Quote:
Originally Posted by taytay1225
(Post 1295607)
Hey guys and Gals, I just started a Cleric with my brother and Friend. I cant remember the server but its the one without newbie armor. I just wanted to ask is there anything I do besides stand there and be worthless? I am level 5 and so far, I just stand there and do nothing. My spells cost way to much, auto attacks miss and when they do hit they are ass. I can barely solo a yellow mob ( I know they are harder than white ones). It just seems worthless that im standing there doing nothing, armor sucks weapon sucks. So any tips on how to improve this would be amazing!
Ps. Sorry if my spelling sucks at work on phone.
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Clerics don't really take off until level 8 when you get Meditate, which lets you regain mana a lot faster while sitting. Before then, in a group setting you can melee and heal or you can sit and let mana regen at 2 per tick instead of 1 per tick standing and heal. Once you hit 8, you shouldn't be meleeing anymore - meditate all the time, and use your mana for heals/buffs/lulls/roots and if you have extra mana, nukes. Also, you should never count on being able to solo white or yellow mobs; only very powerful solo classes can handle that.
Quote:
Originally Posted by Aborath
(Post 1300981)
Didn't want to start a new thread, but I did want to ask:
On live I played a monk, and then a wizard during my first excursion into P99. After a six month break, I'm back, and I've got a cleric who's rolling along nicely. My ultimate goal with this guy is to become an asset in groups and raids. Could any long-time clerics offer tips on being an effective healer/cleric, or point me to a good guide?
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First, always be meditating, unless you're doing something important. Nothing more annoying than seeing a caster class trying to melee something or standing for no reason when they could be getting more mana to do much more useful things.
Second, in terms of healing, one way I've found is useful to regulate your mana is to only heal someone if their HP is proportionally less than your MP (e.g. they have 60% HP and you have 65% MP). This way, people get the idea not to go pulling more monsters if they've just finished a battle and are still sitting at 40% HP and not being healed since you're meditating. It lets you get around having to constantly ask for meditate breaks in group chat - people know you're low on mana because they're not being healed. This method also lets you keep mana in reserve for emergencies.
Third, make good use of your crowd control abilities. If you're targeting blue mobs or lower, Lull is a great tool to help your puller get single pulls (and can still be useful to try on higher level mobs, though you should expect it to fail a lot). Root is always useful. In general, your group should only be taking melee damage from one monster at a time; any more and you are going to have to heal more than is necessary, and it will slow down your EXP as a result.
Fourth, use your buffs. The big ones are the Courage line and the Symbol line, which give boosts to max HP - these are good to throw on the tank and anyone else who may be in danger of taking a lot of damage at once (e.g. the puller, the enchanter). The Holy Armor line is also useful. Finally, Divine Intervention is a great tool in an emergency, but be advised that once it wears off monsters will go right back to attacking you unless people have actively done work to take aggro off you.
Fifth, if you are ever full on mana, as in 100%, you're wasting your meditation ticks. Prevent this from happening by nuking when you have spare mana and/or encouraging your puller to pull more often.
Finally, be careful as to when you heal someone. If a puller is bringing in a group of four mobs and you heal him right as he arrives in camp, you can bet that you're going to get targeted by those mobs immediately. If you wait a bit for the mobs to get CCed (and/or help with the CC) before starting on heals, you'll be in a lot better shape, assuming that no one dies before this happens.