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Cleric DP guide

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Cleric DP guide

Postby pozaros » August 9th, 2007, 1:11 am

In order to be successful in dp in E4, you need to:
1. Have a tank that knows what he is doing - the one that can take AND KEEP aggro, has massive hp and pdef, and loses much less hp than any other class!!!!
2. Have huna for buffs and extra heals - both stack with cleric's
3. Have somebody who can pull and knows how to pull and not tank in the same time
4. If possible have DM for exrta buffs, heals, crowd control, debuffs, aoe and dd - they can be great pullers btw
5. Use chips, pets (if they are like -10 from your level or less) and mp/hp pots and srcrolls that drop all the time from mobs, use mp scroll on tank and cleric if they are low on mana
6.Take 3 more ppl
7. Have great time in dp

It's more like dp is now more like team play and clerics can't handle multi-mob situation for long. Rapid takes like 1,2 sec to cast (and casting speed in no longer dex dependant) and quite expensive. So it's not that "rapid" any more and when somebody takes beating form like 2-3 mobs (and he's not HW) he should use some of his own hp pots, srolls AND food not only shout HEAL!!

What you should do in dp:
1. Bring some (20+, if you have nice bag take 50+) mp regen drinks - water, tea, lemonade etc, the one that is suitable for your level. Use them when your mp is 60% or less, or when you are (or will be - 3-4 mobs or boss are coming) in trouble.
2. Bring some mp (blue) pots and scrolls, it's extremely useful if other party members use mp scroll on cleric who is low on mana
3. You have 3 different healing spells (as a cleric, priest has mass heal, but I don't have it yet) AND HP scrolls. I use mostly Hot Restoration - its instant 300 (at 5 lv) and like 2k in 30s - very useful on tanks and ppl with high hp, I heal other ppl with restoration lv 2. When the situation is getting worse and ppl get orange/red I use restoration lv 5, hp scroll and one of the other heals (when it's really bad - rapid LOW level - 3). When fighting boss tank get restoration lv 5 all the time, so that its always on, bubble from huna and i heal him with heal lv 3 from time to time to keep him green.
4. Sitting does help your mp regen, but not that much as it did in E3 imo, but ts still worth doing so
5. Forget about using your debuffs if you are the only cleric in party.
6. Use 2h staff - ppl say that matt doesn't improve our healing abilities that much, but even that 5hp can be worth 4% exp ;) and its more than that :)
7. Put int stones in your gear, forget about wisdom!!! It has no use for buffer/healer. Take vit for more pdef and hp
8. Remember to buff yourself too ;) Use our self buff minor shining armor to lower dmg you receive, in critical situations use divine shield - it can greatly lower the dmg too but lasts for few seconds and has long cooldown.
9. Buffs - everyone gets vit. Nobody likes dying ;) MP using classes (HW, DM, Kahuna, Cleric and their 2nd jobs) get int, Debuffers get wis(DM and Kahuna - when they actually debuff - you may want to ask them), str for all except DM and cleric (when you don't fight of course, but when you do add minor shining weapon too ;) ) Try not to buff all party members at once - I try to buff them in pairs, so that I don't lose all mp at one mega rebuff ;)
10. Pets - use them and buff (str and vit if you have high mp), especially pet class' pets. Give int and vit for blue pixie!!! It will heal more hp ;)
11. Don't fight mob with too high level - ppl will miss them more while mobs will hit them harder.
12. Can't say anything about party toggles - I don't have them at the moment, though I think that Mp regen will be the best.
13. It's nice to have a turtle in your party - its def buff can be very helpfull +75 at evo 1 and iirc +150 at evo 2
14. Pixie as belt pet gives 10% int = more mp and matt
15. Don't buy overpriced card (1 mil or more for buff card) that we use to help other gain levels (and not die that much) and stuff in dp and buff them when the are farming for pet cards ;)

P. S. I read it somewhere and it's partially true:
It's not like sit, heal, sit, buff cleric anymore ... Now it's "gimme a drink cleric" lol
The only class that is allowed to leech party exp :D

Hope that helps,
SunshinePL lv 60 Priest, Yeti

EDIT: Scroll down for updated info.
Last edited by pozaros on July 28th, 2008, 8:39 am, edited 1 time in total.
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Re: Cleric Guide

Postby madical » August 13th, 2007, 11:11 am

id like to add something to this lil guide you just wrote
ask people in your dp to use mp scrolls on you (monsters drops plenty of them)
and if you run out of mp regen items... ask if members could donate some
if they are too greedy they are not worth healing....
as a party leader most of the time, i force people to do those with an explanation and they rarely disagree (those who acts like asses gets kicked and replaced quickly anyway)
im a soul breeder 54 and i always adapt myself for the clerics heals
if they are okay with mana i use both of my toggles and the ice skill for slower atk.speed on monsters
if they are having problems with mana, i let my tortus tank the monsters and heal it myself... when i do that clerics just heals the puller and mostly do nothing lol
also... if you want a good puller in party that you wont have to heal to much, ask the breeder to do so if he has tortus, fully buffed and uses pass dammage (breeders are awesome squishies cause of that and can tank at the same time)
so that said they are the exception about pulling and tanking (and yes breeders can keep the agro at lower levels, at higher levels you need extremly good equips)
clerics can lead the party cause without them... well the party will sleep on the ground so dont be afraid to give orders to the members
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Re: Cleric Guide

Postby alysaia » August 13th, 2007, 11:44 pm

i leveled my priest from 64 to 77 now in e4
i didnt read all the new replies but i want to add a few things, that are important as i came to find out.

about skills:
1st: buff cards arent that important anymore, yet quite helpful
2nd: vitality buff helps insanely much, in general buffs are the most important skill now, and the dmg add buff and the dmg shield buff are useful to skil at lvl 1 already, but i wouldnt go higher until jvl35 there
3rd: healcards are very very good now! get them as soon as you can
with a +3 healing card i use only lvl 1 heals, and when it gets realy bad a lvl 5 +3 rapid heal, but when i have to spam that my mana is toast... lvl 1 heal however heals around 900 now.

general tips about equipment:
your armor doesnt need as much cubing anymore since its more or less sensless now for clerics. if your a perfectionist do it but however, it wont save you many lives.
int and vit stones help much more for shure, and int stones for mana in dps, str stones for soloing is what i use.
now a belted blue pixie or the less expensive variant a belted tortus is what i would realy recommend. tortus giving vitality and pixie gives me about 800 more mana, quite a big deal id say.
also it seems that the r2-r4 drop necklaces that give mana reg make a big deal now. in e3 i barely noticed, 6 more mana reg from 400 total, not much. but now its great.


gameplay:
1st: teach your ppl, i cant say this enough. YOU are the healer, YOU decide, be self confident. If you know you cant heal them at asopt with mobs 13 lvls higher then you, where they add 3 to 5 a times, and you know they are gonig to over agro.. just tell them its a no go and they have to follow. after all priests > everything else now. i didnt have to look for a dp longer then 5 minutes till e4. also please teach them early on that they should always bring a few mana scrolls into dps instead of selling them. its going to save their own asses if they scroll you and doesnt cost a fortune id say. at lvl 60-80, 7 ppl scrolling you 400 mana is a big deal.
2nd: let ppl die that dont understand. its the hardest one for me since i realy realy hate it when ppl die, after all i have to rebuf them. But you just cant heal everybody, and when i heal, i heal my 900er slow heals, if the dp takes more agro and my mana is to low, what to do? if i use rapid heals the tank might die since i have no mana for him anymore...dp survival > survival of some assasin that meant to agro 3 mobs. Lately i had a realy great dp with super players, yet every now and then the battle kahuna just droped dead without me being able to help him one bit . not good but anyway xp comes in easy now.
3rd: buff strategy is kind of very helpful now. i have several diferent strategys to buff most efficiently. when i buff in one row i just end up mana om and the party in risk of dying. when i always buff 2 ppl all 5 minutes and the pets in the end, i never get fully oom but i t needs much more attention about buffs from my side.
4th: after doing a party heal, use this nice little shield of yours, divine shield i think its called. it halves dmg, but careful, do it AFTER the party heal, because it increases the threat lvl of your spells.
5th: restoration, with me having high lvl healing cards it wasnt very important to me. but i use it on lvl 3 every now and then. using it to often owns my mana tho. healing lvl 1 heals goes for all of eternity, everything else doesnt.


about party builds:
often i get asked if i want a 2nd priest in dp
realy no fun for me that question, i have to tell the ppl that it has nothing to do with me, i heal till i die and i will do my best to keep them alive, but its all about them and the spot if i make it or break it.

so my perfect party build would be this:
1 or 2 hws ( no matter what 2nd job)
1 priest (me)
1 bishop/priest
1 kahuna (buffs ownage)
1 warlock (buffs and debuffs ftw)
rest dds, and i see now everything else as dd
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even a hw assasin fighter archer anything

i dont care much about puller anymore, because most pullers are to scared to pull or burned out after 30 mins, so we most of the time camp in the spot... great puller is always awesome to have but no one does it anymore in cv these days :(

but i can tell you i already built out of the green partys inviting everybody that asked and performed well. did the same with good setup partys and it didnt work out at all. prooves my best guess: its all about the dp not you anymore
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Re: Cleric Guide

Postby emorock713 » August 22nd, 2007, 12:46 am

Just a word to all the clerics or future priests...

Be an effective healer. That also means being an efficient one. Let's consider these options.

Scenario 1: Healing.
Use smaller heals more often. I hate it when people refuse to listen to this advice I give. A priest can heal the whole party for the same amount as Mass Healing with much less mp. In DPs, I stick to using lv1 heal with a +2 card. Most effective way of healing, and I maintain a constant amount of MP. If the DP is good, then I actually have full mp most of the time. In my opinion, healing as a priest now (or a cleric) is about being active. If you wish to be lazy, heal once every 30seconds with 750mp+ heals, feel free to. I prefer healing about every 10 seconds for 800+ hp for only 70mp. Sure, it takes time to actually cast Healing lv1 over and over, but hey, least you won't find yourself dozing off and you'll find that your MP consumption rate < MP Regen Rate (with food of course)

Scenario 2: Gear
MP is obviously main priority of being a healer, as in M. Atk. Thus, INT is your best bet for socketing any gear. If anything, stick to pure int and vit (int for heals, vit for pdef, hp, and overall survivability). Update your gear every so often, which means, socket as much as possible. The soulstone system is designed to compensate for the loss of MP Recov that magician's armor once had. Also, having updated stones means higher stats. More INT = More MP = More MP regen = Heals More Often. If you find yourself incredibly poor or unable to farm these stones, trade the lair stones you get in DPs for ones that are more favorable to you. Since VIT is the overall godly stat, any vit stone runs more than any other. My gear (r3) is all int+7, and if it isn't int, I use vit. So far so good.

Scenario 3: The Party
The skill of the DP will always directly affect your ability as a healer and overall downtime. If you think about it, a party that slaughters quickly will require less healing because mobs do not have as much opportunity to attack. If you find yourself short of MP, and you actually read Scenario 1, then maybe it is your party. The whole party system is designed for each character to feed off of what others have to offer. Faster kills = less heals = less you have to do = fun. Slow kills = more heals = less mp = more stress = more deaths. Remember that not all deaths are your responsibility, but sometimes other members of the DP. Pullers can be a pain in my experience, involuntarily pulling 5 mobs and slaughtering the whole party. If you are lucky, you can find a good DP rather easily. If you aren't as lucky, leave the party. Don't waste your time dying or with bad exp. The priest brings much more to a DP than just healing. Obviously it is our job to keep the party alive, but it is also our job to strengthen the party, and that's via buffs.

Scenario 4: The Buffs.
Buffs are now much more versatile and even though priests lost individual MP Regen and M.Atk. buffs, priests are compensated with Mass Buffs (Toggle Buffs). Of course, Blessing of (blank) buffs always are helpful. In any DP I am in, I always have VIT on each character (including USEFUL pets). All melees/bow users have STR, and DMs/CMs/Locks have INT (mp/matk) and WIS (macc mostly). Also, being a priest, you have the option of getting mass buffs. These mass buffs are incredibly useful and early on, you get the good ones (Mass MP Regen/HP Regen). Of course, this isn't without a downside, each toggle buff you keep....well... toggled consumes mp and depletes a fixed amount every so often. I tend to keep MP Regen/HP Regen/M.Atk. Why not Mass Bless Weapon or Bless Armor you ask? Blessing of Vitality gives VIT and PDEF. Mass Bless Armor gives PDEF. These buffs do not stack, and even worse, Mass Bless Armor overrides Blessing of Vitality and erases the buff. I tend to not use Bless Armor/Bless Weapon because of this. If you're a lazy priest and have high enough level of mass buffs + card, sure, go ahead and use it. In my opinion, having the option of VIT is far more superior than just PDEF, considering VIT affects both PDEF and HP. Also, spend time to invest in Buff Cards probably after you have a good healing card. Although +1 vit/str/int/wis does not make a significant difference, it can make a difference.

Well, that is just me ranting. Hope it actually will save a life one day. Hope it helps.
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Re: Cleric Guide

Postby altrichtermarta » September 10th, 2007, 5:48 am

Thanks emorock for writing down detailed explanation. I have to add only a few of my experiences:
1. I have to disagree with you, I storngly advise not to use Mass Bless M.Atk either, but rather put an Int Buff on cleric,kahuna or dm types. It is _very_ important to have an INT buff on yourself, as it increases your max mana, therefore your manaregen too (don't forget that 3%). Though I never tried (did not buy skill) but I assume that Mass Matk buff erases Int buffs just as Mass weap erases Str.
2. If possible get a blue pixie. A blue pixie is the best pet for healing class, as it can immensly increase your healing output within a short time without being forced to use higher levels of heals yourself.
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Re: Cleric Guide

Postby altrichtermarta » September 16th, 2007, 6:16 pm

Well if you are a good enough cleric than you can solo heal a party with a Kahuna's little help. And yes a bishop should be able to heal just as much as a priest, I would say even solo heal too as mass manaregen lvl10 switched on priest makes the same priest regen only more when sitting but not while standing. Which again pushes the line to get a blue pixie to make small heals instead of you to not to have to stand up but sit calmly for longer time.
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Re: Cleric Guide

Postby bognboy » November 8th, 2007, 1:54 am

havent really read the posts, apart from a few on this page, but thought i would add a few things about misconceptions between priests and bishops.

For starters, if any one of you are reading this or any other posts, and thing, "priests are better healers", you are a retard. The only reason one could consider them 'better' healers, is because of their mass heals (mass heal = mass aggro). Too many times I have come across n00bs who say the most stupid things about how priests are supposedly better than bishops. Here is one of the dumbest ones I ever heard, I loled so hard and spammed global with this, I thought it was sooooo hilarious that someone would actually publicize their stupidity like this: "but, priests get better healing, their heals do much more healing at the same level" - lol. Seriously, priests and bishops have EXACTLY the same healing potential, the way the healed amount is calculated stays the same, and anyway, Healing is a CLERIC spell, why would it be different for each class if it was obtained in the cleric stage, which both classes went through.

Now, having played bishop since start of E4 and thoroughly enjoying it, I have yet to come across a priest who has been able to heal better than me even though I may have better skills. Quite frankly, the difference in healing between the two classes is nil, it ALL comes down to the player. I am absolutely sure that if a priest and a bishop swapped classes, and if the priest was a better healer initially, he will still beat the now-priest by the same amounts as what they were before the swap. People can come up with all the ideas they want (espescially those who have no idea about clerics, ie never having played one WELL), but until they actually play an r3 cleric, either class, they wont understand that they are equal in the healing department.

as for the soloing, if you really want to farm pet cards etc, pick a different class. Clerics arent fast farmers, that is just as simple as it is. You are much better making a XBow Strider/Shadow Hunter and doing it that way, they are FAST farmers.

as for healing in dp, if you havent learnt to use a lvl1 heal 95 percent of the time, and a lvl5 heal in emergencies, you need to learn now. countless times i come across n00bs who havent the slightest idea about this, and also love usuing the highest level of restoartion possible at their current job level, which is quite stupid, as restoration = big mp.

on this subject, they also need to learn about buffing and WHAT to buff. Almost every cleric in a DP up to level 35 (even 40) buffs the whole party with every buff. now, you go find me a strider who needs wis, or int!. these are the rules for buffs:

Fighters/ Tanks: Vitality for HP and Def,and Strength for PAttk. If the tank is using a lot of MP spamming skills, you may want to give them int for max mp.
Clerics: Vitality for HPand Def, and Int for Mattk and max mp (duh). If also dding a bit, give them strength for melee fighting and wis for magic fighting (to help with magic accuracy)
DMs: Vitality for Max Hp and Def, Int for Mattk and Max MP, Wis for MAccuracy. If the DM is also using melee fighting, give strength too.

As for pets, as long as they are fighting, give them vit and str, or whatever applies to the way they attack.

With shining armour and weapon, hopefully you would have figured out by r3 how only buffing wat is needed is much more efficient, so you will not need to give shining armour to any pets (unless tanking, as shining armour only saves 11 percent damage at lvl1, and 20 percent damage at level 10 (max))

hopefuklly this helps any new clerics, or helps any older clerics who didnt really know some of this (and trust me, there are A LOT of them
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Re: Cleric Guide

Postby fatelovesyou » November 18th, 2007, 1:01 am

Very good guide for clerics. I especially like the stress on the sitting down part. What annoys me the most is when there's a second cleric who does nothing but ATTACK the mob. While I'm running out of mp and have to sometimes resort to healing scrolls...he's twacking away..with a BOW. Then he heals for a bit, loses all his mp while I regen mine....then he starts attacking again. Could there be any cleric more stupid? god. SIT DOWN for god sakes everyone!
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Re: Cleric Guide

Postby softshoe » November 27th, 2007, 10:38 pm

First of all, if I were to post a screeny of my 5x cleric, you would see my left hotbar entirely filled with different lvls of three different skills, except for sit/stand on F12. Restoration, healing, and rapid healing.

About PvP:
I re-arange it for pvp to have 5 different lvls of rapid heal because if you only use one lvl of rapid healing in pvp, your opponent catches on and exploits the fact that they know exactly when you're low on health right when you're about to heal youreself. Try switching up your rapid heal lvls during pvp, keep them guessing. Don't ever use regular healing in pvp. By the time you're done casting, you've lost all the hp you just gained. I wish I had time to make a full pvp guide, but I don't. Also, pop restoration 2 seconds before the battle, then pop it whenever it runs out. If you get stunned, you need that extra health coming in. Also, don't use attack spells too much so you can save mana for rapid heal and resto during the inevitable melee fight. Use a few debuffs, then run up to whack them with your mace. I even beat HWs, fighters, and striders in a hand-to-hand melee fight. Just pop resto and, if you need to, rapid heal (different lvls, as I said before), and you'll be alive all day.

About parties:
The story that clerics have to sit is a myth. Even in E4 where mana is a much bigger problem than E3. Seriously, get half your party to health scroll the tank, get the other half to mana scroll you, and follow them around whacking mobs with a good 2h mace using restoration on the tank. I have had many parties where I didn't sit the whole time and we were still speed-killing. Pop tea now and again, use restoration instead of healing, and you're set. Don't get me wrong, you should always have healing lvl 1, 3, and 4 (maybe 5 or 6 depending on the party or your style) on your hotbar just in case you absolutely need to use it. (I have lvl 10 but don't use that during a party or pvp EVER)

Quite frankly, people who haven't played clerics are lazy, and think the cleric is a cure-all. They are wrong. Scrolls, grocery items, potions DO help. Convince your party members (if they happen to be noobs, which not all non-clerics are) that they are just soloing with assistance, and need to treat it as if they were farming.

In my opinion, there are a large number of very different styles of being a cleric and healing a party. Some work better than others, but you need to try out all different styles. Sit down to regenerate mana, and use high lvls of healing for one party, then get up, use low-lvl healing and resto for the next party. Just try things out and eventually you will find what works best for you. There's only so much you can teach a new cleric, because there is just soooooo much to learn about being a cleric. I do NOT consider myself a pro by any means, but I've found a system that works and usually if the party fails, it was not my fault.

The biggest problem that clerics have, is that they get stuck with people who think a cleric is a cure-all. If you're in a party like that, just threaten to leave if they don't take things more seriously and pay more attention. DON'T tolerate people over-chipping, DON'T tolerate multiple self-appointed pullers, DON'T tolerate mages continuing to spam spells when they steal aggro, and most of all DON'T tolerate xp-leechers. Not even pets. If people are going to have their pets summoned, they need to be attacking, even if they're low-lvl and aren't doing any damage. I highly dislike it when a party has their pets lined up against the wall. Adds will attack them and then go to the party when people freak out and draw their pets into the party. And, of course, blame the cleric when they all die.
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Re: Cleric Guide

Postby eighty6 » December 17th, 2007, 7:26 am

lol good guide. you made some good points but i dont really get the part about dex O_o.. vitality is pdef and hp increase, wisdom is mdef and maccuracy, int is matk and mp increase, agi is evasion and attack speed, strength is patk and weighty capacity increase, dex is physical attack accuracy and O_o.. but for the rest all you had to say was get the required lvl of healin to get restoration. your basic heals should be low, how ever set your self with a medium-high lvl heal for an emergency, i like to use lvl 1 2 and 3 rapid and lvl 6 only for emergencies. if you dont have any or maybe even only a +1 card (healin not rapid) than its better to go with "healing" it costs less mp and heals for just about the same amount. its better to use less mp, which means the higher the buffs the better, the lesser dmg taken equals less healin need to be done. for buffs you should up vit first, than int. why? for the reason i just explained. but why int next? int increases your mp, the more you have the longer you can heal. than go with strength, followed by wisdom. for stones you should have a lot of int. for rings i chose int as well since i party with a cm mainly now and she can cast her cast speed buff on me along with my spell pot. heali ntactic is varied to each person, a lot of people like to have certain skills on 1 bar but i find it unpleasant xD. the party list can be set up on the left or right side of the screen and mainly its the left so i just set up my heals and buffs on that single bar that you cant toggle through, all i have to do is move the mouse up and down, maybe give it a little jiggle to the left or right every 30min lol.




BUFFS!
but now!!!!!! now determines if youve had enough experience. DO NOT GO AROUND RUNNIN AND BUFFIN EVERYONE WITH ALL BUFFS. THIS IS HORRIBLE!!!!!!!!!!!!!!!!!!


Puller:the designated party member(usually an archer or character who can long range cast)
use vit buff only, untill youre able to buff him/her with shinin weapon and shinin armor.

Tanker:the designated party member to hold aggro that the puller brings in( usually an hw, some time a fighter or pet class even they can make good tanks )
if its and hw you will want to buff him with vit and str only until youre able to get shinin weapon and shinin armor, later on past lvl 50 and above it varies. knights can occasionally be a little better if you add an int buff in too, do to their reflective and aoe spells. this applys to soldiers too but not as much.

Assistant Healers: this is where some of the partys fall apart, they dont have that great of defense, theyre a mage class like your self ( healer ) so take in the concideration to let them live.
huna: vit str int
battle kahuna: vit str shinin weapon shinin armor
druid: vit int shinin weapon shinin armor

the rest of the party will be damage dealers, if its physical dmg theyre dealin than go vit str shinin weapon shinin armor, its optional to add the shinin weapon buff on them but it wont really stop them from doin their dmg. if its magical just go vit int shinin armor. for magical attack classes though.. wisdom is maccuracy but you dont want them pullin in too much threat, therefore its optional to either vit int shinin armor or vit wis shinin armor buff them.

Pet Classes(not specific):i heard they appreciate int, so i vit str int shinin weapon and shinin armor buff them, their characteristics dont really change since its their pet that is the main priority.

so along with the pet classes i guess ill detail and top them with their pet buffs and what pet would need which.

Red Pixie:vit int shinin armor
Blue Pixie: vit int shinin armor
Orc:vit str shinin weapon shinin armor
Yeti: vit str int shinin weapon shinin armor
pantera: vit str shinin armor
tortus:vit str shinin weapon shinin armor
Skelly:vit int shinin weapon shinin armor
Siren:vit str shinin armor ( im pretty posotive on this but i havent had a siren so i dont know their ups and downs )
Salas, Angels, Hawks:their skills are implemented with ex commons so just follow as said.
Kentas:havent had the experience with them so im not sure no one on tortus has a tamed kenta so who knows.


the only optional buffs i would say are shinin weapon and wisdom. this goes for players and pets. wisdom is a buff that is never needed in a dungeon unless youre fightin a dungeon boss that can cast magical attacks. theres not many but when there is add wisdom quick. shinin weapon at max lvl only adds +80 or 82 dmg i think, so thats optional too but not too optional, cause like i said you cant really stop a class from doin its dmg after givin it the needed buffs.

wisdom is mainly needed in pvp.
shinin weapon is an all around buff that can be valued any time any where.
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Re: Cleric DP guide

Postby aslianam » June 13th, 2008, 9:24 am

About sitting... I can totally understand why some priests don't sit: Their mp management, knowing when to use mp regen/pots/drinks/scrolls is impeccable.
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Re: Cleric Guide

Postby which » July 15th, 2008, 5:43 am

eighty6 wrote:Puller:the designated party member(usually an archer or character who can long range cast)
use vit buff only, untill youre able to buff him/her with shinin weapon and shinin armor.

Tanker:the designated party member to hold aggro that the puller brings in( usually an hw, some time a fighter or pet class even they can make good tanks )
if its and hw you will want to buff him with vit and str only until youre able to get shinin weapon and shinin armor, later on past lvl 50 and above it varies. knights can occasionally be a little better if you add an int buff in too, do to their reflective and aoe spells. this applys to soldiers too but not as much.

Assistant Healers: this is where some of the partys fall apart, they dont have that great of defense, theyre a mage class like your self ( healer ) so take in the concideration to let them live.
huna: vit str int
battle kahuna: vit str shinin weapon shinin armor
druid: vit int shinin weapon shinin armor

the rest of the party will be damage dealers, if its physical dmg theyre dealin than go vit str shinin weapon shinin armor, its optional to add the shinin weapon buff on them but it wont really stop them from doin their dmg. if its magical just go vit int shinin armor. for magical attack classes though.. wisdom is maccuracy but you dont want them pullin in too much threat, therefore its optional to either vit int shinin armor or vit wis shinin armor buff them.

Pet Classes(not specific):i heard they appreciate int, so i vit str int shinin weapon and shinin armor buff them, their characteristics dont really change since its their pet that is the main priority.

so along with the pet classes i guess ill detail and top them with their pet buffs and what pet would need which.

Red Pixie:vit int shinin armor
Blue Pixie: vit int shinin armor
Orc:vit str shinin weapon shinin armor
Yeti: vit str int shinin weapon shinin armor
pantera: vit str shinin armor
tortus:vit str shinin weapon shinin armor
Skelly:vit int shinin weapon shinin armor
Siren:vit str shinin armor ( im pretty posotive on this but i havent had a siren so i dont know their ups and downs )
Salas, Angels, Hawks:their skills are implemented with ex commons so just follow as said.
Kentas:havent had the experience with them so im not sure no one on tortus has a tamed kenta so who knows.


the only optional buffs i would say are shinin weapon and wisdom. this goes for players and pets. wisdom is a buff that is never needed in a dungeon unless youre fightin a dungeon boss that can cast magical attacks. theres not many but when there is add wisdom quick. shinin weapon at max lvl only adds +80 or 82 dmg i think, so thats optional too but not too optional, cause like i said you cant really stop a class from doin its dmg after givin it the needed buffs.

wisdom is mainly needed in pvp.
shinin weapon is an all around buff that can be valued any time any where.


is this serious? how did you get 105?

EVERYTHING needs vit, shining weapon and shining armour. no exceptions.
ALL mage classes need wis, int, vit, (and if huna/cleric str too),
rps should have str, they dont do brilliant damage, but without a str buff its not going to do ANY damage.
bps should have str, same reason as rps.
ALL tanks should have int, tanks should have wis too (im not sure whether provoke is wis based but if theres a mob on you, is the mp it costs worth it to have the provoke fail?)
ALL pet classes need str, wis, int and vit. they have good debuffs, let them use them.
assassins need wis for their blind dust, a highly useful skill
sirens need wis, str, debuffs are good.
what the hell are you putting int on skells for? they don't even use spells!

and most of all - if you don't know what someone uses... ASK THEM. don't assume you know best and decide people because of class, after having buffed everyone with the things i've said, ask around, have i missed anything off anyone. its really very annoying that clerics just do two buffs and whinge that their mana is not full.

and a last thing, you might not want to buff a whole party just for two minutes of someones ss, but a quick str/vit roundoff will see them through, and its really annoying when the entire party dies because the clerics too lazy to rebuff.
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Re: Cleric DP guide

Postby solowingpixie99 » July 15th, 2008, 7:30 am

Think worse part about healer are the fact THEY kno how to use their mp best even tho iv had a 60 preist dlved and lved again AND i kno that rapid heal lv 1-5 is the best mp to heal rate NOT RESTORE!!! even tho is says less mp used rapid heal heals greater amounts in a shorter time frame AND IT GIVS like 1k INSTANTLY where as restore is a HoT and only does 300ish per tick. Sorry just annoying when a healer tells me how to heal when they are wrong. And i agree with u joshyy.
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Re: Cleric DP guide

Postby pozaros » July 28th, 2008, 4:52 am

Wow, my post has been sticky'ed :)
After almost 1 year of playing in E4 (the guide was written like a month after E4 was lunched, when ppl were crying that clerics can't do their job any more) I can add, that even though RH (Rapid Healing) might be the most MP/healed HP effective (Healing is cheaper BTW), it's good to throw restoration before proceeding with RH treatment. Those extra even 200 HP ticks can be a life saver. Usually, in prolonged fights, I keep tank perma-restoration and heal him using RH lv 1 +3 followed by Healing lv +2 - this way I don't have to wait for RH to cooldown and the tank (or player that takes a beating in the moment) is healed more frequently. If you don't have cards for RH or H, try not to go higher than lv 3 (as skill's level increases it's getting more and more MP hungry and less HP healed/MP cost effective), unless it's the only way to keep the guy/gal alive. In extremely tight situation (even when with only 1 mob/boss, when I know I wont save the player by other means) as a Priest I cast Touch of the goddess lv 1 (~1k MP) - this gives every player another HoT (Heal over Time - same as restoration, but it does not overrides its effect - both can work in the same moment). It's better than mass heal, because the amount of HP healed is divided in like 15 sec period, instead of being instant, so you should not take aggro from the rest of the party, while still healing quite effectively. As to buffs - after hitting R4 MP pool of clerics gets so high, that we can buff pretty much everyone with everything. Just try to follow my advice from OP - Try not to buff all party members at once - I try to buff them in pairs, so that I don't lose all MP at one mega rebuff.

Vit - everyone + pets - more hp, more pdef

Str - everyone + pets - more dmg for melee and more max weight, so that ppl weren't overweight to fast (sometimes you want see that you are for quite a while when party has 2-4 mobs at all times)

Int - players + pets that need matt and use Mp intensively - dms, hunas, clerics, hws, petclass' that dual summon and every other class that seems to be actually using skills (as it should be) - watch his MP bar, if it's lower than 70% most of the time cast int bless on them

Wis - players (+ pets, but pets' skills are usually extremely accurate anyway) - increases macc (must have for ppl using skills/spells/debuffs - same as Int), mdef and mres - good in ?? boss fights to reduce incoming magic damage.

Shining Armor - dmg reduction skill - for everyone + pets

Shining Weapon - for physical attackers (including pets), extra (not affected by chips) physical dmg

Mass HP Regen - good for running in dungeons - extra HP regen when there's no time to heal, useless in DP - a party where everyone is getting hit for most of the time is not a great one...

Mass MP Regen - good when you have cards for it (it gives free level - gives you extra MP Recov while not increasing MP upkeep cost). With +2 it gives more that it takes to keep it running and helps other party members with MP Recov. With no cards, use when you have enough MP to keep it running and most of the ppl in party have low MP - Healing/buffing is our priority, and this is why we need large amounts of MP

Every other mass buff is useless - it's weaker then the single user versions, overrides them and will stop working when a player will move away from the priest.

P. S. If you have some comments post them here, so we could create a nice guide for those new clerics, that keep using high level heals every time somebody loses HP, burning 30% of their MP each time... (I may reply as ventur)

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Re: Cleric DP guide

Postby mooglifier » December 8th, 2008, 6:54 pm

Damn you guys are way of with everything..
Let me give you the lowdown on how dps work.

1. The only real tank is a knight. If you dont agree you have never played a cleric. Want a high pet tanking? Be ready to get aggro after first heal. Soldier you say? Can keep aggro if he's good but with all the dualwielder and tab F1:ers running around its not likely, and they dont have the damagereducing shield (hp tanker drains mp faster).

2.Spam lvl1+x heals, all kinds of them. This has worked for me from the start. Get a freaking spell pot to get some speedier casting and you can do anything. Getting a healing/rapidhealing card should be every healers first and most important mission, buffs dont even come close in my book. With a set of +3 I can basicly be the biggest idiot on the planet and run around pulling with a freaking bow if I want to and still get kick ass and cheap heals, and I do this everytime I have the luxury of having a knight or a somewhat competent party in generall in a big spot.

3.Shining weapon is the worst buff ever. When I first got it I hardly ever used it and it was the 2nd last buff I maxed out. Why? It's so highly bound to attack speed and ignoring of skills that basicly just sins and skeletons actually need it. Sure at higher lvl when mp isn't a big deal I just throw it on everything that uses basic attacks.

4.Priests are the best healers out there. End of discussion.
Let me throw the most vital dp skill in the game at you, Mass MP Regain. This alows tanks, that would be knights in case you forgot, to burn more mp and get more protection out of them and more damage at the same time. I would include other classes to, but since the rate they burn mp is so highly dependant on the actaull player I will leave it at this.

5.Clerics are the gods of pvp. Can win a duel against any class with relative ease if done somewhat correctly. Largely decides the outcome of sieges.
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