full support cleric need help

Elfpriestl - Lost City
Elfpriestl - Lost City Posts: 1 Arc User
edited September 2009 in Cleric
so im going full support cleric any help on wich heal and buff skills to lv and wich not to and what not.
Post edited by Elfpriestl - Lost City on

Comments

  • Scoleo - Sanctuary
    Scoleo - Sanctuary Posts: 16 Arc User
    edited September 2009
    the main heal is iron heart blessing. later wellspring surge is also very useful so i would level this a little bit, along with leveling purify a few times.

    for buffs, i would level vanguard first and then spirits gift (as they help you the most for grinding), then i would level magic shell followed last by celestial guardian seal

    please make sure you at least keep plume shot and cyclone maxed for your level or you wont be able to solo that well
  • Aneemah - Heavens Tear
    Aneemah - Heavens Tear Posts: 229 Arc User
    edited September 2009
    Honesty, you will need all the skills in a form or another, but the question is actually "when" certain things to learn. Though he common census:

    Avoid Purehearted; its the cheapest, but most useless skill/heal, and get somewhat good at sage level. Ironheart always max for your character level Wellspring level here and there, but not priority until much higher level (65+ or even 70+). Its more of an option then a must. Revive.... the most debatable skill. Personal option: leave it at 1 till 64, where you can max it at once. Reviving before 60 is unnecessary as the XP needed to level is not too big, and you will need SP for other things to survive... Other that that, level it as you feel like it, but max it at 64, it's essential for dungeon play. Purify... another "questionable" skill for low levels. At start lvl1 is enough for most encounters, up until you want to do your fb 69/70, where it is a must to have 5+ level in it. And another requirement is to max it at least at 80, as there you should begin (if not earlier) to aoe grind on poison stuff. Chromatic Healing beam is the only aoe heal (the other one is also aoe, but with a continuous effect), but the high cost in mana doesn't make it too effective for a long run. I have it at 5 and a decent heal out of it. Level it as you feel it needed. Stream of Rejuvenation is another high heal still, but mana cost is... ugh. Leave at 1 until quite later when you got the money for it... Regeneration Aura get at 59 and use its power well <.<

    For buffs, always go with 1) Vanguard Spirit (pdef buff) 2 Magic Shell (mdef buff) 3 Spirits Gift (mattack buff) and 4) Celestial Guardian Seal (HP/MP regen buff). You can take SG over MS at lover levels, but max them all around 60, or at least 65, where you have the SP to spare. Squad buffs are not a necessity, but nice to have, though get single versions first, and then all squad buffs at the same time. Take Havens Wrath as well, you will never know when you might need it, and archers and venos will love you for it (the former for additional dmg and the latter for quicker herc heal). Oh and max Plume Shell whenever you can, that skill is our only protection against archer((s) mobs).

    For debuffs and seals, just max Elemental and Dimensional Seals when you have the SP to spare, and leave the Chromatic and Silent Seal at lvl1 for a while; their use is limited, and require additional caution (the UP TO effect can turn to be just 1 second...)

    Attacks, max Plume Shot and Cyclone for your level. Razor Feathers can be left alone for 70+, but after that gets essential for AoE grinding. Thunderball, a DoT skill, not that useful, but not useless either; get level 1 and decide later if you need it. Sirens Kiss, just like Thunderball, take 1 and keep it for a while. Wield Thunder is a high hit long channel skill. Though Plume and Cyclone is enough for grinding, WT can come in handy at times, so level it if you need it. Tempest, our Ultimate AoE skill, is well, the ultimate <.< But honestly, if you are going to support, just stick to lvl1 for a while, as you certainly won't DD with it...

    For gear and stat... Go full vit or hybrid, but more vit (and HP) the better. Armor mod effects: +vit is good, but +HP is better. +mag can enhance the heal ability, but really not that much. +MP is good, but not a priority. +HP/MP regen is a luxury, but are very worth one for healing clerics (no combat mode = full regen). -% channeling luxury again, and not that important before high levels. +% crit rate is useless as heals don't have spikes (or we don't know as there are no numbers). +0.x speed can help you to run, but again not that much. Oh and one not to forget, +pdef on robes, its quite a necessity and a luxury at a same time, but quite worth the trouble; +mdef on the other hand... not that much.

    Hope this helps... or not....
  • MystiMonk - Sanctuary
    MystiMonk - Sanctuary Posts: 4,286 Arc User
    edited September 2009
    Don't forget Plume Shell if this is for FSC.
    Looking for a decent casual understanding Faction.
  • Goldymarg - Heavens Tear
    Goldymarg - Heavens Tear Posts: 81 Arc User
    edited September 2009
    Don't forget Plume Shell if this is for FSC.

    It also works well with Wings of Protection if you are doing FB's or TW's on higher levels, so it might be worth your while to invest in the mats needed for that skill if you want to help your party.
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