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| Vanguard:Saga
of Heroes>>Classes & Skills>>Adventuring
Classes |
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*These classes are unavailable at launch. |
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Class overview |
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| Cleric - Divine healers (can even wear plate) |
| Traditional clerics have often been criticized as being a one dimensional class, often relegated to simply watching a half-dozen red bars rise and fall. Vanguard promises to drastically change how most healing classes work. Significant emphasis will be placed on a cleric's martial abilities, returning to a more AD&D style of the healer in heavy plate, armed with a mace or other blunt weapons.
Clerics will have abilities called "divine favors" and "divine rites" (though there is some speculation that these may be the cleric equivalent of stances). In addition, some Cleric abilities may need to be prepared in advance, and some will have cooldowns of several minutes as opposed to the more common few seconds.
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Relative detail |
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| Abbreviation: CLR |
| Sphere: Adventuring |
| Archetype: Healer
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Allowed Races: Thestran
/Dwarf
/Halfling
/High Elf
/Dark Elf
/Qaliathari
/Gnome |
| Gear: Plate,
Maces |
| Talents: Divine magic |
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Cleric Skills and Spells |
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Melee Combat (Specialized): Vanguard clerics will have specialized melee abilities, one of which is "Hammer." A Cleric's melee abilities appear to draw on the their endurance pool, rather than on their mana pool.
Buffs: Clerics will have access to powerful buffs from very low levels, including a blade-barrier type damage shield buff and a buff called "Resolution."
Debuffs Heals: Clerics will have a wide variety of healing spells.
Direct Damage (Holy): The cleric will have access to decent "nuke" spells from an early level.
Resurrection: Clerics receive their first resurrection spell at level 10.
Stances: Clerics start out with two stances, one which increases healing power at the cost of avoidance, the other which increases offensive power however raises the costs on offensive abilities slightly.
| Affinity |
Deity |
Ability |
| Death |
The Sisters |
Increased damage to all megaspells |
| Light / Purity |
Fieros |
Calls down a sunbeam, which wipes out undead opponents and blinds other opponents |
| Life |
Gloriann |
Increased hit point buffs, increased potency for poison cures, and increased constitution buffs |
| War |
Ghaln |
Power of Carnage, a major combat buff |
| Travel |
Finch |
Immunity to roots and snares, while boosting potency of root spells. At higher levels, unlocks sojourn ability, which buffs levitation, water breathing, swimming speed, invisibility, and run speed |
Warning: Affinities are NOT implemented yet, but are planned for the future. |
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Official Sources |
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| "Has two types of spells - Divine Favors and Divine Rights. Divine favors can be cast spontaneously. If you have it and can afford the mana cost you can cast it. Divine Rights are much more powerful, has longer reuse timers and must be prepared ahead of time. You have a limited amount of "slots" wherein you can prepare these spells. You have many useful rights - which do you use for this battle? Find you are the second healer in a powerful group...load up some damage spells and swap to your damage improving combat form." - Talisker
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