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Cleric in LDoN (20th lvl)Follow

#27 Mar 10 2004 at 8:45 PM Rating: Decent
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Divine Aura/Divine Barrier is AFAIK Cleric only (paladin might also get DA) though necros (and maybe SKs) get a similar spell, Harmshield.

Other than skydiving (jumping into The Hole, or off the giant Combine spires in Dreadlands) I have found some limited use as aggro management. For example in a group, if I heal someone which draws aggro but the tank can't taunt the mob off me, I'll hit DA when my life gets to around 50%. With this on the mob immediately loses interest and shouldjump back to the tank. After a few seconds click off DA and all should be well. Of course it's pointless to hit DA and end up being the only person standing, but it's also pointless to die from aggro (as the cleric) when everyone else is still alive and well.
#28 Mar 10 2004 at 9:10 PM Rating: Good
Hmm, you make a reasonable point Debalic.

Mu main issue with the DA line is the huge reset time, which makes it impossible to use as a swap spell. Hence the thought that it wastes a spell slot.

But in some pick up groups using it the way you describe would certainly be of benefit, maybe more value than keeping one of the stuns. I will try to remember to give it a try and see how it works.

On second though in the type of group I am thinking of it is probably best to sacrifice the nuke.

HeresJohnny, the way I keep my melee skills up is to go off with a partner and do some duo hunting, mostly in Jagged Pines and Great Divide with a Druid partner in recent times, I find this pretty effective as I skill up all my tanking skills plus get to pocket some PP and a back pack or two of stuff for the Tribute Master. Handed her a bunch of White Scale Tunics the other day for a much better deal that I would have got in the bazaar.
#29 Mar 11 2004 at 7:43 AM Rating: Decent
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Don't have much time to give a nice response, but I can offer some quick tips.

A cleric's job is to heal (though pacifying possible adds is great too). Any cleric that is up tanking mobs is a cleric that will not be in LDoN with me a second time (I play the MT most generally). I understand that you want to keep the other casters alive, but the way to do that is by root-parking the adds until your tanks can get to them.

Out of time. Just remember that tanking is not your job. If the group gets 5 adds, you're going to be doing lots of healing. That's when the group needs you as a healer, not a tank.

Just my 2cp.
#30 Mar 11 2004 at 9:39 AM Rating: Default
Iluien the Silent wrote:

Standard Battle Set;

Superior Heal
Remedy/utility swap slot (swap in cures, group heal, Stun or buffs as required)
Complete Heal
Celestial Heal
Banish Undead (swap to magic DD when in a place with no undead)
Force
Sound of Force
Root

No offense meant but you did read I am just above 20 and so my choice and effectiveness of spells is a bit different?

Regarding DA as some means of beeing the "only survivior" is shortsighted. It is rather a handy tool to flee by "casters and hybrids first" order. DA is cheap and fast so I can afford to get some beating while the spell is interuppted/fizzling 4 or 5 times before it hits - which is certain death for casters in standard LDoN. Also as a safety net for being attacked because my healing pulls too much aggro mentioned above it does a nice job - and the reload is short enough to be used about every half hour.

And regarding to various comments that clerics "shouldn't try to be heroes" I admit at 50+ the classes are so specialized that everybody has to restrain himself to his certain job AND a good rez is no the problem.

But at lvl 20-25 we talk about CR not rez so it doesn't matter who dies but how many. If a 6-toon group has two dead tanks already for what ever reason, 4 mobs running for the rest of the group and my cleric can scratch just enough mama together to cast DA then she does. She tries to get the attention of every mob, hits DA, covers the escape of the rest of the group - and dies if 18 secs of invulnerability are too short.

Thats not heroic its just effective in my opinion.

Edited, Thu Mar 11 09:45:49 2004 by Leiany
#31 Mar 11 2004 at 1:22 PM Rating: Decent
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In my haste this morning, I did a lousy job of explaining why a cleric meleeing is a bad idea.

It's all about aggro. If a cleric is trying to tank to save a caster from dying, he has to gain aggro. First, let's consider how the caster got aggro. Either he nuked the mob (by area effect spells or otherwise), healed a tank, sat too close to a mob which nobody has gained the aggro of yet (an add), healed a tank, or tried to mez or root the mob. Except for the sit aggro situation, the caster has inspired a lot of hatred in the mob in each of the above situations. You as a tanking cleric now have to make the mob hate you more than it hates the caster and do so before the caster is dead. If the caster did 100 HP of damage to the mob (for example) OR healed a tank for 100 HP, you now have to do 101 HP of damage as a tanking cleric before the mob will look at you. This is going to take considerable time AND the caster has to stand there (and not die) while you beat on the mob. As we all know, the common caster is going to be racing around the room screaming like a cheerleader with mob in tow and you chasing the mob. This is why I say root the mob and get back to the business of keeping the group alive with your heals. While you are chasing mobs, or tanking, you are not medding. Your mana, not tanking is what will keep your group alive.
#32 Mar 11 2004 at 6:14 PM Rating: Good
Erh, yes Leiany. Clearly I was mistaken and offer my humble appologies for trying to tell you things when you already know better.

You obviously have all of the techniques and tactics down pat.

Does have me puzzled as to why you bothered asking the original question though?

By the way, the strange thing about cleric spells is that they tend to have the same series or line that stretches all the way from the 20's to 65.

So that the humble Stun of level 5 becomes Enforced Reverence of level 58, but they each do the same thing and you would use them in the same manner. Likewise Celestial Remedy of level 19 becomes Supernal Elixir at level 62, both Heal over Time spells.

But then I guess you already knew this.
#33 Mar 11 2004 at 8:26 PM Rating: Default
Iluien the Silent wrote:
Does have me puzzled as to why you bothered asking the original question though?


Leiany wrote:
just checked the stats of celestial remedy =)
very good advice - I didn't know about that one!


Leiany wrote:
I agree that root is the better solution, it's just that I am not sure if I will ever have room to memorize that spell.
But after all there is probably a good rooter in the group (opposed to yesterdays one) so I admit there'd be no need for me to melee then.


Leiany wrote:
The thought about the utility slot is a good one.


Well, I am satisfied as I got three valuable advices which I will certainly use to become a better cleric-player. Did you learn something too?
#34 Mar 11 2004 at 10:38 PM Rating: Good
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Couple quick points (to reinforce what others have said). Root is just one of those spells you should always have memmed. It just is...


Using DA the way you are suggesting wont work. The instant you cast DA, the mobs will go after *anyone* with agro. There is no sense in casting DA and then "covering" the others as they run. If you cast DA on yourself in an LDoN, it should be for one of two reasons:

1. You seriously over agroed. This will allow your tank to regain agro without a risk that you'll get smeared in the process.

2. You guys are wiping, and you cast DA and run like heck towards the zoneline. There is zero sense in staying back and covering anything. First off, the mobs will ignore you, so they'll chase everyone else whether you stay back or not. Second, if we're running away anyway, you may as well survive, right? I do have a problem with folks running away or gating at the first sign of trouble. However, that does not mean that everyone should throw their lives away for absolutely nothing. If the call to run comes in, and you have DA. Cast it and run like the ******** It's not like you're helping anything by not running...


I noticed this in your OP, and really really really want to comment on this (as a puller/tank).

Leiany wrote:

b)If a mob close-engages/nukes-from-afar one of the casters and the tanks are already busy I will engage/stun this mob.


There's a trick to pulling casters. I'm going to tell it to you. I want everyone who reads this to use it (if you pull), or remember it so you can tell it to your puller if he doesn't already know how to do this.


NPC casters have to follow LoS rules (line of sight). However, LoS is only checked when they first start casting (NPC cheat to make up for their lack of real intelligence and prevent player exploits). If you are in LoS, a caster will often choose to cast on you instead of running up to attack (in fact, almost always will). This makes casters a real pita to pull.

However, if the caster does not have LoS with you, he will *always* run towards you at least until he gets to LoS. You can use this to your advantage. When you agro the caster, do not just stand there on the other side of the room, or through the open doorway and wait for him to come to you. Run back and around a corner. The mob will always move to the corner to get you. With a bit of intelligence, you can position the mob exactly where you want it, caster or not.

Imagine this situation. You're a paladin and you're pulling. You see a room with 5 mobs in it. One is a healer. You decide you want to pull the healer first because your group is in the next room, and if you don't, the healer will heal the mobs as you kill them. So, you paci the other four and tag the healer with a spell (or anything in this case). If you just stand there, the caster will cast on you for quite some time. Possibly longer then your paci lasts. End result is 4 mobs on your group, and a caster that's still standing there nuking you and healing your mobs.


That's how *not* to do it.


What you should do is pull the room as above, but drop a stun on the caster. Then run back around a corner such that the healer's closest LoS to you puts it out of social agro range with any mob in the room (that's important!). The stun will give you enough time to do this before the mob gets a single spell off. Once it runs up to you, you start tagging it and the fight commences. You've successfuly singled pulled a caster out of a room, with no adds, no wasted time, and no spells dropped on you along the way.


Second note to this. Lots of folks in LDoN love to move up really close to where you are pulling. In fact, many will insist on moving the group into the room you are pulling from once a corner is cleared or something. I understand the desire to do this. It gives the appearance of moving faster. However, it *really* screws up the puller when he's pulling a caster.

If our group is in a corner of a room (or hanging out in a doorway), and on the other side of the room is a group of mobs with a caster in it, I have no corner between me and the group to pull the caster around to prevent it from nuking me to death before finally moving (and probably agroing other mobs as well). Even if the caster is the last mob in the room, this is a pain in the butt. Always let your puller tell you when to move up, and always be aware that leaving some extra space between where the puller is pulling from and where he's pulling to is a good thing. The extra 3 seconds it takes to run around a corner and back into a room to pull is vastly better then the time wasted on extra heals due to nukes, or recasting buffs due to dispells (I hate getting KEI dispelled because of this!), and the time wasted waiting for that mob to finally run over into melee range.


It is *not* faster to try to fight as close to the spawn locations of the mobs as possible. If you think it is, then think again. You're actually making the puller's job harder by being that close, not easier. If you're the puller, always try to have a corner that's out of agro range of anything between the room you are pulling from and the room you are pulling to. It will make your life 100% easier...
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#35 Mar 11 2004 at 11:39 PM Rating: Decent
I'm one of those clerics that keeps DA and DB memmed all the time. Probably use them every other dungeon / group or so. Usually it's in a dungeon, when we have adds and no Crowd control, and I have to throw a heal to soon. In that case I'll take a beating... to around 50 percent health.. then cast DA to drop agro. This gives everyone time to get things in hand.

The nice thing about DA and DB is that you can click it off at any time.

DA/DB used to be alot more useful in old style dungeons, before the low level HoT spells. Timing would be a little off and in the middle of a pull the room you're in would pop. Throw some heals to get health under control, give the CC time to do their job, then cast DA so you could sit and med.

I've considered dropping them from my spell line-up, but habit and the fact that most of my groups are pick-up keep them there.

Leiany, I'd really suggest you use root to save your casters while in a group. Practic melee on your own time or when you're FM. That way you can be medding instead of melee. Your mana is best used for healing. (That being said, it's not an absolute, just a general rule, there are times when you can do what you want).

As for using stun. Get in the habit of seeing those messages.. such and such mob begins casting... then stun. Being capable of doing this will save you later, when you run into mobs that CH or gate. The only Chain stunning I do is when a group has two clerics or is overpowering the mobs... not very often at all.

Buffing at your level is tough, it drains mana like crazy. I used to buff everyone with my HP buff .... myself first, then the puller and one other melee.. sit for a couple minutes, then hit the other 3. Wait till you mana is back, then cast symbol in the same manner. I used to skip the AC buff most of the time, it is a huge mana drain and doesn't really add that much AC. Up to you though. The point is, you don't have to cast all of your buffs at the same time. Spread them out so when they fade you won't drain your mana rebuffing.

#36 Mar 12 2004 at 4:38 AM Rating: Default
Yesterday I had 3 LDoN in a row (lost faction on hubby of course) with different mixes and tried a lot out having this thread in mind.

1. Gbaji is right in his best use on DA. One of the 3 LDoN I was not prime but only healer - when the puller overdid (more than once *lol*)and I had to heal like crazy until every single mob still standing hated me and went for my throat I just did hit DA then and sat down while my companions hacked them from my back - really made me chuckle once.

2. Rooting is the best solution because if the mob resists chances are I get at least his aggro - you all where right on this. One caster did also indeed run like a headless chicken around - he even managed to run into the rooted mob again and got hit for another 20% health *lol*

3. Once we had another cleric and a shamy and as my melee skills where all maxed at 20 (now at 22 I have to do a bit soloing to get them up again) I gladly joined the fray most of the time. But funny enough the one I had to sit on my @ss (as lonely healer)was the most secure of all three trips as I could perfectly monitor the situation and chat bar which allowed me to react to every new threat easily.

4. I also learned that at this lvl nearly every mix of classes works as long as everybody is a team-player. Every trip we had exactly one near-to-useless character and we managed to even keep those alive

All in all it where 3 victorious LDoN with 11-12 different players altogether and not a single death =)

Loot was crappy and dice where too but who really cares at this level ;-)



Edited, Fri Mar 12 04:39:00 2004 by Leiany
#37 Mar 12 2004 at 8:10 AM Rating: Decent
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DA/DB is something you have to keep loaded because it takes so long to refresh that you cannot load it and "wait for it to pop".

I use it to keep myself alive and lose aggro. Always call "DA" when you use it. First it alerts the group that you have had aggro and been forced to use it, second they know not to try healing you as it is pointless, third they know that you will not be healing them.

Many is the time I have used it and the group has recovered the situation and we can carry on.

Spell lineups vary but I would almost always have Root loaded. being able to park an add is extraordinarily useful. And cleric root is non-damaging so it doesn't matter if the mob was being mezzed.

There are very few poison/disease traps in LDoN that need curing apart from chests (which usually need rezzing).

The low level Calming spells work very well. My 32 Paladin is using them in LDoN with very little trouble. Cleric pacify is just as good as enchanter - ie the best there is - until 62 when they get pacification which clerics have to wait till 65 for. So there is nothing "lame" about them at all. Make sure you have an /assist button and a "< %T > is pacified" button to announce it. Saves time which is important when pacifying.

Chain stunning is something that depends on group make-up. If you already have stunners then loading a single may be enough. Sometimes LDoN mobs seem able to heal themselves through any amount of stunning and you may prefer synchronised nuking as in "BURN IT NOW" and everyone drops a nuke on the mob before it is low enough to think of healing itself. This can be expensive in mana but also can be less expensive than healing the MA through effectively another mob after it has healed itself.

Melee is still vaguely effective at 20's but will soon not be. It is better to work intensively on melee skills when a group presents itself where that is acceptable (you are second cleric for example) and not melee when you are sole healer. Remember clerics get Bash and train this too. And on those intensive sessions find a friendly shaman to give you HoS first.

Quote:
I also learned that at this lvl nearly every mix of classes works as long as everybody is a team-player. Every trip we had exactly one near-to-useless character and we managed to even keep those alive


A very good lesson to learn.



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#38 Mar 12 2004 at 8:43 AM Rating: Decent
One last thing.


Bind outside the dungeon before you enter.


Why?


Should you just happen to pull too much aggro from healing and go down, you will pop outside the dungeon. You can mem up your spells and head right back in to save the day. Worry about rezzing later, and you can suffer with the tanks the long runs back to the adventure camp instead of gating.

Also in this case you could keep a gate up, as you know it will just take you right outside the dungeon where you could come right back in.
#39 Mar 12 2004 at 10:37 AM Rating: Default
The thing with the %T messages is very important I have to admit. I neglected this prior to LDoN which surely wasted mana or brought up confusion very often - yesterday I also learned that I needed TWO buttons

1. /g pacifying %T
/cast 4

2. /g %T is pacified for 2:30


and had to tell everybody to wait for the SECOND messsage *lol*

@Cobra - announcing DA is a damn good idea, I did not pay attention yesterday but I suppose an announcement could have taken some stress from the rest of my comrades as they saw their Cleric beeing beaten up like hell from time to time without defending himself *lol*

Edited, Fri Mar 12 10:40:45 2004 by Leiany
#40 Mar 12 2004 at 11:10 AM Rating: Good
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Was going to clarify the use of DA, but I see it was already well covered:)

As far as root goes, the only one of my caster classes that doesn't have a permanent spell slot for root is my enchanter, and that's only because I've learned through trial and error(read LOTS of corpse runs) the enchanter's mez/stun spells are far more effective at stopping the mobs than his root spell is. However, I do use root with my enchanter if I'm either 1. soloing 2. heading into a zone where I know the mobs are generally resistant to mez or 3. know that the tanks I'm hunting with prefer to off tank rather than use crowd control.

My advice would be make a permanent slot for root, and if you're getting 4 or 5 fizzles before you get a level 9 or under(I forget exactly what level DA is) spell off, that you do some work on your spell casting disciplines.

Edited, Fri Mar 12 11:29:07 2004 by danreynolds
#41 Mar 12 2004 at 11:33 AM Rating: Decent
1. I stay out of combat and heal (as PH I suppose)
Definitely agree.

2. If no one else is able to I do my lame pacify prior to pulling
Pacify is not all that lame. It works great for breaking up rooms. Consider other methods of CC as well, before you start pacifying. IMO, the best place for a cleric is in the back of the group either healing or medding.

3. I give the group tells for 1/2 1/4 and OOM - also giving the number of HP I can still heal (figured the amount roughly out)
Always good to keep the group informed of what's going on. Just be sure it's no so frequent that they think you're spamming them. ;)

4. If OOM I will meditate except for 2 occacions:
a)If there are too much blue (yellow makes no sense) mobs to handle for the MT I will tank (My AC and HP are just mediocre for 20 but I have my 1HB maxed out)

I disagree with this one. You should have a secondary tank that should be doing this job. If there's a pet class, they should pet tank. If there's a chanter they should mez. Anyone that can root should do so. If, and only if, all of these conditions fail, then you can tank.

b)If a mob close-engages/nukes-from-afar one of the casters and the tanks are already busy I will engage/stun this mob.
I agree, but only long enough to get it rooted/mezzed or the other one is dead, then the tanks take over. Then resume your position sitting in the back and medding for heals.


#42 Mar 12 2004 at 7:19 PM Rating: Good
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Leiany wrote:
The thing with the %T messages is very important I have to admit. I neglected this prior to LDoN which surely wasted mana or brought up confusion very often - yesterday I also learned that I needed TWO buttons

1. /g pacifying %T
/cast 4

2. /g %T is pacified for 2:30


and had to tell everybody to wait for the SECOND messsage *lol*


Heh. Yeah. Messages are important. Honestly though, *trimming* messages is even more important. Know what messages your group needs to hear and which ones they don't is a key idea that a lot of people kinda miss.

If your puller is targeting mobs and asking you to pacify them, then you really don't need a key that says "/g pacifying %t; /cast 4". You've only got 10 keys, why add one unecessarily? The group already saw the puller ask you to do it, and really only you and the puller even need to know what's going on with the pulling, right? And even then, the puller only needs to know when it's safe for him to target and pull another mob (ie: When the mob is pacified).

No one needs to know you are casting that spell. Presumably, either you are the puller in this situation, or you are already coordinating with the puller (puller says: "/g please pacicy %t"). You don't need another message. Save yourself a hotkey and just assist the puller and click on the spell gem manually (which will help avoid problems if you loaded out pacify and put a nuke in instead for some reason...).

Just send the "/g %t is pacified" message. That's all anyone needs to know.


Same logic applies for a whole ton of spells and messages. Most spells, people only need to know when they are in effect, not that you're attempting it. I really think some people get very hung up on the idea that they are being somehow more efficient if they hotkey two actions together. Thus, hotkeying the spell cast and a message about the cast seems to be a good use of a hotkey. It's not really. If the message is unimportant or redundant then all you're really doing is using up a hotkey for something you could have done without the hotkey (ie: just click the gem, or hit alt-# ).

I'd apply this logic to slows, snares, mezzes (although there's some argument for giving folks warning that you're mezzing something), roots, dots, etc... For the most part, no one needs to know when you attempt something, only when your spell effect occurs do they need to know. Heh. And in many cases we don't need to know when your spell's taken effect either.

As a rule, the only spell messages you need to send are those that other people in your group will be waiting for and will need to react to. So, alerting someone that you just nuked a mob isn't really needed. Telling folks when a mob is mezzed, or rooted probably is.
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#43 Mar 12 2004 at 10:01 PM Rating: Decent
Leiney, have you visited eqcleric.com? exceptional cleric site - you will discover vast amounts of knowledge there. feel free to drop in if you have not already!
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#44 Mar 13 2004 at 2:05 AM Rating: Default
Message spamming IS an issue I have to admit. With one group consisting of Ranger, Wizard x2, Shaman, Cleric x2 the chat box got indeed crowded from time to time *lol*

BTW: learned from my fellow elvish cleric that the following msg is quite useful:

/g healing XY - please stay in spell range!
/cast #

an announcement like that makes the target not only think twice about chasing a mob on 20% health but gives him also some relief as the healing spell could fizzle or be interuppted (as you got someone on your back yourself maybe)and so at least the recipient knows you are working on it :)

Edited, Sat Mar 13 02:11:21 2004 by Leiany
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