Which pran is best for cleric




















This category is your one stop for all information about Pran and their uses. This is page is a category which means it is a "folder" for the other pages with information about Pran! If you see incorrect or incomplete information, click the "Edit" button and revise it! Remember to click "Preview" and "Publish" when you are finished. At the bottom of this page, there are links to other pages with Pran-related information. Pran are companions that you receive from a quest at level 7 from Captain Cromwell.

The word "Pran" is derived for " Pr incess of A ir N ymph". They follow you through your journey and cheer you on along the way. They are your constant companions that will buff and cast protective and useful spells on you if their devotion is high enough.

Normal equipment is the least desired and generally shouldn't be reinforced or enchanted because you will be improving an inferior quality item. They have lessened stats and no bonus effects. If this is all you can get, use it until you are able to obtain a Superior or Unique item. Clerics have a wide variety of buffs, heals, and debuffs at their disposal.

They also have a few attacks, but these attacks are strong and should never be underestimated. A full PvP cleric is one of the most dangerous players on the field with the ability to not only kill their foes, but also heal their entire party and resurrect their fallen party members. Different clerics prefer different Skill builds so there is really no universal build. You should get all of the skills maxed at some point, try them out, and see which works best for you. You can always reskill for a small amount of gold at the Skill Instructors when you find your ideal levels.

Heals are skills for the cleric the same as attacks would be to other players. Therefore, your Magic Attack increases the amount you heal. So at higher levels, a level 1 Cure or heal skill can heal for 1k or more depending on what your Attack and Healing stats are.

When you get Aika Grace, you will get a new OP emergency heal that should be reserved for the most dire times because the cooldown makes it unspammable. You do not want to get stuck in a bind and have to wait for the cooldown of your best medium level heal.

If you panic and heal too early it is very likely that both of you will die. If you wait too long the paladin will die see Dead Paladins. The little things that count We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.

Lovecraft, The Call of Cthulhu. You need to keep track of your teammates health bars and any negative debuffs that have been inflicted on them try to learn to recognize the icons. Especially paladins.

Paladin skills Yet surely, and especially to another scientific man, there was nothing so horrible in vivisection as to account for this secrecy. Wells, The Island of Dr. This is a cursory list of their powers that a cleric should learn to recognize.

Mobs that have been provoked will briefly show a pair of crossed red swords floating above their head. When a paladin has this up they are much tougher as long as they are not stunned. Divine Ward This is a long lasting and very slowly recharging buff that negates a number of skill attacks used against the paladin. This only has a certain number of charges the max with the current level cap is 10 , but they are not consumed by regular attacks. Boss mobs can still hurt them but normal mobs will not pose much of a threat.

If a paladin uses this they will be completely drained of mana and be unable to use their defensive skills. This section may help you make a better build, but the rest will help you be a better player and that, dear reader, is much more important.

Orange skills improve by the same amount with each point you add past the first they improve linearly. Purple skills gain more benefit with each subsequent point added they improve exponentially.

Skills that are neither are… quirky. Most skills linear ones improve by an extra amount when they reach their maximum level. If this happens the skill will go on cooldown and not execute its effect. It remove stealth from invisible enemy dual gunners and riflemen in pvp. It casts instantly, costs virtually nothing, and recharges quickly making it easy to cast around randomly when defending a choke point during a relic raid or at a specific location after seeing an enemy turn invisible.

Since it basically counts as an attack, it removes a charge of divine ward on enemy paladins too. There are a couple of downsides one should be aware of however. Fortunately the more harmful debuffs stun, silence, etc come about less often.

When that happens, you have another tool see Revelation. Removable debuffs have a red outline while others have a purple outline such as dismount debuffs and guard slow. The damage multiplier is a fairly straightforward bonus where enemies that are classified as demons or undead as opposed to humanoid, structure, plant, animal, etc take significantly more damage. The first is that it has a cast time and tends to get interrupted see Angelic Armor.

The second is that it only targets one enemy. The third is that it takes a lot of skill points. And the fourth is that it does less damage than your other attack. It has a moderate casting time, low mana cost, and moderate heal amount. Over time this spell will put out more healing over time than any other available this may change when the level cap is raised , but at a higher mana cost as well.

However, no skill is without its own limitations. At 1 point you still get the full healing bonuses from your equipment with ok equipment at level 50 this is around , 1k with great equipment for a miniscule amount of mana.

However, having a 1 point cure means you need to have those large bonuses from equipment for it to heal a significant amount. Therefore the 1 point cure character is a late game build. Even with equipment, at 1 point it will lack the oomph to handle more dangerous situations and so should be combined with a more powerful heal see Revelation.

After level 40 either keep it high or reduce it to 1 point and use the level 40 heal see Revelation. Early on it is your best skill, providing a hefty hp buffer against physical attacks it does not work against magical attacks while preventing you from being interrupted while casting Holy Arrow or Cure.

This is because the damage buffer it provides does not take your pdef into account see Other equipment bonuses of note. In dungeons, enemies will do enough damage to take it down in attacks. Finally, Angelic Armor does not improve with equipment at all and will always protect you for the exact amount listed by the skill.

Many enemies in the late game have highly damaging aoe attacks and it may be valuable to keep just for that purpose. Bosses in particular have very long ranged aoes that can reach players standing far out of melee range. Four out of the six classes deal physical damage, and three of those classes deal enough of it to kill the unprepared cleric in a matter of seconds.

Riflemen in particular can kill a cleric with powerful attacks. Angelic Armor provides a buffer against these players, giving you time to defend yourself heal or run. The mattack bonus from this spell is the kind that does not effect your healing. The bonuses it provides are fairly small, but when used on an entire time the damage adds up.

Later on the bonuses from this spell will become mostly insignificant paladins are the one exception as they rely on their basic attack for most of their damage, even at the end of the game.

This is not a primary healing spell. It is a secondary healing spell. It may be able to keep a good paladin alive against average mobs, but it will not keep the paladin alive against a boss. When you cast it on a player it will instantly heal the target twice, and after that once every two seconds for ten seconds.

Any healing bonuses from equipment that you have will be divided by five and added to each tick of healing. This spell heals more slowly than cure, costs more mana, and does not stack with itself even if two different clerics cast it.

First and foremost is that it casts instantly. Finally, one cast of rejuvenation heals more than one cast of cure. These three features add up to it being a good secondary target heal. If multiple teammates are taking damage you can focus on one of them while rejuvenation slowly heals up the others this works well against boss aoes which hit hard but infrequently.

It is also good for a solo cleric because it casts instantly and so will not be interrupted. For that same reason, it is also good for pvp. When somebody dies in a dungeon they have 60 seconds to be resurrected before they are automatically kicked out of the dungeon and can no longer participate. To return to the dungeon and keep helping their team they need to use a cash shop item called a dungeon recall. For this reason, clerics need resurrect. It has a long cast time so think about when to use this skill.

Resurrected teammates start out with no aggro though, so the only thing likely to kill them immediately is an aoe attack. This will give the resurrected person a decent chunk of mana to work with and protect them against aoes. The cooldown reduction is also very useful if multiple people die. Maximizing this skill, however, is usually overkill see Exceptions. Each point of move speed makes people run about 2.

Few players aside from paladins who plan on carrying relics in pvp spend the money to maximize their speed they also have an additional piece of equipment, their shield, on which they can have move speed bonuses. Moving faster is still very nice for everyone though. If your team decides to run through part of a dungeon rather than fight through it see Running , it is important to have haste so that you can outrun the mobs.

Running faster also gives your team an edge if something bad happens see Dead Paladins. Higher ranks give up to 5 seconds 72 once it's available will give 6 seconds but I don't really think it's worth all the mana and skill points to bring it up even for high end pvp. Removing buffs from enemies while doing damage is pretty freaking uber. Best kept at odd numbered ranks so you can remove more buffs. Removing haste from an enemy while keeping it on yourself means you'll probably never die since you can always run faster than your enemy.

But I'm not the best person to ask about Cleric pvp on Aika. This skill is great. This skill works very well with signet. Doesn't work against players though. It's pretty much a bless replacement if you think about it. Well worth at least one point in pve. And worth a lot more solo. Extra damage is extra damage. Not recommended in pvp. Especially if you think about penance. This is something very worth getting as it can save you time purifying.

I can't believe I just said that. Well regardless it's true. The spell has a lot of utility and many situations where it is simply a better choice to use. Those who are very skilled at cancelling casts can also make great use of this in pre-emptive healing.

Cast it early, and if the pally is still full, move before it casts to interrupt it. If he takes damage, let it go through. However it is also very easy to waste mana and time overhealing a target with this spell. Especially since aika doesn't allow you to see anyone's actual health numbers. It also costs quite a bit more than cure does. So watch your mana expenditures when using this spell.

Some clerics say you should pick one main heal and spec that way. Certainly you may end up spending more points, but if you put a cleric with max cure and max revelation beside one with 1 point cure and max revelation, you won't find too much difference, it depends on the player themselves, and the one with max cure simply has more tools at their disposal for keeping people alive. I simply cast faster, and heal the target before they do, and in the end they may end up cancelling or wasting their heal on a target I've healed to full by casting cure twice.

It doesn't mean I'm better or they're worse, but different tools result in different results. Simple as that. You can play to a style and pick a spec to that style. The arguments for revelation are exactly that. Arguments of style. Main healing with this spell on pre-emptives or cures, in particular is something you probably need to experiment with to find out on your own.

Which way do you work best? Do you need both? Yes cures and revelations can crit. Yes this spell affects both of those. PvE-group wise it has a fairly unpredictable value towards your own healing.

Crit heals are great Personally I always cast this on myself and the DPS if I can get them to stop long enough to let me buff them As a buff it is definitely of great value. Especially as many dps classes will eventually find almost ALL of their attacks are critting. If you are looking for a support spell, this one trumps a lot of other options I could mention.

At least several fundamentals in PvP has almost always depended on crit if you think about it. PoC cost is as always a pain in the butt though.

Simple math means pieces Caelium Extract is definitely a must if you plan on playing a CL. You might not think you need this for pve, but you really do need it. And a great number of bosses stun and shock in large Areas that, you as a cleric, may not always have the option of being outside of. This one is a given. Even at low percentile effect.

I don't even need to explain this. Choice between one point or max is a personal preference. But at rank 3 you get 6 seconds invincibility instead of 5. So, once again, personal preference. Clerics have waited a long time for a shield against magic. But then we're given this Long cooldown, party wide. But here's the kicker, you probably can't cast it in pve combat unless you want to light up like a lighthouse. Instant aggro pull. Some clerics have posted in the forums that they can use this intentionally to reset mobs.

Personally I think that's a great idea. It also works well to cast it before bosses with magic on your whole party. However since it has such a long cooldown the ideal for this skill is only 1 point. Or so the forums say. I tend to agree with that. PvP you probably would max this.



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