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Crusader Cleric Meta in 6.200 (UPDATED 11/08/2020)


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Hey folks, I’ve gone ahead and updated my guide to reflect the class revamp in 6.200. The changes made to Crusader Cleric are pretty significant, and so I’ve restructured most of my guide to reflect that.

If you’ve read the previous version of this guide, the sections that were changed are around the talent build and discs. Otherwise the cleric has not fundamentally changed how it is played. Here are the main changes affecting crusaders clerics and healing in 6.200:

  • Disc Domains now angle Crusader Clerics in somewhat distinct playstyles. Light focusing on healing output, protection on proactive defensive buffs, and justice on control.
  • The old healing discs have been split up and spread around, creating more choice.
  • The class’s abilities have also been somewhat split up.
  • Somewhat separate to the Crusader changes, Arbiter clerics are much stronger healers now and are worthy of considerations

If you've got any questions about this, any feedback, or want to chat feel free to comment below or DM me on discord.


Guide Changelog:
Edited 11/08/2020

Completely modified the old guide and most things have been re-written or changed.
Edited 08/17/2020
Updated title to reflect current patch, no real changes needed.
Edited 08/09/2020
Updated TL;DR to reflect Ble's advice of finding a holy symbol, even if it isn't yours, to cast spells. Good tip!
Edited 08/01/2020
- Updated Guineacean Dodge
- Added new talent chart, dropping 30 SP for Anticrit and Resists.
Posted 07/31/2020
-----------------------

TL;DR
Don't want to read this massive rant of a guide? Here's the bare minimum you need to know as a returning cleric or someone new to the class:

  • All of the crusader cleric races are pretty good. Go with Guinea, Centaur, Human, or Stoneborn ideally. Elken is sort of bad.
  • Spec into all of your healing stats, grab some defensive stuff, and don't forget the auras.
  • SP > Healing Bonus > CHC = CHA > HP > Stam
  • Run Trancendent Warrior + 1 Disc. I recommend Sun Worshiper but you have a lot of options here.
  • Spam Tend Wounds, cast Holy Symbol and get the buff before you press your other buttons unless it is an emergency.
  • Stand in your friends Holy Symbols if your symbol is down.
  • Use your HP as a resource. You heal yourself almost as well as others.
  • Anti-healing is far more widespread in this new patch so your job will be more annoying.

Ok with all of that said let’s do this thing.


-----------------------

TABLE OF CONTENTS

  1. Talent Build
  2. Stat Priority
  3. Gear
  4. Races
  5. Disciplines
  6. Playstyle
  7. Final thoughts

-----------------------

1. Talent Build
I'm going to start with what is the most controversial part - the build. There are currently two leading talent builds in cleric. The pure healer:
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This setup is cookie cutter and works in all situations as a full healer. Here are some quick points of discussion for the experienced clerics out there:

  • This spec takes all of the valuable +healing talents but skips a lot of the nice control and damage related stuff.
  • This spec takes the big res, which is a nice group utility. It is not required and can be swapped for a number of things you may prefer if you want to take the Resurrection Minor or don't want the res at all..
  • The domain selection is flexible depending on what race you select and what healing discs you want to go. Light focuses the most on healing and works for most situations, but take a peek at the other domains and see what you like.

The other spec is the more aggressive Justice Spec:
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This tree gives you almost the same amount of healing, but is more aggressive and offers slightly more control. Take this spec if you want to be more aggressive on your healer and throw hammers - very good in small scale 5v5 engagements.
 

This guide assumes that you will be taking the first, more healer centric spec to support your team. I do believe that the healing spec will be stronger in most situations, but the other spec is pretty fun. If you want to play more aggressively I'd also consider looking into the Arbiter sub class as it supports it very well.
-----------------------

2. Stat Priority
Cleric is very simple for stat priorities.

  1. Support Power
  2. Healing Bonus
  3. Critical Healing Chance
  4. Critical Healing Amount
  5. HP
  6. Stamina

SP
Support power (SP) is the main driver of your throughput. This can be said for most classes, but cleric in particular needs SP to function well. Cleric struggles to find Healing Bonus outside of lucky wartribe drops or wearing mail in comparison to Earthkeeper or Icecaller, so you need to have a lot of raw SP to back up your good coefficient healing.

Healing Bonus
I'll talk about healing bonus in more detail in the gear section, but basically increasing this stat will give all of your healing a lot of value. You can find healing bonus on Mail or Leather armor, and by pumping your intelligence.

Crit Healing Chance (CHC) vs Crit Healing amount (CHA).
These stats are a bit weird for Cleric. Once you get Support Power to a relatively high value (1700~/2000 roughly) these stats start ramping your healing output significantly. Basically their order is dependent on your gear and passive training levels, and you want to balance how much you weigh it around the buff you get from standing in your holy symbol, or your allied Crusader Cleric’s symbols.

Holy Symbol grants you +20% crit healing chance and amount. Because of this, a general rule is that it is more valuable to crit heal more often than it is to crit heal for a little more, but when you are at roughly 45% crit healing chance and nearing cap, you will likely see more value come from pumping crit healing amount.

Base Stats
As a general rule with stat allocation, spirit comes first and INT second. Any points in INT double dip on CHA as well as Healing Bonus, so on our gear I typically value CHC most of the time.

HP and Stamina
HP and Stam help you live, get more of it but not at the cost of healing.

-----------------------

3. Gear
Most of your gear choices are not interesting in Crowfall currently, so this section is mostly for the Mail vs Plate debate. Here's the TL;DR:

  • Get healing stats on your chest piece.
  • Get anti-meta resists on your secondary pieces (likely Slashing Res, Fire Res, or Lightning Res in this meta)
  • Get healing stats on your rings and necklaces. SPR > INT at early - mid passive training until you start nearing SP cap.


Mail vs Plate. What's the difference?
This choice is all about playstyle, and partially about race selection. The difference is simply 5% healing bonus from mail, or more mits from plate. At wartribe gear levels, you should likely choose mail as the Armor difference as of 5.125 is not significant (only a few percentage points of mits), but as we transition into crafted gear plate will pull away in Armor value. You can still use plate to good effect if you plan on being up front in early gear levels as well, but it's not as good.

To make the choice simple, if you are newer to Cleric or like to play upfront pick plate - it will give you the most Armor. If you are more passive in your playstyle and don't soak much damage (a mistake, in my opinion) you should 100% choose mail.

Ultimately this is a philosophy question and a group assignment question. If you are healing a frontline group of melee and are likely to get targeted you are going to want to be wearing plate, but if you are assigned to a ranged group and will not be taking the brunt of damage wearing mail is a good idea. Try both playstyles out and see what fits you best.

-----------------------

4. Races
There are a lot of good race choices for crusader cleric right now. Here's the breakdown.

Centaur
Pros:

  • Strength of the Legion Aura - passive 75 AP/SP for the group. - BUFFED in 6.200, as AP is harder to come by.
  • Horseshoe slot.
  • High racial CON - more HP.
  • 20m Dodge.
  • Bunny hopping.

Cons:

  • No healing base stat increases.
  • Large body. This makes you more likely to be targeted.

Really strong crusader race, brings a lot of team buffs and is tanky. Strong frontline cleric choice.

Elken
Pros:

  • Racial 10% CHA passive.
  • Elken Charge mobility.
  • Gestalt for anti-stealth.

Cons:

  • Bad healing stat spread outside of +CHA.
  • Doesn't lean into a particular play style or really provide value to the crusader cleric.

You should only pick Elken if you are trying to upset me. I have not yet extensively tested this race but I still don't think it is has many things going for it around Crusaders. If you disagree, please comment and I'll consider updating this.

Guinecean
Pros:

  • Excellent throughput base stats (+DEX and +INT)
  • Burrow
  • Bonus ring slot.
  • Small body.
  • 20m Dodge
  • Paragon Disc - allowing you to run Vengeful Aura which was removed from the normal talent tree.

Cons:

  • Lower HP and Stam
  • Is noisy as custard.

Excellent crusader race. This is a good choice if you prefer to play less on the frontline or be more difficult to hit.

Half Giant
Pros:

  • Makin' Me Mad passive - increased healing bonus when hit.
  • Blood of the Giant power - on demand barriers, +5% Healing and Damage bonus per activation (2x max).
  • High racial CON - more HP.

Cons:

  • Large body.
  • No healing base stat increases.

This is likely a good crusader cleric race for a frontlining cleric, but it falls short in comparison to the Stoneborn. There is probably a place for this race in some playstyles, but sub-optimal for now. Makes a much better Arbiter or Radical cleric.

Human
Pros:

  • Pain Tolerance passive - increased mits.
  • Extra minor disc slot.
  • 11th Bar Slot
  • Guardian Rhythms Minor

Cons:

  • Medium tier stat spread I guess?

Humans are back for Crusader this patch! They are super strong and well suited to the role, if a little boring. They gain an extra bar slot and the Guardian Rhythms minor without needing the music domain which is really nice. 10% bonus Personal Damage Modifier for the whole group, a nice bonus bar slot to run it in, and a bonus minor slot to slot it in. Very strong race.

Stoneborn
Pros:

  • Excellent healer base stats.
  • Blood of the Mountain passive: +15% PHM
  • I Get Knocked Down passive: +Healing Bonus after knockdown.

Cons:

  • No significant boosts to your team.

Stoneborn is a great race for front line healing, and a slightly more selfish playstyle. They have a lot of buffs for themselves but not much for the team. Choose this race if you want to be up front and tanking damage.

Conclusion on Races
Basically every cleric race is playable for crusader. I find it difficult to select a specific race to recommend, but if I had to I’d say go for Centaur or Human. Both are very valuable to their teams and play well, but the other races are all pretty strong too with the exception of Elken.

-----------------------

5. Disciplines

Crusader Cleric has a TON of options to consider now due to the Domains change in 6.200. This means that I won’t be able to outline every single disc available to you, and you’ll need to do a little digging. For now, I recommend using this Discipline Options Table to look through all of the discs until Malekai gets updated, and the Crowpedia is added to the game.
Instead, I’m going to highlight some particularly strong disc setups for the cookie cutter Crusader Spec.

Majors

Transcendent Warrior

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This disc is a staple across many healers, and a must have for every optimized group. Divine Aura provides the group with a significant +75 SP and +20% Personal Healing Modifier buff. This translates to 20% more healing on targets affected by this aura which is massive.

If you don’t have a healing partner, you should strongly consider running this disc. If you do - figure out if they are running it or not. Figure out some way to get this buff.

Sun Worshipper

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Strong stat buffs, soothing winds is an excellent chain heal, and the cleanse is strongly recommended in this heavy dot based meta. Strong disc.

Naiad

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Stable AOE healing with good stats and a cleanse. Strong healing disc.

Friar

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Top tier stats on this disc and one of the best heals in the game. Fortuitous blessing is also a strong passive but it isn’t the main reason we want this disc.

Pixie

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Another strong healing disc with good stats and soothing winds available. Choose this disc if you want to improve your group healing throughput by a large amount. Your Holy Symbol is considered a chain heal, so you get a lot of value out of this.

------

Conclusions on Majors
Crusader disc selection is pretty varied overall with a lot of choice. While I recommend Transcendent Warrior and Sun Worshipper most of the time, you can combine many of these options and get a favorable outcome. Take some time to check out the discs and experiment. There are many others not listed here that are also pretty good!

Minors
Depending on what domain and race you pick you’ll have a selection of minors available. I won’t go into extreme depth on Minors as it is largely playstyle based, but there is a simple set of logic to follow when choosing minors.

Each minor offers a stat and then some sort of trait, passive power, or active power. You want to select minors that give you the most healing throughput - and most of that throughput will come from the stats attached to the disc. Pick discs that have the stats you like (+SP, + Healing Bonus, etc) and have other bonuses that you think will be useful.

The only minor I would consider required for crusader cleric is Gods Reach. It provides you with +150 SP and also gives you ranged weapon proficiency which is nice for picking your distance in battle.

-----------------------

6. Playstyle
Cleric is a class that is excellent for a beginner, but has a lot of opportunity for optimization in both straight healing and absorbing damage on the field. If you just spam all of your healing on cooldown you will keep your group alive fairly well, but if you use your brain a little and execute some basic concepts you will be a top healer, and in later gear levels I don't think Cleric can be touched.

Basically what people miss about Cleric is that it is actually a combo class, without the pips.

The TL;DR of this entire section is:
Cast holy symbol, step into it, spam your other spells, body block as much as you can, win. Prioritize your group first.

Alright now let’s nerd out.

Cleric Spells
Clerics only have a few simple spells, but they work really well together.

Tend wounds: Spammable single target HoT with good throughput. Maintenance heal.
Holy Symbol: Spammable AoE chain heal with good throughput. Maintenance heal, combo piece, group healing.
Illuminate: Large group heal + HoT + resource regen. Save and combo heal.
Blessed Protection: Group wide barrier for group members.
Miracle (Ultimate): Massive group heal + self barrier + resource regen. Your largest save and a combo heal.

Your discs will also provide more healing. I’m not going to dig into all of the spells but they follow pretty similar principles. Let’s talk about the core spell that brings the clerics kit together.

Holy Symbol Usage
This spell is what separates the mortals from gods. With the Blessed Symbol talent when we step into our own Holy Symbol we receive the Blessed Symbol buff that increases our Critical Healing Chance and Critical Healing Amount. This not only increases throughput but makes it more predictable. You will always want to cast heals with this buff up, but unless someone is going to die you should never cast a larger heal without having Blessed Symbol on yourself.

This spell creates a ton of combos that you need to be rotating through while healing and being mindful of.

Comboing your spells
At all times on a crusader you should be looking to chain your spells together as efficiently as possible. You should only be spamming Tend Wounds at all times, and otherwise looking to create combos. Here's a basic flow:

Is someone in YOUR GROUP in trouble?

  1. Cast holy symbol on you and your target. If you can’t do both, just you.
  2. Cast Illuminate now that you have the sick crit buff.

Are they still in trouble?

  1. Use any single target save spells you may get from your discs.
  2. Cast Miracle if multiple players are in trouble, or you can't target the endangered player.

The combos are basically the same when healing outside of your group. Just remember that Illuminate and Miracle only heal inside of your group.


Group Coordination
Try to coordinate miracle or other healing cooldowns with your partner healer in your group prior to combat. Who should ult first to save someone? Who is purging first? Who are you pocketing in your group, if at all? Working with your healing partner will make both of you more efficient and will keep your team alive a lot longer.

Positioning
This is where your combos and your personal skill can really shine. Since cleric was buffed to be able to equip plate you can do a lot of really excellent things with your positioning to otherwise mitigate damage. If you are playing a mail wearing cleric you can still apply these principles, but you should be far more conservative with your positioning overall.

Clerics benefit from the fact that almost all of their healing applies to them as effectively as it applies to their target. With that in mind, to be optimal in your cleric play you should be taking close to the same damage as you are dishing out in healing. This does not mean you should be making yourself an opportune focus target as you are very susceptible to sustained damage, but you should be trying to take a little heat off your friends.

Some practical applications of this concept are doing things like body blocking for your team. The easiest way to do that is to literally stand on top of the focus target of the enemy, making them miss hits on the focus target and instead hit you. The other way to do this is to put yourself in front of the enemy main damage dealer and just be annoying and block them. Any damage you mitigate this way and ultimately heal on yourself is damage you are preventing, while also annoying the enemy and making their job harder. The combination of putting your body on the line while also healing your team is what the crusader was built for, so go get it.

Experiment with your positioning and try to fight as much as you can so you can learn your limits and how to best play around the guild.

-----------------------

7. Final Thoughts

Cleric is sick.

Edited by galvia
New Patch 6.200
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Hey folks, I’ve gone ahead and updated my guide to reflect the class revamp in 6.200. The changes made to Crusader Cleric are pretty significant, and so I’ve restructured most of my guide to reflect t

Updated the thread title to match the current patch, no significant changes needed. As an FYI for folks I WILL update this guide when the 6.200 patch eventually gets to us and changes literally eve

Wow lots of good info here. that Galvia's pretty alright huh? 👌

4 hours ago, galvia said:

...

Bard
...
Bard provides:
20% move speed
10% PDM
100 AP/SP aura.
...

Beautiful guide, well done!   A noteworthy service to newcomers and vets alike!  Thank you!

I remembered +15% to in-combat movement speed when twisted, so I just double checked and confirmed it on Test -- D'Orion's Accelerando.

Look forward to seeing you and W in Dregs!

Cheers!

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Crusader is really in a solid spot. I'd like to see Arbiter get some major love, and Radical maybe a tweak or two.

Great post, I agree with a huge portion of it, and the parts I disagree with would simply be debates over builds and powers and discs - the stuff where disagreements are good signs for design.

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16 minutes ago, McTan said:

Great post, I agree with a huge portion of it, and the parts I disagree with would simply be debates over builds and powers and discs - the stuff where disagreements are good signs for design.

I totally agree!

Feel free to share any ideas you have in the thread. This is more of a "meta" post than a strict guide - so if you have something you'd like to share with the community feel free to add it here. I'm sure I'll be making updates as we get to actually test this stuff in the wild.

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4 hours ago, galvia said:

I totally agree!

Feel free to share any ideas you have in the thread. This is more of a "meta" post than a strict guide - so if you have something you'd like to share with the community feel free to add it here. I'm sure I'll be making updates as we get to actually test this stuff in the wild.

It's precisely for this reason that I do not have much to add. As a meta-guide, it's very solid. It'll be up to players to grow in the role and see how to flex it to their style and groups.

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@yianni I no longer consider a 20m dodge a strict advantage since normalizing dodges to be 10m/11s recharge and 20m/22s recharge. It is a good option and will get you further but ultimately 10m dodges will, in most situations, get you as much distance or allow you to dodge more in a moment where you are getting focused. It's a wash, and perhaps worse in a situation where a knight is on your ass.

--- 

Posted an update with new talent trees after some discussion and feedback from some Cleric gamers. The TL;DR of the change loses 30sp in favor of 100 resists and 2% anticrit. It's a minor adjustment but significant. - 30 SP is not that significant (roughly 3 healing at the base of the formula) for the increase in overall survivability.

It was also brought to my attention that the max mana talent also has some value in non-field surgeon builds. Consider that talent if you are running a more icecaller heavy composition or even heavy cleric composition and don't feel like you need field surgeon. 5.125's meta will likely require field surgeon but use your experience and judgement as things progress.

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22 minutes ago, galvia said:

@yianni I no longer consider a 20m dodge a strict advantage since normalizing dodges to be 10m/11s recharge and 20m/22s recharge. It is a good option and will get you further but ultimately 10m dodges will, in most situations, get you as much distance or allow you to dodge more in a moment where you are getting focused. It's a wash, and perhaps worse in a situation where a knight is on your ass.

--- 

Posted an update with new talent trees after some discussion and feedback from some Cleric gamers. The TL;DR of the change loses 30sp in favor of 100 resists and 2% anticrit. It's a minor adjustment but significant. - 30 SP is not that significant (roughly 3 healing at the base of the formula) for the increase in overall survivability.

It was also brought to my attention that the max mana talent also has some value in non-field surgeon builds. Consider that talent if you are running a more icecaller heavy composition or even heavy cleric composition and don't feel like you need field surgeon. 5.125's meta will likely require field surgeon but use your experience and judgement as things progress.

Well you used it as a pro for centaur that's why I mentioned it

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well done buds!

I would say though that i did find Half-giants very tanky in 5.10 and 5.11 and that the shields were valuable if timed well but stopped your animation so could be a liability.

Additionally, i would argue hard for blocking on all crusaders. 1st of all it is a decent top up heal and with support power/healing progression can be a powerful group heal in situations your timers are down. (the downside is that it hides your timers and reduces your R) 2nd it is an "oh sh!t" button still; many times i found that i get those 5 sin stack closed books or the blue glow before orbs of death and get a quick block up to block the otherwise unavoidable death. 

gear-

One thing that I would note too for newer players is that healing seems to scale from low powered to much higher power as the vessels/gear get opened up. Support power and healing % bonus scales extremely high towards late mid/end game crafting as does healing crit % and amount where you might think heals prior to that are under powered especially when compared to the Templar and Druid at lower levels (some of this has to do with abilities and major choices obviously but speaking in general)

playstyle - 

second is that newer players should keep inside their holy word for the bonus and keep illuminate up at every cool down to feed the resource of the group especially in extended fights.

Majors -

I really like friar for the group heal since it can self target and can target players outside your group

Naiad is great for newer players that can get easily lost trying to single target since it gives you a additional GT HOT...I have not played with it much since the patch but i did run it in 5.10 and other than being better much hasnt changed

 

just my 2 cents :)

 

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When allocating stat points, someone in my guild told me to go 100% into spirit. I read in the guide, however, to put points in Spirit first and Int second. My question is, do I go fully into Spirit, or do I split? If I split, how do I know how much to put into Spirit before putting points in Int?

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8 minutes ago, MXVI said:

When allocating stat points, someone in my guild told me to go 100% into spirit. I read in the guide, however, to put points in Spirit first and Int second. My question is, do I go fully into Spirit, or do I split? If I split, how do I know how much to put into Spirit before putting points in Int?

Max you Spirit. You won't have any points left over with your starter vessel for Int. You would only have enough points to spend on a second stat if you had a nice crafted vessel..

IhhQKY6.gif

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  • galvia changed the title to Crusader Cleric Meta in 6.200 (UPDATED 11/08/2020)

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