Cleric advice needed: Counteracting conditions and you!


Advice


Hitting 5th level in our AP I seek advice from high level clerics about the topic of counteracting conditions in combat. During the old times curing conditions with a couple of emergency low level spells was mostly a non-issue, but I am under the impression that things became more complicated in PF2. And by more complicated I do not mean how counterspelling works but that in order to counterspell most successfully (aka not waste the spell) you probably want your condition clearers memorized as high as possible while simultaneously having a reduced number of slots, which makes spell selection quite crowded in the top spell levels (among buffs, debuffs, utility and damage).

Which at least for me makes counterspelling in combat quite questionable, especially if you do not know what you are up against. My base assumption is highest spell level if you know what you are up against and spell level-1 if you at least want to have a chance to counter a nasty condition imposed by a random enemy.

So the question being: Is counterspelling conditions in combat still a thing and if yes at which spell level?

Probably needs to go:

Remove Paralysis - Removes paralyzed condition. Paralyzed kills.
Neutralize Poison - Removes poisons, which deal HP damage plus other effects.

Might be worth removing:

Remove Fear - Removes frightened and fleeing conditions. While fleeing can be extreme, frightened goes away over time (but can also be severe due to AC reduction).
Restore Senses - Removes blinded and deafened conditions. While blinded is quite severe to most characters, deafened seems largely ignorable, even for spellcasters.

Can't be done in combat anyway:

Restoration (1min) - Lessen Toxin / reduce condition (clumsy, enfeebled, stupefied) - No in combat use due to casting time.
Remove Disease (10min) - Diseases - No in combat use due to casting time.
Remove Curse (10min) - Curses - No in combat use due to casting time.


My player, a Warpriest of Gozreh, to not having to prepare that stuff just picked Channeled Succor at lvl 8 to be honest that covers basically everything at the highest lvl.


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This, to me, is one of PF2's weak spots: the choice to keep distinct spells for different kinds of condition relief, and on top of that requiring that you use them in a high-level slot to have a decent chance of beating nasty conditions. I'd have gone with maybe two spells instead: one to remove conditions and another for afflictions.

Channeled Succor is nice, but it doesn't help people who don't play clerics. Druids, bards, and non-arcane sorcerers should also be valid healers.


Isn't this what the new version of wands are for? To keep a spell or two on hand that you need access to but don't want to spend a spell slot on.


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breithauptclan wrote:
Isn't this what the new version of wands are for? To keep a spell or two on hand that you need access to but don't want to spend a spell slot on.

Given how counteracting works, this would require buying a slew of wands with the highest level versions of these spells every couple levels, if they’re to help against the level of afflictions one will be encountering. And it seems like that would pretty expensive.


In that case buying scrolls might be better, keep one or two of restore senses/ remove paralysis scrolls and sell the old ones every time you reach a new spell level.

Because it's of interest of the party make everyone help in the cost.


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Champions w/ Mercy also have some auto-heightened options for condition removal (w/ more feats), though they likely have a lower casting stat than a healer-Cleric.

Sorcerers can use Signature Spells and take some spells at a heightened level, though that's costly re: versatility/utility.

And remember to buy antidote & antiplague which have enormous durations. They don't stack, but do often exceed the bonuses you'll have from armor.
Prevention. :)


Kyrone wrote:
My player, a Warpriest of Gozreh, to not having to prepare that stuff just picked Channeled Succor at lvl 8 to be honest that covers basically everything at the highest lvl.

Not really convinced when it comes to this class feat and in-combat counteracting because 3 of 4 conditions/afflicions it works against can't really be cured in combat (Curse, Disease, Restoration).

Don't get me wrong, it is a very convenient feat in order to help you continue your adventuring day while also providing the possibility of multiple retries, but in my experience at least 2 of those conditions (Curse, Disease) usually warrant a long rest and memorizing new spells anyway (respectively did so in the past).

And while paralysis is big (depending on how many monsters or spells actually do this in PF2) it does neither work versus poison or fear.


Castilliano wrote:
And remember to buy antidote & antiplague which have enormous durations. They don't stack, but do often exceed the bonuses you'll have from armor. Prevention. :)

I really appreciate the thought that the best way to not suffer from a condition / affliction is not getting it in the first place. However I seem to have noticed that even with a strong fort save the starting chances to fall prey to a level appropriate poison seem to be around 50%, so even while using antidote you might still need to be lucky (or just not be unlucky) in order to not contract the poison, especially if your opponent has the ability to apply poison with every hit. Nonetheless 10% (or) better saves are nothing to scoff at, especially as it will likely take multiple rolls to improve stages, so thanks for your input.

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