Cleric Training: A guide for clerics from a clerics perspective.
Comments
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SerenityCNB - Dreamweaver wrote: »I understand what you're saying. I was pretty sure that some of the stats for lunar were random as well, but I could be wrong. If so, then I'll correct it. Thank you for pointing that out. (EDIT: I think that you're right about the set bonuses not being there for lunar, and that may have been what I was thinking of. I can't get on the game at the moment, so I may quote that portion, and place it in the guide.)
Regarding the vitality of a cleric, the reason why I stated that it is ideal to cap it at 50 is because it does give a decent amount of vit. (500 vit points as a cushion), and because it does not affect your healing/damage power much. Clerics do have lots of defenses to keep from dying, and our heals are one of those defenses. With 195 vit, you have nearly 2k extra hp, but your healing and damage power are down as you stated. If that works for you, then fine, but it becomes more difficult in my opinion because of the fact that magic attack is related to most of our skills, and with it being severly gimped, then it makes things take longer to do, plus the issue of a smaller mana pool. I'm not saying that it can't be effective, since you are handling your cleric quite well. However, not everyone is fortunate enough to have people around them to do the killing. I speak from what could be considered as a solo perspective. Aside from a few people on my friend's list, or a few random people, I'm normally not in squad, and even if I am, I'm not always near the squad. Doing quests in my 60's by Dreaming Cloud, I was there alone, killing those mobs alone, and having run bh and squaded with people when the time was necessary, I learned how to be effective in both categories.
I've also been factionless this whole time, and my alts are also factionless. Having squaded with randoms all along, I've learned some things from them. Some good, some bad. I'm bringing up this point, because not everyone is fortunate enough to have a squad to kill for them, and they need to be able to kill things on their own if necessary.
Again, I'm not bashing your build. If it works for you, it works. Like I said... "A dead cleric heals no one", but I still wouldn't recommend that high of vit because of how severly your magic power would be gimped, and because refines and shards do help with the issues of defense and hp.
Thank you for your post though. It is still appreciated. b:victory
Yeah, thats the usual response :P It is simply how you play that chooses how you build. I don't find my heals too lacking however, it's only my offense that really seems to be broken. (I can still do my OHT daily and cube etc so idc (Although both Open Sesames take ages) too much :P)
As for the Lunar Gold gear, I just double checked to be sure, the only "random" elements are the x-x vit//mag allover the gears and the sockets, same as TT. It's also G13 and can be worn at 95, so if you have a little real life coins to put in it could be a better option for a cleric aiming for Nirvana (Vit/Mag adds and Higher HP refine till Nirv).I've quit excluding TW for my faction. But I still hang around to help out those who still enjoy the game under PWEs horrific handling and to have fun in the forums. b:cute
#Shame about PWEs absolutely craptastic handling of the goons glitching. Remember kids, there's no punishment for breaking the rules here!#
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John_Smith - Harshlands wrote: »Yeah, thats the usual response :P It is simply how you play that chooses how you build. I don't find my heals too lacking however, it's only my offense that really seems to be broken. (I can still do my OHT daily and cube etc so idc (Although both Open Sesames take ages) too much :P)
As for the Lunar Gold gear, I just double checked to be sure, the only "random" elements are the x-x vit//mag allover the gears and the sockets, same as TT. It's also G13 and can be worn at 95, so if you have a little real life coins to put in it could be a better option for a cleric aiming for Nirvana (Vit/Mag adds and Higher HP refine till Nirv).
Nice. Thank you for the info, and I will add that to it. Also, like you said, its up to the players style and preferenaces that determine their build. If you're not having much trouble healing, or staying alive, or doing what it is that you want to do, then your build is perfect for you. If the two of us were to swap builds, we'd probably both die. Lol., and that's because my build suits me, and my playing style, and your build suits you and your playing style. As long as you can do what needs to be done, and you and your squad can come out alive, your build is fine. b:victoryb:thanksb:laugh
Also, to help with the issue of damage, and I'm pretty sure that you've already thought of it, but high quality stones, and refines may help you out some there...and at least make your offense less broken, as you said.
Thanks for the infor on lunar again as well."Male Player using female toon. Please don't flirt with me."
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SerenityCNB - Dreamweaver wrote: »Nice. Thank you for the info, and I will add that to it. Also, like you said, its up to the players style and preferenaces that determine their build. If you're not having much trouble healing, or staying alive, or doing what it is that you want to do, then your build is perfect for you. If the two of us were to swap builds, we'd probably both die. Lol., and that's because my build suits me, and my playing style, and your build suits you and your playing style. As long as you can do what needs to be done, and you and your squad can come out alive, your build is fine. b:victoryb:thanksb:laugh
Also, to help with the issue of damage, and I'm pretty sure that you've already thought of it, but high quality stones, and refines may help you out some there...and at least make your offense less broken, as you said.
Thanks for the infor on lunar again as well.
Yeah, I know I can overcome my lack of power with a strong weapon, but she doesn't get used enough to qualify for the investment. If I played her more often I'd get Rank8 for her +6-7 or something. But for how little I use her nowadays (I mained my Wizard over her) it's not much of a concern. Old +5 Lunar Wand with a Saph Gem does well enough for now. (Although it is mildy scary to see my 93 Wizard with a TT80 Gold sword have more unbuffed MAtk than Cleric has buffed b:shocked).
NP about the lunar stuff, and thanks for writing a much more up to date and relevant guide for the newbies.
I shall now gtfo of the cleric forums before I start raging about fail tanks and the like. b:avoidI've quit excluding TW for my faction. But I still hang around to help out those who still enjoy the game under PWEs horrific handling and to have fun in the forums. b:cute
#Shame about PWEs absolutely craptastic handling of the goons glitching. Remember kids, there's no punishment for breaking the rules here!#
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John_Smith - Harshlands wrote: »Yeah, I know I can overcome my lack of power with a strong weapon, but she doesn't get used enough to qualify for the investment. If I played her more often I'd get Rank8 for her +6-7 or something. But for how little I use her nowadays (I mained my Wizard over her) it's not much of a concern. Old +5 Lunar Wand with a Saph Gem does well enough for now. (Although it is mildy scary to see my 93 Wizard with a TT80 Gold sword have more unbuffed MAtk than Cleric has buffed b:shocked).
NP about the lunar stuff, and thanks for writing a much more up to date and relevant guide for the newbies.
I shall now gtfo of the cleric forums before I start raging about fail tanks and the like. b:avoid
I'm glad that you found the guide as a good read, and I agree with not investing heavily in a character that you don't use.
Take care, and good luck with those tanks. Lol. b:laughb:victory"Male Player using female toon. Please don't flirt with me."
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Congratulations on the Sticky[SIGPIC][/SIGPIC]
Thanks Silvy for the superb sig
VenusArmani's word of the moment: Expand your Vocabulary, Expand your horizons!
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b:victory grats for getting stickied0
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VenusArmani - Dreamweaver wrote: »Congratulations on the StickyNine_Lives - Raging Tide wrote: »b:victory grats for getting stickied
Thank You. b:thanksb:victoryb:thanks"Male Player using female toon. Please don't flirt with me."
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gratz on the sticky b:victoryEbrithalia -Sage Seeker0
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Ebrithalia - Dreamweaver wrote: »gratz on the sticky b:victory
Thank you. b:thanksb:pleasedb:victory"Male Player using female toon. Please don't flirt with me."
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Just a note about the Lunar 95 gear. Only the Lunar 100 stuff is random stats. The Lunar gold and green have solid stats and the gold stuff is Nirvy-able.
Sorry, it just hit me a bit too close to home. Lunar is my favorite dungeon and it's not as broken as people think. I'm currently farming for my gold Lunar, since my green is nearly all made up.
If it wasn't stated, Squad Lunar's last boss, for the BH and past the Queen, has a chance to aoe, interrupt and purge everyone, all at once. BB is your best bet, but keep at least two sparks on backup.b:cute The world may be small, but it is far from known.
Why the rage? It's a draining emotion.
Me: DaValentine (veno), Jaceraie (mystic), etc etc etc b:chuckle0 -
Jacerai - Dreamweaver wrote: »Just a note about the Lunar 95 gear. Only the Lunar 100 stuff is random stats. The Lunar gold and green have solid stats and the gold stuff is Nirvy-able.
Sorry, it just hit me a bit too close to home. Lunar is my favorite dungeon and it's not as broken as people think. I'm currently farming for my gold Lunar, since my green is nearly all made up.
If it wasn't stated, Squad Lunar's last boss, for the BH and past the Queen, has a chance to aoe, interrupt and purge everyone, all at once. BB is your best bet, but keep at least two sparks on backup.
Thank you for the info, and I'll try to edit the info on lunar later on today if possible. I haven't been in lunar more than once, but I'll add that too it, and credit you with it.
If you have any more info that you want to add, feel free."Male Player using female toon. Please don't flirt with me."
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Great guide.Thanks alot.very helpfull Thingy for newbie like me.0
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Edited the info on lunar. Sorry for the long delay. Thanks Jacerai and John_Smith."Male Player using female toon. Please don't flirt with me."
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Thank you for all the trouble you and everyone else went through to create this FAQ, it is truly the best and most complete i've read. Plus its a real boost after a bad squad due to lack of communication with other cleric (lol). tyvm, u guys rock! b:victory0
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You're Welcome. I'm glad that it helped."Male Player using female toon. Please don't flirt with me."
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just want to make sure:
is it true that a Pataka will heal the same amount of heals with a wand of the same level?
I did some experiments with the white ones in the NPCs, and they kinda heal the same... so it turns out that the heal formula gets the average of your min and max matk, so that it heals consistently, even when using patakas...
I'm talking about equips with the same level, same ups...0 -
just want to make sure:
is it true that a Pataka will heal the same amount of heals with a wand of the same level?
I did some experiments with the white ones in the NPCs, and they kinda heal the same... so it turns out that the heal formula gets the average of your min and max matk, so that it heals consistently, even when using patakas...
I'm talking about equips with the same level, same ups...
patakas, when averaged out, will heal the same as wands, but if you manage to heal consistently with patakas it's just luck b:surrender patakas and wands are known to be on opposite ends of the spectrum, meaning wands have the most consistent heals and patakas, though they have the highest spikes, will give a lower output than wands just as often
if you want a number analogy:
wand - first heal = 2, second heal = 2
pataka - first heal = 3, second heal = 1
they both average out to 2, so technically they do have the same amount of healing power, but again, it's pure luck to get a pataka to heal consistently
patakas are just way too unreliable for most clerics...personally I already hate the fact that the wizzies get magic sword for R8 and we have to have the glaive, it should be the other way around[SIGPIC][/SIGPIC]
Duct tape is like The Force: bright on one side, dark on the other. It holds the world together, and, if not handled correctly, becomes a sticky mess.0 -
Only thing I would add is to the squad play area. It always helps to gear check your squad, especially at higher levels. Sometimes you will get a godly geared wizard with full garn's that you won't have to worry about healing at all because he takes less damage in 5 shots then you do in one. Lol.
Personally my build on my cleric is partial vit. LG nirvana (only 1st stage atm) and fully sharded garnets minus my cape which are cits. Eventually I'll get hp from refine of gear. Why have loads of HP when you don't have the defense to back it up? [just adding to the point the guide made] I've found this build to be awesome minus when I'm trying to quest or solo random things. Decided that once my gear is done and I don't need to worry about losing 500 hp, I'll restat to pure magic.
Good guide, finally read it after 3 years of being a cleric b:chuckle Well said on most parts and very thorough.[SIGPIC][/SIGPIC]0 -
Serenity, Great posting! Could you add new information now discussing the new skills available in the latest Descent mod?
Thanks for your thorough work on this!
Kyleric0 -
Omnicon - Dreamweaver wrote: »Only thing I would add is to the squad play area. It always helps to gear check your squad, especially at higher levels. Sometimes you will get a godly geared wizard with full garn's that you won't have to worry about healing at all because he takes less damage in 5 shots then you do in one. Lol.
Personally my build on my cleric is partial vit. LG nirvana (only 1st stage atm) and fully sharded garnets minus my cape which are cits. Eventually I'll get hp from refine of gear. Why have loads of HP when you don't have the defense to back it up? [just adding to the point the guide made] I've found this build to be awesome minus when I'm trying to quest or solo random things. Decided that once my gear is done and I don't need to worry about losing 500 hp, I'll restat to pure magic.
Good guide, finally read it after 3 years of being a cleric b:chuckle Well said on most parts and very thorough.
That's not a bad idea to be honest. Checking others gear would help. I'll try to add a section on it. Thanks for the idea Omnicon.
@sammmstout: I do plan to add more detail on the descent section.
I'll add the skills as I get them. (I don't always get a chance to get on, and due to a wireless connection, I lag on things sometimes now, so I'm slow in getting them. Very slow. Lol. However, I will add them as they come to me. (I have the first three cleric skills, and am working on the 0% xp loss now, so I'll update the guide as well. I also have not run the new instance yet, but as I do, or someone gives info on the parts that I do not have, I'll add them also. In the meantime, I suppose no harm could come from doing a theory on how I would use certain skills that I am yet to obtain, as well as some of the new armor/weapons. Thanks for the input.
@All: Feel free to keep any information, and ideas coming. You may indeed have something to add that I never even thought of. I won't promise that it will be incorporated, but I will do my best to incorporate it, and to do so with some sort of speed. Lol. Thanks for the comments, and constructive criticism."Male Player using female toon. Please don't flirt with me."
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Thank you so much for your help.[SIGPIC][/SIGPIC]
Why reach for the sky? When you can grasp a cookie.0 -
You're Welcome.
Glad to hear that it helps."Male Player using female toon. Please don't flirt with me."
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ty for such guide - i am ep aswell and i agree in most all u put in there. enjoy game !0
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skimming through this guide, I did not read the whole thing but a few things about the skills section, coming from a very experienced cleric...
Quote:
"Thunderball (TB): Slow casting time, channeling time, and cooldown, plus lack of weapon damage make thiss skill subpar. Get it to level 1, and keep it there. Its only advantage is that due to being a DOT (Damage over time) attack, its damage is not nerfed by certain defenses.
NOT RECOMMENDED.
DEBUFFS: They can be saved for later. Venos are better debuffers anyways, so I wouldn't concentrate so hard on them. They are useful, do help the squad and do help to control the situation, but I personally would worry about them later. One important thing to note though is that the negative status effects that these debuffs place on us can be purified by us.
Heaven's Wrath. (RB): It grants an increase in overall squad damage. Its useful, but most people will no longer want to see it after reaching level 89. The reason is because it overwrites the demon spark of aps characters...causing less damage to be dealt by them.
RECOMMENDED/Save for later...namely fc runs.
Plume shell: This is the skill that will save you when you get aggro. It casts a shield that will absorb a certain amount of the damage inflicted, and inflict in on your mp instead.
PRIORITIZE/HIGHLY RECOMMENDED."
1) Thunderball is actually more useful than I think you give it credit for. I have both plume shot and thunderball level 11, and they both do the same initial damage, the only difference being that thunderball takes a second longer to cast. However, the added damage over time makes up for that second. I also have demon wield thunder which has an added metal debuff, and if thunderball is cast during a debuff, the damage over time is also increased, even after the debuff wears off. I find it to be more useful than plume shot when I am killing a boss. Even when killing mobs it is still more useful in my opinion. I honestly barely even notice the added second it takes to cast. I only use plume shot when something is increased magic resistant, and I only use this skill when im waiting on cooldown of my other skills (cyclone & wield thunder)
2) debuffs: I would recommend getting them when you can, although as you mentioned I would not prioritize them over something like heals or buffs. though venos make great debuffers, there is rarely a veno in squads anymore, and when there is, they only share one of your debuffs (dimensional seal is overridden by ironwood scarab) and I would still suggest getting elemental seal. Squads tend to rely on clerics to debuff all bosses whenever they are not in BB, considering there are rarely any barbs or venos in squads anymore at higher levels.
3) Heavens wrath: this skill is never used anymore, considering that high levels prefer the effect of their triple spark as you mentioned, and I rarely find squads that want it up anywhere in frost, whether it be at second boss, or at big room killing heads (a lot of squads do prefer cleric to help kill mobs). Some squads do enjoy heavens wrath at big room, but very rarely these days that I would probably not even consider wasting my coin on it if I had to remake a cleric. Its best uses were when a veno was tanking a boss with a pet, and needed channeling to keep the pet healed.
4) Plume shell: just a side note, this skill only works on physical damage, if your gettting hit with elemental attacks/aoes, it has no effect.
I only skimmed through the guide, as I already know how to play a cleric, but it seemed well written, I only had this little bit to add.0 -
rudedogcd3 wrote: »
2) debuffs: I would recommend getting them when you can, although as you mentioned I would not prioritize them over something like heals or buffs. though venos make great debuffers, there is rarely a veno in squads anymore, and when there is, they only share one of your debuffs (dimensional seal is overridden by ironwood scarab) and I would still suggest getting elemental seal. Squads tend to rely on clerics to debuff all bosses whenever they are not in BB, considering there are rarely any barbs or venos in squads anymore at higher levels.
I learned to play my cleric first and was proud of how I could manage healing/purify a tank, keep squads healed from boss aoes, keeping myself healed and shields up, and still manage to safely debuff bosses making the experience quicker.
Now I'm playing a veno and debuffing clerics are kind of annoying. Its a great skill to do when there is no veno present, but its extremely frustrating watching my 100% armor breaks get overwritten over and over by a 35% debuff. And veno's have about a 40% chance of casting a 100% magic break also, so we do share both debuffs. With alot of clerics I just wait for them to debuff, then I overwrite theirs replacing it with my stronger debuffs.
So, if there is a sage veno in squad both of you have 40% reliable debuffs. Let the sage veno debuff because he'll also be trying to get 100% myriad procs and it doesn't lower his defenses to do so. If there is a demon veno or less, talk it out prior to starting a boss. They may do what I do and time their ironwood/myriads for after you do your debuff that way it either doesn't proc at all or it overwrites with the stronger debuff. Oh, and some demon veno's will have pet skill "pierce" for pdef debuffs of 20-36%
If there is a barb in squad and you see the atk/def level buff appear on the mob, thats Devour. Don't overwrite that because it's stronger.
If there is a BM in squad who switches to pole all of a sudden, don't start debuffing. Most BMs nowadays only use poles for range and glacial spike, which is a 50% pdef and mdef debuff.
If there is a mystic in squad and their plant is debuffing don't bother overwriting. Spidervine is only a 20% mdef and pdef debuff, but it casts pretty often and you'll overwrite theirs, then it will immediately recast.
My point is know your classes and your squad, then discuss it before hand. Don't be insulted if a veno would rather debuff than you. They probably have a reason for it. Don't be insulted if the barb wants to spam devour and let the sin tank. There's a reason for that too (Devour weakens boss attacks as well as allows the sin to get about 30% more paint heals from increased damage. Replacing the 50% debuff with a 35-40% debuff would actually hurt your sins paint heals).Seven 100+ characters leveled the hard way. Free to play. Mystic, Psychic, and Wizard left to level. b:victory0 -
Great guide! I'm glad someone finally compiled an updated one. Especially since the best Cleric guide (IMO) was from 2008 and was basically for newbies. I'm looking forward to reading through it thoroughly and finetuning my game...maybe...eventually... >.>;InStyle is the greatest faction on Dreamweaver! b:victory
Feito is...
[x] Still a LA Cleric
[x] in possession of a BURNING TIGER SPIRIT b:angry
[x] Sipping some F--KING tea
[ ] Totally KICKASS
[ ] Extremely wealthy
I've got some ways to go!0 -
SerenityCNB - Dreamweaver wrote: »Also, try not to overwrite lucky scarab either. (This is the real one that you don't want to overwrite.) If they land an armor or mind break with it, it will debuff the target by 100%.
Even though this is just a tiny fix, Lucky Scarab doesn't add mind or armor break to a mob/boss. It will Stun however. The skills which add those things are:
Myriad Rainbow (Fox Form) - Giant annoying white circles that encompass the boss's head or the entire mob.
Myriad Rainbow (Human Form) - Red ringlet near the middle of the boss/mob.
Those two skills have a chance of reducing magic and/or physical defense by 100% (among other random statuses like bleed, etc.)
Ironwood Scarab - Like you mentioned already, physical defense by 30% (at level 10).
Demon Ironwood Scarab - This one is a bit weird because the definite reduction is gone but has a chance to reduce physical defense by 40% OR if it procs, will reduce by 100%. There's no way to tell which unless the boss just goes down boom. lol
Sage Ironwood Scarab - Always reduces by 40%, has no chance of proc for 100%.
I loved the guide, especially where you break down the Cleric's view of the other classes and their roles. Too often guides focus on skills, stat points, more skills, gear - but never focus on squad play which is I think (personally) the most challenging aspect of a Cleric.
Keep it up b:victory0 -
Woah awesome guide. I will definitely use it if I decide to ever make a Cleric, but you have given me advice on how to be a good Wizzie DD in a party as well. Even though I doubt I will get in a party later on, Wizzies are not needed that much I'm told.
Just one suggestion though, since Cleric newbies are gonna read this (or other arcane classes like me). Tell them when to kite, to watch out for anything helpful in the environment. When I was questing at Timberfield I was using the large trees there to kite. I poked a mob then hid behind the tree and ran around the tree's trunk, so I was going in circles (and mob was circling with me), casting spells until the mob was dead. So, instead of just running back and casting spells, it sometimes helps finding an obstacle and circling around it. Any large boulder, tree or building will do. Since mobs can't turn very well, it buys time. Not sure how it would work with Cleric but since I assume that Great Cyclone is like our Gush, it will probably be fine.True Battles Are Fought With Words, Not Swords...0 -
Hello all.
I apologize for having not updated this guide in sometime like I intended to do. I took a break from the game for a while due to a mixture of real life, lag ingame, being bored with some of the content...Morai skills taking entirely too long to obtain due to very little ways to obtain prestige and whatever else was needed, and also a game imbalance due to the aps craze. Thus, I felt I needed a temporary break from perfect world...and by extension the forums, and decided to try out a few other games when I had the time.
I will try to update this guide, and I thank you all for the advice that you are still giving, and the constructive criticism. I will read it all, and work on amending the guide soon...possibly today or tomorrow.
Also, if anyone has any information about how they use the new skills, please feel free to share it, and I'll include it in the guide, for I myself have no experience with the skills in the factions shroud and corona, and I honestly got fed up with the limited ability to get them before I even got the no xp loss skill which I loved the idea of. I honestly don't think that skills should take around 6 weeks to obtain. I should be able to freely do what I need to do to obtain the skills, and roll from there. If its going to be time restricted to force content, then 1 week tops for all skills in a faction. (Sorry, had to rant on that issue for a bit.)
That said, please continue to contribute any information that you wish to share. I appreciate all of the advice that you all have given and I thank you for it.
Take care in the meantime, and I'll try to get this information up to date once more."Male Player using female toon. Please don't flirt with me."
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rudedogcd3 wrote: »skimming through this guide, I did not read the whole thing but a few things about the skills section, coming from a very experienced cleric...
Quote:
"Thunderball (TB): Slow casting time, channeling time, and cooldown, plus lack of weapon damage make thiss skill subpar. Get it to level 1, and keep it there. Its only advantage is that due to being a DOT (Damage over time) attack, its damage is not nerfed by certain defenses.
NOT RECOMMENDED.
DEBUFFS: They can be saved for later. Venos are better debuffers anyways, so I wouldn't concentrate so hard on them. They are useful, do help the squad and do help to control the situation, but I personally would worry about them later. One important thing to note though is that the negative status effects that these debuffs place on us can be purified by us.
Heaven's Wrath. (RB): It grants an increase in overall squad damage. Its useful, but most people will no longer want to see it after reaching level 89. The reason is because it overwrites the demon spark of aps characters...causing less damage to be dealt by them.
RECOMMENDED/Save for later...namely fc runs.
Plume shell: This is the skill that will save you when you get aggro. It casts a shield that will absorb a certain amount of the damage inflicted, and inflict in on your mp instead.
PRIORITIZE/HIGHLY RECOMMENDED."
1) Thunderball is actually more useful than I think you give it credit for. I have both plume shot and thunderball level 11, and they both do the same initial damage, the only difference being that thunderball takes a second longer to cast. However, the added damage over time makes up for that second. I also have demon wield thunder which has an added metal debuff, and if thunderball is cast during a debuff, the damage over time is also increased, even after the debuff wears off. I find it to be more useful than plume shot when I am killing a boss. Even when killing mobs it is still more useful in my opinion. I honestly barely even notice the added second it takes to cast. I only use plume shot when something is increased magic resistant, and I only use this skill when im waiting on cooldown of my other skills (cyclone & wield thunder)
2) debuffs: I would recommend getting them when you can, although as you mentioned I would not prioritize them over something like heals or buffs. though venos make great debuffers, there is rarely a veno in squads anymore, and when there is, they only share one of your debuffs (dimensional seal is overridden by ironwood scarab) and I would still suggest getting elemental seal. Squads tend to rely on clerics to debuff all bosses whenever they are not in BB, considering there are rarely any barbs or venos in squads anymore at higher levels.
3) Heavens wrath: this skill is never used anymore, considering that high levels prefer the effect of their triple spark as you mentioned, and I rarely find squads that want it up anywhere in frost, whether it be at second boss, or at big room killing heads (a lot of squads do prefer cleric to help kill mobs). Some squads do enjoy heavens wrath at big room, but very rarely these days that I would probably not even consider wasting my coin on it if I had to remake a cleric. Its best uses were when a veno was tanking a boss with a pet, and needed channeling to keep the pet healed.
4) Plume shell: just a side note, this skill only works on physical damage, if your gettting hit with elemental attacks/aoes, it has no effect.
I only skimmed through the guide, as I already know how to play a cleric, but it seemed well written, I only had this little bit to add.
Hello, and thank you for your input, but on this issue I will have to say that I respectfully
disagree with some of things that you are stating.
Thunderball: I have sage thunderball, sage cyclone, and sage plume shot myself. In my experience, due to thunderball having a long cast, channeling, cooldown, and its lack of weapon damage I have not found it to be as useful as plumeshot myself. Being that you are demon path, you do have the added advantage of the metal debuff that comes with demon wield thunder, which increases all metal damage that you do. I don't doubt that its effective for you, but its not the skill that I would use, and in my own experience I have not found it to be very useful, and in terms of leveling, it is one of the last that I would level. I also have not found it to be as powerful as you have, but still...if that works for you, then that works. Ultimately, that's up to the player to decide.
In regards to the debuffs, I would disagree about the squads heavily relying upon clerics for their debuff, since other classes can debuff too, and debuff better than clerics can. A barb's devour for example and a blademaster's glacial spikes are more powerful debuffs than a clerics own, and should not be overwritten if the two are similarly leveled. The clerics focus is still healing to heal, though its nice to have a cleric debuff if there are two in squad, or if the squad is able to work well without the cleric focusing on healing... i.i., a high aps squad running FC 100+, or some alt fc runs with mains 90+. (Not the only examples, but the main ones that come to mind.)
Heaven's Wrath: This skill is still used at second boss under certain circumstances... *squad is below 89, and there is no triple spark to overwrite, *squad is 89+, but has little to no aps members, *squad is only casters...rare, but I've run it before), or *aps members agree to be on the opposite side and out of RB range.
In the large room for heads, in my experience...squads still ask for it, but I agree that if they don't want it, then its best to DD.
I think that we're both on the same page for heaven's wrath to be honest. I'm just pointing out a few circumstances where I have seen it used/needed.
Plume shot: I know and agree with you there. If I didn't add that part, then I will. I'll have to go back and review it to see if I did or not. (Just checked it, and I see why you stated it. I'll add that part in there. Thanks for not letting me get away without adding that part. I didn't even realized I missed the part about it being strictly physical. Lol.)
All in all, I think that we're both on the same page. I guess the main difference would be our difference in opinion on the usage of thunderball, and differences that we have had in our squad experiences, but all in all, I think that you and I are on the same page.
Thank you once more for your input, and I'll make a few modifications on this guide as needed. b:thanks"Male Player using female toon. Please don't flirt with me."
Need to see the cleric guide for questions, comments, or concerns? Just copy and paste the link.
"http://pwi-forum.perfectworld.com/showthread.php?t=1246011"
(Ignore the quotation marks. URL isn't allowed, so I had to do it that way.)0
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