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Old 05-19-2015, 02:29 PM
Daldaen Daldaen is offline
Planar Protector


Join Date: Jun 2010
Location: Kedge Keep
Posts: 9,062
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24-40 soloing in Unrest is faster than any group would be. But it is often camped. Beyond 40 I found soloing to be bad, I grouped once or twice and then exchanged PLs with a guildie to push through to 46.

People talk about these cleric group skills like they are hard to learn or not glaringly obvious to most people. You're fine to solo to 50 and Chardok to 60, then start grouping at some loot camps on a cleric. No one will notice the difference unless you are dumb.

Before grouping:

Make sure you reset your Specialization from Evocation to Alteration. It's pretty typical for a solo cleric to spec evocation from spamming nukes. Reset it to Alteration once you start healing in groups.

Make sure your Alteration/Abjuration skills are maxed, fizzling buffs and heals from bad skill is sadface. Divination and Conjuration don't matter for grouping. If you ever need IvU it's fortunately low enough that your skill doesn't matter. Don't bother with Sunskin, it blows.

Have a solid spell lineup that lets you fill a cleric and utility role, mine typically is:

Complete Heal
Divine Light
Remedy
Celestial Healing
Stun
Root
Divine Aura
Divine Barrier

Depending on the situation, root or one of the heals may be dropped for a second stun, or a nuke. Stun may be dropped for MoK if it's mostly melee mobs. Stun/root/extra heal may also be dumped for Group healage in the rare event that's necessary.

Use 30 Mana stun to prevent gating mobs from training you, and caster mobs from nuking your tank. It's better to spend 30 mana stunning preventing a nuke than it is to spend 350 healing back that nuke.

Use Root CC as required (if no Enchanter/Bard is present). I try to only do this when grouping with people who have some level of situational awareness. Often times you'll find people who just face roll and don't pay attention to the rooted mob behind them beating on them, when they could take a step forward and be completely safe.

Use Symbol on Tanks, Enchanters and Bad pullers. DPS should not require symbols. Once you get group symbol, may as well use that. Same deal with Heroic Bond. No one really needs AC buff other than Tanks. If you're full mana and bored, this is the time to buff the non-necessary people.

Get a Water Sprinkler of the Forgiven - Atone stick is one of the most underrated cleric items in game. Having mana free memblur, plus Root and Lull, allows you to save tourself from having to gate out from a see invis or allows you to perform a CC/Puller role if you want to get crazy with it.

You can toss nukes when full mana and HPs are fine also, even though you're a cleric.

In-low DPS groups doing epic fights, juggs, and other high HP mobs, consider using Unswerving Hammer pet (skill up Conjuration beforehand). Pro-tip - Get a Reclaim Energy clicks item from Sol Ro Mage quests, you can reclaim the hammer before a mob dies for mana free DMG. I've had hammers do like 2-3k DMG on Sebilite Protector and Tolapmuj. Don't use against mobs with instant AEs and reclaim the pet if it looks like they are casting an AE.

Use Heroic Bond as a group heal. It's the most efficient one you will get.

Beyond that, grouping on a cleric is absurdly boring in your typical - Tank, Cleric, Slower, Puller group.