Hello,I am starting a cleric

debomali
debomali Posts: 0 Arc User
edited January 2010 in Cleric
Hello guys, I just started a cleric on server sanctuary, I am lvl 9 atm, I am looking for some friends, and experienced cleric guiders to help me through the game.....I want to start a good,fresh,fun start and get to the highest lvls :)) if any one can help me, just pm me in-game! b:victoryb:pleasedb:laughb:chuckle

Edit: oh and if you can post some tips ova here too :) , ty for reading
Post edited by debomali on

Comments

  • Waiter - Sanctuary
    Waiter - Sanctuary Posts: 2 Arc User
    edited January 2010
    *I am debomali*
  • Mendeleiv - Raging Tide
    Mendeleiv - Raging Tide Posts: 1 Arc User
    edited January 2010
    It depends on how you want to play it. I'm kind of new to being a cleric too, but I've find a way to play that suits me.

    I've start with an analysis of what I've wanted to do. Support cleric power!

    STATS
    STR - Since I'll be a robe user, i've made a lil research, and for an armor 4X, you need 27 str. So I've started with that, by lvling (2 STR - 3 MAG). You could also do (1 STR - 4 MAG), but since I'm often in a team, I've allowed me the (2 - 3).

    VIT - Cleric doesn't need that much life, but a lil vit can't kill. But don't put too much point in it (anyway, cleric have an awful vitality growth). I've put 1 VIT / lvl untill I have 20-25 vit, and I intent leave it that way.

    DEX - Until you want to be a light armor user, don't put any point in it. Light armor can have it's advantage in a low lvl, because a lot of low lvl monster are physical. And since the pdef is way higher in light armor and if you're parano about dying, you could use it. In the other hand, you can heal yourself with Ironheart blessing. Stick to the robe if you want to be support cleric, light if you want to sacrifice MAG for a higher survability.

    MAG - Pump all your free points in that lil buddy. Magic is your friend, and give you your mana pool. Unfortunately, the flaw of my build is that you will miss a little mana until lvl ~20. After all, by putting 4 or 5 point into magic, you're gonna be okay.

    SKILLS

    Plume shot - It's your physical spell, you have to max it whenever you can
    Whirlwind - Magical spell that slow the enemy, to max. Great opener with monster.
    Vanguard spirit - Your buddy in this hard world of being a cleric with no def...Add a % of def...But since you're a robe user, the addition is welcome, but not as big as we would want. But your heavy armor friend will love your for this boost.
    Plume Shield - aka life savior. It absord physical damage and convert it in mana damage. To use in case of emergency, because it doesn't last long.
    Thunderball - High casting time, Damage over time, metal damage, but it's a Requisite skill for Weild thunder. Leave it lvl 1 and if you feel like it, use it as an opener skill until you have wiel Thunder. I like to use it just to kil around, and ironically, it save my life more than once because of the DOT.
    Magic Shield - Great buff against magic attack. It's utterly effective on you since it's a % buff, and using robe give a lot of mdef. So dance under the magic attack of your foes!
    Revive - Leave it lvl 1 for the time being. It's pretty useful in party if your teamate have the bad habbit of dying on you.
    Elemental Seal - Great against physical ennemies, because it lower there mdef...and yours. I won't use it against a magic user though.

    That's it for now...I'm not a high lvl priest, but I hope my way of playing will help you. And if you're go on Raging Tide, check for a Rainbow haired cleric, or pm me on Mendeleiv, I'll be pleased to help you!
  • Bowlinbob - Lost City
    Bowlinbob - Lost City Posts: 3,446 Arc User
    edited January 2010
    STR - Since I'll be a robe user, i've made a lil research, and for an armor 4X, you need 27 str. So I've started with that, by lvling (2 STR - 3 MAG). You could also do (1 STR - 4 MAG), but since I'm often in a team, I've allowed me the (2 - 3).

    way too much str. Str should be a minimum (if you are arcane).

    its more like 1 str every TWO levels if you wanna follow a build.
    or 5 Mag on odd levels, 4 mag + 1 str on even levels (or throw some vit instead of mag, w/e)

    But your best option is to look up your next piece of gear and see how much str u need to wear and adjust your stats accordingly.
  • XiaoMoShen - Harshlands
    XiaoMoShen - Harshlands Posts: 11 Arc User
    edited January 2010
    It depends on how you want to play it. I'm kind of new to being a cleric too, but I've find a way to play that suits me.

    I've start with an analysis of what I've wanted to do. Support cleric power!

    STATS
    STR - Since I'll be a robe user, i've made a lil research, and for an armor 4X, you need 27 str. So I've started with that, by lvling (2 STR - 3 MAG). You could also do (1 STR - 4 MAG), but since I'm often in a team, I've allowed me the (2 - 3).

    VIT - Cleric doesn't need that much life, but a lil vit can't kill. But don't put too much point in it (anyway, cleric have an awful vitality growth). I've put 1 VIT / lvl untill I have 20-25 vit, and I intent leave it that way.

    DEX - Until you want to be a light armor user, don't put any point in it. Light armor can have it's advantage in a low lvl, because a lot of low lvl monster are physical. And since the pdef is way higher in light armor and if you're parano about dying, you could use it. In the other hand, you can heal yourself with Ironheart blessing. Stick to the robe if you want to be support cleric, light if you want to sacrifice MAG for a higher survability.

    MAG - Pump all your free points in that lil buddy. Magic is your friend, and give you your mana pool. Unfortunately, the flaw of my build is that you will miss a little mana until lvl ~20. After all, by putting 4 or 5 point into magic, you're gonna be okay.

    SKILLS

    Plume shot - It's your physical spell, you have to max it whenever you can
    Whirlwind - Magical spell that slow the enemy, to max. Great opener with monster.
    Vanguard spirit - Your buddy in this hard world of being a cleric with no def...Add a % of def...But since you're a robe user, the addition is welcome, but not as big as we would want. But your heavy armor friend will love your for this boost.
    Plume Shield - aka life savior. It absord physical damage and convert it in mana damage. To use in case of emergency, because it doesn't last long.
    Thunderball - High casting time, Damage over time, metal damage, but it's a Requisite skill for Weild thunder. Leave it lvl 1 and if you feel like it, use it as an opener skill until you have wiel Thunder. I like to use it just to kil around, and ironically, it save my life more than once because of the DOT.
    Magic Shield - Great buff against magic attack. It's utterly effective on you since it's a % buff, and using robe give a lot of mdef. So dance under the magic attack of your foes!
    Revive - Leave it lvl 1 for the time being. It's pretty useful in party if your teamate have the bad habbit of dying on you.
    Elemental Seal - Great against physical ennemies, because it lower there mdef...and yours. I won't use it against a magic user though.

    That's it for now...I'm not a high lvl priest, but I hope my way of playing will help you. And if you're go on Raging Tide, check for a Rainbow haired cleric, or pm me on Mendeleiv, I'll be pleased to help you!

    I think vit is needed at higher lvls for TW,(PvP) or AoE bosses (hard AoE bosses can 1shot you b:shocked)
    [SIGPIC][/SIGPIC]
    Forum skill master b:victory
    _______________________________________________
    Originally Posted by Aadi - Lost City
    On a bit of an off-topic note:

    My family calls distracting the cat "Keeping aggro."

    "Will you keep aggro on the cat? He's bothering me."
    Five minutes later...
    "Why didn't you keep aggro?! He's back on my lap!"
    _______________________________________________
    Tanks, dont forget your job! b:victory
  • Maragon - Dreamweaver
    Maragon - Dreamweaver Posts: 645 Arc User
    edited January 2010
    Revive - Leave it lvl 1 for the time being. It's pretty useful in party if your teamate have the bad habbit of dying on you.

    An that time being until you have the spirit and coin for the next level but dont make the level of your attacks suffer to get revive.
    Elemental Seal - Great against physical ennemies, because it lower there mdef...and yours. I won't use it against a magic user though.

    on normal mobs more damage will be done faster by using the time you use to cast this to use an attack. If you open with a debuff then the mob will start coming at you and your real attacks will start with the mob closer to you than if you had just opened with say cyclone which has a chance to slow and give you more time. ... and you dont want that phys mob to get too close.

    If however you find that it makes the difference between using 3 shots to kill instead of 4 then go for it it will be cheaper on mana.
    [SIGPIC][/SIGPIC]
  • Lucrecix - Harshlands
    Lucrecix - Harshlands Posts: 4 Arc User
    edited January 2010
    I think vit is needed at higher lvls for TW,(PvP) or AoE bosses (hard AoE bosses can 1shot you b:shocked)

    Actually, I just shard my armour with citrines. We only get like 10 HP with 1 vit point... I guess it could be okay to cap it to 25 or something, but why do that when you can get 250 hp from a few citrine & keep 25 points to put in mag?