Eldrylars
Legacy Supporter 8
- Joined
- Apr 28, 2012
- Location
- Dragon through ...
So what is the goal of playing a Cleric, Where is a Clerics place in Herocraft and where should Clerics be directed?
What has my goal been playing a Cleric?
My goal playing a Cleric since the release of Bastion has been to support my friends while playing. Healing, Buffing, Rezzing. I chose Cleric knowing I would get almost no kills and that I would never have a chance of running someone down. I would help my friends do this in groups but I myself would never get the kills. As an example I have been in hundreds and hundreds of fights a over the last 8 months and I am still at 30/50ish K : D ration.
Where is a Clerics place in Herocraft?
So where do Clerics fit into Herocraft? For the last many months Clerics have been the healer class, good group support, and a beast to kill 1 on 1 for most classes. Clerics weaknesses were primarily a no range, no crowd control and the lack of any burst damage. Clerics would rarely win 1 on 2 against most any classes but if played well they could absorb a lot of damage before they fell.
During my dueling days as a Cleric I found:
- Cleric against Casters, Rangers and Dragoons I had a 90% win rate.
- Cleric against Runeblades, Mystics and Dreadknights I had an 50% win rate.
- Cleric against Sammys, Pallys , Bloodmages, Disciples, Ninjas and Bards I had about a 25% win rate.
If you look at the above information and were trying to balance the Cleric as a combat unit I would say job well done. Clerics can kill 33% easily 33% moderately and another 33% rarely. My purpose for playing a Cleric though was obviously not for 1 vs 1 it was for group fights.
While I had Ampul I was really able to keep things rolling. When Ampul was lost we were still a good asset as we had the corner on healing, group invuln, might and we still had a group heal. We were a good support class.
With the recent update I am a bit confused about our place and how we should be playing a Cleric. Before we were a tanky support/healer, a survivor class. The changes to the classes seems to say that the direction Cleric is taking is more a damage dealer and less a support class.
A quick reasoning behind my statement:
Group Invuln - damages the caster for 100 damage and now lasts for 3 seconds. This does a few things, firstly it does not last long enough to cast most of the different longer spell cast (1/2s cast spells only.) For instance, once casting group invuln to heal an ally I am barely able to get off a group heal before Invuln is gone.
Might - One of the major group spells. Might was one of the primary skills which made Cleric a group component to a group.
Anathema - This is a slighting higher damage version of smite, same mana per cast at 20. The cast time for this spell is 4 seconds of channeling and the range is about 7. This spell is another nail to that seems to try to change Cleric to an offensive fighting class. The problem with Anathema is it's unusable. With a 4 second cast and a range of only 7 it's nearly impossible to keep an opponent in range or if they are melee they can hit you at least 6 times and then skill break it before it goes off. There is no way to use this skill effectively against a seasoned PVPer. Not that it matters at this point but it also has a 20 second cool-down so the spell could only be used a couple times in a normal fight anyhow.
Heals - Lets compare the skills of the main three healing classes.
Healing:
- Cleric: Mana: 228
- Targeted healing spells: Bandage, Pray, Chant
- Group Heal
- Targeted healing spells: Bandage, Pray, Chant
- Mystic: Mana: 329++(197+(130 every 2 minutes))
- Targeted healing spells: Bandage, Pray, Chant, Rejuvenate
- HealingBloom
- Invigorate
- Targeted healing spells: Bandage, Pray, Chant, Rejuvenate
- Disciple: Mana: 395+++(197+(197 every 3 minutes))
- Targeted healing spells: Bandage, Pray, Chant
- Balance
- Chakra
- Targeted healing spells: Bandage, Pray, Chant
Quick Comparison Between group healing spells as they are:
- GroupHeal: Cost: 25M Range: 8 Warm up: 1s Healing: 210 Recast: 15s
- HealingBloom: Cost: 25M Range: 150 Warm up: 0s Healing: 180 Recast: 10s
- Chakra Cost: 15M+5S Range: 10 Warm up: 0s Healing: 110 Recast: 8s
After 30 seconds of combat:
- Clerics: Healed: 420 Mana remaining: 170
- Mystics: Healed: 270(+90 over 10s) Mana remaining: 279
- Disciples: Healed: 440 Mana remaining: 335
- Bandage, Pray, Chant
- Consider Balance and Rejuvenate, both spells Clerics have nothing to make up for.
Disciples and Mystics are also both combat classes, especially Disciple. After the recent update Disciples have a 90% win rate against all classes in the arena.
Where should Clerics go in the future?
I can tell you where I want Clerics to go in the future.
I personally want Clerics to be turned back into the healing/support class! How do I suggest that being done?
- Give us an instant cast AOE heal similar to Chakra make it heal the group for 150 and damage the caster for 100.
- Increase Group Heal to 300 if we are keeping the long cooldown.
- Try to get Ampul back into the game. Not only useful requiring aiming skill as it can heal an enemy just as easily it was also an amazingly fun spell to play with.
- Remove Anathema. It has no place, a Clerics place should not be dealing damage EVERY other class in the game is designed to do damage. Can't we have one that's designed to heal damage better?
- Keep the -100 hp on Guardian and increase the invuln to 4 seconds. I am ok with trying to balance some health loss with it but it's nearly useless as it does not even let off a single spell cast. If we are keeping damage and a 3 second duration perhaps we can get the range increased to 15 or the cooldown decreased to 1 or 2 minutes?
- Increase the cast time for Disciples "chant, pray and bandage" by 1 second and increase the casting cost by another 33% so that disciples are not better healers then Clerics with their ridiculous damage and crowd control.
- Decrease the potency of Mystic's "chant, pray and bandage" by 20%
- Give Might back to Clerics and change it to give group members 33% bonus damage and -33% damage to Clerics.
- Change Revive to 7 second cast to give Clerics an edge over Pallies, Mystics and Wizards as all three are just as capable if not better then Clerics at reviving.
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