leftovers5
Legacy Supporter 8
- Joined
- Oct 28, 2011
- Location
- USA
For Cleric discussion.
Cleric has might and pretty decent armor, they don't do much melee damage but with their heals you can pretty much out melee anything. Imo smite really isn't the problem, it is ampul, might, and their tankiness.I think colosseums favor the tanky and the survival builds, as the current arena seems a bit small. The point is, col duels are not strong reasons to take a look at cleric lol. Edit: I obviously agree it needs a look, see rest of post.
I think where we are seeing problems is Cleric's bread and butter damage move, Smite.
Because of their effective heals and invulns, kiting until Smite is off CD, while engaged (ie with a melee on them/a ranged firing anything but slows/CCs), is possible. What if we lowered the range of Cleric's Smite, to force them to melee a bit more, stay a bit more in range of kick or stuns, and force them to remain engaged with an enemy they want to damage.
Lore: For all the talk about a Cleric being a frontline healer, they seem to use one skill at medium range, then run around a lot. Let's make them need to be closer to be effective offensively.
1. Cleric ... can pretty much out melee anything. Imo smite really isn't the problem, it is ampul, might, and their tankiness.
2. Ampul is cleric's only heal without a warmup and if the cleric cannot get off a different type of heal because it is being interupted they can just used ampul.
3. The members of the party of a cleric do not need a damage bonus on top of heals that they are receiving.
4. Lastly their tankiness. IMO i find it ridiculous that a healer-support class can currently go head to head with melee specs and win, which they are easily able to do. I still think that they need their iron chest plate taken away.
I concur with you about the preposterous amount of healing skills they have which seems quite excessive although they are indeed a 'healer' class. Besides that I also agree on their amount of offense as 100 + 25 damage every 5 seconds + 25% damage added to their party members seems a bit exaggerated for a support class,In my opinion, It doesn't seem necessary for Clerics to have Might, as they are a 'healing' support unit not a 'What-is-this-sorcery-more-damage-unit-!?!?!?'Cleric has might and pretty decent armor, they don't do much melee damage but with their heals you can pretty much out melee anything. Imo smite really isn't the problem, it is ampul, might, and their tankiness.
Ampul is cleric's only heal without a warmup and if the cleric cannot get off a different type of heal because it is being interupted they can just used ampul. In my fights on the test server as a cleric it saved me probably 3 times a fight, and it causes clerics to be relatively un-killable.
Clerics do not need might. Plain and simple. They provide far too much support with their unmatched healing and survivability. The members of the party of a cleric do not need a damage bonus on top of heals that they are receiving.
Lastly their tankiness. IMO i find it ridiculous that a healer-support class can currently go head to head with melee specs and win, which they are easily able to do. I still think that they need their iron chest plate taken away.
Sidenote: only the first section of this post was intended as a reply to dsa's post.
Not hoe damage reduction, just losing might. Without might their hoe damage isn't nearly as bad.It's been awhile, but do people still see Clerics losing Might and possibly getting a hoe damage reduction?
Well I feel like seeing how they already have group heal and group invul that they don't really need might or at least lower the percent of damage it increases.I always questioned why two classes had the same buff, obviously that isn't a bad thing (talking about might) but I always felt that beguiler should be the one to have might removed since it already has wisdom (which is more caster like to begin with). Therefore, I always asked the question, "Why does cleric deal more damage than mystic and bloodmage?" Meaning, I personally think it should be the hoe damage that is reduced, not might removed. This would allow cleric to deal more hoe damage with might.
I feel that if might is removed, then the class will drop significantly in support. Then again, I have been going back and forth with this decision... what about you others? Maybe the rest of you can persuade me to think differently.
My sentiments exactly. Removing Might would counteract the fill-all-roley-ness of Cleric as it stands.Well I feel like seeing how they already have group heal and group invul that they don't really need might or at least lower the percent of damage it increases.