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Healing Cleric Meta in 6.510 (UPDATED 04/16/2021)


galvia
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Hey folks, I’ve gone ahead and updated my guide to reflect all of the changes to Cleric up to 6.510. The changes made to 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, I've overhauled the guide to also highlight Arbiter Cleric gameplay tips and provided a little less guidance on disc selections. The game has changed in a big way to make more things viable, so I've tried to express that below.

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


Guide Changelog:

Edited 04/16/2021
- Gave a much needed overhaul to the entire guide, catching things up on over 6 months of changes. Most of the tips were relevant, but a little dated.
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
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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 healing cleric or someone new to the class:

  • All of the cleric races are pretty good. Take the one you like the most.
  • Spec into all of your healing stats, grab some defensive stuff, and don't forget the auras.
  • SP > Healing Bonus > CHC = CHA > HP > Stam
  • There are a TON of disc options through domains that are good now. I like Pixie + Friar for most raw healing setups.
  • On Crusader spam Tend Wounds, cast Holy Symbol and get the buff before you press your other buttons unless it is an emergency. On Arbiter spam ALL of your buttons aside from ult.
  • 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.
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TABLE OF CONTENTS

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

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1. Crusader vs Arbiter

Choosing between Crusader and Arbiter is a bit tough currently, as both promotions bring a lot to the table. New Cleric players should take some time to try out both specs, but I’ll try to give a short TL;DR on their themes.

Crusader

Pros

  • Tons of throughput, the best in the game for raw HP/s.
  • Access to lots of quality healing discs and buff discs, very versatile.
  • Very good in large fights.

Cons

  • Squishy in comparison to Arbiter.
  • Suffers under pressure.

Pick Crusader if you want to be the typical soft healer character that heals for a ton, but needs help to win.

Arbiter

Pros

  • Still very high throughput, and increases the healing potential of other healers in your group.
  • Relies heavily on HoTs in comparison to Crusader, leading to spammy and consistent healing.
  • The utility it brings is very strong in smaller fights.

Cons

  • Doesn’t heal well out of group.
  • Needs to get into the thick of a fight to be most efficient, which can lead to deaths.

Pick Arbiter if you want to be a very annoying and strong healer for your group, if you are focusing on smaller scale content, or want to reduce healing skill requirements while INCREASING your playmaking potential with your other spells.

2. Talent Builds
Talent builds for Cleric are very versatile in this patch, with no exact spec being the “best”, with a number of flexible options based on your playstyle. To start, I’m going to share the “critical” path for each healing focused Cleric to go down, I’ll then focus in on the talents that are flexible in the builds and what you may want to consider.

The Critical Path

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These first 7 talents are required for every single healing cleric. This gives you all of your class based heals, all of the good talents for throughput, and Noble Purpose which solves mana issues while healing. The only talent here that is sort of flexible is the Holy Aura talent (+Max HP Aura for Team), you can spec out of this if you know your healing partner in your group will be taking this specific buff. If you can’t guarantee to have this buff in group, you should take this talent.

From here, if you are a confident Cleric player you can branch out into a promotion of your choice and talents that suit your playstyle. I’m going to post an example Crusader spec and Arbiter spec, and then highlight the optional nodes.

Light Domain Crusader - The Chain Healer

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This Crusader build specs into the light domain and takes the Pixie and Sun Worshipper disciplines, leaning into spammable chain healing spells and buffing those chain heals while also grabbing the best debuff cleanse in the game. This build leans into the main healer mindset that this class performs so well in.

Nature Domain Arbiter - The Stand Your Ground Healer

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This Arbiter build specs into the nature domain and takes Lord of the Forest and Forest Creature as well as the Fortified Stakes minor disc to lean into a “stand your ground” type of playstyle, where you place protective auras and debuffs around your group to keep them alive and healthy, while you spam Pixie Dust to keep the healing flowing and Wee-One to debuff your enemies damage output.

---

In each of these builds you have two talent points that are flexible. I’m going to highlight each of the useful talents you can take below, which you can decide for yourself on what you want to take. If you aren’t sure what to take, I typically default to recommending Circle of Life and Hand of the Gods as it gives you more CC utility, and also an AOE rez to help recover your team - useful almost all the time.

Strength in Numbers

 

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Really good if you plan on blocking a lot and receiving damage. Doesn't perform that well due to it basing healing off of your actual damage taken post mitigations, but does add some extra HP/s.

Circle of Life

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AOE Rez on a 10m cooldown. Put this on your melee tray and only use it when you are trying to clutch save your team or to keep moving after a won fight with some losses.

Divine Presence

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This talent provides you with a nice spammable damage buff and damage reduction buff for your team. It lasts a total of 18s despite the confusing tooltip provided your team is near you when you use it.

Note - You must take the circle of life talent to access this node.

Hand of the Gods

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Really nice, massive AOE root that will help you win fights. Not much to say here - quality utility spell.

I don't really recommend the minor disc slot or the other talents you could theoretically access here. If you have some build or group spec that values them, more power to you! They are beyond the scope of this guide.

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

3. Stat Priority
Healing Cleric has a very simple stat priority list.

  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. It is a flat additive to your raw healing and is the easiest way to increase your healing output until higher gear levels.

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 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
Healing bonus will improve your overall healing by a percentage which is extremely valuable on all healers. You can find healing bonus on Mail or Leather armor, and by pumping your intelligence - but otherwise there is very little available to Clerics outside of your raw intelligence stat. Try to find as much of this as you can.

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 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. If you are an arbiter, you will want to find a Crusader friend or try to get this on crafted gear.


For Crusaders, 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, SPR 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. On Arbiter, consider pumping CON with your spare points after you max SPR, but even Crusader benefits from the extra health. Tough choice, but if you are playing in a larger group you may be able to get away with having less overall health.

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4. Gear
Most of your gear choices are not interesting in Crowfall currently. 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 - until you start to near the 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 6.510 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 Arbiter 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.

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5. 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 cleric 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.

In previous patches, I hated Elken for Cleric. In 6.510 I actually put a lot of stock into the Elken Charge power - making this a strong choice in my eyes. Retaliates got nerfed in this patch, and so having access to mobility will increase your survivability by a lot if you use it effectively.

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 cleric 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 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.


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 a great Cleric choice. 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. Strongly recommend this for Arbiter as it gets so much +PHM from it's healing, which combos well with their passive.

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. Pick what you like!

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6. 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 the Crowcaine Wiki or the Crowpedia in game (bottom right of the Talents Page) to look through all of the discs.

In previous iterations of this guide I would recommend different majors or minors to pick from, but at this point the choices you make are less simple. Many of the discs have been improved, and there is an argument for most of them depending on your playstyle. 

In the Talents section above I selected minors and majors for the builds I suggested, you can base your choices off of them if you’d like specific recommendations. Experiment around with different build ideas on the TEST server to try out different disc combinations and playstyles.

For Crusader, go Pixie, Sun Worshipper, God’s Reach and Toughness.
For Arbiter, go Lord of the Forest, Forest Creature, Gods Reach and Fortified Stakes.


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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 (and it is optimal on Arbiter), 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:
If you are a Crusader, cast holy symbol, step into it, spam your other spells, body block as much as you can, win. Prioritize your group first.

If you are an Arbiter, cast Pixie Dust on as many people as possible, spam your spells, body block as much as you can and win. Spam your debuffs and knock downs on focused targets and groups of players.

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.
(Note: Arbiter’s Tend Wounds lasts 2x as long, and provides a PHM buff for half of it’s duration. This is your best heal, spread it).

Holy Symbol: Spammable AoE chain heal with good throughput. Maintenance heal, combo piece, group healing.
(Note: Arbiter’s Holy Symbol knocks down enemies. Try to place this to heal your friends, but also knock down your enemies.)

Illuminate: Large group heal + HoT + resource regen. Save and combo this heal with Holy Symbol on Crusader, and on Arbiter spam this thing off cooldown as it improves PHM and doesn’t heal as much for you.

Blessed Protection: Group wide barrier for group members. Spam this. Crusader only.

Spiritual Presence: Pulsing AOE heal, damnation DOT for enemies, and exhaustion debuff for enemies. Spam this. Arbiter only.

Miracle (Ultimate): Massive group heal + PDM + 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. 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 Cleric 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 6.510
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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 Healing Cleric Meta in 6.510 (UPDATED 04/16/2021)
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