View Full Version : New to the class
Solitear
09-27-2007, 09:12 AM
i've always rolled healer but i have a question on stats distribution how should i go on with it i am too use to WoW X_X so yea never played with stats then selves...
i see 2:1(2 str 1spirit or 2 spirit and 1 str?) and 3:1 but is this indicating 3 str then 1 spirit or 3 spirit 1 str this what confuses me lol.
if someone can help thank you^^
qwter55
09-27-2007, 10:17 AM
Hi Solitier,
Might also consider Full End build ...guide and reason is in my sig below.
However, consider the info then make your own decision... dont blindly follow ^.^
Semaj
09-27-2007, 10:21 AM
ok, usually they will say a 2:1 end/str or somthing similar. if not then its anyones guess. as far as messing with stats its all about your play style.
clerics rock for solo, and they're essential for parties :)
most people say not to add spr, but i think its very usefull as you dont go through pots or stones as much. also you can use the skill points on other things than decreasing sp consumption (eg more dmg on bash or cool down time). my char is a 2:1 end:spr, but the 5pts i got for completing the name change quest at lv20 went into str. i dont hit very hard, but i have 800sp and 700hp. i can tank for days using heal 5, and if im buffed with scrolls i hardly ever die unless im being dumb....(talking in guild chat and fighting)
qwter55
09-27-2007, 10:37 AM
Yeah ... play style is important ... but try not to dilute your stat by putting it all over... expecially when you are leveling up... it will change your play-style and play experience ^.^
Kholai
09-27-2007, 11:00 AM
Opinions are largely divided, so don't be surprised by an influx of disagreements on the subject. I shall endeavour to cover the main camps of opinion concerning each stat, and their common build proportions.
Strength: Strength adds 1 for every point you have in it, and an additional 1 point of damage for every 5 strength you have.
Pro: Especially for maces, which hit fastest, adding the damage from your strength stat every hit can swiftly add up, making it a lot faster to kill things, and in the early levels the bonus from strength is a large proportion of your damage.
Con: Since you get only one stat a level along with several automatic points, some say that the cleric gets enough strength points from their automatic points without adding to it. The numerical advantage of strength is also comparatively low at high levels, where weapon damage accounts for a much higher percentage. There are also spells the cleric can cast to boost their damage, making strength a lot less interesting at later levels. Some will disagree though.
Endurance: Most say it's the most useful stat for the cleric. It gives 1% of block for every 10 points (every 20 points after 50 endurance), + 1 defence every two points, and +5 hp every point.
Pros: HP is the most important stat ever. The longer you stay alive, the more damage you can deal, spells you can cast, chances you have to beat your enemy. The bonus to block is good for clerics too, since they can use shields, and defence is good for everyone.
Cons: If you put points in Endurance, you can't put them anywhere else.
Intelligence: This stat increases magic damage. Clerics do not deal magic damage, and heal spells don't heal more or less depending on your stats.
Pros: You can tell people that you are intelligent.
Cons: You will be the opposite due to putting your points in a useless ability.
Dexterity: For the cleric, largely unimportant. They won't miss that frequently even without adding any dexterity at all. Perhaps if you keep missing, it might be worth adding a few points.
Spirit: Increases magic defence by 1 point every 2 points of spirit, critical hit chance (by 1% every 5 points, then 1% every 10 points after 25 spirit), and SP by 5 every point.
Pros: More SP, more spells, obviously, whilst the extra 5% critical rate from the first 25 points alone means an extra 1 critical every twenty hits, which will crank up the damage. Magic defence is a nice addition to the clerics already strong defence.
Cons: Beyond 25 Spirit, the benefits of adding to it are drastically reduced. The cleric already has an ability to boost SP and some say that more endurance is better than more spirit.
Builds: For clarity, this is for the total number of stat points used over three levels.
3 Endurance: The most defence, HP and block a cleric could have, you'll be able to outlast most everything with your massive health buffer and healing spells, but you might feel the pinch of being short on casting power or damage. Great for solo clerics.
2 Endurance, 1 Strength: The "battle" clerics love this one. High HP with a higher attack power than the full endurance build. They'll kill enemies faster, but might spend a lot more time healing and less time killing, since they'll be taking more damage too.
2 Endurance, 1 Spirit (up to 25, then full Endurance): The "support" cleric, supposedly, it's worth noting that this is also touted as a battle cleric build too, so it's pretty versatile. An extra 5% crit chance with a slightly lower HP than a full Endurance cleric is pretty nice, and so is an extra 125 SP for spamming skills, but it won't have the consistently high damage of a Strength/Endurance cleric, or quite the HP of a full endurance build.
2 Endurance, 1 Spirit (forever): Less popular than the 25 spirit cut off, and perhaps rightly so, even though it'll be awhile before you reach that point with a 2:1 ratio, after 25 points, you're basically getting half the combat benefits of spirit, which is sad.
That's pretty much the basic stat builds and why people choose them. Pick whichever is right for you, or run the risk of a three-way build of your own making. Either way, have fun being a heal monkey. :)
Semaj
09-27-2007, 11:05 AM
0_o we're not heal monkey's...we're way more versitle than just healing...
PufftheMagicDragon
09-27-2007, 12:15 PM
Full End ftw, you have a lot of health so you can tank and heal your self so you preety much never die, and if you get +str rings later in the game you will be invincible...Nuff said boy
Eveline
09-27-2007, 04:59 PM
I'd suggest 3end:1spr or 2end:1spr... something like that. Strenght isn't as important since you will gain enough by levelling up and you can always buy rings... unless you are the type who prefer to tank.
Semaj
09-27-2007, 05:03 PM
a cleric with a full tank build isnt nearly as usefull in a party when you reach higher levels. i agree with Eve, the end:spr is the best build. once you get spr to 25 the crit drops (and you have a LOT of sp) so then you can start dumping points into str. this also seems to be the most common....and trust me, when you reach higher levels youll want the extra crit and sp...
Kholai
09-28-2007, 01:41 AM
Not heal-monkeys?! We might be heal-monkeys with a bucket-load of buffs and decent melee abilities, but we're still heal monkeys, even if the person we heal is ourselves! :D
I've actually been considering experimenting with the 2 Endurance, 1 (up to 25) Spirit converting to 2 End/1 Str build for my own cleric, but I hadn't actually seen it mentioned. Is it really that popular/good? I got the impression diluting your stat allocation was sub-par?
atese
09-28-2007, 02:05 AM
Not heal-monkeys?! We might be heal-monkeys with a bucket-load of buffs and decent melee abilities, but we're still heal monkeys, even if the person we heal is ourselves! :D
I've actually been considering experimenting with the 2 Endurance, 1 (up to 25) Spirit converting to 2 End/1 Str build for my own cleric, but I hadn't actually seen it mentioned. Is it really that popular/good? I got the impression diluting your stat allocation was sub-par?
25 spr + 50 end = 75 points = level 70. (assuming there aren't any more "free" points)
I really doubt adding Str at level 70 would have any appreciable effect on your damage.
Kholai
09-28-2007, 03:28 AM
Hm. You're right, as I rather suspected that might be the case with strength the way it is now. But then, would any amount of strength be appreciable at level 70? It's at most 90 extra damage even for a pure build, which would be a glass cannon build at best.
The 25 Spr/50 End benefits of +5% critical, +125 SP, +12 MDef, +5% block, 25 Def and 250 HP.
The 75 End build would give 6.25% block, 375 HP, and 37 Defence.
A 25 Str/50 Endurance build would only give +30 Damage. Doesn't really compare in the long run.
The only real benefit to strength is that it seems to be the only useful stat for the cleric that doesn't lose potency after a certain amount of points.