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Message ID: 2233
Date: Wed Nov 17 15:10:12 GMT 1999
Author: saccad99@xxxxxxx.xxx
Subject: Cleric Tactics Pre/During/Post Battle
Here's a little information for the younger clerics out there. If you see any
"errors" or misconceptions, please feel free to jump in. I'm a level 23 cleric
and usually hunt with two rangers and one enchanter - and all are about the
same level.
Here are the spells I put into memory when getting the group together - Symbols,
Spirit Armor, Daring, Divine Aura, Endure Magic, Stun, Holy Might, Heal
I found that I can now hunt in many of the mid-level dungeons with moderate
ease. Finding a group to join is your first and foremost priority. The combos
are infinite, but I really like to have at least one true tank (crunchy on the
outside and soft on the insides) and someone to do crowd control (enchanter
works the best). Prior to the start of the grouping experience, before I even
buff myself, I drop four spells on the tank - Daring, Spirit Armor, Symbols
and Endure Magic. As far as the bang for your buck, these four spells can and
will make the difference in just about ANY battle. Then I drop Daring on
the rest of the group (the HPs really help a lot if running to the zone) and
depending upon my mana and supplies, Symbols too.
I make it clear to everyone that the tank(s) will get heals when they are
down to two bubbles. I will stun the big mobs at will, saving my mana for
heals later on. I don't even HAVE Smite memmed, because of the high mana cost
involved. (I'm no nuker and have never pretended to be one unless i'm soloing.)
If a MOB gets on a magic user (soft on the outside, softer on the inside) I
promise to stun the MOB and keep it busy until someone else can take it off of
me. Since I'm fairly tough (crunchy on the outside) I can take a beating for
a while before having to scream for help like a little girly-man. My AC of 480
gives me moderate protection from just about anything at my level. So the
tactics are worked out - I Stun at the beginning of battle, Root/Invigorate/Taunt
during the mid-battle and Heal near the end.
I scour the area (do the /who) looking for an enchanter at level 29 or better.
When I find one, I trade buffs with him (I give him Daring, he gives me Clarity).
This way, I can not only participate in melee during the beginning of a fight,
but I can QUICKLY heal everyone up after the battle and med up to 100% by the
time everyone else is ready. I also work out a deal for SOW whether a buff
trade or cash deal - I'll explain that later.
Then I swap out my spells for battle - Word of Shadow, Fear, Daring, Divine Aura,
Stun, Holy Might, Extinguish Fatigue, Heal
After a few battles, I start recasting the various buffs, staggering the spells
across the group members so that they don't all terminate at the same exact time.
This allows me to keep at least 80% mana at ANY given time while keeping all my
fighters well-fed and cared for. If we are collecting yard-trash (fighting the
annoyingly common greenies) I will jump in and help with the melee (hey, my
Screaming Mace is NOT gonna rust away - I'll be DAMNED if that happens).
Since I'm not usually fighting, I can keep an eye on everyone's health bars.
Also, by scanning the battle text (I have the hits turned ON so I can see
who is catching the most potential grief) I know who will be needing the most
help with Stuns/Heals in the very near future. I keep an eye out for other
MOBs nearby and alert the rest of the group if and when an extra baddie gets
pulled by the raging battle. I use /TELL to inform someone else of something
happening because typing in /Group mode sometimes gets lost in the sauce. The
caster(s) in the group knows that I am their personal protector - with the
provision that as soon as I pull the MOB off of them, they will take it back
off of me.
I also keep an eye on the fighters and the speed at which they are attacking.
I tell them if their stamina (yellow bar) gets down to three bubbles, to send
me the message /G ZING ME and I hit them with an Extinguish Fatigue spell.
Many people ignore this spell but watch what happens when you get a Ranger
dual-weilding weapons against something big. The spell immediately speeds up
his attack speed, allowing him to get more hits on the MOB as if he was fresh
for battle. It's a VERY underutilized spell and rarely used by other clerics.
I don't go into battle without it - the faster my tanks hit, the safer I am.
It's that simple. <grin>
Naturally, I'm the best qualified for knowing when to zone or not. I see
everyone's hit points and I know how much mana I have left for Heals. I tell
everyone to let the group know when they are at LOM status (less than 2 bubs
of mana) so that we can best judge the final fight. I have a macro written
which tells the group to "/G ZONE ZONE ZONE ZONE" (just like that - it's VERY hard
to miss THAT in your text windows) while at the same time letting people know
nearby "/Say Train coming.. watch out!!". The third line has the text command
"/Shout Train to zone - be careful!". This is just being courteous to other
groups and gives them a chance to save their own collective ass before we bring
lots of bad things down upon them.
I keep Word of Shadow memmed for special occasions. When three of my group
members are under two bubbles and my mana is low and the gators just keep on
attacking, I'll jump into the middle of the battle and hit my Word of Shadow
spell. This rains down pain upon everything near me and turns me into the
poster boy for pain for all baddies involved. Most of them usually turn and
start smacking me around. I then hit my Divina Aura spell, preventing the
damage from creasing MY skull to much. I make sure that everyone is already
running and when my barrier is about to give out (15 seconds or so) I take off,
letting the SOW keep me ahead of the nasties.
While I don't usually have to do this (most evacuations are handled the normal
way, everyone running to the zone and me throwing a Heal or two on the ones
left hanging by a thread) the times it does happen, lives get saved and people
get happy.
After the battle, I heal everyone up to 80% and then med up, knowing that we'll
all hit 100% at about the same time (their health, my mana). Then we go back
in and get some revenge on the critters that did us dirty before. I tell
everyone in my group - Payback is TRULY a bitch.
Well, that's all I have for now. Again, please feel free to embellish where
you can. But please, if you are going to reply, SNIP the bulk of this message
so that people don't have to read my drivel more than once. <grin>
Daku - 23rd Seasoned Holy Man of Tunare - Quellious server