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How to kill a Cleric. SECRET

Since many of you are complaining about Clerics being the PAWN!!! and how unfair they are, I shall give you some tip on how to even the odds. Newbie style, cause this sort of thing should be obvious, Newbie obvious.

You know when you thought that Clerics were kick *** class that had good meele and good Mental Aff Mallediction spells ?

Well that is going to end. Because Clerics have decent Meele and good Mental spells. The rest is in your head.

What is the secret ? Most of Clerics offensive spells are Mental Based. Meaning that you only need Mental saves to beat a Cleric. My advice is about -50 vs mental (Disclaimer: This is not the max saves value ).

Suddenly the cleric can no longer:

Summon you

Dispel you :eek:

Calm you

Sermon you o:

And you get to save his Path/Ray, cause guess what. It's a mental spell as hinted in the spell description.

And don't say that you can still get Poison/Plague/Blasphemy/Shrink/Blind/Silenced. Cause guess what, you will never get those if you save the Path/Ray.

But he stills out-damages me in meele... ;(

Then dirt kick him. If your meele is getting outmeeled by a non mind flayer Cleric it's cause he is not blind.

But his Hand still kick hurt my tummy... ;(

Then wield your most defensive weapon.

  1. Staff + Pugil

  2. Spear and dueled dagger.

  3. Polearm

But he is played by Elite XYZ and he always escape me...

Get detect Magic. 90% of the Clerics do not keep track of Protective shield. Stall the fight. Then Fight when you know that it's about to fall. It falls, you bash.

But this one does...

Then you got to risk it. Start to Play like a newbie and let your HP go down. Bait him into staying in the fight with low HP's.

To sum up:

Clerics offensive spells that are not Mental are:

Dispel Good/Evil

Curse

Faerie Fire/Fog

Good luck and stop wining about Clerics being the PAWN, they have two power avenues.

Mental offensive Spells.

Meele attriction.

Cut the Mental spells and you have cut his power in half.

Mya, it is not as simple as get mental saves or you would complain that mental saves are OP. What is causing trouble is ease of use. If your playing a complex class (blms, berserkers, bmgs) vs a cleric, you are already at a disadvantage because you have to elect when to use what skill and you have to do it properly or you lose. Cleric? Melee with prayer support. Rely on moderate output, and curative spells. It is the same every time. Also clerics get cure crit, so vs a newbie they can easily just wittle them down. Your also forgetting mal saves Mya, there are several ways a pinned cleric can plague or poison you.

OMG now I now how to kill clerics! Thank you Mya <3

<3 Mya

I can kill clerics' date=' and it has nothing to do with any of this... fail.[/quote']

Wait... Are you saying Mya is trying to MISLEAD us? That can't possibly be true

<3 Mya

You shut your fat' date=' salty little mouth. Everything Mya says is true.[/quote']

Like, you need mentals saves to save path/ray?

Enough is enough guys.

i will give you another secret.path-ray effects landing are dependant on the damage the spell cause.if the path does little damage to you, poison plague blasphemy will never land.mya actually has a point here about the mental saves.

Mental saves have nothing to do with the damage you take from path/ray nor if you get hit by the effects or not (correct me if I'm wrong, Zho!)

i will give you another secret.path-ray effects landing are dependant on the damage the spell cause.if the path does little damage to you' date=' poison plague blasphemy will never land.mya actually has a point here about the mental saves.[/quote']

Well of course, if it does less damage it means the spell is saved.

The thing here though, is that it's not mental saves that matter against path/ray.

[edit] Seems like Anume was faster.

Yea, I hated to actually derail this gravy train, I believe path is an affl based spell which grows in power based on number of pks the cleric had since their last death IIRC

Yea' date=' I hated to actually derail this gravy train, I believe path is an affl based spell which grows in power based on number of pks the cleric had since their last death IIRC[/quote']

Yes, the increase in damage is not as big as most believe it is though.

they are afflictive not mental

i will give you another secret.path-ray effects landing are dependant on the damage the spell cause.if the path does little damage to you' date=' poison plague blasphemy will never land.[b']mya actually has a point here about the mental saves.

they are afflictive not mental

You've always been good in contradiciting yourself

I had just considered getting all the affl saves and pissing you all off when you couldnt save vs my path

NOW I can kill SEPAHOONA! THANKS MYA!!!!!1!1!

It does look as though ray/path are mental spells to be honest.

The damage is afflictive. I'm not even sure if the effects are mental, either. I was under the assumption they were exactly as their counterparts were if cast by a DK or Shaman... blasphemy, curse, blindness..

though I could be wrong.

NOW I can kill SEPAHOONA! THANKS MYA!!!!!1!1!

I love the sarcasm, it's all drippy and gooey like yummy chocolate syrup.

In the meantime, doesn't spellkill kind of stop those spells? I would think so, but I dunno.