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Thasmudyan
08-09-2008, 03:12 PM
Because, seriously, we need one of these... If only because I'm lazy and don't like to repeat myself every time a new stat point or empowerment question comes up.

Anyways, as the title indicates, this is a place for new clerics to post their questions regarding where to put free stat points and which skills to empower (the two most common questions new players have). It's also for those of us who have been around for a while and want to share our favorite builds and how they work - in the hopes that the aforementioned new players will read about them and not have to post a question. :)

Now, with that said, here are my thoughts:


Build

With regards to the placement of free stat points for clerics - the two stats you should be focusing on, depending on the type of cleric you want to play, are STR and END. STR if you want to increase your damage, and END if you want to increase your defense.

Why STR and END? Well, INT is useless for clerics at this time (none of our skills use it for damage). DEX could be useful, but aim is not usually an issue due to the existence of aim scrolls, and the bonus clerics get to evasion from free stat DEX is small as our evasion is naturally low. If you want evasion, it's better to add END, which gives you block rate to evade attacks and also defense and HP to survive the ones you don't evade. Finally, there's SPR, which does have usefulness for clerics - but my feeling is simply that STR and END are more useful than SPR is. See here (http://www.outspark.com/forums/showthread.php?t=87687) for my thoughts on SPR for clerics.

With this in mind, my recommendations for cleric builds are quite simple:

- If you like to solo, or feel your cleric will be primarily a soloer, put all your stats into STR. It will increase your damage by a lot, as free stat STR ignores defense. You'll be squishier than other clerics, but this isn't a crippling factor by any means. Full STR clerics can still heal in parties and can do quite well doing so. This is the most versatile cleric build, although it's probably not for beginners, as you'll need quick reflexes to keep yourself alive at times.

- If you party more than you solo, but still want the option of being able to fight when you can't party, try a 1:1 STR:END build or some similar combination (50 points into END, rest into STR is a good option, as END becomes less useful after 50 points). This is the build I recommend for most clerics. The END will help your survivability in parties, and the STR will help you when you are soloing or questing.

- If you party all the time, go with full END. This is the "full support" type cleric - your damage will be low, but you'll be able to shrug off more damage than other clerics, allowing you to focus on your party. This build I recommend for those clerics who have little to no interest in fighting or who want to focus exclusively on healing. (There is no free stat that affects your ability to heal, so that's why END is the full support build).


Skill Empowerments

Choosing the right skill empowerments is, if anything, more important to a cleric - specifically a healing-focused cleric - than choosing the right free stats.

When empowering skills, remember that you get the biggest benefit from your first empowerment point and your fifth empowerment point. So if you want to empower a skill, but don't want to invest 5 points, just stick a single point in and stop there. Points 2 through 4 in any skill really don't add much. If it's something you use a lot, though (like most of the empowerments I recommend) you'll want to put the full 5 points in as that last point is a significant boost.

For starters, here's what I recommend you DON'T empower:

- Any of the buff skills. They all last for an hour which is plenty long enough, their SP cost is negligible and they don't need shorter cool times.
- Revive. Many clerics are tempted to add to Revive's cooldown time after experiencing the Mara KQ - where there always seem to be a lot of deaths and people begging for revives (and only one or two clerics actually able to revive). Don't do it. At higher levels, Revive cooldown time is almost never an issue. These points are better spent elsewhere.
- Anything for SP consumption. (Note: Possible exception of Heal, since it's used so much). At lower levels, SP reduction empowerments are very tempting, as they make your spells more efficient. However, I again recommend saving your points for other things. The reason for this is that at high levels, SP consumption really isn't an issue. You can hold more SP stones than any other class, so in a party you'll always be the last one that needs to restone, and if you're solo you can still fight for hours without any SP empowerments.

Now, with that said, here's what I DO recommend:

- Heal (cooldown then power, in that order). These should be the first 10 points you spend, as Heal is at all levels your most used skill regardless of whether you solo or party. If you're a full support cleric, you may also add SP consumption to Heal, because you'll have the points to spare.

- Bash (power then cooldown). Your second 10 points if you are a soloer or a party cleric who likes to fight a lot. Bash is used almost as much as Heal, so you'll get a lot of use out of these points. If you don't fight or rarely fight then you can skip this, though.

- Rejuvenate (cooldown then power). If you spent your first 20 points on Heal and Bash as I recommend above, then you'll be able to start adding to Rejuvenate's cooldown at 43, so by level 51 you'll have its cooldown maxed. This is good, because it's about that level where you will start to really make use of it in parties. You don't need to start adding to its power until later on, but by the time you hit 70 and start partying in Trumpy Remains, you will want some additional power on your Rejuvenate, since tanks will start to have enough hp to make use of it.
Solo clerics don't really need to empower Rejuvenate, but if you party at all it does come in handy.

Now, the above empowerments won't use up all your points (you will have 39 total empowerment points when you hit level 79) so here are some optional empowerments for the rest of your points:

- Invincible (duration). This is a good place to stick one point, as it gives you a nice 3.8 second boost. When you're using Invincible, though, it will often break from damage before the duration expires, so this isn't a requirement. 5 points here can be worthwhile for full support clerics, as it allows you to cast Invincible a bit ahead of time when you know someone's going to take massive damage soon.

- Trip or Bleed (whichever weapon you use) (cooldown). This one is for pure solo clerics. Their damage bonus is low, but using them does give you an extra attack, and the faster they cool down the faster you can attack, so it does have some benefit from a damage standpoint. I wouldn't empower either of them for power, though, the additional damage is just too small.

- Recover (cooldown). This is an option for support clerics (or those who like to tank and want to make use of Recover's aggro). It still tends to be a once-a-fight type of spell, though, because the cooldown is still pretty long even empowered. And unfortunately you can't empower Recover's healing ability so it's still only of limited usefulness...


Bonus Advice - Weapon Choice

Honestly, whether you choose a mace or a hammer isn't a big deal - both do fairly equivalent damage, and if you're a support cleric you aren't fighting much anyways. The general advice here is to choose whichever you can find that has better stats.

If you are the full STR solo type cleric, though, consider a mace, as it will allow you to use your STR bonus more often (faster attack rate). Against normal monsters, it's not much of a difference, but when you're fighting elites or bosses - the mace is significantly more damaging, if you've got a lot of STR.

For most other clerics - the hammer has a slight edge in damage, particularly if you're talking about +9 weapons (as long as you have access to power scrolls to make up the aim difference).

And that's all the advice I have for now. As I stated above, feel free to add your own advice, or ask questions.

iloveelizabeth
08-12-2008, 07:01 PM
Nice thread. I started the game with an idea of full spr...then changed to 25 spr, rest end.. now it's 25 spr, rest str. Now I'm thinking all str could have been best..but idk.

I'd also like to mention that at low levels it's great to put 1 empowerment point into anything you will fully empower.. the first and last empowerments give the biggest benefit. I just put 1 into a few of my skills and it helped. I don't like to use stones so I like the less sp on heal...but bash uses a ton. I see now that you have plenty of sp to go for a long time. I put 1 point into bash for damage and the rest doesn't seem to do much damage but eventually I know it'll help.

Nice guide..and the last thing I want to say is.. no matter what your build..anything is viable.. The game is made that any character, made anyway can be decent...and the game relies on scrolls more than how you move your stats.. I don't like the fact that all clerics are pretty much built the same. Every cleric uses bash and heal...over..and over...and over. It seems like as long as you level, you can be decent.

BigJoe66
08-31-2008, 02:19 PM
good stuff, but the skill points on rejuvanate arent really needed if u have maxed out healing power and cooldown because if youre needing to heal and rejuvanate like a madman, then your pt is taking on too many or too high lvl monsters or you need another cleric to be in a comfortable grinding situation :D, otherwise nice thread :D

Thasmudyan
08-31-2008, 03:13 PM
Thanks for the positive input. Now I don't have to shamelessly bump my own thread (though I'll continue to shamelessly link it when people ask build questions).

True, in the end build doesn't really matter all that much. You can be full INT and party and solo just fine. You can compensate for lack of END with scrolls or END gear, and lack of STR with a +9 weapon and STR gear.

About Rejuvenate - Since they added the new versions of Heal, it's not as important to have Rejuvenate empowered. Empowered max level Heal is now generally enough to keep up with healing for most parties. Still, Rejuvenate power doesn't hurt, and if you're a support style cleric there isn't really anywhere better to put your points. It's still a nice tool to have if you end up with a tank who has mega HP.

I'm going to hold off on making any definitive recommendations based on Burning Rock and the cap raise yet, if only because we aren't sure whether there'll be any more tweaks to the monsters there. But, if the monsters stay as they are, the full STR build looks more and more like the best option to me. Why? Nothing there hits all that hard, Heal now heals for a lot of HP (2400 empowered at level 81), and the monsters all have high defense, which makes the defense-ignoring STR bonus all that much more useful if you're fighting. DEX is also an option with the monsters all having crazy evade... but I'd still go with STR over DEX, because the crazy evade monsters also have crazy defense, and if you're all DEX you just won't hurt them much.

prettygl26
09-02-2008, 12:16 AM
is there anythng like a reset by which you can reeset your skills??
i messed up my mage stats very badly but my cleric is still ok

Klothos
09-02-2008, 12:27 AM
True, in the end build doesn't really matter all that much. You can be full INT and party and solo just fine. You can compensate for lack of END with scrolls or END gear, and lack of STR with a +9 weapon and STR gear.


This is exactly why I use a full STR build: its easier to come by Greens with END stats then to make/buy +9 weapons....and a lot cheaper, too

Thasmudyan
09-02-2008, 06:45 AM
is there anythng like a reset by which you can reeset your skills??
i messed up my mage stats very badly but my cleric is still ok

You can get stat resets and skill empowerment resets from the Fiesta Store, but they cost SparkCash which is only buyable with real money.



This is exactly why I use a full STR build: its easier to come by Greens with END stats then to make/buy +9 weapons....and a lot cheaper, too

I'm also full STR, primarily for the versatility, but also because in Fiesta it's easy to get enough defense to survive (scrolls, END gear, etc) but you can never have too much damage. The bonus from free stat STR also has a more significant effect than any other stat. (Full STR can easily double your damage against high defense mobs - but there is no situation where full END is going to cut your damage taken in half. Not even close.)

The only reason I didn't go and recommend full STR for everyone is because I know some clerics just don't care about doing damage, since they always party. For those people I recommended END.

Klothos
09-02-2008, 04:22 PM
You can get stat resets and skill empowerment resets from the Fiesta Store, but they cost SparkCash which is only buyable with real money.




I'm also full STR, primarily for the versatility, but also because in Fiesta it's easy to get enough defense to survive (scrolls, END gear, etc) but you can never have too much damage. The bonus from free stat STR also has a more significant effect than any other stat. (Full STR can easily double your damage against high defense mobs - but there is no situation where full END is going to cut your damage taken in half. Not even close.)

The only reason I didn't go and recommend full STR for everyone is because I know some clerics just don't care about doing damage, since they always party. For those people I recommended END.



Ha Ha - You and I both know that the bonus of being an all STR Cleric is going into any PvP zone or the Abyss, meeting up with a bully who thinks they are going to take out the lowly weak cleric, and PWNing that person :D ...,. I always wish I can see the actual face of the player that jumps me and then I hammer out good chunks of their HP, watch them blow through pots and stones, and everything else that makes them sorry for jumping me in the first place..... :D

traenia
09-20-2008, 09:25 AM
This is a very useful thread. Thank you very much for posting. I personally am going with the 1 str/1 end build. I am new to the game, so this guide really helped me get a basis as to what a cleric really should have. :) Thanks again!

Thasmudyan
09-21-2008, 04:30 PM
Ha Ha - You and I both know that the bonus of being an all STR Cleric is going into any PvP zone or the Abyss, meeting up with a bully who thinks they are going to take out the lowly weak cleric, and PWNing that person :D ...,. I always wish I can see the actual face of the player that jumps me and then I hammer out good chunks of their HP, watch them blow through pots and stones, and everything else that makes them sorry for jumping me in the first place..... :D

The other big advantage of the STR build, it helps out a lot with PvP damage. Sure, you still can't outdamage a fighter's stones, but at least it makes people take you seriously when you're hitting them.

Of course, in guild wars or any group PvP the cleric's role is to heal (and usually tank, because it's basic strategy to take out the healer first) so the ideal group PvP build is actually an END cleric. The STR cleric, though, can jump in with damage when the opponents are on the defensive. (Translation - they can help gang up on people. Oh well, it's war, right?)

Thasmudyan
09-21-2008, 04:31 PM
This is a very useful thread. Thank you very much for posting. I personally am going with the 1 str/1 end build. I am new to the game, so this guide really helped me get a basis as to what a cleric really should have. :) Thanks again!

Glad you found it useful.

I'll use this opportunity to shamelessly bump it up, seeing as people are asking build questions again, and now I don't have to repeat myself. More than I already have, I mean.

Jade.Archer
09-21-2008, 04:59 PM
*free bumpbump*

Mordriss
10-04-2008, 10:11 PM
I just made a cleric. She's level 29 now.

I just got the second level of Invincible and I don't see how it's any different other than it uses like 20 more sp.

Clue a poor Scout in disguise in?

avion210
10-04-2008, 10:32 PM
I just made a cleric. She's level 29 now.

I just got the second level of Invincible and I don't see how it's any different other than it uses like 20 more sp.

Clue a poor Scout in disguise in?

At higher lvls, it won't absorb the high hits, so its just stronger. Theres no other differences.

gamedarktek
10-05-2008, 05:06 AM
I have a question since I reach lvl 60, idk wat Skill Empower now, should I empower Heal Dmg? or Cd Heal?, btw I dun use rejuvenate, besides is recorver a really good skill? or sacriface?, so gimme some tips plz ^o^

DF001
10-05-2008, 05:23 AM
block rate is good but i prefer str over end

DF001
10-05-2008, 05:30 AM
I have a question since I reach lvl 60, idk wat Skill Empower now, should I empower Heal Dmg? or Cd Heal?, btw I dun use rejuvenate, besides is recorver a really good skill? or sacriface?, so gimme some tips plz ^o^

recover and sacrifice suck. empower cd and dmg on heal

Thasmudyan
10-05-2008, 07:40 AM
I just made a cleric. She's level 29 now.

I just got the second level of Invincible and I don't see how it's any different other than it uses like 20 more sp.

Clue a poor Scout in disguise in?

Invincible will expire after it has absorbed a certain amount of damage, or when its duration runs out, whichever comes first. All levels of Invincible have the same duration (10 seconds) but the higher level ones can absorb more damage without breaking.

It used to tell you on the spell description how much it can absorb, but one of the recent patches removed it. If I remember right, though, level 29 invincible absorbs about 1100 damage, and the level 20 one about 900.

I've always used the highest available level of it. If you are in a situation where you actually need Invincible, you will appreciate the extra damage absorption.

Mordriss
10-05-2008, 10:23 AM
Thank you for answering my question.

Back to coffee ._.

spartan335
10-06-2008, 03:04 AM
Adding points on to basic damage for heal really helps! atm im just lvl 33 and i can heal 750hp, thats an extra 250 hp. It really helps good and maxing out on cooldown is good for rapped healing in a bad situation.
When you add points to basic damage for bash how many attack points does it increase by?

gamedarktek
10-11-2008, 03:36 PM
recover and sacrifice suck. empower cd and dmg on heal

Thats wat I thought, thx :D

xavier_swift
10-11-2008, 03:41 PM
Thas, this probably the most useful Enpowerment/Build thread I've seen around here. The only that comes close to being as useful is the archer one. Even before getting close to 20 STR or SPR, I was owning normal monsters and holding my own against boss ones. This thread was my inspiration to being a solo cleric. Thanks. ^__^

Thasmudyan
10-14-2008, 02:52 PM
Ok, I fail at paying attention to my own thread.


Adding points on to basic damage for heal really helps! atm im just lvl 33 and i can heal 750hp, thats an extra 250 hp. It really helps good and maxing out on cooldown is good for rapped healing in a bad situation.
When you add points to basic damage for bash how many attack points does it increase by?

You are right about empowering heal. I might revise what I said and recommend that people empower heal for power early on. I would still do cooltime first, then do power.

For bash - it used to increase the damage by half of bash's damage bonus, but when the damage for skills was increased, the empowerment damage was not. Damage empowerment isn't as useful as it used to be. The bonus ends up being around 1/3 of the bash damage bonus now (if you have 5 points). Still a good empowerment if you're a soloer, although I'd do Heal first.



Thas, this probably the most useful Enpowerment/Build thread I've seen around here. The only that comes close to being as useful is the archer one. Even before getting close to 20 STR or SPR, I was owning normal monsters and holding my own against boss ones. This thread was my inspiration to being a solo cleric. Thanks. ^__^

Thanks for the compliment. I'm glad people are finding this thread useful.

Also, it just goes to show you - once you go STR, you never go back.