New cleric spells feedback/suggestions

Moop19

Dalayan Beginner
Didn't see another thread about the new cleric spells so made this one.

The level 14 spell, Zealot's hammer seems to not always heal the lowest health group member. Is this intended?

Also is the level 29 spell supposed to have such a high mana cost? The level 14 spell costs less then half the mana of the heal it mimics. The level 29 spell however costs 5 mana more then the group heal it mimics.

For those who haven't gotten a chance to try the new spells:
The level 14 spell casts a DD and heals someone in the group(must be in melee range to cast) costs 25 mana
The level 29 spell casts a DD and heals the entire group(must be in melee range) costs 125 mana
Supposedly the level 60 spell is an upgrade to the 14 spell; casts a larger DD/single target heal.

Also unsure at this point if the damage/healing is scaling, is this the case?

*Edit: Also I'm r*Edit: Also I'm really enjoying the new spells; at level 30 I'm cranking out serious damage while healing the group for very little mana. If these spells scale to be as good at 65 as they are at 30 then this will definitely be an awesome addition for clerics.
 
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Great I'm loving them right now.

They both start out kind of sub-par at the levels you can get them but become more efficient as you level up and get a bigger mana pool. The same healing on 6 people for less than 6 times the mana cost is good enough imo, although maybe it could get lowered slightly. Plus twice as much damage! Shrug!

If they scale then your right. Didn't take that into account. Was assuming the heal for the level 29 spell would stay at 110 heal.

*Edit: also getting reports that the level 60 spell is locking people out of casting any spells for upwards of 15 seconds. Can't verify as I'm not 60 yet. Also being told Zealot's strike damage remains at 73 damage at 65. (source: Qpee)

I can see how it can be a problem giving the level 14 and 29 spells too much damage/healing considering their mana cost isn't increasing.

*Edit 2: So it appears as if the level 60 spell is intended then to replace the level 14 spell? Is there a replacement in store for the level 29 group heal/nuke version?

*Edit 3: Also want to add an AE version to my wishlist.
 
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No. It's kind of a very quick, extra big emergency type thing with a lockout after. It will most likely be replaced with something different.

Yeah not sure if I'd want to spell lock myself for 15 seconds for a DD. Especially when I can just use heals if I need a heal that bad.

Edit: Was told it was a 600 point DD/900 point heal with a 15 second spell lock (source Qpee)
 
Yeah not sure if I'd want to spell lock myself for 15 seconds for a DD. Especially when I can just use heals if I need a heal that bad.

Edit: Was told it was a 600 point DD/900 point heal with a 15 second spell lock (source Qpee)

If it's low mana cost thats amazing. Spell lock is jsut fine if you are in a not very hard area, and gives you something more to do than just sit there with auto attack on praying that the tank is in /s 2 with a 2 hander and that the RNG screws him.

PS I love you Zaela, these changes sound epic.
 
They both start out kind of sub-par at the levels you can get them but become more efficient as you level up and get a bigger mana pool.

Just want to say that at 18, Zealot's Strike (the new level 14 spell) makes both Healing and Smite pretty much obsolete. It deals decent damage, heals about 3/4 of Healing, casts way faster and costs way less mana. Soloing is a joke with this and in groups where the tank manages to keep aggro, you'd be stupid to cast anything else.

Do I think a nerf would be appropriate? Maybe. I don't know.
 
Are there any plans to add a 60+ version of zealots and archon's? Perhaps with a higher mana cost so they could do more damage, and maybe slightly more healing? The healing on zealots and archon's seems quite fine to me at 51 so far. The damage however is going to be lacking at 65, especially as I get better gear and AA's.

Also, yeah the damage on zealots has been 73 damage since level 30. I have no damage inc items either. And archon's is at 163 damage.
 
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Are there any plans to add a 60+ version of zealots and archon's? Perhaps with a higher mana cost so they could do more damage, and maybe slightly more healing? The healing on zealots and archon's seems quite fine to me at 51 so far. The damage however is going to be lacking at 65, especially as I get better gear and AA's.

Also, yeah the damage on zealots has been 73 damage since level 30. I have no damage inc items either. And archon's is at 163 damage.

There is a level 60 version named Martyr's Incession?I believe.
 
im actually enjoying these more than i thought i would, except for the level 60 one

i feel like the spell grey out penalty is really pretty terrible and makes it hard to use in all but the most trivial content

i know you said it might get replaced, but maybe just upping the recast on the spell itself and removing the grey out for all other spells? idk
 
The lockout is okay if you're doing stupidly easy stuff, but when you're actually actively healing plus in melee, it ends up being too much sometimes. I think the spell is great though as it encourages clerics to get involved in combat more. It's a really fun spell.

I think just having a recast is sufficient for the spell. The lockout is sort of overkill.
 
new cleric spell

I have noticed in this thread you talk about the new spell beind a DD + group heal. But i have used only the level 60 one, Martyr's Intercession, and only noticed the heal portion to be a heal on only the char who has the mobs aggro at that time, not an entire group heal.

Is this intended? or is it meant to be an entire group heal?

Thanks

-Zaeth Level 62 Dark Elf Cleric


-EDIT , re-read , the level 29 is the only group heal, which i dont have. Makes sense now.

On Another note - The Newport Sewers Cleric guild does not carry any mid-level spells, and it seems there are 2 lower level cleric spell vendors ... which is WHY i dont have the level 29 spell yet , as I am pledged to Marlow and KOS in lots of places after doing a +Gradalsh quest.
 
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you could make a level 1 char and buy them from regular vendors, or ask a friend to help you out or something

just to be clear, i very much enjoy the first 2 spells, critting for over 1k for 25 mana really cant be beat. i was healing for a near-tier group in deep kaesora today and only casted about 3 heals the whole time, dont think my mana bar even moved, i just dont think that i would keep the level 60 spell in my lineup against anything remotely difficult, as i rarely even used it in this situation because of the grey out
 
If anyone is having problems finding these, they are usually on the cleric spell vendors at the very bottom.
 
recast seems a little high perhaps, and it's wildly inefficient (probably by design, and possibly a reason to reduce the cooldown) but overall i like the new martyrs a lot. spices up exping a bit
 
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