CL Skills | Buffs, Nerfs & Adjusts

Rookie

Muspelheim
clskills.png

Hi guys/ girls/ gays and gurls!
I heard some CLs opinions so i'm here to propose some changes (and not as bold as I did in the last post) in CL skills for 60 cap.
(that will affect future caps in terms of balance too)


_________________________________________________________________________________________________________________________________________

CURE
We have a problem with the cast of this skill: It's too hard to deal against macro players cuz they keep interrupting you again and again and again and ofc, they will ALWAYS do lots of damage in a short time that your cure can't reach with 1s cast.

(you can have a small look of this problem in this video)

Once was already said that staff can't do something about macros, we need to give CLs a way to deal with them.

Cast Time FROM 1s TO 0.6s

RAPTURE
CLs run out of MP easily (lvl max shield 3k MP/ lvl max rejuv 800MP) so this skill need to be improved for PvP purpose.

Max Skill LvL FROM 16 points TO 10 points
Cast Time FROM 2s TO 0s
Cooldown FROM 180s TO 120s
Skill Duration FROM 10s TO 5s
MP Regen FROM fixed values TO % MAX MP values
10% at lvl1 (2% MP regen per second) and +5% (1% per second) each skill lvl before this
(45% MAX MP regen at 60cap, 55% MAX MP regen in MAX lvl skill)
ARCHANGEL'S BLADE
To match with Bless and Archangel's Light we need to add mass effect at max skill lvl.

Mass Effect at LvL 3 skill
IRON WILL
This passive is pretty useless at lower caps (10% stun resist at 60cap) and too much op in higher caps(50% stun resist at skill max), so we need to adjust values here
Max Skill LvL FROM 10 TO 4 (LvL 55/60/70/80)
10% Stun Resist/ 10% Shock Resist each skill point

_________________________________________________________________________________________________________________________________________

Thanks for reading this and please let us know your opinion about it :)




 

LORT

Midgard
I would say the most realistic change on here that would get implemented is the rapture changes. It should get the pally provoke treatment and Get max level with one point. It wouldn’t be game breaking and sacrificing one point is doable. If they could manage to scale to % that would have longevity until the guild skill, solidarity comes out. Since buff lady gives out buffs, I’m assuming that she’ll give -1 max lvl AB as well, so this will free a lot of points D:
 
Last edited:

Ghintallf

Muspelheim
I find the issue of resistance interesting, would make the class more tank, but it would be unfair not to do the same with the other 2 classes that gain resistance at level 55 too, (Warlock and DualGunner)
 

Sweetberry

Founder Reborn
Muspelheim
There have been a number of different discussions regarding clerics and how bad our healing now that everybody has 15k to 20k HP. My cure at level 1 is around 1350 which takes around 1 sec to cast and can be interrupted. The amount of health healed is insignificant and seriously needs a buff. Most clerics I have spoken to thinks that reducing revelation from 2 seconds to 1 seconds like Zereca is too op and makes for brainless spamming of that skill. The same applies for an insta cast cure with 1 second cooldown.

Here is my modest proposal on top of what Rookie suggest. Give Cure the same treatment as Provoke. I.e., make level 1 Cure heal the same amount as max Cure. So now, instead of sitting there spamming cure 10 times to get someone back up to full health, I might have to only spam it 6 times. Also, reducing the cast time from 1 second to .6 as Rookie suggest will make cure more viable when we are a in pinch.

As you can see from my video below. Once my Angelic Armor and Holy Intervention are cast, there isn't much I can do beside casting Cure on myself. That 1 second of cast time plus it healing for only 1380 is not worth the effort. I might as well just run away to wait out the cooldown of AA and HI than to attempt to heal myself.

 
Last edited:

Keoneon

Founder Reborn
Muspelheim
me personally i been playing the cleric class for awhile now since NA 80 cap and i do agree that clerics do need an adjustment. I REALLY WANT A STUN SKILL FOR CLERICS! like okay hear me out i know clerics is a support healing class but pve wise it hard trying to level and kill mobs with just one attack skill (Holy Tempest) and holy arrow is like a horrible skill in my option it don't do no type of damage... but anyways until 75 cap clerics will have another attack skill but that just two attack skills but i don't know that just my thoughts on the PvE side of being a cleric.
 

LORT

Midgard
@Keoneon I do believe we get a stun at level 95 LMAO but that's not for a while. I wouldn't mind holy arrow doing more damage or making it instacast but, we asking for too much at this point lmfao
 

Alice

Muspelheim
Increase the passive (Exalt) that increase heal will be nice.
Cure casting time reduce to 0.6s also noice.

For Rapture um... nah... buy mana potions.

I honestly think the rest can remain the same, cleric is a game changing class but it shouldn't be too op.
 

Sweetberry

Founder Reborn
Muspelheim
We did it! While we didn't get everything we wanted, a slight buff to cure and rapture during last night's patch will make all cleric's lives easier. Goes to show that GM do welcome feedback and well-thought out proposal works when trying to get things done.
 

JoreoTheOreo

Midgard
Angelic Armor has a skill level of 16 at level 66. It blocks 6,558. AoE damage that the shield takes is reduced by 25% and absorbs the rest against the damage points. AA is essentially 1 shot in 1v1 scenarios and isn't very strong in the grand scheme past 70 cap. I think this skill should scale with the current cap to help clerics combat macro'ers.

I think that (about) 10k shield would help us a ton in long term pvp situations where battles are drawn out and we are focusing on raid heals.
 

LORT

Midgard
Angelic Armor has a skill level of 16 at level 66. It blocks 6,558. AoE damage that the shield takes is reduced by 25% and absorbs the rest against the damage points. AA is essentially 1 shot in 1v1 scenarios and isn't very strong in the grand scheme past 70 cap. I think this skill should scale with the current cap to help clerics combat macro'ers.

I think that (about) 10k shield would help us a ton in long term pvp situations where battles are drawn out and we are focusing on raid heals.
I agree! With everyone practically having +12, the amount of damage blocked (6,558) is honestly a 1 or 2 shot if anyone gets on you. When everyone’s sets get in order, I’m sure it won’t matter if the skill is maxed or lvl 1 because it’s just gonna get one shot regardless D: Shadow Mist gets deleted too and it’s almost double our AA.. i also still don’t know why holy shield is like 2 mins long either...
 

JoreoTheOreo

Midgard
Holy shield is only worth 1 point as it is, and that is only to block a tick of volt rain for the squishy RMs and DGs. Only to give you that extra .5 seconds to throw a heal their way before they die lmao
 
Top