Now, this school is swarmed with buffs and support spells! It got more than any and a lot of them are actually useful! Hot diggity damn, it's like Christmas up in Cleric town!... Well, more like Easter. Ehem, this fact makes them the most common choice for Hybrids out there, not only because Faith got the most Hybrid Weapons... I think. Don't quote me on that.Tears of Denial
Welp, this is easily the best support spell out there. Why? Oh, I don't know, maybe because it lasts forever until triggered
? Granted, that does not make a spell amazing on its own, so let's talk a bit more about it. You apply a buff to yourself that allows you to survive a death blow with 1 hp left. Back in DS2, this spell did not last forever, so you either had to plan in advance that you probably are going to get killed by your enemy or you had to tactically apply it in the midst of combat. Here? Oh, honey, this is like a free 'Get out of Prison'-card. You apply it, rest at the bonfire to regain your FP and then... Just be on your way. It is also quite easy to apply at the begin of a duel, a single Estus regenerating the FP lost. This spell requires only 15 Faith to cast, which opens it up to almost everybody, too. But, since it requires 2 spell slots, pure melee's and casters often pass on it, thus making it almost a Faith Hybrid exclusive. Also, it needs 100 FP to cast, making it the most expensive spell out there, but an infinite lasting buff that gets you out of death once is definitely worth it... Also also, poison is a deliciously devious counter against this buff... Just saying.Projected Heal
Now, at first glance, you may wonder why this is so high up. It is a healing spell meant for co-op, for crying out loud! Well, you shoot an Emit Force-like projectile that heals any ally that is in range of where it lands. Pretty hard to aim as you cannot, obviously, lock onto your friends. And just like in TF2 with the crossbow, they will neeever stand still. It heals very little for it's price but … Well, this is the ultimate combat heal. Why? It casts very, very fast. You can easily pull off one of those in the middle of a duel, especially if you Lightning Stormed beforehand. Just aim at your feet and enjoy a quick heal. Seriously, if you don't care about the fact that healing in a duel is often frowned upon, this is the spell for you... You douchebag.Replenishment/Bountiful Light/Bountiful Sunlight
Now, this is a nice one. A healing spell that does not scale with any Spell Buff! Well, you buff yourself and regenerate health. The better the spell, the better the heal. Pretty simple. It goes from 5 to 7 to 10 Health per second, and yes, they stack with everything else, including Gentle Prayer of your Chime, or the Sacred Chime of Filianore that does not even require you to hold it out to keep gaining the healies. The first only has a Faith requirement of 15, something easily acquired, while the next needs 25 and the last 35. Get whatever suits you best and buff yourself up! Some people won't hate you for putting this stuff onto yourself before a duel, even! Oh, Bountiful Sunlight also affects your friends around you. Noice.Heal Aid/Heal/Med Heal/Great Heal/Soothing Sunlight
A lot of heals, a lot of deals... But sadly no wheels. Well, these spells are pretty much very nice at the time you get them, each healing you a bit more for more FP required. The heal also scales with your Spell Buff, so the more Faith you got, the better it heals. Pretty straight forward. Not much to add here, they all heal you and even friends around you nicely! The reason I put them below regeneration spells is because it is easier to interrupt them and you can't cast these onto yourself before a battle to get that nice regeneration going.Blessed Weapon
This weapon buff has been argued about since day one. Some think it's ****, others say it's the best one out there. But why, though? Well, it increases the physical damage of a weapon by 7,5% and a Health regeneration which scales of your faith (that tends to be neglectable) for 45 seconds. It is a rather short buff, and the heal actually doesn't increase if one uses the Lingering Crest Rings; it merely spreads it out over the longer duration. Now, why the split opinions? Well, the hate obviously is for the low increase in damage, low regen and low duration. The love, however, comes from the fact that it adds pure physical damage, thus there is no split damage, and it only requires 15 faith to cast! You can achieve that with six stat points as a Knight class or just one plus the Priestess Ring. That actually turns it perfectly into the very definition of “It's better than nothing”. I mean, why not use it? It increases your damage and has very little stat requirements. Though, how do I feel about this spell overall?
First, this thing needs to last at least 60 seconds (or make the duration scale with Faith, I dunno). Secondly, I'd personally change it up a bit... For blessed weapons. Y'see, Blessed Weapons normally can't be buffed, and they really suck when it comes to dealing damage, usually just ending up on a parry-offhand weapon because of that. Thus, I'd say to increase the Physical damage buffed on Blessed Weapons to 15%! That way, Faith Hybrids that go on Regeneration and Blessed Weapons might actually work out! They most likely will still deal less damage on a proper Melee Build, and the weapon buff runs out after a while, though would it make for an interesting new type of build! Also, it should last longer on a Blessed Weapon, a full 90 seconds, in fact.Sacred Oath
One of the building blocks of the broken weapon buffers back in DS2, here the spell... Is just eh. Again, it's a good' ol case of “better than nothing”, though is that harder to achieve than with Blessed Weapon as this buff actually requires so much Faith that only Hybrids are going to reach it. It increases Physical damage by 10% (though against players I think that it is still lowered) and your physical absorption by 10%. That's not a lot, but honestly, this needs no buff. It is there for those Cleric Hybrids that uses those Special Weapons that Physically scale with Faith to give themselves a bit more of a kick. With my Blessed Weapon improve, this buff would also work nicely together with the Blessed Weapon Cleric!Lightning Blade/Darkmoon Blade
No reason to split them, they are basically the same spell only that one adds Lightning Damage and the other Magic damage. Though the latter is only acquired through many tears, blood, sweat and waiting around for hours upon hours. Ye be warned. It buffs your damage and scales with your weapon buff. Simple. The problem is the same as all Magical Weapon buffs. Split damage.
Split damage really should be fixed, aka. not make it so that 100 Magical Damage and 100 Physical Damage will deals less than 200 pure Magical or Physical Damage on equal resistances. Although, now that I think about it, that probably would require some re-balancing on quite a few split damage weapons... Any maybe even spell buffs. Hmmm...Deep Protection
The spell that does a little of everything. 5% more damage, 5% absorption to every type of damage, Resistances against status effects get a plus 20 and a whooole 3 stamina regeneration per second. This thing is kinda hard to judge. It doesn't require much faith, though enough that a pure physical build (at least on level 100 and below) thinks twice about getting it. Mostly due to the fact that it increases everything by so little that it almost isn't worth the bother to cast on oneself. I mean, it is “better than nothing”. I really don't know what else it should do due to that fact... Actually, I do.
The Stamia regeneration should be a bit higher, so it has a nice “buff” parallel to the Ring of Favour and Protection. Probably like around 5 or 6. Still very low, but, well, “better than nothing”.Vow of Silence
This maybe should be higher, but right now it is so low due to a simple reason. First off, this spell casts a ring of RAGAWHIMADOODOODAA! which causes everybody caught inside to be unable to cast any spells, including yourself. The range is massive
, much bigger than the ring would suggest, and I believe it goes through walls, thus, allowing to pretty much always successfully affect anybody, especially since it can't even be rolled through. It only lasts for 15 seconds, but since it is almost impossible to miss, I'd say that is more than fair. I mean, you pretty much hard counter any pure caster out there. Though, 15 seconds can easily be staled, sooo... Oh, by the way, speaking of which. It is so low due to two facts. It requires 30 Faith, so you pretty much have to go hybrid, preferably purely a buff hybrid because otherwise you nerf yourself. Secondly... It only counters casters that actually use offensive spells. I mean, that is its one and only use, yes, buuut that really makes it incredibly situational. Remember, you have to pick this up before you go into a battle, meaning you have no clue at all if it will be useful. And most of the time, it won't. Then again, that is 'prooobably' because pure spellcasters are both actively weaker and harder to play than any pure melee build. So you are going to ruin the fun of a person that already isn't playing all that serious.Dark Blade
Oh, what the hell? Why is this one so bad? Oh, you ask why it is bad? It is bad because at a requirement of 25 Faith it is as good as Great Magic Weapon that needs 15 Intelligence. I guess this is the Weapon Buff for those people that want Great Heal and Bountiful Light but don't want to spend 5 points/wear the Priestess Ring even though they could just go for a more powerful version with Lightning/Darkmoon Blade then! This thing doesn't even dual-scale with Int and Faith on those catalysts design for such, but instead merely scales of the Faith by itself. And don't give me that Crucifix of the Mad King combo. Even a Resin almost does an as good job.
Either reduce the Faith required down to 15 or bump it up to 30 and make it as good of a Weapon Buff as Lightning/Darkmoon Blade! Yeesh!Magic Barrier/Great Magic Barrier
Ooooh honey. This spell was so amazing in DS2 that it rivaled Sacred Oath. Now? Let's just say that no Wiki even bothered to include how much magic resistance these spells offer. 35% for the small one, 60% for the big one, by the way. So, why is this spell bad in DS3? Simple, for the same reason it was rather useless back in DS1. It only increases one resistance, one that might be one of the most uncommon types of damage in the game, though, granted, possibly one of the more common magical types of damage in PvP. Key word being magical types, as in, very, very few people actually use those. So, let's break this down, you have one spell (one of which costs TWO
spell slots!) that counters one type of damage, a type of damage that is in a group of four that already is rather rare. Did I mention it lasts 45 seconds? Because it does. Basically, there is no reason at all to ever carry this around, except maybe when you got after... I don't know, Crystal sage? You really wanna bother with buffing yourself for him, though? Be true to yourself, you don't. I mean... It's better than Flash Sweat.
Whereas Flash Sweat needs something authentic, this merely needs something diverse. Namely, offering resistance to all types of damage, like back in DS2. Of course, not 35% for the small one or 60% for the great one, that would be ludicrous. It should rather be, say, 20% and 30%. That way everybody that bothers with 15 Faith can get some counter to those rarebloods called spellcasters and proper clerics can really give them the Kirk finger! And it should last 60 seconds! Also, no two spell slots for the Great Magic Barrier. I mean, sheesh!Caressing Tears
Heals any Poison, Bleeding or Frostbite you might have. You know what does the same faster and without the use of a spell slot or cost of FP? Moss. I mean, I suppose this thing heals all at once, but when was the last time somebody tried to build up two Status Effects on you at the same time? Also, I guess it effects friendly units close to you. I once had this funny encounter when I had a blue friend who constantly used this to heal my poison while we fought a red in the swamp. I guess his intentions were nice. Didn't help in killing the invader and I rather would've had him focus all his attention on him since I had, y'know, Moss. I know it does what it does, but I want spells that do something that is supposed to help you counter something do so better than a bloody item!
Just... I don't know, make it give you a buff at the same time that increases ones resistance to status effects! I know Profuse Sweat already does that, but that one is also completely useless!Attonement
I'm not sure if I should even add those few next spells, but oh well. Increases enemies aggro range towards you and they are more likely to target you... For 30 seconds. Just... wear the Skull Ring?
I mean, whoever uses this spell want their teeth get knocked in, so at the very least allow them that to happen for 90 seconds. But, even if that changes... Just wear the Skull Ring.Seek Guidance
This causes developer messages to appear to help you with those nasty fake walls!... Something pointed out to you by dozen player messages, unless you play offline, I guess. In DS3, it also allows you to see summon signs, though if you want to actually summon them, you still gotta be embered up. I liked how there was that Hollow Mask back in DS2 that gave you this effect constantly!.. Wait, does this spell wear off, even? Either way, it is a waste of spell slot, even if you do play offline, I'd say. Needs no change, obviously.Homeward
The Dark Souls equivalent of the D&D spell Creation. Why carry around an icky bone if you instead waste a spell slot to port yourself using your own abilities? Break the cycle of mediocrity of the Coiled Sword Fragment and show the world how much moxy and style you got. It is slower than either of them? Why, of course, if one wants to do something proper, wants to reach perfection
, they have to do it slowly! You are a big boy and you deserve to have the right to teleport yourself home using your own Faith and Focus!...
...How is this spell still in the game?
I heard horror stories on how unspeakably awful this spell has become, the mere thought disgusting people. Thus, I toyed around with it recently and... Sweet mercy, nothing could've preprared me. I... I'll just take the merit of copying TSMP's post about how this spell is utter and complete ****.
TSMP wrote:Dead Again: Man, I could write an entire essay on everything wrong with this spell. Seriously, it's ridiculous. Some of the things they did to it make sense, like corpses disintegrating after you explode them which makes it hard to spam. Other things I can kind of understand, like how it only explodes three corpses at a time so you don't go through all of them in one shot. But then they go and reduce the damage so far that it's barely even 200 per corpse, on a spell you have to spend way too much time setting up, has an incredibly blatant and slow delay before exploding, and that you likely won't ever cast more than once per fight. And that you also won't likely use without prior preparation. Oh, and it only explodes "enemy" corpses, which means you can't blow stuff up while invading except in one specific area on one specific category of enemies (the Undead Settlement non-aggro hollows, if you're wondering). Just... eugh. How do you mess something up so bad?
What needs to change? Why, the damage needs to be... tripled. The delay needs to be reduced. It should effect every type of enemy that leaves a bloody corpse behind! Sweet mercy, I can only repeat, how do you mess something up so bad?