When I play a cleric, I usually am trying to fulfill a number or roles within the group:
Frequently I play the role of a secondary tanks since clerics have so many melee buff spells : Divine Favor + Divine Power + Righteous Might + Greater Magical Weapon + Magical Vestment + Shield of Faith = great damage and great defense. But when does anyojne have time to cast even a fraction of those spells? And only a few of them have longer than round/lvl duration.
Ive tired to make a good summoner: Sanctuary + lots of summon monster __ spells. Im not very good with these spells. Frankly, the summon monster line of spells just really seems to be a terrible option in many circumstances. Until you get high in level the monsters you can summon are pathetic. Even the strongest of monsters are trivial to a character warded with protection for evil. Maybe I just havent found an inventive enough way to use them?
Cleric also make good spell slingers harm is still awesome (remember how broken that was in 3.0?) and theres a few good save-or-die spells. Any personal favorites?
And of course as the groups cleric I am always the healer - I think I've got a handle on how this works.
I'm *not* looking for an optimum build, rather I'm wondering how you guys play your clerics and what spells [core only] or combos of spells have really worked well for you?








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