Wednesday, November 28, 2012

Cleric PvP Build

In Raiderz Clerics are highly sought after characters in PvP for groups. The fact is being extremely squishy and easy to kill doesn't appeal to most players so there aren't many Clerics really rocking PvP, but there are some. Just because a Cleric is expected to heal, doesn't mean it has to be useless.

Pros and Cons:

Pros:
High Survivability
High Damage
Adequate Heals

Cons:
Requires Solid Dodge Skills
Catching running enemies is difficult
Survivability still low

Skill Build:

Tier 1:

1/3 Hammer of Light: Ranged attack for poking but mostly taken to eventually get to chains.

5/5 Divine Punishment: The quick cast, short cooldown, and high damage of this ability cannot be ignored. Not only is it required for having any decent solo ability in the game, but also to contribute damage during PvP and boss encounters.

3/3 Revitalize: Quick cast self heal. It is the cornerstone of PvP as a Cleric if you expect to live.

5/5 Divine Master: 10% increase to damage and healing. Enough said.

Tier 2:

1/3 Focused Strike: This is a key part of the healing strike, focused strike, divine punishment skill chain.

4/5 Heal: Mostly for the reduced cooldown and extra person it heals. Otherwise I would normally say stop at three points. Cooldowns save lives in PvP.

Tier 3:

1/3 Hammer of Judgment: Ranged attack for poking, but mostly taken to get to chains.

1/3 Circle of Punishment: This is a key part of doing big damage in PvP. Increasing the damage taken by Divine punishment in conjunction with possession gives about a 500% damage boost to the shot. When this is stacked with other damage modifiers, it's painful.

Tier 4:

1/3 Healing Strike: This skill offers a nice heal and additional damage. When combined with focused strike and divine punishment it makes for a pretty potent three hit combo if an enemy is dazed.

1/3 Circle of Healing: AoE heal that boosts heal potency. Nice on the occasions you can use it.

Tier 5:

1/3 Links of Light: This skill is primarily taken for the slow effect. Crowd control is key in PvP and the ability to slow a retreating enemy is huge.

1/3 Miraculous Recovery: Some people say 3 points in this, but honestly two additional points for 10% more healing doesn't make sense. I'm happy with 40% heal on an instant cast.

1/3 Crystal of Life: This is primarily taken as an instant cast heal. The cooldown is long but laying this allows you to gain a small amount stamina and speed for a short burst helping in tough spots.

2/2 Uplift: Passive power boost is always welcome.

Tier 6:

1/1 Whirlpool of Light: This should be taken for a slight aoe pushback on enemies but primarily for dispelling immobilizing spells.

1/3 Orb of Punishment: An instant cast 20% increase to movements speed for four second. Any enemy that catches you take takes damage which is also a nice bonus.

1/3 Salvation: Full party heal on instant cast. Enough said.

1/3 Blessing Swiftness: Increased movements speed for the group will help in chasing or escaping. If you have it and the enemy does, either way you have the advantage.

Tier 7:

1/3 Storm of Judgment: When combined with circle of punishment this spell becomes a terror to anybody in range of you. Great PvP damage ability when combined with stuns/knockdowns.

Defender Tier 1:

1/5 Stunning Smash: Purely taken for the interrupt. It helps the group CC enemies and sets you up for good damage combos.

1/3 Rush: Taken of the stun for the same reasons as stunning smash. Stuns and CC only help in PvP.

That's a lot of damage!:
One of the advantages to using chain mail and mace and shield is you are inconspicuous. If you stand back and heal, you'll just be a target for everybody, if you're in the fray, it's tougher to pick you out. Take advantage of this by laying out Circle of Pain, instant casting storm of judgment, then bringing the thunder with divine punishment. If you are stunned lay down whirlpool to escape. If somebody chases key up orb of punishment for a 4 second speed boost. Once you are safe, throw out a couple heals to the group, revitalize/crystal yourself, then dive back in with a stunning smash or rush.

If enemies are spread or trying to run you can lay out swiftness to speed your guys up or chains to slow them down. Either way, if you catch up with all your speed boosts, a rush will stun them long enough for the group to catch up. 

The key with this is to dive in for short bursts, blow up on them, then rush out and support.

Armor:
I pefer chain armor for PvP to keep from getting two shot by Zerks.

Weapon:
Mace and shield. This allows you to keep up your defense when you engage enemies. You can alternate into a staff if you need to back off and throw out heals, but generally mace and shield should be taken most the time for survivability. Dead Clerics heal nobody.

Gemming:
Some people feel that gemming for stats other than intellect is useful. I personally do not. More int increases potency of damage and healing and so the usage is much better than stamina, EP, HP, etc.

Overall:

This build revolves around being fast, being able to stun, and being able to burst for some damage before escaping to safety. The key with all builds is recognizing when to dive, and when to run. But always error on the aggressive side.


2 comments:

  1. Just wondering, why does the Pros say "High Survivability" and then Says " Suvivability Still Low" in Cons? I don't get it? Is it because its still low compared to other classes, or is it low compared to other cleric builds?

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