This is something I put together a while ago but apparently never posted.
Disclaimer: These are my personal observations on what works, based upon experiences with my own cleric. Your mileage may vary. Poster assumes no responsibility for user being eaten by kobolds. The fine print may contain lines that bind your soul to General Broccolitos of Shavarath. Cash value is 1/100 of a copper piece.
1. Manage your spell points and practice triage
Your primary goal isn’t to keep to people healed, it’s to keep people from dying. In most raids, you’ll probably be using mass heals on a tightly gathered group and this won’t be much of an issue. But in your average quest, focus in the order of injuries and don’t worry too much about keeping people at 100%. A good rule is to maintain people at around 90% with your cures. If you constantly overheal topping people off, you’ll find yourself going through your sp quicker than you really should.
Now, that said - as a cleric you have an incredibly valuable tool that can keep people topped off. This is your Radiant Servant Aura, and you should use this as your topping off tool. If you can slot a +6 charisma item, you can make these go even further. I’ve found that a good cleric with bursts and an active aura can keep pace with a favored soul in terms of healing simply because you can have over a dozen of these and they cost you zero SP. Learn them, use them, love them.
If you find yourself in the unfortunate situation where you have to choose who lives and who dies - ask yourself the following questions. Who has the best survivability, and who will contribute the most. Sometimes you may have to let someone stay down to save the rest of the raid.
2. Know when to let people die.
This may seem harsh, but sometimes it’s not worth saving someone. Maybe they’re taking so much damage you won’t be able to keep them up. Maybe they zerged ahead and aggroed half the dungeon while the rest of you are still buffing. And maybe they decided their toon only needed an 8 CON. If someone’s consuming more resources then they contribute, ease off on them. It’s a tough lesson, but one they’ll need to learn.
I suggest a three-strikes-you’re-out policy. If someone dies once, don’t worry about it. Lag/bad luck/mistakes happen to the best of us. Raise them and get them healed. If someone dies twice, ask them to be more careful. Still, raise them up and get them healed. If someone dies three times, it’s time to start asking some questions about their gear/build. Don’t be a jerk about it, because sometimes people are just new. If they are new, take some time to explain the finer points of +Con items, false life, DR, and being prepared in general. You’ll be doing other clerics a favor and half the time they’ll take your advice. After the fourth time, it’s time for them to watch while you go to the next shrine.
Okay, apparently this is four strikes. But you get the idea.
3. Know who to target for mass heal/cure, and announce it.
Your party has just starting wailing on a large intimating monster with a creepy purple/red name, but it’s okay because you’ve got your masses going off like clockwork. Suddenly your heal target runs out of melee and half the party dies. Oops.
Don’t let this happen to you. Target someone who you know will never leave melee unless their painful death is imminent, and maybe not even then. Barbarians are the best choice. A paladin, monk, or fighter make good backups if you don’t have a barb to target. Also, announce your target. This way people know where the heals are going, and the target knows to not leave melee if at all possible.
4. Know your clickies, and hunt them down.
From the humble Archivist’s Necklace to the god-like Epic Ring of Spell Storing, there are countless SP clickies you can use to maximize your shiny blue bar’s potential. Would you rather drink a major, or use a Mysterious Bauble?
These items are your friends:
ML 0: Archivist’s Necklace: End reward for completing Misery’s Peak on Korthos Island. 2 uses, restores 10-35 sp.
ML 0: Shard Trinket of Mnemonic Enhancement: Turn-in for 3 Medium Eberron Dragonshard Fragments to Davyd Turner in the Marketplace. 20 uses, restores 105-600 SP. Non-rechargeable.
ML 7: Twisted Talisman: End chest loot from The Last Stand (Red Fens Adventure Pack). 3 uses, deals a certain amount of untyped damage based on difficulty (7 casual/15 normal/20 hard/26 elite/38 epic or raid) in exchange for 50 spell points. Can be made epic to increase to 5 uses, as well as increasing the negative spell boost.
ML 11: Ring of Spell Storing: Loot from General Tanankh’s chest in the Sands of Menuchtaran Explorer Area (Demon Sands Adventure Pack). 3 uses, restores 25 sp per use. Can be made epic to increase to 3 uses that restore 105-600 sp per use.
ML 13: Vile Blasphemy: End chest loot from Ascension Chamber (Necropolis pt. 4 Adventure Pack). 3 uses, restores 2-12 SP every 6 seconds over 1 minute.
ML 18: Mysterious Bauble: End chest loot from The Weapons Shipment (Devils of Shavarath Adventure Pack). 1 use, restores 105-600 sp.
While these are not clickies, they are equally useful (and perhaps more, if you stay in melee)
ML 11: Torc of Prince Raiyum-de II: Raid chest loot from Zawabi’s Revenge (Demon Sands Adventure Pack). Roughly a 10% chance to restore 20 sp when you receive damage from a melee attack. Can be made epic, but note that this does not increase the restore-sp function.
ML 11: Greensteel Concordant Opposition Item: Crafted in the Shroud (Vale of Twilight Adventure Pack). 4% chance to grant 30 temporary hit points when you receive damage from a melee attack, and a separate 4% chance to receive 20-30 sp when you receive damage from a melee attack.
Also remember your ardor clickies. Two very nice belts that grant Superior Ardor VIII are available in the Devils of Shavarath Adventure Pack, namely:
ML 18: Amara’s Belt: Chest loot from A New Invasion or Part 2 Chest loot from Tower of Despair
ML 18: Tokala’s Belt: End chest loot from Genesis Point
There are also random items that grant similar bonuses. You should aim for Superior Ardor VI at a minimum to receive the maximum bonus to most of your spells/aura/burst.
5. Contribute in more ways than heals/buffs.
Yes, healbots work. But what’s better is doing something in between your healing. Maybe it’s spells. Maybe it’s melee. But you shouldn’t be standing around doing nothing if no one needs a heal. You have spells like Divine Power and Divine Punishment for a reason. Keep in mind though, you want to know when to disengage and go full healer. Worse than the cleric who stands around and does nothing when no one needs a heal is the cleric who doesn’t realize someone needed a heal and a party member dies because they were too busy swinging their falchion or casting cometfall.
6. Communicate with your fellow divines.
One of the most common problems with clerics and favored souls running dry on SP too early is overheal. Blanketing mass heal/cure is really only useful for a few fights like Epic Demon Queen. In most situations where there is a major raid boss fight, determine rounds. One person takes primary heals while the other spot heals. When the first runs low, the second takes over. You might have three divines in rare cases like an Epic Dragon, but the principle is the same. Communicate, and you’ll save yourself buckets of spell points.
Likewise, communicate on buffs if you have the time. This is most useful in Epic Dragon, where you will not have a single shrine and overlapping buffs is a much more pointless waste of SP then it usually is.
7. Be Prepared
It’s the Boy Scouts motto, and it’s just as true for you. You should try to always carry a 100 stack of Heal/Mass Cure Moderate scrolls, 25 or so raise/res scrolls, and 5 or more majors. If you have to use a significant amount of your supplies in a single event, something’s probably gone very wrong. In which case, don’t hesitate to ask if anyone can reimburse you for major pots. Unless you made an exceptionally bad performance or people just don’t care, odds are good you’ll usually get at least some of your investment back.
It’s up to you to decide how when and how to use these, but the last thing you want to do is have watch a raid fail solely because you didn’t have any consumables. That’s just painful to see.
8. Set your limits and know the party’s limits
Don’t be afraid to let a raid fail if the party is composed of clones of Larry, Curly, and Moe. I’ve done this, and you shouldn’t feel guilty about it. Drinking resources like major pots should be a calculated action. Ask yourself if it will make the difference between success and failure. Saving a raid can be a good thing, but your bank account shouldn’t be the crutch that poor play and poor characters lean on.
I have a general rule of 1 major in difficult quests and 3 majors in difficult raids (not including clickies). Anything more and I will start to seriously evaluate the capabilities of the party to complete and whether I will be losing more than I gain with them.
9. Make friends and influence guildies.
PUGs are fun. I won’t lie to you and say they should be avoided. But there’s a lot to be said for having people you know you can count on to do their part. If you see a particularly good player, make a note of it. And remember that your friends list can have notes too. I have notes like “excellent tank” and “solo-capable arcane” on my friends list. My preferred tactic for groups is a few people I know and PUGing the rest. This gives you a solid base you know you can rely on, and still lets you meet new people.
10. Have fun.
No, seriously. Clerics are one of the funnest classes to play. You will be wanted in every group and will have the ability to easily solo all low-level content, most mid-level content, and some high-level content.









PvP
Socializing
Raiding
Permadeath
Roleplaying

October 21st, 2011 at 9:44 am
In addition to ‘majors’ is to redeem 3 medium eberron dragonshards to collector, (I do not remember which collector atm), for the trinket of 20 uses of the equal of a major. For that reason, I will check out AH for mediums on sale, so I can get another SP trinket.
October 21st, 2011 at 10:31 am
Don’t forget survivability of the cleric. There are many situations where if the cleric dies, the party dies. Having the hps/DR/shield guards to stay alive and heal from the melee pile goes a long way. Before Radiant Servant the FvS was the superior healer, but anymore Cleric is the standard and FvS has taken the back seat in regards to pure healing potential. Also its better to keep more scrolls on you. If I ever find myself with 10 res scrolls I know its time to resupply
If SP conservation is a concern only res from scrolls, and a proper tank should be fine getting scroll/aura/burst healed. Sure you might spend more in scrolls than you would, but its a great feeling when you finish something tough and are still at +80% sp.
October 21st, 2011 at 5:16 pm
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October 21st, 2011 at 6:06 pm
Prd, the person you’re thinking of is Davyd Turner. He’s near the House Denith Enclave entrance, between the House D and House Philarian Enclave entrances.
October 21st, 2011 at 7:31 pm
Thanks all. I’ve updated it a bit with the stuff mentioned. I also completely forgot Vile Blasphemy because I skipped Abbot my first life. =O
As far as having a significant amount of res scrolls - I’ve found that if you need to use more than ten res scrolls, your party’s odds of completion are very low. Also, getting a large number of res scrolls is an expensive proposition for newer players while its fairly unlikely they’d need so many. Most I’ve ever used is 8 in a single run, and we dang near wiped (yay overconfidence on elite runs). Still, updated it to 25, which may be a better number to aim for. I’ll concede having the ability to do a larger number of zero-sp raises could be useful if it’s needed.
October 24th, 2011 at 10:34 am
Here’s my 2cp to the sp clickies’ section. Almost every one of the sp clickies is exclusive. Not so with vile blasphemy. Farm as many as you can stand running the abbot.
Also, while both ring of spell storing and twisted talisman are exclusive, they’re not exclusive with their epic counterparts. Once you start running epics, it might be handy to get yourself two twisted talismans (keep one in bank while farming the other, or you won’t be able to loot it out of a chest), then make one epic. You’ll get 8 clicks (400 sp) out of those 2 items and they’ll regen 2 clicks (100 sp) per shrine. The same thing theoretically applies to the ring of spell storing, but good luck making one epic.
One handy item for healers not mentioned yet in the guide is the staff of the petitioner. While it’s a 2-handed staff with no amplification to cures and heals, it does make your spells cost 10% less. (quick & dirty math: if you’ve got about 2000 sp, that staff effectively nets you ~200 more sp) If you can slot your healing lore and devotion/potency/ardor somewhere else, the staff makes your heals that much cheaper. It’s also a nice thing to hold on to when you want to do some crowd control via greater command or destruction. Since you’re already farming the abbot for your vile blasphemies, you’ll be farming this as well with no additional effort.
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One thing about those consumables and being prepared. If you’re a new player, or you’ve decided to drink your way to a victory without getting reimbursed by your group, or something else has happened and you’re left with little or no scrolls/potions/plat, let the group know. It’s better to let the group know you’ve only got 1 major mnemonic on you before a quest than when you’re down to 0 and desperately need to drink just one more for that elusive completion. Besides, the cost for drinking through a quest or a raid gone horribly wrong is much higher than the repair bill on melees after one. It’s okay to ask the group to chip in after an expensive run…as long as the expensiveness wasn’t your own fault.
October 24th, 2011 at 2:01 pm
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October 29th, 2011 at 12:35 am
You should add Destruction and Slay Living to your list of offensive spells. If you know when to use them, they are better than any cure you can toss out. (example from personal experience: Troglodyte Shamen in elite Acid Wit. They throw rocks at parties, have a crap fortitude save and have no spell resistance.)