marqmajere
Dalayan Beginner
Playing a cleric can be fun and rewarding if you're willing to depend on groups later on. This usually results in becoming a one button pushing bot. Heal, heal, heal, and more heal. As a person who loves clerics, I sometimes feel the urge to solo from time to time. This can become quite frustrating as we are forced to root/nuke mobs in a slow, painful fashion. Not to mention, most mobs at higher levels have too many hitpoints for the healers to overcome. There are a few simple solutions to overcome this hurdle. Here are a couple of ideas to take into consideration.
1) Clerics are able to wear plate class armour, yet dont recieve the plate class damage mitigation. If we can wear the iron, we should be able to take the beating. I would suggest giving clerics the paladin/shadowknight damage mitigation. It would make it worthwhile to have the bigger armour without taking damage to the equivalant of a mage or wizard.
2) Give Root a fixed duration. Take away the chance for it to break when a spell hits the mob. Not only would this give clerics a more in depth role in the group, but would give other classes a better chance at soloing/crowd control.
3) Improve clerics AA and/or solo spell lineup. Give our summon hammer more hitpoints or better dps so we have the ability to kite. Increase the Mark line of spells to better help out. Increase the effectivness of Yaulp. Those are just a few suggestions.
I know there are many, like myself, who love the idea of being a battle cleric instead of the heal bot who sits in the rear and fears for his/her life of taking agrro with only 2 spell to protect him in a pinch. (Divine barrier and Divine Aura) I would love to play the cleric role again, but I wont go through 65 levels again just to end up another heal bot.
1) Clerics are able to wear plate class armour, yet dont recieve the plate class damage mitigation. If we can wear the iron, we should be able to take the beating. I would suggest giving clerics the paladin/shadowknight damage mitigation. It would make it worthwhile to have the bigger armour without taking damage to the equivalant of a mage or wizard.
2) Give Root a fixed duration. Take away the chance for it to break when a spell hits the mob. Not only would this give clerics a more in depth role in the group, but would give other classes a better chance at soloing/crowd control.
3) Improve clerics AA and/or solo spell lineup. Give our summon hammer more hitpoints or better dps so we have the ability to kite. Increase the Mark line of spells to better help out. Increase the effectivness of Yaulp. Those are just a few suggestions.
I know there are many, like myself, who love the idea of being a battle cleric instead of the heal bot who sits in the rear and fears for his/her life of taking agrro with only 2 spell to protect him in a pinch. (Divine barrier and Divine Aura) I would love to play the cleric role again, but I wont go through 65 levels again just to end up another heal bot.