Friday, November 30, 2012

Defender PvP/PvE Build

Defenders are the tank class in PvE for Raiderz and the crowd control/initiator of PvP in Raiderz. This makes them a very powerful class in the game. Looking at the Defender skill tree can be one of the most difficult tasks because every skill appears useful. This is different from other classes that blatantly have less useful skills.

Pros and Cons:

Pros:
High Survivability
High Mobility
High CC

Cons:
Medium Damage
Timing based

Skill Build:

Tier 1:

5/5 Strike of Ruin: Heavy damage along with a sure crit on the next strike. This skill is great for getting a combo started.

1/5 Stunning Smash: Although the name makes you think there will be a stun, it's actually an interrupt that allows you to get in there and start your combo.

1/3 Rush: A chase and stun maneuver. It also triggers counterattack which is a key element in playing Defenders.

5/5 One-Handed Weapon Mastery: 10% increase do One-Handed Damage. Enough said.

Tier 2:

4/5 Massive Strike: I would 5/5 this if points allowed. Massive damage with stun.

1/3 Comeback: Small heal. Mostly taken to get at damage reduction skills.

Tier 3:

1/3 Piercing Strike: Stacking magic and defense reduction. Great for PvE although in PvP very few targets will stay in place long enough to land it consistently.

1/3 Rapid Assault: A stun that does not remove counterattack makes this a nice one for stopping/stunlocking enemies. It's also a stepping stone to Shield Slam.

2/3 Defense Mastery: Increases the chance to fully block attacks and increases damage reduction. Great for PvE and if you have fantastic timing in PvP.

Tier 4:

1/3 Chaotic Strike: Damage attack that interrupts and regains your stamina if it lands. It's a nice skill to have in both PvE and PvP.

4/5 Slam: I would 5/5 this if points allowed. Massive damage and stun.

1/3 Bastion: Damage reduction increased by 20% but mostly taken because it allows you to block unblockable attacks.

Tier 5:

1/5 Shield Slam: A very powerful skill. I would place more points in this if they were available. It's a very powerful attack with a stun.

1/2 Resilience: When blocking successfully it increases stamina regeneration. It also adds stamina regen to Comeback. Great skill for PvE but doesn't warrant two points.

Tier 6:

1/3 Cyclone Strike: Decent attack damage but offers a 10% attack speed buff. Worth one point, no more though.

1/1 Evasive Strike: This is your only legitimate escape if you're caught off guard. Necessary.

1/3 Impact Recovery: Party damage reduction buff. Good for both PvE and PvP.

Tier 7:

1/3 Steel Wall: Very large group damage reduction. Great for both PvE and PvP.

Sorcerer Tier 1:

1/3 Ice Arrow: Good for pulling and chasing enemies. The best part is it can be cast while moving.

1/5 Ice Thorns: AoE slow. Primarily used for grouping mobs in PvE and snaring players in PvP.

Why no shouts?

The skills are nice but at this stage in the game they don't really bring a huge benefit to the table. Most classes are able to regulate their stamina and energy effectively. Bringing the extra damage to the table helps more in both PvP and PvE.

Why go into Sorcerer Tree?

Defenders don't have a ranged pull for PvE so Ice Arrow is helpful in that. They have stuns in PvP but if they can't slow to catch a player those stuns are useless, it also adds an escape mechanism for them.

Armor:
Plate. No arguments. Just plate.

Weapon:
Sword and Board. By far the best option but also using mace and shield is viable.

Gemming:
Strength. Some people may argue to gem for survivability but Defenders don't need more, they have plenty. Strength adds to their damage output, helping in PvP and PvE.

Overall:
The toughest part of defenders is that they have so many viable skills. Defenders are a stun heavy class that are made to mitigate boss damage while dishing out some pain. In PvP they are made to bait, dive, and CC. This build sets them up for large amounts of damage and CC while maintaining most of their tankiness for PvE.

Berserker PvE Build

Berserkers can be looked at as the cookie cutter class of Raiderz. They are very easy to play initially but at high levels players find themselves fumbling with Berserkers. The class is heavily dependent on stamina and timing in order to stay alive, but when played well they can offer massive damage for the group.

Pros and Cons:

Pros:
Heavy Damage
High Mobility
High HP

Cons:
In melee range
Stamina depletes quickly

Skill Build:

Tier 1:

5/5 Crush: Your main damage dealing ability as well as a powerful knockdown. This skill should be taken immediately and a point put in pretty much every chance until maxed.

2/3 Dodge Attack: A second point is taken partially because you have to, and partially because at level two it exposes weaknesses in enemies.

5/5 War Weapon Mastery: 10% increase to damage. Enough Said.

Tier 2:

3/3 Neutralize: Key combo starter and interrupt for players and mobs alike. This skill is necessary.

Tier 3:

5/5 Nocturne: Instant cast extremely powerful attack. Each level increases its damage by 60% offering one of the best returns on investments.

3/3 No Mercy: Increased critical damage. Enough said.

Tier 4:

1/3 Upward Strike: Dodge and counter attack with an expose weakness. Nice skill overall but doesn't warrant more than one point.

Tier 5:

1/3 Bash: Taken primarily for the knockback. Although this skill can be a lifesaver it is also one of the most annoying skills a Berserker can use while in a group.

2/5 Armageddon Crush: A double attack that does decent damage.

2/2 Grievous Wound: Overall great skill. Decreases targets movement speed so you can chase them when they start to run off. Helps with annoying mobs in PvE and PvP.

Tier 6:

2/5 Crushing: Would put five points here if I could. Although it can only chain after crush or upward strike it is a powerful attack.

1/1 Escape: It can save your life in PvE when you get in over your head, as well as PvP. It's a necessary skill given that Berserkers don't have a way to heal or any solid escape mechanisms.

Tier 7:

1/3 Tornado: AoE damage skill that offers four strikes. This skill has close to the output of Nocturne in AoE form. This is a great skill.

2/2 Blood of the Berserker: Some people do not agree with putting two points in this skill but personally I love it. You need the increased movement speed, damage, and stamina and since you will be in melee range in all fights you can expect to be using it.

What happened to the berserk tree?

All the skills are more heavily associated with PvP and have little PvE use. This is the primary difference between a Berserker that wishes to push PvE over PvP. While Berserking is one of the key aspects of the class, auto attacks are easy to land on mobs so you should active Berserk without issue.

Why no Buffalo Charge?

I don't like it. It's just not a great skill. You will find that you're running on empty stamina more often than you'd expect as is. Adding another skill isn't necessary.

Armor:
Chain. Some players opt to go plate but you're a damage dealer. Chain is the way to go since it offers the most strength which will result in a huge increase to damage.

Weapon:
Great sword. Some people opt for hammer but I don't see a point unless you're hybrid Cleric. Great swords have the highest damage output.

Gemming:
Strength. You're not a tank, you're a damage dealer. Strength is your primary damage dealing stat and should be compounded.

Overall:
Berserkers require great timing and stamina management to be effective. Although they are the cookie cutter class they can be classified as easy to pick up, hard to master because of stamina management. The major mistake most Berserkers make is they blow all their CDs and have no way to avoid damage. Dead dps does less dps.

Sorcerer PvP/PvE Build

Oddly enough a Sorcerer glass cannon build is what is best for PvP and PvE. Obviously there are several deviations people can make on preference but for the most part PvP and PvE builts follow the same structure. In both instances the goal is maximum damage output and since in Raiderz players can dodge and avoid damage naturally, glass cannon is much more viable.

Pros and Cons:

Pros:
Extremely High Damage Output
Crowd Control
Sought after for PvE and PvP

Cons:
Squishy if caught
Very timing sensitive

Skill Build:

Tier 1:

1/3 Flame Arrow: You purchase this skill for both a ranged attack and proc your fire magic damage increase skill from range, and sort of because you have to.

5/5 Rapid Blasts: Close range very fast attack that's part of your burst combo. Does great damage.

1/3 Ice Arrow: Range attack and necessary to get other skills.

1/5 Ice Thorns: AoE damage and slow. Necessary for both escape and chasing enemies.

5/5 Magic Mastery: 10% increase in damage. Enough said.

Tier 2:

5/5 Flame Impact: Close range very fast attack that's part of your burst combo. Does great damage.

1/3 Meditation: Mostly because you need something to regenerate EP.

Tier 3:

1/3 Flame Orb: Strong AoE ranged attack. Very nice for ranged pokes in PvP and attacking group at range in PvE.

1/3 Cold Wave: Mostly taken for the 30% decrease in movement speed.

1/3 Ice Barrier: AoE damage and CC. This is useful for grouping in PvE and PvP.

Tier 4:

3/5 Pillar of Fire: Very heavy AoE damage. When used with frost CC this skill is devastating in both PvE and PvP.

Tier 5:

3/5 Burning Meteor: Huge AoE damage and knockdown. This skill is great when used with frost CC and Fire Pillar.

3/3 Flame Armor: Increased magic damage.

1/5 Cold Wave: Instant cast AoE damage and movement speed reduction. This skill is necessary for escaping in both PvE and PvP.

1/2 Elemental Harmony: Increase to casting speed and more importantly movement speed. This skill helps in both damage and survivability.

Tier 6:

1/1 Crystallization: Absolutely mandatory for PvE and PvP. This skill not only saves your bacon by making you immune to all damage for two seconds, but anybody in range of you when the time is up gets frozen. This skill can be used as an escape but can also be used to bait offensively.

Tier 7:

1/3 Flame Tornado: Instant cast AoE damage and movement speed increase to self. Good for both damage in PvE and PvP and escape in both.

What about other trees?

Some people opt to move into the starter skills of other trees. I don't see a reason to with sorcerer. The fact is Sorcerers have so many escape mechanisms that I couldn't fathom a situation where if your Sorcerer skills can't get you out, that another classes level 1 skill will. Some people opt to take divine punishment for a quick damage boost an interrupt.

How is this a PvP build?

A lot of people think that to be a PvP build Sorcerers should spec into frost. This simply isn't true because one point in the frost talents give you significant slows and okay damage. All putting additional points does there is take away damage that could burn your enemies to the ground.

Meteor vs Pillar

A lot of people opt to put more points into Pillar of Fire. Personally I like splitting them for the additional damage as a compromise. Although for consistent regular damage Pillar is preferred, I find that most players try to time their CDs to blow up simultaneously. 

Armor:
Cloth is the only set I personally would use. A lot of people opt for leather though. I find that leather lacks the intellect you would want on it and doesn't offer enough survivability for the damage lost.

Weapon:
Some people go sword and board. I personally prefer staff. The fact is, Sorcerer's have a lot of escape mechanisms. More survivability shouldn't be necessary for them as a class.

Gemming:
Pure intellect. Sorcerer's are casters and are expected to do heavy damage. Only intellect offers the means to do this and if a player opts to aim at survivability they will be horribly disappointed.

Overall:
This build is meant to be a glass cannon style build. Fortunately Sorcerers have a plethora of viable damage/CC abilities in the frost tree available to them as well. This means that Sorcerers might be one of the most versatile classes when it comes to PvE and PvP. The skills chosen allow for massive burst on the fire end as well as plenty of escapes on the frost end.

Wednesday, November 28, 2012

The Best Raiderz Class

Although I'm sure I will take some heat from saying this, there is in fact a best Raiderz class at the current point in the game. Although Raiderz does a pretty good job balancing classes for just entering open beta, there are some obvious discrepancies.

1st Place: The Defender

I'm sure a lot of people thought Sorcerer was going to go here. The truth is the heavy armor, high damage, and insane stuns as well as an inability to be caught make Defender the best class in Raiderz.

In PvP Defenders are able to keep players knocked down or dazed while dishing out high damage. Although defender doesn't have the highest damage output, this is offset by the fact that all other classes wear weaker armor. If a Berserker and defender go toe to toe for example, Berserker will do more damage, but Defender has higher armor, as a result they end up equal in damage taken. The difference is Defenders can heal, block completely with shield, and stun/disable the Berserker to oblivion. This makes them near unstoppable in PvP, at most I see people forcing them to retreat, but virtually never killing them.

Now I'm sure somebody would say at this point, that's just PvP! What about PvE?

While soloing its almost impossible to die as a Defender. Although killing monsters takes slightly (and I mean slightly) longer than Berserkers and Sorcerers, Defenders have pretty much no down time. If they hybrid a point into revitalize in the cleric tree, they have literally no down time. This means that they can progress through quests/mobs faster than clerics with a huge amount more survivability than Sorc/Zerk.

What about endgame?

Endgame dungeons in Raiderz require a Defender to soak the damage and provide group damage reduction. Although they aren't really viable as damage dealers in a group, they are the only class that can really take the pain that some bosses dish out. Although a group can get by without them if all players are fully capable of dodging, Defenders speed up the run.

2nd Place: Sorcerer

In Raiderz Sorcerer deals more damage endgame than any other class. Berserkers are close but because of stamina issues and needing to run out of boss range are second. On top of being extremely powerful damage wise, Sorcerers are extremely difficult to catch because they are ranged making them a pain in PvP.

The only reason Sorcerers aren't first is because they are easier to kill than Defender. Although they get to stand back safely at a range, they can be brought from full to empty in one solid chain from a Berserker. In PvP they can feel very powerful from their ability to take somebody from 80% to zero while never getting close, normally making them peoples view of the most powerful.

What about PvE?

They are powerful in PvE and capable of destroying mobs quickly and efficiently. Unfortunately they suffer from down time since they don't have a solid method of not taking damage or returning to full health rapidly. This means they start to balance in speed to Defenders because they need to take breaks.

What about endgame?

Sorcerers in Raiderz are powerful endgame. Their ability to do huge damage to the bosses without ever needing to get near make them great additions to endgame teams.

3rd Place: Cleric

The Cleric in Raiderz is considered one of the borderline unkillable classes, unfortunately they are also the class that is least likely to kill a player. Although they can slowly beat on an enemy and have an ability to burst, they just don't bring enough killing power to the table when compared to the other three. They don't have the CC Defenders have or the damage output of Sorcerers and Berserkers. What they do have though is the ability to run and heal to full.

In PvP Clerics take the role of support healer and rabbit. Pretty much if you are going toe to toe with anybody, you run. If a Cleric is stunned, they are more than likely dead. This is equalized by them being extremely hard to catch, and the ability to use mail as well as mace and shield. Overall, they end up being one of the borderline unkillable classes along with Defenders because of the ability to go from zero to near full quickly and being insanely hard to catch.

What about PvE?

They require almost zero downtime since they are a healer but killing mobs can take a while. They are a healing class with the ability to do damage, don't be shocked that in PvE they are the turtle, slow and steady.

What about endgame?

They're healers. In Raiderz there will always be a spot for a Cleric in the group, just not normally a dpsing one.


4th Place: Berserker

I don't know what would piss people off more, putting Defender at one, or Berserker at four, but lets be honest, they need to wear plate or fix their stamina costs.

Berserkers can be a devastating force in PvP with the ability to take a group from full health down to near nothing. The knockdowns that Berserkers use are extremely potent, unfortunately they are extremely killable with virtually no escapes. They suffer from the fact that all of their abilities use stamina which is their only way of escaping so after hitting a combo they find themselves unable to dodge their way out of a fight. They do the damage of the Sorcerer, but are much easier to catch.

What about PvE?

Berserkers are solid in PvE. They are able to kill mobs quickly and with their AoE swings they are able to kill multiple enemies quickly. Unfortunately Berserkers often have to take breaks because they take damage from being in melee range and have no effective way to heal. This makes them one of the fastest classes in killing mobs, but also has one of the longest downtimes

What about endgame?

They are sought after endgame as damage dealers. Where Sorcerers can be one shot by a boss, Berserkers are able to to take two to three shots, making them more reliable in some fights.

Conclusion:

In the end the developers of Raiderz did a great job in keeping classes mostly balanced making it mostly up to players skills, but Defenders/Sorcerers undeniably have advantages. This could be solved by reducing the damage of Defenders and upping the squishiness of Sorcerers (or reducing their damage slightly, honestly Berserkers should be top damage since they have more risk in melee range).


Item Duping

Raiderz has a huge issue with duping at the moment and the mods are scurrying to fix it. It has players screaming for server rollbacks because the game is new enough to warrant it, while other players are just asking for player wipes of abusers. Some players are asking for new servers so they can join one where people haven't cheated their way to the top. Either way, the item duping and hacks are a serious issue for the newly released Raiderz.

Server rollback:
Honestly, this is what I favor. Despite leveling a character up to thirty five, I found the process enjoyable. What I don't find enjoyable is players who are already in the highest gear imaginable with zero effort because they cheated. It ruins the game economy and really ruins PvP. If they did do a server rollback I would say that all Zen should be refunded to players to reuse. Although there are players who say they would quit if this happened, I'd wager they are all talk. With the Zen in the account they would stay to spend it. There are a lot of players who would be 'punished' by having their characters unfairly punished, but I doubt they want to play on a server where people run around with hacked items either. When there's an epidemic, sometimes the best course of action, is to burn everything.

This method would also ensure that nobody falls through the cracks.

Player wipes/IP bans of abusers:
This would be an option I would endorse if they can find a way to ensure 100% are punished. The fact is though, that some will slip through the cracks if this method is used. This teaches people that if they cheat, but not too much there are no consequences. If even one of the scumbags ruining the game slip through, it's too many.

In fact, besides the rollbacks, I think this should be in place as well. Anybody that they have discovered to be an abuser, should be IP banned even after the rollback occurs.

New Servers:
This is nice in theory, but expensive. Bandwidth costs money and the company shouldn't have to foot the bill because people have no ethics. It's not their fault that players are all self gratifying scumbags willing to cheat to win.

Also, this method pretty much ensures that those who abused the system still get away unpunished. Although I enjoy the idea of leaving all the cheaters on servers with each other, I prefer the idea of them getting banned permanently.

Overall:
Something needs to be done fast. Fortunately the developers are in a position where Raiderz is so new that even if they did the widely unpopular server wipe, they would be able to recoup everything. I honestly think that doing so would get them noticed in several game magazines and gamers like myself would appreciate that they punished it so harshly. In the end I think a server rollback would net more players than any of the other options for Raiderz.

That's my take anyway.



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.


Sharia's Cleric Guide

This guide is originally posted by Sharia on Raiderz Forums. It is considered one of the better Raiderz guides on clerics and can be found HERE. She does a great job explaining why she takes certain skills. This is one of the favorite guides on the class and I can't complain about any of it. Personally feel focused and healing strike deserve more points but I understand why she doesn't take them.

This guide mentions only pure cleric builds, using cloth and staves. Does not include clerics using chain armor, shield, 1h weapon or 2h Hammer.

Table of Content

I. Introduction
II. Pros and Cons of this build
III. Difference between 'Full Support Cleric' and 'Battle Cleric'
IV. Skills
V. Divine Punishment
VI. Equipment (+ explanation of INT stat)

I. Introduction

So, what is a cleric? In most MMO's it is that guy standing behind party spamming heals, who is absolutely useless when it comes to damage and has very hard time playing on his own. Well, this is not true in RaiderZ. Contrary to common believe, clerics can deal both damage and heal at the same time without any problems.

II. Pros and Cons of this build

Pros:
- High healing
- High damage
- Perfect solo class
- Beast in 1v1 combat
- Beast in group combat (By healing others, getting into group of enemies is a bad idea)


Cons:
- Very hard to catch running enemy
- Very skill-dependant (Especially in PvP)
- Low survivability in PvP
- MUST dodge, MUST run in circles
- Relatively low HP pool (but that goes for all cloth users)


III. Difference between 'Full Support Cleric' and 'Battle Cleric'

People tend to say: "If you want to deal damage, you will suck as healer" and vise versa. This is absolutely not true. And that is because gear for the healer and for dmg cleric is the same. How is that possible? That is because in RaiderZ, there is no 'Healing' stat, all your healing goes right from magical attack, and that is the main reason why cleric can heal loads while dealing loads of damage, it goes hand in hand.
So what is the difference between the selfish battle cleric and FS? Buffs. The only difference between these two might be buffs. However, I still keep on denying the existence of FS in this game.

IV. Skills

This is my build. (click)

Divine Punishment - This is my most beloved skill, the one that hurts melee players so much. It is instant cast, with only 5 seconds cooldown dealing either 294%, 378%, 424% or even 508% damage (more on that later)! That is really high for such low cooldown and no cast time. This skill also interrupt others so it is great 'combo-starter'. Must have at lvl 5 for anyone who wishes to deal reasonable damage.

Circle of Punishment - Increases Divine Punishment damage output considerably (more on that later). Also causes Whirpool of Light hit twice (not written in description). Also causes Storm of Judgement to deal double damage (not written in description).

Revitalize - Very useful, EP-saving self-heal with short cast time.

Divine Mastery - +10% dmg / healing. Pretty much must-have.

Focused Strike / Healing Strike - Used for dps and mostly interrups, combo with divine punishment. Also Healing Strike can be used to heal minor injuries when soloing and cannot cast heal. (It is your only instant heal except for Miraculous Recovery which has high cooldown). Also, do not think of Focused Strike as energy recover, it does not recover considerable amount

Heal - Every level in heal increases the number of people you can heal at once by 1, decreases its cooldown by 1 and increases its mana cost by 25. Also, healed amount scales very little, so the main reason why I put 4 points into it is to have low cooldown and to be able to heal large groups of people. (Yes, party has only 5 members max, but you can also use this in PvP on non-party members)

Mind Training - Well, it is not as good as I thought, but I believe that it was not a waste of points. At level 35, it can heal enough EP to cast another level 4 heal, however when cap raises, EP goes up, this skill might be less and less usefull.

Circle of Healing - First of all, I do not use this skill to heal others, I use it for the effect that is not in description - it increases healing received for anyone in party standing inside the circle by 20-30%. So best to drop this under boss where everyone stays and just use heal on that spot.

Blessing:Concentration - The most useful EP regen, especially when you do not use combat drinks. Each level decreases its cooldown, down to 3min on lvl 3. I recommend maxing it.

Miraculous Recovery - Life saver. It is not meant to be cast when you are safe standing far away, but when something / someone chases you and you just cannot stop to heal yourself. Worth getting, saved my ass many times.

Crystal of Life - Nice skill especially at lowers levels, as you cannot afford to use heal all the time, this is cheaper option. However, on higher levels you will find yourself not using this skill anymore. I mostly use it to heal myself - I put Circle of Healing under me, then use revitalize and crystal of life - full HP for 150 EP. Or I also use it when soloing Hellhound bosses and need the extra stamina.

Whirpool of Light - Must have. If you ever want to do any PvP, must have. Your only escape skill, also dealing damage. It is also extremely usefull when people start to run with 5% HP - this can finish them if you are near them, but not near enough to use punishment.

Salvation - Great heal which does not need you to target anything. Heals everyone in the vicinity.

Uplift - Nice healing / damage bonus.

Ressurection - At some bosses, you cannot just "run back" until all of party members die, this is when this skill comes in handy.

Ranged skills - I have not gotten any as I didnt find them useful for my playstyle. The only one I might get would be Link of Light for its DoT - giving me some more power when soloing bosses, but no, not at lvl 35 cap.

Endurance and Quickness buffs - Endurance in my opinion is not worth points. First rank gives 6% HP, then the others give 2% each for total of 10% HP for 3 points, I find those points better off elsewhere. Quickness - This is nice for some burst dps for your party, but for its long cooldown I decided not to get it. Also, I am healer, not buffer. Buffs are not necessary to success, heal pretty much is.

Orb of Punishment / Judgement - Orb.. well, never liked it, maybe for the speed but that is it. Judgement has too high cooldown. So maybe for PvP to kill one enemy, but that's it.

V. Divine Punishment

Alright, this skill's damage is affected by two skill - Circle of Punishment (adding 130% mdmg) and Possession ( adding 84% dmg to the skill itself, but it also increases matk so it is more). With those skills combined (An enemy standing in circle and you being possesed) you can deal 508% mdmg on hit. Instantly. Isn't that nice? :) That's not all - it also interrupt people - meaning it can create an opening for your melee friend when someone runs away or when he is knocked on ground.

VI. Equipment

Main stat for us is INT -
  1. Increases Magical attack by certain % (at level 10 I was getting 0.5 MATK per INT, now I am getting 1.5 MATK per INT. Meaning the higher MATK you get, the more you profit from INT)
  2. Increases EP by 5 per point
  3. Slightly increases Magical Crit (this slightly is really just slightly).

When you are leveling, basically create every blue set with int you can and socket them with int gems (do not use EP gems, they are not worth it).

When you are done with leveling, you are thrown into world of epic sets. There is a lot to choose from or more to say - to get lost in and overlook something better than you actually spent a lot of gold to make. As we are using cloth, we should go with clean bishop set from epic monastery and int robe from garden. You could say "I'd go with whole int set from garden" but no, only robe gives more int than monastery set and furthermore, garden set pieces do not give any EP, only the int. Therefore, hybrid set like this is best int-wise, ep-wise. Do not think about getting EP sets, at level 35, there are no more problems with EP and you will have 2k EP if you follow this guide. So, to put it simply:

Armor - Bishop set + Garden int robe
Weapon - Mournful Staff frm epic catacombs (Highest base dmg, nice int)
Rings - 2 Sapphire Rings (some people use Bloody Ogis Rings, but I prefer sapphires)
Necklace - Mt. Eda Conqueror (250 EP / HP)
Earrings - Int.

Here's a screenshot of all mentioned equip (at the time I got this screenshot I had one Ogis and one sapphire, now I have two sapphires)...

Cleric Endgame gear

VII. Lvl 40 cap skills

When cap goes to 40, you will get 5 more skill points. I will max out my heal, salavation and then I might get Nimble Healer 2 or 1 + max ressurection or max Ressurection and use that one point elsewhere. I still haven't made my mind on this one. However, I am surely maxing heal. It will be a great skill when spammable and with the EP pool at level 40, it would be even better.

VIII. Gameplay Footage

Vs. Hellhound Fleetfoot
Vs. Epic Manelloth

More to come

Cleric Support Build

Most Cleric build guides appear to revolve around PvP. This guide will focus on support being the primary role but will still allow for players to contribute damage during a boss encounter.

Pros and Cons:

Pros:
High Healing
Contribute Damage
Sought after for groups
High Energy

Cons:
Low Damage
Low HP Pool
Low Survivability in PvP

Skill Build:

Tier 1:

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.

1/3 Revitalize: The long cast time of this ability makes it only sensible to cast before engaging in a fight or to heal yourself while your group is taking damage from a distance. As a ranged character this skills use is limited since you should be avoiding damage.

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

Tier 2:

3/3 Focused Strike: Not only is it a main part of your combo, but also your best way to regain energy. It's necessary for keeping up your energy pool.

3/5 Heal: I do not see a reason to go beyond skill three for Heal. Although the reduced Cooldown could sometimes be beneficial, it would cause a heavy drain on your energy and encourage players to sit their spamming until they're running on empty. 3/5 is enough.

1/3 Blessing Endurance: 6% boost to groups stamina for 1pt. 2% per point afterwards is too low for the cost in my opinion.When level caps and gear increases this may change.

Tier 3:

1/5 Circle of Punishment: I know it seems silly for a support built, but during times when circle of healing isn't needed, it's a waste of a cooldown to not combine this with divine punishment.

1/3 Mind Training: I don't really like this skill but 2% chance to restore 5% energy is pretty useful during long fights.

Tier 4:

3/3 Healing Strike: Not only is this skill a key part of your combo, but it aids in your healing. This skill is a must have for groups and soloing. Its based on Stamina instead of EP helping keep your EP usage down.

1/3 Circle of Healing: A lot of people make the mistake of putting three points in this, but it is mostly used to enhance Heal. If you are running into the melee group it should be to do damage and get back out. This means that CoH is only used in emergency situations. That being said, it is important to keep a point in it as a heal booster.

3/3 Blessing Concentration: The best EP regen ability. Great for long fights.

Tier 5:

1/3 Miraculous Recovery: Dead healers can't heal and the 1 second cast time on revitalize is killer.

2/2 Uplift: Everybody likes passive bonuses.

Tier 6:

2/3 Salvation: This is your biggest group heal and when followed by heal is a lifesaver.

1/3 Blessing Swiftness: Although the cooldown is long, a 10% buff to attack speed and movement speed for 15 seconds can either help kill a boss faster or help a PvP group escape. It's a nice emergency button.

Tier 7:

1/3 Storm of Judgment: Despite the long cooldown, I fail to find many other places I would prefer the point at the level you would take this.

1/3 Miracle Combat Resurrection: Battle Ressurection on a long Cooldown, but you can't underestimate a battle rez.

Why take damage abilities in a support build:
This being a support build I'm sure people would be wondering why I put 5 points in Divine Punishment instead of a full 5/5 in Heal and 3/3 in Circle of Healing. The reason is simple actually. During a lot of boss battles there is downtime where your team mates are managing to avoid damage. During this time you can either sit around doing nothing, or you can contribute. This actually increases your healing per second because the boss dies sooner.

By taking circle of punishment, divine punishment, focused strike, and healing strike you can run into the group, lay down circle of punishment, instant cast storm of judgment, and commit your healing, focused, divine punishment combo before running out. As the fight progresses as people are capped in health you can run in and strike before running back out.

As focused strike and healing strike restore your energy and heal your team, you're able to heal longer while reducing the fights length, thus ensuring you have enough EP to last the fight.

Why not take Crystal of Life?
The amount healed is low and requires people to notice it and run through it. Although I wouldn't say its a bad ability, it's not one I like. Its nice as far as a premptive heal, but it needs a buff before I feel its worth a point. If you decide to take it I recommend taking the point from Storm of Judgment since it has a long cooldown.

Armor:
Two sets of armor are recommended. One set being chain and the other being cloth. Chain armor should be used in PvP and while Soloing. Cloth Armor should be used in PvE. Look for chain armor with in.

Weapons:
Two sets of weapons are recommended. One set should be mace and shield, the other should be staff. Mace and shield is nice to use while soloing, staff should be used for both PvP and PvE. Chances are if an enemy catches you and chain armor doesn't save you in PvP, the shield won't help but it is great for soloing against monsters since they are predictable. Realistically you can get away with just staff.

Gemming:
Some people gem for EP but realistically Intellect should be where to gem. If you are using focused strike your EP should maintain itself and intellect offers additional damage and healing. There is no reason to gem anything but Int at this stage in the game.

Overall:
This is a support build. Although some people may screech that this build is missing every support ability, some just aren't worth picking up.The fact is, at the moment in the game adding the dps skills help a lot more than putting the last few points in support skills.




Tuesday, November 27, 2012

Cleric Skill List

Cleric Skill List


 Tier 1









Tier 2













Tier 3
















Tier 4













Tier 5














Tier 6
















Tier 7













Zones

Currently Raiderz has eleven zones and three dungeons. The zones are laid out rather linearly compared to traditional MMOs, meaning that players are encourage to progress in a straight line. Although the zones themselves encourage linear progression, inside the zones players can wander freely throughout the map running, climbing, and swimming.

The Eleven Zone:

Broken Mast



Ingen



Teress Plains



Rengot Village



Heroes Lane



Makot






Mt. Eda



Riode



Rietz



Rietz Sewer



Grand Wall of Silence



Dungeons:

Contaminated Garden



Catacombs of the Damned



Saint Fhannel Monastery

Monday, November 26, 2012

Raiderz Weapons

One Handed Sword+Shield:

The sword and board is a classical element of all MMOs and the signature of tankyness. The sword and shield combination is favored by Defenders but is also used by Sorcerers to offset their squishiness while soloing. This combination also offers some of the fastest attacks allowing players to put together combos. The shield while blocking will often block 100% of the incoming damage as well. Overall, this is one of the favorites for soloing.

On Handed Mace+Shield:

Or what I like to call, the Paladin. Commonly used by Clerics early game and Defenders based on preference. Most maces have slightly more caster friendly stats than swords so this tends to be used by Clerics for the same reason Sword and Board is used. The attacks are just as fast and combos are easily chained. Overall, this is a favorite while soloing.

Two Handed Swords:

The two handed sword is the primary weapon of the Berserker and normally only used by them. This is the highest melee damage weapon in the game and has a large amount of range. It's attacks are slow in comparison to the one handed weapons but when combined with Berserker skills is easy to chain long devastating combinations with.

Two Handed Mace:

The rarely seen two handed mace is primarily used by Berserkers who hybrid into Cleric but is also used by pure Berserkers. Realistically it is at a disadvantage since it often substitutes some of its attack orientated stats toward caster orientated stats.

Staff:

The favorite of the Cleric and Sorceress, you can't have an MMO without a staff user. Staffs have lower damage than the other two handed weapons but very high magic damage and stats. Although casters give up quite a bit of defense for using staffs vs the sword and board combinations, its worth it for the boost they receive. This is a must have for every caster. 

Raiderz Classes

Defender

Defenders are the tank class of Raiderz and utilize a one handed weapon and shield. Generally defenders are considered one of the easiest classes to play since they have the highest armor, decent damage output, self/group buffs, and a significant amount of crowd control. Although it takes longer to kill an enemy, the likeliness of dying is low.

Berserker

A heavy damage dealer of the game, the Berserker utilizes two handed swords or maces. Although they have slower attack animations and less armor, they inflict more damage than any other class. They are a melee attack based class that focuses on knockdowns and chaining powerful combos.

Cleric

Clerics are the healers of the game but can also deal damage if built for it. Clerics generally utilize a staff, mace+shield, or two hand mace. Most builds for both holy damage or healing revolve around using a staff for the increased magic power. Being the only healer in the game and sub-par in damage compared to Berserkers or Sorcerers, most groups require Clerics to stick to the healing role.

Sorcerer

Sorcerer is the classic ranged damage dealer that utilizes staffs and the second main damage dealing class. Although the class can burst for extreme amounts of damage this is offset by not being able to take a lot of hits compared to the other classes. Sorcerers are one of the favorites for people who prefer to stay at range for safety.

Aruka Guide

Aruka is the first boss in Contaminated Garden and considered an easy fight. Aruka has very few skills and is easy to predict.

Skills:
Charge: Aruka runs around damaging any enemy he strikes. Easily dodged.

Sleep: Charges before performing an sleep AoE spell.

Spin: Aruka performs an AoE knockback that damages enemies.

Poison Spit: Spits poison at whoever is in front of him at the time.

Strategy:
All of Arukas skills are easily avoided. The Charge can be avoided by dodging or running, Sleep can be avoided by moving away from him, Spin can be avoided by moving away from him, and Poison Spit can be avoided by dodging.

Aruka is considered one of the easiest bosses and very few groups should have trouble with him.

Master of the Garden Guide

Master of the Garden 
Master of the Garden is the final boss in Contaminated Garden. Master of the Garden is a fairly easy boss but for some groups can pose a problem.

Skills:
Poison Cloud: Master of the Garden will regularly cast a poison AoE which will debuff those in melee range. Run out while its casting to avoid damage.

Ground Spikes: Master of the Garden's roots will occasionally start to show on the ground. This is the signal that they will pop up soon causing a decent amount of damage to anybody caught in them.

Heal: The boss will place itself into the ground and charge a heal. The amount it heals is significant.

Charge: Basic charge at player. Easily dodged.

Poison Breath: Sprays poison in a frontal cone that is easily dodged.

Poison Spit: Sprays poison in a spot on the ground which can be easily avoided.

Strategy:
The strategy for this boss is easy. The damage output of the Master of the Garden isn't very high and most of the damage is avoidable. The toughest mechanics for most groups are the AoE poison cloud which can be tough to time, and the heal. Fortunately both problems are easy to deal with.

The Master of the Garden has a break off. If you break off its tail by constantly attacking from behind he won't be able to root himself, making the fight significantly easier since he won't be able to heal or use poison spores.

Contaminated Garden

Contaminated Garden is the first dungeon that players will experience while following the main quest line in Raiderz. The dungeon is not heavily populated with monsters before bosses and many can be avoided. The monsters are discretely hidden underneath the flowers and players can easily run into them, initiating a fight. The flowerbeds themselves are something to watch out for since they can inflict a poison that damages the player. Contaminated Garden is also one of the epic dungeons for endgame content.

Contaminated Garden is accessed in the southern part of Hero Lane around level 18.




Hero Lane

Contaminated Garden is located in the southern most structure in the central part of the map.

The bosses in the dungeon are:

Aruka
Master of the Garden

Catacombs of the Damned

Catacombs of the Damned is the second dungeon that players will experience along the main story line. The dungeon is far more populated with mobs than the first one and groups can easily find themselves overwhelmed by enemies if they aren't careful. Each room in the catacombs is filled with skeleton and undead themed monsters. Catacombs of the Damned is also one of the three Epic Dungeons for endgame content. 



Catacombs is accessed in the northern portion of Hero Lane around level 18.

Hero Lane
Catacombs is located at the stone keep in the central northern portion of the map.

The bosses in the dungeon are:

Grand Master Riviute
Basteroe
Maneloth