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	<title>Fiesta &#187; Cleric Guides</title>
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		<title>Cleric Leveling Guide</title>
		<link>http://freetoplaymmorpgs.com/fiesta/cleric-leveling-guide</link>
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		<pubDate>Fri, 16 Oct 2009 16:36:58 +0000</pubDate>
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				<category><![CDATA[Cleric Guides]]></category>
		<category><![CDATA[fiesta cleric leveling guide]]></category>
		<category><![CDATA[fiesta cleric leveling spots]]></category>
		<category><![CDATA[fiesta leveling guide]]></category>

		<guid isPermaLink="false">http://freetoplaymmorpgs.com/fiesta/?p=40</guid>
		<description><![CDATA[General Ronald&#8217;s Guide to lvling you Cleric from 40-50. If you&#8217;ve viewed the Getting Started Section You&#8217;ll see my other guides. I decided to post in the class sections this time b/c this isn&#8217;t really getting started. You should know how to play fiesta when you read this guide. Ok if you&#8217;ve read my guides [...]]]></description>
			<content:encoded><![CDATA[<p><strong>General Ronald&#8217;s Guide to lvling you Cleric from 40-50.</strong></p>
<p>If you&#8217;ve viewed the Getting Started Section You&#8217;ll see my other  guides. I decided to post in the class sections this time b/c this  isn&#8217;t really getting started. You should know how to play fiesta when  you read this guide.</p>
<p>Ok if you&#8217;ve read my guides so far you should be able to have lvl 40  +9&#8242;s if you can&#8217;t. I&#8217;d suggest reading my money making guide also the  getting started section. Make money for lvl 40 +9&#8242;s as it&#8217;s not really  needed for clerics of lvl 40+ but, they&#8217;re good to have.</p>
<p>Ok your just starting lvl 40 you&#8217;ve got your +9&#8242;s shield and hammer or  mace whatever&#8230; you use. When you first start out don&#8217;t do any quests  or kq&#8217;s they you&#8217;ll want to save quests for lvl 49 the lvl with no  quests.</p>
<p>If you have high lvl friends like in guild or etc,. Get them to power lvl you in Uruga or AEW.</p>
<p>&#8221;A quick way you get from 40-50 is duo in abyss for the first 4 lvls.,  then have a higher lvl guildy plvl you from 44-50 by AoE Blue Trumpies  . There&#8217;s almost always someone out there trying to finish a license  for them anyway&#8230;..</p>
<p>For those that don&#8217;t like being plvled, then I suggest saving all  Concealed Peak Quests, the Goblin King quest and probably the Honeying  KQ sidequests as well. That&#8217;ll will set you up nicely to blow past lvl.  49 without a problem.&#8221;</p>
<p>Tip submitted by &quot;lordhatred6665150&quot;</p>
<p><strong>Clerics for the lvl 40 abyss</strong></p>
<p>Clerics are the easiest class to lvl no question about it. All clerics  have to do is heal and if you get a pty with good argo holding dd&#8217;s and  tankers it makes you job all the easier.</p>
<p>So all I really have to say it find a person or persons that needs a clerics help and do what you do best HEAL <img src="http://www.outspark.com/forums/images/smilies/eek.gif" alt="" title="EEK!" border="0" /> OMG <img src="http://www.outspark.com/forums/images/smilies/rolleyes.gif" alt="" title="Roll Eyes (Sarcastic)" border="0" /> You&#8217;ll hit 50 soon enough asa you jsut keep trying to find people who need your skills. </p>
<p>It should be noted that clerics can duo with mages and archers in the  lvl 40 abyss rooms this is great xp and drops. As long as you set to  FOLLOW and stay with them you should have any agro issues as they keep  attacking and you healing they&#8217;re hold the argo nicely. The only hard  part about this way of lvling your cleric you mite get finger cramps  OOO poor cleric getting finger cramps from pressing the heal quickslot  key <img src="http://www.outspark.com/forums/images/smilies/tongue.gif" alt="" title="Stick Out Tongue" border="0" /><img src="http://www.outspark.com/forums/images/smilies/frown.gif" alt="" title="Frown" border="0" /></p>
<p><strong>The basic layout of the lvl 40 abyss it has 9 rooms.</strong></p>
<p>The two side rooms big ones having money spwans but also they&#8217;re full of archers and npc mages.</p>
<p>The side top left and right rooms have more xp than the bottom right  and left rooms it&#8217;s up to you what one you&#8217;ll lvl in. These rooms are  the best solo fighter rooms.</p>
<p>The top room has many clerics and goblins mages but, is fairly easy to lvl in with a cleric mage and fighter pty etc,.</p>
<p>The bottom room i&#8217;d suggest staying away from it&#8217;s &quot;full of mages archers npc&quot;<br />
It&#8217;s also packed with goblin mages whice are the goblin clerics. If you  wanna do that room bring at least a pty of four with two good dd&#8217;s.</p>
<p>After about a week you should have hit lvl 49 if you play faily offen that is.<br />
Than jsut do you quests and there you have it done with lvls 40-49 your now lvl 50 XD.</p>
<p>So sell them old junk lvl 40 +9&#8242;s and bring in some nice lvl 50 +9&#8242;s XD</p>
<p>I&#8217;ll write a guide for lvl 50-60 after I learn more tricks of the trade.
</p>
<hr />
</p>
<p>Credits go to<strong> <a href="http://www.outspark.com/forums/showthread.php?t=116786" target="_blank">General_Roland</a></strong>.</p>
<div id="crp_related"><h3>Related Posts:</h3><ul><li><a href="http://freetoplaymmorpgs.com/fiesta/abyss-archer-kiting-guide" rel="bookmark">Abyss Archer Kiting Guide</a></li><li><a href="http://freetoplaymmorpgs.com/fiesta/fiesta-leveling-guide-lvl-60-89" rel="bookmark">Fiesta Leveling Guide lvl 60-89</a></li><li><a href="http://freetoplaymmorpgs.com/fiesta/level-60-job-change" rel="bookmark">Level 60 Job Change</a></li><li><a href="http://freetoplaymmorpgs.com/fiesta/natures-protection-guide" rel="bookmark">Nature's Protection Guide</a></li><li><a href="http://freetoplaymmorpgs.com/fiesta/beginners-guide" rel="bookmark">Beginners Guide</a></li></ul></div>]]></content:encoded>
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		<title>Guide to Clanking</title>
		<link>http://freetoplaymmorpgs.com/fiesta/guide-to-clanking</link>
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		<pubDate>Fri, 16 Oct 2009 16:30:45 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Cleric Guides]]></category>
		<category><![CDATA[fiesta clanking build]]></category>
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		<category><![CDATA[fiesta cleric tank]]></category>
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		<guid isPermaLink="false">http://freetoplaymmorpgs.com/fiesta/?p=38</guid>
		<description><![CDATA[Hi all, me again. I&#8217;ve been planning on making an update to the clanking guide for weeks now, ever since the Famous Maiya picked up her new spells, and when Lord Alden came and asked to use the old guide in his, I figured I really ought to get my finger out, since I&#8217;ve almost [...]]]></description>
			<content:encoded><![CDATA[<p>Hi all, me again.</p>
<p>I&#8217;ve been planning on making an update to the clanking guide for weeks  now, ever since the Famous Maiya picked up her new spells, and when  Lord Alden came and asked to use the old guide in his, I figured I  really ought to get my finger out, since I&#8217;ve almost reached the level  cap already. Whoever wants to read it, the old cleric tanking guide can  be found at <a href="http://www.outspark.com/forums/showthread.php?t=18001" target="_blank">http://www.outspark.com/forums/showthread.php?t=18001</a>,  and covers the basic principles, and how to clank from level 25-49. In  an effort to keep all information in one place, there will be a certain  amount of the basic concepts repeated here, which veteran clankers can  skip over to get to the new stuff.<br />
This thread will not only explain how to clank and hold aggro at higher  levels, it will also go into luring, stealing monsters from lures, and  other advanced techniques for clerics, such as kiting.</p>
<p><strong>Clanking 101</strong></p>
<p>First off, what is clanking?<br />
Clanking is cleric-tanking, using the aggro from the cleric&#8217;s healing  ability to retain aggro. It can be used against bosses, single  monsters, or massive groups of enemies to take all the hits and damage  on yourself. <br />
If done right, not only can a cleric serve as a party tank in groups  without a fighter, they can serve as the main tanker in kingdom quests,  against those pesky dungeon boss monsters, and if you get good enough,  go for gold(en exp) in a two man AOE party with just you and a damage  dealer. It&#8217;s expensive, it&#8217;s tough, and it needs you to have a very  good grasp of cooldown and monster attacks, or you are going to die. A  lot.</p>
<p>Why would anyone be crazy enough to want to clank then?<br />
In the early stages of the game, archers and mages are made of paper.  In the later stages of the game, they are still made of paper. Clanking  keeps the hits off of them, and on you; which is nice, since you&#8217;ll be  taking aggro and casting heal anyway. Typically a cleric will take less  damage than either squishy class too, so in the later stages of the  game, where the best exp comes from AOE parties (AOE parties depend on  the mages and archers to use their area attacks to kill multiple  enemies at the same time, which is more efficient than just killing one  monster at a time), not only will the cleric be able to hold more  enemies than a mage or archer can, there will actually be less risk of  the cleric losing aggro than the squishy.<br />
This is nice, because it&#8217;s when you have to start switching heals to various targets that people start dying.<br />
Once you&#8217;ve learned how to stay alive against five monsters at once  without hitting any of them, you&#8217;ll find surviving solo to be a lot  easier too, thanks to the skills you&#8217;ve picked up from clanking.</p>
<p>How does clanking work?<br />
The monsters in Fiesta have an unnatural attraction to flashing lights.  Like moths, they will quickly home in on the cleric, who generates the  shiniest lights, and begin trying to break him like a pi&ntilde;ata to let all  the lights out.<br />
Seriously though, each Healing spell generates a fixed level of aggro,  more if it&#8217;s cast on the target that a monster is hitting, less, but  still some, if it&#8217;s cast near any monster. With every new level, this  amount of aggro increases, and at high levels, the cleric rivals even  the archer for the amount of aggro they can generate in a short time.</p>
<p><strong>Building a Clanker</strong></p>
<p><strong><em>Stats</em></strong><br />
The most important stats if you want to be a dedicated aggro holder? <br />
Spirit and Endurance.<br />
Spirit boosts critical hit, and a critical hit, even from a cleric,  will generate more aggro against a monster than a non-critical, even of  higher damage. So you&#8217;ll want to perform crits as often as possible.  Extra magic defence against monster special attacks, and extra SP to  use slightly fewer stones each combat is just gravy, 5% crit is the  meat.<br />
Endurance boosts block percentage, you might not think that a +5% block  percentage is much, but when there are five enemies attacking you, and  with your shield and stone skin you block 10% of all incoming hits,  you&#8217;ll be stopping on average a hit every second time they attack you,  and when that hit makes the difference between staying alive and dying,  you&#8217;ll be appreciating your Endurance points more than ever. Points in  endurance will also be decreasing the damage you take from every hit.  The more endurance, the more monsters you&#8217;ll be able to take.</p>
<p>I don&#8217;t have a 2:1 build, I&#8217;m currently only 38 Endurance, 25 Spirit,  and I can still clank five blue clover trumpies without a backup  cleric, so don&#8217;t worry too much about your stats, the majority of your  survival will come from healing. Once you reach 60, you should be able  to get 50 Endurance, 25 Spirit with points to spare.</p>
<p>
<em><strong>Skills</strong></em><br />
It&#8217;s actually surprisingly easy to set yourself up for early clanking,  you probably did it yourself without realising it: Max cooldown on Heal.<br />
Most of the cleric&#8217;s aggro will be coming from Heal, so being able to  cast it as often as possible will not only help you stay alive, it will  help keep you as the main target. No other empowerment does as much  good for the cleric.<br />
Since you&#8217;ll be casting Heal more often than the mage is casting magic  missile, lowering the SP consumption of Heal will also be vital, even  fully empowered, clanking is an expensive technique, so lowering your  SP use as much as possible is going to save you gems in SP pots and  stones in the long run.<br />
Since single target clanking will allow you to keep dealing damage,  upgrading Bash cooldown and damage will cut down heal costs, because  you&#8217;ll be able to heal yourself less frequently and still hold aggro.  Later, with heal getting more and more expensive, and rejuvenate  becoming necessary, holding aggro with bash and normal hits together  with heals can actually save you SP.</p>
<p>Later on, you have 4 points left at level 59, after max empowering both  Bash and Heal. If you didn&#8217;t, or only partially empowered Bash, you may  have anywhere from 9-19 points, which you can add to any other skill,  which I&#8217;ll go into below.<br />
Restore does not generate any appreciable amount of aggro, and is frankly good enough on its own. Invincible is <em>not</em> a clanking tool, in fact, invincible is only useful to a clanker when  they&#8217;ve pulled too much aggro, or they&#8217;ve lost it to a squishy,  something I&#8217;ll go into later. None of the cleric&#8217;s buff spells, lasting  for an hour as they do, needs any upgrading, and trip and bleed are  currently broken.<br />
So this leaves you with Rejuvenate. Rejuvenate is to Heal, what Mock is  to Sneering Kick, it generates much more aggro, and is required to hold  aggro off archers and higher level mages, but costs an absolutely  horrific amount of SP, and has a long, ten second cooldown.</p>
<p>Putting points into cooldown will drop the time from 10 seconds to as  low as 7 seconds, or, in clanking terms, three casts of heal compared  to five. This will make it possible to generate a lot more aggro, which  makes it good for clanking. However, only four points will reduce it to  8 seconds, which, though it sounds good, the 0.8 second casting time  will delay your heal, which you cannot afford to do, making it just as  good to put three points as it is four points into cooldown, since both  come out to four Heal spells in effect. If you&#8217;re going to leave it at  three points however, be sure to upgrade it to five as soon as  possible, your total damage healable will improve dramatically, which  again makes for larger mobs.<br />
The other choice is to upgrade SP consumption. Five points will halve  your SP costs, cutting easily 100 SP off every combat, and so much more  from regular combat. However you choose to spend your points now,  remember you can always add more points later.</p>
<p>What is not worth the trouble at this point is saving your points for  the next level of heal-type spells. Even if Recover was a useful spell  (debatable in its present state), 1.5 second cast time and a long  cooldown, coupled with the sheer inefficiency of healing an entire  party when you&#8217;re the only one taking aggro, prevent it from being a  useful clanking skill, unless the aggro it generates proves to be large  enough to take monsters off people with just one cast. Even then, the  benefit you could get from 10 points of empowerment simply wouldn&#8217;t be  sufficient to make this a worthwhile point investment.</p>
<p><strong><em>Weapon</em></strong></p>
<p>For clanking against a single target, the mace, rather than the hammer,  will be your weapon of choice. The hammer hits hard, yet infrequently,  and if you&#8217;ve ever watched an archer in action next to a mage, you&#8217;ll  know that it&#8217;s not the size of your damage, it&#8217;s how often you deal it  that matters to monsters, since they&#8217;ll attack the archer nine times  out of ten.<br />
Once trip and bleed are fixed, then the ability to stun might make  carrying a hammer with you worthwhile for boss clanking, whilst the DoT  from Bleed is looking to make the mace look even better for holding  aggro. If and when this occurs, I&#8217;ll update this guide after checking  out both skills and their impact, but for now, the mace is hands down  the best tool for the job.</p>
<p>
Now you&#8217;ve build your clanker (or even if you haven&#8217;t), it&#8217;s time to go into the basics.</p>
<p><strong>Step 1: Know your tools.</strong></p>
<p>The cleric has several key tools at their disposal for clanking.<br />
<em> <br />
#1: Heal. </em><br />
Use it. <br />
See how much health it restores?<br />
Until you pick up Restore and Rejuvenate, that&#8217;s how much damage you  can take every 2.1 seconds without dying, using a stone, or using a  potion. A good time to start clanking is level 27, where you&#8217;ve just  picked up your 500 HP heal spell, which generates a nice amount of  aggro and is a big jump up in power from your earlier heals. Every time  you pick up a new level of Heal, take some time to familiarise yourself  with how much it restores. Get a feel of it, because it&#8217;s your number  one weapon.</p>
<p>When you fight any monster, you should have a rough idea of how long  you can survive without healing against it, so that you know when you  can heal other people even whilst taking damage yourself. The only way  to do this, of course, is practice.</p>
<p>Heal at low levels will be the signal to attack for your party mates,  and even at higher levels, it will make up the bulk of your healing  ability.</p>
<p><em>#2: Restore.</em><br />
When I first got this skill, I really wasn&#8217;t too impressed with it.  When I started clanking enemies which could out-damage my heal though,  my opinion changed dramatically. Whilst you&#8217;re healing yourself, you  can easily slip a recover in between heal cooldowns, and by the time it  expires, you&#8217;ll have recovered 525 hitpoints. That&#8217;s more than an extra  Heal already, and you got it two levels earlier than you got Heal[5]. <br />
Since Restore doesn&#8217;t need any more maintenance from you than the  occasional recasting, it&#8217;s always worth having it active when you&#8217;re  clanking, it&#8217;ll buy you time for rejuvenate to resolve, it will keep  you alive when heal alone isn&#8217;t enough and stones are cooling, and you  can sling it onto a party-mate who&#8217;s taking hits, and save their lives  without breaking your own self-healing. It&#8217;s also cheap, costing only  86 SP for a max level Restore, which recovers more HP for the target  than Rejuvenate[1], and has half the cooldown, which will allow you to  recast it on several targets in quick succession.</p>
<p><em>#3: Rejuvenate.</em><br />
Along with Heal, this leviathan healing spell will be your #1 aggro  holding tool, and backup plan both. With a 0.8 second casting time, it  should only be used while heal is in cooldown, but when combined with  Heal, a cleric can recover 4000 HP in under 4.5 seconds.<br />
At low levels, until around 40 or so, you won&#8217;t really need Rejuvenate;  it&#8217;s expensive, it&#8217;s slow, and nothing much that you should be fighting  out-damages your Heal. However, if you want to hold aggro, even when an  archer is spamming their DoTs, and the mage is critting one hit out of  five with Fireball, you&#8217;re going to need to use Rejuvenate, and  liberally so.<br />
As you gather more and more monsters at once, you&#8217;ll eventually end up  needing and appreciating the massive dose of healing that Rejuvenate  provides; once you&#8217;re holding five trumpies, each dealing 250 damage  each, every second and a half, you&#8217;ll find that Heal really doesn&#8217;t do  the job on its own, and you&#8217;ll be losing 150-450 HP after healing, and  it&#8217;s with rejuvenate that you&#8217;ll be making up for the deficit. <br />
<em> <br />
#4: Buffs.</em><br />
There is only one piece of advice for your buffs; <em>keep them active</em>.  Recast them regularly, get into the habit of recasting your buffs every  half hour or so. It might cost more, but the easiest way to die is for  Endure or Protect to run out mid-combat, and you suddenly take 360  damage per hit instead of 250.</p>
<p><em>#5: Stones and Potions.</em><br />
I appreciate, as a cleric, your relationship with stones may be shaky  at best. You don&#8217;t normally ever need to use a health stone at all, but  if you&#8217;re clanking a large mob, knowing when to use an HP stone or  potion can save your life when all of your spells are on cooldown, or  you need to help someone else in the party. SP stones will be your best  friends in all the world, because if you ever run out of SP, you will  die. Always be aware of how many stones you have, always keep a potion  or two handy, in case of the unexpected.</p>
<p><em>#6: Invincible.</em><br />
Invincible is, most of the time, useless to the clanker. You&rsquo;ll be healing yourself anyway, so what would be the point?<br />
However, there are times when invincible is worth using, whenever  another monster spawns onto a party-mate, when it&rsquo;s time to cut and  run, or you need time to do something, invincible is the thing that&rsquo;s  going to give you the time you won&rsquo;t have when you&rsquo;re clanking normally.</p>
<p><em>#7: Recover.</em><br />
I hate this spell, as a heal spell, it&#8217;s pretty worthless. It restores  only 800 HP, it&#8217;s expensive, it&#8217;s slow, and its only time for healing  the entire party is as a preventative measure, it can and will <em>never</em> be an emergency heal.<br />
But, now I have it, it has a permanent place on my hotbar.</p>
<p>Why?</p>
<p>It&#8217;s a clanker&#8217;s dream.<br />
Recover generates Mock levels of aggro, whilst at the same time healing  everyone in your party. It can take enemies that have just started  attacking (or even enemies a partymate has been hitting for awhile) off  a partymate, and onto you with just one cast, it can cure all the  damage on the person that grabbed aggro from one of the monsters you  were AOEing, and reclaim aggro, all without you having to retarget.</p>
<p>For level 60+, Recover will replace Rejuvenate as the &quot;go&quot; signal for  the rest of your party, but it generates so much aggro, even if some of  them jump the gun, you&#8217;ll <em>still</em> probably hold the monster.<br />
In fact, after a lengthy heal chain + Recover, you&#8217;ll have generated so  much aggro that even if you stop healing for twenty seconds or more,  the monster will <em>still</em> be hitting you, even if a mage has been shooting it the whole time.</p>
<p>When you get Quicken at level 67, with 0 cooldown time for one cast, this spell will be the one you use with it.</p>
<p><strong>Note:</strong> Recover is such a bad healing spell, it breaks your heal chain, loses you HP and kicks your pet poodle.<br />
Unlike all other cleric&#8217;s heal spells, if you are having trouble surviving, <em>do not</em> use the following chain: Heal, Rejuvenate, Heal, Recover, Heal. <br />
Rejuvenate will restore your health slightly after casting time is  finished (meaning the second Heal in that chain actually resolves  before Rejuvenate does), but then Recover will delay and mess up your  Heal Chain, resulting in quite possible death. <br />
However, by casting Rejuvenate then chaining onto Recover, you will  allow Rejuvenate to resolve mid-cast time for Recover. This will bump  your health back to near full, then one second later Recover will  resolve, bumping your health to full again. Do not try to chain  multiple Recovers when you have Quicken.</p>
<p><strong>Note:</strong> Now I actually have Quicken I can stress this fact:  Chaining Multiple Recovers with Quicken does not work as well as  waiting for aggro to start wavering off you, then pulling off the  second Quicken again. The sheer size of a level 60+ AOE mob  (potentially as many as thirty to forty monsters) combined with the  excessive damage of a level 60+ AOEing mage will more than likely have  at least one or two monsters eventually start hitting the mage instead  of you, sometimes more, even after Recover is cast. This is more or  less inevitable, thanks to the forces involved, but easily remedied by  the second Recover once the mages start taking damage. This stops them  going into a panic and stoning unnecessarily. Using the Heal Chain to  sling a Heal at the mage(s) whilst you rejuvenate yourself will keep  them, and you, alive.</p>
<p><strong>Step 2: Preparing your party.</strong></p>
<p>Some people, unbelievable though it may sound, don&#8217;t realise that  clerics are awesome tanks. They are used to partying with fighters,  which is fine, but a clanker works in a different way to a tanker.  Whilst the tanker can immediately generate large amounts of aggro then  faces periods of cooldown where that aggro dwindles, the clanker starts  out slow, but just keeps accelerating, until their level of aggro is so  high that no monster will be able to take their eyes off your sparkly  lights.</p>
<p>Because of this slow build-up, if someone attacks a monster before you  have built up sufficient aggro to keep their attention, the monster  will lose aggro on the clanker and will start attacking the one who  attacked them. Whilst Healing can build up aggro faster than someone  attacking, and eventually take aggro back onto the clanker, this is  expensive, painful, and risks the target being one-shotted.</p>
<p>Instead, make your party aware of the limits of clanking. Below level  41, a cleric will have a tough time holding aggro from an archer who  uses DoTs, and will have to spend a few seconds building up aggro to  hold a monster against the mage. <br />
So, for the under 41 clanker, your party-mates will have to wait for  you to heal yourself, and this is a sign that they can start attacking.  This allows you the opportunity to get a few attacks in before you heal  which will cement your hold on the monsters.<br />
For the level 41 and over clanker, your party-mates must wait for your  first cast of Rejuvenate, which is much flashier, and will allow even  archers to start using all those DoT spells without having to spam  nature&#8217;s protection at the same time. So long as your party-mates are  patient enough to let you cast Rejuvenate before attacking, your  chances of losing aggro from now on are slim indeed.</p>
<p>In case anyone doesn&#8217;t know what the two skills look like, Heal on the top, Rejuvenate on the bottom.</p>
<p><img src="http://freetoplaymmorpgs.com/blogimages/fiesta/khol.jpg" width="350" height="322" /><br />
<img src="http://freetoplaymmorpgs.com/blogimages/fiesta/khol1.jpg" width="350" height="322" /><br />
Note the markings on the ground with Rejuvenate, in case your feet are  obscured, when the skill resolves there&#8217;s also a red light from above  that doesn&#8217;t show up when you cast Heal.</p>
<p>
So, now you know what to use, your party knows what to do, it&#8217;s time to start clanking!</p>
<p><strong>Step 3: How to clank.</strong></p>
<p>Basic Clanking up to level 40:</p>
<p>Move up to a single monster, and attack it. Whenever you can, cast your  highest level heal on yourself. If at any point you lose aggro,  immediately bash the monster, which is sometimes enough to regain  aggro. Failing that, begin casting heal on the monster&#8217;s new target.</p>
<p>
Since you have no extra healing skills, the strongest enemies you can  face aren&#8217;t that much more damaging than your highest level healing  spell, nor can you really hold multiple monsters for AOE yet. As such,  stick to one monster at a time. </p>
<p>If you have a ranged attacker for luring enemies, have them attack only  enough to draw the monster&#8217;s attention. As soon as they do, cast your  highest level heal on them as the lure retreats back towards you, and  once the monster gets close enough to you, use Bash. Most of the time  this is sufficient to make you the monsters new target, if not, the  lure must loop around the monster, and run back towards you, whilst you  continue to heal them with your maximum level heal, and bash when the  monster gets close enough, after two passes you should become the  monsters target, even if you miss entirely with bash.</p>
<p>Because this technique wastes a lot of time and SP where the monster  isn&#8217;t taking damage, the simpler, and cheaper method is for the cleric  to walk close to the monster, aggro it just by standing near it, then  pull it back to where the rest of the group is waiting, healing as you  go. Once you get close, start attacking and self-healing normally, you  should have gained enough aggro from self-healing on your way back that  your allies can start attacking straight away.</p>
<p>There are more tricks you can pick up to make clanking easier, such as  keeping recover cast on yourself and your allies, but it&#8217;s not until  level 41 and upwards that you can start to make use of the heal chain.</p>
<p>Level 40+: The Heal Chain.</p>
<p>Not only is it at this level that Uruga trips start to become popular,  it&#8217;s also when the cleric picks up their next step in both  survivability and aggro control, the Heal Chain.</p>
<p>The basic heal chain comes into play when the cleric needs to heal any  target that&#8217;s taking more damage than your heal can deal with alone.  Since this is a Clanking guide, chances are that target is you.</p>
<p>As such, with an unempowered rejuvenate, the most efficient way to keep a target alive despite massive damage goes:</p>
<p>Heal: Restore: Heal x2: Rejuvenate: Heal x5: Rejuvenate: Heal: Restore.</p>
<p>Rejuvenate, when targeting a tank, can be delayed or accelerated  according to how quickly the tank loses health between Heal spells,  giving the cleric much finer control over how much they heal.<br />
For clanking purposes, the idea is to generate as much aggro as possible, as quickly as possible, and so should go:</p>
<p>Heal: Restore: Heal: Rejuvenate.</p>
<p>From here, heal until rejuvenate has cooled, and repeat the cycle,  using health stones if you have problems staying alive against the mob.  By using this chain of heals, not only will you generate enough aggro  to keep monsters off your squishies, you&rsquo;ll also be able to survive  taking the hits of all those monsters.</p>
<p>The Aggro Chain:</p>
<p>Extending the Heal Chain for clanking purposes, against a single enemy,  it becomes worth throwing in as many attacks as you can muster, since  the aggro of the mage against that one target will be higher than if  they were AOEing against a large group. </p>
<p>This goes something like:<br />
Heal: Restore: Heal: Rejuvenate: Heal: Bash: Heal: Bleed: Heal: Attack: Heal: Bash: Heal: Rejuvenate&#8230;.</p>
<p>Note the use of Bleed in the aggro chain. Even though the skill itself  is currently terrible, every attack carries with it a certain level of  aggro. Bash and Bleed allow you to interrupt your spell animations,  unlike auto attack, and lets you build up as much aggro as possible  against a single target. It&#8217;s even more expensive than the normal heal  chain however.</p>
<p><strong>Step 4: Advanced Skills</strong></p>
<p>1: Luring.<br />
If you need to lure enemies, heal can be used to draw an enemy just out  of aggro range, even if it&rsquo;s facing away from you. This can be used to  limit the number of enemies you draw at once.</p>
<p>2: Skip all animations.<br />
Whilst the cleric has a lot of pretty animations, the fact is, if you  waited for restore and rejuvenate to finish their animations, they&rsquo;d  actually take longer than Heal cooldown. Equally, interrupting Heal  with Bash not only allows you to squeeze in some damage, if you press  auto attack after either skill, you&rsquo;ll attack faster than if you&rsquo;d  waited for your character to attack by themselves as well.</p>
<p>3: Skip attacking.<br />
Sure, damage can help you keep aggro, but your attack animation can  slow down Heal by a fraction of a second. If you&rsquo;re facing an enemy and  have it targetted, you&rsquo;ll automatically attack it after you heal, even  if you cancel target with escape. Against a large group of enemies,  that time could kill you. Press F1 to target yourself, and you&rsquo;ll no  longer auto-attack, potentially saving your life.</p>
<p>4: Preemptive Healing.<br />
Heal resolves slightly after you cast it, and continues to be active  for a certain time after it&rsquo;s cast. If you time the spell carefully  just before an enemy strikes, you&rsquo;ll be able to resolve the heal to  recover the health you lost from the strike as well; perfect when  you&rsquo;re not on low health at the moment.</p>
<p>5: The Kensington Effect.<br />
The aggro from Heal cast on a target can cause a recently spawned, or  nearby non-aggro&#8217;d monster to switch target from a nearer character to  the cleric, ignoring everyone in between. Use this to your advantage to  take the hits a squishy can&#8217;t.</p>
<p>More tips, input and content as I remember it, or as people provide it.  Also, Maiya&rsquo;s ordered me to write a comprehensive cleric guide, so  watch out for that in the near future. I&rsquo;ll update this post with FAQs  as and when they arrive, so keep watching this space!
</p>
<hr />
</p>
<p>Credits go to<strong> <a href="http://www.outspark.com/forums/showthread.php?t=28378" target="_blank">Kholai</a></strong>.</p>
<div id="crp_related"><h3>Related Posts:</h3><ul><li><a href="http://freetoplaymmorpgs.com/fiesta/maiyas-mage-guide-level-60-119" rel="bookmark">Maiya's Mage Guide Level 60- 119</a></li><li><a href="http://freetoplaymmorpgs.com/fiesta/guide-to-battle-healing" rel="bookmark">Guide to Battle Healing</a></li><li><a href="http://freetoplaymmorpgs.com/fiesta/teamwork-guide" rel="bookmark">Teamwork Guide</a></li><li><a href="http://freetoplaymmorpgs.com/fiesta/fiesta-dungeon-survival-guide" rel="bookmark">Fiesta Dungeon Survival Guide</a></li><li><a href="http://freetoplaymmorpgs.com/fiesta/maiyas-mage-guide-level-1-59" rel="bookmark">Maiya's Mage Guide level 1-59</a></li></ul></div>]]></content:encoded>
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		<title>Guide to Battle Healing</title>
		<link>http://freetoplaymmorpgs.com/fiesta/guide-to-battle-healing</link>
		<comments>http://freetoplaymmorpgs.com/fiesta/guide-to-battle-healing#comments</comments>
		<pubDate>Thu, 15 Oct 2009 16:16:26 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Cleric Guides]]></category>
		<category><![CDATA[fiesta battle healing guide]]></category>
		<category><![CDATA[fiesta cleric healer guide]]></category>
		<category><![CDATA[fiesta cleric healing guide]]></category>
		<category><![CDATA[fiesta heal guide]]></category>

		<guid isPermaLink="false">http://freetoplaymmorpgs.com/fiesta/?p=35</guid>
		<description><![CDATA[INTRO Well, there&#8217;s been alot of fuss over whether clerics should heal, or whether they should fight. Some people have argued we are free to play as we wish, and some have argued that we must maintain teamwork and heal when needed. All these arguments are valid, and have been bouncing around for some time [...]]]></description>
			<content:encoded><![CDATA[<p><strong>INTRO</strong></p>
<p>Well, there&#8217;s been alot of fuss over whether clerics should heal, or  whether they should fight. Some people have argued we are free to play  as we wish, and some have argued that we must maintain teamwork and  heal when needed. All these arguments are valid, and have been bouncing  around for some time now. So, in response to this, I would like to  propose a compromise between the two halves. Thus, the Battle Healer is  born. It even has a nice ring to it, Battle Healer ~cha!!</p>
<p>I can almost guarantee anyone you party with will LOVE you if you do  this properly. At least that&#8217;s been my experience thus far XD</p>
<p><strong>WHAT THE HECK IS A BATTLE HEALER?</strong></p>
<p>The way I like to see it, a Battle Healer is cleric who fights while  they keep their party alive. Your satisfying your own need to kill mobs  while satisfying your party&#8217;s needs by healing them.</p>
<p>I would first like to say that being a Battle Healer requires great  skill. It has taken me years of MMO play to get good at playing  clerics, it will take practice to get this down pat. Also keep in mind  that it&#8217;s not always possible to be a Battle Healer. If your party is  on the threat of dying, you MUST save them! Know when to call it quits  for a while. If your party is struggling, consider switching back to  full healing for the moment. Remember, you&#8217;re a cleric and therefor the  party is expecting you to keep them alive to a certain extent. Even if  you are doing great, clerics are a support class&#8230;Always remember  this. If we aren&#8217;t doing our job, other classes will stop partying us.</p>
<p>It is recommended you duo, or trio as a Battle Healer. AoE is much more tricky but can be done.</p>
<p><strong>TECHNIQUE</strong></p>
<p>Keeping a close eye on the party window is key. You must be aware of  your partner&#8217;s health at all times, as well as your own. You will  &#8216;bash&#8217; and attack the monsters in between healing your partner(s). If  your partner is taking too many hits, switch to full healing until some  mobs disappear. If you get mobs on you, this is when you need to use  stones. Instead of targeting the mob your partner is on, target the one  on you. Heal your partner, bash the mob, use HP stones. If it&#8217;s just  one mob you can usually alternate heals between you and your partner.  Hopefully your friend will remove the mob from you, or attack that mob  to kill it quick.</p>
<p>UPDATE: Now that Trip does a ton more damage you can actually use it  instead of bash, while bash is cooling down. I don&#8217;t play my cleric  anymore so if someone wants to write something up or make changes just  let me know and I&#8217;ll update it.</p>
<p><strong>My Technique</strong></p>
<p>I shall call it M0J0 Healing!!! Heh, JK</p>
<p>This is how I personally do it when I&#8217;m duoing. Keep in mind, you don&#8217;t  have to use all the fancy keyboard shortcuts, but I like to. You don&#8217;t  have to use the assist function, but it really helps. Have your hotkeys  setup something like this (assume this is your #1 slot, so not Ctrl+1):<br />
<img src="http://freetoplaymmorpgs.com/blogimages/fiesta/yourmojo.jpg" width="450" height="25" /></p>
<p>To attack: Press F2, then 1, then 2 (this will attack the mob your partner is fighting)<br />
To heal partner: Press F2, then 3 (this will heal your partner)<br />
To heal yourself: Press F1, then 3 (or stone, or pot)<br />
To cast invis on partner: Press F2, then 4<br />
&#8230;etc</p>
<p>- F2 will select your partner automatically, F1 selects you.<br />
- The &#8216;assist&#8217; function will automatically target the mob your partner is targeting.<br />
- You can adjust skills, and skill locations as you like.</p>
<p>As I mentioned, you can simply click your partner, or click the  mobs&#8230;It really doesn&#8217;t matter, I just personally find this method the  most efficient and simple to use.</p>
<p><strong>Example of Chains</strong></p>
<p><u>Basic Battle Heal</u><br />
- F2, heal, assist, bash<br />
- F2, 3, 1, 2</p>
<p><u>Restore heal attack (my fav)</u><br />
- F2, restore, heal, assist, Bash ~attack until heal needed ~repeat<br />
- F2, (hotkey), 3, 1, 2</p>
<p><u>Invis heal attack</u><br />
- F2, invis, heal, assist, bash<br />
- F2, 4, 3, 1, 2</p>
<p><u>Self heal, attack, partner heal, attack (if both of you are being mobbed, lightly)</u><br />
- F1, heal, F2, assist, bash, F2, heal, assist, bash ~repeat<br />
- F1, 3, F2, 1, 2, F2, 3, 1, 2</p>
<p><strong>Not so hardcore Battle Healing</strong></p>
<p>Again, keep an eye on health gauges at all times. You don&#8217;t have to use  fancy chains or combos just do the main things. If you want, you can  target random mobs and just keep bashing until your partner needs heal.  That&#8217;s the basics of battle healing. Attack mobs until your partner&#8217;s  health goes down, then heal, then continue bashing mobs. So this  however you want. I&#8217;m simply showing 1 technique, I&#8217;m sure there are  lots more.</p>
<p><strong>AoE Battle Healing</strong></p>
<p>I haven&#8217;t personally attempted this many times, but it&#8217;s definitely  possible. Especially if you are duoing with a tank. You will probably  end up taking some mobs as agro, I recommend you use a build with END  because of this. Chains are very important, you MUST create your own as  well to compensate for your partners habits and limits. AoE Battle  Healing is more a personal thing. Once you have partnered with someone  for a long time, you can work so well together that you can fight while  healing them at the same time. They need high DEF and HP, otherwise you  will be constantly healing them XD Arguably, battle healing might seem  a bit pointless in an AoE party though. If you attack the mobs that  will be left over, or have recently attacked your partner this is when  it works. </p>
<p><em>Originally Posted by <strong>Thasmudyan</strong></p>
<p>Finally,  about AoE parties: There are times when you can fight, but don&#8217;t go  into an AoE party (especially if you&#8217;re the only cleric) and think,  &quot;I&#8217;m gonna show everyone how awesome I am by fighting and healing at  the same time.&quot; Most AoE parties require constant healing. If you&#8217;re  looking for a place to contribute damage, it&#8217;s at the end of the pull,  when most of the monsters are killed and there are just a few  stragglers (or perhaps an elite mob that the AoEs didn&#8217;t finish off  yet). Clerics are good for helping finish these off. Again, make sure  everyone&#8217;s well healed before the killing.</em></p>
<p><strong>SKILL EMPOWERMENTS</strong> (see post 3 for heal effect empowerment)</p>
<p><strong>Priority</strong><br />
- Max heal cooldown<br />
- Max bash damage<br />
- Max bash cooldown</p>
<p><strong>Secondary</strong><br />
- Max heal SP use reduction<br />
- Max bash SP use reduction</p>
<p><strong>Leftover points</strong><br />
- Where ever you like (invis cooldown, length&#8230;etc)</p>
<p>
<strong>BUILDS</strong></p>
<p>Pure = All into stat<br />
Full = after other stat is met, all into stat</p>
<p><strong>Pure STR</strong><br />
- Recommended if you plan to solo alot, or want to maximize your bash damage<br />
- If you use this build, get as much critical as possible<br />
- Recommended if you can afford cash shop critical sets and glasses, etc</p>
<p><strong>Full STR, 25 SPR</strong><br />
- Good if you want to solo but don&#8217;t have much critical adding gear<br />
- Good if you cannot or will not buy critical sets and glasses from cash shop<br />
- As a rare plus, it adds onto your SP, and magical defense <img src="http://www.outspark.com/forums/images/smilies/smile.gif" alt="" title="Smile" border="0" /></p>
<p><strong>Pure END</strong><br />
- Great for AoE battle healing<br />
- Lots of HP and DEF, makes your job easier (you don&#8217;t worry about your HP as much)</p>
<p><strong>Full END, 25 SPR</strong><br />
- Again, gives you some Magical defense, critical for your bash, and SP<br />
- At the same time, gives you HP and defense</p>
<p><strong>Variation Builds</strong></p>
<p>*Basically, you can customize how you want to be a Battle Healer. You  can chose to go 1:2 END:SPR , 2:1 END:STR &#8230;.There&#8217;s TONS of  combinations you can chose from. Use these builds if you know what  you&#8217;re doing, that&#8217;s all I have to say. They work great if you know  what you want.</p>
<p><strong>EQUIPS</strong></p>
<p>You&#8217;ll want to use a hammer for maximum damage output. You won&#8217;t really  need to worry about the speed of your attacks, bash will be your main  attack.<br />
Not much to say here really, but if you wanted to know&#8230;Just look for  equipment that adds SPR, END, or STR. Critical earrings, high critical  weapons, and even critical licenses if possible. If you can +9 your  weapons or shield, GREAT! If not, don&#8217;t worry about it. From my  experience, getting a hammer to +9 doesn&#8217;t really change that much  anyway; maybe a difference of 50 damage on regular attacks at lvl 45 <img src="http://www.outspark.com/forums/images/smilies/mad.gif" alt="" title="Mad" border="0" />&#8230;..Ya, 1g+ for 1 less attack per mob XD&#8230;..Anyway  XD</p>
<p><strong>KINGDOM QUESTS</strong></p>
<p>Ok, I know lots of people wanted this posted lately. First of all.  Clerics. As members of an MMO in a free country you are allowed to do  whatever you want with your character within the rules of the game. If  you want to attack rather heal you are allowed to do that. However.  There gets to a point where you need to wake up and accept the fact  that other classes need you to heal. Especially at bosses, you MUST  heal the tank. If the tank dies, the boss will kill mages, and clerics  VERY fast. I&#8217;ve been in a few KQs where it just went downhill so fast  because the tank died. KEEP THE TANK ALIVE.</p>
<p>Kingdom quests are designed in such a way that each class can perform a  specific task to contribute overall to the success. Think of it like a  table. There&#8217;s four essential legs that hold it up. If you remove, one  of the legs, the table will fall. It can balance on three legs if  nothing goes wrong, but it&#8217;s very hard. Mages need to deal damage and  AoE, Archers need to poison and do whatever it is archers do ;P ,  fighters need to tank, and clerics need to heal. That is the foundation  of all KQs. In the earlier KQs it is possible to get away with no  healing, or a cleric tank. But later on you will learn that if clerics  don&#8217;t heal the KQ falls apart in no time at all. </p>
<p>Good news though, you can be a battle healer in a KQ as well. As long  as there&#8217;s no more than 2 people who need heals in your party you can  still attack things. With 3 people, it gets very tricky. You never know  when someone will need a heal and it&#8217;s hard to keep up while attacking.  If possible, tell them to stop taking so much agro. Afterall, it is  hard to heal 3 people at once anyway. If there&#8217;s two clerics in the  party, you&#8217;re golden.</p>
<p><strong>PROS &amp; CONS</strong></p>
<p><strong>Pro&#8217;s</strong></p>
<p>- Mobs die faster, more exp<br />
- It&#8217;s hela fun!<br />
- Your partner will use less SP per mob, while you use more. Perfect, clerics have tons of SP<br />
- You can be an active part of the battle while keeping everyone happy and alive<br />
- If you get tired of battle healing, you can just switch back to full support</p>
<p><strong>Con&#8217;s</strong></p>
<p>- It requires alot of attention and skill<br />
- If you don&#8217;t do it properly it can become more of a burden to your partner than anything<br />
- It&#8217;s possible to attract agro, and die easily if you aren&#8217;t careful<br />
- Some people will spam you when you log in, begging to party again <img src="http://www.outspark.com/forums/images/smilies/smile.gif" alt="" title="Smile" border="0" /></p>
<p>
<strong>TIPS</strong></p>
<p>- Restore can buy you some time between heals and attacks, use it often<br />
- Stick close to your partner, let them see when you have mobs on you<br />
- Always keep your partners health up. Don&#8217;t expect them to use stones unless it&#8217;s an emergency.<br />
- Remember, you can always go solo on your own, don&#8217;t let attacking take priority over healing<br />
- Again, remember&#8230;If your party dies, you die.</p>
<p><strong>Conclusion</strong></p>
<p>I made this guide because after making a new mage character, I really  started to see what people were talking about. Clerics aren&#8217;t healing  nowadays. I can see why too you know, but you really need to fulfill  your responsibility while your in a party. Clerics are a support class,  yes they can fight, awesomely, but you do need to do your job when your  in a party. This guide is showing you a great way to fulfill your need  to bash monsters to a pulp, and fulfill your party&#8217;s need for heals.</p>
<p>I&#8217;m sure you&#8217;ll develop your own techniques and style, but in the  end&#8230;.My hopes for this guide was to deliver the main message here:</p>
<p>You can heal without being a healbot. You can fight without letting  your comrades die. And most important of all, you can restore  everyone&#8217;s faith in clerics by being a Battle Healer.</p>
<p>// Any suggestions are welcome. I&#8217;m sure higher levels clerics may  disagree with some of the stuff posted, but I would also say that the  problem is more apparent in lower leveled clerics, not higher ones.</p>
<p><strong>A NOTE ABOUT EMPOWERING HEAL EFFECT</strong></p>
<p><em>Originally Posted by <strong>Thasmudyan</strong></p>
<p>I  would say that before level 60 or so, you can probably get by fine  without empowered Heal. Basically, if you tend to heal people to full  with most of your casts of Heal, you can hold off on empowering it.</p>
<p>Once you pass 60, and Heal stops improving, you will find the empowered  Heal to be more and more useful. People will be using t3 scrolls more  regularly in parties, and thus will have the HP reserves to make use of  the extra healing power. Again, you can get by without it &#8211; obviously  we all did before the empowerment patch &#8211; but it definitely helps.</p>
<p>My recommendation? Start empowering Heal in your mid to late 50s, no  matter what type of cleric you are. You will absolutely want Heal fully  empowered by level 70 (preferably by mid-60s, really).<br />
If you&#8217;re purely a support cleric, feel free to empower it even  earlier. More healing power is never a bad thing. Yes, it will draw you  more aggro, but if aggro is a problem, you can always switch to a lower  tier heal for that party.</p>
<p>Rejuvenate empowerment is optional, and this is one you really won&#8217;t  see a lot of benefit from until 70+ (unless you clank). I would always  fully empower Heal before empowering Rejuvenate&#8217;s power. Also, do  Rejuvenate&#8217;s cooldown before doing its power. Rejuvenate already heals  for a lot, so it&#8217;s more important to have it available as much as  possible &#8211; it&#8217;s your heal for when Heal is cooling down. When you start  getting into parties with tanks who have 5.5k hp or more, though,  you&#8217;ll appreciate being able to drop a 3300 heal on them (3600 once  you&#8217;re capped).</p>
<p>Since this is a battle healing thread, and I built my cleric for this style of play, here are my empowerments at Lv. 74:</p>
<p>Heal &#8211; 5 cooldown, 5 SP, <strong>5 power</strong><br />
Rejuvenate &#8211; 5 cooldown, 5 power<br />
Bash &#8211; 5 cooldown, 5 power<br />
Invincible &#8211; 1 duration</p>
<p>I recommend similar empowerments to any battle cleric, as it covers the skills you use most often, both solo and party.</em></p>
<div></div>
<p></p>
<hr />
<strong><br />
</strong></p>
<p>Credits go to <a href="http://www.outspark.com/forums/showthread.php?t=75213" target="_blank"><strong>yourmojo</strong></a><strong>.</strong></p>
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		<title>Elfenlied&#8217;s PvP Cleric Build Guide</title>
		<link>http://freetoplaymmorpgs.com/fiesta/elfenlieds-pvp-cleric-build-guide</link>
		<comments>http://freetoplaymmorpgs.com/fiesta/elfenlieds-pvp-cleric-build-guide#comments</comments>
		<pubDate>Thu, 15 Oct 2009 16:07:33 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Cleric Guides]]></category>
		<category><![CDATA[fiesta cleric build]]></category>
		<category><![CDATA[fiesta cleric guide]]></category>
		<category><![CDATA[fiesta cleric leveling guide]]></category>
		<category><![CDATA[fiesta cleric pvp guide]]></category>
		<category><![CDATA[fiesta cleric skills]]></category>
		<category><![CDATA[fiesta cleric stat build]]></category>

		<guid isPermaLink="false">http://freetoplaymmorpgs.com/fiesta/?p=32</guid>
		<description><![CDATA[lfenlied&#8217;s PvP Cleric Guide Index 1. Introduction 2. Build 2.1. Advantages 2.2. Disadvantages 3. Equipments 4. Calculation 5. Skill-Empower 6. Credits 7. Greetings 1. Introduction Hey all! I am very grateful that so many people are interested in my advices before and also want to read an guide from me. Firstly I must say that [...]]]></description>
			<content:encoded><![CDATA[<p><u><strong>lfenlied&rsquo;s </strong></u><span class="style1"><u><br />
</u></span><u><strong>PvP Cleric Guide</strong></u><span class="style1"></p>
<p><u>Index</u></p>
<p></span><strong>1. Introduction</strong><span class="style1"></p>
<p><strong>2. Build</strong></span><strong><br />
</strong></p>
<p>2.1. Advantages<br />
    2.2. Disadvantages</p>
<p><strong><br />
3. Equipments</p>
<p>4. Calculation</p>
<p>5. Skill-Empower</p>
<p>6. Credits</p>
<p>7. Greetings</p>
<p><u>1. Introduction</u></p>
<p></strong>Hey all! I am very grateful that so many people are interested in my  advices before and also want to read an guide from me. Firstly I must  say that my English isn&rsquo;t so well that I can&rsquo;t formulate so well. It  would be nice if you can comment and GIVE ME advices lol.</p>
<p>Okay letz start with the real introduction. <br />
I am Elfenlied and play Fiesta Online since the Closed Beta 1 at June  2007 and now I am level 79 for over months already and work at helping  people and give them advices often. While this time I tried many  builds, tested many things with others and calculate stuffs. So if you  don&rsquo;t understand some things, then just ask me.<strong></p>
<p><u>2. Build</u><br />
</strong><br />
Let&#8217;s see, there are plenty builds, but only one build got enough  damage to be a proper PvP Cleric and this is the full STR Cleric(all  free stat points into STR)!</p>
<p>2.1. Advantages</p>
<p>The most important advantage is the damage of this build, because it is  well known that Clerics don&rsquo;t hit much, but with this build its pretty  high.</p>
<p>2.2. Disadvantage</p>
<p>As every other builds, this build got also pretty much disadvantages  like too low HP/Blockrate/Defence or others may not like because no DEX  for Evastion/Aim or SPR for Crit.<br />
But letz read the next passage from the equipment before judge this build.<strong></p>
<p><u>3. Equipments</u></p>
<p></strong>I will just say here the Equipments from level 70 till level 78 and level 44 till level 50. Its for the middle and high levels.</p>
<p>1. What stats should the equipments have?<br />
END/DEX are most needed and then STR as optional Stats and if SPR on it would be ok too.</p>
<p>2. Why do we need this?<br />
Each END point from equipment is better than the END from Free stats  for PvP. Why? The END from free stats gives &frac12; DEF, 5 HP and 0.1%  Blockrate (at 50+ END = 0.05% Blockrate) and from the equipments you  get 1 Def and 5 HP, that meant you get more DEF but lower Blockrate.<br />
DEX is needed for aim and evasion, it is very worth to get high DEX.  People will get mad at this &ldquo;Miss miss miss hit miss miss block miss  miss&rdquo; Muahaha <img src="http://www.outspark.com/forums/images/smilies/biggrin.gif" alt="" title="Big Grin" border="0" /><br />
STR we don&rsquo;t need because each STR point from the Equipment add only  1/5 damage point. So it is not necessary like the SPR, which we need  only for Magic Defence.</p>
<p>Level 50 PvP Clerics:</p>
<p>Middle Class Equipment are when you got on all Items around 15 END and 10 DEX.</p>
<p>High Class Equipments are when you got on all Items 20 or more END AND DEX.<br />
They should be all refined to +9</p>
<p>Level 78/79 PvP Clerics:</p>
<p>Middle Class Equipment are when you got on all items around 20 END and 15 DEX</p>
<p>High Class Equipments are when you got at least 30 END and 30 DEX<br />
They should be all refined to +9<strong></p>
<p><u>4. Calculation </u></p>
<p></strong>Here I will try give some examples from this build</p>
<p>Base Stats</p>
<p>Main HP from Cleric Level 79 = 1598<br />
Main DEF from Cleric Level 79 = 225<br />
Aim = 199<br />
Evasion = 199<br />
M. Def = 213<br />
Protection skill level 5 = 64 Def<br />
Endure skill level 3 = 650 HP</p>
<p>The base equipments are <br />
Armor (level 70 with 89 DEF and 73 Evasion), <br />
Boots (level 74 with 64 Def and 52 Evasion), <br />
Helmet (level 76 with 73 DEF and 60 Evasion), <br />
Pants (level 78 with 85 DEF and 69 Evasion),<br />
Shield ( level 70 with 138 DEF and 4% Blockrate)</p>
<p>Hammer (level 70 with 409~512 Damage 243 Aim 5% Critrate and 1,3 sec attackspeed)<br />
Or<br />
Mace (level 70 with 221~307 Damage with 285 Aim 3% Critrate and 1,1 sec attackspeed)<br />
Ring (GoC Ring 18END/15DEX x 2)<br />
Earring (Mini Dragon earrings 100SP/HP 2%Aim, 2% Evasion, 2% Crit) [I  don&rsquo;t know how to calculate these Aim/Eva/Crit somehow because it add  more than only 2%-.-)<br />
Necklace ( Legendary Necklace of Elderine 25% poison, 30% Illness, 25% Curse)<br />
Pet +1 all stats</p>
<p><u>Okay letz see how  your Cleric is with +0 Items now &#61514;</u></p>
<p>Middle Class Equipments:</p>
<p>Total DEF from Equipments: 449 def</p>
<p>Total Evasion from Equipments: 254 Evasion</p>
<p>Aim is 243/285 depend on Mace or Hammer</p>
<p>20 END on each piece = 6 x 20 / 6x 100 = 120 Def  and 600 HP<br />
+ 36 END from Rings = 156 DEF and 780 HP<br />
+ 100 HP from earrings = 880 HP<br />
+1 END from Pet = 157 DEF and 885 HP</p>
<p>15 DEX on each piece = 8 x 15 / 8 x 15 = 120 Aim/Evasion<br />
+1 DEX from Pet = 121 AIM/EVA</p>
<p>Letz put all things together</p>
<p>HP: 1598 Base HP + 885 HP from Equipments + 650 HP from buffs = <u>3133 HP</u><br />
Def: 225 Base DEF + 449 Item Def + 157 END Def + 64 Skill Def = <u>895 Def</u><br />
Aim: 199 Base Aim + 121 DEX Aim + 243/285 Weapon Aim = <u>563/605 Aim</u><br />
Evasion: 199 Base Evasion + 121 DEX Evasion + 254 Item Evasion = <u>571 Evasion</u></p>
<p>Note: All this are +0 Items <img ev_id="62" src="http://www.outspark.com/forums/images/smilies/wink.gif" alt="" title="Wink" border="0" /> and no HP-Extender/Charmes</p>
<p>
<u>High Class Equipments:</u></p>
<p>Total DEF from Equipments: 449 def</p>
<p>Total Evasion from Equipments: 254 Evasion</p>
<p>Aim is 243/285 depend on Mace or Hammer</p>
<p>30 END on each piece = 6 x 30 / 6x 150 = 180 Def  and 900 HP<br />
+ 36 END from Rings = 216 DEF and 1080 HP<br />
+ 100 HP from earrings = 1180 HP<br />
+ 1 END from Pet = 217 DEF and 1195 HP</p>
<p>30 DEX on each piece = 6 x 30 / 6 x 30 = 180 Aim/Evasion<br />
+ 30 DEX from Rings = 210 Aim/Evasion<br />
+ 1 DEX from pet = 211 Aim/Evasion</p>
<p>Letz put all things together</p>
<p>HP: 1598 Base HP + 1185 HP from Equipments + 650 HP from buffs = <u>3433 HP</u><br />
Def: 225 Base DEF + 449 Item Def + 217 END Def + 64 Skill Def = <u>955 Def</u><br />
Aim: 199 Base Aim + 211 DEX Aim + 243/285 Weapon Aim = <u>653/695 Aim</u><br />
Evasion: 199 Base Evasion + 211 DEX Evasion + 254 Item Evasion = <u>661 Evasion</u></p>
<p><u>Note: All this are +0 Items <img ev_id="63" src="http://www.outspark.com/forums/images/smilies/wink.gif" alt="" title="Wink" border="0" /> and no HP-Extender/Charmes</u></p>
<p><u>5. Skill empower</u></p>
<p>Bash: 5 Cooldown, 5 Damage<br />
Faster skill using and more damage</p>
<p>Trip/Bleed (Depend on which kind of weapon you use): 5 Cooldown, 5 Damage<br />
Faster skill using and more damage</p>
<p>Heal: 5 Cooldown, 5 Damage/Heal increase<br />
Faster Healings [No SP usage because we don&rsquo;t need too often]</p>
<p>Quicken: 5 Cooldown<br />
Faster skill using</p>
<p>Invinsible: 1 Increase Effect Time<br />
Higher time, more stats = waste</p>
<p>3 Points left for higher lvl skills later.</p>
<p><u>6. Credits</u></p>
<p>Just Elfenlied (Myself &gt;_&lt;)</p>
<p><u>7. Greetings </u></p>
<p>Greetings to all players!</p>
<p>Special greetings to all Tevians!</p>
<p>Most special greeting to all people I know, Collision Guild/Family and the whole Outspark Staff!</p>
<p>I hope you liked this Guide! Please comment! Feel free to correct mistakes, so I can edit <img src="http://www.outspark.com/forums/images/smilies/biggrin.gif" alt="" title="Big Grin" border="0" /> Or tell me if stuffs are missing.<br />
<strong><br />
</strong></p>
<hr />
<strong><br />
</strong></p>
<p>Credits go to<strong> <a href="http://www.outspark.com/forums/showthread.php?t=70647" target="_blank">Kaiza</a>.</strong></p>
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