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Tr4c3r 10-05-2019 05:24 PM

Any good cleric guides?
 
Rolling a cleric on green and wondering if there are any good guides. What items to get, important spells, etc.

Madbad 10-05-2019 07:56 PM

Quote:

Originally Posted by Tr4c3r (Post 2977082)
Rolling a cleric on green and wondering if there are any good guides. What items to get, important spells, etc.

INSERT LINK TO WIKI HERE

Nagoya 10-05-2019 09:18 PM

yeah this guy's got some seriously good advice: http://wiki.project1999.com/J.C._Smith%27s_Cleric_Guide

this particularly stands out as something you would like to know before starting a cleric: "The glaring weakness of a dwarven cleric lies in his agility. I would recommend you pour most of your training points into agility and give it at least a score of 80. Spread the rest between strength or wisdom."

Tr4c3r 10-05-2019 09:32 PM

Lol

Videri 10-06-2019 12:36 AM

No but for real, a few tips off the top of my head.
• Every cleric race and deity works great, so choose whatever excites you. I personally slobber for the Eru/Hum Paineel quest items (Fright Forged Helm, Dread Forged Shield, Terror Forged Mask). Other cleric races/deities get different stuff.
• Do make sure you get your Agility to 75 to avoid the AC penalty.
• Go mostly Wisdom; extra points to Strength for carrying armor and loot. Forget Stamina; it gives you only 3hp per stamina point at level 60, but Wisdom gives 12 (?) mana per wisdom at level 60, so it’s more elffective (a typo which I will leave in) to put starting points in Wis and just get direct HP items if you want more hp.
• Buy all spells except the reckless strength ones. I actually think Yaulp is worth using at low levels when meleeing and being hit; Yaulp II and so on can be skipped
• AC buff can go on tanks if mana allows, but you can skip it on people who aren’t tanking. Putting an AC buff on a clothie who should rarely get hit is not an efficient use of your mana. Do put the HP/AC buff (Courage/Valor/Bravery line) on them, and Symbol if you can, esp necros (for Lich) and shamans (for Cannibalize), and anyone who’s charming a mob (increase survivability). All 3 buffs on tanks and pullers.
• Keep Divine Aura memorized at all times and use it freely. When you get Root at pevel 9, keep that memorized at all times. When you get Divine Barrier at 29, also keep that memorized at all times. “But Videri, then I only have five other spells!” You’re damn right. Just get used to changing spells a lot. DA and DB will save your life, and Root will save yourself and others. This is how to be a prepared, professional cleric.

Cleric independence checklist:
• INVIS: cloudy potions, Ring of Shadows (x2 to recharge), later Incarnadine BP until nerf
• RUNSPEED: 10-dose Blood of the Wolf (SoW potions), later Journeyman’s Boots, possibly also keep SoW potions even when you have Jboots, because at the level where you can get JBoots, SoW is faster.
• LEVITATE: Pegasus Feather Cloak (optional but situationally useful)
• BAGS: Tailored Large Bags, Forager Bag (my favorite, make a level 5 Ogre shaman to trigger quest mob, see wiki), Bag of Sewn Evil Eye (will probably rot a lot), Light Burlap Sack, Large Soiled Bag. Of course we all want high-capacity weight reducing bags, but also consider weoght of the bag itself. The two bags from Guk weigh 3.0, rather heavy. Tailored Large Bags only hold 6, but weigh 0.6. I find an assortment is most efficient until you start buying Bag of the Tinkerers for 5k.

And join <Castle>.

Help this hopes.

Solist 10-06-2019 06:20 AM

maximum charisma. No other stat matters for a cleric, and deep in to endgame velious your manapool being 100 lower from starting stats is so irrelevent it doesn't matter, ever.

Reducing damage taken is far far more efficient than healing damage done.

You should be casting Calm, Root, and Stun more than anything by a huge factor. Healing is incredibly inefficient, especially for a class who can just about make sure every pull is a single.

Vexenu 10-06-2019 09:07 AM

Quote:

Originally Posted by Solist (Post 2977331)
maximum charisma. No other stat matters for a cleric, and deep in to endgame velious your manapool being 100 lower from starting stats is so irrelevent it doesn't matter, ever.

Reducing damage taken is far far more efficient than healing damage done.

You should be casting Calm, Root, and Stun more than anything by a huge factor. Healing is incredibly inefficient, especially for a class who can just about make sure every pull is a single.

Are you trolling? This is awful advice. Reminder: this is for Green where Velious gear is a year and a half away. Wisdom will not be maxed in Classic or Kunark gear. And Cleric epics won't be around for quite awhile either, so you will want as much mana as you can get for rezzes. Calm spell is good, but Clerics won't be using it much at high end while grouping (gee, what happens when your puller dies and he also happens to be your rezzer?). You're basically suggesting to play a Cleric like a Paladin, in which case I have a mindblowing suggestion: roll a Paladin instead.

TheDudeAbides 10-20-2019 10:02 PM

Quote:

Originally Posted by Vexenu (Post 2977367)
Are you trolling? This is awful advice. Reminder: this is for Green where Velious gear is a year and a half away. Wisdom will not be maxed in Classic or Kunark gear. And Cleric epics won't be around for quite awhile either, so you will want as much mana as you can get for rezzes. Calm spell is good, but Clerics won't be using it much at high end while grouping (gee, what happens when your puller dies and he also happens to be your rezzer?). You're basically suggesting to play a Cleric like a Paladin, in which case I have a mindblowing suggestion: roll a Paladin instead.

http://wiki.project1999.com/Atone

Jimjam 10-20-2019 10:43 PM

Atone confirmed uses a charisma check?

Vexenu 10-21-2019 12:28 PM

If you want to calm and memblur your way through dungeons or whatever then make a Human or High Elf who start with good innate charisma (or better yet just play an Enchanter if you want to do that sort of thing a lot). But the idea that Clerics should be dumping WIS in favor of CHA especially untwinked in classic era, is monumentally stupid. This is the same stupidity that tells people to pump STA on INT casters for an extra 50 hp at level 60, which could be offset by wearing a single HP ring. It's always better to pump your primary stat, because doing so frees you up to gear for the other stats as needed on a conditional basis (CHA to calm, resists, HP, etc...)


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