Cleric stuff

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old.Hendrick

Guest
I've been playing around with my friar this weekend and finally got the chance to play main healer in two very good groups, and I found that I enjoy this healing stuff quite a lot. So, I thought I might be better off with a proper healer, which would mean rolling a cleric. I've taken a bit of a look at the class and have found a few questions that I'd like answered/discussed.

So here goes, in no particular order:

1. Spec
45 rejuv (last group insta thingy)
29 enhance
6 smite

Because I want to be a healer and be good at that.

2. + Rejuvenation
Is there a point in having +rejuv items? Will it help me heal better or not? I'm mainly asking cause I saw only +3 rejuv in Lochlyessa's SC template. I'd also like to know if there'd be a point to have high rejuv bonus on my friar's sc set.

So recap - rejuv bonus good or bad, and is it needed for cleric/friar

3.stats
I've seen capped strength in cleric SC templates. Why?
Is it worth getting lots of dex and qui so I cast heals faster?

4. Spread heal
That means I cast the spell and it will dish out HP to people as needed, i.e. 100 hp to one, 50 to the next, 200 to the third. Right?

5. Insta heal
If I spec 45 rejuv will I get three different group instas or just one really good one? I.e. could I in theory use three group instas of varying power right after another, or is it just one insta that is getting better through speccing?


That's it for now. Might come back with more later. Thanks for any answers.
 
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old.Vae

Guest
Spec: If you want to be a healer then there are two important milestones imo - 40 rej for the full res and 48 rej (i think) for the last spreadheal.
My recommendation would be 40 rej which gives you full res and 2nd spreadheal. Don't go to 45 just for a bit larger group insta - You really won't notice the difference. 40 rej has the advantage of allowing 35 or 36 enhance which with MoA 1 you can practically cap your stats with. 35 enhance allows 9 smite, 36 allows 3 smite.

+rejuv: Decreases the heal variance - I suspect that this increases the max cap on heals too but not 100% on this. I notice that I always heal for the same amount anyway (152 hits with the smallest base heal with 40 +13 rej and MoH 2). Whether the +rej is worth it or not is another question.
I'd seek further confirmation of this from the VN boards or other people here.

Strength: The stats you want to cap are: +pie, +dex, +con, +hits, resists then +skills. After that I like +str as it helps if you have to melee at all and also helps me carry stupid amounts of stuff e.g. 1 ram and lots of spare wood. Do NOT cap +power - It's pointless - Your smallest heal costs 17 power and you can get max of +26 power.

Spreadheal: Has a pool of heal points which it dishes out to the most hurt people in your group % wise. It's very useful but is mana intensive. I tend to use my tiny base heal in PvE (occasionally SH) and Spreadheal in RvR. Group heal is more efficient if everyone is damaged and a large spec heal is best for healing just one person but in the confusion of RvR I find it far easier to just use SH.

Group Instas: You would just get one really good group insta which will make very little diff to the slightly lesser powerful one as most people in your group will have some hits when you use it (I hope!).
 
B

Basso

Guest
1. Spec
45 rejuv (last group insta thingy)
29 enhance
6 smite

Because I want to be a healer and be good at that.
Maybe you should reconsider your current spec and put some more in Enhancement.
Even if it's RvR or PvE a tank never look how much or how little you healed him for. He see on the border color of the buffs he got and his total hp ;)

2. + Rejuvenation
Is there a point in having +rejuv items? Will it help me heal better or not? I'm mainly asking cause I saw only +3 rejuv in Lochlyessa's SC template. I'd also like to know if there'd be a point to have high rejuv bonus on my friar's sc set.

So recap - rejuv bonus good or bad, and is it needed for cleric/friar
Dont remember my cleric + in rejuv but you'll notice that you heal for more hit points without so if you want to be a good healer (as you said above), you should go for the +rejuv items. Master of Healing as a ra could be an idea too.


3.stats
I've seen capped strength in cleric SC templates. Why?
Is it worth getting lots of dex and qui so I cast heals faster?
Maybe they plan to solo. not sure here as I've never cared about my dex/quick.

4. Spread heal
That means I cast the spell and it will dish out HP to people as needed, i.e. 100 hp to one, 50 to the next, 200 to the third. Right?
Yeah, saves tons of power compared to the "old" group heal.

5. Insta heal
If I spec 45 rejuv will I get three different group instas or just one really good one? I.e. could I in theory use three group instas of varying power right after another, or is it just one insta that is getting better through speccing?
With 45 rejuv you will only get 1 group insta :)
Where did you get those 2 others from ;)
 
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old.Hendrick

Guest
Thanks Vae, I actually like the idea of 9 smite for the little mez thingy. Very helpful, roll on more please people :)
 
O

old.Vae

Guest
Realm Abilities: GET BUNKER OF FAITH. This is a total No brainer (to use a US exspression). It is simply the best RA Albion has.

Other than Bunker get Aug Acuity 2 and Serenity 2. I then think Wild healing is very useful especially for group heals as each group heal can crit. I'd get WH 1 then Master of Healing 1 then WH 2 then MoH 2.

Other than those I have Master of the Arcane +3% buffs, Aug dex 1, Avoidance of magic 1, Aug con 1, Toughness 1, Lifter 1 (very imp to me :) )

Don't get Battery of Life - It's a 1050 hp ish spreadheal in advance that doesn't affect you and is on a 30 min timer. Everyone I've spoken to who has it says it's useless. For 10 points I'd rather save to get mastery of concentration.
 
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old.Hendrick

Guest
With 45 rejuv you will only get 1 group insta :) Where did you get those 2 others from

There are two weaker versions of the group insta at lower spec if I read the spell lists correctly.
 
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old.Vae

Guest
Also to reiterate: +Dex = Very good as decreases casting time
+Qui = pretty pointless as it just decreases weapon swing time (and increases base damage a bit) - Just ignore it.

In groups I normally buff myself with base dex and con and spec str/con and dex/qui to max my hits and decrease my casting time.
 
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old.Vae

Guest
Purge can also be useful but I just think it's so expensive for a 1 use per 30 mins. In RvR I just try to stay at the back or sides away from everyone else to avoid AoE CC but still in range for SH.

Hiding off to the side behind an object can be the best tactic as you avoid notice and SH still works.
 
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old.Vae

Guest
re: Instas - You only get 1 single and 1 group insta - the more powerful versions just overwrite the weaker ones.
 
B

Basso

Guest
Originally posted by old.Vae
In RvR I just try to stay at the back or sides away from everyone else to avoid AoE CC but still in range for SH.

Hiding off to the side behind an object can be the best tactic as you avoid notice and SH still works.
Every time I've been standing in the background have resulted in a quick death ;)
As no spot is safe in RvR, why not just stand in the middle of them all? :) I've tried this myself, and somehow I've found myself living longer too.

Ofcource, this spot is where the shaman aim his/her ae dot against and where you will have company with the luriken enchanter ;)
 
P

- Pathfinder -

Guest
Originally posted by old.Hendrick
1. Spec
45 rejuv (last group insta thingy)
29 enhance
6 smite

41 rejuv
35 enhance
3 smite

Cookie cutter that works :p

2. + Rejuvenation
Is there a point in having +rejuv items? Will it help me heal better or not? I'm mainly asking cause I saw only +3 rejuv in Lochlyessa's SC template.

+ rejuv evens out the variance on case heals, so at 50 modified there is none. Therefore clerics with a high base rejuv do not need to cap this (I need +3 myself, having 41 base and +6 from RRs).

As for friars, it depends on your spec. If you're group specced (25+ rejuv) you won't need + rejuv for RvR, since you'll be using spec heals (power consuming, but with zero variance this is it for friars). If you're one of the FotM battlefriars, cap it and hope the enemy doesn't hit hard :p

3.stats
I've seen capped strength in cleric SC templates. Why?
Is it worth getting lots of dex and qui so I cast heals faster?

Simple answer - because we can. I cap five stats with my SC setup, as well as the skills I need and resists. Strength isn't exactly a priority, but the lack of skills to cap affords clerics some room.

As for dex, yes, you need to cap this :p Qui is only ever useful if you melee (though as you can't style it's quite helpful - not that you should melee :p)

4. Spread heal
That means I cast the spell and it will dish out HP to people as needed, i.e. 100 hp to one, 50 to the next, 200 to the third. Right?

Pretty much. When used correctly this spell comes close to deserving a nerf ;)

5. Insta heal
If I spec 45 rejuv will I get three different group instas or just one really good one? I.e. could I in theory use three group instas of varying power right after another, or is it just one insta that is getting better through speccing?

They replace each other :p
 
V

vayasen

Guest
41 rejuv 35 enhance 3 smite

the top team insta isnt worth all the point su lose...the one below suffices plenty. On top of that..this spec gives u and yr team much better health in terms of buffs.

3 smite also gets u the insta pabaoe



dont bother with + skills for a cleric.




Get BOF + raging power. also wild healing 3 is good.

Any skill that adds *3* % to anythign isnt worth it for a cleric(well maybe to level 1 at a push...certainly no more).



Cleric sbane in rvr is running OOP (NOT from getting killed co\z u have low hits). Basically yr job is to avoid aggro and keep healing. This keeps yr team alive and hence you alive.

Therefore head for skills that allow u to do this (instead of skills that give you more hps/armour/resists). 50 extra hits on a cleric isnt going to get himanywhere imparticular....if u are aggroed long enough to have 50 hps make a diff to u living /dying....then yr team has prob all already died from lack of heals.


OOP is the team killer....get anythgin that helps with power....Raging power ....MCL 2 USE POTIONS / BOUNTY STONES.

To avoid aggro...little thing slike long wind 1 helps.....give the troll the runnaround then get back to casting.
 
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Balbor

Guest
i'd say yes to getting purge, if your court out first thing you need to do is make sure your caster can nuke there caster before they die. To do that you need BoF on, and if your mezzed you can't do that.

On here are my final RA for my Smite Cleric, anyne got anything to add?

10 Bunker of Faith
10 Purge
10 Raging Power
14 Mastery of Concentration

10 Mastery of Magery L3
10 Augmented Acuity L3
10 Serenity L3

9 Mystic Crystal Lore L2
4 Mastery of the Art L2
4 Augmented Constitution L2

1 Mastery of Healing L1
1 Augmented Dexterity L1
1 Tireless L1
1 Regeneration L1
1 Toughness
1 Mastery of the Arcane L1
 
L

Lochlyessa

Guest
Ho hum, how did this thread by pass me :< Anyway Hen, just re-affirming what people have said above really. 45 29 8 is not bad, altho I'm not sure what you get in enhance after the 27 resist buff, so you may like to take this down to 27 and either get more smite, or go 46 / 27 / 7, for the 283 delve group heal, which is pretty nice, but sadly kinda useless too with spread heals, so ignore me :p As P ath said, + rejuv only helps to stabilise base heals, and as I've got >50 from base and rr etc, thats why I didn't bother with much :) RA's, I'd go for BoF and purge as the first two, then get a few passives such as toughness, serenity, and mota (mastery of the art), then try and aim for something big like MoC. i'm regretting not getting it atm, as I used all my realm respecs so I'm stuck with such stuff as longwind 1 and mow! \\o o// :/ But, should be back ingame on tuesday, so if you wanna ask any questions, I'll be happy to answer em :)
 
K

Krillin.

Guest
I have been 48 smite / 23 rejuv / 9 enhance

43 smite / 23 rejuv and what ever enhance

46 rejuv / 27 enhance and 8 smite

41 rejuv / 35 enhance / what ever smite


Best spec is 41 rejuv at the moment. Gets you a nice single heal which in my case heals for 690 every time. 16% body resist is nice and reason i went 41 rejuv over 36 enhance is its a 16% spirit resist.

46 Rejuv spec was nice before spreadheal. Since spreadheal 46 group heal is mana unfriendly and also as regards 100% instas you tend to insta when the player is 25% anyway so its not an issue.

RA Wise

3 RA's that any cleric should have are Purge / BoF / Mcl 1

Then after that go Acuity 2 and Serenity 2. Then if you have more Rp's go MCL 2 & RP or go down the route i am and save for MoC :eek:

My RA's as such are

Acuity 3
Serenity 2
Wild Healing 2
BoF
Purge
Mcl 1
Toughness 1
Master of the art 1

I had BoL and its crap...

Need 13 more points for MoC which will take me to 1.5 million if i can ever be arsed...
 
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hangianix

Guest
I have MoC instead of purge (and some other RA's 'cause it cost 10 points more :( ), but I had purge earlier and tbh I found that pointless.

If I were a reju I also would got MoC (tho MCL2 + RP prolly better).
 
O

old.Hendrick

Guest
Thanks again. So with regard to +rejuv I should aim to have a grand total of 50 in the skill (including items and RR) then for best possible healing. Goodie good. Now I just have to decide whether I want to be Highlander or Briton. Oh the choices.... :eek:


(And my friar had 25 rejuv at level 39. Looks like all my rejuv bonus was for naught then! Good I didn't plan my final set yet ;))
 
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Lochlyessa

Guest
You only need 47, I think, as Refocillation is a lvl 47 spell.
 
G

Graknak

Guest
Having 40 rejuv, 35 enh, 9 smite atm.
To me 41 rejuv is too much, i'm doing great heals already and that 1 more rejuv is just a waste of mana, yer better of doing a Heal Neediest, does 3 (three) 603 heals in a fg atm and costs less then a single 41 rejuv heal and as i tend to be in fg's mostly, either for RvR or for events like Sidi etc. its better then the 41 heal.
35 enhance just for some buffage, its above average and i'm not getting any complaints for it being too low so.. having 290+ con and dex after buffs myself atm.
9 smite, just to get abit less dmg variance between yer base smite and to get less resist on pbaoe mezz, which is really nice. Also the "better" dmg add is nice.
All together i can solo orangecon undead, Lindons etc., at lvl 50 without using insta heals.
Can't say thats bad.
Total specc is 40+13 rejuv, 35+7 enh, 9+13 smite.
As for RA's i got Aug Acuity 2
 
V

vayasen

Guest
My RAs'

Purge
Bof
Battery (blargh)
MCL 1
Serenity 2
Wild Healing 3
Acuity 2
Avoidance of Magic 2
Long Wind 1 (rah ;p)
Toughness 1
And a few others I cant recall.


\Regarding + rejuv.

All my tests show not differenec to any of my heals whatsoever. I have tried all these following specs.

46R + 12
46R + 5

41 + 12
41 + 5

Non of these specs had the slightest variation on any of my heals. Not 1 point in variation on many many casts.

Same went with Enhance too. I have 35 + 5 enhance. I carry a hammer on my back that is +7 Enhance......I get EXACTLY the same buffs / points using 35 + 5 and 35 + 12 (arming the +7 hammer on my back).


Also dont bother using your mace...my extensive testing has revealed that /slap does 12 % more damage.
 
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hangianix

Guest
Originally posted by vayasen

Same went with Enhance too. I have 35 + 5 enhance. I carry a hammer on my back that is +7 Enhance......I get EXACTLY the same buffs / points using 35 + 5 and 35 + 12 (arming the +7 hammer on my back).


The only difference with + 15 enh or + 5 enh at me, that I got ~ 12 hps more (with same constitution). :)
 
C

civy

Guest
If you take your enhance to +6(41) I think the yellow str and yellow dex base buffs will cap saving 4 conc points each.
They do for me at 42 enhance.
For anyone wearing MP armour the base shield buff is pointless, as it doesn’t increase armour factor at all( unless this is a display bug).
 
O

old.Jessica

Guest
I did a few tests on + spec from items again just a few days ago.

For enhance - any enhance spec line, +7 is all that makes a difference, and yes, using a 2nd mace/staff in other slot when buffing and switching it back again works nice.

For +rej I stopped getting any varience on all baseline heals again with +7 rej today. (i.e. including RR)
+4 gave me up to -5 hp from cap with smallest baseline, up to -10 with large baseline.

For rej clerics, dex is paramount stat, along with obviously capped piety for that extra power.

For RA's, I concure that BoF is the single best thing you can get, with MCL/RP a close 2nd. If you lean too eavily on spready heal you will want those extra power bars, even with potion/bp stone use.
Mastery of the Art is also an underlooked RA, sadly requiring Aug Auu 3. Well worth it for lightning fast specline heals for RvR. And is nice along the way to MoC which again is extremely useful RA, even for Rej clerics.
Mastery of Healing is handy, but no where near as 'good' as Wild Healing. Those crits save you an enourmous amount of power.

BoL is... well. Not as nice as it looks. Basically an insta spread heal that does help the cleric that uses it. Still, very handy to slap at the same time as SoS/BoF to give you a bit of breathing room.

As far as spec templates go, greater than 41 rej has always a little gimpish in that you don't really see much benefit in the rej line, and you lose a ton in enhance. Ask a nuker freind to duel you get a cleric to put different int buffs on the nuker to see just how effective at least one of the buffs (at L31 enh) actually is compared to its predesessor.

I always seem to say this, but... It always comes down to personal preference. The smite line is really crap unless it is speced high 43+. And the insta mezz is shockingly appauling in RvR so don't worry about templates that have only 3 smite :) You're not missing anything good.
Saying that however, if you're going to get an SC template, squeeze as much +smite as you can into it to try and help those rare times you do want to smite (baseline) do some damage... Without +11 smite you can hit for paultry sums of < 50 damage...


My personal favourite Cleric template is 41rej (for specline 'tankhealer' RvR spell and top ress), 35 enh (for the str/con), rest smite (haha).
Wonderful template if you're grouped with competent people. Almost utterly useless for soloing, but sometimes fun to try.
Oh, and with 35 enh and Lifter, you can carry some serious Siege stuff, all by your lonesome.

Welcome to the world of Clericing Hendrick :)
 
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hangianix

Guest
Originally posted by old.Jessica
The smite line is really crap unless it is speced high 43+.

Correction: The smite line is really crap.

Btw what others said - 41/35 and forget BoL (and I would say that forget purge too) go for RP or MoC (after MCL and BoF ofc :) )
 
P

PadreMM

Guest
After the changes to the weight of a ram I tried to spec out of the Lifter I and can just about carry a ram. Now if I'm Str debuffed I'm still kind of stuck, so when I get 1 spare point I'll probably get it anyway.
 
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old.Jessica

Guest
Correction: The smite line is really crap.

I was being nice especially for you Killerbee ;)

I figured saying 'Smite is a complete load of utter :m00: :m00: :m00: :m00:' would have been considered rude.

Still, on the bright side, baseline smite on average does -just- more damage than slapping someone with the mace. But only just. Shame you run out of power before you can kill anything tho.
 
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Bethor

Guest
you could really buck the trend like i did and go 35smite/30 rej/27 enh.
 
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hangianix

Guest
Well, when I will outspec smite, I will completly do that. Maximum smite or nothing.

Hmm, or a retired smiter and I won't have go to respec. :clap:
 

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