Class Changes: Cleric

Class Changes: Cleric

Cleric Core Changes

Clerics have always been the strongest healers on the server, but their focus on healing has often limited their engagement outside of that role. While they are highly desirable in challenging group and raid content, their lack of utility in other areas has made playing a Cleric in lower-level or duo situations feel repetitive and less rewarding.

To address this, we are making several changes to make Clerics more engaging and versatile. These changes will encourage a more active playstyle, providing more opportunities for meaningful gameplay beyond healing. In exchange, Clerics will see a slight reduction in their top-tier healing capabilities through changes to their archaic spell.

Melee Enhancements

We want Clerics to be the most effective melee combatants among the healers, offering a more dynamic and rewarding experience. Previously, Clerics relied on the passive effects of Yaulp VI and equipping their best summoned hammer. However, this setup offered limited interaction and made it challenging to introduce new weapon upgrades that wouldn’t overpower other healers.

To improve this, we are making two major adjustments:

  • Modifying the strongest summoned hammer spells to make real weapon upgrades more viable.

  • Redesigning the Yaulp spells to offer more power but require more frequent use. This approach will provide a minor buff at lower levels, with more significant impacts as Clerics progress and obtain better weapons.

Additionally, we are expanding the summoned hammer line to provide more meaningful options for Clerics while leveling.

Summoned Hammer Changes:

  • Summoned: Hammer of the Gods: Maximum damage set to 15.

  • Summoned: Hammer of Wrath: Maximum damage set to 15.

  • Summoned: Hammer of Divinity: Maximum damage set to 14, delay set to 17.

  • Summoned: Hammer of Judgment: Maximum damage set to 13, delay set to 18.

  • New Summoned Hammers:

  • Hammer of Furor: Available at level 9.

  • Hammer of Smiting: Available at level 24.

  • Hammer of Zealotry: Available at level 39.

  • Hammer of Retribution: Available at level 49.

Yaulp Changes:

  • All Yaulp spells now have a duration of 5 ticks.

  • Yaulp I: Grants 10% haste, and now only costs five mana, alongside its other effects.

  • Yaulp II: Grants 30% haste, alongside its other effects.

  • Yaulp III: Now available at level 34, grants 40% haste.

  • Yaulp IV: Grants 50% haste.

  • Yaulp V: Increases Cleric melee damage by 35%.

  • Yaulp VI: Increases Cleric melee damage by 50%.

  • Runic: Yaulp VII: New runic-level Yaulp spell, providing 120% haste and 70% increased melee damage, along with all other benefits of Yaulp VI.

We have also expanded the Zealot’s Strike line to provide more ranks as Clerics progress through the game.

Zealot’s Strike Line Changes:

  • All ranks now have a 1-second cast time and a 10-second shared cooldown.

  • Zealot’s Strike: Base damage set to 30, scaling by one every two levels. Base healing set to 45, scaling by two per level, and mana cost set to 55.

  • Archon’s Hammer: Redesigned as a single-target nuke dealing 99 base damage, scaling by one per level, healing for149 base, scaling by two per level, with a mana cost of 140.

  • Justiciar’s Wrath: New spell available at level 44, dealing 250 damage, healing for 470, with a -25 resist adjust and a mana cost of 250.

  • Martyr’s Intercession: Now correctly flagged as a melee range ability.

  • Archaic: Avatar of Mercy: Replaced with Archaic: Avatar’s Reprisal, dealing 810 damage, healing the target’s target for 1350, with a mana cost of 365.

AA Changes

We have made several adjustments to Cleric AA abilities to enhance gameplay experience and utility:

  • Tools of the Divine: Fixed a bug causing incorrect calculation of distributed healing on critical heals.

  • Manual of Condemnation: Now allows Clerics to bash while wielding a two-handed weapon.

  • Divine Echo: New Cleric AA that grants a 10% chance per rank for spells from the Zealot’s Strike line to duplicate when cast.

Runic Spells

For runic spells, our goal is to avoid giving Clerics large boosts in healing at this tier. Instead, we are introducing more DPS-oriented spells and healing options that provide less impact to the

  • Runic: Sphere of Eternity: Retained as a situationally useful runic spell.

  • Runic: Divine Remedy: New quick heal spell providing 1600 healing at a mana cost of 360 with a 1s cast time.

  • Runic: The Word Of Judgment: An upgrade to the level 59 spell The Unspoken Word. Fast-casting point-blank AoE nuke, blind, and stun dealing 1050 damage, with a 1-second cast time and a 45-second cooldown.

  • Runic: Seraphic Judgment: Upgrade to the Upheaval point-blank AoE line, dealing 1200 damage with a 5-second cast time, a 24-second cooldown, a mana cost of 800, and casting a 200-point group heal for each target hit.

These changes are designed to make Clerics more engaging to play, providing them with new tools to contribute in more varied ways while maintaining their core identity as the game’s premier healers.

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2 Likes

When I was playing around with a cleric to see how they feel for the new server I did notice that the Zealot’s Strike line was kinda funky. It’s cool that you looked at that.

The other changes sound interesting too but it’s harder for me to know because I don’t know the class well.