Falco271 wrote: For the spell section as an improvement meant to add spells which are also very good always on their level. Command/Bless are always good, independent of your level. Now you only mention three possible signature spells at first level. You can only have one. Yeah, I highly recommend people learn Summon Fey and Phantom Pain at Spell Lv2-4 so you can also Signature them. They're both really excellent spells. I should throw a chart together showing how well Phantom Pain scales; 2d4 per level that is never halved is goooood.
Falco271 wrote:
- Ha, Shortbow ended up being a huge controversy over on Reddit. Not what I was expecting. But yeah, it’s really good. Shortbow is an excellent martial weapon that doesn’t get in the way of Spellcasting and Bard never falls more than -3 attack bonus behind martials. Your first strike is a great default third action that has approximately the same value as a martials second strike. You should try it, it’s good. - I was highlighting the headache of unlearning and relearning spells at a higher level that Signature spells forces you to do. I’ve had multiple players get frustrated with the optimization puzzle, and it’s a decently popular homebrew to just allow you to pick any or your spells of any level when selecting new Signatures. Not a mechanical power issue, more a comment on ‘quality of life’ user experience. - Familiars are good yo. Ignoring accompanist, you’ve got a slew of adaptable action economy boosts. Think of it as the level 10 Quickened Casting feat with other bonuses stapled on. - Agreed that Diplomacy is the top Bard social skill and quite good. I don’t rank Deception and Intimidation highly though. For Intimidation you should really already have Dirge. For Deception I think the only investment you need is trained. Medicine is almost strictly necessary for any non-Stamina variant game, only really requires Expert skill advancement, and gives you a great third-action in Battle Medicine. Super good skill and feats with low skill increase costs. - The listed archetypes all cover your major weaknesses, giving you extra action economy, cheap skill increases, or reactions. They’re great subtle archetypes that I would recommend taking a second glance at. Also, you can’t take Marshal since you don’t have Martial Weapon Proficiency. Otherwise it’d be on my list. - If you look at the right hand column, I’m already highlighting signature vs non-signature spells. Circle of Protection definitely is powerful, but I avoided recommending any non-ancestry uncommon or rare content. Don’t want to normalize its access. The other spells you mentioned are good, but depend on campaign or party context a bit too much for my taste. I wanted to hit the general high notes that I would leave a player with 80-90% of what they need and let them figure the rest out.
Gortle wrote:
My goal with the spells was: 'If a player takes these B+ options and a mix of C options they will have 90% of what they need'. I think adventure context and personal preference is variant enough that the rest can be left to players to fill in. That said, any spell choices you would have different? This is definitely the part of the guide that I feel needs the most editing.
Gortle wrote: I think a Sprite is the best bard. Its got the same stats as an Elf. Doesn't need to worry about weapons, some good innate spells, and it starts on a mount which will help out its action economy by doing the moving. Agreed. I didn't find a good place to mention it, but I avoided Rare and non-ancestry Uncommon content. I didn't want to normalize their access. Rare content is often just more powerful content.
Blave wrote:
I left Adapted Cantrip off since it takes one of your original cantrip slots. I’m not a huge fan of in-combat Aid for Bard. It’s really more of a third-action than a reaction, and Bard has plenty of third-action options already. I’d rather find feats that can make your reaction relevant on it’s own. I wouldn’t recommend using Athletics to trip. Even with a whip you still need strength, unless you’re using assurance, and again you’re fighting with other strong third-actions. I wouldn’t recommend Martial Archetype since it requires Martial Weapon Proficiency. Agreed that Lv4 Circle of Protection is great, but I’ve largely ignored non-ancestry uncommon content. Shadow Siphon I like, but it competes with Synesthesia and Slow for spell slots and you’re otherwise decently covered by Silence and Safeguard.
Agreed on Versatile Performance for the most part. I would say it does a good job of substituting Diplomacy though, since it also unlocks feats and once you get Shameless Request your requests just become an issue of time and energy. I rank Medicine highly because:
Hello wonderful Paizo forum users! I did a Support Bard Guide to go along with my earlier Cleric guide. I've been thinking about maybe doing a Rogue and Fighter guide as well, and then an encompassing 'Basic Party Guide' using Fighter/Rogue/Cleric/Bard to highlight PF2's various party dynamics. I finished this guide a little quicker, and didn't give it the editing polish that I did for Cleric. If anybody sees anything that doesn't look correct, or wants to argue a point, please mention it here!
Gortle wrote:
To be fair, Str/Cha Support Cleric is a super constrained problem that helped keep it nice and clean. Sorcerer has got to be the hardest class to outline and you've done a fantastic job. That said, hopefully the guide I posted can be downloaded/mirrored locally? Totally steal or mess around with any of that s+#* that you like. I am a firm believer in egalitarian data visualization and communication. I may or may not do a Bard Guide if this Cleric thing didn't get the design bug out of my system. I'll share my notes if I do, I imagine it'd be a much closer analogue.
The Raven Black wrote:
Not a bad problem to have :P Medic is totally my favorite archetype. Doctor's Visitation is silly powerful. VestOfHolding wrote:
<3 <3 <3 Colors should be good for the most common types of color-blindness. Even then I've got textual support underlying all the important color information. Data Analyst by trade, ftw.
Kendaan wrote:
On Electric Arc, that's considering the lagging spell proficiency. Your mainstat will lag by 1 for levels 1-4, 10-14, & 20. This luckily doesn't overlap with your lagged Spell Proficiency except at lv 10 & 20. At 1-4 & 11-14 your Electric Arc lags by ~3%. At levels 5 & 6 you match a full caster. On Channel Smite, I will merely repeat that the feat is very weak mathematically. It does produce very large numbers when used in situations where you are already advantaged. Personally, I will not recommend it.
Kendaan wrote:
I chose to leave the Spells uncommented, since my main goal was to provide a guide around key choices. Since Clerics don't make permanent spell choices and instead prepare from their full list, I think it's nice to leave some experimentation to the reader. That said, a huuuuge amount of the value of the Divine List is in Bless, Heal, Resist Energy, Heroism, Lv4 Silence, and Breath of Life. Scintillating Safeguard and Drop Dead are non-core standouts. Regarding Electric Arc damage, you only expect ~6% drop off in damage for the 10 character levels where your proficiency is lagging. Defensive Recovery and Fast Channel don't actually combo, as Defensive Recovery reads 'cast harm or heal on a single target'. If they did combo I would be a much bigger fan of both of them. I do leave on the Domain Initiate as a 'C', but I don't want to encourage players to think Domain choice is a large part of their build. And finally, I very strongly choose to disagree on making Channel Smite work. The feat is mathematically horrendous and jumping through hoops to support it should be relegated to niche discussions far away from anyone actually trying to play Cleric to the class's strengths.
Ventnor wrote: So, I'd say that for a support cleric, warpriest isn't an auto-pick as far as doctrines go. While you are more survivable, the affliction-curing spells that Clerics can access via Channeled Succor are all counteract checks that become more reliable with a better divine spellcasting proficiency. This means that the better spellcasting DC of the cloistered cleric is a good thing to have for this build. Counteracting conditions is actually rather easy, since: 1) Channeled Succor automatically heightens to your max spell slot. 2) Even on a 'failed' counteract you cure any afflictions that are at least one level lower. 3) These conditions are largely treated out of combat, where the cost of a unsuccessful cure is just another attempt. More so, the effect of Warpriest's reduced Spell Proficiency only means that for half of your character levels you have a 10% lower chance of success. That said, this is a small issue when looking at something like Dispel Magic. But then, I don't think it's nearly a significant enough consideration to compare against the defensive bonus of ~2 Class Feats, ~2 General Feats, and the otherwise unobtainable Juggernaut feature.
Going on advice in the Guide to Guides, I'm starting a separate discussion here for my shiny new Support Cleric Guide! I would love if you all would descend upon it with a truly righteous fury to weed out anything that needs correction! Any formatting tips or appreciation would also be dearly appreciated. If you'd like me to give any explanation or further elaboration, please feel free to ask here. And now - this being the internet and all - let us commence the arguing!
Gortle wrote:
No problem! I kinda just had to get it out or my productivity was going to tank. Thanks for the feedback! I absolutely love your spell guide, btw. It’s the first thing I throw at people trying to run their first caster.
What started as a Reddit comment just wouldn't stop bouncing around in my head. So, without further ado, I present to you all this shiny new Support Cleric Guide. Have at it! If anybody notices anything that requires correction, feel free to message me. |