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Matthalas Winterheart 02-03-2014 09:28 PM

Cleric Protocol
 
Got myself a level 9 cleric now. I understand that I am in the infancy of grouping with a cleric, but I want to get off to the right habits so that folks actually WANT me in a group with them. Some questions that I have are as follows.


1. Am I correct in assuming that the MT is generally the one that I want to keep alive when stuff hits the fan? When I am the lone healer in the group, is there a hierarchy of who gets the chain heals, or should I just try to generally keep all as full as I can?

2. Is it generally accepted that If I am able to keep up on heals, that I should be throwing out some DD to keep myself productive, maybe a lull or root every now and then?

3. Buffs- kind of the same situation with question 1, when it comes to the HP buffs, should everyone in the group be getting them? Or just the melee types for the most part.
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That's about it for now, though I do appreciate whatever feedback those with experience playing the class can give.

Question 2 is important to me, as I feel damn guilty just sitting there healing. I don't want to seem a leech for exp.

Ele 02-03-2014 09:34 PM

Mt should be focus of heals or the crowd controller. You Root Ccing can be more efficient than healing, but requires people to understand positioning and the MT needing to be closest.

Don't ever feel guilty if all you do is heal. They wouldn't be getting anywhere without those heals.

Tank HP/ac/resist buffs, puller HP/ac/resists, enchanter or bard HP buffs. everyone else needs to control their aggro.

HeallunRumblebelly 02-03-2014 09:49 PM

Quote:

Originally Posted by Matthalas Winterheart (Post 1304267)
Got myself a level 9 cleric now. I understand that I am in the infancy of grouping with a cleric, but I want to get off to the right habits so that folks actually WANT me in a group with them. Some questions that I have are as follows.


1. Am I correct in assuming that the MT is generally the one that I want to keep alive when stuff hits the fan? When I am the lone healer in the group, is there a hierarchy of who gets the chain heals, or should I just try to generally keep all as full as I can?

2. Is it generally accepted that If I am able to keep up on heals, that I should be throwing out some DD to keep myself productive, maybe a lull or root every now and then?

3. Buffs- kind of the same situation with question 1, when it comes to the HP buffs, should everyone in the group be getting them? Or just the melee types for the most part.
---

That's about it for now, though I do appreciate whatever feedback those with experience playing the class can give.

Question 2 is important to me, as I feel damn guilty just sitting there healing. I don't want to seem a leech for exp.

Don't buff anyone but the enc (only 20+). Symbols aren't worth it til at least naltron. Until CH, time your heals with your med-ticks. Duxaui helps for this. Not missing a med tick can make you go a lot longer on early endurance fights. Also,make friends with twinks.

Kazi 02-03-2014 09:54 PM

Heal who needs it, that's your job and smite anyone who condemns you for it. But you have a tank for a reason. If any DPS is consistently pulling aggro, make sure they know it's their job to back off when they do so (and make sure the tank is actually tanking). Also, any caster who refuses to let aggro dissipate before they sit down to med deserves to get a few hits.

Edit: although, at lvl 9, you should just get in there and melee until your heals matter.

SamwiseRed 02-03-2014 09:59 PM

hotkey DA and Gate.

upon joining a group, say something about lag or its kinda laggy that way if you miss a heal and someone dies its not your fault.

if people ask for buffs just say oom and they will usually shut up.

mite edit later, not sure i wanna give away cleric secrets.

HeallunRumblebelly 02-03-2014 10:00 PM

Quote:

Originally Posted by SamwiseRed (Post 1304302)
hotkey DA and Gate.

upon joining a group, say something about lag or its kinda laggy that way if you miss a heal and someone dies its not your fault.

if people ask for buffs just say oom and they will usually shut up.

mite edit later, not sure i wanna give away cleric secrets.

You forgot the part about blinding your teammates on red99 and ganking them.

Swish 02-03-2014 10:35 PM

Don't melee, for the love of god don't melee :p

Most clerics snap out of it by Unrest/MM but its really a skill you'll never need and for the sake of group efficiency stay sat/stay medding. If the urge to get up and swing is overpowering consider rolling a paladin instead ;)

Matthalas Winterheart 02-03-2014 10:41 PM

Quote:

Originally Posted by Swish (Post 1304342)
Don't melee, for the love of god don't melee :p

Most clerics snap out of it by Unrest/MM but its really a skill you'll never need and for the sake of group efficiency stay sat/stay medding. If the urge to get up and swing is overpowering consider rolling a paladin instead ;)

Damn it Swish, I been watching that GIF with the dogs for like 15 minutes now, finally was able to snap out of it.

Buriedpast 02-03-2014 11:06 PM

Quote:

1. Am I correct in assuming that the MT is generally the one that I want to keep alive when stuff hits the fan? When I am the lone healer in the group, is there a hierarchy of who gets the chain heals, or should I just try to generally keep all as full as I can?
It depends on the group makeup, what shit is hitting the fan, type of mobs, etc.
9x out of 10 it is more efficient for you to CC than it is to heal. A single immobilise takes 100 mana or so, and will stop 400-800 mana of healing required.

As for heirarchy, it depends again on the group. Will a stun on a broken charm pet allow the enc to get his mez/ae mez/stun/charm off? If so, its better than healing damage he then needs to channel, and costs 30mana.

But your main priority is:
Where is the damage coming from?:
Can you effiiciently stop it
Will doing so get you killed or someone else if a resist happens
Will a heal on the tank get you killed or are you better to CC and burst heal more later
Will roots allow that damage to only go to one person so your effiency is higher, and generally DPS is higher too.

Is it better to allow someone to die? yes often it happens, I'll let the MT die if it means the result is the group surviving through CC or alternate tank. Just an example.

Its most important to be observant, and critical of peoples playstyles. What they do, their tendancy to jump on adds, how much aggro theyre building with ae stuns/runes/etc. When mobs change direction, is it more efficient to root or to allow someone to take a few hits and regen. Remember every person in the group innately regns, who cares if a few are 90%, its damage you never need to spend mana healing.

Quote:

2. Is it generally accepted that If I am able to keep up on heals, that I should be throwing out some DD to keep myself productive, maybe a lull or root every now and then?
If you are keeping up on heals, then for sure you should do everything you can to increase the kill and pull rate. This often means im off ahead lulling something to speed up a pull or sorting out rebuffs a few mins early. If you're EVER FM, you're inefficient. It is mana not being regenerated that could be spent for the betterment of the group.

Quote:

3. Buffs- kind of the same situation with question 1, when it comes to the HP buffs, should everyone in the group be getting them? Or just the melee types for the most part.
It depends on the group makeup. If you're tank and spanking stuff, theres no reason to symbol everyone, just usually the enc/bard/sham, and tank. If its big pulls then yourself in addition.

Get in the habit of being an agressive cleric, it leads to efficient gameplay and knowing your surroundings. A passive and reactive cleric will always be worse at every part of the game.

webrunner5 02-04-2014 02:55 AM

I don't advise rooting nothing for 2 reasons. First at low levels root sucks. Resisted a lot and if it does stick it lasts for like 30 seconds. Second root is a agro magnet from hell when it breaks.

Yeah, Heal the MT and Enchanter in group. If you have casters in the group that keep getting hit because they cast too soon before the Tank can get agro the hell with them. Casters, including you, should never cast shit till the mob is below 80%. When shit hits the fan remember the Tank has a LOT more HP than the casters or you. SO they can run to zone and live a lot of times. The Chanter, Mage etc isn't going to run from nothing without SoW.

Don't Melee. Sit on your butt.

I like to HP buff the Tank and the Chanter. Pretty much it.


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