View Full Version : Clerics are underpowered
gannon5069
04-05-2009, 06:21 AM
I think clerics are underpowered as opposed to fighter are underpowed we clerics and our support skills are useful yes but our actual attack skills suck mores than any one else all we have is bash which takes awhile to cooldown so for some clerics by the time its ready they are dying our trip and bleed are really sucky because they barely do anything so pls GMs if you read this please do somthing i know we get better skills uses after 50 but the lower levels die too fast. We focus on healing so much we don't get any proper attack skills. :D please vote
lenore_lurks
04-05-2009, 07:08 AM
O.O
If you're dying alot, you're doing it wrong.
We're a support class before anything else, thus we don't need any major attack skills. Might be NICE to have them, but they are totally not required at all. If you're having trouble keeping yourself alive going solo, you got problems. lol.
zues8844
04-05-2009, 07:19 AM
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This is your only ACTUAL weakness, besides not being to do damage, which clerics were never meant to do.
Myn19
04-05-2009, 07:39 AM
Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x
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Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x
Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x
Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x Buff pl0x
This is your only ACTUAL weakness, besides not being to do damage, which clerics were never meant to do.
http://outspark.com/forums/attachment.php?attachmentid=8781&stc=1&d=1238942321
gannon5069
04-05-2009, 08:57 AM
yeah ill admit that we dont need major attack skill but it would be usefull if we had them
and yeah ill freely admit that te buff is the clerics weakness but it doesn't help when you have spammers either parting you and try and get buffs all the time or have abusive people spam you or follow you about and KillSteal (KS)or in player versus player (PVP) and player kill (PK) you try having that but the cleric really should have more attack skills because we have the highest aggro and in PVP kqs we need it because the clerics in a PVP kq are always the first to die or last depend on rate of heal speed and please no more spams saying Buff Pl0x okay
THr3eS01di3Rs
04-05-2009, 09:09 AM
Clerics are fine as they are...have you ever tried to kill a cleric your level? Its practicly impossble (except for fighters (and we know why)) Really the only thing I can see that clerics need is their Trip/Bleed skills fixed, cause they are just normal hits, while in other versions they have effects, Trip stunes, and Bleed is like an archer's poison.
Other then that though clerics are fine the way they are.
YoshimaruOrona
04-05-2009, 09:10 AM
Clerics aren't really underpowered in any major sense.
Our attack ability does suck, and nearly all of the cleric community would love to have another attack or two, but aside from having slim to none ability to kill in PvP, we're fine.
PvP is a minor thing though, it doesn't have any significant effect on leveling or enjoying the game as a whole.
Plushii
04-05-2009, 09:18 AM
nope,
And if you think your cleric is underpowered just start a new class =3
So you can switch from DD to support.
thalegend7695
04-05-2009, 09:24 AM
buy a +9 hammer & shield, go 25spr, rest end, and duo aoe with a fighter lvl 1-51, then duo aoe with 51 archer til lvl 60, then duo aoe with ana rcher or mage at 60+. :D
mehe25
04-05-2009, 09:56 AM
O.O
If you're dying alot, you're doing it wrong.
We're a support class before anything else, thus we don't need any major attack skills. Might be NICE to have them, but they are totally not required at all. If you're having trouble keeping yourself alive going solo, you got problems. lol.
Yea, well fighters are to but you don't seem them being very good at supporting now >.>
heavylove
04-05-2009, 10:09 AM
Clerics aren't meant to be a damage dealing class, they are a support class. And they have all kinds of lovely support type powers that can be empowered, so no, not underpowered at all. I think it would be nice if revive could be cast from farther away though, so you didn't have to risk your life to save others.
Barimen
04-05-2009, 10:34 AM
Our Clerics are different from the original. Granted, all classes are, but Clerics more so than any other. The Cleric has three attack skills. Two of them have been broken since day one. If our Cleric class is intended to be support only, Trip and Bleed should have been removed entirely to reinforce the support-only role. Or even replaced with more party-oriented effects.
That didn't happen. What we have is a half-baked class that can only fulfill the full support role, instead of the hybrid support/damage role it could have opted to take. (think Holy Knight versus Guardian)
To give an analogy, take our Fighter and nix most of its damage skills. Keep them, but with no special effects and much reduced damage. They'd still be 'tanks', could still serve that role (after making adjustments to playstyle--let them tank solo a bit to build up Mock aggro), but... what would a Fighter be without their offensive skills?
Or take a Mage and kill the AoEs. They'd still have them, but with such crappy damage that Mages would serve a party primarily for single target spike damage.
See where the problem is? Everything 'works' as is, but not as well as they could or should. Every class needs attention, but in my opinion, this is especially true for Clerics. For many, being limited to full support isn't a problem. That's what they want. But by limiting playstyles, it makes for a smaller, less interesting game.
Every class can solo. Every class has a role in a party. When you diminish a class's ability in either of these two aspects, pointing at the other aspect does not create game balance. It creates straitjackets.
For a whole different approach to the 'why Clerics need a boost' argument, search for Kholai's post for a very intelligent breakdown of what's wrong with the Cleric class.
edit: I voted clerics aren't underpowered. But it does not follow that increasing cleric damage (particularly fixing Trip/Bleed) would make them overpowered. For me at least, having broken class skills and unfinalized class concepts this far into live play is a huge pet peeve.
lenore_lurks
04-05-2009, 01:23 PM
Yea, well fighters are to but you don't seem them being very good at supporting now >.>
This made me lol IRL, thanks :)
mehe25
04-05-2009, 01:31 PM
This made me lol IRL, thanks :)
How did it make you laugh, its the truth.
lenore_lurks
04-05-2009, 02:04 PM
Sending you PM.
Aeriex
04-05-2009, 03:25 PM
Clerics After level 89:
Reverse Order (Called Silence in this version)
Unables your opponent to use SP skills by cursing him/her with God's power.
Lv. 95 Next Skill Level : Lv. -
Stifle on Steriods
Mighty Chop
Strikes a fatal blow with a Mace-like weapon to your opponent's soul.
Lv. 112Next Skill Level : Lv. Lv 118, 125
New Bleed
Mighty Punch
Strikes a fatal blow with a Hammer-like weapon to your opponent's soul.
Lv. 112 Next Skill Level : Lv. Lv 118, 125
New trip
Dispel Field
Cancels 1 buff randomly your enemys have.
Lv. 110 Next Skill Level : Lv. -
Purge for debuffs
Dispel Pillar
Cancels all debuffs your target has.
Lv. 110 Next Skill Level : Lv. -
Purge for debuffs on Steroids
Rebirth
Automatically and instantly resurrects your target when he/she dies. HP will be recharged 60% when revived!
Lv. 110 Next Skill Level : Lv. -
Instant revive
Purification
Randomly cancels 1 buff out of many buffs cast on many targets surrounding you.
Lv. 110 Next Skill Level : Lv. -
AOE Purge <3
Dispel Purge
Cancels all buffs cast on your target.
Lv. 110 Next Skill Level : Lv. -
Uber purge, single target
Deadly Blessing
Critical strike with 100% chance.
Lv. 110 Next Skill Level : Lv. -
New physical attack, guaranteed crit
Benediction
Strikes a physical attack at your target.
Lv. 110 Next Skill Level : Lv. -
Physical attack, probably gonna be sucky, but who knows
We also get and AOE Strength debuff that is not listed there but HAS been confirmed by several GMs and a few GLs, most likely to be released at level 91 using magic damage.
These skills are from the Korean version of Fiesta, so there is no guarantee that all of these skills will be released for us, though I hope they are. Maxed Silence FTW.
So clerics get better it would seem. Its just a matter of getting there.
And trip and Bleed are NOT broken. They were never meant to have effects on this version.
I wish I still had that SS of the GM confirming this, but it was wiped with my harddrive two months ago -___-;
Nephron
04-05-2009, 03:44 PM
Our Clerics are different from the original. Granted, all classes are, but Clerics more so than any other. The Cleric has three attack skills. Two of them have been broken since day one. If our Cleric class is intended to be support only, Trip and Bleed should have been removed entirely to reinforce the support-only role. Or even replaced with more party-oriented effects.
That didn't happen. What we have is a half-baked class that can only fulfill the full support role, instead of the hybrid support/damage role it could have opted to take. (think Holy Knight versus Guardian)
To give an analogy, take our Fighter and nix most of its damage skills. Keep them, but with no special effects and much reduced damage. They'd still be 'tanks', could still serve that role (after making adjustments to playstyle--let them tank solo a bit to build up Mock aggro), but... what would a Fighter be without their offensive skills?
Or take a Mage and kill the AoEs. They'd still have them, but with such crappy damage that Mages would serve a party primarily for single target spike damage.
See where the problem is? Everything 'works' as is, but not as well as they could or should. Every class needs attention, but in my opinion, this is especially true for Clerics. For many, being limited to full support isn't a problem. That's what they want. But by limiting playstyles, it makes for a smaller, less interesting game.
Every class can solo. Every class has a role in a party. When you diminish a class's ability in either of these two aspects, pointing at the other aspect does not create game balance. It creates straitjackets.
For a whole different approach to the 'why Clerics need a boost' argument, search for Kholai's post for a very intelligent breakdown of what's wrong with the Cleric class.
edit: I voted clerics aren't underpowered. But it does not follow that increasing cleric damage (particularly fixing Trip/Bleed) would make them overpowered. For me at least, having broken class skills and unfinalized class concepts this far into live play is a huge pet peeve.
Well put. This ought to be framed.
And trip and Bleed are NOT broken. They were never meant to have effects on this version.
I wish I still had that SS of the GM confirming this, but it was wiped with my harddrive two months ago -___-;
Considering how much SP they use compared to how little damage they do, they are broken -- or at least very poorly designed for this version.
mehe25
04-05-2009, 03:53 PM
Nephron.....LOL
I finally know what has been bothering me for months XD
Cause I read the name Nephron...it reminds me of something but I can't remember it...
Then I was like "Kidney!" XD
Nephron
04-05-2009, 04:08 PM
Nephron.....LOL
I finally know what has been bothering me for months XD
Cause I read the name Nephron...it reminds me of something but I can't remember it...
Then I was like "Kidney!" XD
:D
10char
k7leetha
04-05-2009, 04:28 PM
You're a support class.
You can heal yourself.
It's almost impossible for you to die unless you're very stupid.
You're not supposed to do damage.
If you want to do damage, pick a class that's designed to do damage and stop whining about a class you obviously have no clue how to utilize properly.
viorexx
04-05-2009, 05:00 PM
here is my 2 cents.
first of all the cleric is a support character. i believe that everyone will agree with this.
but at lvl 120 (i think) the cleric will have an option to be a solo cleric that can deal a good amount of damage. the other choice is to remain a support character. each class will have there own attract and skills.
gibson82650
04-05-2009, 05:40 PM
ok we need to stop these threds ppl need to actualyl get high in the lvls b4 they say the class is over powered or underpowerd heres HOW it should go everyclass for a class
mages=clerecs cuase mages need heals and clerecs need fire power
fighters=archers cuase fighters can defend while the archers slowly drain them
its perfect lets not change it ok ok some1 close this NAO
songisme123
04-05-2009, 06:12 PM
maybe it would be more fair in pvp is they added curses and poisons for clerics :D its like a buff but it just does bad stuff to people.
of course it wont do actual damage though. just the effects