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sara caster

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PostSubject: builds of chrs   Fri Sep 17, 2010 5:00 pm

i will be puting the build of each chr for those if u want to make them
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PostSubject: Re: builds of chrs   Fri Sep 17, 2010 5:08 pm

archer

Pros:

High critical percentage
High accuracy
High evasion
Can deal both physical damage and magical damage
Ranged attack
Fast movement speed
Can fly from level 1
Cons:

Low physical and magical defense
Low HP
Deals less damage up close
Draws aggro easily if not careful


weapon: slingshots, bows, xbows
ammo: bolts = xbows, arrows= bows, pellets= slings

armor:
Archers are a dexterity based class, so Light Armor is the best armor to use. Archers should only use HP shards (Citrine) when sharding armor, as they need both magical and physical defense. Left over points should be allocated to dexterity to increase damage, evasion, and critical hit rate.

stats:
pure build is 4dex 1 str every lvl
hybrid is 3 dex 1 str 1 vit
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PostSubject: Re: builds of chrs   Fri Sep 17, 2010 5:16 pm

assassin

Pros:

The fastest killer
Tied with archer for fastest running speed
Very-quick stealth skills
Hits fast
Fast channeling
DoT skills
Cons:

Not very much HP
Less skills
Not needed in most squads
Hardly any AoE skills
Short range compared to others
Dies very easily
arrgos very easily(i put that)

armor:
Light armor is ideal for this class due to their high dexterity. Heavy armor isn't a very effective alternative since dexterity, and not strength, determines their damage, hence damage is reduced due to the extra strength needed to wear heavy armor, and since they lack the HP to be able to suffer the larger amount of hits they will receive.

weapon:only 1 can use the skills


build
There are 3 main stat builds an Assassin can take. Assassins damage is affected by dex not str like normal melee classes and therefore there stat builds will have alot in common with archers. Daggers require 3 dex a level.

Pure dex build

4 dex 1 str

A pure dex build gives the assassin the highest dps and highest crit rate out of any other assassin build. This is at the price of deffense of course.

Vit build

3 dex 1 str 1 vit

or

3.5 dex 1 str .5 vit

This build adds some survivability while taking away some damage.

These are the two easiest builds for assassin and the most viable. The only other build that can be done is a heavy armor build but it requires 3 dex and 2.5 str a level meaning some of the stats will have to be found on the gear and there is no room for vit. Also the damage will be lower
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PostSubject: Re: builds of chrs   Fri Sep 17, 2010 5:20 pm

barbarian


Pros:

Very high HP
Very high physical defense
Powerful AoE skills
Fastest movement speed of the game when in tiger-form
Always wanted in party
Cons:

Very low magical defense
Expensive repairs
Poor accuracy

Damage Chart: Lower-Low-Medium-High-Higher

Attack Speed Chart: Slower-Slow-Medium-Fast-Faster


Dual Axes:

fast attack speed, medium-Higher damage

Poleaxe:

Medium attack speed, Low-High damage

Dual Hammers:

medium attack speed, Medium-High damage

Polehammer:

Medium attack speed, Low-high damage



armor:
Barbarians generally use heavy armor and ornaments that augment magical protection and physical attacks, which preferably give HP, Vit, and/or Accuracy bonuses, and have all 5 elemental resistances. Their armor and ornaments should be kept up to date for their level, especially their armor. Their armor is usually sharded with citrine gems, for increased HP. The magical protection ornaments can be refined for additional magical protection, since magic attacks are usually a barbarian's greatest weakness.


build
Barb Stat Allocation Guide!

There are essentially only two effective barbarian builds before endgame (endgame being level 100)


TANK/VITALITY BUILD


This is the traditional, and honestly the most effective barbarian build, both PvP and PvE wise. The high HP will give you more survivability in general, which is much more effective than a couple extra Str points, which is considered the "PvP" build, but since you have a 75% damage reduction in PvP, str is essentially useless.

Here is how you wanna roll:

Stat Allocation:

STRENGTH: You want 3 strength per level. This is a must. Every single level you add 3 strength, no more, no less.

DEXTERITY: MOST people go for a base of 49 for the most common endgame weapon. Calloused Lionheart Hatchets(you can find these in the southern archosaur forges). At level 100, depending on how you play, with all of your endgame gear, you can choose to go with either 60 dexterity (recommended for the little extra crit and acc/evasion) or 80 (depends on your play style, this is more viable with higher refined gears, since you can afford to lose a little bit of health points). There is no real need to add a certain amount of dex per level. with my own barb, I decided to get my end game required dex by level 60. Its up to you.

Vitality: Your most important Stat Point as a tank barbarian. Every extra stat point you have you dump here. Eventually, once your dexterity is at where you want, you will be adding 2 vitality and 3 strength every level.


Now, you ask, whats so good about a tank build?

1)High HP 2)Extremely high spike damage with Perdition (one of our 2 spark ultimate skills) 3)High survivability in PvP and PvE 4)Solo AoEing becomes very easy.


Cons: There is none really. You are a Barbarian, and will never hit as hard as any other class except with your Perdition, no matter how many points you pour into Strength, I consider this build the most effective.




The less common, Strength Build!


Even though I don't agree with barbs who go full strength, I will still post a guide for those of you who are intrigued about this build. ^.^

Stat Allocation:

DEXTERITY: No matter your level, This you want capped at 80 as strength build. The added accuracy,evasion, and critical hit rate are essential to strength built barbarians.

VITALITY: This is up to you. Some Strength barbarians go with 5 base vitality, some go with 50. i would recommend to go with 50 base vitality, as the extra Health Points really do help alot.

STRENGTH: whatever is not in vitality or dexterity, goes in here. This will maximize your damage output in both PvP and PvE


Pros:

1) Higher damage with your skills 2) You miss a lot less (if you go with 80 dex, which is extremely recommended) 3) You kill quicker than Vitality built barbarians


Cons: 1) You have gimped the only thing you have going for you as a barbarian: your Health Points.

2) You have gimped your most powerful skill Perdition which is possibly the highest hitting skill in Perfect World.
3) You have extremely low survivability. 4) You will not be on the top of the list for Twilight Temple or Rebirth Runs, nor will you be asked to help tank World Bosses.


As I have said, this build is not the best for barbarians, as a Previous Str/Dex barb for PK (player killing) I have to say I enjoy vitality a lot more, and my damage wasn't gimped as much as I thought it would be. If you want high damage output as a melee class with decent HP go roll a medium vitality blademaster.
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PostSubject: Re: builds of chrs   Fri Sep 17, 2010 5:30 pm

blademaster(omg weapons)

Pros:

The best AoE class
Great stun skills
Can have different stat builds based on either Vit, Dex or Str
Multiple weapon and skill choice
Can use two weapons when fighting for greater skill choice
Can grind multiple mobs at once
High Physical Defense and HP.
Best class for Stun and AoE (Area of Effect) Skills.
Cons:

Low magical defense
Doesn't specialize in anything
Too many skill choices
Often work as "ponds" in massive PvP battles (i dont kno what ponds in this game are)
Expensive repairs
Low damage output compared to Wizards, Archers, Clerics, and Psychics.

weapons:
O_O
Damage Chart: Lower-Low-Medium-High-Higher

Attack Speed Chart: Slower-Slow-Medium-Fast-Faster


Blade:
Medium range, Fast attack speed, Lower-Medium damage
Dual Blade:
Medium range, Slow attack speed, Medium-High damage
Sword:
Medium range, Fast attack speed, Low-Medium damage
Dual Sword:
Medium range, Slow attack speed, Medium-Medium damage

--

Pike:
Long range, Medium attack speed, Low-Medium damage
Poleblade:
Long range, Medium attack speed, Lower-Medium damage
Club:
Long range, Medium attack speed, Low-High damage

--

Dual Axes:
Medium range, Slower attack speed, Low-Higher damage

Poleaxe:
Medium range, Slow attack speed, Lower-High damage
Dual Hammers:
Medium range, Slower attack speed, Medium-High damage
Polehammer:
Medium range, Slow attack speed, Low-Medium damage

--

Fist:
Short range, Faster attack speed, Lower-Lower damage
Claw:
Short range, Faster attack speed, Lower-Low damage

armor
Even though it's possible to use Light Armor, it's not really ideal, as Blademasters will spend most of their time fighting up close. Gems should be magical because a Blademaster will already have some Vitality points. Extra stats could be Strength, Vitality, or Dexterity depending on your choice of build and weapon.

build
The common build for a Blademaster is add 5 Str and 3 Dex and 2 Vit for every two levels. This is a very common build and will allow you to use heavy armors.
WARNING: DO NOT USE IT IF YOU'RE USING FIST OR CLAWS, YOU WILL NEED MUCH MORE DEX.
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PostSubject: Re: builds of chrs   Fri Sep 17, 2010 5:36 pm

wizard

Pros:

Highest damage in the game
Great AoE skills
Very high magic defense
The least popular class
Have their own heal skill
Level up fast
Cons:

Low HP
Long channel time on skills
Low physical defense
Slow movement speed
Always needs chi
Require a lot of patience
Difficult to play at low levels
Expensive to play
Always invited second to Archers in party

weapons:
Wand:
Medium-Medium damage

Magic Sword:
Medium-High damage

Pataka:
Low-Higher damage

Glaive:
Medium-Higher damage

armor
Wizards commonly use Arcane Armor, but some people add more stats to Dexterity and Strength in order to use Light Armor, until they reach the high levels. Wizards typically use either physical or HP gems depending on which armor they use. Wizards go after '-% channeling' stats in armor, as they need all the help they can get, to shorten their channeling time for skills.


builds

For Wizards there are 3 main builds that people will usually refer to. They are the Light Armor build, the Pure Mage build, and the Hybrid build. There are different pros and cons for each and each build is recommended based on what type of game play you plan to be doing

pure:
Every two levels:
+1 strength (str)
+9 magic (mag)
arcane

This build is probably the “squishiest” build of all the 3 common builds for a wizard, especially at lower levels. You’ll notice here you are not adding any points what so ever in to your vitality so your hit point pool (HP) will be only as high as your base HP plus armor bonuses and buffs. Strength is only added to equip arcane armor and wield magic weapons. Now although these types of wizards will go down extremely fast from a physical attacker, when something gets up in their face they are a nuking powerhouse. Because of the 9 points that you are adding in to your magic you will have a very large mana pool and should be able to nuke most mobs before they even get a chance to do more than one hit at you (ideally you’ll be nuking them before they even touch you though). This build is very Player v.s Environment (PVE) based since it lacks the HP to withstand much of the assault that one would be faced with in a large Player v.s Player (PVP) setting such as Territory Wars or when faced with large amounts of mobs and physical AoE bosses. However some players argue that with a proper strategy this build can successfully be used in PVP because of its extremely high magic defense and attack. But be wary of a low HP pool as it will continue to be one of your greatest weaknesses.


You can help your HP by adding in special gems, by refining your armors, and by using armor with innate HP bonuses. You can help your physical defense (pdef) by adding in special gems, by using armor with innate pdef bonuses, by wearing necklaces and belts which add to your pdef, and by refining your pdef ornaments. But these methods wind up being very expensive if you want really good survivability and most people do not bother with the cost and effort until they reach a very high level. Low level wizards usually level so fast that they would outgrow their equipment before they had gathered enough coins to pay for upgraded equipment. Also note that some bonuses which are very useful for wizards (like bonuses which make you cast your spells faster) do not appear on pdef jewelry.



hybrid:
every2 lvls
+1 vitality (vit)
+1 strength (str)
+8 magic (mag)

arcane
This is usually the recommended build for players looking for mainly PVE gameplay. Here you will be sacrificing one of your magic points to go into your vitality to up the HP. Each vitality point will add 10 hp, which is tied with clerics for the lowest benefit per point of all the classes (for comparison purposes: barbarians get 17 HP from each vitality point which is the highest benefit per point of all the classes). This trade off doesn’t nerf your nuking abilities by too much (although you will be pulling in less damage when compared to a Pure Mage) and gives you a little bit better survivability. This will be especially noticeable in higher level instance dungeons such as Twilight Temple and Rebirth Order where there are physical type damage Area of Effect (AoE) bosses and large groups of meele damage mobs. This build fairs a little better in PVP in terms of survivability than the Pure Mage but is still pretty squishy and again outcomes will depend on your skill, level, equipment and knowledge of how to control your character.


Vitality also increases your physical and magical defense very slightly (you get maybe a 1% bonus on your equipment defenses for every 12 vitality points), and increases your health recovery rate (you get maybe 1 hp/second when not in combat, for every 20 vitality points).


light:
Every level:
+1 dexterity (dex)
+1 strength (str)
+3 magic (mag)

This is usually the recommended build for players looking for mainly PVP gameplay. This build, unlike the previous two, allows the wizard to equip light armors instead of arcane armors. These armors have less magic resistance however their benefit is the larger physical defense that they give over the arcane gears. Light armor wizards overall have a bit more survivability due to their increased physical defense however their nuking power and mana pool and mana recovery rate is cut significantly due to the points that are being sacrificed in order wear the armors. These wizards are still missing HP like the Pure Mage build but don’t usually go down as easily from physical attackers because of the extra resistance from their armors. These wizards also have a decent chance of hitting with their normal attack and a decent chance of dodging, and wizards have spells which can improve these abilities -- wizards will never be excellent melee fighters, but if you can avoid using a spell to deliver that last bit of damage necessary to kill a monster your smaller mana pool will not hurt quite so much. Also, a significant part of a wizard's damage comes from their spell level, which reduces somewhat their loss of raw magical power from their lower magical ability. Also, dexterity will increase your critical hit chance which can be extremely useful in PVP where the timing of when you deliver your damage can be a huge issue.


Light armor wizards should probably use HP gems because they already have a lot of physical defense (and wizards have a Stone Barrier spell which will eventually be able to double their physical defense). But low level wizards should use cheap gems, because they will not be using them for very long. Light armor wizards should probably wear necklaces and belts which increase their magical defense, to compensate for the lightness of their armor. Magical defense ornaments also sometimes come with bonuses which can speed spell casting, which can be very useful if you can get a lot of this bonus (from multiple pieces of gear). Light armor wizards can also refine their gear for increased health, and light armor refinements give higher health bonuses than arcane armor refinements, but refining can be expensive and works better on high level gear, so most people do not refine their gear until later in the game. Light armor wizards can also wear arcane armor, if they wish, and can mix their gear and can carry multiple sets and wear gear appropriate to their current situation -- sleeves, in particular, can come with bonuses which speed your spell casting.
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PostSubject: Re: builds of chrs   Fri Sep 17, 2010 5:50 pm

venomancer

Pros:

The best solo class
Deals both magical and physical damage with pet
The best class for making money
Increased physical defense in fox-form
Can work as damage dealer or tank/cleric with pet
Fast movement speed
Can level up faster

Cons:

Low HP
A hated/envied class
Can be boring to play as you mostly just heal your pet
Can be bad PvPers IF they have the habit of relying too much on their pet

weapon
Wand:
Medium-Medium damage

Magic Sword:
Medium-High damage

Pataka:
Low-Higher damage

Glaive:
Medium-Higher damage

armor:
Venomancers can use either Heavy Armor or Robe Armor depending on whether they go the fox-form path or the damage dealer path. Most Venomancers use HP gems, but as a pure magic Venomancer, it's better to go with physical gems. You can go for different stats on your equipment depending on which path you take. Damage dealers usually go for the 'channel' stats while the Heavy Armor build goes for Vitality and Strength stats
(they can use all of them)

pure mag:
Every two levels:
+ 1 Str (Strength)
+ 9 Mag (Magic)
all mag weaps

This build is valued for its considerable damage output. The nine attribution points that you pool into Magic will give your character a sizeable amount of mana as well as a high magic attack rating. This becomes particularly significant when tanking a boss with your pet as your ability to heal is rooted in your base magic attack (the higher the magic attack, the more substantial the heals and the better survivability your pet will have). This build however is not suitable for PVP as you will be lacking in both physical defense as well as vitality (hit points). You will also be taking considerable damage from any melee mobs should you pull aggression off of your pet (something that will not be uncommon due to your damage output). Adopting this build will also confine you to the magic attack skill tree since with melee attacks you will be doing much less damage

Mage Build:
Every two levels:
+ 1 Vit (Vitality)
+ 1 Str (Strength)
+ 8 Mag (Magic)
all magic weaps

Having allocated a single point to Vitality, you will be able to withstand both magic and physical damage better than the previous build however once again you will take considerable damage from any melee attacks in both PVE and PVP gameplay. While this build will not have the same "nuking" potential as the previous one, you will still have a significant amount of mana and do great damage. This build is also well suited for tanking with a pet though for bosses that do area of effects you may find that you lack in hit points.


vit build:
Every two levels:
+ 3 Vit (Vitality)
+ 1 Str (Strength)
+ 6 Mag (Magic)

Perhaps the most commonly accepted and exercised build for PVE, the Vitality-Mage Build will give your Venomancer a sufficient balance between hit points and magic attack. The three attribution points allocated to Vitality will allow you to withstand much more physical and magic damage than the previous two builds while still giving you enough magic to be able to spam heal your pet and deal significant damage. It should be noted however that your character will still lack in physical defense and thus is not well suited for PVP

light armor:
Every one level:
+ 1 Dex (Dexterity)
+ 1 Str (Strength)
+ 3 Mag (Magic)
all mag weapons

This build is highly recommended for a PVP-seeking Venomancer. It gives you the opportunity to choose between magic or melee attacks (depending on the situation) and gives your much more physical defense. With regards to tanking a boss with your pet, because of the lower magic rating and consequently your diminished ability to heal, your pet will not have the same survivability as that of an arcane Venomancer. You will however be able to withstand melee damage better than an arcane Venomancer.


finaly heavy build
Every two levels:
+ 1 Vit (Vitality)
+ 6 Str (Strength)
+ 1 Mag (Magic)
+ 1 Dex (Dexterity)
+ 1 in Vit, Mag or Dex
only magic sword and pakatas or phy weapons

Though a rare breed, the Heavy Armor Build is particularly useful in Territory Wars and PVP. Heavy armor Venomancers rely primarily on the fox form melee damage skill tree. It is important to note that because you're relying entirely on melee attacks, you will not be doing as much damage as even the Light Armour Build. Additionally, while having superior physical defense you will also take much more damage from magic attacks than any of the other builds
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PostSubject: Re: builds of chrs   Fri Sep 17, 2010 5:57 pm

psychic

Pros:

The fastest spellcaster
Deals powerful magical attacks on others
Increased physical defense in fish-form
Can work as damage dealer and status booster/hasted wizards
AoE spells at high levels that also come with added effects
Kills most mobs before they reach you (apart from mobs that have long range attacks)
Cons:

Low HP
Can be boring to play because of less skills
Difficult to stay active at high levels
Requires higher refine levels to increase soul skills (thus an end game character)
Steals aggro easily
Starting from around level 15-20 needs more MP

weapon: soulsphere

armor:
Psychics generally use Arcane armor, the same as other spell-user classes. There are other paths you can choose too, but using Arcane armor is probably the best for now.

builds:
pure
1 Str & 9 Mag per 2 levels
Only put in as much strength as needed for the psychic weapon and arcane armor of your level (check the Tailor and Blacksmith to find out what you need, or just do 1 Str & 9 Mag per 2 levels), and put the rest of the stat points into magic. If you have +Str bonuses on your gear you might consider adding magic instead of strength sometimes, just be careful when you upgrade that gear and lose the item's strength bonus.

This build allows for the maximum damage possible with a high magic defense, though you are easily killed due to low HP, especially against physical damage, almost making you a "glass cannon". The main difference between this and a glass wizard is the White Voodoo skill, which drastically decreases damage for 15 minutes and can be swapped with Black Voodoo when you want to do high damage again. The White Voodoo skill combined with this build allows you to be one of the best tankers against magical damage dealing creatures in the game, including many bosses.

One other downside to this build is that it is much easier to steal aggro from your squad's tank, which can be quite dangerous with such low HP. Learning aggro control is a must for this build.

(in qianji bh a psychic friend thats pure build was in a squad of 1 cleric 2 sins and 3 psychics)
((1 psychic was vit and had overpowerd items))
(((she said: i guess ill tank i do have overpowerd stuff))) ((((in 3 seconds my friend stole arrgo))))

Vit Build
1 Str, 1-2 Vit, & 8-7 Mag per 2 levels
Only put in as much strength as is needed for the weapon and armor for your level (same as above), add 0.5 to 1 vitality per level (your choice), and then put the rest of the stat points into magic (generally 1 Str, 1-2 Vit, & 8-7 Mag per 2 levels). This makes you less easily killed at the cost of doing slightly less damage. (This build is recommended over the pure magic build on PvP servers.)

Many people start out using the vit build for the early levels, and then switch to leveling using the pure magic build once they've reached a comfortable amount of vitality.



Light Armor Build
1 Str, 1 Dex, & 3 Mag per level
Put in enough strength and dexterity for the light armor of your level and put the rest into magic (generally 1 Str, 1 Dex, & 3 Mag per level). This allows you to wear both arcane and light armor, giving you the option of greater physical protection from the light armor or greater magical protection from the arcane armor. However, this is a fairly restrictive build in how you spend your stat points, because spending less on strength or dexterity means you usually can't wear the current level light armor, and spending less on magic means you usually can't use the current level arcane armor or psychic weapon. This means that there are rarely spare points to spend on vitality, and even when there are you're better off getting more magic.

Besides better flexibility on damage resistance, this build also gives you a higher crit rate and better evasion due to the added Dex, but it is at the cost of having a bit less magic than the other two builds, which means doing slightly less damage on average, having lower magic defense, less MP, and lower MP recovery.
(not good)
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PostSubject: Re: builds of chrs   Fri Sep 17, 2010 6:01 pm

cleric

Pros:

The best heal and buff skills
Sleep skill
Magical and physical defense reduction skills
Can deal both magical and physical damage
Can be offensive as well as defensive in a party
Always wanted in party
Can fly from level 1
Cons:

Low physical defense
Can be expensive to play (hahaha not for me)
Draws aggro with heal skills
Dies a lot (sometimes)
Slow movement speed



Cleric Weapons
Magical Damage Chart: Lower-Low-Medium-High-Higher

Wand:
Medium-Medium damage

Magic Sword:
Medium-High damage

Pataka:
Low-Higher damage

Glaive:
Medium-Higher damage


armor:
Clerics need all the magic they can get, so therefore the only advisable thing is to use Robe Armor. Physical and HP gems are the only thing Clerics really need. Extra stats are: magic, '-channel', physical defense, vitality points or '+HP'.

Jewelery: magic rings and physical defense ornaments (with hp/p.def/mag/channel bonuses).


Types of Clerics
Due to lack of Spirit Points at lower levels clerics are usually forced to choose their paths between: Full Support, Attack Support, and Full Attack. Those skill-tree builds aren't very rigid because every person will still choose skills that suit her/his playstyle. After level 80 there is enough SP to learn all other skills and there is no point to stick to one type then.

Full Support Cleric - will usually level only 1-3 attack spells on low-mid levels and focus on all heals, buffs and other spells that may be helpful for team.

Attack Support Cleric - there is almost no difference between FSC and this one except that ASC will level up AoE attacks (for AoE grind) and seals/debuffs for team-pk purposes on lower levels.

Full Attack Cleric - for solo-play types and 'hardcore' PKers only. FACs aren't any special improvement for team since even FSC have maxed 1-3 attacks to help as part-time DD if there is possibility. As FAC you will learn only Ironheart Blessing and Wellspring Surge from heals, then buffs/debuffs that suit you, and focus on attack spells.




From PWpedia
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Common builds for a cleric include:

Full Mag
Vit Build
Light Armor



Full Mag Cleric
A full mag cleric is a cleric who puts only as much strength needed for their weapon and armor and the rest of their stat points go into magic. Some clerics will go full mag because it heals for more and others will go full mag because they want high attack.

As a full mag cleric, you will be wearing robe, or arcane armor some call it, which is the most squishy armor with the lowest physical defenses. You will need to use physical defense adorns and refine them to make up for the lack thereof.


The positive side of being a full mag cleric:

Do you like the idea of 1 shotting everyone in your way that aren't wearing robes?
Do you like the idea of healing someones HP from zero to full in 1 heal?
Do you like the idea of being able to kill mobs quickly and efficiently?
Do you like the idea of not having to refine your weapon high to gain magic attack?

Now if you like those ideas, make sure you consider the other side of it:

Do you like the idea of getting 1 shot by other players?
Do you like the idea of getting 1 shot in dungeons?
Do you have the funds it takes to refine your gear so you are not a 1 shot?

As a full mag cleric, there are good and bad sides like most builds. Playing as a full mag cleric, you will need more funds and skill to stay alive than a cleric who took the easy way out and went vit build.




Vit Build Cleric
By 'vit build', I mean instead of putting all stats into mag you also share these stats with vitality. Your stats as a vit build cleric can vary, you will still have the base strength needed for your weapon and armor. The thing about vit clerics is that you can put 50 vit or you can put 200. Each point into vitality gives you 10 HP, so the more vit you put the more HP you get and the less magic attack you get. It's really up to you how you want to stat out your points between the two.

As a vit cleric, you will also be wearing robe armor like the full mag cleric. So you will still need to refine physical adorns to make up for your squishiness.


The Positive Sides of a Vit Cleric:

Do you like being able to tank hits from other players?
Do you like being able to stay alive in an instance to heal your party?
Do you like being not having to worry about keeping yourself alive constantly?

The Not So Good Side:

Do you like having to refine your weapon high to make up for your lost magic attack?
Do you like not being able to kill other players as effectively due to lack of damage?

As you can see, both a vit and a full mag cleric are both efficient and it depends on the player and how they play their character if the build is good for them.




Light Armor Cleric
A light armor cleric uses stats so they can wear light armor instead of robes. The stats needed per level to wear light armor are:


1 Strength
1 Dexterity
3 Magic
As you can see this is another build where no points are put into vit to give HP. Clerics go light armor because they are looking to obtain better defenses than they could get in robe armor. Though I think you can get better defenses just by refining physical adorns as robes, some players prefer to go light armor so they won't have to refine.

Build is dedicated to endgame, where high refines will make up for points lost in str and dex. Usually, vit cleric will gain better survivality than LA with corresponding gear.


Reasons to go Light Armor:

Higher critical rate for PvP
Armor gives more HP per refine than robes
Armor looks cooler than robes on male clerics

Reasons Not to go Light Armor

Less magic attack, need to refine weapon high to make up loss
Less HP, need to refine armor to make up loss
Lower magic defense

It's really up to you as a player how you want to stat your cleric. Light armor can be good for having better survivability at a cheaper cost than a robe cleric
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sara caster

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PostSubject: Re: builds of chrs   Fri Sep 17, 2010 6:02 pm

DONE!!!!!!
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CassundraX
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PostSubject: Re: builds of chrs   Fri Sep 17, 2010 6:05 pm

thx sara, i needed the builds, and ive been focusing all my skills on my main celric and veno to 1 dex, 1 str, 2 mag, and 1 vit, latley all my celric points have been going to mag
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NallCalmer
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PostSubject: Re: builds of chrs   Fri Sep 17, 2010 7:48 pm

finally! thnx. i really needed this breakdown on the characters so i can make my main and others just right.
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