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#11
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@OT 40 is city of mist zone, big parties, works fairly well... Duo's specifically can go to frozen tower or crystal caverns. Personally from my experience, the big parties are better than duo's. | |||
#12
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![]() Clerics are pretty enjoyable. They're certainly more on the boring side of all the grouping classes, but that makes it a nice counterbalance if you also main a very active class. You can sit and chill and as long as the heals are timely, there's some stuns on charm breaks or runners, and you cast the occasional root in a heavy pull, you're already better than the median cleric. At lower levels it's fun to roleplay a paladin with better heals and nukes.
When a group is really rolling along, mobs die in seconds, and you just gotta drop one heal on the puller and one on the tank every so often, it can get boring. But when the cleric is the bottleneck on pull speed, which happens fairly often especially with an aggressive puller, there's a lot of interesting things to think about and balance. One is how to communicate mana levels to the group and how to let the puller know when you're good to go for next pull. I see some clerics keeping everyone at 100% health until they suddenly announce oom right after a big pull shows up. My rule of thumb pre-CH is to keep the tank's health % roughly the same as my mana %, and to be intentional that when I drop a heal on the puller after we're all recovering from a heavy pull, that's a signal that it's time to get next pull and I'm good to go. A good cleric also keeps track of how quickly different mobs damage different group members. You want to know when to wait for the optimal heal versus when to drop the quick heal - a caster might need an immediate greater heal to keep them above 95% while a rogue might be fine waiting for a superior heal that brings them up to 70%. You need to be able to judge when to white-knuckle through a CH that might land at <5% versus ducking out to land a couple superior heals in quick succession. If you can consistently drop a quick-reflex stun on charm breaks, enchanters will notice. That's something that won't happen super often, but needs constant vigilance to respond appropriately quickly. Perhaps cleric lends itself to people who like paying close attention to how all the context around how the fight is going while taking actions that are infrequent but high-leverage. Finally, since cleric is just inherently less busy than a lot of other roles it also lends itself to being group leader. You can be proactive about finding replacement group members or inviting LFG players. You can keep the chitcat going when necessary to make sure everyone's having a good time. Anyway, there's some random Sunday thoughts on why it's fun to play a cleric, or why it's fun to find a good cleric to play with. OP, if I had a toon mid-40s that would be good to group with a cleric, I'd definitely be down. Get to early 50s and let's get a couple more people for some Hole crawls with my bard [You must be logged in to view images. Log in or Register.] | ||
#13
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Pretty much the reason why I play cleric. Can fully attest to everything you said and back it up as truth as well. going from enchanter to cleric, you tend to notice a lot of the smaller finite details of the way parties work, in terms of health, solely because you're always 1 second away from death as an enchanter and it just sorta bleeds over when you pick up cleric. | |||
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