Updated Fri, Jan 02, 2009 by Shayalyn
Cleric
Creation
by Fallconn |
Archetype: Healer Primary Attributes: WIS, VIT, INT Continents: Qalia, Thestra |
The Cleric is Vanguard: Saga of Heroes’ healer class that is very often found on the front lines of battle. The Cleric may not dish out huge amounts of damage but certainly makes up for it with his tremendous defensive capability and healing potential. Able to wear plate armor and arguably one of the best buffing classes, the Cleric is a great stand-in tank. Once you add all of his abilities together, you end up with a class that is certainly an asset to any group.
Since Clerics are used in many roles, choosing your race and which stats to build can be difficult. If you plan on using your Cleric primarily for healing, you’ll want to work on vitality and wisdom with any remaining points spent on intelligence. If you are more prone to getting your hands dirty, you may consider building up strength and dexterity with extra points spent in constitution or possibly wisdom to bump up your energy pool. See the Ten Ton Hammer statistics guide to get a better understanding of how stats affect your character.
Building a good Cleric takes some careful planning at the character creation screen and requires you to learn a handful of tactics in the lower levels.Clerics of all races start with the same attributes, but the
choice
of race can affect how many points the Cleric automatically gets placed
into its prime attributes.
Starting
attributes:
| STR |
CON |
DEX |
VIT |
INT |
WIS |
| 35 |
30 |
25 |
35 |
35 |
50 |
Each character
gets 20 attribute
points
(AP) per level, starting at level 10. 6 of your AP are placed
for you automatically--one per attribute (STR, CON, DEX, VIT, INT,
WIS). 4 points are assigned to attributes based on your race if you are
not a human (humans are kojani, mordebi, qaliathari, and thestran).
You can
place 10 (14 for humans) wherever you want to within soft caps of 5 per
level.
Additionally,
characters get
racial bonuses to their soft caps. These
are called preferred stats and allow characters of a race to flesh out
in a way that reflects the traits of the race. Non-human races get 4
bonus points to soft caps (usually two or three attributes only) while
human
races get 6, 1 for each attribute. Thus, a human can be more balanced,
while a non-human becomes more specialized.
The table below shows the attribute scores at level 50 before
gear
and buffs for
the Cleric based on the race selected. We've highlighted the best
results for each of the primary attributes for you. It is possible to
reach the soft cap for three attributes as a human, but those soft caps
may be lower than those attainable by other races.

Clerics have two main stances to choose from:
As with most classes, understanding your preferred game style and knowing if you plan on primarily playing in a guild, solo, or with pick-up groups is your first step towards having a great gaming experience. It is important to understand the role that each class plays and their strengths and weaknesses. Make sure to review each of the class guides before starting your character rather than spending numerous hours working on a character only to find that this is not the right one for you.
Okay, you’ve read the class guides, decided on the Cleric, picked a race, customized your appearance, and determined your playstyle. Now what? As you log in, you will enter the world at your chosen race's starting area. You’ll immediately notice that there are NPCs with starting quests. Gather all of the quests that you can find and start working on them. There’s one sure fast way to level 10 and that is quests, quests, quests. The important part of questing is to gather as many as possible and complete the quests for the area you are in. Typically, once you have completed the local area quests, another quest will lead you in the right direction for the next location containing more level appropriate content. I highly recommend finding a friend to help you with these since some of them require a group. Most of the lower level group quests can be done with just two or three people and you’ll each get decent experience just by hunting or finding the object required for your quests. Another quick way of leveling is to group with a higher level character. Although you won’t get experience for the kills, your quests will be done quicker and you’ll gain plenty of experience just for turning in completed quests. There are many areas with repeatable quests which are a great way to gain experience quickly albeit with some repetition.
I’ll quickly go through each level where new abilities are given below. For a more detailed explanation of each visit the Ten Ton Hammer Cleric spell list here.
Level 1
You’ll start with 2 spells, Anathema which is a direct damage spell and Healing Touch which is your first heal. Typically you can pull a mob using Anathema and get off a couple casts before the mob is at your feet. Use your Hand of Censure when available to add to your damage. Heal yourself as needed with Healing Touch and after killing just a few mobs you’ll reach lvl 2. Make sure to collect any loot that drops and sell whatever you can’t use.
Level 2
It’s time to find your trainer (this is usually one of the quests you’ll receive). Pick up your next two spells from the trainer. You’ll receive Resolution which adds to HP and AC and Gift of Ardor which increases accuracy and damage. Make sure to buff yourself and any lucky stranger around.
Level 4
At level 4 you’ll get another buff for yourself and friends called Endowment of Fervor which raises Dexterity, Strength and Constitution. You’ll also get a self only buff called Power of Reprisal which gives you a chance to deal additional damage on a successful attack. Last but not least you’ll get Ward Shield which protects you from the next 2 attacks. Ward shield is handy to have when you need to get off a heal and are getting interupted by the mobs constantly hitting you.
Level 6
Anathema gets its first damage increase at this level which will help you start each fight by pulling with more damage. Use your auto attack combined with Hand of Censure during the battle and throw in another cast of Anathema if your endurance gets low. You’ll bring the mobs down quick but if your health gets below 50% be sure to heal yourself. If you are lucky and hit for a critical strike, your new finishing attack called Fist of Rebuke will light up giving you some extra melee damage capability. You’ll hear a distinct sound letting you know that you’ve activated the ability so be sure to keep the sound up for the best reaction time.
Level 8
By level 8 you are getting a good idea of your fighting capabilities. At this point you’ve probably collected some additional armor and learned the perfect timing for throwing in a heal while fighting. At this level you upgrade your Healing Touch and Hand of Censure abilities to level II. You’ll also gain a new helpful ability called Replenishing Strike. Replenishing Strike allows you to restore some energy(mana) back to you. This is especially helpful if you are in a group and your heals have left you low on energy. Even if you are the primary healer, using Repleneshing Strike each time that it refreshes will help to keep you from emptying your energy pool. In addition to those abilities you’ll also receive a helpful Intelligence and Wisdom buff called Bestowal of Brilliance, a great heal-over-time(HoT) spell called Alleviate and a very important ability called Divine Barrier. Divine Barrier is your “get out of jail free” card which protects you from all incoming damage for 18 seconds. I often use Divine Barrier to shield me long enough to run from a deadly battle or at least give my teammates time to rescue me if I am low on health.
Level 10
You’ve made it to level 10 and have learned a good set of the basic cleric abilities. Starting at this level you’ll begin placing attributes points in different stat areas (see Selecting the Right Race above). At level 10 your Resolution buff will be upgraded for increased hitpoints and AC. There are quite a few abilities added at this level such as Spiritual Guardian which will allow you to force the next incoming attack on your defensive target to be directed on yourself as well as forcing that mob to target you for 2 seconds. It will also give your defensive target additional spiritual resistance in addition to giving them 50% damage absorption on the next hit. You’ll get the Turn Undead ability which causes high amounts of damage to undead targets. Save this ability for the close calls when fighting undead mobs that you might need that little extra help with. Turn undead uses ability points which can be found right near your energy bar meter, it also has a somewhat lengthy refresh timer so use it sparingly. You’ll also get one of the most group friendly abilities, Resurrection. On top of being able to Resurrect fallen comrades, you’ll have the ability to Summon a Gem of Life which can be given to groupmates to resurrect you if you happen to meet an untimely death. Last but not least, you’ll receive Rejuvenate which has a slightly longer cast time but heals for more total hitpoints.
All-in-all getting to level 10 shouldn’t take more than just a few hours unless you’re still taking time to learn the game. Remember to look for new quests everywhere you head, even on some items that drop. There is a decent dungeon list here which will help you find some of the more challenging but rewarding areas in Vanguard.
Another note to mention are affinities. Affinities will allow the cleric to choose a line of specialty giving the cleric added benefits in certain situations. Although cleric affinities are currently not implemented in Vanguard, recent developer posts lead us to believe that they are planned for the near future.
Here
is some very preliminary info on Affinities:
Originally Posted by maeglir
From: http://www.silkyvenom.com/forums/sho...864#post260864
Some more affinities info:
There are 5 affinities planned.
Purity (anti undead)
War (melee, new stance, etc)
Death (necromantic flavored,dot,fear,lifetaps)
Preservation (Better buffs)
Peace (Increased lull and pacify power, memwipe etc)
After
these are outlined and worked on, he will go over main abilities again.
All-in-all the Cleric is a great class to play, especially in groups. There has been some chatter about the amount of damage (or lack thereof) that a cleric can dish out, but this might be corrected with further class updates. If you manage to form groups with higher DPS classes, you’ll find that you add a great balance to the group. The solo player might find the class slightly more challenging to level, but at the same time he’ll find that it takes a LOT to kill a Cleric. With that being said, the Cleric is probably one of the hardest classes to kill on the PvP servers.
Hopefully this guide has given you some insight to the Cleric class and you’ll be able to determine if it sounds like the best class to fit your style of play.
