help me with my cleric plz

XXDarkNinjaX - Lost City
XXDarkNinjaX - Lost City Posts: 171 Arc User
edited April 2014 in Cleric
yes just starting out atm im lvl 5 and was jwing what skills I should b going with?
I want to be a really good healer but want to b able to have a few attacking skills
like 95% healer 5% attacking
enough to where I can do a few things on my own u know
lmk what skills I should upgrade and what level to level them up to and all that other good stuff :D
Post edited by XXDarkNinjaX - Lost City on

Comments

  • XXDarkNinjaX - Lost City
    XXDarkNinjaX - Lost City Posts: 171 Arc User
    edited April 2014
    ik but i'd rather just have someone post the few skills I would need and the levels they need to b rather then read a 50 paragraph thing.. :(
  • WannaBM - Archosaur
    WannaBM - Archosaur Posts: 1,984 Arc User
    edited April 2014
    All squad buffs
    Ironheart
    regeneration aura
    purify
    revive

    Max those ASAP. max all the rest later when spirit is available.
    Everything i write is from PvE perspective unless mentioned otherwise.
  • XXDarkNinjaX - Lost City
    XXDarkNinjaX - Lost City Posts: 171 Arc User
    edited April 2014
    what are squad buffs D:
  • XXDarkNinjaX - Lost City
    XXDarkNinjaX - Lost City Posts: 171 Arc User
    edited April 2014
    and what about a little attacking?
  • Saibai - Raging Tide
    Saibai - Raging Tide Posts: 49 Arc User
    edited April 2014
    Attacks:
    Great Cyclone (Max fast this is ur fastest attack skill)
    Plume Shot (Max fast this is ur 2nd attack skill good against magic resistant mobs.)

    Shield:

    Plume shell (Very useful when you are soloing mobs.)

    Heals and buffs:

    Ironheart (Max fast remember to learn to stack)

    Squad buffs(Max fast)

    Purify (Max but pace it)

    Revive (Max but pace it)

    Chromatic Healing Beam (Max but pace it)

    Regeneration aura
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  • XXDarkNinjaX - Lost City
    XXDarkNinjaX - Lost City Posts: 171 Arc User
    edited April 2014
    ty that helps :D
    do I max regen aura and plume shell o.o
  • LilyWinters - Archosaur
    LilyWinters - Archosaur Posts: 128 Arc User
    edited April 2014
    One skill I would like add to the list is Wellspring Surge. It's a great heal to save someone in a pinch.

    As to your last two questions, Plume Shell is your best self defense skill for physical dmg. So yes, you want to max that as soon as possible.

    Regeneration Aura doesn't have lvls, once you get it you can't lvl it. It does get an upgrade later, but not until you reach 100 and reawaken so you don't really need to worry about that now.

    Squad Buffs -

    Once you max your individual buffs (Vanguard Spirit, Magic Shell, Celestial Guardian and Sprit's Gift) as well as reach the required lvl and spiritual cultivation you can learn each of those as a squad buff.

    So here are my recommendations on skills to get and focus on:

    Heals -
    Ironheart Blessing
    Wellspring Surge
    Chromatic Healing Beam
    Regeneration Aura

    Attacks -
    Great Cyclone
    Plume Shot


    Buffs -
    Vanguard Spirit > Lvl 10 > (squad buff) Greater Protective Aura
    Magic Shell > Lvl 10 > (squad buff) Aegis Spirit
    Celestial Guardian > Lvl 10 > (squad buff) Exalted Renewal
    Spirit's Gift > Lvl 10 > (squad buff) Arcane Empowerment
    Plume Shell

    Assist Skills -
    Purify
    Revive


    Hope you have fun playing a cleric! I've tried all the classes, some before and some after I made mine, and it's still my favorite class.
    Whoever said nothing is impossible never tried slamming a revolving door.
  • Atropah - Sanctuary
    Atropah - Sanctuary Posts: 186 Arc User
    edited April 2014
    Eventually you'll get everything, but I understand you have priorities. Everyone above me has suggested good skills, but some are a 'max now' others are good just not a priority.

    The most important skills for a cleric to max quickly are:
    ~Ironheart Blessing: It's a heal over 15 seconds and gives a huge heal
    ~Wellspring Surge:fast instant heal
    ~Revive: brings a dead person back to life
    ~Your 4 squad buffs: Vanguard Spirit, Magic Shell, Magic Spirit, and Celestial Guardian. Priority in that order. Vanguard and Magic Shell are physical and defense buffs. Magic Spirit increases the magic damage of casters in your squad, so while its really useful for them it's often only helpful for 1-3 people. But, it is helpful for you and will make your heals stronger so it does have priority. Celestial Guardian regenerates hp and mp. It's helpful but most people won't notice the difference between 1 extra hp a second or 10, so it kind of falls as the lowest priority.
    ~Regeneration Aura: Also known as blue bubble or bb. It's a continuous heal aura that reduces the damage people take by 50%. Only downsides are it can't be moved, costs 2 sparks, and it can be interupted. It's a great skill, even if it is kind of "lazy clericing". Only 1 level.

    ~Plume Shot: Spammable attack
    ~Great Cyclone: Spammable attack with Plume Shot (rotate one then the other). Great Cyclone also slows opponents down and keeps them from reaching you.


    Level when you can:
    ~Purify: Purify should be leveled to around 6. When someone is cursed or debuffed it makes a huge difference, but leveling it up only inceases the range and decreases the cooldown. Level 6 will allow you to purify as often as you need in most cases.
    ~Chromatic Healing Beam: Over used by clerics, its a big group heal but its very slow to cast and usually interupted. It's usually not that important until level 80+ so get level 1 or 2 then ignore it for a while.
    ~Plume Shell: This is will be controversal. Plume Shell is an awesome skill... later in game. Unfortunately it's not much use at low levels. Its a mana shield that starts out taking 2 mp instead of 1 hp and letting 47% damage through. Later on its better and takes 1.1 mp instead of 1 hp and absorb 80% damage (level 54). I'm going to say level it when you can but don't prioritize it. At low levels it will cause mobs to eat your mana pool too fast and you'll have nothing left to attack or heal with and die. In the level 50-70 range you'll be fighting mostly magic mobs and it doesn't reduce magic damage so you'll have wasted mp and time casting it. It's a beautiful skill and most cleric's neglect it or never learn to use it properly, but it doesn't become that useful until 70+
    ~Dimensional and Elemental Seal: These reduce mob defenses and can speed up your dungeon runs. It's a great thing to do to help your squad when they don't really need heals. Usually helping 6 people do more damage is better than adding just your own attack. Level it when you can but give your heals and buffs priorities.
    Silent Seal and Chromatic Seal: These are movement debuffs. One freezes (mob can't move for x amount of time) while the other sleeps (move can't do anything until its attacked). They're great for protecting yourself until a squadmate can grab aggro, or for killing mobs before they reach you, but they each have a penalty. One reduces your damage and the other slows you down. Good skills, just learn when you can, not a priority.
    ~Razor Feather's and Siren's Kiss are your aoes (area of effects) that do damage to many opponents. Good skills, although we're not usually DD's so they fall at a lower priority.
    ~Wield Thunder: Wield Thunder is a harder hitting single attack, but it's damage:cast time ratio is bad. Its more effective to use plume+cyclone unless you have -channeling gear or triple spark, which you typically don't get until 89+. Good skill later, and primarily for its sage/demon effects.

    Skills you can neglect for a while:
    ~Blessing of the Purehearted: This is a slow heal that costs alot of mana. It's a reasonably large skill but too slow for most people and has the worst mp:heal ratio. Just get IH and WS (Ironheart and Wellspring)
    ~Stream of Rejuvenation: SoR is a instant heal and then has a small heal over time effect. Its a huge heal. Unfortunately it's too slow to be useful in my opinion, and until 80+ you probably won't have tanks that even need that much heal. Simply put, if you have to use SoR then you neglected healing your tank for faaar too long in the first place. Later on its more useful because of it's sage/demon effects.
    ~Heaven's Wrath: Also known as red bubble. rb is a continuous aura like bb that increases peoples channeling, damage, and attack rate. Unfortunately, it overwrites peoples spark that give them better damage, better channeling, and better attack rates so if people plan on sparking (which most do) then it ruins their spark. This skill is almost never used, but feel free to get it since it's only one level.
    ~Thunderball: Used to be a horrible skill but got a revamp and now is okay, but mostly for pvp. It's a very weak damage over time skill that delivers a little damage every 3 seconds. In the same time you cast Thunderball you could have attacked with plume/cyclone several times and done more damage. In pvp it's useful for stacking damage together, but that's later in the game
  • XXDarkNinjaX - Lost City
    XXDarkNinjaX - Lost City Posts: 171 Arc User
    edited April 2014
    ty! :D
  • opkossy
    opkossy Posts: 11,177 Community Moderator
    edited April 2014
    *snip*
    I agree with most of this but have one thing that I just can't agree with, namely the placement of Revive and Purify on that list.

    I'd switch Purify and Revive's priorities. If a squad is doing its job, revive won't be needed and even with it as a secondary skill, it won't be too difficult to get it to a decent enough level. Especially since Revive at low levels doesn't save that much EXP, lower level players don't have much EXP to lose, and leveling revive at those levels gives no real personal benefit.

    Purify, on the other hand, is immensely useful and only grows more important over time. You'd be using it as early as you get it (poison mobs being very common in the 30s) and the earlier you start learning to use it, the better. Plus with the decreased cooldown and increased range leveling it provides, you'll get more mileage out of it too.
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  • Atropah - Sanctuary
    Atropah - Sanctuary Posts: 186 Arc User
    edited April 2014
    OPKossy wrote: »
    I agree with most of this but have one thing that I just can't agree with, namely the placement of Revive and Purify on that list.

    I'd switch Purify and Revive's priorities. If a squad is doing its job, revive won't be needed and even with it as a secondary skill, it won't be too difficult to get it to a decent enough level. Especially since Revive at low levels doesn't save that much EXP, lower level players don't have much EXP to lose, and leveling revive at those levels gives no real personal benefit.

    Purify, on the other hand, is immensely useful and only grows more important over time. You'd be using it as early as you get it (poison mobs being very common in the 30s) and the earlier you start learning to use it, the better. Plus with the decreased cooldown and increased range leveling it provides, you'll get more mileage out of it too.

    If someone dies, I feel bad. Having a leveled up Revive and saving them experience is my way of apologizing for letting them die. Then again, there have been many times where people are outrageously stoopid and I wish I had a level 1 Revive to offer them.

    At level 30 its easier and quicker to just give yourself and IH to combat poison, and doesn't cost chi. Instead it builds it. And for poison a level 1 self purify is all thats needed. The first real area you 'need' Purify is BH59 Wyvern in your 60's and a level 1 will do because his curse has a long cd. The next place where having a leveled Purify actually becomes useful is BH69 in your 80's as the bosses debuff more often and going too close puts you in physical range. Even then, level 6-8 Purify is all that's needed. Level it by the time you start doing FCC though.
  • Colum - Raging Tide
    Colum - Raging Tide Posts: 1,696 Arc User
    edited April 2014
    If someone dies, I feel bad. Having a leveled up Revive and saving them experience is my way of apologizing for letting them die. Then again, there have been many times where people are outrageously stoopid and I wish I had a level 1 Revive to offer them.

    At level 30 its easier and quicker to just give yourself and IH to combat poison, and doesn't cost chi. Instead it builds it. And for poison a level 1 self purify is all thats needed. The first real area you 'need' Purify is BH59 Wyvern in your 60's and a level 1 will do because his curse has a long cd. The next place where having a leveled Purify actually becomes useful is BH69 in your 80's as the bosses debuff more often and going too close puts you in physical range. Even then, level 6-8 Purify is all that's needed. Level it by the time you start doing FCC though.

    I'm sorry but I have to agree with Kossy here.

    Sure, you can feel bad if people lose their XP, but many times it is their own fault for rushing ahead the cleric or aggroing everything around not knowing their limits. Dying, and little xp loss, should teach them a small lesson. If someone dies without a reason or if it is cleric's "fault", you still don't need to feel bad - that xp is gained back regardless in a very short time and there'll be exp loss nonetheless.

    Whereas purify becomes useful already in FB/BH 39. There are a lot of things to purify:
    Silence, immobilize, channeling debuff, attack rate debuff, fire and poison dots, manadrain, bleed. A purify could be vital if you are running it with level 40s for example.
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  • opkossy
    opkossy Posts: 11,177 Community Moderator
    edited April 2014
    *snip*
    This.

    Even in a situation where someone does die due to you messing up somewhere around that level, the most EXP you'll be saving someone is... 17k. In a squad of level 60s (since res can be maxed at 64 I'm using it as a reference point) where you have a maxed res and the person you're reviving hasn't ever done a single cultivation quest ever (aka is being complete dead weight in the squad). To put this in perspective.. someone of the same level in that squad who has kept up with their cultis and got a level 1 res or towned after their death would have lost less EXP than the person accepting the highly leveled res.

    Meanwhile, as stated above, purify is an incredibly useful thing that can be helpful quite early on and the sooner you get used to it, the better off your entire squad will be. And by the time you get to levels high enough where the difference between a low level res and a maxed one is noteworthy... you'll already be at a point where most, if not all, of your skills are maxed out.
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  • Colum - Raging Tide
    Colum - Raging Tide Posts: 1,696 Arc User
    edited April 2014
    OPKossy wrote: »
    *snip*

    And the best part of it... purify won't risk your own life. b:chuckle
    Leader of Cyanure on Valonsurma and a proud member of Vertu
    Demon Strength Barbarian 103/103/101

    Demon Pure Mag Cleric 102/102/101 | Demon 4 APS Assassin 102/102/101 | Demon Pure Mag Mystic 102/101/101 | Demon Pure Mag Psychic 100/100/93 | Demon 4 APS-Barbarian 100/100 | HA-venomancer 100 | DPH Assassin 100 | Pure Mag Wizard 100 | Demon Pure Mag Stormbringer 96 | Demon DPS Archer 94 | Sage Vit Barbarian 93 | Demon All-Path Blademaster 93 | Str Seeker 86 | Pure Mag Venomancer 81 | Pure Mag Wizard 81 | Pure Dex Duskblade 47
  • ovenusarmanio
    ovenusarmanio Posts: 6,695 Community Moderator
    edited April 2014
    If someone dies, I feel bad. Having a leveled up Revive and saving them experience is my way of apologizing for letting them die. Then again, there have been many times where people are outrageously stoopid and I wish I had a level 1 Revive to offer them.

    At level 30 its easier and quicker to just give yourself and IH to combat poison, and doesn't cost chi. Instead it builds it. And for poison a level 1 self purify is all thats needed. The first real area you 'need' Purify is BH59 Wyvern in your 60's and a level 1 will do because his curse has a long cd. The next place where having a leveled Purify actually becomes useful is BH69 in your 80's as the bosses debuff more often and going too close puts you in physical range. Even then, level 6-8 Purify is all that's needed. Level it by the time you start doing FCC though.

    You should be using purify for Wyvern in BH51, and it's good next for Drake and Glutt in 59 since their DOT's damage is not reduced by BB and at any rate for much of the time you're in 59, BB is prohibitively expensive. Drake and Glutt's DOT isn't long spaced if the tank is a ranged one, it's constant. So the higher level your Purify is, the better. I've seen several times where some lowbie tank tried to just BB for those two, and the tanks died after the boss did because the cleric didn't bother with purify yet. After that you need it in 69 for obvious reasons and it remains important from them on. Having leveled revive is a nice gesture, but it offers no utility to the cleric itself until level 11. In addition, this is no longer 2009, exp isn't hard to get in those ranges. It can be useful in 39 too I suppose, but that instance is very easy without regardless.

    Revive is nice and all, it's courteous to level it even before you get your hands on sage/demon rez. But I wouldn't prioritize it over an actually important skill like purify.

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  • Atropah - Sanctuary
    Atropah - Sanctuary Posts: 186 Arc User
    edited April 2014
    You should be using purify for Wyvern in BH51, and it's good next for Drake and Glutt in 59 since their DOT's damage is not reduced by BB and at any rate for much of the time you're in 59, BB is prohibitively expensive. Drake and Glutt's DOT isn't long spaced if the tank is a ranged one, it's constant. So the higher level your Purify is, the better. I've seen several times where some lowbie tank tried to just BB for those two, and the tanks died after the boss did because the cleric didn't bother with purify yet. After that you need it in 69 for obvious reasons and it remains important from them on. Having leveled revive is a nice gesture, but it offers no utility to the cleric itself until level 11. In addition, this is no longer 2009, exp isn't hard to get in those ranges. It can be useful in 39 too I suppose, but that instance is very easy without regardless.

    Revive is nice and all, it's courteous to level it even before you get your hands on sage/demon rez. But I wouldn't prioritize it over an actually important skill like purify.

    I pointed out Wyvern already. My point is with an 18.4 meter range and only a 12 second cd Wyvern (who curses about every 30 seconds) is easily doable with a level 1 purify. Drake and Glut both use a single target magic DoT that does almost no damage until it stacks meaning you throw an IH and every 10-30 seconds purify, again easily doable with level 1 purify.

    I'm not knocking the importance of Purify. It has plenty of pre-level 80 uses, definitely. It's nice you can all point out a use where you'd need to use purify every 30 seconds. Get level 1 at least. Leveling it up only increases range and decreases cd and the increased range and cd aren't that useful until BH69 or FCC, which is why I agree its a super important skill but put it on the back burner till the 70s.

    Revive is courteous to level but it's not an 'important' skill. Neither are buffs.... or heals... They're just nice for squads to have and that's why they bring clerics. I guess I just think about my squad more than other clerics.
  • XXDarkNinjaX - Lost City
    XXDarkNinjaX - Lost City Posts: 171 Arc User
    edited April 2014
    1 more question
    how much str do I need? like when I do stop putting it in?

    oh and what is best genie? like what color :o
    and where do there stats go?
    and what are best skills
  • Mayfly - Dreamweaver
    Mayfly - Dreamweaver Posts: 6,094 Arc User
    edited April 2014
    I pointed out Wyvern already. My point is with an 18.4 meter range and only a 12 second cd Wyvern (who curses about every 30 seconds) is easily doable with a level 1 purify.

    That's IF you can survive Wyvern's AOE, which isn't a given for low level clerics. Wyvern's AOE is 25 meters, so with an 18.4 meter range purify you're going to be inside AOE range.
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  • Narcillatrix - Dreamweaver
    Narcillatrix - Dreamweaver Posts: 461 Arc User
    edited April 2014
    Seriously dude, you don't have to make a new post in every other class subforum when there are several stickies that answer your questions at the very top of each page....

    http://pwi-forum.perfectworld.com/showthread.php?t=1331

    http://pwi-forum.perfectworld.com/showthread.php?t=1246011

    http://pwi-forum.perfectworld.com/showthread.php?t=1172931

    Freaking read or look for two seconds...
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  • ovenusarmanio
    ovenusarmanio Posts: 6,695 Community Moderator
    edited April 2014
    I pointed out Wyvern already. My point is with an 18.4 meter range and only a 12 second cd Wyvern (who curses about every 30 seconds) is easily doable with a level 1 purify. Drake and Glut both use a single target magic DoT that does almost no damage until it stacks meaning you throw an IH and every 10-30 seconds purify, again easily doable with level 1 purify.

    I'm not knocking the importance of Purify. It has plenty of pre-level 80 uses, definitely. It's nice you can all point out a use where you'd need to use purify every 30 seconds. Get level 1 at least. Leveling it up only increases range and decreases cd and the increased range and cd aren't that useful until BH69 or FCC, which is why I agree its a super important skill but put it on the back burner till the 70s.

    Revive is courteous to level but it's not an 'important' skill. Neither are buffs.... or heals... They're just nice for squads to have and that's why they bring clerics. I guess I just think about my squad more than other clerics.

    You said he was 59, but he's actually 51 Which means from 39-69, purify will be useful in every last BH. Instead of just 59 and 69. As for the DOT, a range tank in 59 will get constantly stacked by their DOTs because drake and glutt ONLY stack dot when you fight them at range. Having purify leveled will make it easier on a ranged tank, so if say an archer takes aggo (which can easily happen at those levels) and keeps it it's very easy to keep them healed assuming you have purify leveled. And regardless of tank type, a lot of clerics make the mistake of BB'ing at those two bosses instead of using IH/Purify, and this can sometimes lead to the tanks dying after the end. Or least charm ticking. As for wyvern, as Mayfly said it best.

    Heals and buffs are important skills. They are more than just a courtesy, they are entire reason to bring your class along and at level people (non rebirthed) usually can't complete these instances without heals. We're not talking endgame here, we're talking lowbies. Although even endgame (level wise, not gear), there are a lot of people out there running around that still require heals to complete things.

    Revive on the other hand, prior to level 11, is just about being courteous. Especially at the low levels where exp is extremely quick, easy, and cheap to get. The other reason to level it being not wanting to gain a bad reputation, since people will remember if they are doing FC and you're still handing out level 1 rez. It shouldn't be prioritized over skills that are actually important, skills without which people will die or you may be unable to complete the instance. If your purify is coming out too slow in 69 for example, it can be the difference between finishing the instance or not. The same is NOT true for rez. And people who have to make choices about which skill to level don't just "think less of their squads," than you do. It's just a matter of fact that if playing normally, you won't be able to get everything. And if you don't get everything, you should be concerned with maximize your squads ability to complete the instances in a safe and timely manner. And as long as you already have level 1, further levels in revive doesn't do that. It's just really nice to have. If you have the spirit and coins to get all your skills all leveled up and you don't, then that's a different matter altogether.

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  • XXDarkNinjaX - Lost City
    XXDarkNinjaX - Lost City Posts: 171 Arc User
    edited April 2014
    1 more question
    how much str do I need? like when I do stop putting it in?

    oh and what is best genie? like what color :o
    and where do there stats go?
    and what are best skills

    this plz :(
  • Narcillatrix - Dreamweaver
    Narcillatrix - Dreamweaver Posts: 461 Arc User
    edited April 2014
    this plz :(

    ....Are you serious? No really, are you? I posted you 3 incredibly useful links to stickies answering all of your questions.

    http://pwi-forum.perfectworld.com/showthread.php?t=1246011

    Ok, I know this is a reeeeaallly tough concept for someone too ridiculously lazy to help themselves and would rather rag onto others to do everything for them, but bear with me here...scroll and read.

    Genies are in there, i PROMISE you.
    And for the record, there is no cookie cutter 'perfect' or 'best' build, skills, genie etc etc for ANY class. whatever YOU want for your character and what you want to do in the game is what's best....Honestly your needyness in your threads is going to give me an ulcer....
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  • Madijon - Lost City
    Madijon - Lost City Posts: 102 Arc User
    edited April 2014
    Your all wasting your time he posted this in every single class. Idk if he is planning in making one of each, seeing who he troll most, or picking the friendliest class to play.

    as cleric main the debate here makes me think of Fs I have run on veno and barb where the ep has said " oh haha you forgot to spark to remove debuff" three ir four times if this and then I wonder why people don't trust me to puri on ep.
  • Colum - Raging Tide
    Colum - Raging Tide Posts: 1,696 Arc User
    edited April 2014
    I pointed out Wyvern already. My point is with an 18.4 meter range and only a 12 second cd Wyvern (who curses about every 30 seconds) is easily doable with a level 1 purify. Drake and Glut both use a single target magic DoT that does almost no damage until it stacks meaning you throw an IH and every 10-30 seconds purify, again easily doable with level 1 purify.

    I'm not knocking the importance of Purify. It has plenty of pre-level 80 uses, definitely. It's nice you can all point out a use where you'd need to use purify every 30 seconds. Get level 1 at least. Leveling it up only increases range and decreases cd and the increased range and cd aren't that useful until BH69 or FCC, which is why I agree its a super important skill but put it on the back burner till the 70s.

    Revive is courteous to level but it's not an 'important' skill. Neither are buffs.... or heals... They're just nice for squads to have and that's why they bring clerics. I guess I just think about my squad more than other clerics.

    You completely missed my 39 example. There you might need to purify several targets at once considering you're in a low level squad of 40s-50s.

    First is the poison mobs. Then you start facing the exploders and their chicken friends who have that freaking annoying silence, immobilize AND fire dot - in my opinion these should always be purified asap since those nasty birds need to be killed. b:surrender Then you face some normal mobs and move onto Farren who has AOE debuff. You'd at least want to purify yourself incase your heals arent maxed and you have to go to his AOE and debuff range.

    At calcid purify can be vital to keep the tank alive - I once tanked it on my psychic and needed the cleric to purify the bleed off from me every time it hit my psy.

    Then the manadrain+poison dot mobs come into play... u might wanna get that stuff away from your teammates.
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    Demon Pure Mag Cleric 102/102/101 | Demon 4 APS Assassin 102/102/101 | Demon Pure Mag Mystic 102/101/101 | Demon Pure Mag Psychic 100/100/93 | Demon 4 APS-Barbarian 100/100 | HA-venomancer 100 | DPH Assassin 100 | Pure Mag Wizard 100 | Demon Pure Mag Stormbringer 96 | Demon DPS Archer 94 | Sage Vit Barbarian 93 | Demon All-Path Blademaster 93 | Str Seeker 86 | Pure Mag Venomancer 81 | Pure Mag Wizard 81 | Pure Dex Duskblade 47
  • XXDarkNinjaX - Lost City
    XXDarkNinjaX - Lost City Posts: 171 Arc User
    edited April 2014
    ....Are you serious? No really, are you? I posted you 3 incredibly useful links to stickies answering all of your questions.

    http://pwi-forum.perfectworld.com/showthread.php?t=1246011

    Ok, I know this is a reeeeaallly tough concept for someone too ridiculously lazy to help themselves and would rather rag onto others to do everything for them, but bear with me here...scroll and read.

    Genies are in there, i PROMISE you.
    And for the record, there is no cookie cutter 'perfect' or 'best' build, skills, genie etc etc for ANY class. whatever YOU want for your character and what you want to do in the game is what's best....Honestly your needyness in your threads is going to give me an ulcer....

    so y don't u just copy and paste it out of there and put it here?
    I made this thread so I didn't have to look at 100 other threads...plz

    @madijon
    I posted wizard cuz my friend made one then she made a veno and then I made one there..
    i am sticking with my cleric those threads were for her cuz she don't want to use the site :/ idk why
  • Narcillatrix - Dreamweaver
    Narcillatrix - Dreamweaver Posts: 461 Arc User
    edited April 2014
    Because you didn't want to look at 100 different threads.....Do you even know what a sticky is? You know, those threads that are always, ALWAYS at the very top of the forum/subforum that you are looking at? God forbid you can't just read it yourself and HAVE to have others literally spell every little thing out for you.

    Wow ok...Good luck with the game then.. >.>;
    [SIGPIC][/SIGPIC]
  • XXDarkNinjaX - Lost City
    XXDarkNinjaX - Lost City Posts: 171 Arc User
    edited April 2014
    so orange genie is good guys?
    what skills? and where stats go?
  • XDeliciousx - Morai
    XDeliciousx - Morai Posts: 136 Arc User
    edited April 2014
    so orange genie is good guys?
    what skills? and where stats go?

    I will tell you my own experience and opinion, but I believe every cleric should build up their own genie in way to support their gameplay. It takes lots of trial and errors to build up perfect genie for yourself, so dont give up.


    Im using white genie only because it had best lucky points, but Im trying to make 91+ LP green genie (Longevity) for pvp because it has purge as starting skill.
    I have 2 genies as cleric: PVE and PVP one. I use PVE for normal gaming and instances, and PVP one for TW/NW/PK

    On PVE genie I have holy path, absolute domain, cloud eruption, expel, extreme poison and frenzy
    On PVP genie I have holy path, extreme poison, faith + absolute domain (only if you have 105 genie, but AD is more important for lower clerics), Fortify and Rainbow Blessing (using it in NW when some of high DPS players spark). I removed all heal skills from my genies because I rely on my own heals much more, which are stronger. You can also put anti fire/wood/metal skill if you have troubles with any of those classes in pvp (wizzards=fire, venos/mystics=wood, clerics=metal)

    My genie build is mag+vit for fast regeneration and lots of energy.
    [SIGPIC][/SIGPIC]
    ~ Deliylah ~ director of Revision (revision.shivtr.com)
    sage R9 cleric, lvl 105-104-103

    YouTube: youtube.com/user/DeviIiciousAngel