The
Cleric
Clerics in
Aion
are another blending of traditional class roles with
some interesting new elements thrown into the mix. While the
Chanter’s primarily focus is on debuffing enemies and buffing
party members in the thick of melee combat, Clerics in
Aion
are much
more inclined to hang with their
Mage
friends in the back lines doing
what they do best; keeping everyone alive or, failing that,
resurrecting them so they can jump back into battle. Rounding the class
out is a series of ranged damage spells and attack chains, making
Clerics much more than a simple
heal-bot.
Core
Combat Mechanics
Though Clerics are also able to wear chain armor, they’re
very much a ranged class through and through. In combat, think of
Clerics as being somewhat the polar opposite of Chanters, able to
unleash a series of powerful damaging spells along with their
impressive healing capabilities. Interestingly, at level 10 a short
duration root spell called Restraint I is also thrown into the mix,
allowing Clerics to keep their distance from their enemies. This can
really save your bacon while solo, but also serves to get you out of
tricky spots in groups should your healing draw too much agro away from
the tanks.
The early leveling experience leading up to level nine does tend to
fall a
bit more in line with how Chanters function in combat, so be prepared
to mix things up quite a bit should you choose to walk the path of the
Cleric. While you can still stand toe to toe with your enemies, the
most effective method for soloing comes down to rooting your enemy to
gain distance or stunning them through attack combos which allows you
to get some of your longer-casting nukes and heals off uninterrupted.
Some of the other abilities to look forward to as a Cleric include
Summon Holy Servant I (available at level 16) which is a rooted pet
that dishes out ranged damage at the cost of its own hitpoints, or
Refresh Mind I (available at level 19) which slowly regenerates your
mana at the cost of health for 30 seconds. In the meantime, Clerics
also get a special passive ability at level 10 which increases the
effectiveness of healing spells by 5%, giving them a slight edge in the
healing department over their melee counterparts.
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