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 Post subject: [GUIDE]Wizard/Cleric
PostPosted: Wed Feb 06, 2008 8:37 pm 
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Tired of people asking "What skills to take with Wiz/Cleric?" so I made this guide so they don't have to ask it...

Wizard/Cleric - I'm very unsatisfied with the current in progress Wizard/Cleric guide. It isn't updated often and it isn't that great all together.
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Weapons - Image And...
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Armor - Image
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Stats - If you are going for this character you might as well make it even more suicidal by going Full Int because Hybrid isn't really going to help you, that's why you are taking Cleric for survivability.
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Skills - Don't argue with me unless it's for Lightning. This is the bare minimum for a Wizard everything else is excessive and will rarely help you. This Wizard has the ability to fully work as a Cleric too. SP - 287,292 With no Optionals.
Wizard

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Earth Mentalist - Required.
Ice Mentalist - Required.
Fire Mentalist - Required.
Lightning Mentalist - Required, Level 7 only, you can Max for some extra utility for your character.

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Intelligence - Required.
Life Control - Optional, see Life Turnover.
Magic Bound - Required.
Life Turnover - Required, does not require Life Control to level.

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Ground Charge - Do not take.
Root - Do not take.
Earth Shock - Required.
Earth Barrier - Required.
Ground Rave - Do not take.
Mesh Root - Do not take.
Earth Quake - Required.
Earth Fence - Required.

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Ice Bolt - Required.
Mana Drain - Do not take.
Snow Wind - Required.
Invisible - Required, can de-level and only use Crystal Invisible exclusively.
Frozen Spear - Required.
Mana Drought - Do not take.
Blizzard - Required.
Crystal Invisible - Optional, you can use Invisible exclusively.

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Fire Bolt - Required.
Fire Trap - Optional, Useful but I personally wouldn't waste the SP.
Fire Blow - Required.
Detect - Optional, Only detects Wizards and you will probably still die.
Meteor - Required.
Lava Trap - Optional, See Fire Trap.
Salamander Blow - Required.
Sprawl Detect - Optional, See Detect.

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Lightning Bolt - Do not take.
Lightning Shock - Optional, Only take if you Max Lightning but it's unnecessary.
Charged Wind - Required, Level 1 only, Max if you decide to max Lightning.
Teleport - Required, Level 1 only, Max if you decide to max Lightning.
Chain Lightning - Do not take.
Lightning Impact - Optional, Only take if you max Lightning but it's unnecessary.
Charged Squal - Required, Only take if you max Lightning.
Aerial Teleport - Required, Only take if you max Lightning.
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Cleric

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Faith - Required.

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Group Healing - Optional, Unneeded after Healing Orbit.
Healing Division - Optional, Unneeded but good for using Cleric Full Time.
Healing Cycle - Required, can be de-leveled when you get Healing Orbit.
Group Healing Breath - Optional, See Group Healing.
Healing Favor - Optional, See Healing Division.
Healing Orbit - Required.

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Bless Spell - Required!
Recovery - Do not take.
Recovery Division - Required.
Group Recovery - Do not take.
Holy Recovery - Do not take.

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Group Reverse - Do not take.
Reverse Oblation - Required.

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Charity - Required.
Glory Armor - Do not take.
Favor Armor - Do not take.

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Holy Word - Optional, See Holy Spell.
Heaven Flash - Do not take.
Holy Spell - Required, does not require Holy Word to level.
Heaven Glare - Do not take.

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Blessings - All required for playing Cleric!
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Strategy PvP - Put up your Cleric Buffs, including Bless Spell, and then go out and kill people. When your Bless Spell runs out you need to get to town or you will die unless everyone is dead or you have other Clerics or Warriors in your party. If their is no one around you can use Invisible and wait until people come. Fighting people 1v1 does not require Bless Spell. Using Earth Fence/Barrier, you can survive a little longer after Bless Spell is down. Most PvP will not require Life Turnover/Control but it can be used when you feel it is needed.

Strategy PvE - If you solo, simply keep your Cleric buffs up and, when you find a Giant use Bless Spell and kill it. In emergencies you can use Healing Cycle and Blessings to help you survive.

*If you use groups, While using your ability to Wizard you put up Life Turnover/Control, or don't which some prefer to do, and use mostly AoE on the mobs and Singles in between the AoE spells, remember to use Earth Barrier/Fence when their is a lot of mobs on the tanks or a lot just spawned from a Unique.
*While using your ability to Cleric you put up your Blessings on everyone and concentrate your heals on your tanks and use Healing Favor and Healing Orbit when Party heal is needed, Mostly use Healing Cycle on your tanks, and if a lot of mobs on the tanks or a lot just spawned from a Unique use Bless Spell. Healing Favor is also a good heal for when Healing Cycle isn't enough on the tanks.(This strategy is the same for PvPing as a Cleric)

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Wizard/Cleric Guide


Last edited by BloodOwnzzz on Mon Mar 31, 2008 5:24 pm, edited 10 times in total.

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 Post subject: Re: Wizard/Cleric Guide
PostPosted: Wed Feb 06, 2008 9:41 pm 
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Finished. Anything people would like added that I feel is good also I will put in. You can make your Lightning argument here if you want also.

I will first say for Lightning... It is unnecessary the Teleport has a shitty distance. Fear isn't worth casting as a Wizard/Cleric either.

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 Post subject: Re: Wizard/Cleric Guide
PostPosted: Thu Feb 07, 2008 1:45 am 
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u should get both invis
the crystal invis may give ur pt invis, but it will only last 30 sec

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 Post subject: Re: Wizard/Cleric Guide
PostPosted: Thu Feb 07, 2008 2:22 am 
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Pawnage wrote:
u should get both invis
the crystal invis may give ur pt invis, but it will only last 30 sec


Put as required with a side note saying can de level and only use Crystal Invisible.

Also added a Solo PvE and Group PvE strategies in, including both Wizarding and Clericing in said Parties.

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 Post subject: Re: Wizard/Cleric Guide
PostPosted: Thu Feb 07, 2008 3:09 am 
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I think every Wiz shud get Teleport and the teleport skill after the lvl 30 one


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 Post subject: Re: Wizard/Cleric Guide
PostPosted: Thu Feb 07, 2008 2:39 pm 
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Robe
Head
Phy. defence power 86.5 (0%)
Mag. defence power 168.6 (0%)
Shoulder
Phy. defence power 66.6 (0%)
Mag. defence power 130.7 (0%)
Chest
Phy. defence power 119.1 (0%)
Mag. defence power 232.6 (0%)
Legs
Phy. defence power 94.4 (0%)
Mag. defence power 184.6 (0%)
Hands
Phy. defence power 60.3 (0%)
Mag. defence power 117.4 (0%)
Foot
Phy. defence power 78.9 (0%)
Mag. defence power 153.8 (0%)
Total phy =505,8 Total mag.=987,7
Light armor
Head
Phy. defence power 96.2 (0%)
Mag. defence power 153.5 (0%)
Shoulder
Phy. defence power 74.5 (0%)
Mag. defence power 118.5 (0%)
Chest
Phy. defence power 132.4 (0%)
Mag. defence power 211.4 (0%)
Legs
Phy. defence power 104.9 (0%)
Mag. defence power 167.8 (0%)
Hands
Phy. defence power 66.5 (0%)
Mag. defence power 106.8 (0%)
Foot
Phy. defence power 87.4 (0%)
Mag. defence power 139.8 (0%)
Total phy=561,9 Total mag=864,8
imo robe is better in total (and charged squall is a must in pvp)

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 Post subject: Re: Wizard/Cleric Guide
PostPosted: Thu Feb 07, 2008 7:32 pm 
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Well once you put on Bless Spell you are invincible anyway. But after that you are significantly lower for defense where, with the Cleric passives and Light Armor, you can have a much larger amount of defense when you switch to your Rod and Shield. The ability to switch over to a Rod and Shield and become almost as invincible as you were with Bless Spell on by just having different armor and some extra skills is far more worth it then dying for extra mag defense while on your Staff. And it takes more Magical defense to reduce the damage because it is so much higher, that is why it is a fair trade off for Light Armor compared to Robes.

Also I personally had Lvl 1 Charged Wind on my Wizard because it is pretty handy but other than that the Lightning line is pretty useless, especially when you need to rarely move anyway.

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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Sun Feb 10, 2008 6:29 pm 
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Complete overhaul of the whole guide.

I suggest taking Healing Division/Favor with this build!

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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Sun Feb 10, 2008 8:45 pm 
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So when you get crystal invisibility you can delvl invisibility. Are you sure you get invis too? (What some guy said in reply). =]

This could save me a bit of sp :o

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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Sun Feb 10, 2008 8:56 pm 
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Actually I'm not sure what you meant.

If you mean does Crystal Invisible require Invisible then no it doesn't.

Subsequently, you can de-level Invisible once you have Crystal Invisible

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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Mon Feb 11, 2008 8:27 am 
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are the mag. and phy. cleric buffs really necessary? IMO i'll only be using cleric in grind pt's and i'd only be healing and INT / STR buffing so there's really no point in using those buffs since bless spell is alot better anyways

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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Mon Feb 11, 2008 6:42 pm 
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robe is better if u wanna be a full time wiz sub cleric.

light armors better if u think you will split wiz cleric time 50/50

and i <3 lava trap.

its amazing at lvl 80, just wait for the prey outside the gate while invisible.
99% of people dont think twice before heading out, as soon as they step around it it explodes :twisted:

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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Mon Feb 11, 2008 7:30 pm 
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NO_SILK_4_ME wrote:
are the mag. and phy. cleric buffs really necessary? IMO i'll only be using cleric in grind pt's and i'd only be healing and INT / STR buffing so there's really no point in using those buffs since bless spell is alot better anyways


Not taking them is the difference between being able to Cleric and not being able to Cleric.

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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Mon Feb 11, 2008 10:14 pm 
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lol u pretty much summarized my build for me xD. the only thing i'm not sure about getting is the last series for cleric. the buffs disappear when i switch to staff and i'll be mainly a wizard most of the time.

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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Mon Feb 11, 2008 10:17 pm 
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I dont know how many times FEAR saved me!
It´s required without doubts!
Dont care if BLESS makes you harder as steel... If I can avoid anydamage at all from a monster, it always good!
Even more in parties when probably more than one monster can come over you...

Bless last for 45 sec´s and have a 2 minute cooldown ... way too long to rely on it!

And fire traps... ok... i agree it can have a "optional" tag ... but is fun and usefull like hell!

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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Mon Feb 11, 2008 11:42 pm 
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btw blessings all dissappear when you switch weapons

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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Tue Feb 12, 2008 1:30 am 
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http://www.stage6.com/user/Zizilassss/v ... /Wizard-Xp

I'm very aware that Blessings go down when you switch weapons. With only Healing Cycle, Orbit, Rez and Blessings you will have the full ability to also be a great Cleric. The Blessings add a good ability to keep yourself alive on top of being a key part of using Cleric, yes I also know only Body and Soul can be casted on self.

But, if you insist on NOT using Cleric to heal at all, then you can drop the Blessings. To be honest, I also say at that point you can drop Holy Word/Spell because the SP is just pointless with the party Immunity.

Also, Fear I find to be more of a Wizard/Bard thing unless you get mobbed by a bunch, then the AoE one is great. But, the Lightning line is very dull and doesn't have many good skills. Saving the SP could help you out and instead make things like the Blessings be affordable compared to full Lightning. Lava Trap I never really used also. I got it before I quit my Wizard but really never used it. When I use my nuker I can just Ghost Walk over traps which is what a lot of people do to go out of town. Still, I know in a few situations I've gotten killed by traps anyway so I find it still good.

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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Tue Feb 12, 2008 5:55 am 
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somethings are useful that you say werent, like bind skill, idk what its called :D but the bind skill can be used against close combat builds, if you use bind skill then nuke then you got yourself a win, most of the time lol. and mana drain and drought you can use for versing china int chars, its also good when ints have snow shield, kuz it lessens there mp amount, while the snow shield knocks it down even more little by little. tha lightning attack that makes them fear and not attacks also usefull in wars when someones trying to run away LOL, jk but seriously it would help if you dont wanna get attacked ^_^, and yes i know tehres a CHANCE not 100% but still.

for clerics uhmm yah i have no clue ^_^


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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Tue Feb 12, 2008 8:47 am 
guide looks allright.

remove the first sentence and i will add this to the big sticky.
"Tired of shitty guides so making my own so people can stfu."

people have put serious efford into making guides, and they did all that for
helping fellow members of this forum. with this first sentence, you show very
little respect for people who have tried the same thing you have tried.

agreed, guides should be updated regularly, but what you're doing is making it
seem like your guide is the only proper guide around. its not.


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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Tue Feb 12, 2008 5:51 pm 
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BloodOwnzzz wrote:
Tired of people asking "What skills to take with Wiz/Cleric?" so I made this guide so they can stfu.


Fixed...

Also I put a serious 1 hour into making this complete guide. If they can't at least finish it then they shouldn't have made it in the first place.

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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Wed Feb 13, 2008 2:18 am 
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I wana see a wiz/cleric do pvp and wiz/bard do pvp and job wars of both just want to be sure which to chose , im already 74 and with 60 cleric but im thinking on going for bard cuz of all the farming but with this guide im not really sure xD

ive only used wiz and hardly any cleric but i sometimes go to generals and switch to cleric to buff.

so idk just wana see how does each build does on pvp/job

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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Wed Feb 13, 2008 7:31 pm 
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There is very little of either one. I know I can find some Wizard/Bard but the only Wizard/Cleric vids I know I'll have to search for.

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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Mon Feb 25, 2008 6:21 pm 
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I think you should add that the cooldown time for Crystal Invisible is 120 seconds, while it lasts 30, so it cannot fully replace Invisible skill.


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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Mon Feb 25, 2008 7:22 pm 
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Wow really nice guide, shud be stickied

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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Wed Feb 27, 2008 1:31 am 
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nice guide..gratz
helped alot

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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Wed Feb 27, 2008 4:53 pm 
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I still don't see the point to buy the shield.

You use cleric for buffing only, isnt only cleric rod enough? =/

Please explain..

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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Thu Feb 28, 2008 5:58 pm 
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Maxing Fear is REQUIRED. You can take on giants without blessing or any kind of cleric buffs. Step 1, cast fear, if it fails then just wait and let your wolf tank the giant. Step 2, cast fire blow while zerking with or without life control. You can bring a giants HP to about 50 percent in just 10 seconds. Step 3, as soon as the fear effect wears off, use charged wind to knock the giant back. Step 4, cast earth barrier if youre fighting a physical giant. Step 5, remove your life control or life turnover effect by right clicking on it and use a pot. Step 6, cast AOEs to freeze or dull your giant, if theres other mobs nearby, AOE them first. If both AOEs fail at freezing or dulling your giant, use ice bolt, frozen spear to slow the enemy down or charged wind or fear. Step 7, by now the giants HP should be at 20-30% and your fear should be ready to cast again and repeat from step 2 and up.

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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Thu Feb 28, 2008 8:21 pm 
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ninshad wrote:
Maxing Fear is REQUIRED. You can take on giants without blessing or any kind of cleric buffs. Step 1, cast fear, if it fails then just wait and let your wolf tank the giant. Step 2, cast fire blow while zerking with or without life control. You can bring a giants HP to about 50 percent in just 10 seconds. Step 3, as soon as the fear effect wears off, use charged wind to knock the giant back. Step 4, cast earth barrier if youre fighting a physical giant. Step 5, remove your life control or life turnover effect by right clicking on it and use a pot. Step 6, cast AOEs to freeze or dull your giant, if theres other mobs nearby, AOE them first. If both AOEs fail at freezing or dulling your giant, use ice bolt, frozen spear to slow the enemy down or charged wind or fear. Step 7, by now the giants HP should be at 20-30% and your fear should be ready to cast again and repeat from step 2 and up.


Then he crits you and you die ...

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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Fri Feb 29, 2008 2:07 am 
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Or, you waste all that for a giant when you can just Bless Spell! The SP is a waste. The only thing it is good for is 1v1 and giants. In party it only helps you and you can still get hit by AoE.

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 Post subject: Re: [GUIDE]Wizard/Cleric
PostPosted: Wed Mar 05, 2008 10:28 am 
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good guide i think i'll try it


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