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revefon

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    revefon reacted to Kitsune in Cleric Guide   
    ~Clerics ~   Clerics are the healers and support personnel of the game. Being the only class who can heal others with major significance, it's important that clerics heal their party members. This can be both a good and bad thing Pro: Parties and generally people wanting to know you. Con: Soloing is a pain, people get touchy if you don't heal/buff them what they consider right. Lag ftw.   ~Partying~ Okay so most by now most would know clerics generally have less dmg than other classes.  This makes them ideal party members. So keep that in mind kiddies :3   ~Weapons~   Clerics have two (2) different weapons and a shield. Mace - Available level 1 - Cap (Starting weapon) Hammer - Available level 20-cap (Secondary weapon)   ~Milestones~   Lv. 20: Clerics become a 'High Cleric' after their job change. New skills, armor and weapons (Hammer) becomes available.   Lv. 60: Now your cleric is a 'Paladin' (The title says 'Supportive Paladin') after promotion. This is when a cleric truly becomes the gem of a party receiving their first party heal as well as upgrades to other skills.   Lv. 80: Clerics again gain another milestone, now a 'Divine Paladin'. No job change here and most skills just upgraded.   Lv. 100: Another promotion time (Yey!) This is the moment you get to choose what class you would like. Guardian or Holyknight.   Guardian: Supportive party class. Guardians use hammers & shields and specialise in higher tiered heals and party heals. Guardians prestige skill - Rebirth (Buff): Players are able to revive themselves with a percentage of total hp. Can be cast on self or friendly.   HolyKnight: The HolyKnight is the active party class. Using mace & shields they specialise in buffing and increasing the damage of a party. HolyKnight prestige skill - Deadly Blessing (aka 'Crit Buff'): Players recieve 100% critical for 10 seconds. Can be cast on self or friendly.   ~Stats~   Str: 5 Dex: 3 End: 4 Int: 1 Spr: 4   HP:  46 SP:  32   As you can see, clerics get a high boost in str/end/spr. This make them decent in both defence and dmg.    ~Builds~ Pure End: This build is for those who aim to be able to take hits while keeping their party healed. Ideal for the support cleric. However not boosting the spr can make your sp pool low so can be costly with buying sp stones/pots.   Pure Str: A build for clerics aiming to pack a punch. Mostly seen in perm clerics this build can be good, as long as you have the gear to back it up. Not bosting end/spr can lower your overall hp/sp pools however.   33 Dex Rest End A decent build provided  aim / evasion / hp and defence. A good builds for party clerics and also solo clerics.      25 Spr rest End: People use this generally for boosting both hp & sp. This build is useful for both support and party clerics.   Keep in mind clerics do not use Intellegence (Int) so there is no need to empower it.   ~Notable Armour Sets ~ Life set: 3 Pieces needed for main effect - Increases amount on Endure by set percentage. Safe set: 2 Pieces needed for main effect - Increases amount on Endure by set percentage.   ~Notable Skills~ Heal: First receive at level 3 and gain a new upgrade every 6 levels. Rejuvenate: Receive level 20. Upgrades every 6 levels.   Cure: Receive level 20. Upgrades every 20 levels until 60.   Endure: Increase a targets max hp/sp Revive: Receive level 20. No Upgrades. Protect: Receive level 11. Upgrades every 10 levels Resist: Receive level 17: Upgrades every 12 levels.
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