forums wiki bugs items changes map login play now

Calm, the spell.

CALM

Syntax: commune 'calm'

One of the most useful and often overlooked abilities of the healer and cleric

is the calm spell, which attempts to relax any agressive creature and those in

combat with the caster. Successfuly calmed targets will lose any violent urges

and in case of mindless creatures stop attacks on the caster's party. Due to

their nature, the Undead are particularly vulnerable to this spell.

This is a Pinacle Calm. 30 mana cost

Spell: calm : modifies damroll by -5 for 8 hours

: modifies hitroll by -5 for 8 hours

This is curse: 20 mana cost

Spell: curse : modifies savingspell by 5 for 29 hours

: modifies hitroll by -5 for 29 hours

I understand that Calm, in order to give a chance to Zerks should not have Curse long time duration. But in PK, the spell is hardly worth casting.

Can we have Calm upped to 9 hours ?

And up the modifiers to -10.

And cut the mana cost to 20-25.

Because Frankly in PK this is only worth it vs Zerks.

Or you can just extend the duration to 25-30 hours, and give a Zerk Rage skill a chance to break the Calm.

"Smash roar in rage overcoming his soothing spirit."

At a mana cost per try. 35 mana cost per rage attempt to break Calm effect.

Uhm.. while I still don't see why one hour would make a difference, let's not fix something that's not broken!

Calm is fine as is, and when used in PK, is very viable. Not sure how you can say it isn't. I know when I get calmed (be it any melee type) I flee and don't come back until the duration is gone.. sooooo......

Yeah...

Perhaps curse duration needs to be lowered instead? :confused: Of course curse and calm BOTH have more effects than can be measured on a scoresheet.

Mya - calm prevents more than just rage. From a PK perspective if you get calmed and cursed its a LOT more than -10 hit if you're doing it correctly (but I'm not going to spell it out here). Also, you have neglected to to mention that its a* VERY useful spell for clerics* to get some aggro mobs.

Not to mention that -10 to hitroll is huge for a melee (with both landed). Even -5 bites like you wouldn't believe.

There are also certain situations where you'll almost never fail (read: vulnerable) the spell in PK.

Clerics are about suriviablity and attrition. This spell plays directly to that as well as being an effective tool against mobs (of which curse is not).

I'm never convinced clerics needs a tone of up of any kind.

L-A

Uhm.. while I still don't see why one hour would make a difference, let's not fix something that's not broken!

Calm is fine as is, and when used in PK, is very viable. Not sure how you can say it isn't. I know when I get calmed (be it any melee type) I flee and don't come back until the duration is gone.. sooooo......

Yeah...

I see you take the same tactic as myself. Probably do it vs slow as well?

L-A

Hell, even curse. Heh.

Hell' date=' even curse. Heh.[/quote']

Agreed. I'm almost never calmed, but I don't fight through it. I definitely take off when cursed. Slow... it kinda depends on what flavor melee I am. Like a hybrid, I basically just go to caster mode with better defenses. A straight melee though...I peace out.

My only issue with upping calm is how hard it can rape people who are already spelled up. I mean... curse + calm + blind basically turns 30 hitroll into like...10.

dont you mess with my calm, woman!

Uhm.. while I still don't see why one hour would make a difference

Exactly my thinking... what the hell?

Do you all play clerics and flee as soon as you get dirt kicked as well? :confused:

You run at one effect? I at least draw the line there - I can withstand two at the minimum (if I'm completely under eq'd). Maybe not slow though, its just too hard to beat a bmage in melee once you lose attacks.

L-A

Sorry, but once an evil cleric lands curse, there goes your only way out of the battle (aside from teleport) and I don't care to chance that. Especially when they're a death cleric, or a chaos cleric in savant.. temporum (.. dispel every round, FTW??). Even if sermon lands (AND IT ALWAYS DOES REGARDLESS OF SAVES!) I'm outtaa there.

Of course, this only pertains to melees.

I just think this is an idea which stems from the fact that clerics need an easier time pking than they already have. I disagree fully. If you ever landed anything on me that was -10 hit dam you would NEVER beat me, because I would never fight you.

Yeah, some clerics are just so damn powerful as it is. Sepahoona is a freaking powerhouse. I recently made a cleric, and I found that I was even able to get an upper hand (eventually) on Randar who was decked with mournblade, monorod, nimbus, etc and saves. I was wearing mostly non-rares. Mana became a limit though I did a lot better against Londil than I thought too, although he wasn't that well dressed.

Evil clerics don't need anything, this is the most stupid post ever. Evil clerics were one of my banes as Philantees, they are more or less impossible to kill. Holy hands in some instances can prove stupidly insane, and sermon is, imho, in need of a (further) debuff. On the other side of the fence, good clerics get portal. A redundant skill for anyone with half a brain. Running away from players in this game is easy as pie, even elites, which means there are few instances in which you really need to use portal, save laziness. If you removed the lagging effect of minister all together, I think it'd be more reasoanble. Ability to completely stop mana regen (and even leach it) is MORE then enough of a bonus to the skill.

Mya, please get off the herbs or I might just be tempted to jump back in, and roll something up to kill your clerical arse.

You guys have no balls. I'll fight slowed, calmed, or cursed. It's that plague/poison **** that gets me

I'll even fight under hysteria, ask Oppressant

Plague and poison was never a problem

Evil clerics were one of my banes as Philantees' date=' they are more or less impossible to kill. Holy hands in some instances can prove stupidly insane, and sermon is, imho, in need of a (further) debuff.[/quote']

You all suffer from the disease named "I'm allergic to saves.".

Get saves, all spells unlike Skills can be saved. Well except rust.

And a Vamp having problems with evil Cleric?

Afraid of Path? (which does not hit a vuln)

Afraid of TurnUndead? (which they do not get)

And even I can cure Poison/Plague with consumables.

You just need a very LARGE backpack.

What you need is someone to roll up a Shaman Syndicate Death and start killing all that moves. 16 hours plague FTW!!!

Hysteria.

Philantees was dressed quite well in saves

And sermon's duration is ridiculous. Not to mention that you get to lose mana even if you save.

Philantees was dressed quite well in saves

And sermon's duration is ridiculous. Not to mention that you get to lose mana even if you save.

You don't lose mana if you save, you just don't regain it.

You guys have no balls. I'll fight slowed' date=' calmed, or cursed. It's that plague/poison **** that gets me [/quote']

Glad to see that my drive to get better on melee's is actually something real and not simply me having to say 'Well, here is a list of classes not to fight because they will cast on me.'

You know what - Mya is right about your issues with clerics. They should not be giving issues to any melee. I fought that current 'powerhourse' and it wasn't all that hard. No one died but I'm looking forward to the rematch.

My last lvl 50 warrior fought three different clerics a total of eight times. No deaths on either sida (my lard@$$ means I can't run fast enough ) However, six out of eight times the clerics ran for the hills. Of the other two one of the clerics managed to get a lucky dispel on a 2 round lag skill meaning I had to back off and the other one we were losing hp at the same rate (I didn't have all my buffs up) so I decided to reset the battle.

Those three clerics were caballed - one Tribunal, two in Knight. I was only caballed against the Knights. This is not a 'haha, I beat your character down' either - simply I didn't have issues mainly due to setup and build. I will concede that my build was built to demolish clerics and that's exactly what it did. There were other less favourable matchups for me but clerics weren't one of them.

I'm happy to expand on the cleric killing guide I've been using for years if anyone is interested. I just don't see clerics at a viable threat to a vigilant melee character.

L-A

I thought we were talking about evil clerics..

I can beat good clerics senseless with any class/race. Hands down, they can't stand up to me. Evil clerics however.. so little skill involved in just a couple spells/auto things.. well, if I let too many things land (such as curse/sermon) I'm a gonner unless I'm a magic resist race.

I've gone balls to the wall with a lot of evil clerics only to end up dead later. But that can definitely be because I am only 'mediocre' with melees. I do much better with casters/hybrids.