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Old Apr 26, 2006, 12:29 AM // 00:29   #1
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Default New Profession: Cleric

1 day left till release of Factions, so I needed something to keep my busy.

New Mechanics

Auras - A force which encircles a radius around the caster, effecting anyone within its range. Auras do not stack. If you are knocked down while hosting an aura it ends immediatly.

Personal Auras - An Aura that only effects you. Basically like Enchants but only on yourself, they do not stack. Count as enchantments, thus they can be stripped.

Note: I'm thinking of making Auras auto disabled if targeted by an elite interrupt spell.

Attributes

Primary
Influence - For every point into Influence the radius of your auras increases. Description: It starts off only effecting adjacent allies, then around 6 it effects nearby allies, and at 13+ it effects allies in the area.

Secondary
Blunt Mastery - For every point into Blunt Mastery, the damage dealt and the over all effectiveness of Blunt Mastery skills will increase. Description: Maces, Morning Stars, and one handed Hammers. Their form of fighting.

Shield Mastery - For every point into Shield Mastery, the armor and the over all effectiveness of Blunt Mastery skills will increase. Description: So they can get shields, and use them as a weapon as well.

Scurge Auras - For every point into Scurge Auras, the effectiveness of Scurge Aura skills will increase. Description: Auras that harm, dishearten, and weaken your foes.

Gaurd Auras - For every point into Gaurd Auras, the effectiveness of Gaurd Aura skills will increase. Description: Auras that mildly heal, defend, encourage and all around help your allies.

Statistics
Health: 480
Energy: 20
Energy Pips: 3

Equipment(Sample)
Angelic Helm: +1 Influence
Cross Helm: +1 Gaurd Auras
Winged Helm: +1 Shield Mastery
Paladin's Helm: +1 Blunt Mastery
Crusader's Helm: +1 Scurge Auras

Gothic Tabbard/Gauntlets/Leggings/Greaves: 60 Armor, Hexes take twice as long to be casted on you (while under the effects of an Aura)
Holy Tabbard/Gauntlets/Leggings/Greaves: 65 Armor, +10 Energy
Purger's Tabbard/Gauntlets/Leggings/Greaves: 70 Armor (Gloves make Auras last 1/4 longer)
Glorius Tabbard/Gauntlets/Leggings/Greaves: 60 Armor +20 Armor (req. 13 Influence)

Smashing Flanged Mace of Fortitude
Blunt Dmg: 10-20 (req. 8 Blunt Mastery)
Damage +15% (while health is above 50%)
Lengthens Weakness duration on foes by 33%
Health +30
(Attack Rate of 1.85)

Appearance
http://www.ryl.in.th/rylpartII/Image...o_h_cleric.gif (Risk Your Life)

Skills

Influence:

{Elite} Righteous Path: 5, 3, 45 Recharge
Spell. For 5...112 seconds your aura's radius is multiplied by 1.5

True Ally: 5, 45 Recharge
Aura. For 3......34 seconds enemy monsters, pets, and summons within your range attack your targeted foe.

Blessed Strength: 10, 2, 45 Recharge
Spell. Target Ally attacks 25% faster for 1...12 seconds.

Blunt Mastery:
Concentrated Blow: 5 Energy, 8 Recharge
Blunt Attack. If this attack hits, you strike for +3..10 damage and that foe suffers from weakness for 8...15 seconds.

Shield Crack: 5, 10 Recharge
Blunt Attack. If this attack hits, you strike for +8...40 damage. If foe is wielding a shield that foe is knocked down and suffers -16 Armor for 7..15 seconds.

{Elite} Headache: 5, 10 Recharge
Elite Blunt attack. If this attack hits an attacking foe, your target suffers a 25% chance of missing while attacking for 8...18 seconds and takes an additional 2 seconds to use signets.

Zealot: 5, 10 Recharge
Blunt Attack. Strike for +5...20 damage, if target foe is suffering from weakness target foe is knocked down.

Head Bash: 5, 20 Recharge
Blunt Attack. Strike knocked down target foe causing Dazed, Bleeding, or Deep Wound for 15 seconds. (Only may be used while effected by an Aura)

Break Defense: 10, 15
Blunt Attack. Strike target foe for +1....10 damage causing them to have -20 armor for 1....10 seconds.

Shield Mastery:
Defender: 10, 2, 30 Recharge
Stance. Become immobile for 5....30 seconds during this time you have +5....40 armor.

Counter Block: 5, 8 Recharge
Skill. Next attack against you is blocked and the attacker is knocked down.

Lead: 10, 30 Recharge
Skill. Run in a straight line 33% faster for 1....8 seconds. During this time you have +5...60 armor.

Shock of God: 5, 10 Recharge
Skill. Next attack against you is blocked and the attacker takes 5....35 lightning damage (25% armor penetration) and is weakened for 2...8 seconds.

Flame of God: 5, 10 Recharge
Skill. Next attack against you is blocked and the attack takes 5....40 fire damage and is set on fire for 1....3 seconds.

Shield Hurl: 5, 8
Shield Attack. Volley your shield at target foe causing 5....30 damage, during this time you do not have the shields armor bonus. If target foe is within 60 centimeters of you and you activate shield hurl on that target, you are knocked down.

Scurge Auras:
Vile Patron: 5, 1, 30 Recharge
Aura. For 3...42 seconds, all undead around you experience 2....7 health degen.

Wrath of God: 15, 1, 25 Recharge
Aura. For 2....18 seconds, all enemies within your aura radius experience weakness and attack 33% slower.

Blinding Light: 15, 1, 25 Recharge
Aura. For 1.....12 seconds, all enemies within your aura radius are blinded. You experience -1 energy regian for every foe under effect by this aura.

Purging Flames: 10, 1, 30 Recharge
Aura. For 1...6 seconds, all enemies within your aura radius experience burning and 5...25 fire damage every second.

Flash: 15, 1, 25 Recharge
Spell. All enemies on your radar are blinded for 1...8 seconds and dazed for 1...4 seconds.

{Elite}Fist of Heaven: 15, 2, 20 Recharge
Spell. Send down a hammer to smite target foes for 15.....85 holy damage and knocking anyone in its AOE effect down.

Thorns: 10, 1, 15 Recharge
Aura. For 1....15 seconds all enemies within your aura radius are crippled.

Holy Hammer: 15, 2, 30
Aura. For 1....15 seconds every 3 seconds all enemies within your aura radius are knocked down.

Gaurd Auras:
God's Strength: 10, 1, 30 Recharge
Personal Aura. For 2...14 seconds you deal 3....12 more holy damage in melee. This causes exhaustion.

Glorius Charge: 5, 1, 30 Recharge
Aura. For 1....18 seconds all allies within your aura radius experience 25% faster movement.

Strong Heart: 5, 1, 30 Recharge
Aura. For 1....26 seconds all allies within your aura radius cannot be effected by Bleeding, Deepwound, or Weakness.

Divine Aid: 10, 1, 45 Recharge
Aura. For 1...10 seconds all allies within your aura radius cast 33% faster and all spell costs are reduced by 10 energy. You experience -1 energy regian for every ally under effect by this aura.

Sanctuary: 15, 1, 30 Recharge
Aura. For 1....10 seconds all allies within your aura radius experience 1...6 health regen. You experience -1 energy regian for every ally under effect by this aura.

Cleric's Wish: 10, 1, 30 Recharge
Aura. For 1....20 seconds all allies within your arua radius have a 50% chance of blocking attacks. During this time any attacks blocked are redirected to you.

Couragous Sacrifice: 15, 1, 30 Recharge
Aura. For 1....18 seconds all allies within your arua radius have +5...20 armor and +1....8 base damage for all attacks, while you suffer -30 armor and -10 base damage.

Rune Armor: 10, 1, 60 Recharge
Personal Aura. For 1.......60 seconds you have +1....10 armor.

Enchant Armor: 10, 2, 30
Enchantment Spell. Cast on target other ally to increase their armor by 1....20 for 3.....14 seconds.

Last edited by Nevin; Jul 23, 2006 at 08:39 PM // 20:39..
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Old Apr 26, 2006, 12:51 AM // 00:51   #2
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Pretty interesting skill selection. I believe the cleric type class was already implemented in the monk however, but I still like the ideas. With the armor and weapons and all. Good work
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Old Apr 26, 2006, 01:01 AM // 01:01   #3
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I like the idea and concept. Although some of the skills have long recharge times that would put you out of the picture for a long time, I think this was on purpose though.

I won't rain on your parade too much though, but why not make a quick skill that has say: 5,1,2 or 5,1,5. The skills would take someone skilled to use(sort of like the assassin in the fact that you must chain your skills) except here you must plan when to use your skills and when to avoid doing so.

Job well done, you actually managed to make me want to make a concept class.. hehe.
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Old Apr 26, 2006, 01:03 AM // 01:03   #4
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hmm looks interesting
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Old Apr 26, 2006, 01:08 AM // 01:08   #5
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Quote:
Originally Posted by D'Arcangelo
I like the idea and concept. Although some of the skills have long recharge times that would put you out of the picture for a long time, I think this was on purpose though.

I won't rain on your parade too much though, but why not make a quick skill that has say: 5,1,2 or 5,1,5. The skills would take someone skilled to use(sort of like the assassin in the fact that you must chain your skills) except here you must plan when to use your skills and when to avoid doing so.

Job well done, you actually managed to make me want to make a concept class.. hehe.
To be honest it was unintentional for the most part. I looked over my rough draft and realized how over powered it was. Thus I reduced some of the armor, some of the attack damages, etc etc. Mind you they can fight, thats what balances the long aura recharges.
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Old Apr 26, 2006, 01:13 AM // 01:13   #6
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I love blunt weapons... Acutally on of the first things I asked in the first town in the game was "Hey, there are not 1-handed hammers or maces in this game ?".
I would love to see 1 handed blunt weapons but I really think this class you suggested needs a lot of work.
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Old Apr 26, 2006, 01:23 AM // 01:23   #7
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Play much Diablo, PallyMan?

Not bad work, but kinda taken, both in GW (Mon) and D2.
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Old Apr 26, 2006, 01:25 AM // 01:25   #8
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Quote:
Originally Posted by LaserLight
Play much Diablo, PallyMan?

Not bad work, but kinda taken, both in GW (Mon) and D2.
I'll admit, D2 was my inspiration for it. But I made sure I didn't copy any skills, and I even replaced the sword with blunt mastery.
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Old Apr 26, 2006, 01:45 AM // 01:45   #9
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haha.. everyone want some Aura Goodness!

I need to look at it bit more closer.. but I do think you have a bit too much skill on the aura.

Other than that.. somewhat alike to my Protector (which I need to do a re-write on) So I cann't say no.
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Old Apr 26, 2006, 02:06 AM // 02:06   #10
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The concept seems pretty interesting, but auras are basicly wards, except better because they follow you, and it also introduces another type of skill that would have to be removed, which means it would be even harder to bring counters into combat, hex removal, enchantment removal, status removal, and now aura removal, not to mention that your using auras to effect enemies and allies.

The overall idea is pretty good, except the spells are astronomicly too cheap, just referance elementist spells and cost for examples, and they basicly kill any defensive strengths that an elementist has, compared to wards and elementist debuffs/buffs, auras are broken.

The basic concept is very interesting and attractive, although a cleric seems to have too much versatility, Warrior attack and defense, Elementist warding, broken debuffing, and then add a sub.

This is a rather good start, but the additions of another type of status is a very determental idea, again, it is already hard enough to bring enough remedies for just one kind of ailment, be it hex or status, having another one which needs to be countered is a bit broken. It vastly undermines the Elementist skills of AoE buffs, and Disabling, compare Eruption or Blurred vision to "Blinding Lights", the costs are definetly broken, and it also undermines Necromancers hexing and status spells.

For the most part, I think things like "Auras" should be additional DoT and AoE spells for Elementist.

I suggest seriously reworking this concept, maybe you don't agree, but the majority of the concept is broken and overpowers other classes capabilities. Probably the best place to start is make "Auras" a variation on shout type effects, which have 2 energy degen maintenance, and can only use one at a time, and then nerf the effect below any noraml skills, Weakness and 33% less attack speed is ridiculous AoE effect even for a few seconds. If you had a hand full of Clerics and cleric secondaries, the enemy would be near permenatly helpless.

Last edited by BahamutKaiser; Apr 26, 2006 at 02:12 AM // 02:12..
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Old Apr 26, 2006, 02:16 AM // 02:16   #11
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Quote:
Originally Posted by BahamutKaiser
If you had a hand full of Clerics and cleric secondaries, the enemy would be near permenatly helpless.
Who says the enemy would be a warrior stupid enough to stay in the aura? Auras are strong and have great potential, but not everyone will stay in them. After all how many people actually stay in wards? Warders are very uncommon. Auras are also smaller then wards, thus less people in one at a given time. And if the whole team manages to stay so close together, they'd be sitting ducks for an AOE nuke.

As for Blinding Light, they'd only be blinded if they were in the aura. All effects are contained in the aura's radius. Meanwhile Blurred Vision can be casted any time and has a set amount of duration. Blinding Light could only last for 2 seconds if the person runs out of the aura zone.

The only time you can be certain that your aura effect will last its intended time, is if you're 1 on 1 with a warrior. Otherwise anyone else with common sense will just remove themself from the location.

Anywho, the recharge is what makes up for the energy cost. Many of the auras do have side effects, and the Cleric only has a base pool of 20 energy. I'll remove an energy pip.

Last edited by Nevin; Apr 26, 2006 at 02:27 AM // 02:27..
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Old Apr 26, 2006, 02:27 AM // 02:27   #12
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Quite original. I came onto this thread expecting to flame a monk copycat, buts its actually quite a good concept. I wont go into skills too much, picking holes in hypothetical skills seems a little bit anal to me, but one thing i would say is that attacks which cause affects, Like 'Headache' for example would, under current game mechanics, have to be classed as hexes or conditions. So, essebtially, while adding Auras u would have to add in another subsect, something which isnt a hex, and isnt a condition. This would also have to have a counter, which would mean reworking new skills into original proffesions. otherwise, nice and original.
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Old Apr 26, 2006, 02:49 AM // 02:49   #13
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Stupid enough to stay in aura? they don't have to, if they leave then they can't attack, all the Cleric has to do is camp in front of the monks, move with his advancing party, or guard the Guild lord, 1 or 2 clerics, and then a few more cleric secondaries and you have an invincible army.

It is funny how people will actually overlook EXTREMELY broken flaws wile completely balanced ideas get flamed because people simply have a bias against it. Only slow players get caught by the blind effect in Eruption too, but they only have to dodge it for 2 or 3 seconds and then they can return, it doesn't retain a negative condition every 10 out of 20 seconds, effectively allowing for 2 clerics to keep a broken ward like status maintained on a location.

Comparing to Ward against melee, which can be maintained 20 and recast 20, if you have max earth, it only reduces "melee attacks" by 50%, on an immobile location. Compared to Blurred Vision, which causes enemy attacks to miss 50% of the time which will only effect a group if they are together, and is hex removable, not an entirely new set of ailment removal, and cost more, for not even a fraction of the effectiveness of some of the skills you mentioned.

With only 2 of these Auras, one Cleric could lock down all physical attacks with one aura to the next over and over again, with 2 clerics, they could take turns swaping out these 2 auras for dual debuffing which would effectively make that location immune to physical attacks by any number of attackers. If you can't see the EXTREME brokenness of these types of skill, then this idea is hopeless, it needs to be reworked to be acceptable, whether you believe it or not.
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Old Apr 26, 2006, 03:03 AM // 03:03   #14
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Quote:
Originally Posted by BahamutKaiser
Stupid enough to stay in aura? they don't have to, if they leave then they can't attack, all the Cleric has to do is camp in front of the monks, move with his advancing party, or guard the Guild lord, 1 or 2 clerics, and then a few more cleric secondaries and you have an invincible army.

It is funny how people will actually overlook EXTREMELY broken flaws wile completely balanced ideas get flamed because people simply have a bias against it. Only slow players get caught by the blind effect in Eruption too, but they only have to dodge it for 2 or 3 seconds and then they can return, it doesn't retain a negative condition every 10 out of 20 seconds, effectively allowing for 2 clerics to keep a broken ward like status maintained on a location.

Comparing to Ward against melee, which can be maintained 20 and recast 20, if you have max earth, it only reduces "melee attacks" by 50%, on an immobile location. Compared to Blurred Vision, which causes enemy attacks to miss 50% of the time which will only effect a group if they are together, and is hex removable, not an entirely new set of ailment removal, and cost more, for not even a fraction of the effectiveness of some of the skills you mentioned.

With only 2 of these Auras, one Cleric could lock down all physical attacks with one aura to the next over and over again, with 2 clerics, they could take turns swaping out these 2 auras for dual debuffing which would effectively make that location immune to physical attacks by any number of attackers. If you can't see the EXTREME brokenness of these types of skill, then this idea is hopeless, it needs to be reworked to be acceptable, whether you believe it or not.
Well obviously it does need work, I only typed it up a few hours ago. Skills aside, I don't see your point. What you're explaining is the exact point of a cleric. They're support for the team. Its area control. Are you also against how Guilds will be able to bring in 2 ritualists during GvG's and HoH's to lock down positions? Clerics have the same concept, except a weaker range and some basic fighting to make up for it. Its a different approach, different conditions, different effects, a different profession.

Last edited by Nevin; Apr 26, 2006 at 03:07 AM // 03:07..
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Old Apr 26, 2006, 03:19 AM // 03:19   #15
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with these levels of efficiency in power and cost, the range your talking about is adjacent targets. It is still no trouble at all for cleric to follow a target or camp beside a teammate, still being for the most part broken. If you study the Ritualist skills, most of them have extrenuating circumstances if they are offensive, or they are are very brief if they are powerful defensive buffs. See Union, a natural volley of attacks will kill it in a matter of seconds, and you can only use it every 45 seconds, unless you use an elite skill to make it reuseable immediately. Rituals have an extremely long cast time as well, meaning unless the enemy has no interrupt, you will "HAVE TO" cast it way outside of the enemies range of attack. On top of that, those spirits are immobile, and easy to kill, there are several new skills that kill spirits in one hit.

Ritualist skills are balanced to a fine edge, these are broken to an extreme degree, You have made a job that is designed to tank out damage making it easy to hold a possition, wile maintaining a broken "Aura", which by your suggestion, is a new type of status which will "REQUIRE" new types of removal, unlike spirits, which can be removed by simply attacking them.

Stop trying to defend the brokenness of this idea, and get working on solutions.

Last edited by BahamutKaiser; Apr 26, 2006 at 03:23 AM // 03:23..
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Old Apr 26, 2006, 03:49 AM // 03:49   #16
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Fist of Heaven!
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Old Apr 26, 2006, 05:38 AM // 05:38   #17
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cleric = monk in GW
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Old Apr 26, 2006, 10:20 AM // 10:20   #18
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Quote:
Originally Posted by BahamutKaiser
with these levels of efficiency in power and cost, the range your talking about is adjacent targets. It is still no trouble at all for cleric to follow a target or camp beside a teammate, still being for the most part broken. If you study the Ritualist skills, most of them have extrenuating circumstances if they are offensive, or they are are very brief if they are powerful defensive buffs. See Union, a natural volley of attacks will kill it in a matter of seconds, and you can only use it every 45 seconds, unless you use an elite skill to make it reuseable immediately. Rituals have an extremely long cast time as well, meaning unless the enemy has no interrupt, you will "HAVE TO" cast it way outside of the enemies range of attack. On top of that, those spirits are immobile, and easy to kill, there are several new skills that kill spirits in one hit.

Ritualist skills are balanced to a fine edge, these are broken to an extreme degree, You have made a job that is designed to tank out damage making it easy to hold a possition, wile maintaining a broken "Aura", which by your suggestion, is a new type of status which will "REQUIRE" new types of removal, unlike spirits, which can be removed by simply attacking them.

Stop trying to defend the brokenness of this idea, and get working on solutions.
If you actually re-read the original post, you'd realize I was. Since around 11:00 last night, Auras have been exitable if knocked down and some have been altered. Not to mention that the personal auras are now considered enchantments. Seems like you're too concentrated on making sure you seem negative over anything else.

Last edited by Nevin; Apr 26, 2006 at 10:40 AM // 10:40..
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Old Apr 26, 2006, 03:36 PM // 15:36   #19
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ah^^ I love your skills. They dont cross over too harshly into the other professions, and yet they have similar casting properties to spells of other professions.

I think you have too many auras to choose from, which makes it too diverse to make a viable primary build. When you're looking at the other professions, you're able to use most of the skills of a particular attribute, which is why you'd put a high amount of skill points into that desired attribute. But with this one, you would have a high amount of skill points (and im talking a normal high, like 9-16) in an aura atrributed area, but you would only take one skill.

Using the other professions as a reference, consider having other spells in your attributes that arent necesarily auras, add in a few signets skills and spells that may compliment the auras. Revise your idea on only having 1 aura on you.
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Old Apr 26, 2006, 07:02 PM // 19:02   #20
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Quote:
Originally Posted by Terra Xin
ah^^ I love your skills. They dont cross over too harshly into the other professions, and yet they have similar casting properties to spells of other professions.

I think you have too many auras to choose from, which makes it too diverse to make a viable primary build. When you're looking at the other professions, you're able to use most of the skills of a particular attribute, which is why you'd put a high amount of skill points into that desired attribute. But with this one, you would have a high amount of skill points (and im talking a normal high, like 9-16) in an aura atrributed area, but you would only take one skill.

Using the other professions as a reference, consider having other spells in your attributes that arent necesarily auras, add in a few signets skills and spells that may compliment the auras. Revise your idea on only having 1 aura on you.
The way I see it, is Clerics can be... Defenisve (Shield Mastery + Gaurd Auras) or Offensive (Mace Mastery + Scurge Auras) Thats what I had in mind while making these skills. And personally if I were doing scurge auras I'd take about 2-3, then 4 mace skills, and a res signet. Of course you could be well rounded. You only need 9 shield mastery to wield a shield, 12 mace mastery to be effective, and then you can fit about 13-15 into an aura type of your choice. (Depending on what runes you used) Then you'd create a build from the auras/spells you want to bring. Considering many auras have long recharges; it'd be smart to bring more then one.
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