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

EbonbornEbonborn Member, Alpha Two
edited November 2024 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 2024
    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 2024
    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 2024
    @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 2024
    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 2024
    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 2024
    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.
  • LeiloniLeiloni Member, Alpha Two
    edited January 16
    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.

    Personally I just target myself to heal. I have no problem dropping my heal target - chances are I'm probably switching a lot anyway. Besides we can only target one friendly at a time so it doesn't really matter if I drop one heal target as long as the one I'm targeting is the one that needs healing most. It would be faster to avoid function keys for targeting and instead either click the party/raid frames, or use the Hover casting option in party/raid frames. That's my recommendation at least.

    Judgement as a damage option I feel like is fine. It's a good amount of damage and the long cast time is the risk and tradeoff for that. And as you mentioned we can use Divine Infusion to shorten it if need be. Seems like a good mix of decision making and balance.

    I have to disagree with your auto attack and mana comment more, though. It's totally fine to drop your attack target. For one thing if we're healing someone or casting anything, we're not auto attacking. So it doesn't really matter, even more so because our auto attack damage isn't mind-blowing. Our best damage comes from skills and debuffs like Burning and Conflagrate. Same idea for mana regen - status effects are where we get most of our mana regen from. You put Bountiful Blessed Weapon on another player and their auto attacks will generate mana for you, not yours. And that effect lasts for 15 seconds - or if they auto attack enough it's permanent. Same with our weapon skill tree buff Refreshing Followthrough - it lasts something like 10-20 seconds, so you only need to auto attack every so often to get that buff up on yourself (make sure to get the full chain in). (edit: I believe Bountiful Blessed Weapon autos from the target you placed it on procs this buff for us so no need for us to get in full attack chains for mana, just if you want the damage/other proc effects). The only thing you get for auto attacking more than that is that you're not using mana, so your natural regen kicks in like playing a caster in WoW Classic and playing the MP5 game. But that's not typically a huge issue.

    Healing Touch I haven't used but it looks well designed to me for it's intention. Personally instead I think Flash Cure needs a nerf and it will make the rest of our skills feel much better and play more as intended. The 3 stacks are fine but the CD needs to be doubled at least. It should be an emergency button, not a bread and butter skill. Too many people rely on it too often.

    Mend I agree is lacking. The idea of the skill is nice, instant cast spammable heal with the downside of needing good positioning to avoid the wisp lingering in the air too long. But it's heal amount is too low to make it a better option than Deliverance with a Flash, Defiant Light, or Divine Infusion if time is a concern. And related to that, Defiant Light also needs it's CD increased (sorry people but let's be real).

    I do think Mend is a better top-up than Soothing Glow, though. That has other uses IMO, mostly to buffer a tank taking a lot of damage to increase HPS and smooth out the damage they're taking, but for that too it's a bit lackluster.(Edit: I can no longer come up with any situation where something else in the Cleric toolkit isn't better than Soothing Glow, and stacking it with Defiant Light or Communal Restoration is bad and would require too much text to explain why). It feels like the sort of skill that will feel better down the line if our skill tree has more HoTs to offer and people can stack them (and please Intrepid don't ever ever do that, the WoW Druid heal style is a steaming pile of unfun OP poo and has no risk vs reward or real decision making).

    Bubble is a weird one, I agree. It has uses but (Edit: No uses I can come up with where something else isn't better). I just don't feel like it's worth the point.

    Edit 1/15 - made some edits to thoughts above. Tried to just cross out what I said before so people have the history.




  • MordakaiMordakai Member, Alpha Two
    Sorry, I may be late to the picture, but am I the only one able to solo same level 3 stars with my cleric? If you need a picture hit me in AOC discord. Clerics in all honesty need nerfed a tad bit imo, I'm sure ill get slapped for it, but just test this next phase (2) Take your cleric to say level 15+ equip a mix of heavy physical and medium SP gear, use a physical 2hd sword and spell power short bow. The 2hd is for group aoe cleave with your chains as a stun (and other aoe damage abilities, you have 2 more I can think of just easy) and keep yourself above 70% life. aka try playing the cleric as a paladin and watch the brokenness. Damage is ok, sustainability and longevity are there. Just for reference Mage lv 16 cleric lv 21 bard lv 14 ranger level 11.

    Cleric will be my first roll for Phase 2 as I don't always care to play with others, it has group and solo playability, Ranger will be my 2nd roll.
  • MordakaiMordakai Member, Alpha Two
    Leiloni wrote: »
    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.

    Personally I just target myself to heal. I have no problem dropping my heal target - chances are I'm probably switching a lot anyway. Besides we can only target one friendly at a time so it doesn't really matter if I drop one heal target as long as the one I'm targeting is the one that needs healing most. It would be faster to avoid function keys for targeting and instead either click the party/raid frames, or use the Hover casting option in party/raid frames. That's my recommendation at least.

    Judgement as a damage option I feel like is fine. It's a good amount of damage and the long cast time is the risk and tradeoff for that. And as you mentioned we can use Divine Infusion to shorten it if need be. Seems like a good mix of decision making and balance.

    I have to disagree with your auto attack and mana comment more, though. It's totally fine to drop your attack target. For one thing if we're healing someone or casting anything, we're not auto attacking. So it doesn't really matter, even more so because our auto attack damage isn't mind-blowing. Our best damage comes from skills and debuffs like Burning and Conflagrate. Same idea for mana regen - status effects are where we get most of our mana regen from. You put Bountiful Blessed Weapon on another player and their auto attacks will generate mana for you, not yours. And that effect lasts for 15 seconds - or if they auto attack enough it's permanent. Same with our weapon skill tree buff Refreshing Followthrough - it lasts something like 10-20 seconds, so you only need to auto attack every so often to get that buff up on yourself (make sure to get the full chain in). The only thing you get for auto attacking more than that is that you're not using mana, so your natural regen kicks in like playing a caster in WoW Classic and playing the MP5 game. But that's not typically a huge issue.

    Healing Touch I haven't used but it looks well designed to me for it's intention. Personally instead I think Flash Cure needs a nerf and it will make the rest of our skills feel much better and play more as intended. The 3 stacks are fine but the CD needs to be doubled at least. It should be an emergency button, not a bread and butter skill. Too many people rely on it too often.

    Mend I agree is lacking. The idea of the skill is nice, instant cast spammable heal with the downside of needing good positioning to avoid the wisp lingering in the air too long. But it's heal amount is too low to make it a better option than Deliverance with a Flash, Defiant Light, or Divine Infusion if time is a concern. And related to that, Defiant Light also needs it's CD increased (sorry people but let's be real).

    I do think Mend is a better top-up than Soothing Glow, though. That has other uses IMO, mostly to buffer a tank taking a lot of damage to increase HPS and smooth out the damage they're taking, but for that too it's a bit lackluster. It feels like the sort of skill that will feel better down the line if our skill tree has more HoTs to offer and people can stack them (and please Intrepid don't ever ever do that, the WoW Druid heal style is a steaming pile of unfun OP poo and has no risk vs reward or real decision making).

    Bubble is a weird one, I agree. It has uses but I just don't feel like it's worth the point.




    Remapped Q and E, play in action, also went with smart AOE targeting, so i don't have to waste time moving the circle, anyways E is target self, Q is cycle player targets. Simple healing.
  • scottstone7scottstone7 Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    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.

    Not true at all. Clerics are great for solo leveling, sure it wont be fast solo leveling but the game is not designed for solo leveling. I can and was able to kill non star enemies up to 10 levels above me easily. Not satisfied with killing one enemy at a time? Go round up a hoard of no star enemies a few levels lower and wipe them out. With the starred enemies if learn and watch for their mechanics and properly gear yourself you can kill quite a few 3 star enemies around your level with little issue.
    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 really had much of an issue with the mobility. I will say I personally think Wings of Salvation sucks and don't even bother keeping it my kit. It needs some rework, mainly lose the requirement of having a target and just moving you in the direction of you crosshair.
    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.

    This is more of a gear and level problem. I have never popped like that in an area where I was properly leveled and geared for.
    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.

    Plenty useful in combat. We should not be out DPSing a DPS class, we should not be out tanking a tank. I would like to see more variety in better heal spells but this isn't Ever Quest with a spell book full of spells to pick from.
    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 would have to disagree with all of that statement. Soothing Glow is primary go to spell for me. Keep it on the tank at all times. I grab judgement with the first point then soothing glow and abundant soothing glow with the next two points. It's just too useful not to have. Want to solo as a low level cleric? Keep soothing glow on you and watch the imagined frustration on the mobs while they try in vain to kill you as you slowly chip down their hp. I will admit it can be a little bit of a mana drain at the really lower levels but by 10 that should no longer be an issue. Want to make it even more useful? Pick up the perfect timing finisher on wand and/or book. Now you can stack soothing glow on the tank for up to 60 seconds.
    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.

    Are you talking about dropping the 10k+ heals on a tank with 4k hp? Just think of it as a Complete Heal spell for now. As for the targeting issue, cannot say that I've had that one. Sure, I've "accidently" failed to correctly target the tank once or twice, but that was not an issue with the spells targeting function. That was issue of dumb tank needs to learn or annoying issue of the group window reordering itself so tank is no longer F2 and is now F6 or something.
    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.

    I have yet to find this one useful and as such do not even bother to pick it up. Everything this spell can do others do better. I would agree that a rework is needed, but I've met others that swear by it. Just calk it up to personal preference.
    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.

    Working as intended, no action needed.
    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.

    I have found no issue with this skill and keep it on myself or the tank/ranger at all times.
    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.

    Agreed, Barrier is all but useless in it's current form. It needs a major overhaul. 25% of my health for a 10 second shield with durability equal to the health consumed? Pass. Mage shield cost less mana to cast, has no health cost, last longer and to top it off is way stronger. How many mages would still use their shield if it cost them 50% of their health or mana pool to use and only provided the same protection that was consumed to cast it?
    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.

    Personally Defiant Light's revival is secondary to me. I do keep it on the tank as often as it comes off cooldown, but that's just for the extra HoT to stack with Soothing Glow. In my experience keeping Soothing Glow on the tank at all times and dropping Defiant Light on them as it come off cool down is usually more than enough to keep a tank alive with some Divine Flare's sprinkled in. If/when things start to get a little dicey throw a flash cure or drop a Judgment on them.

    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.

    I would love to see Flash Cure with no charges or maybe just add a couple more to it. That being said, using the healing rotation I mentioned above I have rarely had a need for Flash Cure and not had charges to use it.


    This is just from my perspective so far. I've only played healer, Phase 1 I was focused on the EXP grind pretty hard core and spend most of that phase in groups or solo killing anything and everything. I was even soloing the giants west of New Aela at 20 before the gear nerfs took half my magic power away. I had no legendary gear at the time and I did not exploit. For groups I have a select few that I will group with most often and we fill in with random tryouts as needed. I rarely do pick up groups, that's how you get chaos.

  • YoannaYoanna Member, Alpha Two
    I agree with @Leiloni and @scottstone7 in their latest posts. I dont see the major flaws in the Cleric's kit and I feel like we shouldn't complain about being toned down a little. If you are running a standard group (2 Cleric, 1 Bard) it's basically impossible to wipe if you are not trained heavily (my perspective is not high level PvE nor PvP yet). Mana is a non-issue. This really shouldnt be the case.

    I would love Resplendent Beam to see some tuning to be in use more. I love the spell idea but I rarely find use for it in a toolkit that doesnt really have a weakness.

    @scottstone7 your remark about Barrier is spot on. What's a shield that isn't giving you ANY additional benefit AND costs mana? I enjoy using Barrier (Barrier + Communal Resto gives a nice additional buffer for the Tank), but the spell itself seems off design-wise.

    The only thing I disagree on is Judgement targeting. I dont like the way you need to switch targets around either. If we get the option to use defensive targets, I would much rather prefer Judgement prioritizing your defensive target. Although given the name, that's probably counter-intuitive and it's working as it should.
    Did anyone try if the "heals you if target is shaken" also works if your Tank is shaken and you heal them?
  • LeiloniLeiloni Member, Alpha Two
    edited January 16
    Yoanna wrote: »
    I agree with @Leiloni and @scottstone7 in their latest posts. I dont see the major flaws in the Cleric's kit and I feel like we shouldn't complain about being toned down a little. If you are running a standard group (2 Cleric, 1 Bard) it's basically impossible to wipe if you are not trained heavily (my perspective is not high level PvE nor PvP yet). Mana is a non-issue. This really shouldnt be the case.

    I would love Resplendent Beam to see some tuning to be in use more. I love the spell idea but I rarely find use for it in a toolkit that doesnt really have a weakness.

    @scottstone7 your remark about Barrier is spot on. What's a shield that isn't giving you ANY additional benefit AND costs mana? I enjoy using Barrier (Barrier + Communal Resto gives a nice additional buffer for the Tank), but the spell itself seems off design-wise.

    The only thing I disagree on is Judgement targeting. I dont like the way you need to switch targets around either. If we get the option to use defensive targets, I would much rather prefer Judgement prioritizing your defensive target. Although given the name, that's probably counter-intuitive and it's working as it should.
    Did anyone try if the "heals you if target is shaken" also works if your Tank is shaken and you heal them?

    I actually love Resplendent Beam and use it a lot. It's my go to heal when enough people in the party have taken some damage. It's fast casting, almost instant, and has the most amount of direct healing of any group heal we have, so it's going to give them the most burst. And it doesn't matter if people aren't close because it will travel to them. Consecrating Wave is nice, too, although not as much healing, but it heals more people which is nice, too. But only if they're positioned well and it's off CD. But I use it a lot for it's debuff/damage component anyway (and the heal is a nice bonus) so it's not always off CD to only use it as a group heal, and sometimes people like to stand all over the place so it's not always as reliable. Communal Restoration is way too much potential healing for most situations so often just results in overheal or unused temp health, and too much mana. When there's enough damage about to be taken it's great, but it doesn't see a ton of use from me.

    But Resplendent Beam is dummy proof, fast, and bursty. It's so good. It doesn't really need help, other than my suspicion that it's bugged. In phase 1 it was healing everyone for the same 300% healing which it's not supposed to do. I haven't paid attention to what it's doing now but I assume the same thing. I hope they just keep it as is and don't reduce the healing per hop.


  • dvoraendvoraen Member, Alpha Two
    When you talk about the Judgment auto-retargeting, are you talking about when you have both an offensive and defensive target*, and Judgment prioritizes the offensive target and ignores the defensive one (i.e., never heals)?

    * If you don't know what I'm talking about here or think it's impossible, please check your Gameplay > Targeting settings after servers come up. :)

    With respect to the general points made, my main take is that I feel like there should be an offensive equivalent to Deliverance. Not a held ability that's "nuclear launch detected" for damage, but rather a tactical support that happens to also deal damage. Like, the longer you hold it, the longer the debuff(s?) last. Whether that would mean Burning and/or other things, I'm too baby Cleric to say. I just feel like Cleric needs another offensive skill, but not one that you necessarily press as soon as it's off cooldown, just like Condemn is situational.

    As far as gameplay and QoL go, this is kind of a haphazard list:

    UI
    I do not like the current incarnation of secondary-resource tracking (Divine Power, Courage, etc.). I think not only should this get its own UI element, I would consider adding text and/or numbers to indicate not only its current amount, but its current benefit(s).

    Mend
    I would personally want the Mend projectiles be significantly faster or maybe just instantaneous. I've seen some interesting aerial pathing (a big curving arc in one case), and I think the Mend projectile velocity is part of the reason.

    Divine Power
    I want more for this, but I don't think I know what I really want yet. However, I do feel like Divine Power capacity increases should be on the table somewhere, for one (particularly when we get into the 40+ range), as well as other Divine Power interactions besides the tension between "slightly higher chance to crit heals" and "convert into mana or spell completion." For instance, suppose there was an Infusion that consumed Divine Power to make Smite/Judgment/Wave either add more kick, whether that's damage, Burning duration and/or more debuffs.

    Additionally, +10% chance to critically heal at full Divine Power does not feel like an incentive to stay at full Divine Power compared to the benefit of the Infusion abilities; that is, seeing myself at full Divine Power feels like I'm hoarding a resource I should not be.

    Divine Infusion
    I don't really like the current incarnation of it where your Divine Power determines at what point in the cast you can instantly complete it (particularly Judgment). My feeling on this is to have it as a toggle that drains Divine Power with each (cast time) spell you use, allowing you to potentially bombard someone with a full power Deliverance at the cost of blowing through your Divine Power really quickly.

    Barrier
    When I first read that Barrier converts my health into the shield, I was eyeing it askance. "Why does it require health?" The major reason that went through my mind was the calculated risk aspect to it. In a situation with ae and/or unavoidable damage, it feels like a liability. Personally, I'd rather it be a chunky mp cost. The whole idea of "life as a resource" seems more like something I'd attribute to a class like Necromancer (Summoner + Cleric).
  • keenowkeenow 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.

    Absolutely agree. I would like more functionality of the Party/Raid frames in general. A color change or even putting the debuff icons out to the side in an obvious way. Just something to let me know there's a problem there I can fix. I'd also like to see a an icon overlay or loading bar overlay for downed players who are being rezzed (by myself or another cleric, so myself and others know their status.) Plus, I'd really like to rearrange the order of my party members without me being the party lead. There's hotkeys for party select, but when the tank is hotkey F8, it makes it a borderline useless hotkey, doesn't it?

    Ebonborn wrote: »
    2. Issue: Infeasibility of Solo Leveling

    I think the solo-levelling is pretty good compared to other mmo's. We don't do a ton of damage, which is normal for healers, but our survivability is off the charts compared to most other classes. Plus, when you get Condemn, you can often just incapacitate whatever you're fighting solo and top yourself up before getting back into it.

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

    I feel like you maybe missed the stamina upgrades you can pick up in the skill menu? The roll and extra speed for running can help in most situations. True, we're not as mobile as several other classes (bard, ranger, mage) but I haven't run into any placement problems due to low stamina. And I don't think we're supposed to be that mobile. My biggest issue with Wings is it stopping me early when I bump into other people or mobs who've stepped in the way instead of Wings always reliably taking me to my target.
    Ebonborn wrote: »
    Problem 5-1: The Cleric’s kit feels incomplete, with some abilities lacking effectiveness in combat.

    I feel like there's several bugs throughout the kit that can make it needlessly difficult, such as wings obstruction ending your movement early, chains lack of a visual indicator of placement, or the difficulty of identifying purify targets, but overall I feel like there's good bones here to work with.
    I think the most lacking thing in the kit is Divine Essence, as I can't see it's need with bards and bless existing, and it should probably be changed to some other option entirely. It doesn't even feel like a competitive choice next to Divine Infusion.
    Ebonborn wrote: »
    Problem 5-2: Mend is a spell with potential, but it feels underwhelming and could be more useful in critical moments.
    I'm surprised your take is so different than mine here! Mend is my bread and butter. I really like this spell as is. It is my go-to tank heals to pepper to cushion damage during fight lulls (I mix it with Soothing Glow), a near-instant save on myself because of no travel time, and a great off-heal to top up dps who aren't in as much danger as the tank. It's low mana cost and low CD make it an essential to my main kit. It's rarely a save, but it's a great preventative measure to upkeep.
    Rather than thinking of it as 3-5 separate heals, I recommend the consecutive heal boost skill, and to consider it one spell that you click 3-5 times to activate, depending on healing needs.
    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.
    I haven't run into mana issues with Soothing Glow yet, I upkeep it on the tank, casting on cooldown, and put the other on melee members who may take regular damage. I cast these almost as often as my bread and butter, Mend, since I often combo them. I do not have the extra soothing glow skill, so maybe the extra is pushing your mana over somehow? I consider it fairly low mana cost compared to deliverance/flash spams or most other spells in the kit.
    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.
    I'm not entirely sure the targeting issue referred to here, and it may be something with your preferred targeting setup than Judgement itself? If I had to guess, you use mouse over, and it's accidentally grabbing, not the target but another party member nearby? And you would prefer it to always choose to cast on the lowest-health party member? I am a filthy frame clicker, and I have not yet had Judgement cast on the wrong individual.
    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 agree with this. Deliverance is not a good-feeling spell in my opinion due to it's slow cast time. I know you can get a quicker cast if you release early, but the reduced heal tradeoff feels useless on the tank's larger healthpool, whom I'm usually trying to save with this cast. If you try to cast Deliverance as a repeating main heal, especially if you're ending casts early, you'll be oom in no time. Currently I only use Deliverance when other spells are unavailable or as a 'regular' heal during medium damage/danger situations until the danger's passed.

    I've made my peace and workaround with the spell's flaws by spamming Flash during it's long cast period. Even though I have a rhythm with it now, I don't think this spell is in a good spot, or where it was ever intended to be used. It doesn't heal enough for a save in real danger, even at max charge, and it's too slow and too high manacost for a bread and butter type of pepper. Currently, it merely tops off my tank after Flash has done all the saving.
    I know a few Clerics who've not opted into the skill at all.
    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.

    I feel like this suggestion isn't in-line with the class design. Divine Power rewards you for healing by giving you access to better, crazier spell combos that can do even more healing. (In PvP, that means the longer you survive the scarier and harder to kill you get.) I mean, I'd love to be OP all the time, but I don't think I should be! lol
    If it worked as suggested, it would just be a mana bar 2.0, in which case just increase my mana overall and make everything with a divine power cost, a mana cost instead. But I think the reward system works well, too, personally. I've only noticed a lack of Divine Power during solo play.
    (Thinking of our differing opinions on mend, I might have fewer Divine Power issues because I pepper mend on anything with a pulse!)
    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.
    Agreed. It's not bad in PvE, in fact it works well in PvE, but I can see it being pretty problematic in PvP. Not only because the enemy can visually see where allies may be grouping to heal, but also because of the slow cast time until the heal pops; it's not something you can drop at people's feet in a mobile, dynamic battle. It might be meant for a hide and regroup tactic, or synergy with a tank shield and wall, but let's be real, that basically never happens. It doesn't seem practical outside of PvE. The silence upgrade also doesn't seem like it would catch anyone who isn't already rooted.
    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.
    I play more of a priest myself (light armor), so I agree that it does not seem worth the risk to put yourself in a vulnerable situation. Afterall, if you go down, everyone else does too. That said; I've seen some melee clerics with heavy armor use the barrier very effectively! In a two cleric party group one of them having barrier is a great synergy for myself. However, I think a group with two barrier-users is at too high a risk. That said, I think this is a "how to play your class" choice type of spell. Not a risk I'd take myself with my light armor. But! If you go the heavy armor route, barrier might be a great asset! This certainly isn't a spell that's viable for light armor users, but I think it has a place in the cleric melee kit, and it does synergize well with a non-barrier cleric.

    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.

    I agree with this. The current revival mechanic in defiant light I don't think grants enough health to provide a proper revival timeframe after it pops. It claims it does 25% health, but when I've gotten it to go off, it felt more like 10% health or less, so unsure if this is a bug. I do really like this spell, and I don't want the health boost to be OP or anything crazy, maybe it could just pop a brief shield instead. I feel it should be a combo with something else. Maybe Wings of Salvation? However, due to it's low revival health, and the lack of indication (sound or visual) that the life-save went off; I've started relying on this more as a strong HoT for tense situations than expecting anything out of the revival feature.
    I really, really want to be able to use the revival feature effectively though. It would be so cool if you got a life-save combo off like that, but it certainly doesn't feel cool right now. No visual, no sound, rare to see any real life save or recover as a result. For what it claims to do, it feels lackluster to me. I want more flair!! But also, a sound and visual would be a great warning to the tank that "hey, man, you just DIED. You better be popping everything you got if you want to stay alive." Then we could really get some team gameplay going! It could be such an epic moment, but sadly it's just not.
    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.

    This I disagree with. I feel removing Flash Cure's charges would lower the Cleric's skill ceiling. It's very powerful as is, removing any limitation from it would invite you to spam it, which I believe would be some brainless gameplay. Sure it's got a high manacost, so you risk going oom, but not really if you've got a bard playing mana-song, right?
    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.

    This may be a misunderstanding. You can preform the stun solo, without a group or help from a mage. The combo is:
    Judgement > (Divine Infusion (*optional)) > Smite > Condemn
    Judgement + Smite = Conflagration.
    Since it is a 4-combo stun though, you could argue it's too long a cast for emergencies.

    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.

    Agreed. Too long a cast for any dynamic battle. If you try to flee and root moving players or mobs with this spell, which seems to be it's secondary functionality, and the more PvP geared functionality, you're unlikely to get the root ability successfully off of it, the Weakened prerequisite, the slow cast time due to hand placement of spell ,and easily read visuals, I believe make it easily dodged. (Works fine currently in most PvE situations, though) I think just having the spell auto-place at a selected enemy's feet may fix this, the slow cast is mostly due to the manual placement requirement, since the first pulse is what procs the root effect.


    Overall, I enjoyed your takes in your post OP and hope you don't mind my added opinions in the mix. I play a level 21 |light armor| Cleric who sees a lot more PvE than I do PvP currently. I prefer larger scale PvP events, which are few and far between at the moment, but I can see your concerns with several of the spells PvP viability. They work well in PvE scenarios so far, but I can see the issues in dynamic, mobile battles with thinking enemies. Many of the slow casts, that also slow your own movement, give too many opportunities to get yourself stunned or stunlocked, and be rendered useless.
  • prowlingprowling Member, Alpha Two
    edited January 30
    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.

    Given the TTK in this game, its next to impossible to see what debuffs are on a target in pvp.
    in PvE you have a bit more time, but not by much. this 100% needs a fix


    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.

    I strongly disagree with this, cleric is an extremely strong solo leveler.

    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.

    This is possibly one of clerics largest and most glaring issues. we are not mobile at all, and small / medium / large pvp scenarios 1 root, 1 stun, 1 pull is the INSTANT death of a cleric. if your team is retreating you can kiss your ass goodbye. if your position isnt perfect at all times you can kiss your ass goodbye. if 2 players focus you you can kiss your ass goodbye. if your team doesnt protect you you can kiss your ass goodbye. if you need to reposition you can kiss your ass goodbye. we are sorely lacking in ways to escape, and I would say this would be ok, but given the current TTK in game its actually horrible.

    to top it all off, outside of 2-3 skills, everything we do slows us down and compounds how slow and feeble we are in combat.


    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.

    This is all classes, and a problem with the games TTK currently. yeah you can spam 3 flashes, a wave, a wings, and 2 dodge rolls, but thats all undone in a single ability and an auto attack of an enemy. Current healing output does not keep up with current damage. I have to press 4 buttons to heal as much damage as i just took from a single button press.

    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 Clerics current kit is half baked, I have a shitload of heals, but only a few of them are useful in pvp, because it takes FOREVER for my heals to go off. even Mend which is instant cast and our bread and butter lvl 1 heal takes 2-4 seconds to travel to a target. Thats ridiculous. 3-5 of my skills are literally a death trap to spec and use. 3 of my heals are a death trap for my team if i use them. leaving me with 3-4 skills to actually use in pvp, meaning from my whole massive kit I only have 3-4 buttons to push to make a difference in pvp.

    in pve my kit is ok, but holy shit is it boring spamming deliverance all day long. theres nothing fun about it. I can see MAJOR drop off of clerics in game if pressing 1 button all day is what we do.

    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 an infuriating ability, it should be base line, all upgrades to it should be baseline. the travel time of the skill is an insult. It feels like it should be a 2 in 1 skill at lvl 25, cleanse and heal.

    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.

    The mana cost of this skill is actually a problem, given that you want 100% on it, compounding this issue is the amount of times you have to cast it for the full 18 (21 seconds? i cant remember) duration. so you have the mana cost, then time cost of animations, then youre slowed while casting, and then the issue of it being a required 100% uptime. the skill requires a massive investment in game between time, mana, and loss of control.



    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.

    I dunno about you but when I heal my tank for 5.5k with judgment im pretty happy because if im casting that in the first place he was about to die. its the only time you'll see over healing in this game unless youre trying to.

    The issue with judgment in my opinion is the CD is FAR to long for something that can be undone in pvp with 2 skills that have a 5 second cooldown and 1 second casts. I trade a massive cooldown, and a massive casting time to heal someone for the same amount as someone idly pressing 2 buttons. it just doesnt add up.

    secondly, if you play with offensive and defensive targeting on, judgment will always cast on the offensive target. there needs to be an option for that. I shouldnt have to spam esc in a panic, hit esc to many times, reclick my tank, then try and get a judgment off.


    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.

    This is the most uninspired, boring, brain dead ability that clerics have. it takes forever for full effectiveness, its almost impossible to move while casting it, and its BORING GAMEPLAY!!!! its boring! its so BORING!

    to top off how cumbersome, and boring it is, its entirely useless in most pvp scenarios! its a great way to get you, or your allies killed. its a literal DEATH TRAP to use in pvp with the current ttk.


    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.

    Divine power is cool, I like it, but the OP is correct. Divine power takes WAY to long to charge up. in most pvp scenarios you dont even get to use it. its there. you'd like to use it. but you or your target are already dead. The only time this see's play is in drawn out fights. divine power needs to recharge slowly, or build faster. in its current form its more of a "damn really wish I could use this once in a while".

    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.

    not sure what youre talking about

    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.

    This is an issue. Clerics are the main healers in ashes, people dont want healers to do damage. The problem is that if healers cant defend themselves, if they cant feel like they are contributing, if the gameplay isnt engaging, if they just feel like they are spamming one button all day every day, clerics are just gonna play something else.

    clerics currently rely on bursting someone down after trying to live through an onslaught with their heals via divine power while auto attacking. basically every 30 seconds you get a chance to fight back. it is infuriating. thats against a bad player.

    against a good player you hot up, spam your instant casts to live through the burst, retaliate with your own burst, then pray to god your 250 / tick hots keep you up through an onslaught of 1k auto attacks and 2-3k abilities, because you know if you try and hit a deliverance youll be tripped instantly.

    Clerics dont have a way to fight back is what im getting at. anyone at "endgame" gear knows this. anyone denying it isnt part of the end game crowd.


    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.

    This is an example of a skill that could be good, but is currently hampered by an extremely slow windup. in 1v1 scenarios you cant get it off via condemn on a ranged target, or by placing it on yourself vs a melee target.

    almost impossible to get off on stairs, different elevation, inclines and declines, has priests scared of anything but flat terrain.

    It feels like its too slow, its range is to weak to use offensively, and its to easy to avoid.

    amazing skill in pve though.


    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.

    This is an example of a skill that was a rough draft during cleric conception, its bad in every way possible, its actually just a noob trap set out by devs. The devs are literally trolling people by even having this skill as an option.

    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.

    honestly not even sure if this works XD, if it does its alright, if it doesnt..just another HoT to push.

    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.

    This is the clerics #1 ability. nothing comes close. nothing touches it. this allows cleric to be dynamic parts of the group and have fun. its a damn shame it only has 3 charges, because 3 charges doesnt even = 1 fireball combustion combo. if we had more skills like this, that allowed us to do multiple things at once, while moving, we'd be in a much better place.

    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.

    I should not have to choose between a sleep and a stun. no other class has their sleep / stun tied to the same button. condemn should instantly reset its cooldown if it stuns a target AT A MINIMUM. what really needs to be done is we need a new stun skill or sleep skill. no other class is struggling here, we shouldnt either. clerics should not have CC locked behind SIX seconds of cast time. SIX fucking seconds?! anyone with a brain sees the combo coming and moves out of range or interrupts the chain of casts.

    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.

    basic functions work, major tuning required in the start and end frames, travel time, and shield%. if you want to save someone in the front line of a battle with this, youre 100% going to kill yourself and feed the enemy team. lets be real. This skill need to be a projectile. not a self projectile.

    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.

    not a bad pve skill, severely lacking in damage though.

    HORRIBLE pvp skill, it suffers from the same shit as just about everything else a cleric does. slow cast time. slows you. easy to avoid. huge mana costs. takes forever to be effective. its almost not worth casting unless youre already winning the battle, and at that point...why not just save your mana?

    in a 1v1 scenario its useless, in small scale it will get someone on your team killed while casting, and in large scale youll die trying to get close enough to use it.


    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.

    I honestly think this is one of the better skills clerics have.


    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.

    clerics 100% need to be more dynamic and rewarding, spamming deliverance is not fun, knowing most of your skills will get you killed in pvp is not fun, having to choose whether to heal and die, or attack and die is not fun. Serious work is required on the cleric with the games TTK.
  • EbonbornEbonborn Member, Alpha Two
    Hey guys would recommend going to an updated version or posting a new forum post. This one was specific to Phase 1 of Alpha 2. Since it’s all pertinent to that time frame the information is outdated. Thanks for all the thoughts though!
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