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 Post subject: Clerics, remarks on skills and clothes. I don't get it. ;__;
PostPosted: Fri Aug 03, 2007 2:09 pm 
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These days, I've been addicted to sro, the euro version. Something just hit me, I can't fight. So, how the hell am I supposed to survive, if I'm not getting any reasonable fight skills? If clerics can wear, robe or light armor, what does that mean? Am I'm a fighter-healer type, or always on defence? I know, that I'm more a healer/buffer than anything else. That's why I'm thinking, what I should do about the healing/fight skills. I want to stay on robe, because I like those clothes. The little defence's killing me though.

About fighter-healer type, I just browsed through silkroad forums (randomly) I meant more like: someone who uses the fighting skills to protect themselves or spam heal everyone by using the 300% magical reflection skill and the 150%. I've noticed, it doesn't really matter what kind of clothes you wear, eventually you need both passive skills. I really like the 8% more healing power. Though, I can't really see the difference, yet (I asume it'd be great when I hit higher levels, which I highly doubt. I just don't think I'll ever get higher than level 50. *Blames school.*)

These days, I've been browsing, looking, testing, reading. I tried everything to see if I could spare sp so I could get better skills. I know people are saying and the mastery levels are clearly saying that we don't need gaps. Well, then again I keep on dying.......

About pure int or hybrids, I don't think it's good to go hybrid. Though, more defence and more hp is great. The mana is killing me though, I mean fine, it depends on what kind of mobs we're fighting, but I once had to spam heal everyone and it was still not enough. I got stuck at 100 mp, I say. Having lots of mp helps the group stay alive. Also myself.

Recently, I found out that the Healing Circle's really helpful, the only side effect (to me only) it uses too much mp. (I can't wait to get Recovery Division.) Also it's only 102%! So it's very safe! Even though I said that, I feel the Recovery Division isn't really most trusted skill, mainly because it's concentrated on the character with the lowest health, also you don't know when it heals either. So eitherway, I feel like I'm bound to heal everytime. Another point to make about healing, I have to spam heal alot on a tanker (of course.) It means that the tanker is usually the one that makes me need to attract mobs. Though, it doesn't really matter if he dies or not, since I'm the only one that's needed. This takes me back to the one-you-all-call-noobs-topic.

I find the attacking skills pretty much useless, mainly because it doesn't deal the damage I really want (plus too long cooldowns). I need to one skill kill them before they get to me. Then again, I'm not a mage, I'm a healer for chirst sake! (Whoa, that fit really well!) I usually die because of a crit, all I need is to stand with 1/4 of my hp, that's pretty much all I need to stay alive. Also, every party actually needs 2 healers, till a certain level probably. So far, it's always nice to have 2 clerics. If the other dies because of the 95% drawned skill, the other could ress. Even that, a warrior with ress skill is to me preferable. 2 Clerics also provides me to have 11 str or 13 str. All depending on the clerics skills.

In my vision, clerics with light armor are supposed to attack aswell, mainly because they get 3 str, 3 int and defence extra when they're blessed(I still haven't figured out what that means, I asume the bless skill), so they can do more damage, also got more hp. (I think I'm wrong, because I'm only asuming.)

So that gets me to a next question, what's the course of a healer with robe? They don't have extra defensing passive skills. Since the ones with light armor should get the Faith passive skill aswell. So that gives me another question, are we supposed to get light armor then? Then, what's the point to get Faith? I know that many people think the 8% extra healing health isn't really tempting at all. From the skill description it seems to me that it's obsolutely stupid to get robe. (I seem hypocritital.) Though, it makes me guess, that robe clerics are more healing people from silence, prayers. Quiet healers, the ones people would think, we don't need clerics, kick her: she's not doing her job.

Lately, I get the feeling why the clerics got that 95% drawned hp skill, so they'd do an absolute damage, so they won't die at all, although. It's a small chance to survive.

From the resskills. It seems tempting to get the group ressing, also one person. When I read it, it felt like the newer 2 around 40 are only meant for party members. So I wonder what I should do about the first one. So, I feel it all depends on the party members. So I think I should drop the first ress skill for one person, though people would make me feel bad if I don't ress them. So the whole ressing, healing and attacking skills are confusing me. Or, they made it ress so slowely because they want you to use Bless skill well. I see people use bless skill alot.

---

Well, I'm not sure what I should have done with this text. I want other clerics opinions. And their thoughts on everything. Or maybe healing tactics. Healing skills, anything. I'm more someone who stands far and helps people a little bit. So I feel I'm all good being a healer, I don't really like to attack and get scared for dying.

From reading my whole text, I feel llike I'm ranting or thinking through things that are quite simple, clerics should just go over light armor, but it makes me wonder. Why did it go an option to get robe? -Sigh- I really don't know what I'm asking for or trying to make clear, it's probably a rant. I'm sorry for posting such a rediculous huge post. And yep, I do notice that I'm using the skills name wrongly and that I'm a very "bad" healer. xD


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PostPosted: Fri Aug 03, 2007 2:51 pm 
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1. Armor choice: Robe good for mag based mobs which there are not many of so light armor a better choice.

2. Fighting skills: Last time i checked clerics got the most powerful attack in the game.

3. Not wanting to be just healer: Add a melee sub...or since you generally sound like you dont want to be the group healer, Be a warrior main with cleric sub.

4. Pure or hybrid: Generally in a good group u should not be taking hits and if so 1-2 max...so hybrid is not as beneficial as more mp. For PVP if you attack you'll be using offering/pure offering which is gonna cost ya 95% of your hp so some extra hp is pointless since you'll lose it. in group pvp hp might be usefull to get to the stage of being 2 hit instead of 1 hit but clerics gonna be focused on so good chance if your gettin hit once the second hit is comin shortly...but need some high lvl group pvp's to see this and the strategies employed.

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4x pure str blader ...retired
7x pure int s/s ...9 gap farmin
5x wizard ...on hold
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 Post subject: Clerics, remarks on skills and clothes. I don't get it. ;__;
PostPosted: Fri Aug 03, 2007 3:28 pm 
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I currently have a level 30 Cleric and I have been very satisfied with my current build. I chose to wear Light Armor instead of Robe even before I found out I could only choose Faith _or_ Charity. My primary concern was living, so I figured the Light Armor would be a bigger help than the Robe.

As far as stat points are concerned, I've gone with a pure INT build all the way. Recently I've considered adding some points into strength but I don't think it's necessary. If you want to get good experience, you're going to have to resort to partying anyway, and you'll most likely be more than safe with all the different buffs (including Pain Quota, Bless Spell, and the myriad of defense boosts available).

My Cleric can kill general and champion monsters pretty handily. I use any combination of regular attacking, Trial Cross, and Over Healing. In a party, my first priority is making sure the players who do the most damage survive, so there are times when I find myself healing party members nonstop for 4-5 minutes straight. This is all part of the Cleric's role, so you have to appreciate helping your teammates this way, even though at times it may seem like an assistant job. Personally I love playing the Cleric because I consider myself a smart and fast player, so I can actually speed up the leveling process by making sure everyone is always ready to fight (not to mention a Cleric is arguably the MVP of most parties).

There are a lot of "healing tactics" that you can use to differentiate yourself from other Clerics. Take a minute or two at the start of any party and determine which players usually get hit the most, and concentrate most on them with just the Healing spell. It'll save you mana and gold. If you see others getting hit periodically, Healing Cycle is an awesome spell that makes a Cleric's job much easier. On top of all this, you can alternate with Group Healing. Between these three skills, you'll never have any cool down for curing.

Lastly, you can consider a second mastery as a Bard, and periodically switch between Rod and Harp for Moving March and Mana Cycle. I have a close Wizard friend whom I party with a lot and I find and benefits from Mana Cycle, and even Mana Cycle level 1 is an awesome skill that can keep the fighting pace high. This definitely makes you a lot more active and makes the game a lot more fun and engaging (especially with a full party).


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