no, because it is spellkill, not prayer kill ![]()
Snakespeed however can stop it from opening, but clerics can open with calm, or earthquake just as easily.
no, because it is spellkill, not prayer kill ![]()
Snakespeed however can stop it from opening, but clerics can open with calm, or earthquake just as easily.
Umm, Virigoth posted LONG ago that path/ray damage was aff based and the secondary affects were mal based. Unless this has seen a change over the years(not in my experience) I believe that is what we're after here.![]()
You guys make fun and ****e, but what Mya posted is actually a pretty decent suggestion for newer players and is (as she said) "Newbie style"
Impossible. What Mya posts is never good for new players. You remember the infamous "you need affl saves to fight warriors" post?
Umm' date=' Virigoth posted LONG ago that path/ray damage was aff based and the secondary affects were mal based.[/quote']
Of course they are mal based. Have you ever heard about poison/plague/blindness/blasphemy being mental based?
Mya is just on a desinformation campaign again.
Mals are definitely mals - they don't morph bc they are part of the other spell (although it's an interesting idea, in theory).
Something that I think is important for people to keep in mind regarding clerics: they are designed to be quite powerful. They aren't designed to be able to kill easily (it's a little easier for evil clerics, but not as much as some make it out to be - I cannot recall a single time I have ever died purely from minister lag), but they are certainly intended to be tanks that can hold their ground and fight off most attackers.
This makes them a class that is very newbie friendly, and very easy to survive with. However, I've noticed recently a certain amount of scorn for people who play clerics regularly (a not-miniscule portion of it directed straight at Mya), and this scorn is entirely counter-productive. There is nothing wrong with playing primarily clerics - there is nothing wrong with playing primarily any class, or with switching classes every character. Every combo in this game caters to a slightly different type of player, and there's nothing wrong with preferring a certain style of play over another.
So lets ease up a bit on the cleric hating. Yes, they are strong in a stand up fight - they are supposed to be. You're supposed to have to find ways around it, to take advantage of their need for long-term engagement, to take advantage of the mistakes they make during combat. The upside is that, even as a melee, you have a pretty good chance of escaping if you are paying enough attention to realize the battle isn't going your way. Watch your affects, watch your saves, know when minister or other affects are going to hit you, and a cleric will never kill you (I literally cannot recall the last time I have died to one). You may not kill them either - but that is what clerics are meant to be.
mya's advice is ok, if you ignore that she is completly wrong about the damage type (summon, minister, dispel, isolate and calm would be the only mental spells).
You also have to look past her blanket assumptions, like 90% of clerics do not track protective shield. Against a lagging class protective shield is as important as sanctuary, any cleric with any skill at all will keep track of their key spells.
That and she is suggesting that players bait a cleric till their (the clerics) hp is low, I guarantee that any non communing class will find their hp low way before the cleric runs out of mana to heal themselves with. Baiting a true attrition class just doesnt work.
The latter concept isn't based on running the cleric out of mana, but on making the cleric stick around longer than is safe for them to do so by making yourself seem vulnerable.
Pali, calm down.
We don't hate clerics. We just dislike people who repeatedly make suggestions to ease the life of their characters, who ignore game balance for the sake of the class they play, who intentionally mislead newer players
Frankly, 80% of the advice Mya gave in this thread is crap and will lead to your death against any cleric who has half brain.
The latter concept isn't based on running the cleric out of mana' date=' but on making the cleric stick around longer than is safe for them to do so by making yourself seem vulnerable.[/quote']
I am not sure how you can seem vulnerable, against a cleric...If my cleric is sticking around its because I have over 50% hp, am healing up, and your going down.
There are almost no people who play a cleric who will stick around during that "unsafe" time. Personally as a cleric my hp hits 40-50% Im out and healing.
I never go for the looking vulnerable tactic, guess that's why I don't play shamans. I always worry that maybe they're holding back to, letting me let myself get down in hp. Then I put on the gas and so do they, bam dead.
see I play weak vs rogues alot of the time, otherwise it is just flee/hide. I had to fight a slith WM thief as an invoker. I ended up NOT flying vs a slith thief just to keep him in battle so I could finish it up.
see I play weak vs rogues alot of the time' date=' otherwise it is just flee/hide. I had to fight a slith WM thief as an invoker. I ended up NOT flying vs a slith thief just to keep him in battle so I could finish it up.[/quote']
Yes, that was me, and you won only due to luck
The-Nameless:
Luck [iIIII]
F0xx:
Luck [i----]
Could be... your plan worked though, and that is the only thing that matters.
I cite Taeral v Thrug to make the argument I have infinity luck!!!
Anyway, as far as "killing" clerics... good luck, for them to outright die they need to screw up somewhere. As far as messing up their faces to the point they want no more of you... weapon selection.... weapon selection v a cleric is, in my opinion, the single most vital aspect.
The secret is to fight them somewhere fleeing is dangerous.
LOL I've tried to get people to fight me in the ice fields or winter with a cleric before, and I never had a single taker. I'd say fighting a cleric where its dangerous to flee is just BAD advice, for the other party involved.