Honor, Valor, Courage, Strength, Justice, Loyalty & Respect

 
What is a Cleric?

Nox News - Nox Forums - Tips, Tricks and Guides



What is a Cleric?

By most perceptions we are a group that can heal and heal very good. The whole idea
of being a Cleric is being humble. It is in that humility that we are the masters of our trade. Lets face it
Clerics are not for everyone. You have to realize and accept that your contribution to the actual striking
down of the mob is limited, very limited. Clerics are fundamental to a group located in a dungeon or for
a raid. The people who do not realize this usually do not last to long on a raid in a real hostile area.

Here are my tips for aspiring Clerics and those who would want to become one:
1) Choose wisely in which race you play. Wisdom is everything for a Cleric. I chose the human as a basis
for Aamadar. He has pretty good all round stats. There is debate for most races but remember your
PRIMARY job is to keep your members alive.

2) You are not a tank. Remember that and your group will love you. They will think more of you sitting
on your butt medding for that final heal than up there tanking to kill a mob. Now your healing powers
realy come into play around 24th and 29th levels. That is when your healing powers start to be more
appreciated and needed. Your healing spells at those levels are equal to a 49th Shamans. Sure you do
not have a regeninatrive spell but you are not about that. You are there to rescue your party from the
brink not watch them slowly rise.

3) You are not a solo artist. Your strength is in a group and participating in that group. You will find in
the mid 20's soloing is no longer a viable option. Look at your spell options and your spell packages.
Your offensive contribution should be a stun if that. Casting that stun on a mob keeps your eyes off
the health bars of your party.

4) Buffs. Cleric hit point buffs are the best bar none for the level ranges that they inhabit. With the use
of the various symbol spells you can greatly increase your partys chance at survival. Keep your main
tank always hit point and ac buffed. Keep the finger wranglers and yourself hit point buffed at all times.
It is easier to keep a buffed person healed than a non buffed. You have more time to get your spell off
and are able to take more damage when the mob gets mad at you for healing a person up.

5) Leadership. Now some would argue most notably Raljah and a few druids but in a group you are the
undisputed leader. They do not pull until the bandaid is ready. They always consult you before hand to
ensure you have mana to heal or fear etc. Remember it is YOUR responsibility to keep them healthy and
healed. If you come across a group that does not respect your role find another group. It was a
running joke between Raljah and myself that I never had enough mana but more often than not he did
not go till I was ready or comfortable to do my job. 

6) Know your spells. The biggest problem I hear from clerics is that their direct damage is not large
enough or they do not have snare yet have fear. Your job is to heal and when that is done heal some
more. You are not expected to nor are you encouraged to solo. You have hp buffs ac buffs stuns fears
and the healing spells. You have token direct damage even against the undead. One thing I do when I
am in a group. I keep up three different heals. Now why do you say do you keep up three different
heals? First and foremost I know how much each heal moves my mana bar. I am not talking hard
numbers here because that is not a good thing to observe. Your mana totals increase as you increase
in levels so you need to know how much of that blue bar your heal is going to eat up. That way you can
derive how many heals you have. It is easier to look at the blue bar and derive your mana than to keep
a calculator close to hand to figure out how much you have left. 

7) Know how much red (health bar) your heal spells actually heal. When you are grouped and in a
combat you are looking at the health bars. Be cognizant of what effect your heals have on the damage
being done. It is YOUR responsibility to know when to cast and when you can afford to get a heal off on
someone else first. Obviously your finger wagglers will be killed off faster than your tank if you are not
careful.

Don't panic and run. There is nothing more annoying and life threatening than to run when a tank is
trying to pull something off you. Face it you are going to get hit and sometimes hit hard. So I also keep
my divine barrier spells up as well. Sometimes this works to keep me alive while the tank does his job.
You will be the frequent target of mobs because you heal. Expect it and deal with it. If you are beset let
the group know in no uncertain terms. Make a hot key if needed. If you are grouped well the tank will
come to your aid.

9) Armor class is IMPORTANT! Contrary to what you may hear otherwise. When you heal you become
target number 1 in a mobs eyes. Now in higher levels that is not always the case but know that when
you heal someone you are making them (mobs) MAD! What good is it to have full mana and be dead
or nearly so if you cannot survive to use the mana to heal? If I die with zero mana I make a joke and
say at least I have full mana now. 

10) You set the pace of pulls and engagements. If you are not ready say so. Do not be bashful let the
group leader or puller know. You have the lives of your group in your hands. You are not dealing
damage in uber amounts like a necro wizard or druid or a tank for that matter no you are doing
something more substansive. You are allowing them to accomplish this by keeping them alive to do so. 

I would imagine that I do not have to mention the ability to ressurect people that realy comes into play
at 49th. These are just some musings that I hope all aspiring Clerics or those who wish to become
Clerics take into account. Like the Bard, Clerics are the consumate group characters. Utilized correctly
you will make friends for the life of the game. Be well and safe all...
 

Aamadar LeCambrion
Vicar of Mithaniel 
 

 


top