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Cleric vs Warrior...Who can solo better?Follow

#1 Aug 08 2004 at 6:42 PM Rating: Decent
READ EVERYTHING BEFORE POSTING PLEASE.

Who can solo more efficiently from level 1 to level 50, warrior or cleric?

If both are twinked to hell with an equal amont of platinum I would say warrior hands down. However, this hypathetical question is to be answered in a different scenario. Both characters are starting off with no items but are allowed to wear anything they want as long as they did all the work to get it or bought it with platinum they earned. Under these circumstances I think both would be equal until 35. Thats where I think the cleric would do a little better. What do you guys think?
#2 Aug 08 2004 at 7:07 PM Rating: Decent
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I've played both - cleric all the way.
#3 Aug 08 2004 at 8:34 PM Rating: Good
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"READ EVERYTHING BEFORE POSTING PLEASE."


Nah....just go away.
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#4 Aug 08 2004 at 8:51 PM Rating: Good
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Even with an set amount of platinum, I would actually disagree and say the cleric would be the better soloist overall. Why? Well I'll explain a few points below, but really I think the cleric could get some better use from something as simple as the tribute master and the flowing thought and mana conservation enhancements, as well as being able to purchase some great Focus effect items.

But in any case - here's my argument in a senario where they have to earn their gear and plat.

1. Clerics have lull spells - this is a way for them to single pull the mobs that they want. Warriors lack this ability. While this may not matter in some zones where the spacing of mobs is more distanced, the cleric thus gains a few more options for places to pull from, such as various bandit camps.

2. Clerics can Root/Nuke - this is important. starting as low as level 9, clerics get the root spell, allowing them some safe distance between them and the mob. They have spells such as smite, which do damage comperable to spells from wizards at similar levels at the lower levels. But they shine against undead, where they have very high DD spells. Warriors have none of this. They can shoot from a distance with a bow, but have no natural way of "stopping" a mob.

3. Clerics can reverse kite - again similar to the above. They get spook the dead right at level one, and fear at level 9. This allows them another option to keep the mob away from them. Best option a warrior could ask for would be intimidation. While Clerics have no way of slowing, this is not as big of an issue when, again, fighting undead. At higher levels you can drop a dot on the undead and fear it, it runs away while taking damage. Another option, assuming the person wanted to spend the money, would be to buy the snare potions shamans can make (so someone could actually use them - and yes, technically warriors could do this too to kite, but its harder to switch the weapons around in that case).

4. Clerics can Rez - if (or when) death finally occurs for the player, the cleric has the best option for being able to get back some of the XP lost. Yes, a warrior could have someone else rez the player, but then your not 100% soloing then, and your trying to find a rez for yourself which takes time you could have been killing things.

5. Clerics have escape roots - both gate and divine aura provide quick escape plans for when the stuff hits the fan.

Now, Warriors do boast very high DPS. But warriors tactics will mostly involve running up to the mob and hoping to do more damage to it than it does to the warrior. Adds would be a very bad thing. The high HP and DPS of the warrior would allow them to kill quickly - able to kill mobs that even con white or yellow to them, sometimes with little problem. But the downtime afterwards is where they may feel the burn, as they have no routes to speed up the process short of some regen items. Clerics have to take the defensive root - but if they stick with undead foes, they can do effective damage to mob without getting hit much.

So against undead - clerics take the cake IMHO, where a warrior may be able to out gun the cleric everywhere else. But since the question was a generic one of who could solo better, I would say Clerics due to their anti-undead ability.
#5 Aug 09 2004 at 5:35 AM Rating: Decent
The above post did put it all very nice together.

The inability to single pull from groups alone (while clerics have a line of lull spells that starts at low lvls) makes warriors second as a soloer.

Edited, Mon Aug 9 06:35:37 2004 by MordenRaspCleric
#6 Aug 09 2004 at 8:34 AM Rating: Decent
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Hmm, I have 2 clerics (18 and 47) and I can't say that I have soloed with either very much. I have a 47 pally and 24 war and both have soloed more than grouped.

Clerics are strong group players IMHO, but I can't agree about higher leveling solo ability. Yes we get good combo of root/smite line and shine against undead. But in my experience, the root line (especially instill) is very unperdictable and often breaks when using smite.

Once you get into combat, the cleric has poor attack skills and cant take a lot of damage - stun disrupts casting.

See all the threads on battle clerics, for a more in depth discussion, but how often do you see the cleric in combat in a group setting.

Final thought, why would the clc be solo when they are probably the most in demand for groups?
#7 Aug 09 2004 at 8:46 AM Rating: Decent
I aggree theres no need for a cleric to solo but the choice between cleric and warrior is between 2 group-preferred classes.

I freely admit my 20th lvl ranger soloes about 4 times as much as my 35th cleric. I hate to sell the arrows I craft for skill ups so I need LOTS of mobs to shoot at without someone yelling :"Back of, Ranger! I loose aggro each time you crit!"

My cleric soloes from time to time while questing and hunting for TS components and I would feel VERY naked without divine aura, gate, cures and healing spells.

I certainly would not solo places that are away 2 zones from the nearest PoK book with a warrior if I had a cleric of equal lvl.


Edited, Mon Aug 9 10:25:17 2004 by MordenRaspCleric
#8 Aug 09 2004 at 8:58 AM Rating: Good
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rickea wrote:
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Final thought, why would the clc be solo when they are probably the most in demand for groups?


hm, getting the defense skill up springs to mind.

then you don't experience /gsay: "sit down and med and heal" Smiley: wink2
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#9 Aug 09 2004 at 9:14 AM Rating: Decent
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Once you get into combat, the cleric has poor attack skills and cant take a lot of damage - stun disrupts casting.


Having played for a little over a year, i am still figuring things out. Example: I just noticed upon dinging with my Monk that each time my defense skill goes up, so does my AC. I always wondered why AC would go up beyond the gear you are wearing (I know - I can be prety dense and I have 50 war). There may even be factors that I don't know about.

(rant warning...)One conclusion I have come to is that all classes need to be as rounded (all skills up) as possible. Take the cleric for examole. They get plate armor and can weild some pretty decent blunt weapons, but if your 1hb is 37 and your defense is 51 at level 60, you just can't expect to survive shat hitting the fan (tank goes down or is charmed or any number of possible disasters).

Just the idea that you can get your AC up by higher defense should motivate some skill training since the AC may save your @ss when you get aggroed.

All in all the cleric probably can solo better (at least past level 20 or so) for the reasons stated in earlier posts (un-dead, sooth/lull, HoT's, gate)

just sayin...
#10 Aug 09 2004 at 9:32 AM Rating: Decent
Overall I think that versatility is the key to succesfull soloing.

Hybrids and pet classes shine at soloing (especially at high lvls)while pure casters and melee types have more down times and more CRs too.

Given that the cleric is much more hybrid than a warrior I would prefer the later although its also a matter of gear.

A heavily overtwinked warrior with a haversack full of different 10-dose potions and clickable items in any slot - which is moreover played by an experienced soloer - will probably not fall much behind an equally overtwinked&equipped cleric...
#11 Aug 09 2004 at 10:01 AM Rating: Good
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Cleric melee ability drops away rapidly from the early 20's. They have plate armour but are not on the same tables for mitigation as a warrior.

While the Lull line enables a cleric to pull from a packed camp the warrior has to choose single-pull targets. Fortunately there are lots of these about. However the cleric is also limited as they really need to pick undead targets and even then will be in trouble.

I was not attempting to solo a cleric much though the levels to 50 except for a while in Katta Graveyard. Here I could fear-kite undead but it was mana intensive and I would have to med after each couple of mobs. And I had to nuke them. Without a snare they take off like a rocket and you get one nuke in on the way out and another on the way back - then fear again. In melee they were hitting me for around 100 while I managed 10's and 20's. Melee was therefore not an option or anything like as safe as fear and nuke.

Root and nuke with Cleric root is a nonsense. It will break on or before the first nuke unless you are very lucky.

I did do a bit of soloing in Lower Guk in my early 50's with maxed 1Hb, Defense, Offense and Dawnfire and it was still hideously slow and inefficient. Mind you I would have no idea where to try and solo a warrior at that level.

The other problem is that most undead targets don't run which means fighting them 100% of the way. A warrior without this restriction only needs to fight for 80% of the mob's hp.

Once a cleric gets into the summoned proccing hammers things are a little different but by then the mobs are so much tougher and hit so much harder that I'm not sure anyone could solo them in melee.

I do know that as a warrior soloing in late 20's I could do a spire in SK and easily single pull the gnolls. Main thing was to have lots of bandages handy. Now with the increased regen and bind up to 70% it would be easier.

Either will spend a lot of time sitting regenning either hp or mana. Both will be limited on what they can attack (unless you take a DE cleric with the clicky snare)

If challenged to do this and offered the choice of doing it with Warrior or Cleric I think I would choose Warrior. Given the right range of mobs you could still get exp.

Warriors do have to be highly gear-dependent though. A fair bit of time would get spent farming greens for upgrades. The cleric is less gear dependent and can make do with a much lower budget on spells etc. One good thing is the really fast expensive aggro weapons would not be required as there is no risk of losing aggro when you are soloing Smiley: smile.

The other big advantage of the Warrior is that you wouldn't be constantly distracted by people asking you to join groups Smiley: smile
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#12 Aug 09 2004 at 11:13 AM Rating: Decent
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In response to Kajolus question, I agree that some solo work to improve defense skills up is a good thing since clcs do get hit while healing. However, the original question was who was a better solo all the way to 50 and so my question really was why should clcs who are in great(est) demand for groups want to solo to 50.

My clerics spent time in Unrest and Befallen, but I don't think you would find a clc soloing non green mobs down in the Unrest basement for example.

Again, my experiences are similar to Cobra's in that clcs didnt solo much once they got into their 20s. I am curious to know if anyone has a cleric who actually solos at lot in the 30s and 40s? If so, where and how?
#13 Aug 09 2004 at 11:23 AM Rating: Decent
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Rickea wrote:
Quote:
In response to Kajolus question, I agree that some solo work to improve defense skills up is a good thing since clcs do get hit while healing. However, the original question was who was a better solo all the way to 50 and so my question really was why should clcs who are in great(est) demand for groups want to solo to 50.


oh well, that was an example of sender-receiver probs then. apologies Smiley: smile
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#14 Aug 09 2004 at 1:06 PM Rating: Decent
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I have a 55 lvl cleric I play right now. I did alot of soloing with her during the 40's and early 50's. It was slow, but getting to 65 as fast as I can has never been my priority. I wanted to do the Shawl quests, and had problems finding groups to kill the frost giants in GD, so I did it myself. I used the root and nuke method, and had pretty favorable results. Sometimes the root breaks after the 1st nuke lands but I usually get in two or more. I also soloed around in Burning Woods trying to get my spell drops. Again I used the root and nuke, with about the same results.

The plus is, while trying to restick the root, I was getting melee skill ups. I now have my offense, bash and 1H blunt maxed out. Defense is at 197 and my AC is just touching 1000 with Temp.
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#15 Aug 09 2004 at 3:28 PM Rating: Default
Im not saying warriors can't solo but they can as well just not as effecient... Warriors whould have to rely on item procs for abilties. Even weapons that proc a 30 percent slow would help the war out even snare then they can basically bow kite at that point( not a good as rangers but they have innate crits) Wars can even kite with J boots basically increasing there movement running backwards can be a pain but it can get them to distance them selves... There are even items that can root the mob and then use the bow again. Granted relying on procs is not the best thing a war can do would need large armounts of bandages and arrows but they can solo just silly for a war to do so
#16 Aug 09 2004 at 3:43 PM Rating: Decent
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my 43 cleric friend soloed Undead in DL every time he didnt get a group til about 47ish or so.
#17 Aug 09 2004 at 3:44 PM Rating: Good
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Overall though - I'm pretty sure everyone here can agree alot has to do with:

1. Your skill level.
2. What mob your fighting.
3. Your skill level.
4. What gear your using.
5. What your skill level.
6. Your play style.

(yes I know I mentioned skill level a few times :-D)

One person above mentioned that root/nuke doesn't work for clerics yet I haven't had any problems. And as for mana intensive, with a mana regen buff/FT items/and Tribute I've kept up a fairly constant supply. I've used extended range items to give me those extra few seconds to cast that second root in case one broke (I also forgot to mention root/rot method on undead). Get a mage to summon up a mod rod here or there for you and you have even more mana to off the mobs with.

But all that aside - it really comes down to skill and style. If you like soloing and are used to caster classes over melee classes, regardless of how much better a warrior might be statistically, you might not do as well as you playing a cleric simply because your skill level with casters is greater than your melee skill level. The opposit situation above is equaly true.

Now why would someone want to solo as a cleric?

1 & 2 apply to the whole "clerics in greatest demand" issue. Clerics maybe in greatest demand...when Player A wants to do thing B. But when the cleric wants to do Thing C - Player A may not want to cooperate.


1. Cannot find a group currently that matches your level.
2. You want to complete a quest and cannot get people to come join you.
3. you would like to enjoy a bit of a challenge and want to see if it can be done.
4. Your anti-social and don't want to play with other people but don't like the standard "solo" classes (may go with # 3 above).
5. You are trying to farm something for tradeskills/profit.
6. You are working on skill ups.

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