Ten Ton Hammer: As you
said, a Cleric’s primary role in the group is team healer,
but occasionally they might be called to assist in other aspects of
group support such as buffing, debuffing, and damage. Are
these things that the Cleric will be able to do and can you give us
examples of the abilities that they will have in order to accomplish
off-focus group assistance?
Lani: Clerics
primarily heal, true. As subclasses of the Priest, they give a 10% to
health from
Blessing of
Health and a 10% increase to physical defense from
Blessing of Rock. At
level 25, Clerics can use
Winged
Blessing to boost Strength, Will, and flight speed. Also
at level 25,
Summer
Circle increases fire defense and earth defense, or
Winter Circle
increases water defense or wind defense.
Dispelling is also an important role, and the prosaic
Dispel skill clears
any abnormal physical conditions of one single target within range,
while the
Cure Mind
skill similarly clears abnormal mental conditions.
Clerics have numerous ranged attack skills, some that also deal
additional damage over time component. Their damage is steady and not
as fierce as, say, a Sorcerer, but will certain help take down monsters
when they are called upon to do so.
Ten Ton Hammer: What sort
of weapons and gear does a Cleric wear? Will the Cleric have an
advantage over using a staff rather than a mace and shield combo?
Lani: Cleric’s
can equip cloth, leather, and chain armor. They have the second highest
defense stats after the Warrior class. We’ve seen players
equip cloth or chain during group play and plate armor for solo play.
Wearing cloth will boost a player’s MP, but it has a much
lower defense compared to plate armor. Overall, the Cleric has very few
skills that strengthen defenses and their duration is short, so
it’s important to know what and when to wear the right armor.
Also, it’s vital to keep your character buffed at all times.
Clerics get some nice buffs as a Priest subclass. Use them!
Don’t leave a 10% bonus to health on the floor by not buffing
Blessing of Health.
As for weapons, the safe route is to equip a mace and a shield,
although the staff has a higher magic-boosting power than a mace. I
would recommend using the staff for long-range magic attacks or when
you are in a group and the mace for close-combat melee/when you are
soloing.
Ten Ton Hammer: As a
Cleric, will a player want to hang back and deal in mostly spell damage
and heals or will he want to stay in the action with melee as well?
Lani: If a
Cleric is in a group, it will want to hang back, clearing conditions
and healing, and throwing in some ranged skills. While soloing, a lot
of the same strategies that one would use as a Sorcerer apply. Stay as
far back as you can as long as you can, use
Restraint to
immobilize an opponent and then attack from range, remove negative
conditions on your character as quickly as possible, and use your
attacks that have a damage over time component to wear away at enemies.
In addition, frequently use your healing skills to keep yourself
healthy and able to continue casting skills.
Ten Ton Hammer: Will the
Cleric be able to resurrect? If so, is this a high level skill? Will
they be able to resurrect only one player at a time and will they be
able to resurrect themselves?
Lani: Yes,
Clerics can resurrect. They can resurrect themselves at level 22,
resurrect one targeted player in your group at level 37, and resurrect
all dead group members in range at level 40.
Ten Ton Hammer: Are
resurrection spells usable while the Cleric is in combat, on the move,
or in flight?
Lani: Resurrection
spells are like any other spell - they can be used while the player is
in combat or in flight, so long as the character isn’t
moving, as that would interrupt their skill use; they can also be
disrupted by an attack. Standing still while being attacked, or
hovering while in flight are totally acceptable times for clerics to
use their resurrection skill.
Ten Ton Hammer: With the
use of potions and Stigmas by other classes, will the Cleric still find
a place in casual groups and be needed? What is the advantage of
bringing along a healer rather than relying on potions?
Lani: Clerics
are always useful. Groups with a Cleric in them can dare more, cause
more damage, and clear more monsters. A Cleric on the team makes any
group able to clear an area more quickly and safely. Clerics
don’t have a long cooldown time like potions do. Clerics can
heal during combat extensively. Clerics can buff you, debuff your
conditions, and heal. Clerics don’t cost you extra money from
a vendor nor take up your inventory space. And Clerics make good
company. Can you converse with your potion to try to figure out a
quest, to strategize for a group encounter, or to help you quickly when
an enemy Assassin tries to clean your clock? Thought not.
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