Cleric needs work

Streets ahead

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Nivaria's barrier needs to be 1/1/1 all the way like shield expert. Crusader needs something more or it needs to be 1 point a piece. Heal wounds could be 1/1/2. The cleric needs more skill points available because his skills are kind of weak.
 

Streets ahead

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Also the amount healed for heal wounds need to scale like 10 hp per 5/4/3 levels. Crusader needs to be merged with Nivaria's barrier at 1/1/1 call it Nivaria's crusader. Davis the cleric's skills do not make up for it's subpar damage and defense. He needs more.
 

Cainus

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My toon is a cleric too but in my opinion, Healing is ok with points.
And Crusader too because its something extra for a spellcaster, not with undead boost but with %5 stun.
But ofc points could be 1/1/1 for Nivarias Barrier like a Shield expert
 

ArrowsFTW

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What Clerics need are less cooldowns for their skills. Since they already use magic wouldn't it make sense for them to cast skills easier and faster versus someone who doesnt have magic
 

Sounkeng

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ArrowsFTW":1apngdzl said:
What Clerics need are less cooldowns for their skills. Since they already use magic wouldn't it make sense for them to cast skills easier and faster versus someone who doesnt have magic

Interesting point. So if I understand this right you would remove all cooldowns for active skills and make the mana the limiting factor instead of the cool down.

I think it is an intriguing idea.

To play devil's advocate. What is keeping a player from spamming mana potions?
 

ArrowsFTW

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Sounkeng":etgb0re6 said:
ArrowsFTW":etgb0re6 said:
What Clerics need are less cooldowns for their skills. Since they already use magic wouldn't it make sense for them to cast skills easier and faster versus someone who doesnt have magic

Interesting point. So if I understand this right you would remove all cooldowns for active skills and make the mana the limiting factor instead of the cool down.

I think it is an intriguing idea.

To play devil's advocate. What is keeping a player from spamming mana potions?
Well not necessarily remove the cool down but decrease it by 60%. What limits them is the 6 second rule of not being able to spam potions.

My main problem when I play cleric sometimes is that when Im out of mana, I can't use any skills at all and eventually die. People would say carry more magic pots but they are only available if you join the Cleric guild specifically. Clerics gives me the feeling of of fire works-big bursts of explosions in the beginning then a dud at the end of a dungeon crawl. Not so consistent with the other classes

I think the ultimate buff for clerics would be an advance passive skill that would regenerate their mana points over time just like how health points regenerate in Casual mode. Also their undead skills needs huge improvement. Most of the Cleric undead skills just tickle the funny bones of the undead and doesn't really pose a threat.
 

Streets ahead

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Cainus":1yelo3j3 said:
My toon is a cleric too but in my opinion, Healing is ok with points.
And Crusader too because its something extra for a spellcaster, not with undead boost but with %5 stun.
But ofc points could be 1/1/1 for Nivarias Barrier like a Shield expert

I'm sorry but Crusader is overpriced for the limited benefit you get.
 

TheScumbag

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With moderate experience with all 3 classes, I personally think Cleric is fine the way it is and the class' pros (healing, undead advantage) and con's (weaker dps, limited abilities) more than fufills the class's intended purpose.

I have a high PER build with moderate INT and AGI, and I can have runs much farther than my overleveled Warrior and equally leveled Rogue and thats more than fine that I cant handle as well with strong high damaging enemies that outpace my healing cooldown

Probably would suggest Nirvara's barrier to be 1/1/1 like Shield expert, and its an only 1 skill point readjustment.
 

Letchinchin

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I'd like to add my input as a level 25 cleric.

I think heal is absolutely fine as it is, though some kind of scaling may be appropriate, but it would have to be a very small change or OP.

The biggest benefit to clerics is how long they last. At level 16+ I could easily complete crypt with no pots and 2 full heals, and at 23+ without full healing at all. With the right build, it's really a simple playstyle class that has a bit of everything. The biggest skill is intervention, just crazy strong (by far the strongest skill in the game) and for only 1/1/1 I have always felt this to be far too OP for the cost.

I would adjust things slightly - increase intervention to 1/2/3 or 1/2/2. Change heal to 1//2/2. This adds more interaction in playstyle. Change crusader to 1/2/2 and barrier to 1/1/1. If you count the skill point changes, it is actually the same as before, but encourages more active play. Currently intervention is way better than heal which seems wrong at a conceptual level.

I would also add another advanced skill on par with flurry, though I remember you said it is in the works. You can make it an open skill with requirement 6 personality.
 

Cainus

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Streets ahead":dvbl7k3e said:
Cainus":dvbl7k3e said:
My toon is a cleric too but in my opinion, Healing is ok with points.
And Crusader too because its something extra for a spellcaster, not with undead boost but with %5 stun.
But ofc points could be 1/1/1 for Nivarias Barrier like a Shield expert

I'm sorry but Crusader is overpriced for the limited benefit you get.

But still 'its something extra for a spellcaster' thats what i thinking about it.
 

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