There needs to be some balancing done. Looking at parses it is obvious clerics bring very little to the dps part of the game, but can do wounders on the healing side. Or, we did. I can out parse a shaman on heals, but often shaman are out healing us and out dpsing a number of others. A well played druid can do the same. Or, they can focus on heals or dps and do even better in that field. I've seen druids top the entire parse while keeping their group alive. They do so at the cost of burning through mana, true, but that is something we wouldn't mind using a bit of mana on too. Clerics can continue to heal. We can mitigate some damage with marks or other spells, but we aren't contributing a lot beyond that. In the group game I can rotate between two nuke/heal Contraventions and keep a tank or pet up fine, anyone can heal in the group game. But we offer little to the group beyond that. I run a lot of dungeons and dragons games over the decades, and I've played a number of clerics in different editions and games. Many of them can actually do damage. Make our hammer pets stick around and be controlable, atleast comperable to shaman pets, give them procs. They don't have to be tankworthy pets, but give them damage. Our Contravention line works in groups, but in raids people need heals far more rapidly. Give us options for a bit of DPS burn during burn calls during raids. A Holy Smite - could be patterned off of a low yield Harm Touch or something. It can't be used every 30 seconds or so, but, it does give us something to contibute during burns, or during namers. Or it could be a lower damage version of Turn Undead that works on live creatures. Maybe it lowers enemy AC or avoidance if that doesn't cause stacking issues. Give Divine Avatar a huge heal target's target component, so we can do some damage while continuing to heal. Or give us a group version that increases group dps. These would be easy changes that wouldn't really cause a lot of development time.