I like Radiance of a Dawn (Light Cleric) and Destructive Wave (Light and Tempest). They're AOE spells which cover a very large area and do not harm allies, only enemies. Cleric can stay at the back, and cast them from the safe distance.
@@thejury94 Yup, that's why Tempest and Light are considered the strongest vanilla subclasses for cleric, also Templest cleric gets proficiency in armors and martial weapons
i love that song man, really worth doing that fight only for the song XD BTW, if you need that much healing is because you are doing something wrong, or well ... using 4 clerics xD I tipically melt Raphael in Tactician in 2 turns comfortably sitting under a Globe of Invulerability ... just to try to save Korilla and make Hope Happy (not to make her change name i mean ... ok you get it xD ) but i have to use 2 turns because i'm trying to save Korilla! otherwise it's not needed with a strong archer, a potion of speed and an elixir of bloodlust with some multitarget arrow .... you just kill the room in 1 turn leaving probably Raphael at half helth or less with 3 more guys to go (still not using Perillus Stakes because i always ferget about it XD )
Clerics are amazing it's jjust the playstyle that don't stick in my head. I tend to build a cleric as a dedicated healer/supporter so when it comes to do damage i'm short of 1 character. I have a question tho because it happen to me every time and i'm struggling to understand why. So i cast spirit Guardians, which is my damage bred and butter skill every time i enter combat that i feel will last a bit, then i try to put sanctuary on my cleric to help concentration on spirit guardians ... every time i do this, spirit guardians disappear and i can't figure why it's happening :(
You could try respeccing so level 1 is storm sorcerer for the con save. (And movement) Then go cleric. A lot of people enjoy storm sorcerer and tempest cleric multiclass build.
You don't need spirit guardians with sanctuary when you can make them miss by staking radiant orbs, reverberation and reeling. Light clerics with Radiance of the dawn can make everyone in a decent radius unable to hit any of your allies and injure themselves. - Feats: Warcaster, Alert/Resilient - Weapons: - Main Hand: Phalar Aluve (Shriek) - Off Hand: Adamantine Shield - Ranged: Hellrider Longbow - Armor: - **Helmet:** Holy Lance Helm - **Cloak**: Cloak of Displacement - **Chest:** Luminus Armor - **Gloves:** Glove of Belligerent Skies - **Boots:** Boots of stormy clamor - **Amulet:** - Amulet of the Devout - **Ring**: Callous Glow Ring - **Ring:** Crusher's Ring
@@thejury94 especially how good beacon of hope is. It is my first time playing on tactician and in harder fight I struggle to keep my whole team alive simply because I can’t outheal the damage done. I am immediately going to try beacon and mass healing word on my life cleric. Gone are the times where I only healed 13 hp on an upcast mass healing word.
@@TRPLD Healing in D&D (and by proxy BG3) is almost never able to outperform damage. In D&D your best choice is to only heal downed players and otherwise focus on dealing damage (aka what's dead can't hurt you). However, I wonder what the concensus on BG3 is, since you lose your action if you get downed. Best BG3 healing spell overall is Warden of Vitality btw :) -> Great in combination with BoH (and best on a Lore Bard 6, Life Cleric 1)
@@lyaneris Thank you! That was incredibly helpful as well. I thought I was doing something fundamentally wrong. Tactician is so much more difficult for me, because I feel like in Balanced once I reached Level 9 towards the end of Act 2, it was a breeze. I clapped Raphael in one turn. But on Tactician, the phase spider cave took me something like three hours to complete because I tried to keep everyone as healthy as possible but didn't do enough damage, ran out of spell slots and healing potions. At least I learned to throw potions on the ground as often as possible in order to heal more than one character per potion:
@@TRPLD Mage Hand can also throw potions for you, if you set it up. But yeah, focus on damage more than healing. Sanctuary is also great for one round damage prevention - often better than a heal ;)