Hypothetical Warpriest Revamp

DaWiner

Member
Hey everyone! I had taken some time to create a hypothetical archmage revamp, and I thought it would be interesting to make some revamps for other bad trees. So I picked warpriest, since it is also one of the worst trees in the game. I'd love to hear your thoughts on it!

Pros:
  • Divine Might
  • Splashed into for cleric tanks for 10% hp and random PRR+HP
  • That's about it
Cons:
  • Like archmage, it tries to do multiple things, and by doing so fails at everything.
  • The t5 enhancements suck, and are just a random collection of things to the point that only one or two even could be useful for any character
  • The cores are boring and bad
  • Imbue is way too late (t4) and is bad
  • No idea what stat I am actually supposed to use
  • No +1 crit multiplier, for some reason?
  • Theme is nearly non-existent
Needs:
  • A clearer theme
    • This tree is very poor man's Knight of the Chalice. I mean the first enhancement is smite foe.... which definitely isn't supposed to be smite evil for warpriest...
    • Try to differentiate this tree from KotC somehow
  • Choose between either DPS or tankiness. Don't half-ass both
  • Interesting skills. There are no cool skills in this tree

New Idea:

In my head, a warpriest should be channeling their divine magic to smite their foes. To me, the imbue system is perfect for this. Empower your weapons with your god's favor and whack away for holy damage. Now, I did say that this tree should differentiate itself from the KotC tree, and while this just sounds like using an imbue just like KotC, the enhancements in the tree focus heavily on improving the imbue, and not only through increasing imbue dice. If there ever was an 'imbue tree', its this. And to separate this tree even further from KotC, buffing/healing your allies is pushed much more heavily than in KotC, along with the imbue die. Yes, KotC has some aura of good improvements, but the new warpriest tree has much more meaningful buffs. The new warpriest's focuses are as follows
  1. Imbue
  2. Buffing/Healing
  3. Melee Damage
Where as KotC was 1: Melee Damage, 2-5: Nothing, 6: Imbue, 7-10: nothing, 11: Buffs.

However, the cleric tanks and healbots would be very upset over losing their tankiness if it was taken out entirely. So I needed to find a way to include that tankiness in the tree (but only the tankiness those trees actually use), while also making this tree vast majority DPS. The main tankiness that I am aware these builds use is the core 4, the +2 AC/core, and maybe the PRR+HP from the tier 1 and 2. So those are still included in this tree, but I don't think it really sabotages the tree at all in its current state. The tanky stuff from t5 has been removed. Ideally, most of the tanky stuff would be removed, but I don't want to piss off the cleric tanks, so I leave it for now.

In terms of how realistic this tree is, I have no idea. It entirely depends on how easily the imbue system can be manipulated. And given the whole aggro reduction for imbue dice has still not been fixed (to my knowledge), this tree may be completely infeasible. But I think the ideas here are cool, so, in any case, here is my hypothetical revamp for warpriest! (Changes in Blue)

Cores:
  1. Fires of Fury: Imbue Toggle: Your favored weapons deal an additional 1d4 fire and 1d4 light damage, scaling with fire and light spellpower, respectively. You cannot be single-weapon fighting or two-weapon fighting. Passive: For each core in this tree, you gain +2 armor class, +5 fire spell power, +5 light spell power, and +5 positive spell power
  2. Light's Embrace: +20 healing amplification
  3. Gleaming Shield: Empowers your Fires of Fury imbue to give you temporary hit points equal to 5% of the damage dealt by your imbue on hit (up to a maximum of 20% of your max health). +1 imbue die
  4. Indifferent Judgement: 10% sacred bonus to HP, +1 imbue die. Any enemies damaged by your Fires of Fury imbue gains one stack of vulnerability. Your imbue now bypasses fire and light immunity.
  5. Wrath's Conduit: Toggle: Your imbue can now critically hit, using the critical threat range and multiplier of your weapon. Your non-positive spells can no longer critically hit. Passive: +1 imbue dice
  6. Sun Saint: Toggle: Your character sprouts angelic wings, floats slightly above the ground, and is immune to most forms of slippery terrain (similar to enlightened spirit). Your melee damage is reduced by 33%. Your imbue dice are doubled. Passive: Choose one:
    • +4 Wis, +2 imbue die, +10 Fire, Light, Positive SP
    • +4 Str, +2 imbue die, +10 Fire, Light, Positive SP
Tier 1:
  • (AP: 1, Ranks: 3) Choose one:
    • Divine Might: Battle Trance: You gain an Insight bonus to Attack, Damage and the DC of tactical feats equal to 1/2 of your Charisma modifier for 30/60/120 seconds.
    • Divine Will: Battle Trance: You gain an Insight bonus to Attack, Damage and the DC of tactical feats equal to 1/2 of your Wisdom modifier for 30/60/120 seconds
  • (AP: 1, Ranks: 3) Toughness: +5/+10/+15 maximum hp.
  • (AP: 2, Ranks: 1) Righteous Weapons: When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage (one handed), or +1 to hit and +2 to damage (two handed), and +1 imbue die.
  • (AP: 1, Ranks: 3) Adaptable: +1/2/3 to hit, +15/30/45 spell points.
  • (AP: 1, Ranks: 3) War Caster: +1/2/3 Heal, Spellcraft, and Concentration: Rank 3: +5 Fire, Light, and Positive Spellpower
Tier 2:
  • (AP: 2, Ranks: 1) Ward against Evil: Protection against Evil and Magic Circle against Evil now grant 1 PRR per 4 cleric levels, in addition to its original effects.
  • (AP: 1, Ranks: 3) Wall of Steel: +3/+6/+10 Physical Resistance Rating
  • (AP: 2, Ranks: 1) Righteous Weapons (Requires previous Righteous Weapons): When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage (one handed), or +1 to hit and +2 to damage (two handed), and +1 imbue die
  • EMPTY
  • (AP: 1, Ranks: 3) Action Boost: Imbue: Activate to gain a +2/4/6 Action Boost bonus to Imbue Dice for 20 seconds.
Tier 3:
  • (AP: 1, Ranks: 3) Fragment of the Sun: +5/10/15 Fire and Light SP
  • (AP: 2, Ranks: 1) Choose One:
    • Holy Cleave: Cleave. +2W, +2 imbue die. Shares a cooldown with the cleave ability
    • Holy Shot: Ranged attack. +2W, +2 imbue die
  • (AP: 2, Ranks: 1) Righteous Weapons (Requires previous Righteous Weapons): When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage (one handed), or +1 to hit and +2 to damage (two handed), and +1 imbue die
  • (AP: 2, Ranks: 1) Warpriest's Blessings: Every time you hit an enemy with a favored weapon, you gain a stack of Priest's Blessing (+5 Positive Spellpower, +2 Positive spell critical chance). This stacks up to 10 times, and one stack decays every 10 seconds. When you cast a positive spell, all stacks of warpriest's blessing are removed. For every stack removed, you gain 1 stack of Warlord's blessing (+1 to hit and damage), one stack decays every 10 seconds.
  • (AP: 2, Ranks: 1) Str/Wis/Cha
Tier 4:
  • (AP: 2, Ranks: 1) Devoted Servant: Double the effects of the Prayer spell (buff portion)
  • (AP: 1, Ranks: 3) Choose one:
    • Holy Sniper: +3/6/10% Doubleshot
    • Holy Striker: +3/6/10% Doublestrike
  • (AP: 2, Ranks: 1) Righteous Weapons (Requires previous Righteous Weapons): When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage (one handed), or +1 to hit and +2 to damage (two handed), and +1 imbue die
  • (AP: 2, Ranks: 1) Alacrity Salve: Whenever you heal an ally, that ally gain +5% attack speed and -5% spell cooldowns for 12 seconds.
  • (AP: 2, Ranks: 1) Str/Wis/Cha
Tier 5:
  • (AP: 2, Ranks: 1) Divine Power: +1 critical hit range and multiplier with favored weapons. +15% maximum HP.
  • (AP: 2, Ranks: 1) Divine Vessel: Choose One:
    • Melee: Cleave: +5W, +5 Imbue dice. If an enemy hit by this attack has 5 or more stacks of vulnerability, they are knocked prone for 6 seconds, no save. Shares a cooldown with greater cleave
    • Ranged: +5W, +5 Imbue dice. If an enemy hit by this attack has 5 or more stacks of vulnerability, they are knocked prone for 6 seconds, no save.
  • (AP: 2, Ranks: 1) Righteous Weapons (Requires previous Righteous Weapons): When wielding your religion's favored weapon in your main hand, you gain +3 to hit and damage, and +1 imbue die. In addition, gain +10 MP, Fire SP, Light SP
  • (AP: 2, Ranks: 1) Radiant Aura: Toggle: Your imbue's power radiates from you, and now benefits allies and harms multiple enemies. Your Fires of Fury imbue now deals damage to all nearby enemies with you hit an enemy with your weapon. If you have Gleaming Shield, and are using the Fires of Fury imbue, allies near you gain temporary hit points equal to half the temporary hit points you gain when you deal damage with your imbue (up to 10% of your max health). +1 imbue die
  • (AP: 1, Ranks: 1) Divine Intervention: Active: Divine Intervention: Ward your target against fatal damage. Hit point damage cannot lower a warded ally's hit point total below -9. When a warded ally is incapacitated, this effect heals the target after a few seconds for 25% of their max hit points, and is removed. In addition, when this effect is triggered, you gain +100 Fire, Light, and Positive spell power for 20 seconds (Activation Cost: 30 spell points. Cooldown: 2 minutes)

That's about it! I'd love to hear what you all think about this tree. Like with the archmage tree, the numbers were not thought upon for too long, but the numbers aren't the focus of this. The concepts, themes, and abilities are the important things to pay attention to. So things may not be balanced properly.

Also, minor note, war soul (fvs) is super close to this, so I didn't bother changing that one too. Make some small tweaks to this (or don't), and you can get your new version of war soul.
 
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DaWiner

Member
I think TWF is definitely the biggest problem with balancing with this tree (not just with radiant aura, but the imbue stuff in general). I don't really have a great solution for that. Maybe convert a percentage of your melee damage to be imbue damage (and scale with fire and light spell power), instead of just increasing imbue die all the time? Increase imbue die if you are wielding a two handed weapon? I dunno
 

axel15810

DDO YouTuber, Streamer and Podcaster
Most obvious things that need to change:

- Give a CHA or WIS option for divine might trance, just like FVS warsoul has. It feels so stupid to have to splash a level of FVS to get access to a WIS class based trance on a cleric. Alternatively, actually build some meaningful uses for CHA for the 98% of clerics who are not turning focused builds.
- Reduce cooldown on smite foe. 12 seconds is way too long.
- Make it so nothing in the tree uses or gives fire/light spellpower. Everything in the tree should run off of only positive spellpower/melee power if this is going to be a melee tree. The tree needs a defined direction. Having to gear for 3 spellpower types on a cleric melee is silly and not practical with current end game gear tetris.
- Just give crit multiplier in core 5. Not doing so pigeonholes any warpriest who is not a tank into war domain to get it via holy sword.
- Righteous weapon line is too expensive
- Make radiant flourish always proc but require a a roll to beat enemy's save, that way it can be consistent CC option to build for. WIS, STR or CHA could be all be a reasonable basis for the required stat and in the case of the latter two, to differentiate from Falconry and support STR/CHA builds if the devs build some more meaningful uses for STR/CHA for clerics to go along side this change so those stats actually become desired on a warpriest. I would love to see it change from a single target blind to a single target stun. Would differentiate from falconry and save a feat having to be spent on stunning blow. If stun, increasing cooldown to 15 sec to match stunning blow seems reasonable.
- Divine Intervention is way out of place in Warpriest IMO. It should be in Radiant Servant T5 instead. Probably in exchange for Divine Energy Resistance. Fits the elemental defense buffing theme Warpriest already has with inflame, and DI makes more sense in Radiant Servant tier 5 for obvious reasons.
- Just make implacable foe a standard 30 second mass buff and get rid of the distance requirements. Or if that's deemed too strong, give it a circle graphic like consecrated ground. iirc there is no range/refresh graphic, which makes the distance for refresh ambiguous.

That's all for now. The tree needs a lot more changes than this. Maybe even needs to be scrapped entirely. I could talk for literally an hour plus on this but I'll stop myself there, heh. This tree has made me sad for more than a decade now, lol.
 
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Contessor

Well-known member
Fire dmg without a way to bypass immunity on the imbue makes it less attractive than KoTC. Maybe not split the damage and just go with holy damage (scaling with higher of half alignment SP, range power or melee power), which is more thematical anyways.

Also since you are forgoing offensive spellcasting for imbue dmg, penalize all other spellpower other than alignment or positive when the imbue toggle is active.

I personally think FVS divine might should be at tier 2 and so should this tree. A single level splash and minor AP for a trance is OP compared to other trees.

I really did not see a trade of tankiness for higher damage as you mentioned in your teaser.

Lastly, the imbue in your write-up seems OP. If TWF, it should be cut in half. Really a TWF cleric (other than a clonk) makes no sense anyways. It should be sword and board. Maybe even require a shield in the off hand for the imbue to have full damage or limit the tier 5 imbue add-on at least to sword and board.
 
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DaWiner

Member
Fire dmg without a way to bypass immunity on the imbue makes it less attractive than KoTC. Maybe not split the damage and just go with holy damage (scaling with higher of half alignment SP, range power or melee power), which is more thematical anyways.
The core 4 allows the imbue to bypass fire+light immunity

Also since you are forgoing offensive spellcasting for imbue dmg, penalize all other spellpower other than alignment or positive when the imbue toggle is active.
I don't penalize spell power, but I do remove spell crit chance with the level 18 toggle, which is plenty to dissuade people in this tree from using spells.

I really did not see a trade of tankiness for higher damage as you mentioned in your teaser.
It really only ended up being the t5 thing that gave hate gen and armor class that was removed, so you are right. This statement doesn't really apply that much.

Personally, for balancing the tree for melee purposes, I would remove the +10% hp at core 12, and make the t5 +20% hp. However I think removing that would make cleric tanks mad, so I don't want to change it. Maybe the devs would have more balls than me on this one though.

Lastly, the imbue in your write-up seems OP. If TWF, it should be cut in half. Really a TWF cleric (other than a clonk) makes no sense anyways. It should be sword and board. Maybe even require a shield in the off hand for the imbue to have full damage or limit the tier 5 imbue add-on at least to sword and board.
Agreed, TWF is a problem. And after some thought, it may be best to simply require sword and board or THF (since I think silvanus builds should be able to use this tree) for the imbue to be active at all. This would fix both of these problems.

I just edited the main tree and added this as a requirement
Make it so nothing in the tree uses or gives fire/light spellpower. Everything in the tree should run off of only positive spellpower/melee power if this is going to be a melee tree. The tree needs a defined direction. Having to gear for 3 spellpower types on a cleric melee is silly and not practical with current end game gear tetris.
This would be an interesting idea for this tree. Instead of the imbue being based on fire/light SP, use melee power. I had done the spell powers for differentiation from KotC and thematically, but making it 1d4 fire and light scaling with melee power may make more sense.

When designing this tree, I initially had imbue crit at 18 scaling with fire+light crit chance, but that was a terrible idea as gearing was already a nightmare without that.

- Divine Intervention is way out of place in Warpriest IMO. It should be in Radiant Servant T5 instead. Probably in exchange for Divine Energy Resistance. Fits the elemental defense buffing theme Warpriest already has with inflame, and DI makes more sense in Radiant Servant tier 5 for obvious reasons.
I agree that divine intervention could easily be removed and replaced, but do you think that Divine Energy Resistance is the way to go? It's somewhat underwhelming as a t5, especially since the tank in the party will probably have it and give it to everyone anyways. I suppose for a filling the t5 with something else this would be good, but idk how used it would be. Right now all the t5s I feel would be essentially required, so maybe it makes sense to throw something that's only alright in at that spot (as that's more in line with current trees). Is there another existing ability (or a new one altogether) that might be more unique/inspiring we could add in its place?

I'm curious if you all think focusing on the imbue is the way to go? I mostly chose imbue out of theme, and ran with it. This tree is essentially brand new, since the old tree was so bad for so many reasons, so if SSG was to tear down warpriest/soul, this could serve as some inspiration.
 
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axel15810

DDO YouTuber, Streamer and Podcaster
I agree that divine intervention could easily be removed and replaced, but do you think that Divine Energy Resistance is the way to go?
Mainly suggested that b/c it already exists in the game. Never been a huge fan of it being in the tree but it already exists there so it should be a feasible, easy change for the devs if they decided to do it.
 
The biggest problem I saw on the hypothetical tree is that you got rid of Ameliorating Strike! This is the only reason I go for warpriest/warsoul and tbh I think this is soooo thematic! A burst of healing when you strike a foe, this is exactly what a cleric of war does imho... I think this is so thematic that the imbue system also should go for it, like Henshin Mystic Light the Candle, but instead of dealing Fire damage on hit and additional Force damage on crit, it should heal by the same amount of imbue on crit.

About the imbue system, I tottaly agree that it should come earlier, T4 is way late for it. Also think it should be half fire and half light damage, which is tottaly according to the theme and other abilities, like Divine Vessel or Consecrate. 1d4 fire and 1d4 light seens reasonable for me. Also agree with the idea of removing immunity AND bypass resistance with imbue damage, especially because fire is the most common damage resisted/immune.

The one thing I really liked on hypothetical tree is Warpriest's Blessings. It tottaly fits for the theme. Also Fragments of the Sun seens reasonable, since most damage comes from fire/light imbue and action boost imbue.

I actually don't think the warpriest tree needs a so deep revamp, but balance... Some ideas to balance it imo:

- Better cooldown for Smite Foe, 12 seconds is too long;
- 1 imbue die and some positive sp each core;
- Better cooldown for Implacable Foe OR longer buff with no distance requirements, also charisma choice for cha based clerics;
- Trance: choose beetween Divine Might and Divine Will, maybe on T2 or T3;
- Righteous Weapons line (biggest problem in tree!): +hit/dmg, fire, light and positive SP and +1 imbue die. T5 +2 imbue dice instead OR +1 imbue die and your favored weapon becomes an implement and Smite Foe makes enemies vulnarable to fire/light damage for x seconds (maybe half cooldown);
- Action Boost: Power for this tree is lame! Haste or Doublestrike would be much better, even Spell Power. Or, like you put, a new imbue dice boost;
- Radiant Flourish should be a more reliable debuff and scale with Spell Power instead of Melee. Melee scaling doesn't make any sense in this tree;
- Fires of Fury is just bad! 1d4 fire and 1d4 light damage with a healing effect on crit on T2 or T3;
- Divine Power: +6 sacred bonus to str/wis/cha (choice), full BAB and +1 crit multiplier.

And last, but not least a word about channel divinity and domains. I think all domains should be revisited too. Domain of War, for example, should have something different from holy sword since the tree should have crit multiplier. Also, I think the bonuses for SP should be sacred to actually stack with gear. Domains should count epic levels for its purposes and the blessings from turn should be a 30 seconds buff, instead of 20.

About channel divinity, I don't understand why Radiant Servants are the only clerics who can channel divinty! The other clerics don't have a connection to their gods? This is the most thematic thing about clerics in D&D and we necessarily have to put some points in RS to do it... For Dark Apostate it's even worse, they have Dark Judgement to give some temp HP to party, but you actually have to Turn Undead to proc it... in other words, 90% of the content you will use an ability with no purpose each 20 seconds!

I think this is the most priority to revamp! Every cleric tree should have at least one option of channel divinity. Exalted Angel maybe also should have some use for it.
 
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Lofen

Well-known member
I think it's a mistake trying to 'fix' the warpriest without addressing radiant servant at the same time. both trees are in need of an overhaul which means the responsibilities could be redestributed between trees. Currently warpriest is a tanking/melee, which radiant is healing/turning, I'd make the case for healing and tankiness, and melee/turning, as a melee cleric is in the right place for turning undeads, and the bursts auras work well for melee range too.

You seem to be really into the imbue and want to make the warpriest all about it, which is a fine personal preference, but one which I don't share. Nice to have? sure. And absolutely it should be lower than t4, but I wouldn't want a tree devoted to it.

In my mind warpriest should be OK in melee, very good in tankiness, and good healers with an emphasis on melee healing & buffs. I do not believe this tree should make them very good at melee, that's for melees, not clerics. Just like I do not believe fighters should get a tree that would make them very good at healing.

with that in mind, I would re-introduce the full BaB enhancement to the tier5s (or 4s) which allows for more PRR from heavy armor. I would move radiant servant's aura and bursts back to warpriests, I find them increadibly fun on melees and there's no reason for the game not to be fun, not to mention hardly anyone uses them today which is a shame. I liked your idea increasing healing potential when hitting (positive spellpower + crits), I would add temporary buffs on special strikes (curse resistance? heroism?) similar to the shintao but buffs instead of purges, leave the +1/+1 to crits, and either remove the cleaves from the tree or at the very least reduce the added [W]s significantly, and instead grant added defenses to the cleric (+allies?). Let the gods protect their worshipper as he wades into combat.
Increase the hp buff, there's no reason a war priest should be less durable than any other front line dps, quite the contrary - killing things more slowly means they should be more durable, as they'll end up taking more damage over time.

A warpriest in the party should make melees happy for the protection and healing they'll receive rather than worried for their kill counts, and the more unique and significant you can make their contribution, the more of a place they will have.
 

Speed

Well-known member
In my mind warpriest should be OK in melee, very good in tankiness, and good healers with an emphasis on melee healing & buffs. I do not believe this tree should make them very good at melee, that's for melees, not clerics. Just like I do not believe fighters should get a tree that would make them very good at healing.

A warpriest in the party should make melees happy for the protection and healing they'll receive rather than worried for their kill counts, and the more unique and significant you can make their contribution, the more of a place they will have.

Exactly.
Classes should be kept unique as possible instead of making them being jack of all trades.
There are already other classes for melee dps specialization, so if someone does not like playstyle of cleric, then it means its not for him.
To compensate such change and make other classes worthy, fighter should get imbue, more heals and possibility to cast buffs and aoe elemental damage (not to mention other melee classes too).
There is War domain that you can choose if you want to be closer (all martial/exotic weapons, bonus to attack/damage, half level tactical dc).
Cleric role is healing/buff/support with access to some elemental damage that gives range/aoe and can bypass any damage reduction (nothing is immune/resist to light, except golems that reduce all elements).
 

EvilDragon

Well-known member
Overall, your suggestion is trying to give too much into a tree.
  • Values should be weak if a tree is going to give a lot of bonuses and does things in various areas.
    Example) Bard, Dark Apostate, Eldritch Knight...
  • Values should be strong if a tree is only dedicated to a specific area.
    Example) Sorcerer Savant trees, Radiant Servant (Cleric - well, not that strong values tbh), Enlightened Spirit (Warlock)...

When considering your suggestion gives...
  • Fire, light, positive spell power
  • Some low-risk high-return protections
  • more than +10 imbue dice
  • Fire/Light damage bypass through imbue
  • Damage and hit
  • Additional +5 bonus from Pray spell, total +10 at 20 CL
  • Imbue critical hit
  • And some stuff...
This is extremely broken. This covers a lot of areas and giving a lot of values.



I had some ideas for warpriest as well, but not just in a single tree.
Cleric is just bad for everything. It's just usable than before, but still bad, and why it is bad is that their ability is not connected to themselves well.
The double bonus to Pray spell isn't that bad, but it becomes bad when you try to put a lot of stuff with it.
 
I think it's a mistake trying to 'fix' the warpriest without addressing radiant servant at the same time. both trees are in need of an overhaul which means the responsibilities could be redestributed between trees. Currently warpriest is a tanking/melee, which radiant is healing/turning, I'd make the case for healing and tankiness, and melee/turning, as a melee cleric is in the right place for turning undeads, and the bursts auras work well for melee range too.

Agreed. Actually, I think the cleric per se needs a lot of attention. All 4 trees need to be revised and the whole domain and channel divinity system. Domains could give access to spells cleric don't have, just like happens on PnP version. War domain, for example, could give elemental weapons, deadly weapons etc. It would be even more meaningful since clerics, especially non-caster oriented, have lots of useless spell slots. And channel divinity should have more uses other than a bunch of useless things on RS tree and nothing on others.

In my mind warpriest should be OK in melee, very good in tankiness, and good healers with an emphasis on melee healing & buffs. I do not believe this tree should make them very good at melee, that's for melees, not clerics. Just like I do not believe fighters should get a tree that would make them very good at healing.

A warpriest in the party should make melees happy for the protection and healing they'll receive rather than worried for their kill counts, and the more unique and significant you can make their contribution, the more of a place they will have.

Again we agree. In that matter, I think what you said is not only for warpriests, but also for divine disciples. If you wanna melee go for paladin or fighter and if you wanna nuke go for sorcerer. It should be ok in the role with more supportive options for the same role party allies. Warpriest could have options to improve melee/ranged damage from allies, even crit profile situationally and DD could have some SP boosts, mana cost reduction, spell crit... It would be a good way to give uses for channel divinity.

I would move radiant servant's aura and bursts back to warpriests, I find them increadibly fun on melees and there's no reason for the game not to be fun, not to mention hardly anyone uses them today which is a shame.

Yes! There is no reason to have aura and burst in back line character. It's incredibly thematic and fits perfectly for warpriests! Nevertheless I wouldn't mind to dip into RS tree for burst/aura, considering a good rework on it, but aura couldn't be a T5 ability for obvious reasons. Could be T4 or even better a core ability. Get rid of the useless Positive Energy Shield and move Improved Empower Healing to C5 to get aura on C4. OR just change Positive Energy Shield for aura on C5 and gives warpriest an option to atk/dmg with wisdom, this way you don't need to spend 12 points on Falconry tree.
 

Sneakywink

Well-known member
Lastly, the imbue in your write-up seems OP. If TWF, it should be cut in half. Really a TWF cleric (other than a clonk) makes no sense anyways. It should be sword and board. Maybe even require a shield in the off hand for the imbue to have full damage or limit the tier 5 imbue add-on at least to sword and board.
It should be a Heavy or Tower shield so you can't Swashbuckle with it.
 

Palumtra

Definitely A Member
Divine Internvention should replace Divine Energy Resistance or Reactive Heal in the Radiant Servant tree IMO, it's a really nice tool to have but has nothing to do at the Warpriest tree.
 
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