I solo a whole lot...don't mess with heal kits, they are fine and don't eliminate clerics. Even though the mainstay of clerics is to provide support and healing, if the heal kits solve the problem, then that means the cleric can move to his more important job, support. Healing is great and everything for clerics, but more than 75 percent of the spells in the cleric book is directed at support and direct combat tactics. Which means healing is a second issue for clerics, support is more important.
Giving people heal kits doesn't tak away from the clerics numerous and manifold beneficial support functions
I've tried fire, i've tried faith, and i've tried force, all I have left is hope.
The cleric's role: Everything. Really. With the domains you can pretty much make a cleric that can fill any role. Say I make a heal/sun cleric. Their role is healing/undead slaying. Maybe you take travel/trickery. Support cleric. War/Strength: Melee tank. Magic/Air: Offensive Caster. To say clerics are a support class is just plain wrong... they're the ultimate twink class since they can do everything. :P
If you tilt your head far enough and squint hard enough, anything becomes as simple or complex as you'd like--regardless of whether it is or not. -- A lesson learned from Stephen Wolfram's A New Kind of Science
Magic/Air is awesome for offensive spells, as well as a couple good defensive ones.
Travel/Trickery is great for melee clerics as well, haste and improved invis work wonders!
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Got a point...sorry i wasn't thinking about the domains I also didn't define support....i meant support as in sideline buffing, frontline melee tanking, and offensive casting. Sorry about that
I've tried fire, i've tried faith, and i've tried force, all I have left is hope.
Well to me support is what you call side-line buffing... tanking and casting is what gets supported not what supports (in my twisted mind) hehe
If you tilt your head far enough and squint hard enough, anything becomes as simple or complex as you'd like--regardless of whether it is or not. -- A lesson learned from Stephen Wolfram's A New Kind of Science
It's easy to say "tweak healing kits they are too powerfull" when you are a cleric and have all the advantages of the world on this mod right now. I tell you one thing, i am a fighter, and healing kits are the only things that can keep me alive when facing some enemyes. And i am not talking of stuff 10 lvls higher than me, but of stuff of the same level. I can heal up to 61 hps with a kit, and still sometimes they aren't enough. Fighters are already screwed enough in anything, remove healing kits too and it will be like making the server caster only.
Aran the Red, fighter of Tempus
Elite disciple of Ancient Ones
After finding elvin i haven't really touched kits except for healing summons and other players. I mean why heal for a mediocre amount when you can just drink heal pots all day long?
Lindon Erithar
and
Quickie Mart the <a href='http://www.cultofokie.com'>Okie Ambassador</a>
Heal pots provoke attacks of opportunity and if you are a fighter type with out a summon that spells disaster. Each enemy near you gets an extra attack BEFORE you drink the pot. It's very easy for a fighter type to try healing when he/she is at 1/2 life and then die due to having 3 attacks of opportunity hit you. Even in the case of one on one, an unlucky crit from an attack of opportunity equals death.