Since this thread, i've tried ditching the cleric to use two warriors and a mage, see how the mage supports them.
For a insane priest damage item try picking up the Martyr's Pick from The Wizard's Workshop all wizards quest it has 2x Violent Overswing
Incidentally I've looted and sold an additional 3 clubs of wrath today... I think the loot pool for some of the low level chests is a bit on the restricted side.
That's fine and all but my item is as far as i understand 100% drop chance so its easy to get even if the item you suggest is possibly better ^^'
Only started playing a couple days ago, but Priests seem the most interesting of the 3 classes so far. Hitting a chain of Heals/Buffs after Altruism is super fun. Misguided Heal and Unholy Frenzy being dual purpose are both awesome.
Altruism has been the awakening moment for my cleric play. While I still think many of their cards are very circumstantial or a little less powerful, their card draw ability really carries the day. Clerics also make great "soft passers" where I don't want to move or take an offensive action, but I also don't want to risk ending the turn. Just throw a heal/buff on someone.
After my "in defence of Priests" post here, I find myself having Priest problems. I figured I'd "quickly" (har, har) do the all-Priests challenge in Ruby Demon Portal. For about 4 or 5 retries, my Priests didn't . . . draw . . . attacks. Each battle stretched out as nary an attack card appeared for up to 5 rounds in a row. Of course, I looked to my decks. I saw no Divine Weapon with more than four attacks in it. Divine Items, then? Heck no: I wound up finishing off one Imp with Unholy Frenzy and Misguided Healing (yes, casting both on the Imp). 37 card deck, 8 attack maximum. Compare to my Warrior's current 18, and Wizard's current 25. In this level, you can't use any Talents, so options are limited. Recommendations?
Yup--this was at the core of my cleric critique: clerics simply don't have enough offense cards on their own. In a group, my new cleric makes for a great "home run hitter" who can swoop in and KO someone when he finally draws a 10 damage blow. As a team of three... I suppose you hope for a lot of home runs? It's particularly cruel that the all-priest challenge is also the first "timed" mission. Maybe there are some low-level lifesteal divine items floating around (although I havent seen them) which will increase the number of offensive cards a cleric can draw. Otherwise, the reactionary and supportive themes of most cleric items will probably just slow you down too much.
Its odd because Clerics are usually the most trouble when fighting npc squads of three, usually got some armor and pile on health regen, and they always got several strong attacks when i get close ><
Then it looks like this "low-level challenge" does, in fact, require me to level quite awhile and come back with bigger guns. I don't yet have any dwarf Priests with racial skills: I was trying to see the effect of a low-level (and small-deck) Priest in the mix, and this one happened to be my dwarf. I'm really exhausted on this one. Would anyone care to . . . just hire three level 10 dwarf Priests and duke it out in Ruby Demon Portal? And tell me what you win at the end? I'll game vicariously through you.
Dumthaggrong Level 5 Dwarf Priest Club Of Wrath Blessed Branch Thick Healer's Hide Rotting Leather Boots Blessed Demon Claw Medallion Of St. Beldar Novice Piety Drenggrund Level 1 Dwarf Priest Copper Mace Rotting Leather Boots Tarnished Goblin Skull Grungghalskrat Level 1 Dwarf Priest Bare Fists Tough Fencer's Boots Crude Healing Charm Would you believe I came within 2 turns of doing it with this party? lol I am going to get a couple of levels and try it again.
I think sokolov's got it right here. Kitting out low level guys to maximize the percentage of attack cards probably outweighs having a few extra hp. Which also opens up another can of worms: sometimes it seems like leveling up hurts more than it helps--particularly with the cleric. I don't want one (or zero) more hp if that means I get a new item slot demanding three more cards to thin out my offense! This huge exception to this is [race] and [class] skills. Traits which act as instant cantrips and handy buffs? Yes please!
Just got me a couple of these, gonna try it again with that party except with 2 of these on the Level 1s.