Saiph Goblin Squad Member |
Hello,
I'm looking for a guide to leveling/advancing my Cleric. Recently I switched from Wizard to Cleric and for some reason I'm having a much harder time figuring out how to level the Cleric than I did the Wizard.
It doesn't help that the feat requirements go off my screen making them completely unreadable or that my cleric spells do very little damage and take a large amount of stamina compared to my Wizard. :-)
Thanks in advance,
Saiph
EDIT - looking for an UPDATED guide, the guides I've looked @ have not been updated.
Dazyk Goblin Squad Member |
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What kind of cleric do you want to be?
Healer/Buffer second row cleric?
Heavy Armour heavy weapons front row cleric?
I built a cleric who spec'd Crusader Armour, used Greatsword, and only had Buff/Heal Orisons equipped on my Battle Focus. I liked it.
Other Feats:
Defensive:
Toughness
Iron Will
Great Fortitude
Reactive:
Sickening Crit
Deafening Crit
Utility:
Divine Favour
Shield of Faith
Dazyk Goblin Squad Member |
Heavy Armour? Medium Armour? You will need to be in melee range, so I would suggest Heavy.
Crusader is a good feat, but in all honesty I would suggest Unbreakable to anyone who wants big defence and good hp. You trade base defence +2 for All Resistance +1, and gain 10 hp per keyword matched.
Might be just me, though.
Saiph Goblin Squad Member |
Heavy Armour? Medium Armour? You will need to be in melee range, so I would suggest Heavy.
Crusader is a good feat, but in all honesty I would suggest Unbreakable to anyone who wants big defence and good hp. You trade base defence +2 for All Resistance +1, and gain 10 hp per keyword matched.
Might be just me, though.
Is unbreakable Healer or Evangelist?
Dazyk Goblin Squad Member |
Saiph Goblin Squad Member |
Dazyk Goblin Squad Member |
Saiph Goblin Squad Member |
T7V Jazzlvraz Goblin Squad Member |
T7V Avari Goblin Squad Member |
LOL, that's the issue we are having over in the ability score discussion. What defines your "role" more than anything is the armor line you go down. You can go down the Crusader line and be an off tank type of cleric who can survive while your in the fray of things dishing out buffs and heals, but it's the medium armor healer line that actually does the best heals.
So yes, it's the Healer line which is your classic healbot. The Evangelist actually plays like an Inquisitor from the table top, it's a ranged DPS healer. The Crusader plays like an MMO Paladin.
I do not like the fact that you have to feat so heavily into the armor lines you don't want to raise your ability score enough to level your class. That is exactly the problem right now imo.
T7V Jazzlvraz Goblin Squad Member |
T7V Avari Goblin Squad Member |
I envision times where, if the monsters are going to be throwing a lot of energy damage, heavy-armour wearers might want to swap to medium for a bit, to get the extra protection.
I envision that if you want to feat into having that versatility, you should be able to. But If I'd rather use that xp on a different type of versatility, I should be able to also.
One of the main reasons forcing extra armor lines is bad is because we won't ever really use it. Once looting and death shells are in, nobody will be walking around with an extra set of armor.
Dazyk Goblin Squad Member |
Valkenr Goblin Squad Member |
Nightdrifter Goblin Squad Member |
Does the "Healer" feat actually increase healing magnitude? I assumed the +Regeneration increased the speed your character heals naturally.
The Regeneration stat hasn't been explained yet afaik. I seem to recall something like 1% of hp/round while in combat, but what +1 Regeneration does exactly I'm unsure.
T7V Jazzlvraz Goblin Squad Member |
The Regeneration stat hasn't been explained yet...
Best I've been able to find so far:
Right now:
Power only regens in safe locations and upon eating.
Hit Points regen very slowly in combat (1% of max per round is the arbitrary current number), but speed up out of combat. Additionally, buffs that improve in-combat regen speed are more common than direct heals (and completely replace Heals over Time; in general, many heals are intended to scale somewhat based on your max HP rather than being a completely fixed number).
The reason for regen being a thing (and regeneration improving out of combat), is that it allows us to make heals/regen buffs that don't cost Power but without making healers completely essential to all your outings. The logic chain is:
- If we make non-Power heals for everyone, it doesn't matter that you don't regen quickly out of combat because you can just spam your heal out of combat.
- If we make non-Power heals just for Clerics and other divine casters, you'll always want one with you so you can have them spam their heals on you out of combat. It just punishes people that don't bring along a renewable healer.
- If we just have people automatically regen pretty quickly out of combat, we can balance heals and regen buffs primarily on their effect in combat without worrying that they hurt the out of combat experience.
Traditionally, games that don't opt for quick out of combat HP restoration generally see players preferring to be bored or annoyed rather than starting fights damaged. They'll sit as long as necessary or do whatever they need to do rather than experiencing the attrition-based play that the designers intended by limiting HP recovery. So we opted to move the attrition-based play to Power, and make it generally easier to recover HP out of a fight (and this also makes it easier to make balance assumptions for combat based on max HP instead of some arbitrary level of damage).
That said, values of "regen pretty quickly" are variable based on what we see in play. It likely comes down to how common it is to get jumped shortly after another...
Giorgo Goblin Squad Member |