Eldrylars
Legacy Supporter 8
- Joined
- Apr 28, 2012
- Location
- Dragon through ...
I actually liked this update relative to where cleric stands especially with the removal of might. Before the update they were not a balanced spec at all. In 1v1s as a cleric the only people who were able to kill be were sammies (sometimes) and a paladin who only won by a half a heart
Unfortunately this is untrue. I know half the Clerics on the server and there was plenty of classes that had a fair chance against a Cleric and just as many classes that a Cleric rarely could kill.
This is the general consensus from most Clerics.
- 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.
EDIT: Consider as well that this is ARENA. In an open field fight a Cleric will have a VERY hard time killing a Ranger or most any other classes as it has not way to slow or break distance.
You can use comparisons between healer specs with their mana pools, cost and heals and so on but you are missing several key points.
1. Chakra consumes both mana and stamina.
2. Clerics are tanky as fuck and have survivability out their ass.
Yes, this was listed above and Meditate also restores 100% stamina
Clerics do have an additional 20% damage reduction of Mystics and Disciples with their armor, but their hit points are pretty much the same. The reasons Clerics seemed/were tanky was because we could invuln to get off a couple heals if someone was breathing down our neck. Problem with invuln healing is that it absorbes 1/4 of your mana pool. This leaves very little mana to use during a fight. It is true that a defensively played Cleric can tank a lot of damage but in the process he is not going to be doing a lot of damage.
I will further elaborate upon my second point here. Clerics are extremely tanky for being a healer and have a lot of survivability. They are far harder the kill than any other healer spec. Lets say i (ninja) was in a group fight. I would attempt to smoke, walk around everyone and kill the healer. If i succeed and i get behind my target if it were a mystic the mystic would pretty much be fucked. They would pop like a caster and would not be able to handle my burst with their heal over time skills. If it were a cleric that i got behind the guy would most likely be able to tank the damage or invuln and run off. On top of this if a cleric is caught using a targeted heal for another person they will take a little damage and be knocked away but if another healer spec is attacked when targeting a heal they will die. This is a very similar point to my last one however it is significant because it shows that accessability to the use of many healing skills is further hindered by lack of armor. Clerics are significantly harder to kill than other healers are so it would be sense for there to be some sort of compensation
Unfortunately this is a pretty shaky argument. On the short side, yes Clerics will take more damage to kill with melee. They die just as fast as the other healers against skills/spells. Cleric's armor does give them additional 20% melee damage reduction over other healers which in a pure melee fight would give the Clerics an additional 185hp
Saying you will easily kill a Mystic if you sneak up on them has some truth, if the Mystic is unable to root you or get any distance. Sneaking up on a Disciple will not net you a skill, it would give the the join of forcepush, chakra, bandage, flying kick+forcepush, pray full hp Disciple 60% hp Ninja. Sneaking up on a Cleric will still net you a kill as your suggestion to just Invuln will burn a big chunk of mana and then you will still be a full HP Ninja vs a half mana Cleric.
I will add from personal experience that a Ninja with Might has killed me in battle in 10 seconds. That's including my 6 second invuln. So once again that a really shaky argument. a 20% armor absorption grants a Cleric one more hit from a Might'ed Ninja then the other healers
Every healer spec has benefits and set backs. Cleric recieved a much needed nerf and cleric does not need any more healers. I personally don't think that cleric's new skill fits them well however that is irrelevant to my arguement.
Firstly the word "nerf" is useless as it's just a personal opinion without any meat
Every class does have a strength and a weakness, but at this time Clerics strengths are not really apparent.
I prefer to think of strengths and weakness as the role a class is meant to fill and currently Clerics role is hard to see.
Off-Topic but to many people keep bringing it up...Sidenote: to all those who complain that disciple is a better healer than cleric that is not really true even though they are a far better class as they stand now. This is because disciples are not balanced, not because clerics need a buff.
Once again this is wrong, disciples are better healers then Clerics at this time. I do think a VERY simple fix that might be able to balance Disciples damage to healing ratio against Clerics and Mystics would be to simply remove the 100% mana buff from Meditate and turn it into a +20 stamina only. This would force a choice between damage skills and heals effectively letting them choose to be a Squisy-CrowdControl-Healer or to be a Squishy-CrowdControl-Damage dealer but not both as they would run out of mana to quick