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Great Build for Healer/Priest road

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Great Build for Healer/Priest road

Postby pSyC on Wed Aug 06, 2008 8:50 am

if you dont have points left over by time level 50 you definatly wasted a few to many, depending on your play style, your left over points should start building up in high 30's-low 40's so you have atleast 10+points to work with when you become priest. Your gona want to max Almighty and Blue fountian right away.


Heal-4 (lvl 5 isnt worth the extra second of cooldown/cast time)

Divine Aura- lvl 1 (cast this spell immediatly after group heal: especialy if lvl 5 grp heal

Group heal-lvl 4or 5 ( but 5+ causes alot of agro, if your dumb enough to use skill enhancements on this skill, your gona b e one dead priest as lvl 7 heal causes more agro then knights taunt so monsters still on you even after taunt.)**since your already high level,and im guessing high psyc build you prolly could get away with lvl 3,

Magical barrier-lvl 5+ (you already know why, keep yourself and the weak ass mage and archer alive)

mental blow- lvl 5 (makes huge difference especially at higher lvl with AOE mages as they pretty much control the experience and deal loads of damage)

Cure silence- lvl 1 (optional depends if you plan to PvP alot

Divine Beam- lvl 5 (this way can have some solo ability for quest, PvP, and it turns into a nuke at high lvl)

Net Bind- lvl 1 (optional, good for pk) Dont take it past lvl 1 though because then its duration is too long and you wind up getting owned.

ressurection lvl 5- (put points in one at a time as needed for lvls of people you hunt with, but lets say we have it max for purpose of point distribution)

Chrono- lvl 1 (obvious reasons)

TOTAL POINTS BASED ON THIS BUILD
--------------------------------------------
30-33 points

at lvl 50: should have 20-17 points left over

as far as mana recovery, no point in learning it, at higher levels your mana pool is big anyways and you dont regen with toggles on, which you will be using since priest,
Cure confusion= lame, no need, you cant receive damage while confused anyways so why waste the point.
Teleport= pretty useless, fun to mess around with if you got extra points. Especially when it bugs and lets you go thru walls!

thats about it, then like i said, soon as you get priest, max blue fountain, and then put as many points as possible into almighty, skill ehance skill enhance skill enhance!! this is where you want to use em. your pt members will love you forever
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Re: Great Build for Healer/Priest road

Postby Deepee on Fri Aug 08, 2008 10:26 pm

What do you mean mental blow I don't even have that skill? :S Do you mean mind blast?
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Re: Great Build for Healer/Priest road

Postby Naem on Sat Aug 09, 2008 10:57 am

think he means int blow, not mental blow

ty for the guide, hopefully lots of noobies will read it, and not ask so many questions :)
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Re: Great Build for Healer/Priest road

Postby NoNameWash on Sat Aug 09, 2008 11:29 am

Personally I would skip revive skills, there is after all a scroll for 10k that requires no skillpoints to use.

Just feels like wasted points at higher lvls.

Good guide otherwise
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Re: Great Build for Healer/Priest road

Postby benbeobe on Sat Aug 09, 2008 9:54 pm

I'm lev 83 healers, and I have way so many spare skill point to use.....so meh, as long as u have point in the healing skills as Priest, you are already doing good.
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Re: Great Build for Healer/Priest road

Postby Bakugan247 on Mon Aug 11, 2008 10:11 pm

Heal=5
Group HeaL=5
Instant Heal=5
Magic Barrier=5
Bind=1
Revive=5
Int Blow=5
Mental Barrier=5
Divine Aura=1
Holy Light=1
Reduce Hatred=1


Sorry if i am wrong but i think ths is best build for healer goin priest. :mrgreen:
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Re: Great Build for Healer/Priest road

Postby InYourDreamz on Mon Aug 11, 2008 11:09 pm

actually I kinda regretted not getting teleport, it's pretty useful during TW when you need a quick escape :)
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Re: Great Build for Healer/Priest road

Postby pSyC on Tue Aug 12, 2008 12:51 pm

hm... why would you learn instant heal and put 5 points into it... It is intellegent based, full support priest are psyc based, if you want it as a back up skill there is still no reason to waste the points in it, As far a having spare points at 83..of course, but depending how you build your character can make a huge difference of how easy it is to get lvl 83. The reason for not getting lvl 5 heal: Longer cast time +longer cool down= less efficient. if you can cast heal twice and heal 10% more over all then casting it once, it becomes more efficeient, not in health restored per cast, but by the fact if more then one party member is getting hurt, much easier to get them back up to a "Safe health"
and yet again, why the hell would you learn mental barrier as a psyc based healer? its a waste of skill points, especially because wizards get psyc shield at lvl 50 which is mental barrier but psyc based instead of int based. 20% decrease in damage when your base int is around 40 points? the skill isnt even worth it.

yes i did mean int blow
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Re: Great Build for Healer/Priest road

Postby KillaBlood on Tue Aug 12, 2008 1:05 pm

Hi, right now I'm a lvl 23 psy cleric. I was just wondering like, as you suggested, placing 5 points into divine beam is worth it. But if it is worth the 5 points, by which level should we start putting points into? Since I only have 1 point into it.

Also, as a pure psy cleric, I only have 2 points into group heal. I heard that 2 was enough for pure psy clerics, but what do you think? If you think we need more than 2, at what lvl do suggest putting it to 3, 4, and so forth?
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Re: Great Build for Healer/Priest road

Postby Audion on Wed Aug 13, 2008 4:05 am

KillaBlood wrote:Hi, right now I'm a lvl 23 psy cleric. I was just wondering like, as you suggested, placing 5 points into divine beam is worth it. But if it is worth the 5 points, by which level should we start putting points into? Since I only have 1 point into it.

Also, as a pure psy cleric, I only have 2 points into group heal. I heard that 2 was enough for pure psy clerics, but what do you think? If you think we need more than 2, at what lvl do suggest putting it to 3, 4, and so forth?

Divine Beam - Level it up when you start noticing you won't run out of MP fast.

Group Heal - The more levels you add to Group Heal, the more aggro you get. If you're pure psy, you don't want it at level 5 because the mobs would all just gang up on you, resulting in either a very panicing group or a dead you. I had it at level 2 at your level as well (level 3 now @ level 47) and when I use it, it usually fully restores most party member's health. Being pure psy, your heals are far more effective than with a 3:1 psy:vit build. So the question you gotta ask yourself... Is it necessary to upgrade it to a higher level if it already does its job at where it is now?
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