Aller au contenu

Photo

Clerics...Clerics...and again Clerics!


384 réponses à ce sujet

#76
PhroXenGold

PhroXenGold
  • Members
  • 1 849 messages

Oh, you calime that the gods in the game don't grant powers. But Andraste was granted powers by the Maker. So the Maker could grant others powers or the other gods could do so


No. The Chantry claim she was given powers. There is no proof that she was. And even if she did have powers, she could easily have been a mage drawing her powers from the same non-divine source that all other mages do.

Modifié par PhroXenGold, 02 janvier 2010 - 03:50 .


#77
Sidney

Sidney
  • Members
  • 5 032 messages

The Capital Gaultier wrote...
This is about mechanics to me, and the game cannot provide me with what Clerics actually do.


Let's lineup what Clerics do actually do:

Cast spells: Check
Cast Specific Type of Spells - mostly healing and bless: Check
Wear armor: Check
Use blunt weapons: Check
Turn Undead: Fail

Throw together an AW/SH and you are there other than the Turn Undead which just sin't something the game offers because it doesn't work in the DOA setting. What specific issues do you have that clerics can do you can't make someone do in this game?

#78
The Capital Gaultier

The Capital Gaultier
  • Members
  • 1 004 messages

Sidney wrote...

The Capital Gaultier wrote...
This is about mechanics to me, and the game cannot provide me with what Clerics actually do.


Let's lineup what Clerics do actually do:

Cast spells: Check
Cast Specific Type of Spells - mostly healing and bless: Check
Wear armor: Check
Use blunt weapons: Check
Turn Undead: Fail

Throw together an AW/SH and you are there other than the Turn Undead which just sin't something the game offers because it doesn't work in the DOA setting. What specific issues do you have that clerics can do you can't make someone do in this game?



Even ignoring Turn Undead, it's just not good enough.  Yes, you can cast spells, but you are still heavily restricted by armor and especially other buff spells.  It just doesn't play like a melee/caster.  There is also the issue of spell selection.  The spells you can use are everything you've learned off of the Mage spell lists.  This is the most obvious reason to explain why Arcane Warriors are so limited, so the list cannot be the same for a Cleric.  Finally, they can add a class for new players.  Clerics in most games are simple and prop up the rest of the party very well, while still being personally powerful.

#79
Grumpy Old Wizard

Grumpy Old Wizard
  • Members
  • 2 581 messages

PhroXenGold wrote...


Oh, you calime that the gods in the game don't grant powers. But Andraste was granted powers by the Maker. So the Maker could grant others powers or the other gods could do so


No. The Chantry claim she was given powers. There is no proof that she was. And even if she did have powers, she could easily have been a mage drawing her powers from the same non-divine source that all other mages do.


Looking at it like that, there is no proof that anything in the game exists. You can't prove that everything is not just the dream of a sloth demon. Maybe a sloth demon is the only being in the entire universe and he is dreaming. Prove that it isn't so.

Throw together an AW/SH and you are there other than the Turn Undead which just sin't something the game offers because it doesn't work in the DOA setting. What specific issues do you have that clerics can do you can't make someone do in this game?


Nah, an arcane warrior runs around with a lot of sustained abilities doing auto attacks. He is not a spell caster. He doesn't have the mana for it and suffers from high fatigue.

And like I said before, a Spirit Healer only has four spells that mages don't get. And mages get a "lesser version" of one of those (heal.) Group Heal, revive, Lifeward, and Cleansing Aura. The last one is pretty much uselsess except to get rid of injuries, and those go away if you use an injury kir or visit camp. And as far as revive goes, you get free revives for all party members at the end of a battle. Lifeward is an auto heal.

So, to recap, Spirit Healer is a group heal, an auto heal, a revive (which you get for free after battles), and a remove injuries spell (which is done for free at camp or you can use a kit for.) No, sorry, that doesn't make a cleric.

Oh, and explain why a turn undead ability would not work in the game.

#80
Sidney

Sidney
  • Members
  • 5 032 messages

Grumpy Old Wizard wrote...

So, to recap, Spirit Healer is a group heal, an auto heal, a revive (which you get for free after battles), and a remove injuries spell (which is done for free at camp or you can use a kit for.) No, sorry, that doesn't make a cleric.


I keep seeing people say that SH isn't ENOUGH for a cleric but what spell set does make one? I mean how many forms of bless and cure X wounds must you have? Must you only have the BG2 list of spells? Are you that locked into that ruleset?

This really does come down to the fact that you can't ecape the PRECISE definition of a cleric in AD&D rules by which case you are precisely missing Monks, Paladins and a host of other "real" classes but assuming you can walk away from AD&D you should be able to live with those basically meaning distinctions.

#81
The Capital Gaultier

The Capital Gaultier
  • Members
  • 1 004 messages

Sidney wrote...

Grumpy Old Wizard wrote...

So, to recap, Spirit Healer is a group heal, an auto heal, a revive (which you get for free after battles), and a remove injuries spell (which is done for free at camp or you can use a kit for.) No, sorry, that doesn't make a cleric.


I keep seeing people say that SH isn't ENOUGH for a cleric but what spell set does make one? I mean how many forms of bless and cure X wounds must you have? Must you only have the BG2 list of spells? Are you that locked into that ruleset?

This really does come down to the fact that you can't ecape the PRECISE definition of a cleric in AD&D rules by which case you are precisely missing Monks, Paladins and a host of other "real" classes but assuming you can walk away from AD&D you should be able to live with those basically meaning distinctions.

I don't think you're mechanically missing Monks, though.  An avoidance-based, willful rogue is an apt Monk in most respects.  Paladins fall into the same niche as Clerics, so I agree: they are mechanically missing.  Adding a Cleric class with a martial specialization would allow you to create a Paladin, however.

Modifié par The Capital Gaultier, 02 janvier 2010 - 05:00 .


#82
Sidney

Sidney
  • Members
  • 5 032 messages

The Capital Gaultier wrote...
I don't think you're mechanically missing Monks, though.  An avoidance-based, willful rogue is an apt Monk in most respects.  Paladins fall into the same niche as Clerics, so I agree: they are mechanically missing.  Adding a Cleric class with a martial specialization would allow you to create a Paladin, however.


Wait, you are willing to claim an "avoidance" rogue = a monk but not that an AW/SH = a cleric. Now you've gone off the deep end.

You still can't tell me what mechancis you are missing for Clerics because armored spellcasters are in the game - and you don't have to just turn on all the AW sustained powers so that won't work.

#83
The Capital Gaultier

The Capital Gaultier
  • Members
  • 1 004 messages

Sidney wrote...

The Capital Gaultier wrote...
I don't think you're mechanically missing Monks, though.  An avoidance-based, willful rogue is an apt Monk in most respects.  Paladins fall into the same niche as Clerics, so I agree: they are mechanically missing.  Adding a Cleric class with a martial specialization would allow you to create a Paladin, however.


Wait, you are willing to claim an "avoidance" rogue = a monk but not that an AW/SH = a cleric. Now you've gone off the deep end.

Unless the lore allows for a person to hit with hands as damaging as daggers, then yes, it's the same thing.  Monks are mentally strong, dexterous and religious.  All of those things can describe a rogue.  Beyond that, The abilities a monk gets vary considerably between games.

You still can't tell me what mechancis you are missing for Clerics because armored spellcasters are in the game - and you don't have to just turn on all the AW sustained powers so that won't work.

If you don't turn on all the AW sustained powers, then you aren't an effective melee combatant.  So, yes, they are a missing mechanic.

Modifié par The Capital Gaultier, 02 janvier 2010 - 05:13 .


#84
wonko33

wonko33
  • Members
  • 444 messages
Arcane Warrior - Spirit Healer



"What's in a name? That which we call a rose

By any other name would smell as sweet."

#85
ladydesire

ladydesire
  • Members
  • 1 928 messages

The Capital Gaultier wrote...

I don't want them to be identical to Clerics in other games.  I want their role back.  The background, attitudes, specific abilities and the like ought to be different.


What is their role, in the context of the game lore? As I see it, everything they are in D&D is covered by the Mage and its specializations, with the possible exception of turning Undead; the same is true of Druids, for that matter. Bioware made a decision to break with the traditional Mage, Cleric, Fighter, Rogue quartet that has been a staple of RPG games since the early part of the 1970's and you're asking them to revert back to that, for the sake of your desire to play a Cleric; I don't forsee them doing that for a long time. If you really want to play a Cleric, download Reynen Starfyre's Cleric mod and stop pestering Bioware with this request.

#86
FlintlockJazz

FlintlockJazz
  • Members
  • 2 710 messages

The Capital Gaultier wrote...

Sidney wrote...

The Capital Gaultier wrote...
I don't think you're mechanically missing Monks, though.  An avoidance-based, willful rogue is an apt Monk in most respects.  Paladins fall into the same niche as Clerics, so I agree: they are mechanically missing.  Adding a Cleric class with a martial specialization would allow you to create a Paladin, however.


Wait, you are willing to claim an "avoidance" rogue = a monk but not that an AW/SH = a cleric. Now you've gone off the deep end.

Unless the lore allows for a person to hit with hands as damaging as daggers, then yes, it's the same thing.  Monks are mentally strong, dexterous and religious.  All of those things can describe a rogue.  Beyond that, The abilities a monk gets vary considerably between games.

You still can't tell me what mechancis you are missing for Clerics because armored spellcasters are in the game - and you don't have to just turn on all the AW sustained powers so that won't work.

If you don't turn on all the AW sustained powers, then you aren't an effective melee combatant.  So, yes, they are a missing mechanic.


So what you are saying is that you want to brilliant at both melee and spellcasting?  That is both OP'd and never what a cleric was about.

#87
The Capital Gaultier

The Capital Gaultier
  • Members
  • 1 004 messages

ladydesire wrote...

The Capital Gaultier wrote...

I don't want them to be identical to Clerics in other games.  I want their role back.  The background, attitudes, specific abilities and the like ought to be different.


What is their role, in the context of the game lore? As I see it, everything they are in D&D is covered by the Mage and its specializations, with the possible exception of turning Undead; the same is true of Druids, for that matter. Bioware made a decision to break with the traditional Mage, Cleric, Fighter, Rogue quartet that has been a staple of RPG games since the early part of the 1970's and you're asking them to revert back to that, for the sake of your desire to play a Cleric; I don't forsee them doing that for a long time. If you really want to play a Cleric, download Reynen Starfyre's Cleric mod and stop pestering Bioware with this request.

Say the Mages of Ferelden gain their independence.  The Chantry could answer by creating an order of Clerics who "wield the power of the Maker" to further the Chantry's own goals.  If the current Chantry domination of the Circle comes to an end, it would be a natural reaction by the leadership, just as they teach magic to the Templars.

#88
The Capital Gaultier

The Capital Gaultier
  • Members
  • 1 004 messages

FlintlockJazz wrote...

The Capital Gaultier wrote...

Sidney wrote...

The Capital Gaultier wrote...
I don't think you're mechanically missing Monks, though.  An avoidance-based, willful rogue is an apt Monk in most respects.  Paladins fall into the same niche as Clerics, so I agree: they are mechanically missing.  Adding a Cleric class with a martial specialization would allow you to create a Paladin, however.


Wait, you are willing to claim an "avoidance" rogue = a monk but not that an AW/SH = a cleric. Now you've gone off the deep end.

Unless the lore allows for a person to hit with hands as damaging as daggers, then yes, it's the same thing.  Monks are mentally strong, dexterous and religious.  All of those things can describe a rogue.  Beyond that, The abilities a monk gets vary considerably between games.

You still can't tell me what mechancis you are missing for Clerics because armored spellcasters are in the game - and you don't have to just turn on all the AW sustained powers so that won't work.

If you don't turn on all the AW sustained powers, then you aren't an effective melee combatant.  So, yes, they are a missing mechanic.


So what you are saying is that you want to brilliant at both melee and spellcasting?  That is both OP'd and never what a cleric was about.

That's an implication I did not intend to make.  I even specifically said that the spells used by Clerics ought to be different than those used by Mages for that very reason.

Modifié par The Capital Gaultier, 02 janvier 2010 - 07:58 .


#89
ladydesire

ladydesire
  • Members
  • 1 928 messages

The Capital Gaultier wrote...

Say the Mages of Ferelden gain their independence.  The Chantry could answer by creating an order of Clerics who "wield the power of the Maker" to further the Chantry's own goals.  If the current Chantry domination of the Circle comes to an end, it would be a natural reaction by the leadership, just as they teach magic to the Templars.


This assumes that the Circle desires to be free of the monitoring; I don't see that as being the case. Even the First Enchanter seems to accept that the risks of unmonitored mages is something that is not in the best interest of Thedas.

#90
The Capital Gaultier

The Capital Gaultier
  • Members
  • 1 004 messages

ladydesire wrote...

The Capital Gaultier wrote...

Say the Mages of Ferelden gain their independence.  The Chantry could answer by creating an order of Clerics who "wield the power of the Maker" to further the Chantry's own goals.  If the current Chantry domination of the Circle comes to an end, it would be a natural reaction by the leadership, just as they teach magic to the Templars.


This assumes that the Circle desires to be free of the monitoring; I don't see that as being the case. Even the First Enchanter seems to accept that the risks of unmonitored mages is something that is not in the best interest of Thedas.

There are many factions within the Circle.  The Loyalists are like you describe.  The Libertarians are the opposite (like Uldred).  I think the Loyalists would be the ones who stay the most loyal to and help bring up mages under the Chantry.

#91
Relshar

Relshar
  • Members
  • 682 messages
I for one and glad not to see clerics. Mages can do the job of healing.

As for game lore the Maker has turned his back on Thedas so therefore there is no divine magic to draw upon.

Why do we all have to follow the D&D route of background lore etc. Its been done a million times I think its time for something new to the fantasy genre. And this looks like it maybe just that.

#92
Grumpy Old Wizard

Grumpy Old Wizard
  • Members
  • 2 581 messages

If you really want to play a Cleric, download Reynen Starfyre's Cleric mod and stop pestering Bioware with this request.


Sorry, other people than you bought the game and have a right to express their viewpoints too. If Bioware adds clerics to the game you still won't have to play one.

So what you are saying is that you want to brilliant at both melee and spellcasting?  That is both OP'd and never what a cleric was about


Sorry, I did not read that at all. A cleric shold be a decent fighter but not as good as a warrior and should be able to cast spells.

An arcane warrior is NOT a spell caster. And Spirit Healer adds 4 spells, A group heal, an auto heal, revive (which is granted for free at the end of every battle, and a remove injuries spell (which is free by visiting camp or can be duplicated with a kit.) So mostley the spirit healer talents are redundant.

So really, it is ludicrous to say; that an arcane warrior-spirit healer is the same as a cleric.

This assumes that the Circle desires to be free of the monitoring; I don't see that as being the case. Even the First Enchanter seems to accept that the risks of unmonitored mages is something that is not in the best interest of Thedas.


Not all mages live under the thumb of the chantry. The Dailish have their own mages and there are mages elswehre. Why would you think the mages want to live under the thumb of the chantry?

As a matter of fact, I can't be specific because this is no spoilers, but you seem to have missed some possilbe game endings.

#93
AntiChri5

AntiChri5
  • Members
  • 7 965 messages

Relshar wrote...

I for one and glad not to see clerics. Mages can do the job of healing.
As for game lore the Maker has turned his back on Thedas so therefore there is no divine magic to draw upon.
Why do we all have to follow the D&D route of background lore etc. Its been done a million times I think its time for something new to the fantasy genre. And this looks like it maybe just that.


Couldnt agree more. Clerics would not add anything to the lore/setting and would require it to be butchered to accomodate them. There is already a mod which adds it. As well as no shortage of DnD games with exactly what they are looking for. As well as the fact you can already build a mage into one so closely that only one guy i have met can tell the difference.

#94
Malfurus

Malfurus
  • Members
  • 90 messages
Why do people assume waring armor and wielding a mace is all what a cleric is about? In my opinion thats a "War" Cleric. The Cleric I had in mind was very much like Crysania, shielding my friends, buffing my characters, attacking with holy power. I can picture the Clerical abilities in my head and they look great. And so many people are limited in their imagination, I don't think Clerics is such a difficult thing to add into the game, people with gifts given from the God/Gods. Andraste was such, being able to perform miracles. And no, mixing two existing specializations is not my idea of a Cleric. Forget the fact that there is no tactics necessary for that but simply choosing one skill after another, but it also provides for limited game play.

#95
Gecon

Gecon
  • Members
  • 794 messages
I had problems with Clerics in this game multiple times ... I was just expecting them to be spellcasters, while they really are Rogues. :blink:

#96
AntiChri5

AntiChri5
  • Members
  • 7 965 messages

Malfurus wrote...

Why do people assume waring armor and wielding a mace is all what a cleric is about? In my opinion thats a "War" Cleric. The Cleric I had in mind was very much like Crysania, shielding my friends, buffing my characters, attacking with holy power. I can picture the Clerical abilities in my head and they look great. And so many people are limited in their imagination, I don't think Clerics is such a difficult thing to add into the game, people with gifts given from the God/Gods. Andraste was such, being able to perform miracles. And no, mixing two existing specializations is not my idea of a Cleric. Forget the fact that there is no tactics necessary for that but simply choosing one skill after another, but it also provides for limited game play.


The Problem with that is that in Thedas GODS DO NOT GRANT DEVINE POWERS! That was a very specific decision by the writing team. This makes religion far more realistic.

Whether they have made Gods non interfere simply so they can have a divine revoloution later on (in dragonlance the gods buggered off cause people got uppity but then returned and started granting powers again) in another game is always a possibilty and what you should be praying for. Im glad that Dragon Age is different to DnD.

#97
Malfurus

Malfurus
  • Members
  • 90 messages
Why do people seem to be forgetting about Andraste, she's only, oh I don't know, one of the biggest Lore background in DA:O. She was a prophet that was bestowed with divine powers....period. It talks about it in the Codex, so yes it is VERY realistic that Bioware may be able to incorporate such a class. PLUS...Mages should NOT have access to healing spells. I beat the game twice now on Nightmare both with Mages and I deffinitely feel that Mages are overpowered if they can heal themselves. I mean Wynne, although I can't say shes useless, is not as useful anymore considering my Mage has Group Heal, Revival, Lifegiver (Or w.e its called), and then getting the Aura. I mean honestly forget the part where someone may not like Cleric roles because they don't "think" it fits properly into lore, but what about from the standpoint that healing abilities should not be accessible through playing a Mage?

#98
ladydesire

ladydesire
  • Members
  • 1 928 messages

Malfurus wrote...

Why do people seem to be forgetting about Andraste, she's only, oh I don't know, one of the biggest Lore background in DA:O. She was a prophet that was bestowed with divine powers....period. It talks about it in the Codex, so yes it is VERY realistic that Bioware may be able to incorporate such a class. PLUS...Mages should NOT have access to healing spells. I beat the game twice now on Nightmare both with Mages and I deffinitely feel that Mages are overpowered if they can heal themselves. I mean Wynne, although I can't say shes useless, is not as useful anymore considering my Mage has Group Heal, Revival, Lifegiver (Or w.e its called), and then getting the Aura. I mean honestly forget the part where someone may not like Cleric roles because they don't "think" it fits properly into lore, but what about from the standpoint that healing abilities should not be accessible through playing a Mage?


All of this is your opinion about the game, shared by some others, but not something that Bioware wanted to put in, or it would be in already.

#99
ladydesire

ladydesire
  • Members
  • 1 928 messages

Grumpy Old Wizard wrote...

If you really want to play a Cleric, download Reynen Starfyre's Cleric mod and stop pestering Bioware with this request.


Sorry, other people than you bought the game and have a right to express their viewpoints too. If Bioware adds clerics to the game you still won't have to play one.


Why are you and others so sure that Bioware would want to add a class that has no basis in the game lore? Most of the arguments assume that a certain historical character had actual divine powers, when in all likelyhood those were no different than what a Warrior/Templar can get from study with the Chantry.

#100
Malfurus

Malfurus
  • Members
  • 90 messages
Not Necessarily true Ladydesire, do you honestly think Bioware doesn't plan on adding any more classes? I mean I think its pretty much public knowledge by now is that DA:O's main purpose was to introduce us to the the world of Thedas and its rich history, with everything else coming in second, armor coming in last lol. So I think we will see major improvements in future expansion packs with the expectation of more classes and a little bit more tactical ingenuity. Futhermore we are in an ever changing world, so I'm assuming new revelations and lore will be found out during our journeys through Thedas. And who knows maybe Andraste wasn't a prophet who yielded DIVINE power after all but you can't deny that she had some source for such "miraculous fears". (Her ashes cure the sick AFTER shes dead and obviouisly powerful enough that a High Dragon wanted it defiled...enough said) Having said that, I'm positive that Bioware is not limiting itself to the current lore. 

Modifié par Malfurus, 03 janvier 2010 - 02:01 .