Updated Fri, Jan 02, 2009 by Shayalyn
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Sigil's Official Description A servant of the divine, the Cleric heeds the call of his deity in all things. For this devotion the Cleric is able to share a portion of the power of his god. These powers manifest themselves in the form of powerful healing spells that enable him to tend to fallen and wounded allies. He is also granted mighty destructive spells that enable him to punish those who would defy his master's will. Clerics are also capable melee combatants. |
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Cleric at a GlanceRaces: Dwarf, Halfling, High Elf, Thestran, Qaliathari, Dark Elf, Gnome, and Mordebi.Armor: Plate and heavy armor Weapons: Clerics can use one-handed blunt weapons, two-handed blunt weapons, throwing hammers and shields. Quick Links
Class News & Information: |
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STANCES |
Clerics have two main stances to choose from:
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HEALING |
It is intended that all healing classes will be able to heal equally but some will be better in certain types of situations. Clerics get insta-heals, fast heals, group heals and longer heals. They also can heal their group for a small amount every time they attack their enemy. |
BUFFS |
Clerics get many group buffs, including ones that increase spiritual resistance, strength, constitution, wisdom, intelligence, hitpoints, armor class and health and endurance regeneration. Clerics also get short term buffs from spells and melee attacks that must be refreshed during battle. |
REPLENISHING ATTACK |
Clerics have a unique melee attack called Replenishing Attack which allows them to recover energy (mana). The Cleric can then use his endurance pool to somewhat replenish his energy (mana) pool. This can lead to some very long epic fights. |
WEAKNESSES |
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A weakness is a player created vulnerability in your enemy that remains for a short period of time. Some weaknesses can be exploited by using certain skills. When one exploits a weakness the attack used becomes more powerful and may add more than additional damage but may debuff the enemy or buff you or your party. For more information on weaknesses please take a look at Ten Ton Hammer’s Weakness FAQ and chart. |
LULL |
Lull is arguably one of the most useful and powerful spells in the game. It makes soloing, small group and dungeon pulling much easier. Lull prevents MOBs from assisting their friends and lowers the chance that MOBs will run when low on health. |
POWERS |
Clerics get three powers only one of which can be active at a time. One power adds a chance for your weapon to do extra damage, the other causes all of your attacks to heal your group for a small amount and the third causes increased damage to undead. |
DIRECT DAMAGE |
Clerics can do a moderate amount of damage using their Anathema line of spells. |
UNDEAD |
Clerics have many spells and abilities that do more damage against the undead. They also have the ability to Turn the undead. |
TURNING ATTEMPT POINTS |
A Cleric starts with one maximum total turning point and gets additional turning points as he gains levels. A turning point can be used on the spell Turn the Undead. It takes 150 minutes for a Turning Point to regenerate. |
MULTI-TASKING |
Healers in Vanguard Saga of Heroes are not like traditional healers of past games. There is much more to do than heal. Clerics will not only need to heal but they will need to refresh their spell group group buff, keep melee induced buffs refreshed, replenish mana by using their melee restore mana attack and much more. The Cleric is not as demanding as the Blood Mage or the Shaman in terms of multitasking, but skilled attentive players will get much more out of this class. |
