Cleric Ideas

Explanations please - no flames
Smasheek
Posts: 9

Re: Cleric Ideas

Post#31 » Thu Mar 18, 2010 7:26 pm

I like it for undead, but other mobs it doesnt do too great, any chance of working on Ward of Retribution spell so it works or putting in a VoV spell like in live? i loved tanking with my cleric on live haha.

ChaosSlayer
Posts: 1693

Re: Cleric Ideas

Post#32 » Thu Mar 18, 2010 10:51 pm

i will check what is wrong with the ward.
other than that - I could replace vs undead proc on the hammer with a more generic proc that will scale with level.
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Zoink
Posts: 7

Re: Cleric Ideas

Post#33 » Fri Mar 19, 2010 4:52 am

So I checked out the hammer changes. The proc on the hammer is very nice. It feels like I'm swinging a Mack truck when I'm fighting undead. Obviously against non undead mobs, it's back to using nukes. In order to get use out of the hammer, I do need to seek out undead mobs. This does make sense Lore wise, that clerics would search the ends of the earth to kill undead =) As I hit 60 though, there isn't a lot undead in any of the custom zones (unless I'm missing something). 35-55 is great though with Guk, CoM, and Karnor's.

On the current 50 something hammer, you have an exile undead proc which is a 946 hp undead nuke. Would it be possible to replace it with a 600 regular nuke proc in addition to a 300 pt undead nuke proc? That would put 2 procs on the hammer and would hit for 600 pts on regular mobs, but both procs would hit an undead for 900? I have no idea how difficult it is to code this stuff. The only other thing I could think of would be to create some new hammers. At 55 there could be "Hammer of Souls" which would have a regular proc and "Hammer of Souls Undead" which would have the undead proc. Switching between them for different fights might be cluncky, but I'd take it =). I do like the idea though of clerics being ok against regular mobs, but deadly against the undead.

As far as the hammer pet goes, I can't say alot. The stun proc, if it's working is nice. The one issue I have is how the pet acts like an enchanter pet. I've not actually tried to use any pet commands with it, so not sure if they work. If I could get the pet to attack a target that would be nice. Atm though it seems I have to get hit for the pet to start attacking, which is only a problem when my SK bot has agro. If I remember correctly on live, the hammer pet would only last as long as the fight and would die right afterwards and I have to recast it every fight. But with that I was able to get the pet to attack without having to be hit, which is nice.

Thanks for being willing to try some stuff out. I think it's getting closer to making Clerics more Mainable.

ChaosSlayer
Posts: 1693

Re: Cleric Ideas

Post#34 » Fri Mar 19, 2010 5:07 am

yes you right about how clerics hammer worked on life- it was some sort of mid combo between uncontrollable chanter pet and a swarm pet.
On EMU the second part in not codded in, so it acts like a chanter pet- guarding you ;)
after all that's what you want if you get agro from healing or over nuking.

The proc used on the hammer pet is Hand of Order which scales with level and is UNRESISTABLE damage and 3 sec stun, unless mob is plain stun immune.

on your hammer weapon. Well there is no such spell property as dual type damage. It is possible to give a hammer 2 individual procs, but its going to be messy.
Note that if gets replaced with a regular proc (using same hand of Chaos) it will be at about 1/3rd the damage.

For now I want keep hammer like this (pending the correction of focus effects) and see how it goes.

As far as high end undead go- there are some undead in PoValor, but chances are at 60 they will eat you alive ;)

We are currently planning a zone which would be Valor alternative, so it maybe undead related.
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Arremis
Posts: 160

Re: Cleric Ideas

Post#35 » Fri Mar 19, 2010 11:48 pm

ChaosSlayer wrote:We are currently planning a zone which would be Valor alternative, so it maybe undead related.


PoR = Plane of Romania HA HA :lol:

Maybe we can use these undead zones?

Field of Bone (1-25)
Castle Mistmoore (18-40)
Crescent Reach (10-20)
Unrest (20-35)
Dreadlands (lost valley pyramids) 30-35ish
Trakanon's Teeth (Ganak's tomb in the south) 35-40
Blightfire Moors (35-45) NW tower and giants in crater
Veksar (50-60)
Crypt of Decay (60-65)
Direwind (70+)
Frostcrypt (75+)

ChaosSlayer
Posts: 1693

Re: Cleric Ideas

Post#36 » Fri Mar 19, 2010 11:54 pm

SoF zones most likely won't be chosen at this time.

Something like Befallen, Kurns Tower, or Kaesora may appear at low levels, and I am leaning towards Akheva Ruins as PoV parallel zone (it doesn't normally have undead, but doesn't mean we can't add them)
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Zoink
Posts: 7

Re: Cleric Ideas

Post#37 » Sat Mar 20, 2010 11:05 am

I can see how zone design is going to go from now on, "Ok, everything looks good. Wait.......can you put about 40 skeletons over in the corner there for the clerics to kill?" =) I do dig the new hammers though. I really appreciate the response around this. I've always been used to the "deal with it" attitude when it came to playing clerics.

I'd also be stoked if you did akheva as a 55-70 zone. I always enjoyed that zone back in the day. I have fond memories of the Luclin high end zones: ssra, akheva, vex thal and such. I've always heard a lot of negative feedback on the whole Luclin expansion but those were some of my favorite zones.

Anyways, thanks for your hard work Chaos, I do appreciate it.

Ydiss
Posts: 1193

Re: Cleric Ideas

Post#38 » Sat Mar 20, 2010 6:31 pm

Adding undead alternative zones is an excellent idea, I look forward to seeing them.

Koeril
Posts: 1764
Contact:

Re: Cleric Ideas

Post#39 » Sat Mar 20, 2010 7:25 pm

Missed out on this discussion form being sick and I feel I should add a few bits of insight.

Placate is a death spell ... if you try to use it you WILL die. I don't know why it comes out that way, but it has failed continuously for me.

Pacification is the ultimate pac spell. As long as it is castable in zone (some raid zones have it turned off to allow monks to do their thing better), you can pull anything anywhere. Chadok royals are a good example and you can easily single pull anything. You can pull one mob over another.

For zones that do not allow pacification, they wee nice enough to overlook soothe (level 5 pac I think?) which isn't nearly as potent as pacification and you need to use angles and such, but it still works wonders in places like ToV where pacification is disabled.

On the uses of pacification ... I don't know how you guys have survived without it. Unless you have a monk with his tov pants (or bard I think), there really isn't too much other options. I guess what I'm trying to say it I used it often when small grouping.

On the pet ... I dunno. Upping pet damage I guess could be nice - heck anything that increases damage would be nice, but those pets have always been pretty lame. At least here on Emu you can command them and it works pretty well if you throw your bot and pet commands into the same hotkeys.

On cleric tanking (it was never brought up) they have super high AC which seriously rivals warriors but of course they don't have the avoidance attributes so they can take a few hit very well. At tier 3 gear, I accidentally crit fail pulled the Chardok queen and kept the group I was helping alive through heal aggro and tanking. They need no help in tanking and honestly I think it is too good and makes soloing easy (albeit, still horribly long).

Bear in mind, my thoughts do not reflect as one playing an active character - stopped playing about 2 months ago.
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
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