RaiderZ Cleric Comprehensive Guide



RaiderZ Cleric Comprehensive Guide by ghazed

Hey folks.

You all know the forum is a mess and everyone is looking for the same informations constantly, since there is no thread in which you can get all informations packed and structured.

That’s why I’m making this guide.
I’ll add every information concerning clerics that has been discussed on this board and ingame and that are of importance to everyone.
This work will take me some while and I rely on your feedback and help to complete it.
So please be patient with me even when updates take some time.

Table of Contents:

Stats (#001)
Skills (#002)

  • –Healing (#002.1)
  • —-Spell levels for Heals (#002.1.1)
  • –Buffs (#002.2)
  • —-Spell levels for Buffs (#002.2.1)
  • –Damage Spells (#002.3)
  • —-Spell levels for Damage Spells (#002.3.1)
  • –Passives (#002.4)
  • —-Spell levels for Passives (#002.4.1)

Energy management (#003)
Possession (#004)
Gear (#005)

  • -Choice of Weapon (#005.1)

Stats (#001)

Explanation

Increase certain character values such as MAtk, Patk, Energy, Crit rates, etc.
Stats scale in this game, whereas a certain amount of a certain stat does not increase your Atk by a certain value.

Example:
MATK 283 ~ 399 / 120 INT
add 5 INT
MAT 286 ~ 402 / 125 INT
as you can see int added 3 MATK.

back to 120 INT
Add 30 INT
MATK 306 ~ 422 / 150 INT
add 5 INT
MATK 310 ~ 426 / 155 INT
as you can see int added 4 MATK.

That’s why the exact formulars and values of INT to MATK and such are still unknown.
All you theorycrafters out there are very welcome to help us figure it out.

Stats’s values

Max Energy = Base + ( Int * 5 ) + max Energy Jewels + percentual boni
Max Hp = Base + ( Vit * 10 ) + max HP Jewels + percentual boni

Str
Increases Patk
Slightly increases MAtk

Agi
Increases Crit Rates

Int
Increases MAtk
Increases Energy
Increases MCrit
Increase Max EP ( 5 per point)

Vit
Increase Max HP ( 10 per point)
Slight increase of MAtk

Charm
Increases MDef
Slightly Increases MAtk

Research
Intelligence formula research

Skills (#002)

Healing (#002.1)

Revitalize

Exp:
Restores Health to yourself equal to 44% of Magic Attack every 2 seconds for 8 seconds.

Lv changes:
51% healing at lv 2
58% healing at lv 3

CD:
30 sec – lv 1
26 sec – lv 2
22 sec – lv 3

Costs:
30EP – lv 1
36EP – lv 2
42EP – lv 3

Heal

Exp:
Restores Health equal to 150 of Magic Attack to 3 party members in the target area.

Lv changes:
160% healing at lv 2 (+10%) (+10%)
affects 4 party members at lv 2

168% healing at lv 3 (+8%) (+18%)
affects 5 party members at lv 3

172% healing at lv 4 (+4%) (+22%)
affects 5 party members at lv 4

174% healing at lv 5 (+2%) (+24%)
affects 5 party members at lv 5

With maxed Holy Mastery and 35 points in the Cleric tree, Heal ranks look like this:

Rank 1: 180% -> 150% * 1.2
Rank 2: 192% -> 160% * 1.2
Rank 3: 201.6% -> 168% * 1.2
Rank 4: 206.4% -> 172% * 1.2
Rank 5: 208.8% -> 174% * 1.2

CD:
5 sec – lv 1
4 sec – lv 2
3 sec – lv 3
2 sec – lv 4
1 sec – lv 5

Costs:
50EP – lv 1
75EP – lv 2
100EP – lv 3
125EP – lv 4
150EP – lv 5

Healing Strike (HS)

Exp:
A quick strike that deals damage equal to 150% of Physical Attack and restores Health equal to 50% of Magic Attack to 2 party members within 3 meters.

Lv changes:
170% damage at lv 2
60% healing at lv 2

190% damage at lv 3
70% healing at lv 3

CD:
10 sec at all levels

Costs:
20 ST – lv 1
15 ST – lv 2
10 ST – lv 3

Circle of Healing (CoH)

Exp:
Draws a circle on the ground around you, restoring Health to party members inside the circle equal to 17% of Magic Attack every 2 seconds for 10 seconds. Shares a cooldown with Circle of Punishment.

Increases all healing received by 20~30% while standing inside the circle.

Lv changes:
22% healing per tick at lv 2
26% healing per tick at lv 3

CD:
16 sec at lv 1
15 sec at lv 2
14 sec at lv 3

Costs:
60 EP – lv 1
90 EP – lv 2
110 EP – lv 3

Miraculous Recovery

Exp:
Instantly restores 40%of your Maximum Health.

Lv changes:
45% max HP at lv 2
50% max HP at lv 3

CD:
8 min – lv 1
6 min – lv 2
5 min – lv 3

Costs:
0 EP at all levels

Crystal of Life (CoL)

Exp:
Creates a Crystal of Life in front of you that will restore Health equal to 56% of Magic Attack every 2 seconds for 4 seconds to a party member who picks it up. This effect also restores a small amount of Stamina and increases movement speed slightly. The crystal will last up to 40 seconds, and only one can be active at a time.

Lv changes:
65% healing at lv 2
73% healing at lv 3

CD:
12 sec – lv 1
11 sec – lv 2
10 sec – lv 3

Costs:
50 EP – lv 1
70 EP – lv 2
90 EP – lv 3

Salvation (Salv)

Exp:
Restores Health to party members within 15 meters equal to 200% of Magic Attack.

Lv changes:
220% at lv 2
240% at lv 3

CD:
40 sec – lv 1
35 sec – lv 2
30 sec – lv 3

Costs:
150 EP – lv 1
180 EP – lv 2
210 EP – lv 3

Spell levels for Heals (#002.1.1)

http://raiderz-forum.perfectworld.co…d.php?t=747161
http://raiderz-forum.perfectworld.co…d.php?t=744661
http://raiderz-forum.perfectworld.co…d.php?t=732801
http://raiderz-forum.perfectworld.co…d.php?t=701281
http://raiderz-forum.perfectworld.co…d.php?t=755131

Heal

Heal lv 1
basic healing ability. very mana efficient.

Lvl 1 – 50EP / 150% – you can heal 20x = 3000%
3 targets at a time.

Heal lv 2
best healing lvl. very mana efficient.
Lvl 2 – 75EP / 160% – you can heal 13.33x = 2133.33%
4 targets at a time.
best since rev is the best healing skill ingame and with rev lv 3 in a CoH it’s more efficient to cast a rev on yourself and heal everyone else with heal.

Heal lv 3
my favorite level of healing. okay mana efficiency.
Lvl 3 – 100EP / 168% – you can heal 10x = 1680%
5 targets at a time so you can heal the whole party including yourself if you’re on the frontline.

Heal lv 4
arguable level of healing.
Lvl 4 – 125EP / 172% – you can heal 8x = 1376%
the cooldown is down to 2 sec which is the main reason for taking heal to 4
as you can see the energy scaling is dropping pretty hard here.

Heal lv 5
wasted points. horrible mana efficiency.
Lvl 5 – 150EP / 174% – you can heal 6.66x = 1160%
1 second cooldown which is the main point. but on the other hand if you really need healing at 5 you and / or your group is doing something wrong.
as you can see the energy scaling is dropping even harder here.

CoH

Energy efficiency comparision following later.

CoH lv 1
basic healing. good for boosting your heals. should be considered in any build

CoH lv 2
arguable. but since CoH is mostly used for the healing boost not really recommended.
It depends heavily on your playstyle if this skill is worth points or not.

CoH lv 3
arguable. but since CoH is mostly used for the healing boost not really recommended.
It depends heavily on your playstyle if this skill is worth points or not.

Salv

Energy efficiency comparision following later.

Salv lv 1

Salv lv 2

CoL

Energy efficiency comparision following later.

CoL lv 1
arguable and situational but if used right and nice healing ability.

CoL lv 2

CoL lv 3

comparison / summary (#002.1.2)

heal 1 – 3 is arguable on different bases and playstyles.
heal 4 is arguable on a few distinct playstyles and builds.
heal 5 should be avoided at all costs.

Salv is your one and only true party heal since it has a huge range and some big healing.
it’s a perfectly fine rescue button.

CoH is mostly used for the healing boost.

CoL is great if used correctly and useless if used wrong.
It’s usefulness depends on your party.

Buffs (#002.2)

Blessing: Endurance (B:E)

Exp:
Increases the Max Health of nearby party members by 6% for 30 minutes.

Lv changes:
8% at lv 2
10% at lv 3

CD:
1 sec at all levels

Costs:
120 EP at all levels

Blessing: Concentration (B:C)

Exp:
Restores 6% Energy to party members every 2 seconds for 8 seconds.

Lv changes:
only the CD changes.

CD:
5 min – lv 1
4 min – lv 2
3 min – lv 3

Costs:
0 EP at all levels

Blessing: Swiftness (B:S)

Exp:
Increases the movement and attack speed of party members by 10% for 15 seconds

Lv changes:
15% increase at lv 2
20% increase at lv 3

CD:
5 min at all levels

Costs:
120 EP – lv 1
144 EP – lv 2
168 EP – lv 3

Spell levels for Buffs (#002.2.1)

http://raiderz-forum.perfectworld.co…d.php?t=746891

B:E

HP values Max HP the buff adds

4.9k HP (approximate value of a lv 35 char)
1: 5.19k (+290)
2: 5.29k (+390)
3: 5.39k (+490)

5.2k HP (approximate value of a lv 35 char using Plate)
1: 5.5k (+300)
2: 5.6k (+400)
3: 5.7k (+500)

5.5k HP (approximate value of a lv 35 char using Plate and Vit Gems)
1: 5.83k (+330)
2: 5.94k (+440)
3: 6.05k (+550)

Level 1 adds between 290 and 330 HP
Level 2 adds between 390 and 440 HP
Level 3 adds between 490 and 550 HP

I’ll add approximate damages later on so the usefulness can be measured directly.

B:C

B:C lv 1
5min CD, 24% EP reg over 8 sec.

24% / 5 min
4.8% / min
0.08% / sec

EP values and ~ regeneration per second assuming the skill is used whenever ready.

1830 EP (my own max EP)

1.464 EP / sec
~7.3 mp5

1000 EP (low value | STR cleric e.g.)

0.8 EP / sec
~4 mp5

2000 EP(high value | strongly upgraded gear / EP heavy gear)

1.6 EP / sec
~8 mp5

B:C lv 2
4min CD, 24% EP reg over 8 sec.

24% / 4 min
6% / min
0.1% / sec

EP values and ~ regeneration per second assuming the skill is used whenever ready.

1830 EP (my own max EP)

1.83 EP / sec
~9 mp5

1000 EP (low value | STR cleric e.g.)

1.0 EP / sec
~5 mp5

2000 EP(high value | strongly upgraded gear / EP heavy gear)

2.0 EP / sec
~10 mp5

B:C lv 3
3min CD, 24% EP reg over 8 sec.

24% / 3 min
8% / min
0.13% / sec

EP values and ~ regeneration per second assuming the skill is used whenever ready.

1830 EP (my own max EP)

2.379 EP / sec
~12 mp5

1000 EP (low value | STR cleric e.g.)

1.3 EP / sec
~6.5 mp5

2000 EP(high value | strongly upgraded gear / EP heavy gear)

2.6 EP / sec
~13 mp5

B:S

Damage Spells (#002.3)

Hammer of Light

Exp:
Throws a hammer made of light at an enemy within 15 meteres, dealing Holy damage equal to 170% of Magic Attack.

During Possession, this skill’s cast time is reduced and it deals additional damage over 4 seconds.

Lv changes:
185% damage at lv 2
200% damage at lv 3

CD:
0.75 sec at all levels

Costs:
20 EP – lv 1
28 EP – lv 2
42 EP – lv 3

Divine Punishment

Exp:
Calls down divine lightning, dealing damage equal to 182% of Magic Attack to an area in front of you.

Deals additional damage to enemies under the effect of Circle of Punishment or Links of Light. During Possession, this skill deals damage equal to 234% of Magic Attack instead. Deals 130% additional damage to enemies under the effect of Circle of Punishment. (Causes Flinching)

Lv changes:
210% / 270% damage at lv 2
238% / 306% damage at lv 3
266% / 342% damage at lv 4
294% / 378% damage at lv 5

CD:
7 sec – lv 1
6.5 sec – lv 2
6 sec – lv 3
5.5 sec – lv 4
5 sec – lv 5

Costs:
15 EP – lv 1
19 EP – lv 2
24 EP – lv 3
30 EP – lv 4
36 EP – lv 5

Passives (#002.4)

Divine Mastery

Exp:
Increases the damage and healing power of Holy skills by 2%.

Lv changes:
4% increase at lv 2
6% increase at lv 3
8% increase at lv 4
10% increase at lv 5

Mind Training

Exp:
Has a 2% chance to restore 5% of Max Energy when a spell is cast.

Lv changes:
4% chance at lv 2
6% chance at lv 3

Uplift

Exp:
Successfully cast spells have a chance to grant the Uplift effect, increasing the power of the next attack by 5% for 6 seconds.

Proc chance equals the percentage of the increasing effect.

Lv changes:
10% increase at lv 2

Nimble Healer

Exp:
Increases casting speed by 5% for 5 seconds after casting Revitalize or Heal. This effect can stack up to 3 times.

Level 2 of this spell also reduces the energy costs equally with the casting time.

Lv changes:
10% increase at lv 2

Gear (#005)

Choice of Weapon (#005.1)

2handed Mace

Advantages
-High PATK
-Ability to use Beserk Skills

Disadvatages
-Slow
-Low MATK

1handed Mace + Shield

Advantages
-Mod. PATK
-Mod. MATK
-Ability to use Defender Skills
-Fast
-Higher survivabilty

Disadvatages

Staff

Advantages
-High MATK
-Mod. Speed
-best healing capabilities
-Ability to use Sorcerer Skills

Disadvatages
-Low PATK

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