Tsidkenu wrote:Is Heal/Harm still doubled?
Are these Hierophant bonus feats even worth taking any more?
I know Harm is doubled.
Blast Infidel is worth it if you want a few high DC, 300 dmg guaranteed spells. It can work wonders in PvP, for example.
But what anyone who plays a caster for long will tell you, is that general dmg spells, like the Inflict Wounds line or even Orbs line, do waaaaaaaay less dmg per Rest, than a melee or even battle caster can do, per Rest.
Casters of any type really need to be disable and kill types, to be the most viable, and I would add the most enjoyable, of builds, on BGTSCC.
I've now played a blasting Cleric/Hierophant, and a blasting Sorcerer/ASoC, and my experience is that you can never do enough dmg over the long run, before your spells are used up.
That said, considering the Hierophant gives the same stats as Cleric, but can also grant the PrC Feats, having 1–2 Harms for 300 dmg, ain't that bad. But you won't be off killing Giants for long, unless you are a battle caster. Like I said, its really nice for PvP, but not for mobs of the long haul play.
I was playing a toon with Blast Infidel and Inflict Wounds, but if I added up all the Inflict Wounds dmg I could make in slots I had available to spend on Inflict Wounds spells, it was so poor that I just took the Inflict Wounds line out of the spellbook.
Maybe were Blast Infidel could be useful is if it also affected Reserve Feats of Negative Energy type. Then, your toon would have a decent and constant dmg output, if you do not want to go the Battle Caster Cleric route. Still, you'd then be a high DC caster Cleric, and your Role would be disable and kill, or the Envocation route.