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    Cleric Guide to KQs

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    Daevor
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    Cleric Guide to KQs Empty Cleric Guide to KQs

    Post by Daevor Fri Mar 20, 2009 6:29 am

    Well, since the topic has come up alot recently,
    and I can only but agree that many of the newer generation of clerics
    (how do I put this nicely?) need some guidance, I decided to make this
    thread.

    Now my main is a 7x cleric, and I have an archer and mage at 2x, and my wife has a 6x fighter, so I know most sides of the story

    Also,
    this is aimed at clerics in Slime/Mara/Gold Hill KQ's. Posts 2~7 will
    refer to Robo, Honeying, MD, Spider, KKP and Gordon KQ's, respectively.

    First off, to those high level players with a cleric main who are now starting to play alts, here's what you can do to help:

    As soon as the KQ starts, shout the following (have it pre-typed out in notepad or something so you can just copy-and-paste it):

    /s As a 7x cleric main, allow me to say the following:
    /s Clerics who don't heal fellow kq members = bad cleric
    /s Clerics who don't heal party members = fail cleric
    /s Clerics who don't rez = fail cleric
    /s Clerics who mission off on their own = fail cleric
    /s Clerics who clank when a fighter is available to do so = fail cleric
    /s Clerics who keep their party members alive = fantastic cleric

    /s For a Cleric guide to KQs, go to http://fiesta.omgforum.net/guides-f4/cleric-kq-guide-t54.htm

    Well,
    some clerics might not like you because of that, but the message will
    sink in. (Suggestions to rephrasing the above are most welcome).

    Okay, those 6 statements cover most of being a great cleric in kq. Now for the finer details.

    Getting to the Boss


    Keep your party members close to you.
    Sure, heal has an 18 metre range (I think), but sometimes some party
    members run way ahead of everyone else. If this happens, tell them in
    party chat to stay close, else you can't heal them. If they insist on
    missioning off on their own, they do so knowing they're likely not to
    get heals from you.

    Gauge the damage your party members take quickly.
    Sometimes you have a high-level mage/archer with a 9 weapon that's just
    stealing the aggro off the tanks, or sometimes you have the main tank
    in your party. YOU NEED TO HEAL THEM. I don't care about "I play the
    way I want to." That you can do when you solo, no-one cares how you
    play then. But when you're in a KQ party, you are required to use your
    skills to the maximum benefit of the party, and the cleric does this
    best BY KEEPING PARTY MEMBERS ALIVE. Oops, I'm going slightly off the
    point here. Sorry.

    Use the F# keys. No, I'm not
    swearing here! The F1-F5 keys will each switch your focus to a
    different party member (i.e. you don't have to 'click' on someone in
    your party to focus on them ): F1 focuses on yourself, F2 focuses on
    the first person in your party (as the party members are listed on the
    top left of the screen). This usually saves a lot of time when multiple
    party members require healing and you need to switch between them
    quickly.

    If someone dies, it's your fault.
    Well,
    not always. Sometimes they just ended up with too much aggro (or they
    missioned off on their own), but mostly it's because you didn't heal
    them. DON'T LET THIS HAPPEN.

    Fighting the boss

    Stay away from the boss.
    That's right. Many of the bosses have an AoE stun, and if you want to
    be a hero and heal your party members while attacking the boss (even
    though you don't have the aggro), you will get stunned at some point,
    and who is going to heal you and your party members then?

    Invince the squishies.
    If the tank loses the aggro, chances are the boss is going after a dd
    (archer/mage). Try to see as quickly as possible who the boss is after,
    and cast invince on that player. Without an endure buff, most squishies
    are killed in 1 hit by the kq boss. Your invince will usually give the
    tank enough time to regain aggro, and if not, you've done your best and
    that's all that can be asked of you.

    Stay away from the dd's. Also,
    if possible, try to get the dd's to spread out. If the boss goes after
    a dd, the first attack s/he does is usually an AoE attack, and you
    don't want anyone taking hits unnecessarily. Also, you're likely to get
    stunned with the AoE attack, and will then be temporarily incapable of
    healing yourself and your party members. Also, if the dd's are spread
    out, it's easy to see which dd you need to invince if the tanker loses
    the aggro. I actually can't stress this point enough, so I'm just going
    to say it again: STAY AWAY FROM THE DD's.

    If someone dies, rez them as soon as it's safe to do so.
    The tanker in your party may have alot of mobs on him/her, or may be
    tanking the boss. If so, you do not have the time to cast rez, so then
    there are three options, in order of preference:
    1. Someone else should rez them.
    2. Cast invince on the tanker, and then cast rez on the fallen comrade.
    3. The person will have to use a heart.

    If the boss goes on a rampage and there are dead bodies everywhere, rez the clerics first.
    (Thanks to Calrais for this bit of advice) The clerics you rez can then
    help to rez other players, hopefully before too many hearts are lost.

    When Mara/Marlone is being pulled, stay off the stairs. (Thanks
    to FennecFox for this bit of advice) Only the puller (an archer or
    mage) needs to go up the stairs. Everyone else should stay at the
    bottom in the boat. As the puller comes back with the boss, the fighter
    should sneering kick/mock the boss off the puller.
    side note: the
    real Mara has a blue marking on her hat (the fake ones have red
    markings), and the real Marlone has horns on his head.

    Okay,
    that's all I have time for right now. Perhaps you guys can refer
    low-level clerics to this thread? I don't know, I'm just trying to help.

    All suggestions are most welcome.

    Daevor, The Devoted.


    Last edited by Daevor on Fri Mar 20, 2009 6:41 am; edited 2 times in total
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    Daevor
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    Cleric Guide to KQs Empty Robo KQ

    Post by Daevor Fri Mar 20, 2009 6:30 am

    {reserved}


    Last edited by Daevor on Fri Mar 20, 2009 6:33 am; edited 1 time in total
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    Daevor
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    Cleric Guide to KQs Empty Honeying KQ

    Post by Daevor Fri Mar 20, 2009 6:30 am

    {reserved}


    Last edited by Daevor on Fri Mar 20, 2009 6:33 am; edited 1 time in total
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    Cleric Guide to KQs Empty MD KQ

    Post by Daevor Fri Mar 20, 2009 6:30 am

    Here are some tips for fighting Robo and GGK. I'll add a "fighting the boss" section later.

    Most
    of the tips mentioned in the first post is applicable to MD kq as well.
    There are, however, a few additions/exceptions, as follows:

    Getting to the Boss

    When pulling robo, form a heal-chain. One puller with 1 or 2 clerics backing
    up the puller is not good enough. The supporting clerics always get
    attacked by the spawns, and then they start healing themselves instead
    of the puller, leaving the puller fend for him/herself.
    Instead, form a cleric-chain, from a safety point out of the mobs' reach, all
    the way to Robo (you need about 3 clerics for this, but the more the
    merrier). Each cleric heals the one in front of him/her, and the
    foremost cleric heals the puller. Do NOT cast heal on yourself, and do
    not stop healing the player in front of you, else the chain will
    deteriorate and the puller will be left to deal with Robo and some mobs
    without any help. If you can switch focus quickly enough (use the F#
    keys), cast rejuve on yourself and use pots/stones if the cleric behind
    you in the chain is not healing you.

    Stand in the safety spot when fighting GGK. When fighting GGK, his damage output is not enough
    that you have to restrict yourself to only healing the tank. By all
    means throw your hammer/mace around, but stand directly behind GGK, or
    you'll unnecessarily be taking damage too.

    Fighting the Boss

    To clank or not to clank; that is the question. There has been much
    controversy about clerics tanking the boss. Firstly, let me say that
    obviously it can be done. However, there are certain specific
    circumstances under which it should be done. When should you not clank
    MD?
    1. Obviously if you get 1-hit killed by MD, you should not clank him
    2. If you're the only cleric in your party, give priority to keeping your party alive.
    3.
    If there are at least 2 other players (fighters/archers/mages) able and
    willing to tank, then the success chance is increased if you let them
    tank and heal them.
    4. If there are few clerics in the kq, you can
    not afford to risk yourself: if you die, the few other clerics may be
    too busy keeping their party members alive to rez you, and then there
    goes 1 of 3 hearts for you.

    That being said, when should you clank?
    1. When none of numbers 1~4 above are true, or
    2. When you're the only player in the KQ that is not 1-hit killed by MD (then obviously you're the only available tank).

    If you're not clanking the boss. All the points from post 1 "Fighting the boss" applies.

    If you are clanking. Heal and Rejuve are your friends. Both for keeping you alive, and for holding aggro.
    1. Face MD to the wall. His AoE attack has a lesser range behind him.
    2. Time your heal/rejuve so that you heal yourself immediately after
    taking damage. This can be done relatively easily, especially when MD
    jumps.
    3. You don't actually need to attack, so don't be shy to
    throw a heal at your party member who needs it. Note: this does not
    mean that you should not attack, just that you do have time to
    occasionally heal a party member who needs it.


    Last edited by Daevor on Fri Mar 20, 2009 6:36 am; edited 2 times in total
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    Daevor
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    Post by Daevor Fri Mar 20, 2009 6:30 am

    Fighting the Boss

    Glitching GS doesn't help much, because GS is not a problem, the spawns are.
    Note:
    people always die. I have not come across a strategy that keeps
    everyone alive, however, the following maximizes the number of people
    who stay alive throughout the boss battle.

    1. Take GS to a room and face her to the wall.
    2. Everyone stand on GS. This way, the spawns are all concentrated on GS
    as well, and they get killed along with the AoE attacks of the mages.
    3. Zoom in your camera. With so many spawns, your lag is extreme. Zooming
    in helps reduce the lag. Also, you don't need to see what's going on
    around you, you only need to see what the hp level of your party (and
    yourself) is. Use the F# keys to switch between party members who
    require healing.
    4. Use Quicken on Invince. Quicken-recover-recover
    will just get you killed. There are simply too many spawns, and taking
    them off your party and all on to yourself is a guaranteed suicide.
    Rather invince the DD taking too much damage, but try to use quicken
    first so you have another invince in your back pocket. This point
    sounds good in theory, but is very difficult to implement at the right
    time in practice.


    Last edited by Daevor on Fri Mar 20, 2009 6:39 am; edited 2 times in total
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    Post by Daevor Fri Mar 20, 2009 6:31 am

    {reserved}
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    Post by Daevor Fri Mar 20, 2009 6:31 am

    {reserved}
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    Post by Daevor Fri Mar 20, 2009 6:31 am

    {reserved}
    LoversChild
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    Post by LoversChild Fri Mar 20, 2009 7:31 am

    Ty for this. It is my way of vision of being a cleric. Just 1 thing..... most party members start to run in Robo so i can't reach them any more with my heals. That is why i shout out to stay some closer. But people just want to try to survive and keep running. That is at that point that i have to make a choice
    1 I cant keep all alive scatterd throug the battlefield with a lot of angry mobs on my back so i run circles around my party tankers and try to keep them alive also use my hp potions on myself.
    The members that are far away i revive as we get close enough to them. When i walk away to revive them sooner the rest is dying and i dont want that to happen. So as a cleric u have to make choises .... and not every 1 in ur party is happy with them.
    I usaly die 1 or 2 times in my party ... thank fiesta for the 2 hearts causse seldom other clerics revive me.
    In a KQ u need all players to finish and so i try to keep any1 alive if needed. Uptill now i finished all Kq quests thanks of the good party's we get from time to time.

    Ty Deavor for this guide
    LoversChild / Brett2
    erictanwr
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    Post by erictanwr Fri Mar 20, 2009 9:29 pm

    Anyone need archer guide?
    _Hannah__
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    Post by _Hannah__ Sun Mar 22, 2009 4:28 pm

    Could someone also make a mage guide? Its my first mage, so could use some good info.
    LoversChild
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    Post by LoversChild Mon Mar 23, 2009 4:20 am

    Hi Eric,

    To answer ur qusetion ... i also can us an archer guide .... als a guide for mage and warrior to
    I have 2 cleric's 2 archer's 2 mage's and 2 warrior's

    So all help is welcome

    Brett
    Brett
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    Post by Brett Wed Mar 25, 2009 9:25 pm

    Nice guide!

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