretical Dwarf Cleric of Lathander (y'know, I'll even build one right now for the heck of it. Stats are 18/17/18/11/18/2, for 84 stat points; anything excess can go back into Charisma.) will have a saving throw of 4. He still has a better than average chance of making the -4 vs death than any type of Druid has of making a -2 vs Spell... roll of an 8 vs roll of 16, or a 65% vs a 35% chance. Probabilities state that the Druid will be denied casting and the Cleric will not be.
  • BelgarathMTHBelgarathMTH Member Posts: 5,653
    @Neverused , I like your analysis, but I did see one mistake. Protection from Evil 10' does nothing against druids, because they're all of true neutral alignment. It's a rare case where neutral alignment creates a unique advantage.
  • ThacoBellThacoBell Member Posts: 12,235
    While I am in the too small camp of "Druid is best caster", that advantage only really comes at higher levels. Druid's selection at low levels is kinda not great. But the spells comparison's listed in the op seem rather arbitrary.
  • DrakeICNDrakeICN Member Posts: 623
    Ammar said:

    And finally, Raise Dead & Resurrection are both Necromantic Sphere, so no access for Druids.

    Oh come now, that is some arbitrary bullshit right there and you know it. The earthmother literally deals with the cycle of life on a daily basis, and youre telling me Waukeen, the goddess of trade, can raise the dead and she cannot? Btw priests get shillelaugh and barkskin which they shouldnt.
  • NeverusedNeverused Member Posts: 803

    @Neverused , I like your analysis, but I did see one mistake. Protection from Evil 10' does nothing against druids, because they're all of true neutral alignment. It's a rare case where neutral alignment creates a unique advantage.

    Huh, you're right, I think: I think before it was patched, it was a +2 AC bonus to everyone but it seems like at least the saving throw portion is now applied correctly to only evil as per this thread:
    https://forums.beamdog.com/discussion/44790/protection-from-evil
    The more you know.

    And yeah, I'm not denying that Druids can have some pretty crazy strengths... Pixie Dust and Conjure Fire Elemental and Call Woodland Beings get me through early SoA where I still struggle greatly otherwise, Ironskins is invaluable to a CHARNAME when backstabs become an issue (Rune assassins, anyone?), Insect Plague is spectacular at disabling large groups of mages, immunity to poison, a ridiculously good HLA and summons list... I'm just going to mightily object if anyone says that Clerics are straight-up outclassed by Druids besides one highly situational spell.

    Cleric's strengths that aren't matched by Druid: the stronger early game due to Hold Person and Silence, the ability to remove fear rather than just prevent it, Sanctuary raiding, Raise Dead, Lesser Restoration, Remove Paralysis, Remove Curse (situational, but useful in SCS at times), Holy Smite, Animate Dead, the ability to literally destroy Lichs and vampires in one turn without using any resources... They both have their places, even if I consider Clerics more necessary in no-reloads than Druids simply due to Remove Paralysis.
  • lroumenlroumen Member Posts: 2,538
    edited April 2017
    To be brutally honest, from the cleric spell selection i only miss remove paralysis when I play a druid.

    But the topic oozes with (holy) smite.
  • sarevok57sarevok57 Member Posts: 6,002
    you do know that the level 1 cleric spell command has no save unless the creature has more than 6 hit dice, so a 1v1 cleric vs druid, unless the druid is an elf, that druid will get curb stomped, cleric casts command with it's ridiculously low casting time, knocking the druid down, free attack for the cleric, and if the druid gets back up ( if it somehow survives) command again, a level 1 cleric with 18 WIS can have 3 commands at level 1

    in my opinion, I think clerics and druids are just perfect the way they are, not one of them is better than the other, and I don't play with any mods because sometimes mods will change the balance of things

    for my personal preference the fighter/druid is my favourite of all the druid types, and a level 13 fighter/ cleric is my favourite out of all the cleric types, but even then, I don't find one to be way better than the other ( although the level 13 fighter/cleric is probably the best for melee when using draw upon holy might and righteous magic) but even with that said, they are still 2 great classes

    but I've been playing this game for 18 years, so I've found the strengths of both classes that make them equally as great
  • ArtonaArtona Member Posts: 1,077
    Just a quick thought: is pitting cleric against a druid in mortal kombat the best way to compare those two classes?
  • smeagolheartsmeagolheart Member Posts: 7,963
    lroumen said:

    To be brutally honest, from the cleric spell selection i only miss remove paralysis when I play a druid.

    But the topic oozes with (holy) smite.

    What's so great about remove paralysis?
  • DJKajuruDJKajuru Member Posts: 3,300
    edited April 2017

    lroumen said:

    To be brutally honest, from the cleric spell selection i only miss remove paralysis when I play a druid.

    But the topic oozes with (holy) smite.

    What's so great about remove paralysis?
    It removes paralysis.


    Sorry, I couldn't help it. In BG1 there are several ghouls, ghasts and spellcasters who cast hold person, so I guess the spell helps a lot.
  • CrevsDaakCrevsDaak Member Posts: 7,155

    lroumen said:

    To be brutally honest, from the cleric spell selection i only miss remove paralysis when I play a druid.

    But the topic oozes with (holy) smite.

    What's so great about remove paralysis?
    It depends on your play-style honestly. I just drop Free Action on everyone, but the spell's very powerful, besides being the only spell in the game that cures disablers, and putting it on a Contingency if you're a C/M on Helpless is a real life-saver some times.
  • abacusabacus Member Posts: 1,307

    lroumen said:

    To be brutally honest, from the cleric spell selection i only miss remove paralysis when I play a druid.

    But the topic oozes with (holy) smite.

    What's so great about remove paralysis?
    Mostly that it is pretty much a fix-all for a variety of nasty imminent-death scenarios... only Dispel Magic has comparable breadth, but that obviously comes at the cost of sacrificing your own buffs.
  • DrakeICNDrakeICN Member Posts: 623
    edited April 2017
    Artona said:

    Just a quick thought: is pitting cleric against a druid in mortal kombat the best way to compare those two classes?

    Well, the reason behind this thread is that I was pitting them both as solo contestants against the black pits, which is when it rather quickly becomes rather obvious which is the better - shapeshifter. You just cant beat that 2 attacks per round with 19 str - even though a half-orc priest might start with 19 str it still doesnt have 2 APR. Also, please note that the oh-so-powerful priest of helm sword lasts one round per level, which at level 1 is... dun dun dun... 1 round.

    Something that did bother me though, is that shapeshifting is supposed to heal you a bit each time you shift into an animal / monster / whatever, but that seems to be broken in the black pits. If it did heal you as it should, druids would be even better, especially shapeshifters.

    (Call lightning obviously isnt terribly useful in the black pits, but I have used druids also in other settings, and, well, call lightning rocks.)

    Also, I can tell you that charm person or mammal and entangle are way more useful than you would think just from reading their descriptions.
  • ArtonaArtona Member Posts: 1,077
    Well, in that case, we must consider abilities like pickpocketing or finding trap useless, since they wouldn't help in solo combat in Black Pits. ;)
  • sarevok57sarevok57 Member Posts: 6,002
    Artona said:

    Well, in that case, we must consider abilities like pickpocketing or finding trap useless, since they wouldn't help in solo combat in Black Pits. ;)

    well one of the battles do have traps in it that you can disarm, but that's only one of them I suppose :)


  • DrakeICNDrakeICN Member Posts: 623
    Well, the neither the gini coefficent nor the real wage is the best way to compare the commons man wealth in between countries, but it's like the best measurement we got. Soloing the pits is fairly objective...

    P.S. Unless you are a shadowdancer, you cant hide either as a thief, monk or ranger if you solo, because talking to Baeloth to initiate the fight brakes hiding. So backstab wont show. But maybe you could bring along a wizard that you never level and allow to be slaughtered immediately at the start of each fight...
  • NeverusedNeverused Member Posts: 803
    edited April 2017
    DrakeICN said:

    Artona said:

    Just a quick thought: is pitting cleric against a druid in mortal kombat the best way to compare those two classes?

    Well, the reason behind this thread is that I was pitting them both as solo contestants against the black pits, which is when it rather quickly becomes rather obvious which is the better - shapeshifter. You just cant beat that 2 attacks per round with 19 str - even though a half-orc priest might start with 19 str it still doesnt have 2 APR. Also, please note that the oh-so-powerful priest of helm sword lasts one round per level, which at level 1 is... dun dun dun... 1 round.

    Something that did bother me though, is that shapeshifting is supposed to heal you a bit each time you shift into an animal / monster / whatever, but that seems to be broken in the black pits. If it did heal you as it should, druids would be even better, especially shapeshifters.

    (Call lightning obviously isnt terribly useful in the black pits, but I have used druids also in other settings, and, well, call lightning rocks.)

    Also, I can tell you that charm person or mammal and entangle are way more useful than you would think just from reading their descriptions.
    First: Command straight-up wins at level 1 and level 2. Even with just a sling, three free hits is enough to guarantee to wipe out your 10 HP, 9 if you shapeshift. (3d4 + 9 for 3 free hits, minimum 12.) I suppose there's the 20% chance you'll resist it with magic, but really? You can beat 2 APR by simply disabling the bloody thing and killing it with 0 danger.
    If max health at level 2: 4d4 + 12 is minimum 16, average 22, higher than your maximum 20 HP and average of 16.5 HP. You simply don't get to attack, ever.

    And even without spells, the armor advantage is simply too huge to ignore:
    Werewolf shapeshift has innate 1 AC, and 16 DEX for a bonus -3 to AC, ending at -2. Possibly ends at -3 if Buckler AC still counts? I dunno.
    Dwarf Cleric, Full Plate of 1 AC (-2 vs Piercing!), 17 DEX for a -3 to AC, any type of Shield +1 to get to -4, or -7 vs Piercing attacks which is what Werewolf attacks count as. Without an enchantment on the shield, -6. As per my calculations above, a Shapeshifter at level 5 has effective THAC0 of 15. You aren't hitting without a Critical Hit. You're have, on average, an 1 - (0.95^2) = 9.75% chance to hit per round. At level 6, that chance increases to 19% IF they don't have an enchanted shield or ring, still 9.75% otherwise. At level 9, you do finally start to hit on something other than 20, with an effective THAC0 of 11... Which is when DuHM is granting 20/19 to your 19/16, so actually the AC is actually -8 again...

    Basically, show some numbers that counter this, or I think I'm calling this argument finished easily in my favor.

    Edit: Ah, you're basing this around how certain characters do in the Black Pits which is... Dubious, and slightly anecdotal. Yeah, you'll probably be doing more damage than a Cleric, but I'm pretty sure that a Cleric's going to be steadier and more consistent in the long run.
  • sarevok57sarevok57 Member Posts: 6,002
    Neverused said:

    DrakeICN said:

    Artona said:

    Just a quick thought: is pitting cleric against a druid in mortal kombat the best way to compare those two classes?

    Well, the reason behind this thread is that I was pitting them both as solo contestants against the black pits, which is when it rather quickly becomes rather obvious which is the better - shapeshifter. You just cant beat that 2 attacks per round with 19 str - even though a half-orc priest might start with 19 str it still doesnt have 2 APR. Also, please note that the oh-so-powerful priest of helm sword lasts one round per level, which at level 1 is... dun dun dun... 1 round.

    Something that did bother me though, is that shapeshifting is supposed to heal you a bit each time you shift into an animal / monster / whatever, but that seems to be broken in the black pits. If it did heal you as it should, druids would be even better, especially shapeshifters.

    (Call lightning obviously isnt terribly useful in the black pits, but I have used druids also in other settings, and, well, call lightning rocks.)

    Also, I can tell you that charm person or mammal and entangle are way more useful than you would think just from reading their descriptions.
    First: Command straight-up wins at level 1 and level 2. Even with just a sling, three free hits is enough to guarantee to wipe out your 10 HP, 9 if you shapeshift. (3d4 + 9 for 3 free hits, minimum 12.) I suppose there's the 20% chance you'll resist it with magic, but really? You can beat 2 APR by simply disabling the bloody thing and killing it with 0 danger.
    If max health at level 2: 4d4 + 12 is minimum 16, average 22, higher than your maximum 20 HP and average of 16.5 HP. You simply don't get to attack, ever.

    And even without spells, the armor advantage is simply too huge to ignore:
    Werewolf shapeshift has innate 1 AC, and 16 DEX for a bonus -3 to AC, ending at -2. Possibly ends at -3 if Buckler AC still counts? I dunno.
    Dwarf Cleric, Full Plate of 1 AC (-2 vs Piercing!), 17 DEX for a -3 to AC, any type of Shield +1 to get to -4, or -7 vs Piercing attacks which is what Werewolf attacks count as. Without an enchantment on the shield, -6. As per my calculations above, a Shapeshifter at level 5 has effective THAC0 of 15. You aren't hitting without a Critical Hit. You're have, on average, an 1 - (0.95^2) = 9.75% chance to hit per round. At level 6, that chance increases to 19% IF they don't have an enchanted shield or ring, still 9.75% otherwise. At level 9, you do finally start to hit on something other than 20, with an effective THAC0 of 11... Which is when DuHM is granting 20/19 to your 19/16, so actually the AC is actually -8 again...

    Basically, show some numbers that counter this, or I think I'm calling this argument finished easily in my favor.

    Edit: Ah, you're basing this around how certain characters do in the Black Pits which is... Dubious, and slightly anecdotal. Yeah, you'll probably be doing more damage than a Cleric, but I'm pretty sure that a Cleric's going to be steadier and more consistent in the long run.
    if im not mistaken, shapeshifters can take single weapon style, ( since their weapon counts as a single weapon) to get the +1 AC bonus, and the critical hit chance on 19s or 20s

    if of coarse that matters at all

  • sarevok57sarevok57 Member Posts: 6,002
    the funny thing is, I must one of the only people in world who is not the biggest fan of insect plague, because if im not mistaken, that spell can hit your team mates, and on insane difficulty ( and especially if you play with game NPCs) that spell can whittle down low HP characters quite fast, I find myself quite content using iron skins and mass heal for my level 5 spells if I have a druid
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