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Neverwinter Vault continues its series of character class analysis by focusing on the Cleric. As in earlier parts of the series, ShadeRaven thinks up possible scenarios for skill point distribution and character development in general.
Here's a snip from the introduction:
Clerics make a fairly solid tank (up-front defender). They get d8 HPs, have spells to augment their ability to survive, and can wear armor/use shields without restriction. Unless the group doesn't need the cleric to put him or herself into harm's way, I think this should be kept in mind during development.
In NWN, it may be a very good class in single player, and a valuable ally in multiplayer because of the above. There's always the need for healing/protection and a class that can perform multiple functions in single player without having to branch out to many multiclasses will be one worth considering.
Of course, a Cleric will always be most notable as a healer. With cure wounds early, to curing maladies later (and ultimately death itself), no group wants to be without one. One shouldn't sell short their offensive spells either, including the ability to Turn Undead. With the new 3E rules on Spontaneous Casting (switching from any spell to one of healing/curing), it adds much more of an offensive capability to the class. This should play out well in NWN (for those who use this ability wisely).
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