G: Level 2 Cleric Spells

by on Feb 04, 2007

<h1 style="font-family: tahoma;"><span style="color: rgb(154, 185, 124);">Level 2 Cleric Spells</span></h1> <table border="0" cellpadding="3" align="right"> <tr><td> <script language='JavaScript' type='text/javascript' src='http://ads.tentonhamme

style="color: rgb(154, 185, 124);">Level 2 Cleric Spells

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By:
Moros




Here we are again. Our level 2
cleric guide! If you are here to read about how to be the best href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=125">Battle
Cleric you can be……. you're barking up the wrong tree. My job here
is to hopefully explain how you can be the best healing cleric you can
be. If you decide to take a few levels of fighter or barbarian later
on, that's you're choice. I live by the old saying, “ href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=122">Know
you're role”.




With that said, here is an in-depth
look at our level 2 Cleric spells. Decide what is best for you to use,
depending on how you play you're toon. These spells are not listed in
any order like good or bad, 1-10 or thumbs up or down. Make sure you
check the Moros rating for my 1-5 ranking system. Remember, 5 is good
and 1 is…… well if it's a 1, the only reason I comment on it is to make
fun of it. So in alphabetical order we will begin.

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cellspacing="2">
style="vertical-align: top; background-color: rgb(212, 201, 125);"> size="-1">Aid size="-1"> href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album36&id=Aid&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Aid Spell"
src="http://ddo.tentonhammer.com/files/gallery/albums/album36/Aid.jpg"
style="border: 2px solid ; width: 250px; height: 187px;" align="right">
size="-1">
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Cast Time: Short
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Components: Somatic, Verbal,
Divine Focus
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Cooldown: 4 seconds
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Duration: 1 minute per level
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Range: Medium
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Save: N/A
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School: Enchantment
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Target: Other player, Self
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Description: Adds 8 + 1 per
caster
level (max level 10) temporary hit points and +1 morale bonuses on
attack rolls and saves versus fear are granted to an ally.  This
spell
takes a huge roll in keeping your group alive before a big battle. This
is always good to cast with Bears endurance because they stack. Yet
another buffing spell I am so fond of!

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Moros rating: 5 style="font-family: tahoma;">Bear's Endurance
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Cast Time: Short
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Components: Somatic, Verbal,
Divine Focus


Cooldown: 4 seconds
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Duration: 1 minute per level
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Range: Medium
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Save: N/A
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School: Transmutation
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Target: Other player, Self
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Description: This grants you
and
your allies a +4 enhancement to your constitution. Either at the
beginning of an adventure or just for an end battle, this is always a
great spell to carry. At later levels you will be able to cast this
spell as a mass. At lower levels, it is not spell point efficient to
cast here and there on the entire party. But, it is always good to have
on the tanks before a big fight. Those extra hit points may be the
deciding factor as to having a party wipe or a grand victory!

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Moros rating: 5 style="vertical-align: top; background-color: rgb(212, 201, 125);"> size="-1">Bull's Strength
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Cast Time: Short
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Components: Somatic, Verbal,
Divine Focus, Material


Cooldown: 4 seconds
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Duration: 1 minute per level
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Range: Medium
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Save: N/A
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School: Transmutation
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Target: Other player, Self
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Description: The affected ally
gains
strength and power, giving a +4 enhancement bonus to Strength. This is
a great spell to carry for those players who do not, as of yet, have a
good strength item. At lower levels, this buffing spell is crucial to
members of your party. A little extra strength is the deciding factor
of hitting or not hitting the target for the tanks. But also helps on
the damage rolls. At higher levels, this spell is usually worthless to
carry as a mass spell. Only because most players have found themselves
in possession of strength items. Still, your occasional ‘Squishy' may
need it.


Moros rating: 3.5 style="font-family: tahoma;">Deific Vengeance
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Cast Time: Short
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Components: Somatic, Verbal,
Divine focus


Cooldown: Short
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Duration: Immediate
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Range: Medium size="-1"> href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album36&id=Deific_Vengeance&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Deific Vengeance"
src="http://ddo.tentonhammer.com/files/gallery/albums/album36/Deific_Vengeance.jpg"
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size="-1">
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Save: Will save reduces damage
by half


School: Conjuration
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Target: Enemy
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Description: The divine power
of an
angry deity imposes a punishment in the form of a sharp, spiritual blow
to the target, dealing 1d6 points of bane damage per two caster levels
(maximum 5d6) or 1d6 points per caster level (max 10d6) if the target
is undead. A successful Will save reduces this damage by half. Blah,
blah, blah….. this is like walking up to your enemy and saying “PICK
ME, PICK ME”! At higher levels, when you can waste the spell points,
this is so so. At lower levels, the tanks do not deal enough damage to
hold the aggro. Then you're running away, trying to avoid being whooped
on, not healing anyone. Not a great choice for higher levels, and an
even worse choice for lowbies.


Moros rating: 1 style="vertical-align: top; background-color: rgb(212, 201, 125);"> size="-1">Eagle's Splendor
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Cast Time: Short
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Components: Somatic, Verbal,
Divine Focus, Material


Cooldown: 4 seconds
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Duration: 1 minute per level
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Range: Medium
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Save: N/A
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School:Transmutation
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Target: Other player, Self
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Description:  An ally
becomes more
poised, articulate and personally forceful, giving a +4 enhancement
bonus to Charisma. This is always a great wand to have in your
collection! However, don't waste a spell slot for it. There are too
many other, more important spells you could carry at this point. And
when you do need Eagle's splendor, it's just to talk to some guy so he
does not kick your butt! Or maybe to get cheaper prices at the vendors
as well. Wands are cheap and readily available for this one kiddies.
Remember, my rating is for the spell here, not the wands. Wand good,
spell bad.


Moros rating: 2 style="font-family: tahoma;">Find Traps
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Cast Time: Short
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Components: Somatic, Verbal
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Cooldown: 4 seconds
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Duration: 1 minute per level
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Range: N/A
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Save: N/A
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School: Divination
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Target: Self only
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Description: Grants the caster
the
ability to find traps much like a skilled rogue. The caster gains an
insight bonus of caster level / 2 to the search skill. Oh… my… gosh!!
Are you actually going in to an adventure without a rogue?? Shame on
you!


Moros rating: 1 style="vertical-align: top; background-color: rgb(212, 201, 125);"> size="-1"> style="font-family: tahoma;"> style="font-family: tahoma;"> size="-1">Hold Person
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Cast Time: Short
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Components: Somatic, Verbal,
Divine Focus


Cooldown: 4 seconds
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Duration: 30 seconds
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Range: Medium
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Save: Will save negates
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School: Enchantment
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Target: Enemy Humanoid
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Description: The enemy
humanoid
becomes paralyzed and freezes in place. It is aware, but can take no
actions for maximum of 6 seconds per caster level. The enemy may
attempt to make a new Will save every 3 seconds. This spell can be a
huge, deciding factor on how the battle ends. If you are going to
expend the spell points on this, make sure you have a good Spell
Penetration item on hand.


Moros rating: 3 style="font-family: tahoma;"> size="-1">Inflict Moderate Wounds
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Cast Time: Short
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Components: Somatic, Verbal
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Cooldown: 4 seconds
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Duration: Instant
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Range: Short
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Save: Fortitude save for half
damage


School: Necromancy
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Target: Enemy
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Description: Deals 2d4 + 4 +
1/level
damage to enemy, or heals as much to an undead target. Yuck! The only
thing worse than grabbing a little aggro for your self, is grabbing all
the aggro. Good lord this spell sucks. It deals minimal damage, eats
your spell points, and more often than not, will get you a ton of
baddies that have your number. *Cough* Recycle bin *Cough*

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Moros rating: 1 style="vertical-align: top; background-color: rgb(212, 201, 125);"> size="-1"> style="font-family: tahoma;"> style="font-family: tahoma;">Lesser Restoration
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Cast Time: Short
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Components: Somatic, Verbal
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Cooldown: 4 seconds
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Duration: Instant
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Range: Short
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Save: N/A
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School: Conjuration
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Target: Other player, Self
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Effect: Removes magic that is
lowering an ability score, removes fatigue, “upgrades” exhaustion to
fatigue, and heals 1d4 points of ability damage from non-magical
effects (such as poison)


Description: Dispels magical
effects
reducing one of an allies ability scores, eliminates fatigue, and
improves exhaustion to fatigue. You MUST have this spell locked in
until you can get Full Restoration.  This one is a huge, must have
spell folks. Until you can get full restore as a spell, this is
invaluable in removing all kinds of dirty funk from your party members.
Especially the new shadow quests in the Necropolis! When you can get
full restore, get it. Then drop lesser and grab yourself some wands.
Again, the wands are a cheaper, better, non-mana intensive way to have
this spell at later levels. (It never hurts to have your party members
grab themselves some potions either.)

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Moros rating: 5 style="font-family: tahoma;">Owl's Wisdom
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Cast Time: Short
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Components: Somatic, Verbal,
Divine Focus, Material


Cooldown: 4 seconds
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Duration: 1 minute per level
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Range: Medium
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Save: N/A
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School: Transmutation
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Target: Other player, Self
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Description: Grants an ally a
+4
enhancement bonus to wisdom. Same premise as Eagle's Splendor on this
one. Wands are the way to go here. Keep the spell slot open for a good
buff that benefits everyone.  

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Moros rating: 2 style="vertical-align: top; background-color: rgb(212, 201, 125);"> size="-1">Remove Paralysis
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Cast Time: Short
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Components: Somatic, Verbal
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Cooldown: 4 seconds
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Duration: Instant
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Range: Medium
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Save: N/A
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School: Abjuration
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Target: Other player, Self
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Description: Frees ally from
paralysis and effects of a slow spell. Wands, wands, wands. Any caster
worth his salt will have haste. Which, also counteracts Slow. Wizards
and Sorcerers have mucho spell points, Clerics don't have as much…….
You be the judge. By the way, how many Remove Paralysis potions have
you sold or destroyed? That many???!!! Well stop, they come in handy.

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Moros rating: 2.5 style="font-family: tahoma;">Resist Energy
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Cast Time: Short
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Components: Somatic, Verbal,
Divine Focus


Cooldown: 4 seconds
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Duration: 1 minute per level
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Range: Medium
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Save: Will save negates
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School: Conjuration
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Target: Other player, Self
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Description: Gives an ally
limited
protection from an elemental damage type, reducing that type of damage
taken by 10. The damage reduction increases to 20 at caster level 7 and
30 at caster level 11. What's that old saying… Oh yeah, NEVER LEAVE
HOME WITHOUT IT! Forget protection, because it stinks since they
‘nerfed' it. Keep this one loaded at all times, period, end of
discussion.


Moros rating: 5 (6 really, but
my rating only goes to 5.)
style="vertical-align: top; background-color: rgb(212, 201, 125);"> size="-1"> style="font-family: tahoma;"> style="font-family: tahoma;">Soundburst
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Cast Time: Short
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Components: Somatic, Verbal
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Cooldown: 4 seconds
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Duration: 6 seconds (stun
portion)


Range: Medium, Small AoE
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Save: Reflex save halves
damage and negates stun


School: Evocation
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Target: Enemy
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Description: Blasts an area
with a
tremendous cacophony, doing 1d8 of sonic damage and stunning enemies
for 6 seconds. A successful Fortitude save negates the stun. Not to
shabby of a spell. If you let the tanks get the aggro, this can really
come in handy. Just don't rush in and cast this one before they notice
the fighters first. The damage this spell does is minimal. But, can
keep the mobs off your tanks long enough for them to dispatch some of
the other baddies. Since it is good for the group as a whole, but not
one of my favorites, I'll be fair.

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Moros Rating: 3.5, no 4. Wait,
3.5. BAH!! 4
style="font-family: tahoma;"> size="-1">Summon Monster II href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album36&id=Summon_Monster_II&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Summoning a Feindish Scorpion"
src="http://ddo.tentonhammer.com/files/gallery/albums/album36/Summon_Monster_II.jpg"
style="border: 2px solid ; width: 250px; height: 187px;" align="right">

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Cast Time: Short
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Components: Somatic, Verbal,
Material


Cooldown: 120 seconds (note
this starts a 2 minute cooldown timer for *all* summon spells)

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Duration: 1 minute per level
(not affected by Extend feat)


Range: Medium
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Save: N/A
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School: Conjuration
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Target: Ground
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Description: Summons a href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=36">fiendish
scorpion to fight for you for a brief time. Casting this spell
locks
out casting any other Summon Monster spell for 2 minutes. Yawn. Still a
bad spell at this level. I would wait for V or VI before investing in
any summon monster, spell point wasting spell. That's why we have
Sorcerers and wizards right? Of course!

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Moros rating: 1.5

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style="font-family: tahoma;"> style="font-family: tahoma;"> style="font-family: tahoma;">Well, this concludes our level 2 cleric
guide. Again I must say that this is my input for a true, healing,
buffing Cleric. Build a Fighter or Barbarian if you want to kill stuff.
Keep your friends alive and you will be inundated with party requests.
If any cleric is ‘Looking for group' for more than 2 minutes, you may
want to re-think your build. Those clerics that keep everyone alive are
the ones that have no troubles finding a party, time after time.



Lack faith in our cleric guide?  Say so in our href="http://forums.tentonhammer.com/showthread.php?t=5917"> forums!
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Last Updated: Mar 13, 2016