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Daevor
09-18-2008, 10:00 PM
MAINTENANCE OF THIS GUIDE HAS MOVED HERE (http://fiesta.omgforum.net/guides-f4/cleric-kq-guide-t54.htm)

Well, since the topic has come up alot recently, and I can only but agree that many of the newer generation of clerics (how do I put this nicely?) need some guidance, I decided to make this thread.

Now my main is a 7x cleric, and I have an archer and mage at 2x, and my wife has a 6x fighter, so I know most sides of the story :D

Also, this is aimed at clerics in Slime/Mara/Gold Hill KQ's. Posts 2~5 will refer to Robo, MD, Spider and KKP KQ's.

First off, to those high level players with a cleric main who are now starting to play alts, here's what you can do to help:

As soon as the KQ starts, shout the following (have it pre-typed out in notepad or something so you can just copy-and-paste it):

/s As a 7x cleric main, allow me to say the following:
/s Clerics who don't heal fellow kq members = bad cleric
/s Clerics who don't heal party members = fail cleric
/s Clerics who don't rez = fail cleric
/s Clerics who mission off on their own = fail cleric
/s Clerics who clank when a fighter is available to do so = fail cleric
/s Clerics who keep their party members alive = fantastic cleric

Well, some clerics might not like you because of that, but the message will sink in. (Suggestions to rephrasing the above are most welcome).

Okay, those 6 statements cover most of being a great cleric in kq. Now for the finer details.

Getting to the Boss

Keep your party members close to you. Sure, heal has an 18 metre range (I think), but sometimes some party members run way ahead of everyone else. If this happens, tell them in party chat to stay close, else you can't heal them. If they insist on missioning off on their own, they do so knowing they're likely not to get heals from you.

Gauge the damage your party members take quickly. Sometimes you have a high-level mage/archer with a +9 weapon that's just stealing the aggro off the tanks, or sometimes you have the main tank in your party. YOU NEED TO HEAL THEM. I don't care about "I play the way I want to." That you can do when you solo, no-one cares how you play then. But when you're in a KQ party, you are required to use your skills to the maximum benefit of the party, and the cleric does this best BY KEEPING PARTY MEMBERS ALIVE. Oops, I'm going slightly off the point here. Sorry.

Use the F# keys. No, I'm not swearing here! :p The F1-F5 keys will each switch your focus to a different party member (i.e. you don't have to 'click' on someone in your party to focus on them ): F1 focuses on yourself, F2 focuses on the first person in your party (as the party members are listed on the top left of the screen). This usually saves a lot of time when multiple party members require healing and you need to switch between them quickly.

If someone dies, it's your fault. Well, not always. Sometimes they just ended up with too much aggro (or they missioned off on their own), but mostly it's because you didn't heal them. DON'T LET THIS HAPPEN.

Fighting the boss

Stay away from the boss. That's right. Many of the bosses have an AoE stun, and if you want to be a hero and heal your party members while attacking the boss (even though you don't have the aggro), you will get stunned at some point, and who is going to heal you and your party members then?

Invince the squishies. If the tank loses the aggro, chances are the boss is going after a dd (archer/mage). Try to see as quickly as possible who the boss is after, and cast invince on that player. Without an endure buff, most squishies are killed in 1 hit by the kq boss. Your invince will usually give the tank enough time to regain aggro, and if not, you've done your best and that's all that can be asked of you.

Stay away from the dd's. Also, if possible, try to get the dd's to spread out. If the boss goes after a dd, the first attack s/he does is usually an AoE attack, and you don't want anyone taking hits unnecessarily. Also, you're likely to get stunned with the AoE attack, and will then be temporarily incapable of healing yourself and your party members. Also, if the dd's are spread out, it's easy to see which dd you need to invince if the tanker loses the aggro. I actually can't stress this point enough, so I'm just going to say it again: STAY AWAY FROM THE DD's.

If someone dies, rez them as soon as it's safe to do so. The tanker in your party may have alot of mobs on him/her, or may be tanking the boss. If so, you do not have the time to cast rez, so then there are three options, in order of preference:
1. Someone else should rez them.
2. Cast invince on the tanker, and then cast rez on the fallen comrade.
3. The person will have to use a heart.

If the boss goes on a rampage and there are dead bodies everywhere, rez the clerics first. (Thanks to Calrais for this bit of advice) The clerics you rez can then help to rez other players, hopefully before too many hearts are lost.

When Mara/Marlone is being pulled, stay off the stairs. (Thanks to FennecFox for this bit of advice) Only the puller (an archer or mage) needs to go up the stairs. Everyone else should stay at the bottom in the boat. As the puller comes back with the boss, the fighter should sneering kick/mock the boss off the puller.
side note: the real Mara has a blue marking on her hat (the fake ones have red markings), and the real Marlone has horns on his head.

Okay, that's all I have time for right now. Perhaps you guys can refer low-level clerics to this thread? I don't know, I'm just trying to help.

All suggestions are most welcome.

Daevor, The Devoted.

Daevor
09-18-2008, 10:00 PM
Reserved for tips for the cleric in Robo KQ.

Daevor
09-18-2008, 10:01 PM
Here are some tips for fighting Robo and GGK. I'll add a "fighting the boss" section later.

Most of the tips mentioned in the first post is applicable to MD kq as well. There are, however, a few additions/exceptions, as follows:

Getting to the Boss

When pulling robo, form a heal-chain. One puller with 1 or 2 clerics backing up the puller is not good enough. The supporting clerics always get attacked by the spawns, and then they start healing themselves instead of the puller, leaving the puller fend for him/herself.
Instead, form a cleric-chain, from a safety point out of the mobs' reach, all the way to Robo (you need about 3 clerics for this, but the more the merrier). Each cleric heals the one in front of him/her, and the foremost cleric heals the puller. Do NOT cast heal on yourself, and do not stop healing the player in front of you, else the chain will deteriorate and the puller will be left to deal with Robo and some mobs without any help. If you can switch focus quickly enough (use the F# keys), cast rejuve on yourself and use pots/stones if the cleric behind you in the chain is not healing you.

Stand in the safety spot when fighting GGK. When fighting GGK, his damage output is not enough that you have to restrict yourself to only healing the tank. By all means throw your hammer/mace around, but stand directly behind GGK, or you'll unnecessarily be taking damage too.

Fighting the Boss

To clank or not to clank; that is the question. There has been much controversy about clerics tanking the boss. Firstly, let me say that obviously it can be done. However, there are certain specific circumstances under which it should be done. When should you not clank MD?
1. Obviously if you get 1-hit killed by MD, you should not clank him
2. If you're the only cleric in your party, give priority to keeping your party alive.
3. If there are at least 2 other players (fighters/archers/mages) able and willing to tank, then the success chance is increased if you let them tank and heal them.
4. If there are few clerics in the kq, you can not afford to risk yourself: if you die, the few other clerics may be too busy keeping their party members alive to rez you, and then there goes 1 of 3 hearts for you.

That being said, when should you clank?
1. When none of numbers 1~4 above are true, or
2. When you're the only player in the KQ that is not 1-hit killed by MD (then obviously you're the only available tank).

If you're not clanking the boss. All the points from post 1 "Fighting the boss" applies.

If you are clanking. Heal and Rejuve are your friends. Both for keeping you alive, and for holding aggro.
1. Face MD to the wall. His AoE attack has a lesser range behind him.
2. Time your heal/rejuve so that you heal yourself immediately after taking damage. This can be done relatively easily, especially when MD jumps.
3. You don't actually need to attack, so don't be shy to throw a heal at your party member who needs it. Note: this does not mean that you should not attack, just that you do have time to occasionally heal a party member who needs it.

Daevor
09-18-2008, 10:01 PM
Fighting the Boss

Glitching GS doesn't help much, because GS is not a problem, the spawns are.
Note: people always die. I have not come across a strategy that keeps everyone alive, however, the following maximizes the number of people who stay alive throughout the boss battle.

1. Take GS to a room and face her to the wall.
2. Everyone stand on GS. This way, the spawns are all concentrated on GS as well, and they get killed along with the AoE attacks of the mages.
3. Zoom in your camera. With so many spawns, your lag is extreme. Zooming in helps reduce the lag. Also, you don't need to see what's going on around you, you only need to see what the hp level of your party (and yourself) is. Use the F# keys to switch between party members who require healing.
4. Use Quicken on Invince. Quicken-recover-recover will just get you killed. There are simply too many spawns, and taking them off your party and all on to yourself is a guaranteed suicide. Rather invince the DD taking too much damage, but try to use quicken first so you have another invince in your back pocket. This point sounds good in theory, but is very difficult to implement at the right time in practice.

Daevor
09-18-2008, 10:02 PM
Reserved for tips for the cleric in KKP KQ.

Klothos
09-18-2008, 10:08 PM
Also, this is aimed at clerics in Slime/Mara/Gold Hill KQ's
.....snip......
All suggestions are most welcome.



LOL - Why?

I think you've nailed pretty much everything

The only suggestion I can think of is to somehow add "Newbie Clerics PLEASE READ" in the Thread Title

booserinc
09-18-2008, 10:11 PM
i would also like to add on as i think your post explains a lot and alot of clerics can learn from it.
1. not allways do you get in a group where people take damage. for instance king quest phino if all the dd stand back they generally arent going to take damage if they watch themselves and some groups i get in i dont have to heal anyone accept myself if i run in to rez someone. so being this if your not healing alot sure you can go in for the attack OR and i say this OR find the main tank even if hes not in your group you can still help the other group heal him or click any tank and heal this helps a group stay alive which may need help.
2. i think the first couple kings quest is when people are really learning what a cleric does so ya in slime clerics are tanking but they probably never group and or they are just used to tanking so its all they know. give em some slack they will learn through groups and kq when they get to levels that dont take half an hour to get lol.
3. this goes along with one if someones dead rez them if your not super healing
in more than one case i have tanks alive and a dd that ran into an aoe and dead one hit. im trying to heal the tank and rez the dd. not an easy feat for any cleric.
4. if only one cleric joins a kings quest out of 15 people noones allowed to gripe lmao (just wanted to throw that one in its happened)
5. and if i say anything bad forgive me i played a cleric on everquest 9 years up to lvl 80(lvl 74 cleric on epith now) im still learning fiesta at my level new stategies and such. i tend to not make friends so easy and solo a lot so i know what my strengths and weaknesses are.

Daevor
09-18-2008, 10:12 PM
LOL - Why?

I think you've nailed pretty much everything

The only suggestion I can think of is to somehow add "Newbie Clerics PLEASE READ" in the Thread Title


^^ Yeah, I'm just trying to keep the thread (title & post) as positive as possible. Should a low-level cleric see the thread title, they'll think "Yeah! I wanna be a fantastic cleric!", but a "Newbie Clerics PLEASE READ" will tend to put them on the defensive immediately. Have to take people's sensitivities into consideration ;)

But seriously, suggestions are most welcome. I may be a 7x cleric, but I don't know everything.

booserinc
09-18-2008, 10:12 PM
guess i just reinterated on the rez thing but ya never hurts for people to read stuff twice lmao

merangue
09-18-2008, 11:09 PM
granted, most of my kq experience comes from robo and md, not the earlier kq's, but still. it's a bit harsh shouting that clerics are fail for doing certain things. imo, people are depending -way too much- on clerics, and not enough on their own abilities, on stones, and on pots. yes, kq's are different that normal gameplay in that it's expected to be a cooperative effort, but where does that leave the clerics who have quests to complete, and nobody is helping them, but they are still expecting help in return? i am guilty of buggering off on my own to kill stuff in md kq, when nobody wanted to stop, everybody is rush rush for the boss! 'just get them at md!' well, no, i want to get them now. does that make me a fail cleric? the kq was still a success, as was almost every md kq i've ever been in. clerics who don't heal outside their pt are bad clerics? maybe if there's only
one or two clerics int he whole kq group, but if there's at least three or four clerics, that's generally oen per pt, and none of them should have to be healing outside of their own pt unless they somehow all ended up int he same pt (i've had this happen, pt of entirely clerics because there were so many of us lol..)

not healing your party memebers kindofgoes against the point of being ina pt in the kq, so yeah, ic an see why that'd be bad, but not fail. esp in earlier kq's, where your heal hasn't been empowered fully for cool time, and you don't have restore and rejuv, sometimes you have to focus on one or two pt members only, and hope the rest can take care of themselves until you have a chance to get to them. yet even though you -are- healing pt members, you'll still get harped on for not healing -all- the pt members. this is why the game has stones and pots people. don't always rely on your cleric to heal you. if it seems to be taking a long time to get a heal when you think you need one, then use a stone.

sometimes, there are situations when you -can't- rez. ie, you are being mobbed (and lolol guess what nobody is pulling them off you, so you are forced to spam heal yourself and try to fight them, then you get yelled at for not healing your pt members or anybody else, and for fighting stuff on your own...) or you can't -find- the person to rez them (yes, this happens, especially if they die on a hill, or have been dead for too long) this is why you get extra lives in a kq =D don't just sit there yelling for a cleric to rez you. take the initiative, rez yourself! unless you are out of hearts, you do not need a cleric to rez you.

just because a fighter is 'available to tank' doesn't mean he or she will. i have seen plenty of fighters refuse to tank outright just because they didn't feel like it, so it falls to the next most plausible person, who, if not another fighter, is often a cleric.

yes,c lerics who manage to keep their pt members alive are wonderful clerics, but we don't often get praised for it. people figure it's 'our job' to save them from their own stupidity, so they take it for granted that we'll be there to heal and buff and rez them during a kq. being a cleric is often times a very thankless job. but, just like keeping the rest of the pt alive is the makings of a good cleric, so is keeping the cleric and other pt members alive the makings of a good tank. if the -rest- of the pt is not doing it's job, the cleric can hardly be expected to fill the gaps of bad tanking/squishies standing too close/nobody pulling the adds off the clerics and tanks/etc. not everythgin that goes wrong in a kq is automatically the cleric's fault and that is what people don't seem to get.

1. you can't really force your pt to stay close to you. either they do, or they don't, and no amount of cajoling is going to get someone who wants to bugger off on their own to stay within your healing range. though i did eventually tell my pet to -tell me- whent hey are going off to pull a bass out of a mob, so i could invinc/restore them before they ran off, or follow if everybody else was safe.

2. i can only add, also try to see which pt members seem to use stones and pots on themselves without prompting, so you know whether or not you can leave one of them by themselves for an extra cd-round and concentrate on somebody who seems to be taking more damage than usual. my usual pt members are fairly good about not overtaxing my heals, and using stones if i seem to be flagging on the 'keeping them healed' front. sadly, a lot of people in kq's don't seem to do this regularly.

3. the f-keys are very nice, though i still preffer clicking on the people in the pt, sicne i am usually watching the heads-up display, and not the mob/main screen (which usually results in my dying for lack of watching my own hp or healing myself lol)

4. hahahah no. depending on the circumstances, sure. if someone dies because they ran full tilt into a mobt hey couldn't handle, expecting you to keep them alive regardless, it's their own fault,t hey've died of sheer stupidity. take a moment to laugh privately at their stupidity and hubris to yourself, and rez them, if you can do so without being bombarded by whatever killed them. if someone -in your party- dies because you were too busy dancing or chatting and weren't healing them, then yeah, you're partly to blame. but again, stones and pots people. if someone -outside of your party- dies, then where the heck was their cleric?


5. unless you need to get close to rez, or you're the designated clanker (hey, it happens. i've clanked in md a few times in my 50's..) sometimes it can't be avoided. with a big bos, or if your tank is otherwise unreachable, you may need to get close. as well as guaging how much damage your party can safely take, also pay attention to how much damage you yourself can take, so you know just how close you can get, safely, without endangering yourself too much but while still beign able to keep your party alive.

6. invinc the tank! invinc yourself! whoever is taking the aggro, if you need an extra few seconds to get everything back in order, invinc someone lol. always works for me. if the tanks are doing their jobs, one tank losing aggro will not mean deatht o all squishies, it will just mean a secondary tank has to pull up the slack for a few seconds while the main tank de-fears/stuns/whathaveyou.

7. i actually usually stick pretty close to my DD. that way, i can tell if the boss is coming right towards them, and get the aggro off of them with a bash or a nice healspam, or tell them to run becaus ei hae the same pov as them, so can more easily tell where the boss is moving to vis-a-vis their location. and then, if they see me running,t hey know to run too 8D lol

8. please please, if you have time to rez, -say- that you have it, so that three clerics don't abandon their tanks and cast rez on the same person. and on the other half of it, if you're time is running out and nobody has stopped to rez you, and you can clearly see from your heads-up display that your tank is wavering and so the cleric needs to stay with them, please don't start spamming for a res and counting down. just suck it up and use a heart.

tack-on: if there are massive deaths, rez the clerics first, so they can rez other players.



really though, this is less 'how to be a good kq cleric' and more 'how to be a healbot'. id on't think i've ever actually gotten thanked for keeping the pt alive, either in or outside of a kq. i have been thanked for rezzing outside my pt in kq, but that's becaus ei usually pick one or two people who seems to have trouble staying alive, and i try to make sure i know where they are at all time even if they are not in my pt, so i know when they die. i usually have pretty good kq groups though. in my mind, a fail cleric will always be that one who sits in his shroom at the end of the kq, doing absolutely nothing to contribute, and has hung back at all the mobs previosu and done nothing, just to get the reward chest and exp at the end. even when i don't get a pt, i still try to contribute. keep in mind that every cleric you see attacking mobs isn't neccessarily in a party, and if they are, then their party might not be the one taking the aggro, so they may not be needed as a healbot. it's very very boring to stand around doing nothing when you know you could be contributing with some damage if nobody needs healing =<

ahtai
09-18-2008, 11:47 PM
I think there need more instruction as lower level then do not know to voice out these:

1. state what you need to complete your quest on party chat. Renew when you have a hit registered.
2. ask where are you when one party member is off your party picture

This can easily have the DDs hit the monster on their next hit and one time the DDs may run the other way of party make sure they know they are on their own while the rest of party is the other way.

Daevor
09-19-2008, 12:29 AM
yes, kq's are different that normal gameplay in that it's expected to be a cooperative effort,

Exactly, you use your skills to the maximum benefit of the party, the kq group and ultimately to the success of the kq.



but where does that leave the clerics who have quests to complete, and nobody is helping them, but they are still expecting help in return?

This you should sort out in party chat. Also remember that you usually have 10 levels to do a kq, and for MD is 15 levels. You don't have to get all your MD kq quests done at lvl46.



i am guilty of buggering off on my own to kill stuff in md kq, when nobody wanted to stop, everybody is rush rush for the boss! 'just get them at md!'
well, no, i want to get them now. does that make me a fail cleric? the kq was still a success, as was almost every md kq i've ever been in.

Yes, MD KQ is easy these days now that MD can be glitched. Also note that getting seperated from the group and having to run through the mobs that spawn when the bosses spawn (Grave Robber, Robo, GGK) puts your self in danger. The best thing to do, like so many other players do, is to say as soon as the party is formed that you need certain mobs. However, unless you're the kind of person who does very few kq's, you must be really unlucky to not get the mobs you need eventually, without even trying to get them.



clerics who don't heal outside their pt are bad clerics? maybe if there's only
one or two clerics int he whole kq group, but if there's at least three or four clerics, that's generally oen per pt, and none of them should have to be healing outside of their own pt unless they somehow all ended up int he same pt (i've had this happen, pt of entirely clerics because there were so many of us lol..)

Firstly, if the clerics are all in the same party (or if some party doesn't have a cleric and another party has more than one), you need to break up the party and share the clerics. And secondly, you do need to heal outside your party (and invince outside your party if the boss is going after a dd that's not meant to tank), since the cleric of that party may be lagging, or may not be able to heal enough to keep their party alive. Remember (and I'll say this again): in a kq you use your skills to the maximum benefit of the party, the kq group and ultimately to the success of the kq. Basically, if there is something you could have done to save a kq, but didn't, then you need to up your game.



not healing your party memebers kindofgoes against the point of being ina pt in the kq, so yeah, ic an see why that'd be bad, but not fail.

No, it's a fail. And I'll say it again: in a kq you use your skills to the maximum benefit of the party, the kq group and ultimately to the success of the kq. Not healing your party members in a kq goes against this completely, and that's simply a fail cleric. If you don't want to be co-operative in a kq, don't join, or don't party. Or announce upfront when the kq starts: "I'm a cleric that doesn't heal others". Good luck to that cleric finding a party.



don't always rely on your cleric to heal you. if it seems to be taking a long time to get a heal when you think you need one, then use a stone.

I couldn't agree more. Sometimes us clerics are just stretched to our limit, and there's nothing more we can do. However, this is a guide for clerics in a kq. In the appropriate forum section, we can tell non-clerics to use their pots/stones if they see the cleric is taking strain.



sometimes, there are situations when you -can't- rez. ie, you are being mobbed (and lolol guess what nobody is pulling them off you, so you are forced to spam heal yourself and try to fight them,

It's better to invince yourself and rez the fallen player. Also, typing "take adds off me" usually wakes up other players to take the adds off you.



just because a fighter is 'available to tank' doesn't mean he or she will. i have seen plenty of fighters refuse to tank outright just because they didn't feel like it, so it falls to the next most plausible person, who, if not another fighter, is often a cleric.




Also, this is aimed at clerics in Slime/Mara/Gold Hill KQ's


In both Mara and Gold Hill KQ, a cleric has never been able to keep the aggro off my mage or archer. I agree that in MD kq, clerics can make good tanks, but in the lower level kq, if a mage/archer has a +9 weapon, you're going to have a tough time holding the aggro.



yes,c lerics who manage to keep their pt members alive are wonderful clerics, but we don't often get praised for it.

That, unfortunately, comes with the territory. However, I have noticed recently that people often thank the clerics at the end of a mara/gold hill kq (if the cleric did a good job, that is). So perhaps things are changing.



but, just like keeping the rest of the pt alive is the makings of a good cleric, so is keeping the cleric and other pt members alive the makings of a good tank.

Exactly! And that should be posted in the fighter forum.



if the -rest- of the pt is not doing it's job, the cleric can hardly be expected to fill the gaps of bad tanking/squishies standing too close/nobody pulling the adds off the clerics and tanks/etc. not everythgin that goes wrong in a kq is automatically the cleric's fault and that is what people don't seem to get.

Though the healers and tankers play the most vital role in kq's, especially the lower level ones.



1. you can't really force your pt to stay close to you. either they do, or they don't, and no amount of cajoling is going to get someone who wants to bugger off on their own to stay within your healing range.



If they insist on missioning off on their own, they do so knowing they're likely not to get heals from you.




2. i can only add, also try to see which pt members seem to use stones and pots on themselves without prompting, so you know whether or not you can leave one of them by themselves for an extra cd-round and concentrate on somebody who seems to be taking more damage than usual.

Thanks. I'll add this to the guide.



3. the f-keys are very nice, though i still preffer clicking on the people in the pt, sicne i am usually watching the heads-up display, and not the mob/main screen (which usually results in my dying for lack of watching my own hp or healing myself lol)

The f-keys are usually faster, like using hot-keys for your skills instead of right-clicking on them. It takes a little practice, but once you get used to it, you're able to switch between players and cast heal more quickly.



4. if someone -in your party- dies because you were too busy dancing or chatting and weren't healing them, then yeah, you're partly to blame.

Dancing, chatting or fighting. Allow me to re-iterate, once again: in a kq you use your skills to the maximum benefit of the party, the kq group and ultimately to the success of the kq. For a cleric, this is healing, above fighting. The damage output of a cleric is but a mere fraction of that compared to a dd. If a dd or tanker is secure in the knowledge that you'll keep them alive, they're more likely to do a good job. If you don't heal them, they'll not want to ever get the aggro, and then everyone starts slacking. Note, this does not mean that clerics are not allowed to fight in a kq, it simply means you have to give priority to healing.



but again, stones and pots people. if someone -outside of your party- dies, then where the heck was their cleric?

Possible lagging, or stretched beyond their limit, and your heal could likely have saved the tanker from death. And once the tanker goes down, the boss (especially Mara!) goes on an AoE killing spree.



5. unless you need to get close to rez, or you're the designated clanker (hey, it happens. i've clanked in md a few times in my 50's..)



Also, this is aimed at clerics in Slime/Mara/Gold Hill KQ's




6 if the tanks are doing their jobs, one tank losing aggro will not mean deatht o all squishies, it will just mean a secondary tank has to pull up the slack for a few seconds while the main tank de-fears/stuns/whathaveyou.

In Mara/Gold Hill kq, the aggro is usually lost to a dd, because the dd is out-aggroing the tankers' mock/sneering kick. You must then cast invince on the dd, even if s/he is not in your party.



7. i actually usually stick pretty close to my DD. that way, i can tell if the boss is coming right towards them, and get the aggro off of them with a bash or a nice healspam, or tell them to run becaus ei hae the same pov as them, so can more easily tell where the boss is moving to vis-a-vis their location. and then, if they see me running,t hey know to run too 8D lol

This might be nice for MD, but:


Also, this is aimed at clerics in Slime/Mara/Gold Hill KQ's

Also, if you're close to the dd in MD, and MD does a jump or fire attack that catches both of you, the dd is likely to die, while you're also taking serious damage (assuming you live). Now you have to heal yourself, cast invince on yourself and rez the poor dd. If you had stood away from the dd, all you would have had to do is invince the dd, and hopefully before invince wears off, the tankers have retaken the aggro.



8. please please, if you have time to rez, -say- that you have it, so that three clerics don't abandon their tanks and cast rez on the same person.



If someone dies, rez them as soon as it's safe to do so. The tanker in your party may have alot of mobs on him/her, or may be tanking the boss. If so, you do not have the time to cast rez, so then there are three options, in order of preference:
1. Someone else should rez them.
2. Cast invince on the tanker, and then cast rez on the fallen comrade.
3. The person will have to use a heart




tack-on: if there are massive deaths, rez the clerics first, so they can rez other players.

Good point. I'll add it to the guide.



really though, this is less 'how to be a good kq cleric' and more 'how to be a healbot'.

And again: in a kq you use your skills to the maximum benefit of the party, the kq group and ultimately to the success of the kq. For a cleric in slime/mara/gold hill, it's using "heal" on yourself and fellow kq members. For fighters, it's using mock/sneering kick to keep the boss on yourself and off the squishies.



in my mind, a fail cleric will always be that one who sits in his shroom at the end of the kq, doing absolutely nothing to contribute, and has hung back at all the mobs previosu and done nothing, just to get the reward chest and exp at the end.

That's a leecher. A fail cleric (or more generally a fail player) in a kq is one that does not use his/her skills to the maximum benefit of the party, the kq group, and ultimately to the success of the kq. One does not have to be a leecher to be a fail player.



it's very very boring to stand around doing nothing when you know you could be contributing with some damage if nobody needs healing =<
Absolutely true. However, you could still increase the success chance of a kq if you help out other parties who are taking damage. Remember, the less damage your party is taking, the more damage some other party is then necessarily taking. KQ's are not about "my party" and "your party", it's a group effort with 15 people (or 10 for honeying). Anything you can do to increase the success chance of the KQ you should do. If that's doing damage as a cleric, go for it. But if you can increase the success chance even more by helping out with heals in another party (the one that's taking all the damage so your party get's an easy ride), then you should rather be doing that.

Thanks for your input. I'll add your suggestions to the first post a bit later today (I'm running a little late).

The-Great-Paladin
09-19-2008, 11:35 AM
/s As a 7x cleric main, allow me to say the following:
/s Clerics who don't rez = fail cleric
dont die
/s Clerics who clank when a fighter is available to do so = fail cleric
but what if we're more capable?

Keep your party members close to you.
stands next to boss as he AoEs, omg i died

Gauge the damage your party members take quickly. Sometimes you have a high-level mage/archer with a +9 weapon that's just stealing the aggro off the tanks, or sometimes you have the main tank in your party. YOU NEED TO HEAL THEM. I don't care about "I play the way I want to."
their game their choice, want something done so it yourself...
remember just a game, if u care that u lose u have 'issues'

Use the F# keys. No, I'm not swearing here!
[color=purple] was i meant to laugh?

If someone dies, it's your fault. Well, not always.
omg a fighter just got one hitted, totally my fault

Fighting the boss

Many of the bosses have an AoE stun, and if you want to be a hero and heal your party members while attacking the boss (even though you don't have the aggro), you will get stunned at some point, and who is going to heal you and your party members then?
another cleric? im wondering how many bosses actually have AoE stun?

Invince the squishies. If the tank loses the aggro, chances are the boss is going after a dd (archer/mage). Try to see as quickly as possible who the boss is after, and cast invince on that player. Without an endure buff, most squishies are killed in 1 hit by the kq boss. Your invince will usually give the tank enough time to regain aggro, and if not, you've done your best and that's all that can be asked of you.
[color=purple] invis has cast time, by time its casted more often than not the person will be in safety/dead much easier to just run is zigzags, if u know how to run correctly it wont catch up.

Stay away from the dd's. Also, if possible, try to get the dd's to spread out. If the boss goes after a dd, the first attack s/he does is usually an AoE attack, and you don't want anyone taking hits unnecessarily. Also, you're likely to get stunned with the AoE attack, and will then be temporarily incapable of healing yourself and your party members. Also, if the dd's are spread out, it's easy to see which dd you need to invince if the tanker loses the aggro. I actually can't stress this point enough, so I'm just going to say it again: STAY AWAY FROM THE DD's.
You contradicted urself since before you said stay close and not saying at the top unless near a boss. Tell the DDs to spread out then -.-

reply and flame every single one of my points of its invalid and useless

Daevor
09-19-2008, 02:02 PM
/s Clerics who don't rez = fail cleric
dont die

lolroflmao. Okay, jokes aside, let's carry on.


/s Clerics who clank when a fighter is available to do so = fail cleric
but what if we're more capable?



Also, this is aimed at clerics in Slime/Mara/Gold Hill KQ's

All clerics in any of these kq's who attempted to tank could never keep the aggro off my mage, nor my archer. That's totally incapable. A fighter, as long as s/he can keep the aggro (which is easy if they spam sneering kick/mock), and as long as s/he doesn't die in one hit, is more capable of tanking. The definition of tanking, by the way, is: keeping the aggro on yourself and off everyone else.



Keep your party members close to you.
stands next to boss as he AoEs, omg i died

Perhaps you missed the layout of my post, as this was not under the


Fighting the boss

section.



Gauge the damage your party members take quickly. Sometimes you have a high-level mage/archer with a +9 weapon that's just stealing the aggro off the tanks, or sometimes you have the main tank in your party. YOU NEED TO HEAL THEM. I don't care about "I play the way I want to."
their game their choice, want something done so it yourself...
remember just a game, if u care that u lose u have 'issues'

Losing happens sometimes. It would be very boring if we always won. However, it's not about whether we win or lose, it's about 1 player deciding to take up a kq slot when the number of participants are extremely limited, and then not being a team player. If you don't want to use your class' skills to the maximum benefit of your party, your kq group, and ultimately the success of the kq, then it is your right to do so. However, then don't join a kq, because you're using up 1 participant slot that someone who else, who is willing to be a teamplayer, could have used.




Use the F# keys. No, I'm not swearing here!
[COLOR=purple] was i meant to laugh?

Only if you have a sense of humour



If someone dies, it's your fault. Well, not always.
omg a fighter just got one hitted, totally my fault

lolroflmao. I thought I said jokes aside?



Fighting the boss

Many of the bosses have an AoE stun, and if you want to be a hero and heal your party members while attacking the boss (even though you don't have the aggro), you will get stunned at some point, and who is going to heal you and your party members then?
another cleric? im wondering how many bosses actually have AoE stun?



Also, this is aimed at clerics in Slime/Mara/Gold Hill KQ's

Well, let's count the number of kq's I reference: Slime = 1, Mara = 2, Gold Hill = 3. Now let's see how many of them have a boss that has an AoE stun: Slime = 1, Mara = 2, Gold Hill = 3. That's (fetches calculator) 100% of the kq's this thread is referring to, have bosses that AoE stun! I guess you don't have to wonder anymore. ;)
Also, if all clerics follow your 'wise' ways, they'll all be stunned by the boss' AoE. So I repeat: who is going to heal you and your party members then?




Invince the squishies. If the tank loses the aggro, chances are the boss is going after a dd (archer/mage). Try to see as quickly as possible who the boss is after, and cast invince on that player. Without an endure buff, most squishies are killed in 1 hit by the kq boss. Your invince will usually give the tank enough time to regain aggro, and if not, you've done your best and that's all that can be asked of you.

invis has cast time, by time its casted more often than not the person will be in safety/dead much easier to just run is zigzags, if u know how to run correctly it wont catch up.
I'm sorry, this is just such a rediculous statement, I don't know if I should laugh or cry or feel embarrased that you, as a cleric, are pubicly humiliating yourself like this




Stay away from the dd's. Also, if possible, try to get the dd's to spread out. If the boss goes after a dd, the first attack s/he does is usually an AoE attack, and you don't want anyone taking hits unnecessarily. Also, you're likely to get stunned with the AoE attack, and will then be temporarily incapable of healing yourself and your party members. Also, if the dd's are spread out, it's easy to see which dd you need to invince if the tanker loses the aggro. I actually can't stress this point enough, so I'm just going to say it again: STAY AWAY FROM THE DD's.
[COLOR=purple]You contradicted urself since before you said stay close and not saying at the top unless near a boss. Tell the DDs to spread out then -.-

It's quite amusing how you quote me without actually reading what you're quoting. This is under the "Fighting the boss" section, whereas my previous tip advising clerics to keep party members close to them was not. If you read the paragraph you just quoted, and pay very, very special attention to the sentence just after the one in bold, you'll notice it says "try to get the dd's to spread out".



reply and flame every single one of my points of its invalid and useless
There's no need to flame you. Do note, however, that just about everything that you have said is a sheer waste of forum space.

ahtai
09-19-2008, 04:09 PM
http://i38.photobucket.com/albums/e125/ahtaihk/invince1.jpg

Invince have 1 sceond cast time, however if the person is in your party, from the monster going from tanker in front of you to the mage/archers normally behind you there is sufficient time to do it.

The first time it can be use is in Mara.

Klothos
09-19-2008, 04:42 PM
[COLOR=blue]Losing happens sometimes. It would be very boring if we always won. However, it's not about whether we win or lose, it's about 1 player deciding to take up a kq slot when the number of participants are extremely limited, and then not being a team player. If you don't want to use your class' skills to the maximum benefit of your party, your kq group, and ultimately the success of the kq, then it is your right to do so. However, then don't join a kq, because you're using up 1 participant slot that someone who else, who is willing to be a teamplayer, could have used.



Giant +1 to this excerpt

The-Great-Paladin
09-19-2008, 05:33 PM
Well, let's count the number of kq's I reference: Slime = 1, Mara = 2, Gold Hill = 3. Now let's see how many of them have a boss that has an AoE stun: Slime = 1, Mara = 2, Gold Hill = 3. That's (fetches calculator) 100% of the kq's this thread is referring to, have bosses that AoE stun! I guess you don't have to wonder anymore. ;)
Also, if all clerics follow your 'wise' ways, they'll all be stunned by the boss' AoE. So I repeat: who is going to heal you and your party members then?
Daevor's guide/tips to being fantastic KQ cleric. there is others KQs to you know, if you dont want people to refer to them then dont say being a fantastic KQ cleric say being a fantastic slime mara and goldhill kq, i didn't actually know slime and marlone and goldhill bosses have a stun,but then again i havent done them for month and months, the 'wise' ways was commenting on u saying stick close it never said anything about bosses in that exact section so thanks for backing up my point.


[COLOR=purple] invis has cast time, by time its casted more often than not the person will be in safety/dead much easier to just run is zigzags, if u know how to run correctly it wont catch up.
I'm sorry, this is just such a rediculous statement, I don't know if I should laugh or cry or feel embarrased that you, as a cleric, are pubicly humiliating yourself like this

invis has a cast time -.-
zigzags do indeed show safety on all mobs that cant use a ranged hit, i learnt it practising robo.

Can i have some proper replied now?

ahtai
09-19-2008, 06:05 PM
Well if you run Zigzag you cross your monster chain with other people's chain expecially those already quite loaded and will get them killed. It is always running stright circle so that the monster do not cross, on top if you are other class, Cleric can actually heal you when near even if you are not their team member, I done that quite a couple of times when I see mage, fighter and archer comming towards me in the other direction of clock.

For other class if you run it stright circle, it is easier for mage, archer and fighter to pick off vivi and other range monster one by one.

So I will say running Zigzag is a bad idea, only cleric in you team able to target you if he/she is not busy saving their own or other's life.

For me I want every single person if I can help in KQ survive till the end not just me. I is easy WE is not that easy.

The-Great-Paladin
09-19-2008, 06:10 PM
Well if you run Zigzag you cross your monster chain with other people's chain expecially those already quite loaded and will get them killed. It is always running stright circle so that the monster do not cross, on top if you are other class, Cleric can actually heal you when near even if you are not their team member, I done that quite a couple of times when I see mage, fighter and archer comming towards me in the other direction of clock.

For other class if you run it stright circle, it is easier for mage, archer and fighter to pick off vivi and other range monster one by one.

So I will say running Zigzag is a bad idea, only cleric in you team able to target you if he/she is not busy saving their own or other's life.

For me I want every single person if I can help in KQ survive till the end not just me. I is easy WE is not that easy.

keps them on you because your not far away, straight circle means they'll catch u without speed scrolls, btw by zigzags i dont mean big ones, just small ones as your going around the circle/sides it justs stops monsters that are following u from hitting you unless they have a ranged attack, if u reply now i got to wait til tomorrow to reply bk sorry

ahtai
09-19-2008, 06:22 PM
If some die off than you got enough room for Zigzag. For a room not that big 20 people Zigzag mean crossing. Try it and observe next time you play and count the people left at the end.

As cleric even without speed scroll stone or pot and heal will keep you going for a long time, much longer than other class. Our max load can be stone and pot and heal.

Kimukai
09-19-2008, 07:20 PM
Good guide!

The stuff mentioned here can be apply for normal parties too.

I've seen some "flames" on running zigzag (big or small) and running straight.

If i am the one who needs to run, i will run in whatever ways that i can keep myself alive.

There is not specific ways to run, just make sure you run to safety and not into another group of mobs.

When you get to lvl 79, you get a skill called "quicken", which will allow you to cast a skill 2 times in a row ignoring the cooldown time.

This is a good skill and you get to cast Invincible twice if you see that your members in the party are dying and at least you can take your eyes off the 2 that got the Invin cast on to them and save the other 2 members with heals/reju.

I saw someone mentioned about where to stand? This is up to your own instinct as a cleric. You should know where is safe to stand and where is not. You don't need a guide to tell you that. Be it aoe boss/normal mobs, during an aoe party, always keep in mind that as long as you are in range for your heals, that's good. TRY not to stand too near to the aoe party when your level is higher because your heals will aggro some loose mobs to hit you.

Standing away in an appropriate range is good for the tank to see any loose mobs that ran off to you and he/she can snear it back.

All in all, it boils down to experiences gained through partying with others. Learn from mistakes and in no time you will be a good cleric.

** One thing to note - someone mentioned cleric don't get the "thanks" and appreciation from party when the kq ended...yes it is sad but true...it is always like this and usually, thanks will be given to the tank and the DDs...Be it in a kq or normal party, if you choose to be a cleric, just get use to it that we don't get the appreciation we need but we know who kept the tank/dd alive to deal enough damage to kill the boss/mobs and that's all it matters. When i played on my alt, i will thank the clerics in the entire kq for being so helpful and good in their healings and i guess that brings a smile to them too..There may be some cleric in the kq that don't heal but we don't let the black sheep damper the efforts by the more hardworking clerics.

"We are the real Heroes behind many successful KQs and aoe parties" <--- tell this to yourself if no ones say "thanks for the good healing" or show appreciation to you.

The-Great-Paladin
09-20-2008, 07:09 AM
http://i324.photobucket.com/albums/k343/ClericalCharm/diagram.jpg
sorry about it being simple but thats what zigzaging is, the zigzags would usually be more often but i don't have time to redo it sorry =)
yellow = where people should be to reduce danger, red = circle runner blue/black = the zigzag approach and as for testing it out, i mentioned i used it during robo and no-one ever got stuck in the train...

Daevor
09-20-2008, 10:24 PM
Improved the layout slightly. Also, posts 2~5 will cover Robo, MD, Spider and KKP kq's, respectively.

THr3eS01di3Rs
09-21-2008, 06:26 AM
Very nice tips, protect teh squishehs! XDD

+1 Rep! :D

Daevor
09-22-2008, 08:14 PM
Added some tips for the cleric in MD kq.

Klothos
09-23-2008, 12:22 AM
Added some tips for the cleric in MD kq.

The Heal Chain = Glad you posted it..... So true and known only by so few..Can be done with just two minimum

Daevor
09-28-2008, 03:36 AM
Added some tips for the cleric in MD KQ under the section "Fighting the boss".

Nenova
09-28-2008, 03:44 AM
Nice guide ^_^ I'd +rep if you it didn't tell me to 'spread some reputation around before giving reputation to Daevor again'. XD

Anyway, lemme know if you need help ^_^ Robo is still fresh on my mind and I do MDs often lately :P

Reading this guide makes me feel bad for the hard time i put you through in spider kq XD

lordhatred6665150
09-28-2008, 05:03 AM
i would also like to add on as i think your post explains a lot and alot of clerics can learn from it.
1. not allways do you get in a group where people take damage. for instance king quest phino if all the dd stand back they generally arent going to take damage if they watch themselves and some groups i get in i dont have to heal anyone accept myself if i run in to rez someone. so being this if your not healing alot sure you can go in for the attack OR and i say this OR find the main tank even if hes not in your group you can still help the other group heal him or click any tank and heal this helps a group stay alive which may need help.
2. i think the first couple kings quest is when people are really learning what a cleric does so ya in slime clerics are tanking but they probably never group and or they are just used to tanking so its all they know. give em some slack they will learn through groups and kq when they get to levels that dont take half an hour to get lol.
3. this goes along with one if someones dead rez them if your not super healing
in more than one case i have tanks alive and a dd that ran into an aoe and dead one hit. im trying to heal the tank and rez the dd. not an easy feat for any cleric.
4. if only one cleric joins a kings quest out of 15 people noones allowed to gripe lmao (just wanted to throw that one in its happened)
5. and if i say anything bad forgive me i played a cleric on everquest 9 years up to lvl 80(lvl 74 cleric on epith now) im still learning fiesta at my level new stategies and such. i tend to not make friends so easy and solo a lot so i know what my strengths and weaknesses are.


The best KKP parties is one fighter, 1-2 clerics and X amount of squishies.....however, this is not always feasible......just warn the fighters who cant take the hits to stay away......have them protect you and the squishies from mobs that get away from the tank.

Daevor
09-29-2008, 04:59 AM
Someone, who has never submitted a single post, -repped me this thread with no comment :confused:

If I deserve to be -repped, by all means do so, but at least have the decency to tell me why I'm being -repped!

EDIT: Then again, it might have been a +rep and not a -rep :o

Simonenm
09-30-2008, 08:09 AM
I think the idea of this post is fantastic, Daevor. For the ones who are starting in the cleric's carreer it gives a good overview about what is being a cleric, and the challenges we face.

And I totally agree with you when you say that clerics heal. Yeah, this is our core business, we heal, mostly of our skills are "friendly" skills, our attacks are kinda weak.

But I think it is good to discuss the expectations with the party in the beginning, in a quick way. I have been asked to help to attack the mobs many times, while when I am playing with any other of my alts, I like the cleric to be healing full time, this is my preference, which is different from some other people's preference. So... it's kinda hard to say something with 100% sure. It will depend a lot on the party you are, if you are with the main tanker in your party, if your party if full of DDs, if you are the only cleric in the party, if you are the only cleric in the KQ, if the KQ is full of clerics, if your party is full of tankers etc etc.

Anyway, as a general guide, I think it should be like you say.
But please, clerics reading this, take into consideration all the possible variations, like lag and bug. Ah, and pay attention to the party bug too! If you find this out early enough, you may save lives! ;)

Hopefully I was not too confuse... :D

IGN: Zimona
Lvl 86 Paladin

Daevor
09-30-2008, 08:46 AM
Anyway, lemme know if you need help ^_^ Robo is still fresh on my mind and I do MDs often lately :P


Any and all advice is most welcome.

@Zimona
Hi! I'm honoured that cleric of your level, and one as respected as you are, visited my thread. *takes a humble bow*
I understand what you mean. Non-standard situations call for non-standard action to be taken. However, for normal KQ situations, the guide I've laid out should be followed. The bottom line is: in a KQ, it is each player's responsibility to utilize their skills in a way that maximizes the success chance of the KQ, and (in a normal KQ situation) clerics do that best by keeping their fellow KQ members alive. There's no getting away from that.

Daevor
10-02-2008, 07:20 AM
Peoples of Bijou, it's been over 6 months since I last did Robo. All I remember is that I was scared to the point of messing my pants. :o

So, any clerics out there wanting to share their wisdom, please post here and I'll add it to the guide.

Oh, and I know I just double-posted, but I need to bump this thread for my Robo-KQ-Advice request. ;)

Simonenm
10-02-2008, 07:38 AM
Any and all advice is most welcome.

@Zimona
Hi! I'm honoured that cleric of your level, and one as respected as you are, visited my thread. *takes a humble bow*
I understand what you mean. Non-standard situations call for non-standard action to be taken. However, for normal KQ situations, the guide I've laid out should be followed. The bottom line is: in a KQ, it is each player's responsibility to utilize their skills in a way that maximizes the success chance of the KQ, and (in a normal KQ situation) clerics do that best by keeping their fellow KQ members alive. There's no getting away from that.

*blushing*
Thanks for the comment, Daev! :)
As I mentioned, I fully agree with you. I am from the old school of clerics, and for me clerics heal. In case there is a lot of spare time, yeah, why not hit the mob a bit? But the safety of the party comes first, always.

And your guide is really good, I wish I had something like this when I started.

BUMP, important thread!

Kimukai
10-02-2008, 08:35 AM
*blushing*
Thanks for the comment, Daev! :)
As I mentioned, I fully agree with you. I am from the old school of clerics, and for me clerics heal. In case there is a lot of spare time, yeah, why not hit the mob a bit? But the safety of the party comes first, always.

And your guide is really good, I wish I had something like this when I started.

BUMP, important thread!

There was no such thread like this during the earlier time of the game and we got to learn it as we play along....

I just hope that the younger generation of clerics will know what their role is and do it well. I played an alt fighter and i hardly get to see a cleric that heals in a party.

If i do see one cleric that heals in kq, it is like finding a chest !~!

ultrAslangorki
10-02-2008, 09:58 AM
thx for guide
+ rep

Daevor
10-05-2008, 11:34 PM
No-one have any advice for Robo KQ? o.O

Nenova
10-06-2008, 05:56 AM
I offered help and was waiting for response :P

Daevor
10-07-2008, 03:15 AM
Now I've offered a response and am waiting for help :D

thechaz
10-07-2008, 03:36 AM
lets put it easy to be a good kq cleric maybe heal. or mabye at least buff the pty

Nenova
10-12-2008, 03:19 PM
KICK for it being so awesomely good and should be stickied ! :3

DF001
10-14-2008, 03:58 AM
could you bold the ''make md face the wall part''?

i remember dying many times because the cleric wouldnt bother to make md face the wall...

Daevor
10-14-2008, 04:03 AM
could you bold the ''make md face the wall part''?

i remember dying many times because the cleric wouldnt bother to make md face the wall...


Done :)

lenore_lurks
10-14-2008, 04:07 AM
This is really good! I would love to see some info on the Spider and KKP KQ's.

The problem I have with Spider is that if the group decides not to glitch GS and just fight it so it spawns all its horrid little nublets... then everyone crashes and burns pretty quickly and I can't do a thing about it because from that point onwards I'm going at about 1 frame per 30 seconds. I use hearts... and I die because I can't move. lol.

DF001
10-14-2008, 04:08 AM
ty dae ^^

Daevor
10-14-2008, 04:19 AM
This is really good! I would love to see some info on the Spider and KKP KQ's.

The problem I have with Spider is that if the group decides not to glitch GS and just fight it so it spawns all its horrid little nublets... then everyone crashes and burns pretty quickly and I can't do a thing about it because from that point onwards I'm going at about 1 frame per 30 seconds. I use hearts... and I die because I can't move. lol.


Done :)

FennecFox
10-14-2008, 11:30 PM
Tip for clerics in Mara KQ: Let the Archers or Mages pull the boss. Wait on the boat (not the stairs or the platform) while the ranged unit does this. I know, it seems obvious, but apparently it isn't. It's amazing what you run across when you make a new toon. o_o'

Takimi
10-16-2008, 12:19 AM
Use the F# keys. No, I'm not swearing here! :p The F1-F5 keys will each switch your focus to a different party member (i.e. you don't have to 'click' on someone in your party to focus on them ): F1 focuses on yourself, F2 focuses on the first person in your party (as the party members are listed on the top left of the screen). This usually saves a lot of time when multiple party members require healing and you need to switch between them quickly.


Interesting... I did not know that... but after a year of playing the way I play, I think it'll be too hard to re-train my fingers xD.

And Calrais... your signature is disturbing.

whydisignup8869
10-16-2008, 12:29 AM
oh ... um my cleric is also a 7x and hes my main but even playing my alts id never shout any of those w/e u call em ...

Daevor
10-16-2008, 01:21 AM
oh ... um my cleric is also a 7x and hes my main but even playing my alts id never shout any of those w/e u call em ...



Well, some clerics might not like you because of that, but the message will sink in. (Suggestions to rephrasing the above are most welcome).


The point is that the new generation of clerics are in dire need of some guidance. While those shouts are indeed a little harsh, the new clerics (in general) need a serious wake-up call, specifically when it comes to KQ. "It is the responsibility of each player to use their skills to the maximum benefit of the party, and the ultimate success of the KQ."

Like I said in my first post, you're most welcome to propose a rephrase for one or more of the shouts.


Tip for clerics in Mara KQ: Let the Archers or Mages pull the boss. Wait on the boat (not the stairs or the platform) while the ranged unit does this. I know, it seems obvious, but apparently it isn't. It's amazing what you run across when you make a new toon. o_o'

Thanks. It has been added.

meco16
10-22-2008, 12:09 AM
nice thread.

blackguy729
10-22-2008, 12:16 PM
Use the F# keys. No, I'm not swearing here! :p The F1-F5 keys will each switch your focus to a different party member (i.e. you don't have to 'click' on someone in your party to focus on them ): F1 focuses on yourself, F2 focuses on the first person in your party (as the party members are listed on the top left of the screen). This usually saves a lot of time when multiple party members require healing and you need to switch between them quickly.

wow i did not know this thanks :D

Daevor
10-27-2008, 09:55 AM
Ehm... still waiting on tips for Robo KQ. Anyone?

Linabella
10-27-2008, 12:08 PM
i dont have tips for robo but umm maybe .. try an invin. the runner? .. o.O thats always good XD

and i'd also like to note that clerics should always try to get in a full party so they have max party buffs.. and also try to limit clerics in the party to two clerics per party .. or one if there isn't that many in the KQ .. everyone needs healing and buffs so having a party with 4 clerics and 1 dd when theres only 5 clerics in the kq = fail x.x

Nenova
10-27-2008, 02:42 PM
Robo:

Before break:
Go stand a bit in the back of the room. If you get too much healaggro move closer to tanks so they can mock them off you.
Keep tanks alive. They protect the rest! If a mage or archer gets aggro they die fast so heal fast, unless the tanks needs heals. Tanks should be fine on stones for a bit but in robo it can be quite chaotic and there can be lots of monsters on one person and stones might not be enough.
Make sure you don't die and try keep everyone alive as best as possible... if someones health goes down like mad its not really worthwhile to spamheal one person and neglect the others and it might be more fruitful to let him/her die, invince the tank and revive quick. But that depends on the situation.
Make sure everyone is fully up to health before each wave of monsters.

After break:
Go stand in the middle of everyone so you have least chance of getting aggro. Try heal everyone close by. Do nót run to people further off. If you get too much healaggro you'll have to run. Better to run and heal your party while passing them then dying and setting a train on the loose. The squishies WILL DIE. At some point. Try revive everyone if you get a chance. Its pretty hectic all so just do your best and spamheal away! Tanks are usually a good bet to keep alive as priority since they keep aggro from the rest.
If runner in your party: if you are supposed to heal the runner, you fix on him/her and either put it on follow or run smaller circles inside the room. Myself I prefer to put it on follow (make sure you both have speedscroll then) so i dont have to focus on walking ánd healing. Remember: if the runner dies all hope is lost. If you die, the runner is dead. You can pretty much keep yourself alive (if on follow) by stones and occasional heals. You can do heals while running and an occasional regen. After a regen you fall behind a little bit and if you have lots of monsters on you and close by this might be enough to finish you off so look behind you first.If you have rejuvenate it can pay off to use heal on one person and rejuv on the other. You dont have to wait as long then.
If you heal the runner, warn your party that you CANT heal them! The runner is the key and HAS to stay alive.

If you have 2 clerics in party or more it is useful to have the clerics heal eachother. If you are focused on healing your party it is very easy to forget your own health and nice if someone helps you. If you ahve the runner in your party you can use one cleric for the runner and the other (or rest) for the rest of the party and tanks.

Hope this helped a bit, i'm sure you can manage to make some nice text out of it :3 I might think of more later when i do it again with my archer.

Daevor
10-27-2008, 11:33 PM
Thanks min min. That sounds like a excellent advice. When I have a decent amount of time available, I'll add it to the guide.

piepiepiepie
10-28-2008, 12:23 PM
For Robo. If you are a high enough lvl with a bit of defense you as a cleric could run. While running we have 4 different ways of healing at our command so we wouldnt tie up anyone else to help keep us alive

Daevor
11-07-2008, 03:46 AM
Hi everyone.

Not to be blowing my own horn, but I'm just wondering if this thread is good enough to be stickied. I think it can be of great help to new-comers, and perhaps even to some seasoned players.

Anyway, I've put up a poll, so please vote and I'll ask a CL to sticky the thread if that's what the majority of the forum users want.

Regards,
Daevor, The Devoted

THr3eS01di3Rs
11-07-2008, 04:09 AM
Its pretty nice, but if you look at other stickied posts they are alot longer. Not to say that only if your post meets so and so amount of words it should be stickied, but your thread has very little information that most people dont aready know.

So basicly your outlining things people aready know and that dosnt make a good sticky. You need tips that really stand out. Not to say you dont have any, but there isnt alot. If you check out my AoE guide in my sig, that didnt get stickied even though it looked good.

Still a good guide though =) +1 Rep ^^

Daevor
11-11-2008, 04:48 AM
For reasons I don't want to go in to again (see 3rd link in my siggy), I have moved the maintenance of this guide to a fiesta fan site here (http://fiesta.omgforum.net/guides-f4/cleric-kq-guide-t54.htm). I am sorry if this inconveniences anyone.

pixiefly
03-26-2009, 09:53 AM
Hi, everyone...
Thank you for the much appreciated info. I'm sure it will help people understand the job of the cleric. Everyone should read it, not just clerics. :)
I also want to expand on the statement in Merangue's post regarding clerics not in a party. I've been in a few KQs where I've ask for a party several times, and was never invited. This could be that the parties were already full, which happens sometimes. Soooo, my only resort was to tank on my own so I could fulfull my quest too. I like to help out as much as possible, with or without a party inside or outside the KQs, but I can't be very effective if I'm not invited... Good clerics will ask for a party... :)

mandylynns
09-09-2010, 08:17 PM
well as a level93 cleric i can tell you guys have actually been doing a pretty damn good job of being kq clerics i would like to point out the tank should if you have more than one fighter in party your first tanks hould always be the one wiht highest def and this can be told to each other while doing kqs i finished spider sorry to say with only my cleric and a party full of mages me the only cleric trust me it can be done the party i was in actualy did mank GS and get the kill in the end but it takes fast clicking and healing to do so lol congrats on learning the skills i have found many even in the 80s and above have yett o learn on pots and stones for the cleric and heal the tank if at all possible

ciahuicoatl
09-23-2010, 11:18 PM
Another tip that is way under-rated at lvl 79+ for clerics....Invigorate. This is the skill that is like Restore(the gradual healing over time), except it works as an aoe...meaning everyone within the range gets it. I use this skill constantly, and it makes a difference. The wonderful thing about this skill is that it requires no CD points to maintain it constantly. The CD is actually faster than the time it takes for the skill to wear off. So as I'm using the word constantly here, I am being literal. Keep it on constantly. ITs like party buffs...if they are about to wear off, recast them. Same with invigorate. You will eventually get a feel for the skill and it becomes second nature to have it running on party members all the time.

Also, max out the CD on quicken. Having a minute off the time (and 2 mins with a 95 Cross set) is very nice. Especially when in a pinch and someone dies and you need to rev more than one person, or if you need to invince other party members to give you time to rev. Also, if you plan to go Guardian, you will use Quicken before casting Rebith (Auto-Rev) so you can cast it on two party members, and the CD ends up timing with the CD for Rebirth well so you can maintain the Rebirth buff for all party members.

Good luck everyone!