Following Guide as written by _Riffats_ 08/14/2008
This guide is intended to show people some basic templates for an Elf, Dwarf and Centaur priests, as well as simple and basic tips to play them that will help them become awesome priest players.
Elf.
I am posting this priest because it may be the only option for charter restrictions on the lore server, or if you just like elves.
Creation
*Healthy as an Ox,
As an Elf priest, and having the lowest con possible for any other race in the game, I decided to beef up as much con into my build as possible, because I’ll already be able to get very high Intelligence anyways. Though if you wanted to go pure Int. max heal build, you could take Brilliant mind,
which adds +10 Int. and +10 max Int. Or you could take Faith of Ages, a spirit rune that grants +10 Spirit and +10 maximum Spirit, for a pure Spirit build, which is uncommon, but not a terrible way to go, because Spirit raises the minimum end of your healing range, while Int. raises the maximum, Spirit also gives you more mana (and in effect, mana regen) per point. Also in this category are Heroes Strength andLightning Reflexes, the Strength and Dexterity runes respectively.
*Warlords Page,
Warlords page is one of the only decent apprentice runes. For a sacrifice of only 5 Dex and 5 Spirit, you get +10 to your base Con and +10 to your max con, at a cost of only 8 ability points.
Though if you, again, wanted a max Int. pure heal build, you could take Wizards Apprentice, which takes away 5 Con and 5 Spirit, you gain +10 Int. and max Int. And, for the Spirit build we talked about earlier, you could take Priests Acolyte, the apprentice version of Wizards apprentice, effecting spirit at a sacrifice of 5 Strength and 5 Int.
Some more runes you can take for a Defense based Bladeweaver priest, or a melee priest:
Taught by Master Thief, the Dexterity version of the Apprentice runes, or Blacksmiths Apprentice, the Strength version.
*Scion of the Gwardion (Elf Con rune) ,
As I stated above, my personal build takes this rune, Elves get to choose between 3 sub-race runes, Scion of the Gwaridorn (the lore of the green skinned Sea Elves, the Constitution version of the Sub-Race runes),
Scion of the Dar Khelegeur (the blue skinned High Ice Lords, this is the Int. version of the Sub-Race runes) and Scion of the ****hedilion (the Golden skinned forest elves, the Dexterity version of the Sub-Race runes). You could also skip this rune entirely and choose something like Tough as Nails (+200 HP +20% Health Regeneration, not a bad choice on any elf, as I will tell you in the next paragraph, I wish I had taken it on this build), or Tough Hide (+5 all 3 physical resistances, costs 12 ability points), or what ever else you want to build a priest that fits your play style, Elves do not get a Strength Sub-Race rune.
*Clever, now, about this, re-thinking it, I would have dropped clever for Tough as Nails, because 200 hp on an elf healer is huge. It doesn't effect your build at all if you opt for a 40 Int. instead of 35, just a few
more points out of spirit. Now, Clever is like a half version of Brilliant Mind, it gives you +5 minimum and maximum Con for a payment of 6 ability points, alternatively, you could take Agile, if you wanted a defense based Bladeweaver priest, True Faith if you wanted that Spirit build we were talking about earlier, or even, you could have taken Mighty, the Strength version of the mini stat runes for a melee priest.
In-game I took:
*Legendary Con. You will only be able to take this rune it you have 85 base constitution and step up all the way from 5-10-15-20-25-30. Something you might want to keep in mind when deciding on going a high Int. build is how much Con you have base, if you don’t have at least 85 Con, you will not be able to apply any Con runes, and even then, if its this low, you will have to use all other size runes before the sizeyou want to “Step Up” to it.
*Legendary Int. Depending on how high your Intelligence is to begin with, you may or may not want to apply this big of an intelligence rune, I decided to on my priest, because with my build, I have enough Mana regeneration to overcome the obstacle of lower Spirit. If you wanted to opt for more 4/4/2 gear and give up the mana regeneration that Bellagh Nuathal gives, you could apply a lower Int. rune, like +20 or +15.
*Commander, I took commander over sanctifier simply because of use of opportunity, sanctifier becomes useless, because ANY healer can remove deathshroud before the person who died even respawns, simply by succering their grave before said person respawns. and as for the building heal that sanctifier gives, its too much of a point sink (20) for a char that has many other things it needs to train, when any other char can simple bot and be used for buffing/summoning/building healing etc. Alternatively, if you wanted to make a utility priest, not necessarily used in combat (Primarily used for buffs, summoning, bucket healing) you can apply Sanctifier and train up the building heal it gives, you also might want to go all Int. and Strength with this version, so you can carry a lot of siege equipment/water buckets, and not worry so much about your Constitution because you’re not supposed to be fighting anyways), you can also take Darksworn if you feel you would like to try a Health Drain, if you want more offense on your priest, say if
you are making a dagger chucking proccing elf bladeweaver priest.
Stats:
*135 Con.
*160 Int.
*Rest into spirit.
Commander becomes 1000% better because of the group stun break with a 30 second recast timer and the command siege engine.
Powers:
*GM Grasp of the All-Father (Single target Root) , not everyone has the points to train this, if you do, do it, it’s a 60 second root, and the recast is lowered as you train it, it becomes only 10 seconds at GM.
*GM Divine Recovery (Single target HoT) , one of the main heals on a priest, spammable if you are shadowmantled, because the first tick always heals.
*GM Tend the Wounded (Main single target Heal) , the main single target heal of a priest, its received love recently and is now a much shorter cast time and heals anywhere from 400-1200 depending on Int./Spirit.
*8 points into Sacred Healing (Single target % heal) , I only trained this to 8 to unlock the group % heal, if you wanted to GM it, it wouldn’t be a horrible idea, at 8 points its about a 32% heal (of maximum health), at GM it becomes a 54% (of maximum health) heal.
*8 points into Sacred Rejuvenation (Single Target stam % heal) , same reason as the other % heal.
*GM Sanction (Single target 15 second stun) , invaluable to any priest, even to just keep yourself stun immune, at GM it grants 45 seconds, but be careful, when you use this on your enemy, if you don’t wait at least 45 seconds between usage, you will refresh their stun immunity and that could mean the difference between life and death of your enemy.
*1 point Benediction of Healing, at 1 point this is a 32% GROUP heal, a good burst of heal that could save your entire group, at GM this is a group 54% heal, if used at the right opportunity, it could turn the tide of
any fight, if you can find the points to GM this of course. If not, it is still just as useful at 1.
*1 point Benediction of Rejuvenation, the group version of Sacred Rejuvenation, use this towards the end of a fight or as your warriors are running low on stamina, also helpful if your group needs to escape from
battle and they are out of stam, at 1 train, this is 32% and, like Benediction of Healing, its 54% at GM.
*GM Incantation of Renunciation, in my opinion the single most important tool a priest has, this will remove any debuff, from weapon exposes, to magical resistance debuffs, shadowmantle, stat debuffs, the list goes on. One of the only things it doesn’t dispel is blind, as it is not flagged as a debuff. At GM, this is instant cast with instant recast, costs 100 mana so be careful, but spammable if you need to.
*1 point Psalm of Sanction, the ranged AoE version of Sanction, most of the times you don’t want to give a whole group of your enemies stun immunity if you are running a melee group, but if you are running with an AoE caster group, I strongly recommend GM’ing this, at GM it’s a 12 second AoE stun, perfect for unleashing several volleys of AoE damage into your opponent before they can even have a chance to cast a heal. In melee groups this is fine at 1 train, or even take your Theurgy down to 90% and untrain it
completely.
*GM (eventually) Prayer of Recovery, the group Heal over Time, very expensive early on, train it slowly, this is an extremely powerful heal that grants everyone in your group 30 seconds of auto healing every 5
seconds. You could drop this for more points if you’re making a hybrid bladeweaver or melee priest.
Skills:
*Benediction 69% (For Summon) , this skill unlocks your buffes, you will want this at 115% if you plan on GM’ing your group buffs (which give +60 to Con, Dex and Str for 10000 seconds.
*Restoration 148% (Will go higher or lower depending on what I decide at level 75) , this skill determines how much your heals will do, higher the better, its also tied to your Int. the higher your Int is, the higher you can train this.
*Block 140%, your passive defense, without this you are completely open to attack by melees, keep this in mind if you want to make a melee priest, you are giving up your only passive defense if you don’t wear a shield.
*Theurgy 97% (To unlock the AoE stun) , this is the skill your Stuns are based off, the higher this is, the more ATR you will have, some people bring this up to 120 for superior ATR on their stuns to hit most rogues.
*Medium Armor 100%, you can keep it here for access to 100% medium armor, or you can gold it for a high defense build, you get slightly higher defense if you go LA, however, but you sacrifice superior melee resists.
At level 64 with Concoction potion and lowest rank Elf boon I have:
*3219 HP
*372 stam
*1250 mana
Tend the Wounded heals for 606-1287
Divine Recovery heals for 160-353
Prayer of Recovery heals for 167-345 (not even GM yet)
here is a Screen shot of everything laid out for easier reference:
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Dwarf
The thing I like best about Dwarves, is the general easymode the represent in any fight, high resists, huge HP plus access to the thoughness skill makes them invaluable to any meat group.
The trains and powers I have are all explained in the Elf version of this guide, I build each of my priests for generally 1 purpose, so all of my opinions and views are stated above.
Creation:
*Wizards Apprentice
*Brilliant mind
In my opinion, unless you are making something spirit based, this is the only way to go for Dwarves.
In-game:
*Commander
*Legendary Con. (35)
*Incredible Int. (20)
*Commander
*Clandwarden
Stats:
*160 Con.
*110 Int.
*Rest into Spirit.
Powers/skills:
*GM Grasp of the All-Father
*GM Divine Recovery
*GM Tend the Wounded
*8 points into Sacred Healing
*8 points into Sacred Rejuvenation
*GM Sanction
*1 point Benediction of Healing
*1 point Benediction of Rejuvenation
*GM Incantation of Renunciation
*1 point Psalm of Sanction
*GM (eventually) Prayer of Recovery
*Benediction 69%
*Toughness 116% (Extra points)
*Restoration 121%
*Block 120%
*Theurgy 97%
*Medium Armor 100%
At level 75 with a Concoction potion and lowest rank Dwarf boon Lapis of Power necklace, Ivory of Shaper rings and Lapis of Shaper scepter, I have:
*5097 HP
*433 Stamina
*1666 Mana
I don’t list the resistances because they will change depending on the gear you use, I opt for the Bellagh Nuathal Healer MA.
Screenshot:
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Centaur:
Centaur is a good choice for mobility, faster than any of the other available priests, they can get decent HP, healing power, and speed.
Creation:
*Healthy as an Ox
*Wizard’s Apprentice
*Brilliant mind
In-game:
*Commander
*Legendary Con.
*Plenty of points left over, can dump into spirit, or add an int rune (preferable, and I would have, but I
couldn’t find or afford one at the time)
Stats:
*140 Con.
*110 Int.
*Rest into Spirit if you don’t apply an int. rune.
Powers/Skills
*20 Blessed Mending
*GM Grasp of the All-Father
*GM Prayer of Mending
*GM Divine Recovery
*GM Tend the Wounded
*8 points into Sacred Healing
*8 points into Sacred Rejuvenation
*GM Sanction
*1 point Benediction of Healing
*1 point Benediction of Rejuvenation
*GM Incantation of Renunciation
*1 point Psalm of Sanction
*GM (eventually) Prayer of Recovery (Not shown in screenshot, but its there)
*Benediction 69%
*Hammer 25%
*Restoration 121%
*Block 130%
*Medium Armor 100%
*Theurgy 97%
Screenshot:
[You must be registered and logged in to see this link.]FAQ and Facts about Trains and Equipment
I’ve been asked many times about my choice in jewelry and armor types, I will explain this in this small mini-section.
*Jewels:
One thing to keep in mind about jewelry is the current balance between Meat vs. Casters that the game is favoring at the time. Since there are potentially game changing patches every few months, the game will lean towards the favor of Casters or Meat. Currently, it is in the balance of Meat, so I opt for double stat jewelry. One could argue that there are still quite a few casters, even if they are not used as widely as meat, and those individuals would opt for more Resist based jewelry. Such a thing can be easily accomplished by choosing a Charmed prefix on your necklace, or simply adding resists Suffixes to your jewelry (resist suffixes top at 15%, but you will not have to sacrifice your regen that a Stat prefix would provide, example: Lapis of Divine Shadow would be +10 intelligence +30 mana regen +15 holy resistance).
If the game were in favor of casters, then you’d need to identify which casters would bring you more trouble, like Necromancers, or Warlocks, who’s damage types are not as easy to resist as say, Lightning, Fire, or Cold (which you can get 70% resistance to simply by adding a bard to your group with GM Song of Spring and adding a Charmed prefix to your necklace), and adapt accordingly. In this situation, it’s best to have a few sets of different resist types in your bank, and apply them at your convenience.
*Armor:
I am also often questioned about my choice in armor, I personally wear the Bellagh Nuathal set (a healer only “Vorgrim” type medium armor) which has poor resists on most of the pieces, but others have different stats that are useful, like additional mana and mana regen. Obviously this is not a very “Resist efficient” set of armor. Some alternatives to this would be the common favorite: 4 crush 4 pierce 2 slash (resist) Sacrosanct Armor Legs/Arms, 4 pierce 4 slash 15% Windlord Boots, 4 slash 4 pierce 2 slash
Gloves, Bellagh Nuathal Healer Helm (which has a total of 5.2% slash/crush/pierce resist, +10 Benediction +10 Restoration +100 mana +25% mana regen, a superb helm that is a MUST for all medium armor
wearing healer base characters.) and either a 4 crush 4 pierce 2 slash Sacrosanct Chest, or the Bellagh Nuathal Healer chest (which is +10 Benediction +10 restoration +4 crush and +4 pierce resist).
Lets not forget our shield, there are many options you can do here, you could add any number of resists to the prefix, and even damage shields to the suffix, though the most common set of stats for a shield is [Resist, the users preference] Prefix and “of defense” (+3 passive defense increase) Suffix.
Another option for shield is, of course, the Healer Shield, the stats of which are: +32.5% block chance (2.5% higher than any other shield, with the exception of the Vorg Fighter Shield) +10 Benediction +10 restoration +3
passive defense.
I’ve even seen (and been known to use) +8 (or +9) defense gear, if you are making some sort of hybrid stance dancing defense based priest, funny at first, but quickly turns from a laughing matter once the 1400 ATR Dwarf warriors aren’t able to hit your 2000+ defense.
Another set of Suffixes you could use for your gear instead of +2 resist, is +40 (or +45, if you want to use expansion resources) health, an example would be: Truewoven Sacrosanct Gloves of the Lion (or of Thurin), not a horrible way to go if you are playing a low health priest (like an Elf, or the hybrid def based stance dancer).
Now for the Facts about Trains, these vary a LOT from priest to priest, for instance, Restoration increases your healing power while Block increases your passive defense and for Dwarves, Toughness increases your HP. Without an equal (or reasonable) balance of these, you stray towards the ugly sidelines of inefficiency.
The best way to build your priest, is to take your skills (Benediction excluded if you aren’t training buffs, and with the Concoction potions, this is unadvised for all of today’s Priests) to 120% or so, and leave them until you are a higher level, train the powers you want, then slowly increase or decrease the %s of each skill.
An example of this would be: 120% Theurgy, 120% Restoration, 120% Block, 120% Toughness, you could take your Theurgy down from 120 to 97% (just enough for AoE stun), decrease toughness to 110% or 100%, and spend those trains on higher restoration, block, or other powers that you’ve undoubtedly been unable to train if you increased all 4 of those skills to 120% initially.
If you find yourself not using the AoE stun very often, you could decrease theurgy down to 90%, and train Blessed mending up to 20 (enough to unlock the Group Heal) and either leave the group heal at 1 train for a nice kicker picker upper, or train it to 20 or 40 for a very nice almost 900 point heal.
General game-play tips
Now pay attention closely to this next part.
*First, some basic tips to playing a priest that I mentioned earlier, first and foremost is, KEEPING YOURSELF STUN IMMUNE. before every engagement, take 7 seconds and cast Divine Condemnation on yourself, it is a 5 second stun, once it wears off, cast Sanction on yourself, thus giving you 45 sstun immunity, run in behind the group, Sanction yourself again, cast group hot, etc, every 15 or so seconds, you should be casting Sanction on yourself, this needs to become second nature to you, doing it so often gives you room for error incase your stun misses and your stun immune keeps dwindling. You can
practice this by simply following these steps in every battle, and eventually you will do it without thinking.
*Next, the group window is your BEST friend. use the button that looks like a Tree and make your group list bigger, if you have meekskin (recommended) you can stretch this and fit it on a whole side (or what ever size you perfer) of your screen, this way, as soon as someone takes damage, you will know it, simply click on their name and heal them, this works best if you coordinate with the other priests in your group and choose one of you to constantly keep up the Group Heal over Time, while the other single target heals the other support, and of course both of you using Tend the Wounded on a target. This does not mean that the other priest can't cast his Group heal over time when he has a free moment, and the other priest is not restricted from casting the single HoT, its merely meant as a diffusion of responsibility between the
priests so they aren't stacking group hots and single hots on the same target (which is useless). and remember, KEEP YOURSELF STUN IMMUNE
*Next again, make sure you do not get tunnel vision with your priest and are only staring at the group window, you need to keep your eyes OPEN and see who is chasing you, who is being chased, who outside your group needs heals, if you are at a bane, and there are 3 groups, you need to keep your eyes peeled for the other support in the other groups, make a predetermined direction for everyone to run if they take damage EVERYONE needs to remember NOT to run so far away from your priests that you can't get
healed, run in this direction and then run WIDE circles around the group so their stationary melees can't just stand in one place and hit you (like minotaur polearm warriors), assume this is north, direct your camera north, so you are always looking in this direction, pay attention to everyone who runs this way and heal them (enemies excluded)
*Also, this goes for everyone, not just priests, if you are being targeted by multiple enemies, DO NOT just stand there and let them kill you, RUN in the predetermined direction and call for heals, if you are shadowmantled, say how many debuffs are in front of it, assuming you are shadowmantled (which appears more toward the right of your effects bar and looks like a pale, shrouded heart) and you have other negative effects to the LEFT of the shadowmantle, that is how many debuffs you have and need dispelled,
say you have enfeeblement and weakening cast on you, as well as a shadowmantle, there are 5 debuffs on your effects bar, you will need 5 dispels, call for them, and all the priests will see you running in the
direction that was decided before the fight started, and maybe 2 dispels from each priest will make you fine again, this leads me to my next tip.
*Priests, you have a dispel debuff, it is instant cast and instant recast, USE THIS, people who have shadowmantle are NOT condemned to die, listen to people in vent (or who are shouting in /nation) who call the direction they are running and how many dispels/heals they need. If they have tons of people
chasing them, priests need to look at this, and ROOT the enemies that are chasing them, enough roots will stop all damage completely and your guild mate will get away safely.
*If you are debuffed and targeted beyond help, and simply running in a direction won't save you, HAUL [censored] in a strait line away from battle, string out those who are following you, you may die, but you
will scatter the enemy in the process. Running in a strait line is a last resort, sure, you need to run in that direction, but as I said earlier, run in that direction so that you are clearly visible by your other priests, but
then run around obstacles to try to hang up the enemies chasing you, this includes trees, bulwarks, siege tents, the banestone, just make sure you are still within line of sight of the other priests.
*Another note about being shadowmantled, while the other priests are dispelling, you could take it upon yourself to SPAM the single target heal over time on your mate, they may be shadowmantled, but the first tick of this HoT will still tick through, a 250 point heal could be a life saver if it includes the other priests working to dispel the shadowmantle, then after which, tend the wounded can be used, saving your comrades life.
* * * Again, remember to keep yourself STUN IMMUNE! * * *
*This next part is kind of a sixth sense, if you see one of your members get stunned/rooted, don't wait for them to call it, simply use your dispel debuff to rid them of this burden, its simple, its quick, it clears up vent chatter, and it could make or break a fight. Commander also comes in useful here, if you are in a stack fight, and your group gets AoE stunned (except you naturally, because you're keeping yourself stun immune, right?!) hit your commander stun break, simple and easy, everyones fine again, an easy hotkey to use is the space bar for this power.
*When ever you are in a fight, and are required to be stationary (like if you are in a stack fight (when your entire force stands in one tight and compact stack to prevent the enemy from targeting you or your group members), or you are in some tactically beneficial location where you will be standing and delivering your heals), switch into walk mode. When in walk mode, you will regen your mana during the casting of all heals and other spells, for some low spirit builds this will make the difference between enough mana, and seconds of no mana. You need to be quick to switch back into run mode once you get targeted or your group needs to move the stack, because if you are left behind because you are much slower while walking, it makes you a
potentially easy target.
*Also, simple hotkey combinations for your heals/stuns/roots, this is primarily based on the left side of your keyboard. I will try to draw a diagram using the onscreen keyboard for easy reference.
I will explain these.
W , yes its useful for /who, but that can be easily changed to TAB, which is a useless key to be used as a hotkey anyways because it fizzles most of the time, for reasons unknown to me, anyways, W (for me at least) is my Dispel Debuff, when in combination with the rest of my hotkeys that I will explain in a moment, it proves to be most efficient and in easy reach. (I press this hotkey with my index finger)
Q , I use this for my root, if you are new to this layout of hotkeys, make sure you don't get Q and W mixed up or you might root or dispel someone you don't mean to. (I also press this hotkey with my index finger)
A , I use this for my single target Stun. also very easy to reach and in close quick distance from my Root, also easy to use when I need to keep my self STUN IMMUNE. (Again, I tilt my hand to the side, and hit this
key with my index finger.)
X , I use this for my AoE stun, a quick tap and you're good to go, easy to find quickly once you get your hand positioned correctly over the general web of hotkeys you will be using. (And again, move your hand
slightly down and tilt it, I hit this key with my index finger)
`(~) , I use this for my Tend the Wounded, easiest key to find on the keyboard, and used as a guide for the rest of your hotkeys, if you are otherwise unable to take a quick glance at your keyboard. (my ring
finger rests on this key 90% of the time, quick taps of this with your index finger ready to use the dispel debuff or a root/stun)
1 , I use this for my Single target Heal over Time. Often the heal I use directly after Tend the Wounded. (I use my middle finger for this key, for the same reason above, it can be used in quick succession withgroup HoT and tend the wounded)
2 , I use this for my Group Heal over Time. again, with your index finger on this, its easy to find and use. (Index finger for this key again, easy to switch back and forth between this and all the other index-keys)
3, Assuming you train blessed mending high enough for Group Heal (Prayer of Mending), on my template I didn't but if you are running with a caster group, its a simple matter of point allocation to acquire this heal, not needed for meat vs meat fights. (I also use my index finger to press this hotkey, for the same reasons as above)
* An alternative to using W as your dispel debuff (if you are that unwilling to give up your /who hotkey (which can be used by simply typing /who anyways)) you can use the number 4, its a simple matter of adjusting your hand positioning for this layout instead. Though I find it uncomftorble to stretch across the keyboard this far, which sounds lame, but can be somewhat dampering on your priesting abilities because if you need to spam your dispel, you would be more opt to lift your hand completely off the layout to spam this faster.
* More things to consider when escaping enemies, if there is a bard rooting you, use any obstacles around you to your advantage, one huge thing to consider is the bards Irresistible Dance, there is a split second lag between noticing the effects of the root on you, before actually being rooted, if you see this being put on you while you are sprinting, and there is a horde of enemies behind you, it will actually create a clientside line of sight obstacle, you will appear slightly farther away from where you are actually rooted, and ifyou have tons of unarmed enemies or short ranged dagger users, they will not be able to hit you, because the client wants you to stand next to where you see your enemy as, but the server won't let them because
you are not actually there. Its cheap, but it works.
* Assuming you are keeping yourself stun immune (which, if you are stunned on a priest, is almost as laughable as being stunned on an assassin) you can not worry about this and get away from a fight to summon your guild members back.
* Final notes, I can't stress enough the importance of keeping yourself stun immune, but use your roots often, keep your eyes peeled for people needing dispels, and do what you can to keep your group members alive.
~END
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