Post by Sekodu on Feb 22, 2009 16:12:29 GMT -5
I highly recommend reading the post on the pwi forums located here:
pwi-forum.perfectworld.com/showthread.php?t=1331
However for a shortened version I will give you the basics. Keep in mind that I do a support/hybrid build, so everything I will write is based off this point of view.
1. Builds and equip: For my build I try to put points mostly towards mag. I put some towards vit just to help out with hp a bit, and only put towards str the absolute minimum that is required to equip armor and weapons. Most of your spells including attack and healing are based off your base magic. Also, the higher magic you have the higher your mag def will be. Keep in mind that the equip you can use will depend on what your stats are, so with certain builds you may find yourself not being able to equip some items even when you meet the lvl req, and may have to wait a few lvl's to equip some stuff. Since there are so many builds I am not going to go into detail here and recommend looking over the post I referred to above.
2. Healing: There is a good variety of healing spells available to you, but since it's way too expensive to learn them all I will go over the good ones.
- Blessing of purehearted: Waste of time. Only get lvl 1.
- Wellspring Surge: Waste of time. Only get lvl 1.
- Ironheart Blessing: This will be your primary healing spell. It does a decent heal when you cast it, but the bulk of the healing occurs over time. It casts really fast and has a fast recovery. It also stacks so casting it over and over will heal just about anyone pretty quickly. Think of it as a fast Regen spell that stacks. LVL this one pretty regularly because it is very useful.
- Stream of Rejuvenation: This is pretty much the same as Ironheart but for higher lvls. There are only 2 real down sides to it. The casting time is about twice as long as Ironheart, but it's a lot more powerful. Also the mp used/amount healed is slightly worse than Ironheart.
- Chromatic Healing Beam: Sometimes referred to as Red Ball. Used to be called Soon The Light but name was changed. This is an AOE healing spell and fairly useful. It heals for a decent amount to the entire party and has a decent recovery speed. The only downside is the mp used is pretty high.
- Regeneration Aura: Commonly referred to as Blue Ball or Blue Bubble. This is a channelled spell and is a necessity for all clerics later in the game. It's pretty much the best healing spell in the game, but it is a huge mana eater. It requires 2 sparks + mana to start it, and keeps going until you run out of mana or cancel it by pressing esc. It is also an AOE spell which makes it very usefull.
3. Support/Buff: These are extremely useful spells that help everyone, including yourself. Regardless of which build you use you should lvl all of these because they will help others, and especially yourself a LOT.
- Revive: Obviously revives people. Definately get this one. Since this is a spell you can never use to benefit yourself there are a lot of people who don't lvl it very much. I think that is unfortunate. The higher you lvl it the less exp loss people will have when they die. Please do us all a favor and lvl it!
- Purify: Cancels all debuffs and bad status spells on you and party members. Get at least lvl 1 of this.
- Vanguard Spirit: Increase physical def of anyone you cast it on. The higher lvl it is the better def boost it will give. Highly recommend lvling this regularly.
- Magic Shell: Increase magic def. The higher lvl it is the better def it gives. LVL this one regularly as well.
- Spirit's Gift: Increases magic attack and healing. This is extremely useful and you should definitely lvl this one whenever you can.
- Celestial Guardian's Seal: This gives an additional +1 recovery per second to hp and mp for every lvl it is. Therefore at lvl 10 it will boost your recovery by 10 hp & mp per second. It's very expensive spirit and $ to lvl up, and doesn't seem like a huge bonus for what it costs to get. In the long run I think it is worth it, however keep in mind that the higher lvl you are the less it will help.
**Each of the previous 4 skills has an AOE version. This version lasts an hour instead of 30 minutes and you can cast the whole party at once. Other than that there are no real benefits since you have to have the individual ones at lvl 10 before you can get these anyway. There are no additional stat benefits. I personally wouldn't waste my time with them because the only thing they are for is convenience, and there are a lot of other things I could use my spirit and money on. Ultimately it is up to you if you think the convenience is worth it. These 4 spells are really the only ones I don't recommend getting at least lvl 1 of.**
- Plume Shell: This is a life saver. If you get in a pinch and need quick help then this will convert damage to mp use. Very much worth lvling because it will save your life a lot!
- Spark Eruption: uses 1 - 2 sparks to increase your magic attack and healing power a lot for 10 seconds. It's extremely cheap and very useful so get it as soon as you can and don't forget to use it often!
4. Attack: Should be fairly obvious what these do.
- Plume Shot: Fast spell that does physical damage. Definitely worth it. LVL this regularly. It works great against mobs that have increased magic resistance.
- Great Cyclone: Also called Whirlwind. This is a great spell as well and you should definitely lvl this as often as you can. I primarily do this and plume shot, switching back and forth between them. It can also cause slow on enemies.
- Wield Thunder: Good attack spell. This causes more damage than Shot or Whirlwind. The drawbacks to it is also a lot slower, has slower recovery, uses a lot more mana, and doesn't have the range the others have.
- Razor Feathers: Ok spell. It is also semi AOE because it can hit multiple targets if they are close to each other. This can obviously be a drawback as well if you only want 1 mob attacking you at once. It is also slower than Shot or Whirlwind. I recommend getting only lvl 1 and then concentrating on better things.
- Siren's Kiss: AOE spell. It casts fast and has decent recovery. The AOE is centered around the caster instead of the mob you are casting on which can be a drawback. It also costs a bit of mana to use. I didn't lvl this past lvl 1 because there were always other things I needed more.
- Thunderball: Waste of time! Get lvl 1 only. Takes too long to cast, too long to recover, to much mana, and does very little damage.
- Tempest: AOE spell. This requires 2 sparks to use which makes it not that great since you could only use to occasionally. It does do good damage, but costs a lot of mana and again, can only be used when you have 2 sparks. When I got it I was all excited and couldn't wait to use it. Honestly I was disappointed with it and I rarely if ever use it.
- Heaven's Wrath: This is a high lvl spell that you don't even get till like 80 I think. I don't know too much about it, but by the time you can get it you won't even remember this post even exists.
5. Seal spells: These are spells that support in ways other than buffs. For the most part my opinion of these is almost worthless, but others may disagree with me. As always, get lvl 1 of each but don't bother lvling them more.
- Elemental Seal: These basically will lower your enemies phys and mag def, but will also lower yours as well. The problem is that it lasts such a short time that it is almost not worth it. You could use the same amount of time casting a damage spell to get the same amount of overall damage. Using it in a group when others are doing the damage is really the only benefit, however not much.
- Dimensional Seal: See Elemental Seal above.
- Silent Seal: Basically the same as Elemental and Dimensional Seal except that it freezes mobs from moving. It does not stop them from casting or using ranged attacks though. Again only beneficial when used in groups because it doesn't last long.
- Chromatic Seal: Puts mob to sleep for a few seconds. Drawbacks are it doesn't last long and casts slow on you at the same time. It does buy you time to escape, or heal yourself though. The sleep is broken if it is attacked with either phys or magic. Some people say that If done right can be useful if you rotate between this and and an attack, although I have not tried it. (I think it is high lvl spell also so I don't think I have it yet since I am writing this when I am lvl 62).
6. Passive Spells/Skills: These are skills that are always in effect no matter what.
- Metal Mastery: Most Cleric attack spells are metal based, and therefore this boosts almost all your attack spells. Extremely useful for attack clerics. Some people argue it's value to support clerics although I personally think they are VERY worth it. I highly recommend lvling this every chance you get.
- Flight Mastery: This makes you fly faster. It only affects your regular wings. I am not sure if this means only the default white ones or the brown lvl 30 ones also. It does not have any affect on cash shop wings at all. Depending on preference and what wings you use it may be useful, but only for convenience.
- Manufacturing skills: Go read the posts on crafting for this one.
pwi-forum.perfectworld.com/showthread.php?t=1331
However for a shortened version I will give you the basics. Keep in mind that I do a support/hybrid build, so everything I will write is based off this point of view.
1. Builds and equip: For my build I try to put points mostly towards mag. I put some towards vit just to help out with hp a bit, and only put towards str the absolute minimum that is required to equip armor and weapons. Most of your spells including attack and healing are based off your base magic. Also, the higher magic you have the higher your mag def will be. Keep in mind that the equip you can use will depend on what your stats are, so with certain builds you may find yourself not being able to equip some items even when you meet the lvl req, and may have to wait a few lvl's to equip some stuff. Since there are so many builds I am not going to go into detail here and recommend looking over the post I referred to above.
2. Healing: There is a good variety of healing spells available to you, but since it's way too expensive to learn them all I will go over the good ones.
- Blessing of purehearted: Waste of time. Only get lvl 1.
- Wellspring Surge: Waste of time. Only get lvl 1.
- Ironheart Blessing: This will be your primary healing spell. It does a decent heal when you cast it, but the bulk of the healing occurs over time. It casts really fast and has a fast recovery. It also stacks so casting it over and over will heal just about anyone pretty quickly. Think of it as a fast Regen spell that stacks. LVL this one pretty regularly because it is very useful.
- Stream of Rejuvenation: This is pretty much the same as Ironheart but for higher lvls. There are only 2 real down sides to it. The casting time is about twice as long as Ironheart, but it's a lot more powerful. Also the mp used/amount healed is slightly worse than Ironheart.
- Chromatic Healing Beam: Sometimes referred to as Red Ball. Used to be called Soon The Light but name was changed. This is an AOE healing spell and fairly useful. It heals for a decent amount to the entire party and has a decent recovery speed. The only downside is the mp used is pretty high.
- Regeneration Aura: Commonly referred to as Blue Ball or Blue Bubble. This is a channelled spell and is a necessity for all clerics later in the game. It's pretty much the best healing spell in the game, but it is a huge mana eater. It requires 2 sparks + mana to start it, and keeps going until you run out of mana or cancel it by pressing esc. It is also an AOE spell which makes it very usefull.
3. Support/Buff: These are extremely useful spells that help everyone, including yourself. Regardless of which build you use you should lvl all of these because they will help others, and especially yourself a LOT.
- Revive: Obviously revives people. Definately get this one. Since this is a spell you can never use to benefit yourself there are a lot of people who don't lvl it very much. I think that is unfortunate. The higher you lvl it the less exp loss people will have when they die. Please do us all a favor and lvl it!
- Purify: Cancels all debuffs and bad status spells on you and party members. Get at least lvl 1 of this.
- Vanguard Spirit: Increase physical def of anyone you cast it on. The higher lvl it is the better def boost it will give. Highly recommend lvling this regularly.
- Magic Shell: Increase magic def. The higher lvl it is the better def it gives. LVL this one regularly as well.
- Spirit's Gift: Increases magic attack and healing. This is extremely useful and you should definitely lvl this one whenever you can.
- Celestial Guardian's Seal: This gives an additional +1 recovery per second to hp and mp for every lvl it is. Therefore at lvl 10 it will boost your recovery by 10 hp & mp per second. It's very expensive spirit and $ to lvl up, and doesn't seem like a huge bonus for what it costs to get. In the long run I think it is worth it, however keep in mind that the higher lvl you are the less it will help.
**Each of the previous 4 skills has an AOE version. This version lasts an hour instead of 30 minutes and you can cast the whole party at once. Other than that there are no real benefits since you have to have the individual ones at lvl 10 before you can get these anyway. There are no additional stat benefits. I personally wouldn't waste my time with them because the only thing they are for is convenience, and there are a lot of other things I could use my spirit and money on. Ultimately it is up to you if you think the convenience is worth it. These 4 spells are really the only ones I don't recommend getting at least lvl 1 of.**
- Plume Shell: This is a life saver. If you get in a pinch and need quick help then this will convert damage to mp use. Very much worth lvling because it will save your life a lot!
- Spark Eruption: uses 1 - 2 sparks to increase your magic attack and healing power a lot for 10 seconds. It's extremely cheap and very useful so get it as soon as you can and don't forget to use it often!
4. Attack: Should be fairly obvious what these do.
- Plume Shot: Fast spell that does physical damage. Definitely worth it. LVL this regularly. It works great against mobs that have increased magic resistance.
- Great Cyclone: Also called Whirlwind. This is a great spell as well and you should definitely lvl this as often as you can. I primarily do this and plume shot, switching back and forth between them. It can also cause slow on enemies.
- Wield Thunder: Good attack spell. This causes more damage than Shot or Whirlwind. The drawbacks to it is also a lot slower, has slower recovery, uses a lot more mana, and doesn't have the range the others have.
- Razor Feathers: Ok spell. It is also semi AOE because it can hit multiple targets if they are close to each other. This can obviously be a drawback as well if you only want 1 mob attacking you at once. It is also slower than Shot or Whirlwind. I recommend getting only lvl 1 and then concentrating on better things.
- Siren's Kiss: AOE spell. It casts fast and has decent recovery. The AOE is centered around the caster instead of the mob you are casting on which can be a drawback. It also costs a bit of mana to use. I didn't lvl this past lvl 1 because there were always other things I needed more.
- Thunderball: Waste of time! Get lvl 1 only. Takes too long to cast, too long to recover, to much mana, and does very little damage.
- Tempest: AOE spell. This requires 2 sparks to use which makes it not that great since you could only use to occasionally. It does do good damage, but costs a lot of mana and again, can only be used when you have 2 sparks. When I got it I was all excited and couldn't wait to use it. Honestly I was disappointed with it and I rarely if ever use it.
- Heaven's Wrath: This is a high lvl spell that you don't even get till like 80 I think. I don't know too much about it, but by the time you can get it you won't even remember this post even exists.
5. Seal spells: These are spells that support in ways other than buffs. For the most part my opinion of these is almost worthless, but others may disagree with me. As always, get lvl 1 of each but don't bother lvling them more.
- Elemental Seal: These basically will lower your enemies phys and mag def, but will also lower yours as well. The problem is that it lasts such a short time that it is almost not worth it. You could use the same amount of time casting a damage spell to get the same amount of overall damage. Using it in a group when others are doing the damage is really the only benefit, however not much.
- Dimensional Seal: See Elemental Seal above.
- Silent Seal: Basically the same as Elemental and Dimensional Seal except that it freezes mobs from moving. It does not stop them from casting or using ranged attacks though. Again only beneficial when used in groups because it doesn't last long.
- Chromatic Seal: Puts mob to sleep for a few seconds. Drawbacks are it doesn't last long and casts slow on you at the same time. It does buy you time to escape, or heal yourself though. The sleep is broken if it is attacked with either phys or magic. Some people say that If done right can be useful if you rotate between this and and an attack, although I have not tried it. (I think it is high lvl spell also so I don't think I have it yet since I am writing this when I am lvl 62).
6. Passive Spells/Skills: These are skills that are always in effect no matter what.
- Metal Mastery: Most Cleric attack spells are metal based, and therefore this boosts almost all your attack spells. Extremely useful for attack clerics. Some people argue it's value to support clerics although I personally think they are VERY worth it. I highly recommend lvling this every chance you get.
- Flight Mastery: This makes you fly faster. It only affects your regular wings. I am not sure if this means only the default white ones or the brown lvl 30 ones also. It does not have any affect on cash shop wings at all. Depending on preference and what wings you use it may be useful, but only for convenience.
- Manufacturing skills: Go read the posts on crafting for this one.