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Cleric Playing tips

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Chris Stolworthy - 26 Jan 2004 19:20 GMT
Hiya all,

 Being a new cleric I was wondering what advice you would give to me to
help make me one of the "better" clerics out there?

-Chris
Richard Lawson - 26 Jan 2004 20:13 GMT
> Being a new cleric I was wondering what advice
> you would give to me to help make me one of the
> "better" clerics out there?

Well, first, head to the EQCleric forum here:

http://eqcleric.gameglow.com/forums/

Lots of useful information about being a "good" cleric.  Check the FAQ and
read some of the other posts for some good playing tips.

Just some general advice:

Pay attention.  Don't multi-task or watch television.  Be focused on your
party's health and be ready to heal them.  If you stay focused all the time
and actively respond to requests from your groupmates, you'll already be in
the top 20% of clerics serverswide.

Learn how to heal before you do anything else.  Once you feel comfortable
healing, learn how to do some basic crowd control like rooting off adds.
Don't focus too much on learning how to nuke and tank - those are bonus
skills, not primary skills.  You'll never get into an uber-guild by bragging
about your tanking abilities.  =)

That's it for general advice; if you have more specific questions, let me
know.

Signature

-Richard

Monual Lifegiver
Archon of Rodcet Nife
Silent Tempest

Marrtuk
Knight of Mithaniel Marr

Drinal server

John Henders - 29 Jan 2004 13:54 GMT
>Just some general advice:

>Pay attention.  Don't multi-task or watch television.  Be focused on your
>party's health and be ready to heal them.  If you stay focused all the time
>and actively respond to requests from your groupmates, you'll already be in
>the top 20% of clerics serverswide.

>Learn how to heal before you do anything else.  Once you feel comfortable
>healing, learn how to do some basic crowd control like rooting off adds.
>Don't focus too much on learning how to nuke and tank - those are bonus
>skills, not primary skills.  You'll never get into an uber-guild by bragging
>about your tanking abilities.  =)

>That's it for general advice; if you have more specific questions, let me
>know.

All great advice and I'd like to add one more tip if you group with
enchanters fairly regularly. Keep your lowest stun memorized, and if you
see your chanter having trouble with a mob, hit it with a fast stun.
This can often help more than just tossing a heal on the chanter as if
it sticks it will give him enough time to cast a mez, and if it's
resisted, you may agro it on you, again giving him a chance to mez it.

Signature

 Artificial Intelligence stands no chance against Natural Stupidity.
           GAT d- -p+(--) c++++ l++ u++ t- m--- W--- !v
                b+++ e* s-/+ n-(?) h++ f+g+ w+++ y*

SESrin - 29 Jan 2004 15:39 GMT
> > Being a new cleric I was wondering what advice
> > you would give to me to help make me one of the
[quoted text clipped - 34 lines]
>
> Drinal server

You say learn how to heal could you be more specific to the less
experience of us - there is more than simply casting a heal spell?
please tell
Graeme Faelban - 29 Jan 2004 16:04 GMT
"SESrin" <sesnw@btconnect.com> wrote in news:bvb9f8$as3$1
@titan.btinternet.com:

>> > Being a new cleric I was wondering what advice
>> > you would give to me to help make me one of the "better" clerics out
[quoted text clipped - 26 lines]
> experience of us - there is more than simply casting a heal spell?
> please tell

It's a matter of learning which heal spell to cast on who, and when.  
Learning when to let someone die in order to save the raid/group.  There
is plenty more I am sure, but, not being a cleric, I don't know all the
details that well.

Signature

On Erollisi Marr in <Sanctuary of Marr>
Elder Graeme Faelban, Barbarian Prophet of 65 seasons
Tainniel Fleabane, Halfling Warrior of 32 seasons
Giluven, Wood Elf Druid of 26 seasons
Graeniel, High Elf Enchanter of 25 seasons

Empty - 29 Jan 2004 17:37 GMT
> It's a matter of learning which heal spell to cast on who, and when.  
> Learning when to let someone die in order to save the raid/group.  There
> is plenty more I am sure, but, not being a cleric, I don't know all the
> details that well.

Here's how to judge a good heal:

Any heal that brought your target up to 100% is less preferable than one
that brings them to 99%. I don't bother topping people up unless they are
under 95%, and for melees I usually make that 90%.

Any CHeal is preferable when you A) have time for it and B) Cannot heal the
target to full with regular spells for less than 400 mana.

Celestial healings can save you in a shitstorm. If multiple mobs are coming
in, try dropping one on the MT. This delays the time when you have to
CHeal, and buys your tank time to get aggro back. Additionally, Cele's tend
to be pretty mana-efficient (the first one, IIRC, is sucky, but they get
*much* better.)

Your two lines of DD heals are the *worst* spells you can cast, in most
situations. I use Remedy to top up casters. The thing that line has going
for it is range and speed. Other "instant" heals are great for the times
when you realize CHeal won't hit- interrupt the spell and cast the instant
heal.

The MA is your first concern, followed by yourself, followed by the
chanter/shaman. Remember to weigh this with the threat for that given
character- an add on the tank is nowhere near as bad as an add on the
chanter.

HTH!

~Empty

Signature

'You're not friends. You'll never be friends. You'll be in love till it
kills you both. You'll fight, and you'll shag, and you'll hate each other
till it makes you quiver, but you'll never be friends. Love isn't brains,
children, it's blood... blood screaming inside you to work its will. I may
be love's bitch, but at least I'm man enough to admit it.'
Spike

Adam Russell - 29 Jan 2004 16:44 GMT
> > > Being a new cleric I was wondering what advice
> > > you would give to me to help make me one of the
[quoted text clipped - 47 lines]
> experience of us - there is more than simply casting a heal spell?
> please tell

Off the top of my head there's:
1 when to heal
2 what heal to use
3 who to heal first
Aruvqan - 29 Jan 2004 23:27 GMT
excellent advice, also...we are a plate class, with a decent AC we can
take a thump or 2 in a pinch so you need to learn to trust your tank to
get it off you. position is good, try to be close enough to heal but out
of ae range whenever possible but sometimes you just cant and you have
to suck up some damage. if your back is against a wall you may not get
the knockback/interrupt as much *but* make sure it is not a place where
you can get through the wall agro. when your raid or group leader tells
you to stay *off* the wall, they usually know what they are talking
about! and again, th elowest level root is you best friend on many
occasions, fast and low mana. i keep it and the lowest stun memmed all
the time.

i would also recommend staying away from paludal, i know it has a good
zem, but you will not learn good grouping skills there imho. you might
if possible find a lower level guild, group with them in one of hte old
world zones where the mobs are more available..if you must do paludal,
do shiknars and owlbears instead of phlargs and bandits.

> Just some general advice:
>
[quoted text clipped - 11 lines]
> That's it for general advice; if you have more specific questions, let me
> know.

Signature

~~~~~~~~~~~~~~~~~~~~
Aruvqan, nicknamed Margali
http://www.geocities.com/aruvqann/index.html
No matter where you go, there you are.

Empty - 26 Jan 2004 20:15 GMT
>   Being a new cleric I was wondering what advice you would give to me to
> help make me one of the "better" clerics out there?

Since level one, Divine Aura has not left my spellbar, EVER. This can come
in VERY handy. Say the puller brings adds, or a train happens. The MT is
dropping fast- my CHeal hits when he is very low. All the adds decide they
want Cleric for dinner.

By using Divine Aura, I become invulnerable for a max of 18 seconds for
little mana and a fast cast. During that 18 seconds, the mobs leave me
alone, going back to the tank or whoever. This gives the tank a bit of time
to regain aggro.

If I need to heal before then, I click off the DA icon.

I judge that I use it once ever 3-4 sessions, but I have never felt that it
was a waste of a spell slot.

Also, heal over time is your friend. I use my cele's in a lot of
situations- healing a shammy after an unloved slow landed on the mob, for
example. These have an excellent mana/hp ratio, and produce a lot less
aggro than their one-blast equivalents. By all means, slap down a fast cast
for a chanter or something, but secondary melees can usually be cele'd.
This spell is also useful when you need to cast cheal but it will not land
in time- slap a cele down then start the cheal- the cele can buy you some
time to get that complete heal off.

Your first major investment should be a mount. I prefer drogmors, as their
head is not in my face. To get off in a hurry (say, to interrupt a spell)
use /dism. The mount means you don't have to sit to med, which means that
you med through the one or two ticks your cheal spans, and you med after-
never having to worry about sit aggro.

Your next investments should be focus effects. In my opinion the most
important is a mana efficiency focus effect, followed by extended
enhancement, then casting haste. Spending less mana on a spell is the same
as regenerating more mana per tick.

After these are accomplished, increase your mana pool with +WIS and +MANA
items.

Flowing thought items are nice- get them if you can.

Hope that helps!

~Empty

Signature

'You're not friends. You'll never be friends. You'll be in love till it
kills you both. You'll fight, and you'll shag, and you'll hate each other
till it makes you quiver, but you'll never be friends. Love isn't brains,
children, it's blood... blood screaming inside you to work its will. I may
be love's bitch, but at least I'm man enough to admit it.'
Spike

Ray Rocker - 26 Jan 2004 21:06 GMT
>Hiya all,
>
>  Being a new cleric I was wondering what advice you would give to me to
>help make me one of the "better" clerics out there?

Make yourself an "Assist" hotkey (/assist). Now you can target a mob
and, with one key press, switch to the player it is beating on. In
most cases the player with aggro will also have the mob targeted,
so this same key will toggle your focus back and forth between the
mob and the player which it's currently attacking.

Also, make a hotkey to /target the MA (main assist) in your group --
usually the tank. This requires that you edit the social at the start
of each group to add the MA's name after /target, but it's worth it.

Now with two keystrokes you can target the MA and then the mob he's
working on. This way you don't attack the wrong mob in a multi-pull
and tick off your crowd controller by breaking mez.

--
Ray Rocker
rocker@datasync.com
Rastus - 26 Jan 2004 22:55 GMT
>>"Cleric Playing tips"

Just don't roleplay a Rabbi cleric or the 'tips" you have to play tend to be
unhygenic. besides, if your thinking of playing with it then perhaps
roleplaying a Catholic Cleric would be more your style...

Now - is there anyone I forgot to offend?

: )
Graefaxe - 28 Jan 2004 20:28 GMT
: >>"Cleric Playing tips"
:
[quoted text clipped - 5 lines]
:
: : )

Muslims, Buddhists, Hindii, Shinto, Zoroastrianists and any number of
Christian denominations, not to mention all the Native American, African and
South American religions.
Gen - 28 Jan 2004 21:16 GMT
> : >>"Cleric Playing tips"
> :
[quoted text clipped - 10 lines]
> Christian denominations, not to mention all the Native American, African and
> South American religions.

All of whom are offended at being left out
Jennaii - 26 Jan 2004 23:51 GMT
>Hiya all,
>
>  Being a new cleric I was wondering what advice you would give to me to
>help make me one of the "better" clerics out there?
>
>-Chris

I *google copied* this advise from Splendid One's response to *my* cleric
question regarding healing at level 53.  (It may be high for you now though...I
hope Splendid One doesn't mind the quote!!!!!) :

At your level, I had four heals memmed: Cheal, Remedy, Divine Light, and
Celestial Healing.

Cheal I used on the MT, tried never to use anything else on him, and
hoped never to have to cast any of the other spells at all.  All damage
should go to main tank and I shouldn't waste time and mana casting the
small heals on him.

BUT situationally, his damage rate would be too high, or he could use
topped off before  a pull.. so I'd drop Celestial on him.  This works
kind of like a slow, and has the advantage of not all being wasted when
a Cheal lands; the remaining tics of celestial continue to drop down
assuming he's still taking damage.

I'd try to use nothing but celestial on other injured people.  When
someone gains aggro and manages to lose it, there's generally no rush
about healing them up, and celestial is the most mana efficient spell to
patch them up unless their injuries are so large as to warrant a CHeal,
and most people that injured who aren't MT really need a rez, not a
heal.  Even as a patch heal, celestial would often be the heal of choice
as its cast time isn't bad and once it lands its the equivalent of
spamming a GHeal on them every tic; depending on what's killing them
this usually was plenty to keep them alive, and once aggro was lost
would finish out by repairing the damage taken before it landed.

In emergencies, Remedy was my heal of choice.  Its not as large a heal
as some, of course, but its blindingly fast; with BOF and a spell haste
III item (or mage summoned one) even more so (3 second cast time is
-just- at the limit for those two effects).  Casting something slower on
fragile robes often means wasting mana as the spell fails to land on
their dead bodies.  This is also a good spell for the "backup healer",
who might have to land something in order to help a tank live long
enough for a slightly late Cheal; by the time you realize the CHeal is
going to be late there's often no time for anything else.  Surprise
benefit of this line (and one I didn't realize until quite late) is its
range: substantially longer than other heals; I often used this to heal
FD'd monks who were badly injured and lying doggo out in the pulling area.

Divine Light, though, I cast least of all.  Slow casting, so not really
good in emergencies, mana inefficient compared to CHeal or Celestial,
which are the heals of choice if its not an emergency, I kept it memmed
for those situations where unexpected damage was coming in on someone in
big unhealthy chunks, and a Cheal would be too slow, a Celestial too
slow in its effects, a remedy far too small to be worth casting; big
chunky inefficient healing spammed out hoping things would be brought
under control.  Last Ditch Effort, usually followed shortly by a death.

I do recall working out the details for a Divine Light chain heal, as
opposed to the usual CHeal chain; the idea was that Cheal chains are
inherantly chunky; landing a very large heal at substantial intervals
(the more clerics in the chain the smaller the interval).  We were
facing a mob which had spiky damage output, and kept losing MT's because
he'd get lucky on the RNG and put two spikes in between Cheals; by using
a DL chain we could more than double the rate at which heals landed.  In
the end it proved impractical for most applications, but even long after
this, we often put people on spamming patch heals to supplement a chain
for the same sort of reason, and using the same sort of moderately fast
casting, large heal spells.

Superior heal was replaced Divine Light unless I'm remembering
incorrectly; even keeping 4 heals up at all times was cumbersome, I
can't think of a reason to hang on to SHeal (which was already in the
"least used" category) at this point.

Splendid One, 56 Gnomage, Firiona Vie
Bergh Brelltender, 65 cleric, Morel Thule

"This time: gonna do it RIGHT!" -- Bob Seger
Jennaii
dstep - 27 Jan 2004 00:17 GMT
>Hiya all,
>
>  Being a new cleric I was wondering what advice you would give to me to
>help make me one of the "better" clerics out there?
>
>-Chris

Heal, then sit the rest of the time. Don't be a dopey cleric who beats
on the mob as well. If sitting most of a fight and standing to get a
heal off is not your idea of fun, be another class.

Also, correct people when there is another healer in the group and
they say "Ok, one of us nukes and the other heals." This equals death.
Say, no we are both healers so we both heal.

Make an alias short cut that says something like

Lesser heal on <t>

then casts the spell.

Mine is something like,

Healed <t> <r>  with Chloroblast

with my druid, I forget the exact way that <t> is done,
but that does something like thier name and race so its kind of
obvious.

The alias is to make it clear to the other healer you are healing.
Like my druid might be casting a heal but see the cleric saying they
are complete healing the person. Then I calculate and if its going to
be close AT ALL, my druid heals them once anyway. Chlorblast is WAY
faster than complete heal.

Even if a cleric is the main healer, my druid will still only put dots
on the mob and maybe damage shield the tank. Then I also sit until I'm
doing it again or healing. So a cleric should NEVER be nuking, even if
there are two or more. Having two or more clerics, then being oom and
still having someone die just makes you feel like an idiot. Then idiot
number one always says, "well, I was supposed to be nuking so it
wasn't my fault!"
the wharf rat - 27 Jan 2004 18:26 GMT
>Don't be a dopey cleric who beats on the mob as well.

    Well, I melee my cleric all the time.  With yaulp, the pet, and
the summoned hammer the targets go down noticeably faster with my help and
I don't lose much mana regeneration versus just sitting.  If I get low I
go sit down, or if things get hectic (overpulls etc.) and there's a chance
I might miss a heal I  back up, but otherwise I think it'd be a shame to give
up 5-700 per battle in melee damage.  I also nuke and stun as long as
I have sufficient mana for healing, especially on those nasty cleric mobs :-)

    In fact, I volunteer for crowd control if we dont have a
mezzer:  pull the add with a nuke then root park it.  I use a right-click
root so no mana issues.  It gives me something to do besides sitstandheal
and I can take the hits better than the druids...
Empty - 27 Jan 2004 18:57 GMT
>  I also nuke and stun as long as
> I have sufficient mana for healing, especially on those nasty cleric
> mobs :-)

Normally in a group I don't melee, but chealers and gaters get my
attention. I usually lay down the bash and stun on these guys, timing it to
interrupt their casts.

~Empty

Signature

'You're not friends. You'll never be friends. You'll be in love till it
kills you both. You'll fight, and you'll shag, and you'll hate each other
till it makes you quiver, but you'll never be friends. Love isn't brains,
children, it's blood... blood screaming inside you to work its will. I may
be love's bitch, but at least I'm man enough to admit it.'
Spike

Kris Crockett - 27 Jan 2004 22:37 GMT
> Hiya all,
>
>   Being a new cleric I was wondering what advice you would give to me to
> help make me one of the "better" clerics out there?
>
> -Chris

Don't let the puller keep you under 20% mana. You should have plenty to deal
with an overpull at all times, even when there's crowd control handy. You,
the slower, and the cc should dictate the pull rate, not the puller who's
used to his uber buddies.
If the puller keeps chain pulling while any critical caster is saying lom,
oom, med break etc. use the old "afk bio after this mob" trick. He pulls it,
he can kill it.
If he promptly wears you out again, let the group know youre done with him,
pullers are usually easier to replace than clerics.

Dont be afraid of beastlord or ranger tanks, the ones who cant hack it
usually wont volunteer for the job.

Pls Pls OMFG Pls do something in addition to healing if you can hack it.
Your class has tons of cool options at its disposal. The clerics I like are
the ballsy ones, who do stuff like landing an 8 second stun on the mob as it
comes into camp, to give the war something to taunt his agro up with, handy
when the chanter would be pulling agro nearly evey mob with tash & slow. DPS
is king as long as you dont have to take a med break because of it, nuke
when FM, melee if you have yaulp 6 & your best armor. Root mezzes so you
dont have to rez the chanter later. Stun & bash healers. Put hp buffs on
pets if you have the mana. Dispel DS if you have a spellslot for it. Youve
got even more you can do, stretch your class to the limit, youll have more
fun.
Annie Benson-Lennaman - 28 Jan 2004 02:27 GMT
> Hiya all,
>
>   Being a new cleric I was wondering what advice you would give to me to
> help make me one of the "better" clerics out there?

   I see that you've been given lots of good advice so far, I'd take it to
heart.

  For my part I will say that the biggest favor you can do yourself is to
disabuse yourself of the notion that it is the cleric's job to keep everyone in
the group alive.  I know you've said nothing to indicate that you feel this way,
but from what I've seen so far most young clerics do.  I know I most certainly
did.

  It is your job to do the best you can do to prevent a total party wipeout
when things get rough.  In most cases, this means healing the main tank,
yourself, and the enchanter if you are lucky enough to be grouped with one.  If
the wizard should happen to get agro, don't blink an eye.  You can always rez
them back in.  The druid goes out of mana and is screaming for a heal?  Too
bad.  When things aren't rough, then by all means, heal the other members of the
party if you can do so with jeopardizing the tank, rezzer, or mezzer.  If
someone gets pissy because they died, let them know where they stand in your
list of healing priorities, and stick to your guns.  If they don't agree with
you, ignore them.  They will not make it very far into the game, or they will
learn to change their attitude.

   If the party does wipe, even if it was your fault that you could and should
have prevented it, don't beat yourself up too much.  Almost everyone makes
mistakes.  When the puller makes a mistake they might bring back 3 instead of
one.  When the mage makes a mistake, they might send their pet against a lulled
creature instead of the one that Main Tank has selected as the current target,
resulting in adds.  When you make a mistake, everyone can die.  Do what you can
to minimize mistakes, of course, such as not watching tv or or giving your kid
brother his very own homemade tattoo while you are also on healing duty in a
rough situation.  

  I've know a couple of young clerics that have re-rolled over these issues,
and it saddens me when I hear of it.  We really do play one of the bestest, most
funnest classes in Norrath.  

  Just for the record, I still consider myself to be a young cleric also.  I'm
pretty sure that my currant level is an oversight that will be corrected soon as
Someone realizes that I'm not in my 30's.  

--
Annie

To join the alt.games.everquest chat channel type /join serverwide.age:age
If you want to stayed joined, then after that type /autojoin serverwide.age:age

Currently playing:
Teapray-- 51 High Elf Cleric on Firiona Vie

Teamort-- 16 Dark Elf Necromancer of Lanys T'vyl

Lentea-- 33 Ogre Beastlord On Firiona Vie

--
If you can't figure out my email address, you're not supposed to write me.
ME - 28 Jan 2004 03:06 GMT
>> Hiya all,
>>
[quoted text clipped - 12 lines]
> that you feel this way, but from what I've seen so far most young
> clerics do.  I know I most certainly did.

As I don't play a cleric, I can't tel you what your "job" is, but I can say
that those that DO play have given some good advice.  Personally, I (a
wizard, btw) would rather take the death than my healer.  I can be rezzed
for xp or to get back to the fight if need be.  If my healer dies, I am
probably not far behind!  Therefore, if the crelic in my group(s) starts
taking hits (or the 'chanter, for that matter), I do what I can to keep
them alive...if It means I get killed, then I die.  Hopefully I can get teh
mob off them long enough for the tank to get them again. (I've long
outgrown the anger at getting dead...it's a GAME after all!)

>    It is your job to do the best you can do to prevent a total party
>    wipeout
> when things get rough.  In most cases, this means healing the main
> tank, yourself, and the enchanter if you are lucky enough to be
> grouped with one.  

I agree totally with this.

>                   If the wizard should happen to get agro, don't
> blink an eye.  You can always rez them back in.  The druid goes out of
[quoted text clipped - 5 lines]
> with you, ignore them.  They will not make it very far into the game,
> or they will learn to change their attitude.

Again, total agreement.  I *DO* get agro from time to time (less often as I
progress, thank God!), but it's either from over-nuking (my fault) or the
tank(s) getting dead (maybe from wandering adds, maybe from bad luck)--
generally. I even go so far as to tell the cleric beforehand not to wory
about me if I get agro, unless I drop below 50% hp...and even then to worry
about saving the group before me.  And this method HAS gotten me killed
before...once.  (It must be pointed out that had the cleric turned to heal
me, then it woulda been a total wipe...no hard feelings, no harm, no foul.)

>     If the party does wipe, even if it was your fault that you could
>     and should
> have prevented it, don't beat yourself up too much.  Almost everyone
> makes mistakes.
> --
> Annie

While there are some jerks that will talk trash about the party wiping and
the cleric not saving everyone, the majority of the people I have grouped
with take it in stride. "Well, at least I'm FOM again" sort of comments.  
Almost every time I've been in a group that wiped, the cleric felt really
bad, while everyone else took it in stride.  *I* feel bad for the *CLERIC*
when there's a bad situation.  Maybe a wipe, maybe onyl partial.  It seems
the healer takes it personally if they can't prevent it.  Well, it happens.  
Mostly from overpulls, I'd say, or TONS of adds.

I'm rambling, but to finish off, I'd say that if the above situation
happens, kick yourself ONCE if you feel you must, then get back in and do
what clerics do best....heal, nuke, and keep the bad-pulling-warrior alive
while HAVING FUN.  Anyway, if someone can't accept a bad situation or a
screwup or even admit THE are at fault, don't take it personally...you just
learned who NOT to group with again.

________

Miznit, 39 Wizard type Gnome, E'ci

 
SESrin - 28 Jan 2004 10:17 GMT
<big snip>

Great advice, just got my first ever cleric to nine and off to buy
spells - now where do I aim those valuable training points (evo,chan,
div, abj, alt etc.) when you level and also do we have to work on a
particular tradeskill that helps us later?
georg - 28 Jan 2004 12:24 GMT
> <big snip>
>
> Great advice, just got my first ever cleric to nine and off to buy
> spells - now where do I aim those valuable training points (evo,chan,
> div, abj, alt etc.) when you level and also do we have to work on a
> particular tradeskill that helps us later?

You do NOT need to spend your training points at every level. Relax on
that. You can go ahead and practice them on your own. I would make sure
that you have spent a point in Meditation though- it used to not start
going  up until you did so.

Tradeskills are entirely optional. I recommend waiting on them until you
know what you are doing more, and have more money to spend. Feel free to
browse http://eqtrader.com and see what is out there.

-georg
Justin H. - 28 Jan 2004 13:56 GMT
> Tradeskills are entirely optional. I recommend waiting on them until you
> know what you are doing more, and have more money to spend. Feel free to
> browse http://eqtrader.com and see what is out there.

Good advice, but that would be http://www.eqtraders.com/ :-)

--Inyidd
Tony Evans - 29 Jan 2004 19:17 GMT
In alt.games.everquest, Annie Benson-Lennaman
<anniebenlen@stopthevoices.yahoo.com> wrote:

>If
>the wizard should happen to get agro, don't blink an eye.  You can always rez
[quoted text clipped - 5 lines]
>you, ignore them.  They will not make it very far into the game, or they will
>learn to change their attitude.

And if they start raiding later in their life, they're going to have to get
used to be very low down on the healing ladder indeed.  If you're in a
group with a cleric on a raid, there's a good chance they're on the MT
chain heal list.  If you're lucky, there's a backup healer in the group,
but their role is often to keep the cleric alive first, and everyone else
as an afterthought.

People need to get used to managing their aggro, and requiring a little
healing as possible (from any source), while putting in as much damage as
possible, or you end up with lazy folk who tank the front of mobs when
they're not MT, ignore the enrage message and keep going, nuke, get
summoned and then nuke again, etc., etc.

Signature

Tony Evans      (ICQ : 170850)
Recommended Author : Guy Gavriel Kay
Pound forehead on keyboard to continue.
Homepage : http://www.darkstorm.org/tony

Archerbear - 29 Jan 2004 19:54 GMT
> In alt.games.everquest, Annie Benson-Lennaman
> <anniebenlen@stopthevoices.yahoo.com> wrote:
[quoted text clipped - 21 lines]
> they're not MT, ignore the enrage message and keep going, nuke, get
> summoned and then nuke again, etc., etc.

I'll second this strongly.  I play an enchanter, a wizard, and a bard; the
enchanter and wizard are raid-capable 65s, the bard getting there at 57.

As an enchanter - if there's only one mob in camp (or two mobs and we are
offtanking) don't bother healing me until after the fight.  If I'm holding
mobs off the party, keep me alive.  My Runes should take most of the damage,
especially at post-60 where the enchanters have peridot-less runespells.

As a wizard - if I suck so badly as to pull aggro off the MA, I deserve
whatever rezz I get.  I bought three points of health regen, unless I've got
a totally sucky tank that's all the healing I need (AOEs excepted.)  I have
my epic, which soaks up 800 points of sloppy play on my part; non-epic
wizards have runespells they can use.  If they complain about the expense,
tell 'em to learn to play a wizard and gauge their damage to the MA's taunt.

As a bard - unless I'm puller or crowd-control, ignore me.  My health-regen
song will do all the healing I need.  If I'm pulling, I'd like to be at 80
pct health before I go back out - again, healsong will top me off fine.  If
I'm CC, see as enchanter - if I'm holding mobs keep me alive, if I'm not
ignore me for the MA.

SoulFrost/Rhian/Raivenn
Tony Evans - 30 Jan 2004 16:21 GMT
In alt.games.everquest, "Archerbear" <archerbear@notqwest.net> wrote:

>a totally sucky tank that's all the healing I need (AOEs excepted.)  I have
>my epic, which soaks up 800 points of sloppy play on my part; non-epic
>wizards have runespells they can use.  If they complain about the expense,
>tell 'em to learn to play a wizard and gauge their damage to the MA's taunt.

Forceshield - free rune for wizards (and necro's) at 63 (I think it's 63) -
so at that level no excuse at all, since it's free (in the pp sense).

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Tony Evans      (ICQ : 170850)
Recommended Author : David Gemmell
He's a potato Jim!, Let's gouge out all of his eyes
Meet the wife : http://www.darkstorm.org/grete

 
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