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Cleric Class
Image:charactercleric_image.png

Clerics are close-ranged damage dealers whose main attributes goes two different ways. Clerics that heal focus on Endurance (more hit points and defense) and Spirit (more spirit points). Clerics that like to heal and go into combat focus on Endurance, Spirit, and Strength (more damage output). Clerics are able to wield a hammer or mace and shield..

Main Attributes:

Endurance and Spirit (healing cleric)

Endurance, Spirit, Strength (combat/battle cleric)

Job Changes:

(Lvl 20) High Cleric

(Lvl 60) Support Paladin

(Lvl 100) Holy Knight or Guardian

Able to Wield:

Mace, hammer, and shield

Range:

Close-distance

Specialty Attacks:

Protection buffs (individual/party)

Party Benefits:

Although clerics are known to be a class of average defense and attack level, they are able to skillfully buff the party they are in with protection spells and also heal and revive their party when in danger.

Advantages:

  • Protection buffs
  • Heal and revive spells

Weaknesses:

  • Long-range attacks, defense and attack level out-skilled by the fighter class (higher dense and attack level) depending on your build.
  • Not many attack skills
  • Low damage output
  • Can withdraw aggro easily

Builds:

Heal Cleric (cleric that focuses on healing): Full END, 1:1 END/SPR

- Clerics that focus on defending themselves and their party put priority on their health and defense. Endurance strengthens hit points and defense while Spirit strengthens spirit points that are used to heal.

Combat Cleric (cleric that heals and goes into combat): +25 STR/full END

- Full puts your cleric's health and defense into priority while the additional strength makes your cleric able to go into combat.

These are recommended builds, however it is up to you of where you want to put your skill points to.


Skills


Skill Empower Points:

For clerics that focus on healing, it is recommended to put your skills empower points on the Heal skill spell: cool down followed by the power of the spell.

For those clerics that want to go into combat, put points into the heal spell and the bash skill. However for the bash skill, put points into the power of the skill then the cool down.

As your cleric goes into the higher levels, think about putting points into Invincible (cooldown), Trip or Bleed (cooldown), and Recover (cool down).


Thanks to the following forum thread guides:

http://www.outspark.com/forums/showthread.php?t=98729 - Thasmudyan