Cleric Advice Needed.
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- Feb 1, 2013 7:01 pm GMTI play a support heavy cleric. I love hanging back and healing and reviving my team. Of course eventually the enemy wises up and attacks me, that's where I need help.
B SKill
When I first started I had Wall+ on a cloak. I loved using that wall for tricky things; A makeshift barricade so I could remain in the thick of battle hiding behind it., Denying the enemy to key spots on almost every map. Blocking the castle entry, Keeping our Big Tower blocked. Wall is a quirky but fun and useful tool.
The thing is, every post say I should definitely be using sacred armor+ (have the white version on 3 weapons). I know it's good, but the issue I run into is the cooldown speed is pretty slow compared to heal and revive. In a skirmish, by the time I cast SA, someone has died. I revive them quick as I can. Heal the 2-3 people that need healing. By that time the player I SA'd is weak/dead again. I just think I can accomplish the same thing with heal/resurrect in a large combat scenario.
So basically I'm saying I like the creativity and uniquness of being able to make a wall, but does the usefulness of Sacred Armor to other players outweigh my love of Wall+ Is it THAT essential? I admit I haven't used Cleric in a while and the game has changed. There are times when I play with people and we coordinate a run to take a ladder or battering ram. So maybe my strategy is obsolete. But I DO still see clever wall setups.
A Skill
When I DO get attacked I am impressed at the range of Clerics. I have a Blue Mac that does decent damage. It has Smash Power Up Lv 3. Only recently did I learn about shield bashing and element slashing. Man I feel like attacking while charged with electricity is the best considering the Clerics range. But my weapon doesn't have that, in fact I don't have smash effect yet. But my shield bash is insane... I haven't even added an Uppercut Lv up yet. So should I add smash effect and have that on my mace and shield or should I add electric enchant effect and just use shield to bash when needed? I have 2 open slots and Revive + is a MUST. So that leaves one more. OR is the Smash effect Up Lv 3 just a red herring? Should I abandon using Smash on club and shield and focus on another ability? That of course would mean hoping for another powerful Cleric wep though...
Y Skill
Just got Underground Doctor Hat. And despite it's low stats, it has Max AP Up Lv 3! Add to that my variety of AP recover ups and nice helmets I think I can buff it nicely. I figure I can make up for the defense by buffing my robe, or heck I want to avoid fighting 1/2 the time, I'll just run. I'll see how that goes. BUT here's the issue. I'm wondering if I really should add a team skill. I mean seriously, I can't get anyone to join a team skill! It used to be that people only joined Mage skills and now I scarcely get that! Granted people DO join Sacred song at the start. But I don't have much luck with people joining team skills any other time.
Don't get me wrong, I'm good at spacing. Out of range for defensive ones, JUST out of range for offensive ones. Near groups of 3+ teammates and JUST AFTER a tower is taken. I know there was a glitch that lasted a while and just got fixed, but people should know now that team skills work again. Especially when they are getting pushed further back by the opposing team, yet refuse to help created one to push the opposing team back! I'm hesitant to add a team skill for those very reasons. Yet, the Clerics team skills CAN be as useful as the Mages. They all have uses and can really turn the tide. I just don't want to waste my slot on a skill that will likely get ignored.
Conclusion.
Sorry I know that was long. I have yet to start using my Cleric much. I guess I'll play all arounder depending on what's needed. Every class in the game has it's fun uses, just want to be proficient at the game as well. all advice GREATLY appreciated!!!!
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Gaming is life!A ten year dream finally realized. I finally have my own computer! Look out Internet and The World; Here Comes Tekknight! (12/22/06) - Feb 1, 2013 8:32 pm GMTI understand that you enjoy using Wall, but it's easily the least useful B skill a cleric has to offer. No matter how clever you think a well placed Wall can be, it will never beat out the necessity of Sacred Armor. You don't lose any HP while SA is on. This will allow you to heal your allies without worrying about them dying during your casting animation. SA prevents you and allies from taking a blow that would have normally killed you (i.e. Charged Attack). SA is useful in ALL situations, whereas Wall is only needed for very small occasions. Being able to have SA on yourself at all times is probably the best thing about SA. You don't have to find another Cleric to buff you. Having SA on yourself at all times mean your risk of dying is greatly reduced.
Smash Power Up is mostly useless on a Cleric because their only smash attack is shield bash. Your weapon should definitely have Resurrect. Your other buffs should probably be Construction Speed. You said it yourself that you're mostly support, so having buffs like Smash Effect and Smash Power Up wont benefit you too much. Lightning Effect may be useful because it's impossible to completely avoid fighting another player, so the stun from the lightning may prove to be useful.
Having a team skill is a good idea. Especially Sacred Song. After the team skills have been fixed, a lot of people have been joining team skills quite frequently. I think you're just unlucky with the team mates you get because whenever I start Sacred Song, everyone in the area attempts to join.
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http://i53.tinypic.com/10fdmko.gif - Feb 1, 2013 8:42 pm GMTI REALLY appreciate that.. Really starting to reconsider Wall *tear. But SA is universally lauded. I'll test Sacred Song by using it when I get it. If people join in, I'll consider adding it. I'll have to look into the construct skills. Not sure how effective they are and when.
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Gaming is life!A ten year dream finally realized. I finally have my own computer! Look out Internet and The World; Here Comes Tekknight! (12/22/06) - Feb 1, 2013 9:53 pm GMTSacred armor is definitely a great choice, I understand it had a pretty bad cooldown/ ap cost but I try to only use it on allies when there is not many enemies nearby/not getting attacked, recently I feel like warriors are all using charged attack which is pretty much a one hit ko. However, sacred armor protects you against strong attacks (even that!)
As for the team skill, sacred song is VERY useful in beginning of matches and I always get a full party if used before timer starts. You should always wait though while everyones joined until the timer (3 2 1) reaches 0 so you all can receive xp which usually launches you and allies to level 3! But aside that, its rare for anyone to join besides 1 or 2 people later in the match as it leaves everyone vulnerable.
I do agree that wall is pretty useful such as in the enemies castle you can block the tower which can lead to a win, but you can still randomly get it! I just prefer to get dash as it helps to chase after runners.
And for enchant wise- I have been using wind enchant and it actually is useful for easy knockouts/ keeps enemies away but smash power 3/ uppercut can do the job well too!
Hope I made sense hahah but just have fun with it! Clerics can be pretty versatile in my opinion and you should make a build that suits your style! - Feb 1, 2013 10:47 pm GMTI would definitely recommend Sacred Song. In my opinion it is essential to a support cleric. It raises your health and ap maximum for a good chunk of time, the more people the higher the buff. But more importantly, you have a buffed ap regen speed while it's active. Meaning you can launch heal after heal no problem.
You only really need one person to activate it (I pop it at start of match, whenever it's safe, or when I respawn) and that regen boost is noticeable especially if you have no ap regen buffs.
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"I heard a rumor that you're an idiot, any truth to that." -Owyn: Rumors Topic- Elder Scrolls IV: Oblivion - Feb 2, 2013 4:44 am GMTTekknight posted...
I REALLY appreciate that.. Really starting to reconsider Wall *tear. But SA is universally lauded. I'll test Sacred Song by using it when I get it. If people join in, I'll consider adding it. I'll have to look into the construct skills. Not sure how effective they are and when.
Wall is great and better than dash (people can buy lvl 4 dash during the game), but Sacred Armor is the skill you should have available from the start.
Being able to construct/destroy fast can win you the game. Whether it is breaking into the castle, or fighting over towers, that fast ability LVL 3, 2, and 1 has helped me help my team to victory multiple times. - Feb 2, 2013 6:42 am GMTWell one thing's for certain. I'm adding Sacred Armor to my Armor. I'll play with wall as I come across it. Slowly testing out my Cleric to see how he does, Ran with a good crew today/last night. Need a little time to try out some battle styles so I can work on my weapon.
Thanks again everyone.
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Gaming is life!A ten year dream finally realized. I finally have my own computer! Look out Internet and The World; Here Comes Tekknight! (12/22/06) - Feb 2, 2013 11:58 am GMTMy cleric gear is as follows and should help to let you know what your needs should be, obviously I have room for some upgrades but I'm waiting until card packs are discounted or there's a sale on tickets before I go balls deep
Surgeons helmet or something, premium item
Level 3 ap up
Level 2 ap recovery
Sacred armor
Chest is something weight 7 premium
Defense level 2
Sacred song
Magic def level 2
Weapon is weight 6 prem bat
Smash effect
Resurrect
Smash effect Lv 2
Shield is some weight 3 eagle shield non prem
Get hit gain ap level 2
Get hit gain ap level 1
Accessory is dark hero cape weight 4 premium
Conserve ap 2
Conserve ap 1
Shorten cool down 1
Shorten cool down 2
With the accessory alone I can pretty much cast non stop, I wish I could hotkey heal and resurrect and cast them both simultaneously
My accessory and helmet are the 2 most important factors in being an effect clearic, focus on stats like those to get the most out of your guy
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Meh... - Feb 6, 2013 12:40 am GMTIf you're hanging back and helping your team as the cleric then you should never be attacked. If something happens where every single one of your team mates die at the same time before you and then you're the only one standing there, then I can see that, but the way you're describing your game play at the beginning of your post, you should never have to even worry about being attacked, lol.
Anyway,
Drop the wall skill. If you get it during a game, that's great, but it's not really worth giving up sacred armor+ Anything that helps keeps you and your team mates alive is a big help since it's keeping the enemy team from pushing you all back.
One may argue that the wall can be placed at a walkway to block the enemy team and this is true, but I feel that an actual human can stall enemy players longer than a wall can. While the wall is flexible and can be used in many ways, the only two major uses I've found (or at least I can think of at the moment) for the wall are for blocking off the enemy's big tower stairs and putting it up while building a battering ram to protect from arrows.
I always go with the revives first, no matter what and then heals if it looks like a team mate is being severely damaged. It's more useful to start casting sacred armor on people rather than spam heal people that have lost a tiny bit of their health bar imo.
This goes without saying, but try to get some cool down and conserve AP buffs pronto if you're having problems with AP or cooldown. If you were able to catch that army backpack last month on the treasure map, that's amazing for abilities.
About the team skills, I feel your pain on that one. Recently, a lot of people have actually been joining them on my team, though. Unfortunately, now you have the people that wait for absolutely every single circle to be filled before casting a team skill.
As for your weapon, the smash isn't doing much if you're more of a support person. I don't know how many slots you have available, but that resurrect+ and construction speed up is vital for a cleric. If you have an extra slot, smash would be nice to have as well, though.
While sitting back and healing/reviving is nice, always remember that as a cleric, you can win a game single handedly by running over to their base, building a ladder, and attacking their tower. They may be alerted when you get inside, but a lot of the times, it's too late for them. (Or at least in my case.)
With dash, you can distract the enemy and pull some pressure from your team so they can push back out of the base. Or you can go take a tower further up along the battlefield, it'll certainly stop some of the enemy from revoking your team's spawning rights.
And if you see a team mate dead on the big tower staircase and you have revive, please revive them. For some reason, this isn't done too much, but it definitely wins games.
Good luck with your cleric. With some practice, armour/weapon buffs, and quick thinking, you'll be able to walk all over the maps without being touched and still getting MVP. - Feb 6, 2013 8:38 am GMTAppreciate that a lot Asaakirafan
Update:
I added Sacred Song to my armor that has mobility up Lv 2
I added Sacred Armor to my helmet that has max Ap up and Ap Heal up Lv2
The tip to focus on Sacred Armor and revive is good . I appreciate that idea. Though speedy, healing is often short lived. besides, a rez gives full health right? And Sacred armor cuts death in half. It's just that Sacred Armor is tricky to target the right person. I try to get warriors first, they need it most.
I need a bit of advice about weapons still. I've yet to transfer my revive+ because I don't know if I'll keep my weapon. I try to avoid fighting, but there are times where the fight is bought to me.
I don't want to spend much money on this game really. So I can't count on getting another weapon (like the two 3 slot weapons without a fixed buff). Assuming I have to stick with my current weapon, that means i have 3 slots Smash attack up 3, revive+ and ____ what should I fill in the blank with? Smash attack, construct up, or an immobilizing enchant?
Could also use a bit of advice for armor... (for all classes!) My trouble is usually that in a fight.
My warrior gets a few kills then gets pegged before I can get away to heal. (armor: magic def up lv2/ defense up lv 1, ___)
My cleric has lower defense because my helmet has bad stats but great buffs. I don't know if I even need good defense, but I DO need to stay alive. I usually stay near an ally and try to keep him alive to fight for me lol (armor has mobility up lv2, sacred song and ___)
My mage has solid mage defense, I usually die after I run out of Ap and try to escape. A napalm exit is my fave, but when low on AP... plus I hate when I get them to a sliver using spells and run out of AP. I want to finish them off with a wand smack... tho often i can't finish them. Also I think I get taken out by rock throw to the back while escaping (when i zig when I should zag) . I'm not sure that the KO resist works when hit from behind, but maybe?
I'm getting the feeling that mobility up L2 or 3 is suited for my playstyle for all 3 classes. Any advice? Thanks again.
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Gaming is life!A ten year dream finally realized. I finally have my own computer! Look out Internet and The World; Here Comes Tekknight! (12/22/06) - Feb 7, 2013 4:15 pm GMTIsn't Construction Speed Up only +45% at level 3? Why is that so important? Even with maxed construction speed, isn't that only +90% for the sacrifice of 3 slots?
- Feb 7, 2013 10:02 pm GMTCrimefridge posted...
Isn't Construction Speed Up only +45% at level 3? Why is that so important? Even with maxed construction speed, isn't that only +90% for the sacrifice of 3 slots?
Every second counts when trying to dismantle a tower in the heat of battle.
L3(L2?) construction allows you to skip the 'chip' phase on the tower and immediately deactivate it.
I don't think I need to go into detail about how useful constructing for (90%)nearly two people are.
The Golden Hammers building percentage really starts to add up when you see four people start to knock down a tower/build a ram for only a brief moment and it is already halfway.
(Or when you are the only survivor of your backdoor group)
Most of the buffs applied on your weapon (other than that one Skill+ you are allowed to add) are completely useless/preference if you don't plan on standing in the fray 24/7.
Long story short, it is a powerful gimmick.
And to perform at the best you have to master all of the classes and your builds.
Certain stages call for different approaches/classes and if utilize properly will make a massive impact.
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Corrupting the human mind... one session at a time. - Feb 8, 2013 2:55 am GMTGwizAlch posted...
Crimefridge posted...
Isn't Construction Speed Up only +45% at level 3? Why is that so important? Even with maxed construction speed, isn't that only +90% for the sacrifice of 3 slots?
Every second counts when trying to dismantle a tower in the heat of battle.
L3(L2?) construction allows you to skip the 'chip' phase on the tower and immediately deactivate it.
I don't think I need to go into detail about how useful constructing for (90%)nearly two people are.
The Golden Hammers building percentage really starts to add up when you see four people start to knock down a tower/build a ram for only a brief moment and it is already halfway.
(Or when you are the only survivor of your backdoor group)
Most of the buffs applied on your weapon (other than that one Skill+ you are allowed to add) are completely useless/preference if you don't plan on standing in the fray 24/7.
Long story short, it is a powerful gimmick.
And to perform at the best you have to master all of the classes and your builds.
Certain stages call for different approaches/classes and if utilize properly will make a massive impact.
Wonderfully put. I've had Lvl 3 construction save time on battering rams and revive tower smashes.
If I'm going to work on building a battering ram, building a ladder on the side of the base, or attacking the big tower, regular construction speed simply will not do. I barely make it sometimes with construction speed level 3, so I know for sure that having that golden hammer can save games.
(I get so happy when I see a team mate with a golden hammer build next to me, it's so fast.
) - Feb 8, 2013 3:22 am GMTI don't like to double post, but I had to compliment GwizAlch on his post.
@Tekknight
First of all, nice additions to your cleric class, I hope they work out for you! I enjoy mobility up buffs a lot.
As for your cleric's weapon, I can't advise you on this too much besides suggesting that you have construct up and revive+. I don't fight much with my cleric, but when I do, it's with the assist of a team mate. If I'm alone on the enemy's side of the map, I just do whatever to avoid them. An immobilizing enchant would be nice for getting away or simply attacking someone, though. Hopefully someone else could give you better advice here.
As for armor, I can't advise too much here either. I simply go with the best defense bonuses I have I have and have mobility up and freeze/stun/smash resistance if not a certain ability of course. I had the same feeling about mobility as you do. I use it to get around the map fast and to cause distractions, assist team mates, or escape the enemy. Mobility and resistance buffs work well for me because if I rarely get slowed down if I'm hit. (Unless it's that darn lightning.)
Best of luck with everything and have a wonderful weekend! Hope you find everything you're looking for. - Feb 19, 2013 5:41 pm GMTMy cleric setup goes as follows:
A button skills: Heal, Resurrect, Dispel
B button skills: Sacred Armor, Build Materials, Wall
Y button skills: well there are only three so those three, although I rarely ever manage to unlock all three Y button abilities.
buffs for: reduce cooldown lvl 2, conserve AP lvl 2, and construction speed up lvl 2
I keep reading that Wall is not that useful, but I have never gone a game with out using it extensively. When coupled with my ability to build things fast, it gives me enough time to tear down an enemy spawn tower. Plus, with the reduced cooldowns, I can put up another wall when I think my first one is coming down. Then boom I just took down an enemy spawn tower and rebuilt it for my team. Then they spawn there and wipe out the people trying to get to their spawn tower. And if worse comes to worst and the enemy team rushes our castle, I can just plant a wall right in front of or behind the door and keep spamming that. I suppose it's just a matter of playstyle. My favorite use for the wall is on a bridge and there is a smart mage with me who knows to plant a magical trap right under my wall so the enemy goes bouncing off the bridge and dies while they are trying to tear down my wall. - Feb 21, 2013 9:35 am GMTThanks for the tips again all. Didn't even realize I got more responses. My cleric is a LOT more useful with Revive+, Sacred Song+ and Sacred Armor+! It HAS won us games. I decided to stick with my Blue Mace and its Smash Attack Up Lv3 plus adding Uppercut Up Lv3 to my shield (still have a free slot on it too). Once I got into the castle and kept reviving allies, then smashing foes OVER the castle wall from feet away, I was sold. It's more powerful than the base Smash Attack for warriors.
I guess the final test is to see how I die most often. Do I die in battle? Can I avoid it? Am I getting status effect'd to death? I'll tally those to determine what to add to my armor.
Also I'm officially torn between construction speed up and Ice Enchant+. But I can playtest that too. All I need is to see how well I do with an enchanted wep.
I feel that a few more lucky finds in the game will grant me the right combo to get my cleric where I want him. Thanks again. I feel I'm 90% there.
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Gaming is life!A ten year dream finally realized. I finally have my own computer! Look out Internet and The World; Here Comes Tekknight! (12/22/06)
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