"Yes I was referring to veil of darkness but it seems like you're saying silence/plague/poison/energy drain will help to pin down an overly evasive communer?"
I dissagree, from the point of view of a Good cleric, they will mostly have very high Mal saves. Enuff so that you will only land something with a "Natural 20".
Paladins, same stuff... as it appears Most Combos rolls with the ability to do some sort of Blasphemy.
Healers are better dressed than Adeptus.
Shamans, with no need for Hit/Dam will also get high saves.
So that leaves Evil clerics and Giant Clerics G/E. As they normally have hybrid equipment, so they might be easyer to spell up.
But anyway what is a DK trying to Silence,Poison,Plague a Communer ? They probably spend less mana curing it than you to cast it.
I wouldnt Dirt, Rescue be better ?
She's got some points here that made me ponder for a while. Maybe upping the cost of the cure spells? Furthermore, upping the cost of healer cure's (hp, and mal cures) would force them to have be wiser with Mana in a fight... and might allow them to get more aggressive in pk.
If a paladin can drop a cure blindness and run back into combat with no worries, because a blindness spell will cost more than the cure... the blind slinging class can't win attrition style. Probably because they aren't a martial class and the paladin is, as well. Look at clerics, as well... they're defensive as a mofo. They can take a beating and still pump out cures to HP and Maledictives, at little cost. Maybe, either, up the lag on the spells or mana cost or both?
Healers... they're my biggest gripe in the game. They can't actively PK... because they're a freaking monster if they do. You just can't kill them... so how about making them slightly more offensive, and a lot less defensive? Not to the point of clerics, but, you get the idea.
Make their cure spells a little better than others? So, cure crit may do 25 hp with a paladin, but 35 with a healer... and the healer's cure crit will cost 25% more mana. "OH no! Healers this would ruin healers and mana!" No... it will make them be wiser with what they cast. They can't cast combat spells anywyas... they get what? Curse? Dispel? That's about as crazy as they get. So, make them worry about spamming too many cure crits when they should out damage someone with a dispel... and take away a defense. Don't they have parry and shield block? Drop parry or shield block. They can't parry for crap anyways with their maces/flails... so take it away.
This way, they can die easier, and on one can bitch about them being active Tribunals busting Criminals. If they're supposed to be nonaggressive to the living... then why the hell can they walk around with a guard allow it to beat the ever loving crap outta some guy.... "I didn't raise a hand, I'm not responsible." didn't work for a lot of war criminals, but it seems to work for the good healer that wants to kill people. "I just told others to do it... I'm free and clear." At that rate, why not let a good order a hit on another good through bounties?
Hrm, turned into a bit of a rant. Sorry.

a-g