Hi everyone. This is the first time I'm making a build guide, but I hope you can learn something from it. ^^
If you know anything else I can add, don't hesitate to reply!
Cleric/BardFull Support StatsMy build is a
1:2 Hybrid Int. Why you ask? Because I chose to be a Full Support build, not a Battle build. Having the extra Str is a great advantage because as a cleric, I will sometimes drag aggro on myself, and I need to be able to survive a few hits. Having less Int also has disadvantages, like dealing less damage and maybe running out of mp a few times.
But as far as I have experienced, this 1:2 hybrid is a good, balanced build for a full support char. I am able to stay alive in a party and even tank some monsters until the Warrior gets them. And I usually have enough mp to heal everyone (even without a bard giving mp).
Please note that this build is
not ment to solo-grind. You will always need a party since your damage will be very low.
If you want to become a Battle Bard, I suggest you go full int though.
ArmorRobeI chose to wear Robes. This lowers my mp usage (wich is very handy since I'm not full int) and also gives me 20% extra speed. Disadvantage is that it does not have much physical defence.
Light ArmorYou can also choose to wear Light Armor. This will give you more physical defense and 10% speed increase. Disadvantage is that you will use a lot more mp.
SkillsBlue: Important skill, max it.Green: Optional. You can max it, leave it at lvl 1 or skip it.Red: Don't add.Cleric Heavenly Rage: Passive skill, increases magical damage. Although you will probable not be dealing damage a lot, there will be some times when you need to attack.
Trial Cross: Low lvl attack skill. Could be handy in the lower lvls. Keep at lvl 1 or skip.
Healing: Will be important in the lower lvls, and you also need it to get the upgraded version.
Reverse: Your first ressing skill. Also needed to get upgraded version.
Innocent: Does the same as a universal pill. Not absolutely necessary.
Justice Cross: A small AoE attack. Could be handy sometimes.
Healing Breath: Heals 1 person. It's nice but not absolutely necessary because you will get a lot of other heals and group heals at this lvl.
Grad Reverse: Allows you to res higher lvl. You will definately need this (along with Reverse Oblation).
Integrity: Same as Innocent, except this works for your whole party.
Faith: Important passive, doesn't matter what armor you wear. You'll need it for the absolute damage skills.
Over Healing: Absolute damage. Will be very important vs other players.
Glut Healing: Also Absolute damage.
Group Healing: On lower lvls you will rely a lot on this skill. You also need it for the upgraded version.
Healing Division: Heals the 2 people in your party with the lowest hp. I rather use Group Healing.
Healing Cycle: Sexy Heal-Over-Time skill. Also doesn't aggro. Get it!
Group Healing Breath: Group Healing skill at higher lvl. You could skip it if you want, but recommended to still get it.
Healing Favor: Upgraded form of Healing Division, optional.
Healing Orbit: Awesome skill that Healing Cycles the whole party at once. Get it!!
Bless Spell: One of the best cleric skills, wich gives your whole pt a great increase of mag/phy defense for 45 sec. Definately get it.
Recovery: Very usefull skill. Even though it only heals 1 person, it heals a good amount of hp.
Recovery Division: A skill that heals the whole pt for a long time. (5 minutes at lvl 1)
Group Recovery: This is kind of a "life-saver". Heals the whole pt for full hp, and very fast. It does aggro however.
Holy Recovery: Upgraded version of Recovery.
Holy Recovery Division: Upgraded version of Recovery Division.
Holy Group Recovery: Upgraded version of Group Recovery. Recommended.
Group Reverse: Resurrects your whole party at once, very handy.
Reverse Oblation: Fast resurrection skill wich also gives an extra buff.
Holy Group Rebirth: Upgraded Version of Group Reverse. Optional because maxed Group Reverse is able to res to lvl 100.
Rebirth Immolation: Upgraded Version of Reverse Oblation. Optional because maxed Reverse Oblation is able to res to lvl 100.
Charity: Max it even if you don't wear Light Armor, you will need it for important skills.
Glory Armor: Only get it when you wear Light Armor.
Favor Armor: Only get it when you wear Light Armor.
Offering: This skill does the most damage in the game. However optional because you are not full int and not a battle build.
Pure Offering: Upgraded version of Offering.
Holy Word: Buff that will protect you or others from most abnormal statusses.
Heaven Flash: Bind skill. This is pretty useless because most people will resist it, and you don't need it to get the upgraded version.
Holy Spell: Upgraded version of Holy Word that works for your whole party. A maxes Holy Spell will make you pretty much immune for any bad status.
Heaven Glare: Upgraded version of Heaven Flash wich works for multiple targets. Optional.
Force Blessing: Str increase buff.
Mental Blessing: Int increase buff.
Body Blessing: Phy defense power increase buff.
Soul Blessing: Mag defense power increase buff.
Force Deity: Upgraded version of Force Blessing.
Mental Deity: Upgraded version of Mental Blessing.
Body Deity: Upgraded version of Body Blessing.
Soul Deity: Upgraded version of Soul Blessing.
Bard Vibration: Passive Mag attack power increase. Optional since you're not really a battle build.
Echo: Passive Range Increase.
Music Life: Passive MP Consumption reduce.
Prism: Passive Resistance increase.
Horror Chord: Attack skill, optional.
Booming Chord: Attack skill, optional.
Mana Switch: Recovers a little mp when the target damages someone. I never found it very usefull.
Weird Chord: Attack skill, optional.
Booming Wave: Upgraded version of Booming Chord
Moving March: Speed skill, important.
Guard Tambour: Physical damage absorption buff for the whole party.
Mana Tambour: Magical damage absorption buff for the whole party.
Hit March: Attack rating increase buff for the whole party.
Swing March: Upgraded version of Moving March
Clout March: Upgraded version of Hit March.
Holding Clamor: Bind skill, I never found it very useful.
Cure Melody: Cures a bad status, I like integrity better though.
Temptation: Fun to see monsters fight, but this is kinda useless.
Rave Melody: It recovers about 100 more mp than it uses, pretty useless. Mana cycle is way better.
Patter Clamor: Upgraded version of Holding Clamor.
Cure Music: Upgraded version or Cure Melody
Curious Temptation: Upgraded version or Temptation.
Rave Harmony: Upgraded version of Rave Melody.
Tuning Noise: Absoluteness damage, although very low damage compared with the cleric absoluteness damage.
Mana Cycle: You will definately need this. It heals mana for 16 seconds. Max it.
Noise: Stops monsters from attacking you.
Mana Wind: I never really used it, but I suppose it could be handy.
Discord Wave: De-aggros monsters that are attacking the target. Usefull to save yourself or the cleric in a party.
Tuning Sound: Upgraded version or Tuning Noise
Mana Breeze: Upgraded version of Mana Wind.
Mana Orbit: Heals the mana of your whole party for 16 seconds, max it!
Tripping: Passive that increases range.
Screen Dance: Passive that increases resistance.
Dancing of Valor: Physical damage increase dance. A dance only works with 2 bards (where 1 does a tambour and the other one does a dance).
Dancing of Magic: Magical damage increase dance.
Dancing of Healing: HP Heal Amount Recieved increase dance. You probable won't use this a lot since phy and mag damage are the most important.
Dancing of Mana: MP Consumption Reduce dance.
Dancing of Fight: Upgraded version of Dancing of Valor.
Dancing of Wizardry: Upgraded version of Dancing of Magic.
Dancing of Vitality: Upgraded version of Dancing of Healing.
Dancing of Mentality: Upgraded version of Dancing of Healing.
SPFrom lvl 1 to 100 with only the
necessary skills, you'll need
1,041,938 sp.
From lvl 1 to 100 with the
necessary and
optional skills, you'll need
1,877,411 sp.
Note: If you lvl from lvl 1 to 100 with a 0 gap, you earn 354,640 sp.
For more information, visit
Nivlam.
Party PlayThe most important thing with this build, playing in a party.
ClericHealingAs a cleric, it is your job to keep everyone alive. In the lower lvls, you will mostly be using group heals.
When you get
Healing Cycle, make sure you use it on the tank(s) all the time. It lasts 16 seconds, and it's almost an instant casting skill. So you have plenty of time to keep a constant healing cycle on the tanks and others if they seem to aggro much. When you get
Healing Orbit, you can just cast this every 16 seconds and it automatically heals the entire party.
At lvl 40 you will get
Recovery Division. It's a useful healing skill that lasts a long time, but it gives you aggro. So it's your own choice to use it or not, if you do, make sure the tanks can hold their mobs, or save you in case you drag a mob to you.
Recovery and
Group Recovery are what I call "life savers". They aggro a lot, but it's a fast casting and it heals a lot of hp. If your Healing Cycle can't keep up and your teammates are taking too much damage, you can use these to save your party.
BuffsAs a cleric you will also give your party members buffs. Make sure to give all str characters
Force Blessing/Deity and all int characters
Mental Blessing/Deity, not the other way around. This will increase their damage, and give the tanks more hp. The ints shouldn't need the extra str because they are not supposed to be the tankers.
You can buff maximum 4 people with str, and 4 people with int. This means you cannot give your whole party both buffs.
What if you have too many str or int characters and you run out of buffs? Then you will have to set priorities. Give the buffs to the most important people. For example: a wizard will need the int buff more than a warlock, so you will give it to the wizard instead of the warlock if you don't have enough buffs for both. (sorry warlocks
)
What if you have buffs left? Well, then give str to the most vulnerable people, and int to the ones that seem to use the most int.
Then, there are the Defense Buffs.
Body Blessing/Deity gives you extra phy defense power.
Soul Blessing/Deity gives you extra mag defense power. Use the ones that are appropriate for the mobs you grind at. Also, if you know that you are underfarmed or your skills are at low lvl, check if someone else in the pt has better defense buffs. These buffs stay if you switch weapon (except on yourself).
Holy Word gives you more immunity against bad statuses. Use it when the mobs give a status, otherwise don't.
BardHealing ManaIf you are barding in your party, you have to make sure people don't run out of mp. You will mostly be using
Mana Cycle or
Mana Orbit for this. They are mp healing skills that also last for 16 seconds.
Make sure to use
Mana Cycle on yourself first, and then on the others (we don't want the bard running out of mp, do we?). Tanks generally don't need a lot of mp, but the wizards and the cleric do. Keep Mana Cycle on them and other ints.
When you get
Mana Orbit, it will automatically recover mp for the whole party. This will give you plenty of time left, and you could even go Battle Bard.
Tambours and DancesWhen you are barding for a party, make sure to
always use a tambour. They are very important to increase the party's defense or the party's damage.
Guard Tambour increases the party's physical defense by absorbing part of the damage your party gets. Use it on physical mobs.
Mana Tambour increases the party's magical defense by absorbing part of the damage your party gets. Use it on magical mobs.
Hit March increases the party's overall damage. Use it if you don't need the other tambours, or when you have 2 bards.
If there are 2 bards in the party, one can do a tambour, and the other can do a dance and another tambour.
Dancing of Magic/Wizardry will be the dance that you use most. Since ints are usually the main damage dealers, you'd want to increase the magical damage of your party.
Dancing of Valor/Fight can be used when the main damage dealers are str characters (for some reason). It will increase the physical damage of your party.
Battle BardWhen you have everything under control in the pt, you could switch to battle bard. A bard has 3 nukes, with pretty fast cooldown and fast casting. However, as this guide is based on a 1:2 Hybrid int, the damage will be pretty low. If you are planning to make a more int-based build though, battle bard can be really good.