First off it’s my first guide so don’t be harsh if it has its flaws. Please replay/give an opinion and I’ll update. Secondary english is not my native language so please excuse me if there’re some mistakes.
Now to business!
I’ll try here to clear: 1. Cleric some beforenotes 2. going through skill tree and skilling 3. cards 4. weapons: what, when and why 5. stones, rings and earings 6. pets 7. partying 8. Farming (soloing ) 9. side notes
I. So here you now at trainee island facing job supporter Deneb to choose your destiny and your way of life in Rappelz. You’ll have three options (Holly warrior, breeder and cleric); you’re wondering, you’re not sure, but one little tiny voice keep telling you :”Go for Cleric!”, you decide to listen to it and *ding, ding* the holly light touches you from the sky, the magic is done and you’re now a Cleric. I can assure you that you have made a wise choice. Although you’ll require all your strength, a lot of commitment and a lot of brains, you’ll find at the end that it’s a very repaying and important role in Rappelz world. Clerics possess the power of healing and strengthen the other players as well as themselves. They are the very spine of each party. One of their weaknesses is their low defense but nevertheless due to their strong healing power they are good soloers as well. Cleric lacks a little in the damage dealing, but w/ good pet at your side it's ok. Only one caution I must make: You’ll face some very hard times, you’ll be threaten badly at a time, you may be called names, you’ll find out that your stuffs may be quite expensive. Never give up! Do your best and you’ll be rewarded.
II. Skills : (Thanks to http://rappelz.alizarinhq.com/class/cleric/ ):
Few words before we start: All your heals are m.atk. dependant; the more m. atk. you have а the more you heal. Your primary stat is Intelligence for both your mp pool and your m.atk.
On a second hand i’ll suggest to you to keep all your jpts for upping your your blessings and your jlvl!
JLvl1 skills (passives): Armor Mastery: Increases defense power while wearing armor. It adds +4 P.Def. at each lvl; it might doesn’t seems like a lot but giving that as mage class you already have very low p.def. every point in plus is worthy .
Cleric Weapon Mastery: When a blunt weapon or staff is equiped, attack power is increased. At lvl 1 it also adds +5 atk spd. Now this passive skill is a little tricky one. First off you wont need it in dungeon parties so I would recommend getting only lvl 1 for the atk spd bonus ( you’ll solo from time to time ) and leave it there till much latter on.
Magical Training Mastery: Increases magic attack power. It’s your main stat and base for your healing power, you can put some lvls here tho i’ll strongly recommend doing it only if you have spare jpts. As lvl 1 is a prereq for opening the skill tree, get it and leave it there, also lvl 1 adds +15 to matk and higher lvls only +5 matk. On the other hand the hp recovered for +5 matk is only 2 points so be very conservative about spending jpts on it at your low lvls.
Mind Defense: Increase Magic Defense Power. It adds +3 to m.def. w/ each lvl and considering that as mage class you have high m.def. I must say a big NO NO to this skill. Tho on a side note if you plan to PVP a lot, you’ll need this, but AFTER you get your heals and your blessings and some other skills. Let it be the last skill you up and you wont make a mistake.
Minor Healing: A self healing spell. You’ll need it to lvl 2 to open the skill tree and to get Healing. Only get it to lvl 2 and never bother w/ this again.
JLvl 5 skills: Healing: Your main and true power! Skill you’ll use most of the time! Nevertheless it goes to lvl 10 and you’ll need lvl 11 to open the skill tree on second job get it to lvl 5 at first. Most of the time you’ll spam lvl 1 (which is most efficient mp/hp recovered); higher lvls are only for emergency.
Energy beat: Your only efficient mp wise attack spell. It cost very low mp even at higher lvls and it’s very spamable. You can pull w/ this skill if you don’t feel like running to every mob out there in field when farming; yea you can do it w/ chip but up to 3 free hits on mob (if it’s far enough) never hurt right?. But as i said you’ll need every jpt you can get for your jlvls and your healing and blessing skills so feel free to get only one lvl.
JLvlv 10 skills: Blessing of Vitality: Targetable buff that increases vitality and p.def. One of (if not) your strongest and most valuable buffs you have. Get it right away it is available and up it when ever you can. Main priority!
Blessing of Wisdom: Targetable buff that increases wisdom and m.def. Very underestimated buff, imo. Wisdom adds to m.acc. m. def. and m.res; it DOESN’T add to mp recovery (that was back in E3). Up it after other buffs, but DO NOT skip it. Don’t listen to ppl that say it’s useless.
Flash: Magic attack spell that also decreases target’s accuracy. Get it to lvl1 as for it’s a prereq to other skill. Tho it does some acceptable dmg and has a low mp cost, it has long cast time (1.5 sec). Only use is on bosses or in pvp. In the field or in dp the regular mobs are death before the cast is finished or they are 1-2 hits away from death.
Resurrection: As you can assume you can bring deaths to live. Max it when spare jpts are available. I hope you’ll never have to use it, but unfortunately bad things happen.
JLvl 15 skills: Blessing of Intelligence: Targetable buff that increase intelligence and m.atk of the target. Your best friend from buffs along w/ vitality’s one. Get it, max it. Int make you more efficient as cleric, it adds to your healing power as long as to your mp pool. Now you may hear that strength is more important which is only half way there. I, personally, find them equal and i suggest to you to up them at the same time w/t giving advantage to either of int or str.
Blessing of Strengh: Targetable buff that increase target’s strengh and p.atk. Also: get it and max it. Don’t forget blessing of Int.
Stun mace: Deals a heavy blow w/ blunt weapon that cause damage and may stun the target. It’s just only one more spamable skill that you may want to add to your arsenal; but only for coz it’s an insta cast and does a little more dmg than the normal swing (you can consider this like upgraded version of smite). The “stun” part of this skill, i must disappoint you, is really, really broken or have very low chance. Better go roll the dice and guess the result than to rely on this to stun. If you want some skill that actually stun get earth spear (see little below).
JLvlv 20 skills: Minor Shining Weapon and Minor Shining Armor: Self buffs that add, respectively, dmg and decrease of dmg received. First off the additional dmg is negligible and the dmg reduced is far from significant. Unfortunately you’ll need some lvls hare as prereq to open some skills and to expand second job skill tree. Until you need to, imo skip those two, not worth the jpts.
Restoration: It’s a low insta heal + HoT (heal over time).(I’ll reffer to this as restor, HoT or bubble latter on) One of your three heals, you’ll need it and you’ll use it quite often. IMO, get it at lvl 3 at least, at lvl 1 and 2,w/t card it cannot recover the dmg taken. I personally don’t use restore as primary heal, i’m feeling much better w/ heal and rapid heal, tho it all depends on play style and situation you’ll get into. It’s good for tank, especially when on boss kill and when he’s holding, let’s say, 4, 5 and more mobs; yes it happens. On a multi-aggro situation resto alone will not save him, but it’s very useful to keep the tank healed while you must heal other pt members and then go to tank and additionally use heal or rapid heal (RH, will talk about in a little) on him. Also i‘ll suggest to use it on puller; first off, it keeps him at top hp, so you’ll be not pushed to use high lvl of heal or eventually RH and end up overwhelmed by mobs, also it generates less threat and in the long run it’s more mp efficient.
JLvl 25 skills: Earth spear: magic attack that also stuns the target. Get it, at least at lvl 1 and up it when spare jpts are available (higher lvls add in dmg, but i’m not sure if it adds in stun chance, no testing have prove one wayor other). This skill will help you and your pt a lot. Remember you are not getting this for the dmg but for the stun. It’s very hard to be resisted; tho it happens once in a while. Use it when it’s needed, e.g. over-pulling-stun last one; you’re aggroed-stun it and give time to dds or tank time to react and pull it off you.
Frost spear: magic attack that also decreases target’s attack speed. Not so bad skill (has its uses): you can always use it during boss fight or in pvp. But considering that it has somehow long cast time (1.5 sec; see also flash) and short duration (6 sec) it is not a skill that can be casted every time it’s cooled. Get it and up it only when spare jpts.
Heaven’s spear: magic attack, no side-effects. It’s stronger than Energy beat, have far more longer range, also not so mp expensive, but 1.5 sec to cast is a bit long.
JLvl 30 skills: Acid Swamp: it’s a DoT (damage over time) + speed debuff. Long cast time (2 sec), short duration (5 sec). Except for PVP and maybe some very tricky situationsi don’t see any use of it. The DoT is simply laughable. Skip it for when you have spare jpts.
Frozen snare: it’s a hold spell + DoT. Unlike stun, target can still attack you if you’re in it’s range. But like earth spear it has his good sides (see earth spear).
Rapid Healing: Your third heal spell! It has lower cast time (1.2 sec) from heal (2.5 sec); it costs more mp than heal. The hp healed is the same as heal at the same lvls of skill. It generates more threat for you then heal and restoration. Same as heal you’ll need it to lvl 11 to open the skill tree at second job, but at first get it up to lvl 5. Spam lvl1 for heals, tho i’ll suggest to stick w/ normal heal and use this in emergency or to feel up time when heal is on cool down (cd) and you must heal someone. Use of higher lvls are not appreciated by mobs, they’ll all come to ask you in person what are you doing.
Shining cross: Magic attack. Long cast time (2.5 sec), have high mp cost that doesn’t justify the dmg dealt. Skip it till you have free jpts.
JLvl 35 skills: Acid spray: it’s a DoT + p.def debuff. it’s an insta cast, mp cost is low, duration is good (18 sec). Usefull skill in boss fight, PVP or wherever you want. If you wonder where to put your free jpts, i’ll recommend this one.
Clear poison: Sorry totally useless. Only PVP skill and only archer and huna can poison you. Feel free to skip.
JLvl 40 skills: Divine shield: While it decrease dmg taken it increase your threat lvl, usable only w/ shield. Yes it makes a difference if you plan to use 1h weapon and shield. In tricky situation it can save your life. All depends on what weapon you’ll use. If you plan to use 2h one, skip it; if you go for 1h+ shield, up it when ou have a chance. A little caution here: imo, it’s a life saver skill, the cool down time is 10 min and increasing threat lvl is not very wise if you’re not sure you’ll be saved by your pt.
Shining Buster: Your most powerful attack. It’s magic based., has long cast time (2.5 sec), it will be interrupted if you get hit during cast and cost a lot of mp. Make sure you first stun/freeze your opponent. Caution: it’s a multi hit spell, so when you successfully casted you’re going to hit 6 times the target, if you do perform any actution before the last hit is away you’ll break the chain and you won’t get the full effect of the skill (no matter you’ll suffer the full mp cost).
As i’ve mentioned above you’re primary concerns are Blessings, Heals and jlvl.
You’ll need Blessing to improve the performance and survivability to both yourself and your party members. Giving more vitality, intelligence, strength and wisdom you’ll make your pt stronger, more durable so your pt will kill faster, will suffer less dmg, you’ll heal for more and you’ll have more mp pool. You’ll need to up your jlvl so you to gain access to higher lvls of your spells and Blessings. I’ll strongly recommend that you first max available buffs at the jlvl you are and only then to advance in jlvls. Leaving your blessing at low lvls in favoring your jlvl is not wise. Also mind that vitality is major then others, on second place come strength and intelligence, and last is wisdom.
III. Cards. The skill cards improve the performance of your skill. As I said in the very begging you’ll found out than cleric’s cards are quite expensive or if you like overpriced. You may even consider that they are a luxury, but you’ll need few. Healing cards are ones of the best cards out there; they add in the hp recovered and subtract 10 mp for each + lvl of the card. I know they are expensive, but to be good in your job i’ll need them. At +1 there’s a difference but at +2 or higher you’ll notice quite an improvement and -20 from 91 (Heal, lvl1), 126 (Resto, lvl1) and 115 (RH, lvl1) is a lot. Blessing: Tho they do not lower mp (coz i don’t think -2 mp is something worth mentioning), an almost a min (54 sec) to the duration and +1 to the respective base stat (vit, str, int, wisd), +5 to the derived ones (p. def, p.atk. m.atk, m.def) for each + lvl of the card is worth having. But it’s not a MUST! As far as for the attack spell when you can get some, but do not pay 1 mil for those. Ppl tend to overprice those for the single cause that the cards have “Clearic” on it. Cards for attack skills are mostly not so good ( on any case no better than any other class skill card). Ah and one more: “Resurection” one, this skill can be only used on others, you cannot self resurect, so if you get any for free, that’s good, else don’t bother, you won’t suffer for not having one. And not to mention that your job is to keep every one alive and i wish you not to have to use this skill. On a side note if you become a good cleric i can assure you you’ll get your card from friends and ppl that appreciate your skills to keep them alive; if not for free then w/ a good discount.
IV. Weapons
Healing – 2h staff. You’ll need all your m.atk you can get to perform better. Yes some ppl will tell you to go for 1h+ shield for the additional def. But let me tell you, the difference in the hp recovered is 24; 38; 47; 62 solely for m.atk of staffs (1h vsv 2h, at lvl10) at respectively R2; R3; R4; R5; which might not very much on paper but it might be life saving. On the other hand at cubing (enchanting) you’ll gain more m.atk on 2h so the difference will excel more. And at the very last there’s a pt w/ you, you’re not alone out there, and the ppl from your pt will protect you like they protect themselves, which is what they actually do by saving you. Yes it might and it will happen so you’ll get few hits, but nothing that you cannot survive.
SoloingFarming (soloing) – hm… i personally prefer 2h mace. Why?, cause I’m a healer that’s why. I can heal myself. It’s near impossible for me to die in the field (i don’t count here lags and other stuffs which are out of my hands). 2h mace will give you more power and you’ll bring down the mob faster. As cleric your main power is healing, so use it, there’s no need to sacrifice your patk for more def. Tho at the end it’s your personal choice.
V. Stones, rings and earings
As laready said your main source for healing comes from intelligence. First of you might need two sets of equipment: one for dungeon parties and other for soloing. But as you probably might not be able to afford this much, I’ll cut it to only one set and will use rings to adjust with. Armor - I would recommed using full int build, e.g 6 int stones at approprate rank. The other 6 slot you might fill up w/ either full vit, or some mix of 4 vit stones and 2 wisd ones (which is my build). Now let me explain: as a healer and possessing the power of healing you are able to fight higher mobs (yellow, orange or even red ones) than your lvl w/t been afraid of dying or having any downtime. Been said that, sure your int is for your heal (mainly when Dping, but we agreed that we’ll focus on only one set on equipement), vitality is for your survivability and the wisd is for your m.acc and to be able to land both your debuffs and spells. Weapons: the staff – 2x int + 2x vit. Altho i preffer having 2x int + 2x wisd (I rely more on my pt for survival) and i preffer to be able to land earth spear or frozen snare at almost 100% of the time; dungeon mobs have higher m.res than those on the field. the mace – 2x vit + either 2x str. or if you find yourself missing on mobs go for 1 str and 1 dex. Rings: healing – 2x int; as high as possible you can get for your rank. soloing – 2x vit or a mixof str/vit ones, w/e suits you. Earings: healing - get +m.atk. thay are prety chip (if no crit ration+) sloloing- iether p.atk or def (w/e you are more confortable)
VI.Pets
Before comment on this i want to clear one think first: There's no such thing as “BEST” pet for any class; all have their pros and cons and it all depends on your play style and how good you can adjust to your pet and vice-versa.
Tortus – good def and good dmg, also at lvl 40 gets targetable def buff for +75 pdef, which will help you and pt. Pantera – low def, but high spike dmg from its spammable skills, also it’s very fast. Chicken – sorry cant help here, never had one. Tho they have good evasion and not bad dmg from what i know. Yeti – as tortus have high def (highest from all pets), he saccrifice some dmg for its def but it's very good at tanking. Orc – high dmg and decent def. One of the most desirables companions for clerics; at lvl 80 gets tagetable buff p.atk/p. def (+110 for both at max lvl of skill). Red pixi – highest spike dmg, lowest def. Also one of the welcomed pets for cleric. Skell – very good dmg, little low def, high evason and unfortunately it shines at high lvls; still it's a good pet. Blue pixi – low dmg, low def, very helpful as second source of healing; i'll only recomend this one as secondary pet and only for DPing if you are not able to handle things alone. Siren – very underestimated pet; has low def, high evasion and high spike dmg. Also it has the best crowd control skills. Hawkman – an upgraded version of Yeti, at least before E5. Kentaurus – upgraded orc; E5 will change that Angel – upgraded blue pixi; in E5 like hawk and kent it'll get its own skills
So there they are, pick one skill it and use it well.
As for belting – for healing – chicken gives +5% m.atk at lvl 40 as passive bonus when belted; you can use also either blue or red pixi, they both give +10% int at lvl 40 and +5 % m.atk bonus at 85 (same goes for angel as far as it have the blue pixi's skills, but honestly i dont believe you'll belt one if you have) for soloing – you'll need both vit and str. So your choices are: turt - +10% vit at lvl 40 and +5% hp at lvl 85; yeti - +10% vit at lvl 40and + 5% def at lvl 85; orc - +10% str at lvl 40 and +5%vit at lvl 85.
VII. Partying
As I said cleric is the very spine of a party. Know that well and face your responsibilites. You might be needed to take thing into your hands so to party hadle and performe well. Speak! Don't be shy to express your opinion. It's better to admit any doubts of yours about the place your pt is going than to end up all facing the floor and pt wiped out. Don't let your or other’s greed take over. It'll be better for you and your pt to fight things that you can. There's no need to push eighter your capacities over the limit (you have one and your pt members do too) or those of your pt and go *miss*, *miss*, *miss*, *miss* at 15 and above higher lvl mobs; neighter you or your pt will benefit from such things. Be smart, that's the reason in the first place for you to be a cleric; you must put some brain work in order to be recognised as good one. Your job is to know what's happening w/ your pt at any give time while you're in DP. Yes it can be exhausting, coz it’ll require your full attention for at least an hour and you don’t have the right to distract or wander or the prize will be some’s death. So be focus and stay calm.
SIT! between heals it does make a huge difference. Remember: SIT! On a side note: yes sit/stand have a long animation, but don’t be mislead by this; if you hit stand and right after heal (or RH, restor) you’ll found out that you’re standing and already casting ( in simple words: the animation for stand is skiped when it’s followed by performing any action)
Hotkey all you'll need. Mainly i'll recommend to have: sit; lvl1, lvl3 (may add and lvl 5) for both heal and rapid; lvl 3 and lvl 5 restoration; also add blue pot and scroll and the appropriate mp drink for your lvl (tea, lemonade, soda, cola w/e). Bring w/ you those mp pots and scroll and also a drink from grocery. If you’re runing low on them, don’t be shy and ask your pt for some, they’ll gladly donate you. Use mostly lvl 1 heal; spam it; don't wait fror the hp bar to hit half or to change it's color, it's not good and it doesnt speak well for your abilities to heal. Troll here and there restoration, but not in random, judge on who and when. Use higher lvls of heal, RH or restor only in emergency or you’ll drain your mana and you and your pt will be sitting ducks. For ex. : if you need to heal more than one at a time: first of DON’T panic (pt relies on you and your common sens)! HoT the tank, cast heal on the secondary tank (if present) or at the person taking the most dmg, RH the next in line (w/ lowest hp), by that time you may need to heal again the tank if not heal the next person hwo’s in low hp (consider that your restoration is still on cd), by the time your fourth cast is doneaway restor is ready again and you can start over; tho for that time the mobs should be death or only 1 or 2 standing. Again in the mentioned example use as lower heals as you can, the only high lvl I can allow is your first restor on tank. Use spell potions; it’s the only thing that increase your cast speed and it’s crucial for your performance. Keep your puller on HoT. Better to bubble him on his “departure”. Be very careful not to heal him when he’s on his way back w/ a trail of mobs; yes there might be situation when you’ll have to but I’ll strogly recommend to first cast restor. Usually that will do for the time the tank and other dds take mobs from him and w’ll be free to cast heal or RH, also the puller will be w/ wind pot and speed buff from huna so do not freak out and do something stupid, let him do a tour or two around a pt before casting any major heal(s) and turning yourself tank.
Buffing – it’s realy the easiest part. First of: after initial full pt buff, try to divide your pt on two. I wouldn’t recommend 3 groups for buffs, coz you’ll end up drained every 10 mins and you’ll struggle between healing and rebuffing some of your pt members. Buff yourself too! Int, vit, shining armor atleast. At some point you may become overweight so if you need to move around give yourself and str. Tank – Vit, str, latter on at second job, shining armor and weapon; don’t forget Int. Your tank will need every drop of mana. DDs – vit, str, and shining armor and weapon (at 2nd job). Mages – learn this : they need full buffs, all available, no exeption! Hunas might not use their cc skills, but if it happens that they have to it’s better they are able to land teir spells. Pets – don’t be cheep buff them! Vit, str, and shining armor and weapon. If it’s a pixi add int. and yes they all need str no matter if it’s a pixi or not. Blue pixi are p.atk based, yes they support w/ healing but if no str, they hang in there and will be useless. Red pixies – after they uleashe their power, their normal attack is also str. based. If it’s a lowbie pet that wont make a difference in a kill speedof the pt, give them vit, be nice. Also some of your DDs or the tank might need wisd if they cannot land their debuffs skill. It happens so be good and help them out.
VIII. Farming (soloing)
Now I don’t think you’ll have some troubles. But mind that your only problems (sort of) are w/ field bosses and if you go soloing dungeon. The second part is realy tricky and honestly clerics aren’t very good at it; your lack of high dmg output and your paper armor will give you rough times. Even your pet is good it’s still hard and you’ll have some downtimes. A little tip that I find useful is that all your heals and buffs, if no target, are selfcasted; so if you found yourself in some sticky situation instead of go and selecting yourself w/ the mouse just hit twice esc and cast w/e you wish (better be restor as it is insta cast and you wont be delayed from hits you’re receiving).
IX Side notes
Some notes on the second job skill tree (only for priests): the mass blessing – NO, NO and again NO. The only one worth it is mass MP regeneration. Even the mass HP one is not so good, imo, it’s slow and mp consuming, go w/ your normal heals. Mass heals, e.g Mass healing, Touch of a Goddess: use them wisely, only in very sticky situation (e.g. 4 or more ppl near half hp), they generate a lot of aggro and cost a lot mp.
I’ll stop here now cos it’s too long already . Sorry for the long post, but I found many healers not knowing their job and I’ve tried to be as helpful as I can.
If I’m missing something feel free to comment/suggest, I’ll add up.
Original Link:http://rappelz-forum.gpotato.com/viewtopic.php?f=432&t=853943 |