Genie Skills for Clerics
//ika - Lost City4
Posts: 2 Arc User
So...I made a Cleric a little while back and got it to level 65, it's name is Sphirath. I did it to test out a bunch of diffrent builds and see which worked best for me. So, now I have my new Cleric and am doing great with it...but I forgot to look into genies. I'd like to know from all of you Clerics what genie skills you use for yours and what might be the best for a Cleric. b:victory
Post edited by //ika - Lost City4 on
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Comments
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I am using: Holy Path, Second wind, Cloud eruption, Absolute Domain and Earthquake.
edit:
Affinity:
MT 7
WD 2
ER 5
WT 4
Stats:
Most of points are in str for Cloud eruption and Second wind, dex would be a waste, because the bonus for Holy path is not as good and Earthquake is not there to deal damage but for interruptions and knockback. I decided to put some vit and mag . Vitality is needed to be able to use some skills (Abs. Domain for example).
str: 73
dex: 5
vit: 43
mag: 450 -
I use the following:
Second Wind: Good for quick instant self heal
Tree of Protection: Good for heal over time
Absolute Domain: Immunity for a short period of time - good when you're in a pinch
Cloud Eruption: Great when you need to regain chi (i.e. need to put bb up multiple times in a short period)
Holy Path: Because clerics run the slowest
These are mostly defensive skills. If you're looking for offensive for PvP, you may look at a combination of defensive and offensive skills.0 -
What Affinity's would I need? And I see similarity in both of your skills. =P0
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My genie is:
Wind Force (Discipline Genie starter skill)
Extreme Poison
Holy Path
Second Wind
Absolute Domain
I plan to get Cloud Eruption as well once I (and my genie) reach 95 for the 3 additional affinity I'll need. If I get 7+ lucky points when I hit 90 I'll have an additional skill spot for it, otherwise I'll just replace the starter skill (Wind Push).
Current Affinity:
MT-4
WT-4
WD-4
ER-4
FR-0
(And one left over)
Without Extreme Poison you could have Cloud Eruption by level 85 with the two affinity you'd save from WD. Personally I find EP invaluable though and its helped me more times than I can count. If you're going "full support" you may not want to bother, but I use it plenty for my own purposes.
Also, at level 80 you get a free affinity refreshment stone from the Watcher of the Earth. Feel free to test out a skill prior and see what works best for you. Personally I tried out Elemental Weakness (8 Wood affinity! Eeek!) and although it did help I just didn't have enough chances to use it. Dumped that for Absolute Domain and its a skill you may not use often but its amazing to have when you need it.0 -
Meyki - Sanctuary wrote: »I am using: Holy Path, Second wind, Cloud eruption, Absolute Domain and Earthquake.
edit:
Affinity:
MT 7
WD 2
ER 5
WT 4
Stats:
Most of points are in str for Cloud eruption and Second wind, dex would be a waste, because the bonus for Holy path is not as good and Earthquake is not there to deal damage but for interruptions and knockback. I decided to put some vit and mag . Vitality is needed to be able to use some skills (Abs. Domain for example).
str: 73
dex: 5
vit: 43
mag: 45
Thanks, this post helped me immensely! Just two questions:
Do you have level 10 of each skill?
If you had to choose one skill to remove which would it be? I ask since my genie (an infliction) should soon be able to have 4 skills ( hopefully, o.o' ).0 -
At lower levels you can't get Absolute domain and Cloud eruption. Affinity requirements collide with the other skills , therefore you have to level genie a bit to get affinity points.
So.. I would not "remove them" but I would wait with getting them. And I would get Absolute domain before Cloud eruption.
I have lvl 8 Absolute domain and rest is 10. But if you are not going to use Earthquake for interrupting, leave it at lvl 1. It does the same knockback effect, damage is not good at lvl 10 anyway and lvl 1 Earthquake costs less energy.
Talking about my genie, I would remove Earthquake though. I remember how much did this skill (lvl1 that time) help me before and how many times saved my life... but if I really had to, Earthquake would go.0 -
Yeah, your post helped me as well. ^^0
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Meyki - Sanctuary wrote: »At lower levels you can't get Absolute domain and Cloud eruption. Affinity requirements collide with the other skills , therefore you have to level genie a bit to get affinity points.
So.. I would not "remove them" but I would wait with getting them. And I would get Absolute domain before Cloud eruption.
I have lvl 8 Absolute domain and rest is 10. But if you are not going to use Earthquake for interrupting, leave it at lvl 1. It does the same knockback effect, damage is not good at lvl 10 anyway and lvl 1 Earthquake costs less energy.
Talking about my genie, I would remove Earthquake though. I remember how much did this skill (lvl1 that time) help me before and how many times saved my life... but if I really had to, Earthquake would go.
My character's level is 69 and I have a level 23 Zeal and a level 50 Infliction genie. Both are untouched. I like Cloud Eruption for exactly the reason miyago gave, regain chi to put up BB more easily. =D And I like Earthquake for it's knockback. Holy Path because I run so slow. =(
But as a cleric, wouldit not be redundant for the genie to have skills to heal you?
You said that the genie has to be leveled up some, how much?0 -
I have second wind, earthflame, cloud eruption and holy path
They're all awesome and ESSENTIAL in FC, at 90 though I'll get Tree of protection too cuz it's certainly useful in FC too
Earthquake is a decent skill, but I dont use it much, I replaced it by cyclone and run for melee mobsb:chuckle0 -
My cleric's genie currently (I can't think of any other better skills IMO for end-game and T.W.)
Level: 101
Lucky points: 83/100
Str: +7
Dex: +42
Vit: +51
Mag: 80 (With two low level Genie Gears.)
Affinity Levels:
MT: 7
WD: 5
ER: 4
WT:6
FR: 0
Holy Path (lvl.10) Req's: 2 Metal/2 Wood/2 Earth
Expel (lvl.10) Req's: 5 Metal/6 Water (Great for saving you against assassins that randomly "pop" to try and kill, you may be stunned, but your genie will still cast. )
Adrenaline Surge (lvl.10) Req's: 1 Metal (Great when in instances, TT/FF/Lunar/Rebirth.
Nulify Poison ( lvl.10) Req's: 3 Wood (Makes you annoying as hell to kill against veno's, espically useful after you've been purged in T.W. by venos. Give you time to purify the bleed off you, and rebuff/holy path away b4 veno can hit again)
Fortify (lvl.10) Req's: 5 Wood (Good for making you unabled to be stunned(for 3 seconds) in instances, and can also be used right before using a Ironguard Powder (lvl 90 apoth), so you don't stun yourself.
Absolute Domain (lvl.10) Metal 4/Water 4/Earth 4 (Awesome skill for avoiding AoE Purge from Bosses/ Massive Nukes from Enemy Wizzies, and has a chance to protect near-by member's as well. You can also use this skill before you hit a Ironguard, to keep yourself from being stunned - and making the invici longer so you can Fly away, fast. in PvP/TW.
Tangling Mire (lvl.10) -will be upgrading to Cloud Eruption* as soon as I hit 102- Only useful in debuffing Nirvana Bosses in fist squads.
*Cloud Eruption lvl.1 : Req's Metal 7/Earth 5. Give's 1 Spark. More Spark = Always good. Esp for maintaining B.B. You can spark yourself, instead of bothering the Veno, and or: pull upp a demon sparked tempest, without the need for gods tea/white tea.[SIGPIC]http://i358.photobucket.com/albums/oo22/disarmonia_X/DisaGD4Life.png[/SIGPIC]
♥Aneurysmal
~PWI status: Retired
P.S. and happily ever after: with Aneu~
b:kiss0 -
violetvalor wrote: »My character's level is 69 and I have a level 23 Zeal and a level 50 Infliction genie. Both are untouched. I like Cloud Eruption for exactly the reason miyago gave, regain chi to put up BB more easily. =D And I like Earthquake for it's knockback. Holy Path because I run so slow. =(
But as a cleric, wouldit not be redundant for the genie to have skills to heal you?
You said that the genie has to be leveled up some, how much?
Also, when you dont have to waste time healing yourself (if your genie can do it), you can use this time to save others, put up BB, whatever.
Genie must be leveled to get required affinity points. It is 1 point every 5 levels I think. Check "Skill inquiry" button on your genie "affinity" screen.0 -
ILubby - Raging Tide wrote: »I have second wind, earthflame, cloud eruption and holy path
They're all awesome and ESSENTIAL in FC, at 90 though I'll get Tree of protection too cuz it's certainly useful in FC too
Earthquake is a decent skill, but I dont use it much, I replaced it by cyclone and run for melee mobsb:chuckle
Earthquake's strength is actually not in pushing mobs away from you but rather, at level 10, to have a 100% chance to cancel channeling. This is awesome if you're fighting a strong boss with a tank who cannot cancel its attacks for any reason, ie you have a BM tanking who can only cancel attacks with spark or shadowless kick.
Some skills that I would recommend:
1. Second wind: Insta-heal for any situation. You'll need a strength based genie for this skill to be effective.
2. Expel: Gives you ~10 seconds of invincibility, but you are silenced for the duration. This might sound like Ironguards, but you can use it on other people, like an archer channeling BoA who has people/mobs about to attack him/her (Expel doesn't stop channeling skills) or a cleric who put up BB too early and pulled mobs on him/her.
3. Holy Path: As mentioned before, this is basically essential to any player. It lets you GTFO ASAP when being chased by mobs or players and can be maxed pretty early on.
4. Absolute Domain: Gives you and players around you immunity for up to 4 seconds, then immunity to movement debuffs for 2 seconds afterwards. Useful for big pulls in FC and even more useful on Dark Colluseast (TT3-1) when he tries to AoE/debuff everyone; it saves the hassle of setting up BB and rebuffing again.0 -
I'm working on a Zeal genie as i need a genie that pulls
I0 -
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Its good to be abel to pull if u for exampel want to do BH 59 solo. Or other parts where ther is croweded with mobs.0
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ThanosQRt - Dreamweaver wrote: »why would a cleric pull? i think it's a bad practice...
U
I have been in squads where I (the only cleric) also happened to be the only player who can lure since I had my zeal genie. =S Though it came in handy a couple times to pull mobs for a quest too. ^^;0
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