Aion - Cleric PvP Guide
You didn't roll this cleric to heal people through dungeons involving
orcs and trolls. You rolled it to stomp on people with holy
bless those on the front line with the stamina to endure those sorcerer
Infernos. Playing a cleric in a game of massive PvP and
imbalance when one player is a higher level than the other can be
difficult, but we have the endurance and potency to win against anyone
in the end. There's more to our PvP than meets the eye!
Do you really want to rely on this guy to kill people? Can he even do a 720?
COME PREPARED. Don't fly around in the abyss without several things.
- Wind Serum. You will have to chase people a lot as a cleric. Don't let your wings be the reason you fail.
- Health Serum and Mana Potions. Serums are a good backup against burst damage and Mana Potions may be necessary in long fights and fighting other clerics solo.
- DP food. Sometimes things just go to hell. We have outstanding DP backup heals and they are meant to be used.
- Healing potions. Sometimes dispelling isn't an option due to silences and we NEED to be able to cast/get some stuff off of us. It starts a cooldown but it can be better than the cooldown of soul healing at the obelisk/kisk.
MANO Y MANO, or solo combat when farming/rifting in the Abyss or otherwise.
To put it simply, we have it really good against most classes. Wars of attrition are right up our alley. We have two major things to watch out for, and that's silences and stuns. Both of those will snuff our instant heals that get us back in the game instantly.
Chanters get their own section for being laughable for us until 45+, when they have a wicked healing stigma and the best stun in the game. Do not engage these solo at high levels. Unless you are entirely geared for damage, you are not outdoing a Chanter without some great luck in interruptions and Divine Spark proccing. They are dangerous to kite since they will be faster than you most of the time. Whatever you do, don't melee them. One parry means a splash strike which they will likely try to combo into a stun/DP for a finishing burst. Remember to keep Festering Wound on them to negate their awesome HoT.
Spiritmasters are the bane of us. A long silence, many roots, a pet that likes to smack us on a regular basis with DoTs and debuffs, and if we want to keep up we have to dispel constantly, limiting our offense. On top of that, Ignite Aether will purge all of your buffs 3 at a time if they slot for it. Rule #1 is get to the air to avoid the spirit for the most part if it's not water. Rule #2 is to NOT get in the air if they have a Water Spirit out. There is nothing that makes a SM grin more than sending you down crashing down if you try to get crafty/run away. If they are using a Water Spirit, it's actually a good idea to try and kill it since most SMs don't even use Summoning Alacrity or have it on a skill bar. They're made of paper and Chastisement/Servant/Earth's Wrath should kill it in short order and most SM's are too focused on bringing you down to heal their pet. If the pet isn't part of the equation, it becomes a gun-slinging match with them more focused on DoTs and debuffs. Balance your offense with Dispels when Erosion/Chain of Earth/Sandblaster gets put on you. If the pet is down or not a part of the fight, SMs really are lacking in burst damage and you can win a war of attrition. Survive the fear, survive the silence, and they'll either root you and run or be a pile of wings in no time.
Rangers are a problem. We have solid physical defense and a shield but they do stellar damage and can't be kited, or rather, they kite us better than we can kite them! Stay healthy so you can't be burst down after a Stunning Shot. Dispel snares and poisons, and close the gap just like Sorcerers to try and get some mind games going on, but most rangers are adept at firing specials on the move. Good luck. You'll need it.
Other Clerics are a battle to see who can call in help faster. No one dies in a cleric vs. cleric battle. We don't have any command stuns and we can dispel Festering Wound from the opposition. Light of Recovery dominates the match up and you should just open a private store with "what's the point" as the banner after a minute or two of not getting anywhere. Blah.
GROUP/SIEGE COMBAT - If you don't crash doing it, that is.
Be aware. It's awesome to have a line in front of you of ranged offense and templars looking to pull people to your killing line, but if there's a legion coming in from behind you and you're not even looking that way, you are dead and the other clerics will have far more trouble keeping people alive and getting resurrections done. Watch your back and call when you've got significant incoming.
Do not hold back with your heals. The odds of you being able to radiant cure someone are really low. Stick to Light of Recovery, dispel, Light of Recovery and use stigmas as needed. Healing Wind is too slow for use in serious combat, so you need to look into stigmas for your preferred alternative. If you get a moment, drop Festering Wound on a target.