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Old 04-10-2012, 01:50 PM
Ele Ele is offline
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Originally Posted by Hovis [You must be logged in to view images. Log in or Register.]
1. Solo Leveling guide (classic era / separate Kunark era) - zones, camps, best strategy to kill a mob (least downtime - maximize experience gain)
Been a while, but go to places with undead and use your undead nukes as they are far more efficient than regular nukes.
Befallen, unrest, specters, etc.

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2. Races / Deities (racial abilities/quests)
http://www.project1999.org/forums/sh...ht=cleric+race

Couple of clips from the above thread:

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options:
halfling - sneak, hide, +exp modifier
darkelf - ultravision, hide, snare from regent of innoruuk necklace
highelf - infravision, highest wisdom, root from warden of tunare necklace
gnome - tinkering, brell necklaces
dwarf - booze from disciple of brell necklace, 10 str buff from initiate of brell
erudite
human

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From a min / max perspective, you need to look at the combined 4 main attributes of relevance to a cleric: (STR / STA / AGI / WIS)

STR - it's just.. amazingly necessary with all the plate you'll be wearing. You can go around with low STR if you never want to loot anything.. ever.
STA - HPs are good, 'nuff said.
AGI - helps with dodge and avoidance a touch. <75 = annoying AC penalty
WIS - mana. yep.

DE - 65 / 70 / 90 / 93 - Total 318
ERU - 65 / 75 / 70 / 93 - Total 303
GNM - 65 / 75 / 85 / 77 - Total 302
HUM - 80 / 80 / 75 / 85 - Total 320
HLF - 75 / 80 / 95 / 90 - Total 340
HIE - 60 / 70 / 85 / 105 - Total 320
DRF - 95 / 95/ 70 / 93 - Total 353

Clearly Dwarf and halfling are heads above the competition. In this comparison.

If we want to remove AGI from the equation:

DE - Total 228
ERU - Total 233
GNM - Total 217
HUM - Total 245
HLF - Total 245
HIE - Total 235
DRF - Total 283

Dwarf is now an even clearer winner, although keep in mind a dwarf starts at 70 AGI and needs 5 to avoid an AC penalty.

Probably the one biggest boost to High Elves is they will have far, far closer to 200 WIS in full resist gear if you are interested in raiding.

But for situational every day grinding, dwarves and halflings are going to have the most utility.

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Personally, I chose Halfling for the ability to hide and sneak, which are amazing and allow you access to places, quests and vendors other races cannot easily access.

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3. Stats (what stats to focus on)
Obviously, you want to focus on Wisdom until 200 then focus on mana/hp/resist gear.

It sounds like you are playing on red, so you will want to make sure you balance your wisdom/mana with resists.

For people going uber end game: put 5 starting points into stamina and the remaining 25 in wisdom. If you are starting fresh, then your mana pool will be less than other people similarly geared. Again this is for extreme min/maxing. The amount of hp clerics get from that extra 20 sta points at 60 is a total of about 60 hp.

For the rest of us: 25 wisdom, 5 stamina is a good starting point. Dwarf/Erudite might want to put 5 into agility instead of stamina to avoid the less than 75 agility penalty, this can easily be negated if you have some gear with at least +5 agility.

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4. Gear (best gear pre-planar and post planar from each era)
The wiki has the best listing of gear outs available imo.

http://wiki.project1999.org/index.php/Cleric#Gearing

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5. Specific Clickies that help a lot (i.e: manastone, quest items, etc)
Manastone
Jboots
Shrunken Goblin Skull Earring (junk buff, instant click)
Spyglass (junk buff, instant click from inventory)
Amulet of Necropotence (high end junk buff, skeleton illusion, instant click from inventory)
The above mentioned deity specific quest items.
Water Sprinkler of the Forgiven (Atone/mem blur)
Water Sprinkler of Nem'Anhk (Epic/Rez click)
Donal's Bracer of Mourning (Pacify)
Leatherfoot Raider's Skullcap (instant click gate to WC, 1 charge, rechargeable)
Ring of Shadow (self invis, 3 charges, rechargeable)
Larrikan's Mask (targetable invis, 10 charges, rechargeable)