Cleric looking for guild

Chronictank

FH is my second home
Joined
Jan 21, 2004
Messages
10,133
Looking for a guild to fg rvr with, not particularly bothered about pve since im just about done with that aspect :)

Bit about me, Been playing since beta on and off.
mid/excal was my main server where i have 3 rr5+ and a few lowbies so am competent in rvr. (mains on excal: Chronictank(berserker)/Goldplated(sm)/Chronicpain(shaman)
I play for fun so only am really interested in fg rvr as that is what i love doing. Have a buffbot on its way

lvl 50 Cleric, 40 rej/35 smite but negotiable on spec depending on grp setup etc.
ML9 (10 by sat) , RR3 atm
DI, Purge, Moc aug dex 2 far as ra's go

Almost toa'd missing couple of CS scrolls and Zoa
Code:
Config Report

Stats

    Str:    18    Int:    0    Hits:    164
    Con:    77    Pie:    89    Power:    6
    Dex:    99    Cha:    0
    Qui:    15    Emp:    0

Resists

    Body:    23    Energy:    24    Crush:    28 (2)
    Cold:    24    Matter:    22    Thrust:    25
    Heat:    24    Spirit:    32 (5)    Slash:    24 (3)

Skills

10 Smite

3 Enhancement

3 Rejuvenation

Focus

Cap Increases

25 Dex

104 Hits

5 Power

25 Pie

5 Str

8 Con

Other Bonuses

5 Buff Bonus

4 Style Damage Bonus

8 Spell Range Bonus

4 Spell Damage Bonus

11 Casting Speed Bonus

4 Melee Damage Bonus

28 AF Bonus

21 Power Percentage Bonus

Piece Listing

Chest
Name: Guard of Valour(cleric)
Level: 51  Quality: 94
AF:   Bonus: 
Effect 1:  40 Hits
Effect 2:  18 Strength
Effect 3:   5 Strength Cap Increase
Effect 4:  15 Dexterity
Effect 5:   5 Dexterity Cap Increase
Effect 6:   4 Spell Damage Bonus
Effect 7:   4 Melee Damage Bonus
Effect 8:   4 Spell Range Bonus
Effect 9:   4 Style Damage Bonus
Effect 10:     Empty
Utility: 32.00

Arms
Imbue Points: 37.5 of 32 (100 Qual) Overcharge: 38%
Gem 1: 19 Dexterity - 99 faceted Vapor Essence
Gem 2:  2 Body Resist - 99 uncut Dusty Shielding
Gem 3: 11 Heat Resist - 99 faceted Heated Shielding
Gem 4: 11 Matter Resist - 99 faceted Earthen Shielding
Utility: 60.67

Head
Name: Crown of Zahur
Level: 51  Quality: 100
AF:        Bonus: 
Effect 1:  18 Piety
Effect 2:   8 Power Percentage Bonus
Effect 3:   5 Crush Resist
Effect 4:   5 Slash Resist
Effect 5:   5 Thrust Resist
Effect 6:   5 Acuity Cap Increase
Effect 7:     Empty
Effect 8:     Empty
Effect 9:     Empty
Effect 10:     Empty
Utility: 42.00

Legs
Name: Arcanium Legs of the Ascendant
Level: 51  Quality: 100
AF:        Bonus: 
Effect 1:  19 Dexterity
Effect 2:   3 All Magic Skill Bonus
Effect 3:  19 Acuity
Effect 4:   2 Casting Speed Bonus
Effect 5:  10 Acuity Cap Increase
Effect 6:     Empty
Effect 7:     Empty
Effect 8:     Empty
Effect 9:     Empty
Effect 10:     Empty
Utility: 70.33

Hands
Imbue Points: 37.5 of 32 (100 Qual) Overcharge: 38%
Gem 1: 13 Dexterity - 99 imperfect Vapor Essence
Gem 2: 25 Constitution - 99 flawless Earthen Essence
Gem 3:  9 Energy Resist - 99 polished Light Shielding
Gem 4:  9 Cold Resist - 99 polished Icy Shielding
Utility: 61.33

Feet
Imbue Points: 37.5 of 32 (100 Qual) Overcharge: 38%
Gem 1:  2 Smite - 99 uncut Fiery Fervor Sigil
Gem 2: 28 Constitution - 99 perfect Earthen Essence
Gem 3:  9 Cold Resist - 99 polished Icy Shielding
Gem 4:  9 Energy Resist - 99 polished Light Shielding
Utility: 64.67

Right Hand
Imbue Points: 37.5 of 32 (100 Qual) Overcharge: 38%
Gem 1:  5 Smite - 99 imperfect Fiery Fervor Sigil
Gem 2: 22 Piety - 99 precious Watery Essence
Gem 3:  5 Energy Resist - 99 flawed Light Shielding
Gem 4:  7 Heat Resist - 99 imperfect Heated Shielding
Utility: 63.67

Left Hand
Name: arcanium Buffeting Buckler
Level: 51  Quality: 94
DPS:       Bonus: 
Effect 1:  15 Dexterity
Effect 2:   1 Energy Resist
Effect 3:   1 Spirit Resist
Effect 4:  15 Quickness
Effect 5:  10 Dexterity Cap Increase
Effect 6:  20 AF Bonus
Effect 7:     Empty
Effect 8:     Empty
Effect 9:     Empty
Effect 10:     Empty
Utility: 24.00

Two Handed
Name: Bane of Battler(dex)
Level: 51  Quality: 94
DPS:       Bonus: 
Effect 1:  15 Strength
Effect 2:  15 Dexterity
Effect 3:  10 AF Bonus
Effect 4:   6 Crush Resist
Effect 5:   6 Thrust Resist
Effect 6:   3 Melee Speed Bonus
Effect 7:   4 Melee Damage Bonus
Effect 8:     Empty
Effect 9:     Empty
Effect 10:     Empty
Utility: 44.00

Ranged
Imbue Points: 0.0 of 10 (94 Qual) Overcharge: None
Gem 1:    Empty -  
Gem 2:    Empty -  
Gem 3:    Empty -  
Gem 4:    Empty -  
Utility: 0.00

Neck
Name: Ancient Copper Necklace
Level: 51  Quality: 
Bonus:   
Effect 1:  10 Body Resist
Effect 2:  10 Spirit Resist
Effect 3:  10 Crush Resist
Effect 4:  10 Thrust Resist
Effect 5:     Empty
Effect 6:     Empty
Effect 7:     Empty
Effect 8:     Empty
Effect 9:     Empty
Effect 10:     Empty
Utility: 80.00

Cloak
Name: Cloudsong
Level: 51  Quality: 
Bonus:   
Effect 1:   5 Power Percentage Bonus
Effect 2:  12 Acuity
Effect 3:   5 Casting Speed Bonus
Effect 4:   5 Acuity Cap Increase
Effect 5:   5 Buff Bonus
Effect 6:   8 AF Bonus
Effect 7:   5 Power Cap Increase
Effect 8:     Empty
Effect 9:     Empty
Effect 10:     Empty
Utility: 8.00

Jewel
Name: Harpy Feather Charm
Level: 51  Quality: 
Bonus:   
Effect 1:   6 Heat Resist
Effect 2:   6 Cold Resist
Effect 3:   6 Matter Resist
Effect 4:   6 Body Resist
Effect 5:  44 Hits
Effect 6:     Empty
Effect 7:     Empty
Effect 8:     Empty
Effect 9:     Empty
Effect 10:     Empty
Utility: 59.00

Belt
Name: Belt of Moirai
Level: 51  Quality: 
Bonus:   
Effect 1:   7 Spirit Resist
Effect 2:   8 Power Percentage Bonus
Effect 3:   8 Dexterity Cap Increase
Effect 4:   8 Acuity Cap Increase
Effect 5:   2 Casting Speed Bonus
Effect 6:     Empty
Effect 7:     Empty
Effect 8:     Empty
Effect 9:     Empty
Effect 10:     Empty
Utility: 14.00

Right Ring
Name: Ring of Moirai
Level: 51  Quality: 
Bonus:   
Effect 1:   4 Spirit Resist
Effect 2:  24 Constitution
Effect 3:  40 Hits
Effect 4:  64 Hits Cap Increase
Effect 5:   8 Constitution Cap Increase
Effect 6:     Empty
Effect 7:     Empty
Effect 8:     Empty
Effect 9:     Empty
Effect 10:     Empty
Utility: 34.00

Left Ring
Name: Ring of Torrent
Level: 51  Quality: 100
Bonus:   
Effect 1:  11 Crush Resist
Effect 2:  10 Slash Resist
Effect 3:  10 Thrust Resist
Effect 4:   2 Casting Speed Bonus
Effect 5:     Empty
Effect 6:     Empty
Effect 7:     Empty
Effect 8:     Empty
Effect 9:     Empty
Effect 10:     Empty
Utility: 62.00

Right Wrist
Name: Bracer of Zo'arkat
Level: 51  Quality: 
Bonus:   
Effect 1:  18 Acuity
Effect 2:   5 Matter Resist
Effect 3:   5 Body Resist
Effect 4:   5 Spirit Resist
Effect 5:   6 Power
Effect 6:   4 Spell Range Bonus
Effect 7:     Empty
Effect 8:     Empty
Effect 9:     Empty
Effect 10:     Empty
Utility: 54.00

Left Wrist
Name: Ceremonial Bracer(dex)
Level: 51  Quality: 
Bonus:   
Effect 1:  18 Dexterity
Effect 2:  40 Hits
Effect 3:   5 Dexterity Cap Increase
Effect 4:  40 Hits Cap Increase
Effect 5:   6 Slash Resist
Effect 6:     Empty
Effect 7:     Empty
Effect 8:     Empty
Effect 9:     Empty
Effect 10:     Empty
Utility: 34.00
 

Argyle_Avendale

Fledgling Freddie
Joined
Jan 21, 2004
Messages
1,092
Right Ring
Name: Ring of Moirai
Level: 51 Quality:
Bonus:
Effect 1: 4 Spirit Resist
Effect 2: 24 Constitution
Effect 3: 40 Hits
Effect 4: 64 Hits Cap Increase
Effect 5: 8 Constitution Cap Increase
Effect 6: Empty
Effect 7: Empty
Effect 8: Empty
Effect 9: Empty
Effect 10: Empty
Utility: 34.00


Just a question, why do you use this ring? You're nearly not using any of the stats on it. Would think you could get a way better ring instead.
 

DavidH

Part of the furniture
Joined
Mar 10, 2004
Messages
2,923
Specing Smite is like a druid specing nature stuff too. Its simply a waste and totally gimps your abilities for fg RvR.
Say that you do a fg rvr, and some members die, and you have to rez them.
How do you think you're gonna survive later? One cleric (the other one that is) cant buff several people. Unless you have like 2-3 buffbots in CS, and are very lucky that just one or two people die on a run.

But all in all, it doesn't pay off for a support char to go offensive in rvr. I think you should consider another hammer/mace as well. The ML9 one is a lot better imo (arcanium Stratus). Other then that, it looks good. And please tell me you are Perfecter, and not Warlord ;)
 

Argyle_Avendale

Fledgling Freddie
Joined
Jan 21, 2004
Messages
1,092
You cant compare nature druids to smite clerics really....the AE root druids gets, not to mention insta AE root, is indeed very nice for fg rvr. A very nice backup CC if you ask me xD

That said, I would also say smite clerics is better suited if you run 3-4 ppl in a grp.
 

gohan

I am a FH squatter
Joined
Jul 24, 2004
Messages
6,338
to be fair he said he can change spec he's been running in mix grps / duos ect last fw weeks so good spec when he has no support around him
 

DavidH

Part of the furniture
Joined
Mar 10, 2004
Messages
2,923
Argyle_Avendale said:
You cant compare nature druids to smite clerics really....the AE root druids gets, not to mention insta AE root, is indeed very nice for fg rvr. A very nice backup CC if you ask me xD

That said, I would also say smite clerics is better suited if you run 3-4 ppl in a grp.
Well yes, and no. I say you can compare them to nature specced druids. Most druids have at least a few points specced into nature to get the first AE root. What my point was about, was if you specced as high as 30-35+.
 

Argyle_Avendale

Fledgling Freddie
Joined
Jan 21, 2004
Messages
1,092
gohan said:
to be fair he said he can change spec he's been running in mix grps / duos ect last fw weeks so good spec when he has no support around him
Aye, im only giving him my view, noone says he needs to do it xD
 

Argyle_Avendale

Fledgling Freddie
Joined
Jan 21, 2004
Messages
1,092
DavidH said:
Well yes, and no. I say you can compare them to nature specced druids. Most druids have at least a few points specced into nature to get the first AE root. What my point was about, was if you specced as high as 30-35+.
Speccing 30+ nature is good imo xD if I were to respec my druid into regrowth/nature, I would deffo go 31 nature ( I think its 31 :p )

When speccing nature its no use to spec about 10 nature really, you do it to get a good pet aswell, a pet that dont die in 1 or 2 hits from a support class. And with ML9 convoker a druid is quite nasty with his/her pet.
 

Andrilyn

Can't get enough of FH
Joined
Feb 1, 2004
Messages
1,965
Groups I used to run in had always 1 Nature and 1 Nurture druid, Nature is a very nice backup CC spec + interrupt and a pet that does insane damage with ML9 convoker.
But going rather offtopic here, Good luck with finding a guild :)
 

aleron

Fledgling Freddie
Joined
Jan 27, 2004
Messages
265
I think its a good spec, since almost everyone have bb:s now. You need 2 clerics in grp anyway so why not have one smite, I know smite mess aint verry good, but when a unmezzed assasin jumps you and the rest of the grp are to far away to notice then you love it... trust me.

Dont know how many times that short insta pbae mezz saved my clerics butt and the rest of the grp for that matter since I survived and could continue healing.

One cleric is needed for the resist buffs and the regularbuffs incase someone dies, but when he is ooc it might be time to head back for som rebuffing. But thats just what I think.
 

Huntingtons

Resident Freddy
Joined
Jan 19, 2004
Messages
10,770
as he has a bb it doesn't matter - and a smite cleric + a 44/31 enh/reju cleric would do good in a setup imo (and no, you cant compare druid to clerics - druids 3rd spec line is superior to clerics whereas clerics 2nd line (enhance) is superior to druids :eek:) 1 warlord cleric + 1 perfector cleric in a grp could be fun :O
 

Straef

Can't get enough of FH
Joined
Feb 21, 2004
Messages
5,890
Just wondering why there isn't any +heal in template :/
 

Chronictank

FH is my second home
Joined
Jan 21, 2004
Messages
10,133
Straef said:
Just wondering why there isn't any +heal in template :/
cant have it all :)

and noone has given me a good reason for having 2 rej/enh clerics in a grp
clerics dont get ae buff shears till 42 enh, so it cant be for interupts.
Warlord is nice if the other cleric is a perfector (the ability to scare away pets ^^), only justification for having 2 is the cure rez ill which takes up a hell of alot of power and take a eternity to use.
But as i said if grp wants me to change spec i will
 

Shanaia

Fledgling Freddie
Joined
Dec 23, 2003
Messages
1,673
You simply need 2 rejuv clerics almost full time healing to keep people alive tbh... hibs have 3rd healer (and even 4th sometimes) in warden and bard... mids have 3rd healer in shaman... clerics will typicly be the only 2 healers in a group.
 

Andrilyn

Can't get enough of FH
Joined
Feb 1, 2004
Messages
1,965
Shanaia said:
You simply need 2 rejuv clerics almost full time healing to keep people alive tbh... hibs have 3rd healer (and even 4th sometimes) in warden and bard... mids have 3rd healer in shaman... clerics will typicly be the only 2 healers in a group.
Unless Albs wake up and put a friar + heretic in the group with the 2 clerics, red friar resists, ST, BG, Grapple, Magic immunity for the group, Unmana, Demoralize, Banespike are just a few of the things these 2 classes add though Albs are too stupid too see that.
Grouped with a Friar quite often and no way Hibs can kill you with the stun, nuke, nuke then as with red heat resists their damage is about 200 instead of 400-500, Albs have the ability to have 4 healing typed in a group though they need to wake up and use them.
And don't say Friars don't heal because Wardens and Bards seldom heal, Bard is too busy trying to interrupt peeps after mez and a warden needs to spam his TWF, grapple, BG etc so seldom heals also.
 

Chronictank

FH is my second home
Joined
Jan 21, 2004
Messages
10,133
Andrilyn said:
Unless Albs wake up and put a friar + heretic in the group with the 2 clerics, red friar resists, ST, BG, Grapple, Magic immunity for the group, Unmana, Demoralize, Banespike are just a few of the things these 2 classes add though Albs are too stupid too see that.
Grouped with a Friar quite often and no way Hibs can kill you with the stun, nuke, nuke then as with red heat resists their damage is about 200 instead of 400-500, Albs have the ability to have 4 healing typed in a group though they need to wake up and use them.
And don't say Friars don't heal because Wardens and Bards seldom heal, Bard is too busy trying to interrupt peeps after mez and a warden needs to spam his TWF, grapple, BG etc so seldom heals also.
most good grps do run friar in grp, resists+bg along with backup healer is never a bad thing.
 

Straef

Can't get enough of FH
Joined
Feb 21, 2004
Messages
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Andrilyn said:
Unless Albs wake up and put a friar + heretic in the group with the 2 clerics, red friar resists, ST, BG, Grapple, Magic immunity for the group, Unmana, Demoralize, Banespike are just a few of the things these 2 classes add though Albs are too stupid too see that.
Haven't met too many rejuv friars yet, or I wouldn't mind having them along (might actually like it :p) and heretics, well... they haven't been 50 for more than a week or two, so if they are all as useful as you say they are, I'm sure they will get a spot in groups soon enough.
 

Graendel

Fledgling Freddie
Joined
Apr 29, 2004
Messages
2,084
Straef said:
if they are all as useful as you say they are, I'm sure they will get a spot in groups soon enough.
/send Ticca join us Andri! \o/
 

Straef

Can't get enough of FH
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Feb 21, 2004
Messages
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Graendel said:
/send Ticca join us Andri! \o/
You sure you'd want to join my random group? :p

edit: My random group that's actually a rf guild group with randoms to fill spots! :>
 

Killerbee

Fledgling Freddie
Joined
Jan 1, 2004
Messages
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Shanaia said:
You simply need 2 rejuv clerics almost full time healing to keep people alive tbh... hibs have 3rd healer (and even 4th sometimes) in warden and bard... mids have 3rd healer in shaman... clerics will typicly be the only 2 healers in a group.
Shaman or bard hardly will heal tho, but with most mids still running with 3 healers and wardens are regr specced as well.

31 (or 32?) nature druids jut pwnz :<
 

Scunner

Fledgling Freddie
Joined
Dec 24, 2003
Messages
305
Andrilyn said:
Unless Albs wake up and put a friar + heretic in the group with the 2 clerics, red friar resists, ST, BG, Grapple, Magic immunity for the group, Unmana, Demoralize, Banespike are just a few of the things these 2 classes add though Albs are too stupid too see that.
Grouped with a Friar quite often and no way Hibs can kill you with the stun, nuke, nuke then as with red heat resists their damage is about 200 instead of 400-500, Albs have the ability to have 4 healing typed in a group though they need to wake up and use them.
And don't say Friars don't heal because Wardens and Bards seldom heal, Bard is too busy trying to interrupt peeps after mez and a warden needs to spam his TWF, grapple, BG etc so seldom heals also.

Quite a few groups do run friars now at least i have never made them unwelcome in groups. As for Heretics there is not a large population of 50 heretics yet and even less that are toa'ed and ready for Fg RvR. I would imagine once they are people will run with them in groups. I know we will certainly try them a few times. It's quite normal for people not to run with new classes at first remembering back to when no one wanted to run reavers in fg's.
 

Haazheel

Fledgling Freddie
Joined
Jun 6, 2004
Messages
231
Oh well so many ppl willing to group friars in RvR :)

Well all feel free to /pm Fratus dayly, by evening, I will come for sure ! (toaed, ml10bm, st/ip/purge, eoy#10, he#10 and many other artis #10 to aoe heal hp/mp/endo)
 

DavidH

Part of the furniture
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Mar 10, 2004
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Haazheel said:
aoe heal hp/mp/endo)
Kalare Necklace eh? ;) I found out myself for a while ago that this item is quite good for its group regen. Stacks with all types of other regens as well. :)
 

Justicator

Fledgling Freddie
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Jan 18, 2004
Messages
277
Shanaia said:
mids have 3rd healer in shaman..
No need for the shaman to heal if you have 2 healers, one 40 mending, 36 aug spec and one 40 mending, 36 pac spec... Then shammy can just concentrate on int/shear/fieldbuffs etc
 

Gamah

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Straef said:
Haven't met too many rejuv friars yet, or I wouldn't mind having them along (might actually like it :p) and heretics, well... they haven't been 50 for more than a week or two, so if they are all as useful as you say they are, I'm sure they will get a spot in groups soon enough.
You asked me to join...am I random now? :( I thought we had something speical!
 

Chronictank

FH is my second home
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Jan 21, 2004
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Justicator said:
No need for the shaman to heal if you have 2 healers, one 40 mending, 36 aug spec and one 40 mending, 36 pac spec... Then shammy can just concentrate on int/shear/fieldbuffs etc
shaman's role in a grp is not to heal
Its to interupt
 

Shanaia

Fledgling Freddie
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Dec 23, 2003
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And I never said it was a shaman's job to heal nor did I say it would be a friar's sole job to heal in a group ... very very often I see a shaman at work (they tend to stand on top of me after I die a lot) and in between his shearing/rooting/diseasing I see them trow off the odd heal .. when the assist train is on a healer it doesn't hurt to have a third healer all I'm saying is that alb groups that often don't even concider taking a friar (or a tic) lose out on that...
 

Straef

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Gamah said:
You asked me to join...am I random now? :( I thought we had something speical!
Sorry, but I must've been pretty desperate :(
 

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