View Full Version : Other than heal, what do you try to do for your group as a Cleric?
Emarr4E
06-07-2014, 10:52 AM
I never had an interest in playing a Cleric during live, so I don't know much about them. Despite my short time playing a Cleric though, I've seen enough of the spell list and realize all the different things a Cleric can do for a group if they're pro-active and not lazy.
The problem I have however is that being at base WIS, I have a hard enough time having mana for heals, let alone anything else. I'd love to hear what other Clerics out there try to do for their groups with what we have, other than just buffbot and heal. :)
Brynnag
06-07-2014, 11:56 AM
Meditate for more heals.
Use root to help cc and spend less on heals.
Bamz4l
06-07-2014, 12:03 PM
buff, summon food & drink
most importantly, be the one that survives a wipe either by /camping or DA & running to zone. When the cleric survives, the group survives!
Emarr4E
06-07-2014, 12:07 PM
Is it considered mana efficient to spend the time/mana on stunning a casting mob, as opposed to letting the nuke land and then healing the damage? Agreed Ele, that is one thing I try to do; though many tanks don't position mobs well it seems and they just sit there by the rooted mobs. But that's another thread, lol.
Is it considered mana efficient to spend the time/mana on stunning a casting mob, as opposed to letting the nuke land and then healing the damage? Agreed Ele, that is one thing I try to do; though many tanks don't position mobs well it seems and they just sit there by the rooted mobs. But that's another thread, lol.
Well, Stun costs 35 mana to cost. Whatever heal you're using probably costs a lot more. So it seems pretty obvious that it would be more mana-efficient.
To answer the main question of the thread, root-parking is one big thing, and the other big thing is lulling to help with pulls, assuming you're high enough level that lulls land semi-reliably on mobs (i.e. mobs are dark blue con). You only need to do these things if someone else can't already do those roles (i.e. can't crowd control mobs in camp or keep casters from nuking or pull singles); your most important job is healing because you're the best at it. More WIS won't let you heal more over time because it doesn't increase your mana regen; it just increases your max mana, which only matters if you have a bad group that's not getting enough pulls and therefore you end up medding to full a lot, or if some messy pull comes along that you need to pull out reserve mana for. The ideal situation from an efficiency standpoint is one in which you're never at max mana and the main tank is never at max HP (unless you're using complete heal).
One useful thing to do is to regulate how much mana you're using. You don't want to be in a place where you're constantly out of mana on routine pulls because it'll fuck you when things go sour. What I do is I only heal people if their HP percentage is lower than my mana percentage, unless it's really an emergency. So if they're 60% HP and I'm 50% mana, I just keep medding until they get hit more or I have more mana. This sends an implicit message not to keep pulling until I med up because the tank/whoever doesn't have the HP to deal with another pull; it lets people know what your mana situation is without you having to constantly update them (although sometimes you still have to be explicit if they're too ballsy). This kind of healing strategy also tends to leave you with a bunch of mana in reserve for when things go south.
Emarr4E
06-08-2014, 02:51 PM
Well, Stun costs 35 mana to cost. Whatever heal you're using probably costs a lot more. So it seems pretty obvious that it would be more mana-efficient.
To answer the main question of the thread, root-parking is one big thing, and the other big thing is lulling to help with pulls, assuming you're high enough level that lulls land semi-reliably on mobs (i.e. mobs are dark blue con). You only need to do these things if someone else can't already do those roles (i.e. can't crowd control mobs in camp or keep casters from nuking or pull singles); your most important job is healing because you're the best at it. More WIS won't let you heal more over time because it doesn't increase your mana regen; it just increases your max mana, which only matters if you have a bad group that's not getting enough pulls and therefore you end up medding to full a lot, or if some messy pull comes along that you need to pull out reserve mana for. The ideal situation from an efficiency standpoint is one in which you're never at max mana and the main tank is never at max HP (unless you're using complete heal).
One useful thing to do is to regulate how much mana you're using. You don't want to be in a place where you're constantly out of mana on routine pulls because it'll fuck you when things go sour. What I do is I only heal people if their HP percentage is lower than my mana percentage, unless it's really an emergency. So if they're 60% HP and I'm 50% mana, I just keep medding until they get hit more or I have more mana. This sends an implicit message not to keep pulling until I med up because the tank/whoever doesn't have the HP to deal with another pull; it lets people know what your mana situation is without you having to constantly update them (although sometimes you still have to be explicit if they're too ballsy). This kind of healing strategy also tends to leave you with a bunch of mana in reserve for when things go south.
Awesome advice, thanks.
Lifebar
06-15-2014, 04:59 AM
When I was leveling up I would keep my lowest level root and lowest level stun memmed all of the time.
The root is not great, but it's VERY cheap, casts fast, and is really not much worse than any of our other roots pre-paralyzing earth. It can help the group a ton, and if you position them away from the group, you're essentially turning off the damage from non-casters for as long as you can keep them rooted. I have used this to great effect at all levels. When the chanter's pet breaks as a 5-pull arrives at camp you can start parking them while he recovers.
Stun is cheap, fast to cast, and nice for interrupting casters--but it's even better for getting mobs rooted away from the rest of the group. If you have an add that is not being cc'd just stun it from across the room and sit. As soon as the ultra-short duration stun breaks and it starts running at you--cast root. You can get it locked down away from the group, usually without taking any damage yourself. Is it a caster? Do the same thing but run it around a corner and root it out of line-of-sight so it can't cast on anyone. Note: when root breaks it will still be coming for you...but just re-root with cheap roots =)
At 60 I find that I need to root less frequently. Most of my non-healing at this point is stunning (with the same minimum level stun) to interrupt casters, and stripping damage shields with Mark of Karn or Cancel Magic depending on how resistant the mobs are, how many melee need HP, etc.
Also as Estu mentioned lulling / pacifying is totally possible. Add some CHA gear in to help avoid agro from critical resists if it's something you plan on doing often or in very dangerous places (i.e. pacifying through Sebilis).
If you're having trouble with your mana pool, check out the wiki and look at equipment by class by slot. You can get a boatload of WIS pretty cheap these days. There is a lot of good, transitional gear available from 25p-200p per item in EC. Just chart out cheap pieces and save up for each one in order of mana per platinum.
Good luck and go Clerics!
planarity
06-15-2014, 05:17 AM
stun charm pets on break, to get them off the chanter so they can mez/recharm more easily (and to save you mana on healing them---you should be able to steal aggro before it eats through the ench's rune)
Calm and atone are some of the best spells clerics get. Use them to send home some mobs on pulls that are too big. Don't use pacify because it costs more mana and doesn't last nearly as long.
Jimjam
06-15-2014, 06:26 AM
You can also use the zero-damage stun to build aggro on mezzed mobs without breaking mez, taking heat off the enc.
IIRC you can use lull to pull without needing line of sight (helpful to prevent casting mobs nuking on inc); just keep casting it until you get a resist... it might be just the numb the dead line this works with, I've not played my cleric in a while.
If you are a Halfling you can use sneak to reduce the adds you get on inc.
baalzy
06-16-2014, 01:40 PM
You can also use the zero-damage stun to build aggro on mezzed mobs without breaking mez, taking heat off the enc.
IIRC you can use lull to pull without needing line of sight (helpful to prevent casting mobs nuking on inc); just keep casting it until you get a resist... it might be just the numb the dead line this works with, I've not played my cleric in a while.
If you are a Halfling you can use sneak to reduce the adds you get on inc.
All the lull type spells work without LOS. You still gotta figure out how to target the mobs though, which is why bind-sight is such a good tool for encs in dungeons. Can also have your flopper flop in the room and /assist off them.
Gustoo
06-17-2014, 01:21 AM
Be a boss and keep everyone maximum HP buffed as much as possible, also full resist buffs if PVP or appropriate resist buffs if not.
The aggro building stun is a great idea if you are duoing and things get tricky but I almost never need to do it...definitely a good tool to have in your toolbox.
Tecmos Deception
06-17-2014, 06:19 AM
Be a boss and keep everyone maximum HP buffed as much as possible, also full resist buffs if PVP or appropriate resist buffs if not.
The aggro building stun is a great idea if you are duoing and things get tricky but I almost never need to do it...definitely a good tool to have in your toolbox.
I think you could tank more easily and for less mana by using blind or roots.
As far as buffs, max HP as much as possible seems like a probable waste of mana to me. Different situations call for different buffing, imo. I almost always fully buff the tank (AC line, hero line, best symbol) and the enchanter. Puller will often get fully buffed with some resist buffs as well if there are casters, and tank often gets magic resist too. I might put AC and symbol on myself, but it is usually unnecessary, as are symbols and AC on the rest of the party.
It's sounds great to be able to say that everyone has a ton of HP so it is less likely they will die if they get aggro. But people are also likely to die (or get bored and leave) if the cleric is needing 15+ minutes of medding per hour just to keep everyone buffed up!
bigshowtime
06-21-2014, 11:30 PM
I watch porn and movies, play xbox, masterbate, play league of legends and troll forums while in an exp group, while managing to sneak in a heal or 2 so my exp bar keeps moving
U should prob follow in my footsteps to the promised land of getting showered in pixels as u will also be a top notch cleric with these tips
Orruar
06-23-2014, 04:41 PM
Use true north so that your group always knows which way north is by looking at you.
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