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Forums : General Information > Cleric/Smite cleric a helpful guide
Kapland (SuperAdmin) 9/6/2005 12:58 PM EST : Cleric/Smite cleric a helpful guide
Goat Lover
Posts: 659

A little dated perhaps now,but it still contains some nice info. For the new or solo cleric.


Part 1 version 1.0. Planning your specialization points as a smite cleric
There are several possible templates that feature smite. I am playing mostly smite but enough rejuv to get by as a group healer. This is a guide to create and develop a character with that idea in mind. If you want to have nothing to do with group healing and be a damage dealer (wizard in chainmail) then the 50 smite spec may be for you. I find nothing wrong with that choice, but your character will have a more narrow range of abilities in a group while being only slightly better at smite. For the endgame of RvR action, there is no question that a heavily smite spec cleric is a powerful force.

There are 2 extremely important plateau spells in the rejuv line. The single target instant heal at spec level 11, and the group instant heal at spec level 23 rejuv. These are life savers, allowing you to have double or triple health for an emergency case if solo, or save group or realm members from certain death. Get these as soon as you possibly can if you are not going full smite spec. I suggest doing something like a 2/3 rejuv 2/3 smite spec to get there.

Here are some plateau goals for an effective character that can function as the primary healer in a group, while at the same time solo easily and effectively throughout their entire career. Push smite to be able to solo the early levels. Then build rejuv to get the instant single heal, and allow function well as the healer within a group. Then rebalance as you find you like to play the character with some possible suggestions below. Tune as you wish to have fun with your own character, of course.

level: enhance / rejuv / smite [notes]
12: 1 / 1 / 12
17: 1 / 11 / 12 [instant single heal]
23: 1 / 14 / 18
32: 1 / 23 / 21 [instant group heal]
34: 6 / 23 / 24

I suggest getting the instant group heal early, even to sacrifice smite for a bit, if you want to be a good group healer as well. I feel that this will allow you to be a good healing cleric in stonehenge barrows, and proceed to group there through your 30s and up. It will also be an additional emergency heal for you if you are trying to solo, allowing you to take more risk when attempting to solo orange con creatures.

I also suggest putting the 6 points into enhance sometime in your mid career. Even while solo, getting some additional health, strength, and armor factor will help to solo. I think it will help more than one point of smite one level earlier that you might get it for the rest of your career, and you get the fun of using some spec line enhancements the entire time. You will end up spending these points eventually if you play to level 50. So for a cost of 20 spec points, why not spend them early and get to use them the whole time? Purists may choose to delay this until they get 20 free spec points at level 40.5 if they desire, but I believe it is worth spending them sooner and using the 40.5 points to "catch up" on whatever you would have spec'd when you spend the points on enhance up to skill 6.

From here, a lot will choose to continue pure smite to a spec of 48 smite. Diverge to any plan you like, but getting at least 23 rejuv is very important if you want to be a good group healer, at a sacrifice of capping smite at 48 instead of 50. I found that at 23 rejuv, I can function as the only healer for a group in stonehenge barrows and perform adequately up through my current level 42, and hear it is fine up through 50.

50: 9 / 23 / 48 [gain enhance dex/qui and improve str/con]
50: 6 / 24 / 48 [second best rez]

If you want a different balance without as much smite, then set another maximum target goal. Getting to the second best spec smite, the best ae point blank, or the best ae mez may be different goal plateaus, allowing you spending the rest of the points in other areas as you wish.

37: 6 / 23 / 27 [third best spec smite]
40.5: 6 / 23 / 32 [second best instant point blank]
41.5: 6 / 23 / [second best point blank instant ae mez]
42: 6 / 23 / 35 [second best spec smite]
44.5: 6 / 23 / 39 [second best ae range smite (for RvR)]
46: 6 / 23 / 42 [best instant point blank]
47.5 : 6 / 23 / 44 [best point blank instant ae mez]

Why not go to 50 smite? Because you will not be able to get to 23 rejuv for the instant group heal. If you choose this trade-off that is fine, but it will narrow the focus of what your character can do effectively. Without the instant group heal, I would not suggest trying to function as the only healer in a high level group. I find that I really enjoy being the healer, and as I see how the group is doing, will stun/mez/smite as needed for safety and group efficiency. I find this is a much more fun role than doing nothing but smite, and probably a lot of other players do as well.

On the topic of rejuv, the only benefit of higher skill is reduced variance in the heals that you will do. The spec line heals are rarely if ever used, because they are slower to cast and they use more power per point healed making them actually less efficient. The only spell that I can imagine wanting at higher levels in the rejuv spec line are the better rez, and the better instant group heal. The single target instant heal already seems to do plenty with the first version of it. None of the spells that you get between a spec of 23 rejuv and 35 rejuv is of more than minor value, only helping the healing variance is of real benefit. If you want to be more of a healer, I can suggest a few other level 50 spec plans:

50: 9 / 40 / 35 [best rez and second best spec smite]
50: 9 / 35 / 40 [second instant group heal, second best hammer blessing and second best ae range smite]

A final note, what about level 50.5 spec points? I read that someone did not get a half-level ding or spec points given at 50.5. I would like to hear this from someone first hand to confirm. But there is a lot of agreement that experience goes much, much slower after level 50.0 and probably needs at least 10 times as long to get each tenth of a level bubble than going from 49 to 50. With the reports that there is no reward at 50.5 anyway, not many people have spent time getting experience afterward, and move on to RvR combat. This could be inaccurate or things may change in the future, but for now it does not seem to make sense to plan a character spec points past level 50.0

Part 2 version 1.0. Smite combat solo tactics
Standard tactics for solo smite hunting are to find a good supply of yellow to orange con creatures that give a bonus to smite damage. You would hit your xp cap at mid to high range orange con mobs, so hunting only yellow, or yellow with a few orange is most efficient for xp/hour. There is no reason to try to solo a red con creature, since you will not get more xp than you would from a mid orange con creture under almost any condition.

Move to where you learn is maximum range of smite. Begin to repeatedly cast smite while walking backwards to automatically interrupt the spell, until you are out of maximum spell range, stop, and take two steps forward. You are ready to begin the attack at the correct maximum casting range. If you have good weapon and armor (blue to orange gear) and your hammer blessing damage add buff up, you should be able to use these plans. If you get 2 seconds of casting in before the creature reaches you and begins to attack, you should not be interrupted even if you are hit, and complete casting the spell.

For a yellow or blue con creature. You will normally be able to cast 3 spec line smites before it is too close and interrupts you. This may change with the speed that a creature can run at. After getting in 3 spec line smites, it should be well below half health if it did not resist any. Turn on attack mode and fire the instant point blank area effect damage spell, and bash it down until it dies. If needed, use a second and third instant point blank area effect if the battle lasts long enough. In many cases it is not worth wasting the power to do this if it is obvious that you will win the fight.

After level 26, for a dangerous yellow or orange con creature. First cast a spec line smite, second a non-spec smite (faster), third stun, fourth and fifth either non-spec or spec line smite depending on the duration and reliability of your stun. This is not worth doing until you have the level 26 stun that lasts for 6 seconds.

Once you have them, remember to use your instant single target heal and instant group heal when needed. These will almost double and triple your hit points in an emergency situation where you had a lot of resists or the fight was harder than expected. If you have both instant heals ready and plan to use them, you should be able to solo any orange con creature you want. Having to wait 15 and 20 minutes for them to recycle certainly means that you should not plan to use them in every fight, but using only one and having one in reserve the next battle will allow you to continue making progress with only small risk.

In some cases if your smites are resisted, or did only a small amount of damage, you can try to use the instant ae mez to run from a battle that was unlucky or turns bad. And to escape if something sneaks up on you while resting.

After a battle, I find that my health bar and power bar regenrate at nearly the same rate. If I am in a reasonably safe area, I will not heal myself after combat unless my health is lower than my power bar, and then only enough to balance so that my health is slightly higher than power. If I need to hunt around for my next target, I stand when my power is at 80%. If I have a nearly unlimited supply of nearby targets, I rest to 90%. It is bad to have your power below 50% since your regeneration rate is slower at that point, so an ideal battle will take your power from 90% to only about 60% for a yellow con target.

The keys that I have on my hotbar for solo are:
1. instant group heal
2. non-spec smite
3. spec smite
4. instant single-target heal
5. stun
6. normal line heal (Regeneracy)
7. instant ae damage
8. instant ae mez

No particular reason for the order on the keys, I played another class first and adapted some similar use keys to my cleric and this is how it turned out for me.

Guinevere server
level 42 smite cleric that can heal
Knights of the Arcane


Smite Cleric Hunting Grounds ver1.0
I thought about what is the one most thing i would like help with when playing a character and came up with this guide to the soloing hunting grounds. This is drawn from memory so the levels may be off slightly but I hope it can be of some help to any aspiring smite clerics.
Basically we get a massive bonus against anything undead or 'animated' so if there are any gaps try to find monsters which may fit this requirement.

1-5 Newbie areas of any starting location
5-6 Giant ants (S Black Mtns,Camelot Hills) Rotting Zombies,Skeletons
6-9 Spiders (South Black Mtns) Undead Filidhs
9-11 Boulderlings (Camelot Hills) Undead (Mithras Tomb)
11-13 Undead Druids (Camelot Hills)
13-16 Mudmen/Giant Leapers (Avalon Marsh)
16-22 Undead Romans (Roman road leading to the Villa in Cornwall)
22-31 Undead Romans (Catacombs of Cardova)
31+ various undead (Barrows) Dunters (Lyonesse)

From 30 onwards soloing becomes difficult due to increased monster damage and more downtime as a direct result of this,and grouping will become your best way to level up to 50. At 30 you should head to Lyonesse where you will always be in demand,if you wish to level as quickly as possible,though alot of people find this route boring.

"You're not drunk if you can lie on the floor without holding on."
GM Holy Grail
Kapland 50-  Kroc 50- Krandel 50
Kollman 50  Kripper - 50   
Most of my Alt's listed in link below :


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