Glorious Alpha Two Testers!

Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.

Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.

Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.

Improving the Cleric Class: Issues and Proposed Solutions for a Better Gameplay Experience

EbonbornEbonborn Member, Alpha Two
edited November 13 in Cleric Archetype
1. Issue: Lack of Status Awareness

Problem: As a Cleric, I often don’t know if my allies or party members are stunned, cursed, or debuffed, which limits my ability to respond effectively to their needs.
Solution: Introduce color changes in raid or party frames to indicate when a target has a dispellable buff or debuff, making it easier for Clerics to identify who needs help.

2. Issue: Infeasibility of Solo Leveling

Problem: Solo leveling as a Cleric is nearly impossible, which could discourage players who prefer to play alone or lack access to consistent groups.
Solution: Provide reasonable ways for Clerics to solo level, such as rebalancing certain skills for solo play or adding more accessible solo content options equal to that of a dps' speed at leveling. An idea would also be to add class specific quests with more xp for harder to level classes.

3. Issue: Lack of Mobility Without Stamina or Wings of Salvation

Problem: The Cleric feels helpless when out of stamina or when Wings of Salvation is on cooldown. This lack of mobility can make it difficult to stay safe or reposition effectively in combat.
Solution: Enhance the Cleric’s mobility through a weapon skill tree or revamp the current stamina skill tree to include more class-specific mobility options, making it easier for Clerics to manage movement in different situations. It definitely doesn't help that stamina is constantly bugged and I am using it at pretty much all times until it runs out or I press escape every time.

4. Issue: Vulnerability to Burst Damage

Problem: When caught off guard, the Cleric can go from 100% to 0% health almost instantly, leaving no chance to respond. While being caught in a vulnerable position should be punishing, it currently feels too severe.
Solution: Adjust burst damage mechanics so that Clerics drop HP instead of instant death, giving them a chance to respond and survive.

Problem 5-1: The Cleric’s kit feels incomplete, with some abilities lacking effectiveness in combat.
Solution: Rebalance key abilities for improved utility to make the Cleric feel more well-rounded and impactful.

Problem 5-2: Mend is a spell with potential, but it feels underwhelming and could be more useful in critical moments.
Solution: Enhance Mend or the skill tree to provide more significant healing or utility, making it a more valuable tool in the Cleric’s kit. Make mend an optional spell like divine infusion.

Problem 5-3: Soothing Glow has a high mana cost for a Heal-over-Time (HoT) effect, limiting its usability in prolonged fights.
Solution: Reduce the mana cost of Soothing Glow to make it more sustainable, allowing Clerics to use it without quickly depleting their mana reserves.

Problem 5-4: Judgment can result in overhealing and has targeting issues due to the auto-retargeting system, which can waste its healing potential.
Solution: Refine Judgment’s targeting mechanics to better match the Cleric’s intentions and reduce instances of wasted healing due to over-targeting.

Problem 5-5: Deliverance, intended to be the Cleric’s most dependable heal, is too slow to cast, making it hard to use in fast-paced, high-damage situations. Its secondary form, Divine Infusion, also lacks impactful benefits.
Solution: Increase the cast speed of Deliverance or provide an option for an instant cast version in emergencies like a charge for the first cast and then the second one being a cast and then the charge is refilled after a certain amount of time.

6. Issue: Divine Power Management

Problem: Divine Power does not regenerate out of combat, which limits its utility and leaves Clerics unable to start new encounters with sufficient resources.
Solution: Allow Divine Power to increase outside of combat, so Clerics can enter new fights prepared and use their full range of abilities.

7. Issue: Resplendent Beam’s Over-Targeting

Problem: Resplendent Beam often targets too many people unintentionally, this is a bug.
Solution: Fixing the bug with resplendent beam targeting way too many people.

8. Issue: Limited Effectiveness of Damage Skills

Problem: While Bountiful Bless Weapon has a good mana-to-effect ratio, the other tree's to it seem wasteful and often we can't auto at all in pvp and the 5% damage increase on weapon combo finishers seems lack luster. The skill Righteous Blessed weapon is very unclear with burning stacks and how burning stacks are applied when it comes to other characters.
Solution: Retain the strengths of Bountiful Bless Weapon and Consecrating Wave, but rework the other damage skills in the Cleric’s arsenal to provide meaningful damage options and increase the Cleric’s combat effectiveness. Elaborate on how burning stacks are applied with the clerics 30% with Righteous vs a Mages 50%+ with its spells.

9. Issue: Divine Flare’s Difficulty with Targeting and Cast Speed

Problem: Divine Flare is challenging to use effectively due to its slow cast time and lack of a clear targeting mechanism. It often misses unless perfectly placed, and players can easily move out of range.
Solution: Enable AoE's to be placed at the targets feet, so Clerics can preemptively notify allies of its use and the target can stand still. Additionally, increasing the cast speed or area of effect would improve accuracy and make it easier to land in dynamic combat situations. Allowing it to be placed on allies would also open up new combo opportunities with other classes.

10. Issue: Barrier’s Limited Usefulness

Problem: Barrier’s health swap has a short duration and can leave the Cleric vulnerable to burst damage, making it feel underwhelming and risky to use.
Solution: Extend Barrier’s effect duration or add additional benefits like damage resistance to make it more valuable and less punishing when used.

11. Issue: Defiant Light’s Low Revival HP

Problem: Defiant Light revives players with minimal health, allowing enemies to finish them off immediately. In the current high-damage environment, this leaves revived players with almost no chance to survive.
Solution: Increase the health granted upon revival or damage mitigation so that players have a fighting chance to recover and re-enter combat effectively.

12. Issue: Flash Cure’s Limited Strategic Flexibility

Problem: Flash Cure has 3 charges, which feels unnecessary and limits its pairing with other skills, reducing its strategic flexibility.
Solution: Remove Flash Cure’s charges, allowing it to be used freely with other spells. This change would raise the skill ceiling for Clerics by enabling more skillful, dynamic healing combinations.

13. Issue: Condemn’s Cast Requirement is Restrictive

Problem: Condemn requires Conflagration to cast, which is impractical in solo situations and restricts the Cleric from having a reliable stun option.
Solution: Allow Condemn to be cast without Conflagration as a prerequisite, giving Clerics at least one effective stun in both solo and group scenarios. Otherwise, an 10 second incapacitate becomes ineffective with so much aoe damage in combat. Removing the incapacitate and gaining the stun would be a fair trade off i'm sure most would be willing to trade off.

14. Issue: Accidental Self-Cast of Wings of Salvation

Problem: Wings of Salvation can sometimes be accidentally cast on the Cleric, wasting its potential and leaving allies without support.
Solution: Disable self-casting of Wings of Salvation and ensure it prioritizes allies or enemies only, improving its overall utility.

15. Issue: Chains of Restraint’s Predictability

Problem: Chains of Restraint has a long cast time, making it easy for enemies to avoid and reducing its effectiveness in combat.
Solution: Shorten the cast time or add an effect that makes the spell harder to predict or evade, allowing it to fulfill its intended role more effectively.

15. Issue: Communal Restoration

Problem: Communal Restoration has a long cast time and only a 6 second overheal making it useless in a lot of pvp scenarios.
Solution: Shorten the cast time or extend the overheal duration.

Combat
I recognize that the Cleric class is still evolving, with another testing phase and the introduction of secondary archetypes on the horizon. My feedback is based on current gameplay experiences and is intended to highlight areas where I believe the cleric could be refined for a more versatile and engaging playstyle specific to these lower levels. This is with the understanding that there are no phase expectations in the Alpha phases with a level change.

The suggestions here are not intended as an exhaustive list of required changes but rather as ideas that could inspire adjustments to address certain challenges within the class at the current level cap. I think exploring some of these improvements, or similar concepts, could enhance the overall Cleric experience without disrupting the class's core identity. With these potential tweaks, I believe the Cleric would feel more complete and impactful, especially as the game progresses through testing and future archetypes are integrated.

Comments

  • LeiloniLeiloni Member, Alpha Two
    Ebonborn wrote: »
    1. Issue: Lack of Status Awareness

    Problem: As a Cleric, I often don’t know if my allies or party members are stunned, cursed, or debuffed, which limits my ability to respond effectively to their needs.
    Solution: Introduce color changes in raid or party frames to indicate when a target has a dispellable buff or debuff, making it easier for Clerics to identify who needs help.

    I do agree we need a better UI to show these things. I think Aion is the game I'm thinking of but there was one where the health bar would change colors depending on the category of debuff they were afflicted with (they had two categories, I think mental and physical). It's much easier to see and much simpler than a bunch of tiny icons I can't see. Like if their HP is purple I know I can cleanse.
    Ebonborn wrote: »
    2. Issue: Infeasibility of Solo Leveling

    Problem: Solo leveling as a Cleric is nearly impossible, which could discourage players who prefer to play alone or lack access to consistent groups.
    Solution: Provide reasonable ways for Clerics to solo level, such as rebalancing certain skills for solo play or adding more accessible solo content options equal to that of a dps' speed at leveling. An idea would also be to add class specific quests with more xp for harder to level classes.

    Solo leveling is fine. We have decent DPS for a healer and great survivability. It's an appropriate tradeoff for a healer class. We don't need anything more. Besides, the game is meant to be played mostly in a party.
    Ebonborn wrote: »
    3. Issue: Lack of Mobility Without Stamina or Wings of Salvation

    Problem: The Cleric feels helpless when out of stamina or when Wings of Salvation is on cooldown. This lack of mobility can make it difficult to stay safe or reposition effectively in combat.
    Solution: Enhance the Cleric’s mobility through a weapon skill tree or revamp the current stamina skill tree to include more class-specific mobility options, making it easier for Clerics to manage movement in different situations. It definitely doesn't help that stamina is constantly bugged and I am using it at pretty much all times until it runs out or I press escape every time.

    I haven't felt like mobility is an issue yet but if you're always out of stamina, then either you're experiencing a bug or you're trying to block/dodge too often. Use them wisely and don't forget to put points into your Stamina skill tree. It helps.
    Ebonborn wrote: »

    4. Issue: Vulnerability to Burst Damage

    Problem: When caught off guard, the Cleric can go from 100% to 0% health almost instantly, leaving no chance to respond. While being caught in a vulnerable position should be punishing, it currently feels too severe.
    Solution: Adjust burst damage mechanics so that Clerics drop HP instead of instant death, giving them a chance to respond and survive.

    We have a ton of life-saving options already, especially for dealing with burst. Also don't forget that gear (and level) makes a huge difference here.
    Ebonborn wrote: »
    Problem 5-1: The Cleric’s kit feels incomplete, with some abilities lacking effectiveness in combat.
    Solution: Rebalance key abilities for improved utility to make the Cleric feel more well-rounded and impactful.

    The class is incomplete. We're only able to go up to level 25 right now in a game that goes up to 50 eventually, with secondary class choices and augments as well. It will change. That being said, our current toolkit is incredibly well-rounded and the class overall is really well designed.
    Ebonborn wrote: »
    Problem 5-2: Mend is a spell with potential, but it feels underwhelming and could be more useful in critical moments.
    Solution: Enhance Mend or the skill tree to provide more significant healing or utility, making it a more valuable tool in the Cleric’s kit. Make mend an optional spell like divine infusion.

    Mend is definitely a bit lackluster but I don't think it's meant to be a heal used in critical moments. It's more of a small filler heal, but right now doesn't really seem very worth it for that even considering how much better Deliverance is.
    Ebonborn wrote: »
    Problem 5-3: Soothing Glow has a high mana cost for a Heal-over-Time (HoT) effect, limiting its usability in prolonged fights.
    Solution: Reduce the mana cost of Soothing Glow to make it more sustainable, allowing Clerics to use it without quickly depleting their mana reserves.

    I think this is an appropriate risk to reward ratio. It causes us to think wisely about when to use it and making sure we don't waste any health ticks on a full HP target. Spamming HoTs nonstop is brainless healing with few downsides (WoW Druid is perhaps the worst example of how OP and brainless this gets). Intrepid is trying to bring strategy, thought, skill and risk vs reward choices into this game. I think so far they're off to a good start. Soothing Glow has it's uses but not as a perma-spam spell and I prefer it this way.
    Ebonborn wrote: »
    Problem 5-4: Judgment can result in overhealing and has targeting issues due to the auto-retargeting system, which can waste its healing potential.
    Solution: Refine Judgment’s targeting mechanics to better match the Cleric’s intentions and reduce instances of wasted healing due to over-targeting.

    What auto-retargeting system? I haven't had issue with this. Can you explain? If you're experiencing a bug you need to make a post for it in the bug forum.
    Ebonborn wrote: »
    Problem 5-5: Deliverance, intended to be the Cleric’s most dependable heal, is too slow to cast, making it hard to use in fast-paced, high-damage situations. Its secondary form, Divine Infusion, also lacks impactful benefits.
    Solution: Increase the cast speed of Deliverance or provide an option for an instant cast version in emergencies like a charge for the first cast and then the second one being a cast and then the charge is refilled after a certain amount of time.

    You don't need to cast it to full. The point of it being a charge up is you can stop charging early to get a quicker but smaller heal. And we have other skills in our kit to help. For one thing Flash is able to be used while casting for a reason. So you start charging Deliverance, maybe the target is still taking damage quickly so you pop a Flash while continuing to charge Deliverance to buy you time to get a longer, bigger Deliverance off for example. Or maybe you plan ahead and place Divine Flare down for a quick burst on the target after a partial Deliverance cast, or pop Defiant Light or Barrier first, etc. Or maybe you just take the risk and try to cast a full Deliverance and get a massive heal (if they don't die) - but that's part of Intrepid's risk vs reward core gameplay tenet.

    There are many choices to be made. And don't forget with more gear comes faster cast times. At 15 I already had shaved .5 seconds off the cast time with gear. I can't imagine how fast it'll get at higher levels.
    Ebonborn wrote: »
    6. Issue: Divine Power Management

    Problem: Divine Power does not regenerate out of combat, which limits its utility and leaves Clerics unable to start new encounters with sufficient resources.
    Solution: Allow Divine Power to increase outside of combat, so Clerics can enter new fights prepared and use their full range of abilities.

    For me the biggest issue is the UI for Divine Power makes it hard to see. I'm ok with starting combat with the counter at 0 because then it functions like an ultimate/daily power sort of thing. But it's hard to use when it's on our nameplate. It needs an easier to see UI element down by the skillbar somewhere.
    Ebonborn wrote: »
    7. Issue: Resplendent Beam’s Over-Targeting

    Problem: Resplendent Beam often targets too many people unintentionally, this is a bug.
    Solution: Fixing the bug with resplendent beam targeting way too many people.

    I haven't noticed it targeting too many people, just usually my party. I do really like this skill, though. It's a great quick, big, multi-target heal that gets people even when they're not super close.
    Ebonborn wrote: »
    8. Issue: Limited Effectiveness of Damage Skills

    Problem: While Bountiful Bless Weapon has a good mana-to-effect ratio, the other tree's to it seem wasteful and often we can't auto at all in pvp and the 5% damage increase on weapon combo finishers seems lack luster. The skill Righteous Blessed weapon is very unclear with burning stacks and how burning stacks are applied when it comes to other characters.
    Solution: Retain the strengths of Bountiful Bless Weapon and Consecrating Wave, but rework the other damage skills in the Cleric’s arsenal to provide meaningful damage options and increase the Cleric’s combat effectiveness. Elaborate on how burning stacks are applied with the clerics 30% with Righteous vs a Mages 50%+ with its spells.

    Cleric is meant to be a healer, not a DPS. So our DPS is only supposed to be complementary to help the team when we're not healing. Skills like this are a useful choice for Clerics who want to choose a more offensive playstyle, but won't be for everyone and that's ok.
    Ebonborn wrote: »
    9. Issue: Divine Flare’s Difficulty with Targeting and Cast Speed

    Problem: Divine Flare is challenging to use effectively due to its slow cast time and lack of a clear targeting mechanism. It often misses unless perfectly placed, and players can easily move out of range.
    Solution: Enable AoE's to be placed at the targets feet, so Clerics can preemptively notify allies of its use and the target can stand still. Additionally, increasing the cast speed or area of effect would improve accuracy and make it easier to land in dynamic combat situations. Allowing it to be placed on allies would also open up new combo opportunities with other classes.

    The targeting mechanism is clear - you put it on the ground where you want it to go. And you can place it on allies - just aim your mouse on the floor under an ally. I don't understand this part? And the 3 second delayed effect is a risk vs reward choice that promotes skillful usage instead of just mindless skill spam. Yes people may sometimes move out of it, and sometimes a coordinated group can play better to prevent that, sometimes it'll happen and you can't do anything about it. That's the risk we take for being able to use a skill with such absurdly high amounts of healing.

    The only thing I'd say might be the skill upgrades for silence and magic protection would make more sense if they were applied instantly, with the heal still being applied 3 seconds later. If a player or mob is casting something, it'll be over before the 3 seconds is up for those skill upgrades to take effect.
    Ebonborn wrote: »
    10. Issue: Barrier’s Limited Usefulness

    Problem: Barrier’s health swap has a short duration and can leave the Cleric vulnerable to burst damage, making it feel underwhelming and risky to use.
    Solution: Extend Barrier’s effect duration or add additional benefits like damage resistance to make it more valuable and less punishing when used.

    Yea I'm not crazy about this one. I understand the intention behind the use - again the risk vs reward thing. I'm just not sure sacrificing my health is the risk that makes sense here. Especially when Cleric is such a high priority target from both players and mobs. I mean sure there are ways to play around this but I'm a bit iffy on the skill ether way.
    Ebonborn wrote: »
    11. Issue: Defiant Light’s Low Revival HP

    Problem: Defiant Light revives players with minimal health, allowing enemies to finish them off immediately. In the current high-damage environment, this leaves revived players with almost no chance to survive.
    Solution: Increase the health granted upon revival or damage mitigation so that players have a fighting
    chance to recover and re-enter combat effectively.

    Defiant Light is OP. I have nothing else to add here. Don't poke the bear or they might nerf it.
    Ebonborn wrote: »
    12. Issue: Flash Cure’s Limited Strategic Flexibility

    Problem: Flash Cure has 3 charges, which feels unnecessary and limits its pairing with other skills, reducing its strategic flexibility.
    Solution: Remove Flash Cure’s charges, allowing it to be used freely with other spells. This change would raise the skill ceiling for Clerics by enabling more skillful, dynamic healing combinations.

    How would reducing the skill's charges increase the skill ceiling? The skill having charges raises the skill ceiling more because you can't spam it nonstop but need to use it wisely. And the fact that it's an instant cast spell you can use while casting other spells already makes it incredibly dynamic. Removing charges would make the spell overpowered and most Clerics would do nothing but cast Flash.
    Ebonborn wrote: »
    13. Issue: Condemn’s Cast Requirement is Restrictive

    Problem: Condemn requires Conflagration to cast, which is impractical in solo situations and restricts the Cleric from having a reliable stun option.
    Solution: Allow Condemn to be cast without Conflagration as a prerequisite, giving Clerics at least one effective stun in both solo and group scenarios. Otherwise, an 10 second incapacitate becomes ineffective with so much aoe damage in combat. Removing the incapacitate and gaining the stun would be a fair trade off i'm sure most would be willing to trade off.

    First of all, it doesn't require Conflagration to cast. It's a sleep spell by default and you can get a stun instead if the target is Conflagrating. Big difference, and sleep by itself is a fairly useful and standard MMO spell.

    Also I know that a lot of players from a lot of classes right now are having trouble coordinating CC's that break on damage. I think it's a bit early to say if any of this is a design issue or a learn to play issue. We all need to play more and get more organized before we say it's a problem. Honestly it's a fairly standard skill design for MMOs. CC's that don't break on damage risk being too OP by allowing a player to be killed before they can fight back.

    I also think it's worth exploring the potential combo opportunities we have in our own toolkit and that of other classes that could ensure the target is stunned instead of incapacitated. Seems a bit early to call on this one - we've all only been playing a few weekends.
    Ebonborn wrote: »
    14. Issue: Accidental Self-Cast of Wings of Salvation

    Problem: Wings of Salvation can sometimes be accidentally cast on the Cleric, wasting its potential and leaving allies without support.
    Solution: Disable self-casting of Wings of Salvation and ensure it prioritizes allies or enemies only, improving its overall utility.

    Are you using hover casting? This sounds like a bug worth putting in the bug section of the forums, or /bug in game.
    Ebonborn wrote: »

    15. Issue: Chains of Restraint’s Predictability

    Problem: Chains of Restraint has a long cast time, making it easy for enemies to avoid and reducing its effectiveness in combat.
    Solution: Shorten the cast time or add an effect that makes the spell harder to predict or evade, allowing it to fulfill its intended role more effectively.

    I think this will be more useful in larger PvP scenarios.
    Ebonborn wrote: »
    15. Issue: Communal Restoration

    Problem: Communal Restoration has a long cast time and only a 6 second overheal making it useless in a lot of pvp scenarios.
    Solution: Shorten the cast time or extend the overheal duration.

    The cast time is fine but the skill does feel a bit weird. It seems lacking identity. The direct heal is small compared to our other choices and the overheal is a bit short. If the overheal were extended it might feel more impactful, and if the direct heal needs a slight nerf to make that happen so be it. I can see potential in this skill but right now it doesn't wow me (but I use it anyway).



  • EbonbornEbonborn Member, Alpha Two
    @Leiloni thank you for such a thorough response! I value any and all feedback so I definitely can see some of the points you make!
  • CrotchlessCrotchless Member, Alpha Two
    edited November 14
    Not trying to be rude, it just kinda sounds like your not playing the class properly? Some things ill comment on are below:

    Ebonborn wrote: »
    1. Issue: Lack of Status Awareness
    -agreed
    Ebonborn wrote: »
    2. Issue: Infeasibility of Solo Leveling
    disagree, after all you are a healer with the ONLY rez in the game. Youre not going to do the same damage as a DPS. accept that
    Ebonborn wrote: »
    3. Issue: Lack of Mobility Without Stamina or Wings of Salvation
    1) you get more stam as you level. you are probably around level 10/15 out of 50 total levels in the game(25 for alpha)
    2) spec your points to unlock the double roll distance if you havent. fixes most of your issues
    Ebonborn wrote: »
    4. Issue: Vulnerability to Burst Damage
    very few times ive encountered this going from 100 to 0 before being able to react, usually when fighting above my capabilities due to current gear. however when you learn of the burst damage from certain enemies if you are low life already you cast defiant light on yourself. so when you hit 0 HP you actual heal up to 25% on your health. also the burst usually happens over 1-2 seconds. not instant(again, unless your fighting stuff you shouldnt be) so use Plentiful Mend on yourself during the damage as its an instant heal when used on your self. I'd recommend setting up a keybind to target self thats easily pressed. i use a button on the side of my mouse.
    Ebonborn wrote: »
    Problem 5-1: The Cleric’s kit feels incomplete, with some abilities lacking effectiveness in combat.
    Aoc combat is very unique. if youre expecting huge game changer abilities that youre probably more familiar with as a healer in wow, stop. but i do agree some could use a bit of tweaking and im sure they will in time

    Ebonborn wrote: »
    Problem 5-2: Mend is a spell with potential, but it feels underwhelming and could be more useful in critical moments.
    I love mend. when you start getting rare gear the heal amount really shows. also its nice knowing its an instant save when self used, but also takes a bit of planning when used on team members. learn your kit to know what abilities you need to use in different situations. i wont cast mend on a tank if hes at 20% knowing itll take 2 seconds to reach him when i can cast Flash Cure once for a bigger insta heal, followed up by 3 casts of mend to save mana. its more of a filler heal you can pop off easily in between your CDs anyway

    Ebonborn wrote: »
    Problem 5-3: Soothing Glow has a high mana cost for a Heal-over-Time (HoT) effect, limiting its usability in prolonged fights.
    a bit of a long one here.. my group was pulling four to five 3-stars enemies at remnants at a time, when they were low(not dead) a bard would run off and pull more.. we would do this for 40 mins to an hour at a time with a party of 8, with me being the only healer. we not once stopped for mana breaks. i only once got low on mana. make sure you have bountiful blessed weapon and cast it on someone who needs it. i think the mana issue is only low level, it evens out later on if played right.

    Ebonborn wrote: »
    Problem 5-5: Deliverance, intended to be the Cleric’s most dependable heal, is too slow to cast, making it hard to use in fast-paced, high-damage situations. Its secondary form, Divine Infusion, also lacks impactful benefits.
    i also dont like this one, i dont even run it on my skill tree to be honest. but might be situational if theres fights with lots of little chip damage that slowly gets everyone low. i havent seen it yet though

    Ebonborn wrote: »
    8. Issue: Limited Effectiveness of Damage Skills
    not an issue imo. the damage is a little low yes, but YOU ARE A HEALER. still enough damage to solo. just a bit slower

    Ebonborn wrote: »
    9. Issue: Divine Flare’s Difficulty with Targeting and Cast Speed
    i dont use action cam, and havent had issues with this. if your teammates are running out of it thats on them. if your tank is running around while tanking, teach him how to play better. teaching our DPS to back out of it if theyre full life, so they dont rob the tank of a bigger heal is a challenge, but its one i welcome, i love the complexity of this skill

    Ebonborn wrote: »
    10. Issue: Barrier’s Limited Usefulness
    personally i wont run barrier as setting myself up to die easier, is not worth it. if the healer goes down, they all go down. might be some peoples play style but not mine

    Ebonborn wrote: »
    11. Issue: Defiant Light’s Low Revival HP
    use this ONLY in emergency situations where you know someone is going down. but follow it up with spamming insta heals to try having it not pro at all. if it does, its literally a second chance to get them topped up again. if youre channeling spells for a "bigger heal" while knowing the risk. thats on you. i personally love this skill and think its fine as is



    Ebonborn wrote: »
    Problem: Flash Cure has 3 charges, which feels unnecessary and limits its pairing with other skills, reducing its strategic flexibility.
    not true. think of sitting at 3 charges a waste. same as sitting at 5 charges of Mend a waste. you dont have to use them all. To heal most effectively with this kit you should pop a cast of mend and cure off during fights between other heals to ensure youre getting an extra heal out, and letting the CD build up another stack. sometimes you have to burn through them all to keep a tank up, but when thats not the case, pre-emptively cast these when at max stacks to keep people topped up.

    Ebonborn wrote: »
    13. Issue: Condemn’s Cast Requirement is Restrictive
    i can see this an issue, i also dont run this one as i think the stuns in this game are not flushed out properly yet. in saying that, i never needed it in solo grinding





    if i didnt comment on something, i more or less agree, or was too lazy to type it out lol. but to be short, i think you have some good points to address, however i think a lot of what your asking for isnt needed, and understanding how to better use the cleric's kit would change your mind
  • YoannaYoanna Member, Alpha Two
    edited November 19
    This discussion is really helpful. I dont have much to add besides that I think Mend is a really nice skill but the projectiles could use a little more travel speed. I love that the projectiles have to arc if you cast at a target behind you, because it adds meaning to positioning in a fight. But they do seem rather slow, so I would very much like a speed increase.

    Ressurection's cooldown it got this last patch is probably a needed change, but I am sad about it nonetheless. All in all, I feel VERY comfortable playing as cleric. I like the kit, I find the DPS to be very tolerable compared to other healers in other MMOs and I like the variability it already offers.

    Nonetheless, thanks to the OP for opening up this thread! This is really good info!
  • LeiloniLeiloni Member, Alpha Two
    Yoanna wrote: »
    This discussion is really helpful. I dont have much to add besides that I think Mend is a really nice skill but the projectiles could use a little more travel speed. I love that the projectiles have to arc if you cast at a target behind you, because it adds meaning to positioning in a fight. But they do seem rather slow, so I would very much like a speed increase.

    Defiant Light's cooldown it got this last patch is probably a needed change, but I am sad about it nonetheless. All in all, I feel VERY comfortable playing as cleric. I like the kit, I find the DPS to be very tolerable compared to other healers in other MMOs and I like the variability it already offers.

    Nonetheless, thanks to the OP for opening up this thread! This is really good info!

    I think you mean Rez got a cooldown, not Defiant Light. That hasn't changed.
  • ButkusButkus Member, Alpha One, Alpha Two, Early Alpha Two
    Cleric was pretty op solo. It's just a boring playstyle. Needs more .
  • LordPaxLordPax Member, Alpha Two
    Coming to this thread after hitting level 20 as a cleric, and....

    I don't think i've ever seen a more misleading post. I mean, with all due respect, I disagree with literally EVERY one of your points - some are just objectively wrong. It feels like you wore vendor armor, played solo, hit level 12, and decided to make this post.

    Personally, my biggest gripes are Mend and WoS not casting with hover heals option.
    jlyhubmxm6w1.png

    Founder and Guild Leader of -Providence-
  • EbonbornEbonborn Member, Alpha Two
    edited November 19
    @LordPax Appreciate the criticisms whether positive or not! I hit level 15 first 18 hours of my gameplay, so not really. I welcome more than just general disagreement to improve the post and stating your issues with it.
  • YoannaYoanna Member, Alpha Two
    Leiloni wrote: »
    I think you mean Rez got a cooldown, not Defiant Light. That hasn't changed.

    Yes, thank you. I meant the revive skill. Ebonborn was talking about Defiant Light and I thought that was the resurrect skill. My bad, thanks for pointing that out.

  • TeraxisTeraxis Member, Alpha One, Alpha Two, Early Alpha Two
    pretty good posts above
    The only thing i have to add here is regarding 5-3:
    cleric has the least mana issues of all classes, unless you have way more mobs than your group can handle you are autoattacking, if you are autoattacking u are at 90 to 100% mana all the time. Definetely no need for lowering soothing as that is absolutely amazing skills at least compared to current levels/hp/game/damage that we have in the alpha2 and will feel too strong if mp cost is lowered.

    In pvp or overpull your mana will go significantly faster down and eventually run out that is absolutely fine and should be like that by design. Or other in other words - know your limits and pvp should not last for eternity, if you haven't killed each other by the time cleric mp is down something is wrong.
    Old Lineage2 player - mostly known as WaterAngel - Innova Core server // Longtime Aion player - Primary names Siera/Teraxis/Flowerstep - EU servers
    In-depth game analysis person / love to guide & help
  • LeiloniLeiloni Member, Alpha Two
    edited November 20
    Teraxis wrote: »
    pretty good posts above
    The only thing i have to add here is regarding 5-3:
    cleric has the least mana issues of all classes, unless you have way more mobs than your group can handle you are autoattacking, if you are autoattacking u are at 90 to 100% mana all the time. Definetely no need for lowering soothing as that is absolutely amazing skills at least compared to current levels/hp/game/damage that we have in the alpha2 and will feel too strong if mp cost is lowered.

    In pvp or overpull your mana will go significantly faster down and eventually run out that is absolutely fine and should be like that by design. Or other in other words - know your limits and pvp should not last for eternity, if you haven't killed each other by the time cleric mp is down something is wrong.

    Why are you auto attacking most of the time? What a useless waste of a group spot that is. If they don't need healing there's a lot we can be doing to help the group. DPS in the form of Judgement and Smite, Divine Flare to damage and silence the mob (and keep the tank up) comboed with Consecrating Wave to debuff the mob so they take more magic damage and dispel any buff as well as do a bit more damage. Chains of Restraint for a bit of damage and a slow or root followed by a stun. Not to mention the occasional need for cleanse or sleep. All of this is incredibly useful to your team, helping out with damage, debuffing, and CCing the mob. Yes get in some auto attacks to get your mana buff up but other than that, there's plenty you can and should be doing when people don't need healing. Healers should do their best to be as useful to the team as everybody else. Nobody else is standing around half AFK auto attacking and neither should we.
  • TeraxisTeraxis Member, Alpha One, Alpha Two, Early Alpha Two
    edited November 20
    What i meant is most of the time you CAN auto attack , meaning when it is not too intensive that u can't do any autoattacks whatsoever

    I do not have point for wave and wave does nothing for us, we have 1 mage and voletile is already on the mobs, judgement is slow cast spell and if i cast that people will die in a lot of the situations, and no i do not have point in that.
    Autoattack triggers timeflow or however it is called decreasing the cd of following skills (stackable up to 2 times)
    Additionally i am triggering inspiring bullseye for the party while with bow

    Old Lineage2 player - mostly known as WaterAngel - Innova Core server // Longtime Aion player - Primary names Siera/Teraxis/Flowerstep - EU servers
    In-depth game analysis person / love to guide & help
  • Grabba_the_ButtGrabba_the_Butt Member, Alpha Two
    edited December 2
    For me, AoC lacks an augment key to cast any spell on myself without dropping my main healing target. WoW had a similar system. AoC's healing is clunky thanks to having to press F1 to target myself while losing my main healing target, which can sometimes be found outside the party/raid so pressing a different function key to reacquire or click on raid/party frames isn't always an option. Not only that but mouse-clicking non-ui-based targets in the world needs work as they often do not register.

    Judgment as a spell is fine as a main huge heal. Right now, it is too large with too long of a cast time for level 25 health pools but should be fine as characters level with larger health pools. However, currently with large burst damage, the target could be dead, if not used in conjunction with divine infusion, because the cast is too long. My biggest complaint is that when using both a defensive and offensive target option, unless you completely drop your attack target(which no cleric who knows they should also be doing weapon damage will do, especially because you should be using Blessed Weapon for mana) the spell always defaults to the attack option. I like the massive heal spell, I do not like the dual nature of it. I think Judgment should be split into two spells or let the damage/ healing options be tree choices

    Healing Touch is too weak and its response is delayed. I play a heavy/medium armor cleric that is in melee range. Often my main target is the tank, which is right within the range of the spell. The problem is the spell heals for so little and Flash Cure is just a better option with its bursty three consecutive uses. Even those who use Wings of Salvation in conjunction with a healing spell won't use Healing Touch. One because it doesn't heal enough. Two because there is a delay between the Wings going to the person and the Healing Touch activation. The responsiveness of the spell needs a fix

    Mend is not a very good spell. It heals for so little. It is often only used to top off players out of combat (if I remember that I still have that spell). Instead, I find myself using the Hot Soothing Glow for the same purpose, mainly because it has more use cases in combat than Mend.

    Protective bubbles are only useful when the team does not have a Bard. Even without a Bard, almost no clerics choose Barrier. I understand the need to have some crossover if a certain archetype is missing from the party but this spell isn't it.


    Bring back Castigation as a close range option for melee clerics.
Sign In or Register to comment.