Spells

Spells for Swarming

Everyone should know how to play in a group by now, so we are focusing on the spells specifically used for swarming. As you grow, you may want to adjust the lineup to one of your preference, but I'll give an example of what I run, so you have a starting point, and explain the essential spell type. I am making adjustments as I level up to adjust. If a spell says something basic, like where I list promised heal or yaulp, it will be assumed you know to use the highest available at your level. Each section will have a little extra info for notes below the lineup.

My Lineup 70-80

1. Reverse Damage Sheild
2. Promised Heal
3. Quick Heal
4. Yaulp
5. Ward
6. Pet Hammer
7. Stun
8. Divine Aura
9. Holy Intervention
Adjust of course to your level of spell. The first Vow spell is at 71, and I cast it then replace it in my lineup, it lasts over an hour. If you have extra spell gems from Mnemonic Retention, I highly suggest filling them in with other Divine Aura type spells for emergencies, and hopefully you will always have one ready.

My Lineup 80-90

1. Erud's Retort
2. Holy Intervention
3. Quick Heal
4. Stun (Fast Cast)
5. Stun (Regular Cast)
6. Holy Retribution
7. Divine Aura (highest)
8. Divine Aura (next highest)
9.Yaulp
10. Twin-cast Nuke
11.Shining Rampart
12. Promised Heal

Couple of key factors here, the most noticeable being my maxing out extra spell slots. I also put some focus on several stunning spells, as the recourse of life AA proc is even more mitigation to help you stay alive. Erud's Retort is a nice addition, granting you a heal defensive proc, as well as DSing your target, but you have to cast and cycle quickly back to target before it lands. Also at 89 you get Shining Rampart, which is a fantastic mitigation buff because it has no limit other than its shorter duration, but it also adds another defensive heal proc. This helps you push towards that magic line of not having to cast any emergency heals or divine auras.

Damage Spells

1. Ward Spells - By nature of swarming you want to be dealing damage to all the mobs near you at the same time, and this is the biggest way to do so. I would personally say forget any sort of AE direct damage spells, this will do the most either way. This spell makes a proc check when anything attempts to hit you, and it even works while you are invulnerable. This can crit and be improved with AA for spell damage, so you want to max those out if you plan on being a swarm cleric.
2. Vow Spells - After 71 you can use these for a significant boost in your survivability and dps because it adds a nice melee proc, but ALSO recourses a heal over time on you. The penalty is 50% reduction to your heals, but you want to use the Promised heals anyway, so it shouldn't even matter to you. This is to prevent you from being a DPS role in a  group, and still being fully powered healer.
3. Reverse DS spells - These are not required, but they do help when you start getting the bigger groups of pulls. It has the double benefit of healing you when you strike, as well as hurting the mob when they strike you. It will not hurt a monster that misses you, so it won't do any damage while you are invulnerable. Some higher versions of this will infect every mob nearby, and you only have to cast it once to DS on the entire group. The next tick after it lands on teh mob, it starts infecting nearby mobs as an AE.

4. Holy Intervention - This is a special dual purpose spell. To use it solo, you need to target yourself (hit tab) cast, and immidiatly target the enemy again (tab once more) so that the whole spell effect works. This will heal you, then nuke your target with a decent blast. It casts quickly so make sure you tab fast or the nuke portion is wasted.

5. Holy Retribution - Same as #4, except this is cast on the mob, and the recourse heal hits the mobs target. Doesn't require any quick target changing.

Healing Spells

1. Promised Heals - These help greatly because they cast so fast that they are alot more reliable than even a fast heal. The downside is the long wait for it to go off, but it will probably heal you to full when it does, so its good to keep up. It will still land if you cast it, and then become invulnerable.
2. Vow Recourse - When you proc the DD from Vow, you get a nice HoT that lasts 30 seconds+ with AA. This will keep your HP sustained enough to not die while you wait for the Promised to go off. The HoT will continue if you go invulnerable, so if you proc it when you are low, it can heal you while you are protected. The HoT is usually about the level of your highest HoT, and it will overwrite it, as opposed to being blocked, so you can cast a HoT for the pull until it procs.

3. Erud's Retort - This is cast on the player, and use the rapid target method to point at teh mob agian before it lands and it casts a mark type reverse DS on the target of the one receiving the buff (in this case, yourself, hence the quick re targeting).

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