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Uthgard Albion Class Guide

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#1 Secos

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Posted 20 March 2012 - 10:05 AM


Uthgard DAOC

Albion Class Guide
Class: Armsman
Race: Half Ogre is a good racial choice for Armsman because of their naturally elevated STR.
PvE: For leveling the Armsman would want to spec full in Polearm or 2 Handed with leftover points for Shield and Weapon type. It is also viable to level primarily using a 1hand weapon and shield.
RvR: A typical end game group spec would be 50 Polearm (or 2 Handed), 42 Shield, and 30-39 Weapon type, rest in Parry. This allows for shield guarding, slam, and also the ability to drop damage. Armsmen are not a very popular PvP choice on Uthgard currently because most of what they can do can be done by other classes. Armsman will most likely become more popular when the RA system switches back to "old style" and many hybrid classes lose access to Det.
RAs: LW, Purge, Det, MoB, MoP, SB, can all be good realm abilities for an Armsman.

Class: Cabalist
Race: Inconnu or Saracen is the best choice for a Cabalist based on their higher DEX stat.
PvE: Cabalists are very good PvE leveling classes. You will want to have 3 points in Spirit for pet power recycle and put the rest into Matter. You can do a pet focus shield pull along with DOT damage. This class is recommended for first time players as casters do not need gear and this class is a quick leveler/good farmer to fund other characters.
RvR: A good final spec for a Cabalist is 34 Body, 33 Spirit, 25 Matter. This spec allows for nearsight which is very strong in the Uthgard setting along with a good debuff nuke.
RAs: Purge, MCL, Seren, MoC, WP, MoM can all be good RAs.

Class: Cleric
Race: Briton is a good choice for Cleric because of balanced stats. Avalonians are at a pretty big disadvantage because their PIE and DEX are the same as Britons but with much lower STR and CON.
PvE: While leveling you will primarily want to spec into Enhance for buffs to help groups while dropping a little bit into Rejuvenation to help with healing. As a cleric it should be fairly easy to get group invites. Uthgard does not allow for buffbots so you will be in high demand.
RvR: A good final spec for Clerics is 42 Enhance, 33 Rejuvenation. This allows decent buffs, shears, and good healing. As a Cleric you will be responsible for buffing, shearing, and of course healing the group.
RAs: Seren, MCL, DI, Purge, PR, Aug Dex are all useful RAs.

Class: Friar
Race: Briton is a good choice for Friar because it is the only choice.
PvE: You will want to keep Staff around character level with the rest of points into Enhancement line for buffs. Keep in mind if you use a lot of +weapon line items you can boost your buffline a bit higher while still having capped weapon line spec.
RvR: Some choices here. For a group spec 45 Enhancement, 29 Staff, 34 Rejuvenation, rest of points into Parry. More solo oriented specs may look like - 45 Enhancement, 39 Staff, 25 Rejuvenation, and rest into Parry. Keep in mind Friars are not in large demand in group RvR on Uthgard currently so you may be soloing a bit.
RAs: Purge, Dex, MCL, Seren, IP, Det can all be useful RAs. A lot depends upon if solo or group character.

Class: Infiltrator
Race: Saracen is a good choice for an Infiltrator if speccing Thrust because of their elevated DEX. Briton is probably a better option if speccing slash.
PvE: You will want to keep your weapon near your level along with Poison. Put left over points into Dual Wield. You can Autotrain stealth while doing this for free stealth points. The poison DOT hits pretty hard and acts like a self dmg buff. You can become pretty efficient at soloing yellows/oranges in this way.
RvR: A good end game spec is 50 Thrust, 44 Critical Strike, 36 Stealth, 36 Poison, and rest into dual wield. This allows for a stun off of evade along with giving you a strong dmg out of stealth opener which is typical with assassin play style.
RAs: MoS, Viper, MoP, Purge, are all handy RAs.

Class: Mercenary
Race: Half Ogre is a good racial choice because of their boosted STR. Highlanders are also a decent choice because they still have higher STR but a bit more QUI than a Half Ogre.
PvE: It is generally recommended to keep Dual Wield at level with left over points into weapon type. Anything left over should be placed into Shield/Parry
RvR: A good spec could be 50 Dual Wield, 42 Shield for Slam, 36 Slash, rest of points into Parry. This will allow a merc to shield slam stun while still maintaining pretty high dual wield damage.
RAs: LW, Charge, Purge, Det, MoP, are all good options.

Class: Minstrel
Race: Saracen is a good race choice of going Thrust weapon type. Highlander may be a better choice for Slash.
PvE: There are some options here. If Autotraining Instruments then you should keep your weapon at the same level as your character. You will be stuck without anything to really help you until 24. At 24 you will autotrain your Instruments high enough to be able to charm a level 7 filidh which will heal you. You will then be able to chain orange mobs without any downtime due to unlimited healing. Alternatively if you spec your Instrument line you can do this starting around level 7 and also have plenty of buffs to offer a group.
RvR: For full group play you could spec for 50 Instruments and then 44 Thrust and ignore Stealth. If you are primarily grouping with stealthers a good spec would be 50 Instruments, 33 Stealth, 30 Weapon. A compromise of the two or for building around smallgroup RvR would be a spec of 50 Instruments, 37 Weapon, and 25 Stealth.
RAs: LW, SoS, some say MoC for running in 8 mans, some say Purge others will say if you have a pet it will break mez - with all classes there is room for personal preference with RAs.

Class: Paladin
Race: Highlander is a good choice for Paladin class because of their STR. Saracen have a bit less STR but more DEX for better blocking. Briton are balanced.
PvE: For leveling many paladins spec a weapon line around their character level while also speccing Shield for stun and defense and Chants for buffs. Paladins are pretty hardy PvE characters but are known to take awhile to kill mobs.
RvR: A common 1h/shield spec for Uthgard is 46 Chants, 44 Thrust (snare combo), and 42 Shield with the rest in Parry. A Paladins role in PvP will mostly be guarding weak teammates with shield and interrupting/assisting some support damage while providing buffs.
RAs: LW, Purge, Det, MoB, are all good for a group Paladin.

Class: Reaver
Race: Saracen make pretty good Reavers because the damage is based on half STR and half DEX.
PvE: Flex can be Autotrained to allow for a higher lifedrain in Soulrending. Some say this is worth it some say it isn't worth it at all. Keep in mind you will be level 50 much longer than you will be 1-49. To level with AT I would recommend speccing crush or thrust since slash will AT as well. Keep weapon around your level with the rest of points into Soulrending and Shield.
RvR: A final spec of 50 Flexible, 42 Shield, 41 Soulrending, 6 Parry can be achieved with Autotraining. This is the strongest spec that Reavers have. You will primarily be on the Assist Train slamming things and hitting Levis from behind. With shield spec you can also be guarding weaker group members.
RAs: LW, purge, det, TWF, MoP, are all decent RA choices for a Reaver.

Class: Scout
Race: Saracen is a good choice for Scout because of their DEX level.
PvE: If Autotraining bow you will want to keep your melee weapon at the same skill level as your character while dropping the rest of your points into Shield. Alternately you can primarily spec bow to level along with melee weapon.
RvR: If Autotraining bow until 48 you could spec Bow 50, Shield 42, Stealth 35, and the rest in weapon. If you want a melee oriented Scout you could spec 42 Shield, 41 Slash, 36 Stealth, 35 Bow.
RAs: LW, purge, MoP, Aug Dex, MoS, are all decent Scout RAs.

Class: Sorcerer
Race: Saracen is a good choice for a Sorcerer because of their DEX level. Inconnu are also a decent choice.
PvE: You want enough Mind to charm the max level pets, but want enough into Matter to reduce damage variance on dots while leveling. There is a good guide for Mind/Matter speccing within this thread.
RvR: Some spec options here. Going 39 Body, 37 Mind gives yellow of all the important spells. Going 45+ Body, 24+ Mind gives a higher body DD but lower AE mez. 47 Body allows for the red dex/qui debuff. As a Sorcerer you will be in charge of CC (mez, root), debuffing, and range dps.
RAs: MCL, Seren, MoC, WP, MoM can all be decent RAs for a Sorcerer.

Class: Theurgist
Race: Briton is a good choice for a Theurgist because of their balanced stats. Half Ogres have very low DEX and Avalonians have very low CON.
PvE: Full Ice is very good for leveling. A Theurgist can typically kill a yellow spirit vulnerable mob with 2 Ice pets.
RvR: 40 Earth, 36 Air is one of the better PvP specs. This will provide pulsing blade turn as well as AE mezz and decent range caster dmg and stun interrupts.
RAs: MCL, Seren, MoC, WP, MoM can all be decent RAs for a Theurgist.

Class: Wizard
Race: Briton is a good choice for a Wizard because of their balanced stats. Half Ogres have very low DEX and Avalonians have very low CON.
PvE: Wizards are fairly broken on Uthgard ATM primarily because of how weak bolts are. Fire is mostly bolt based and earth has some bolt and gtae functionality. This leaves single target fire or AE ice as viable specs. If you have people to group with leveling as Ice is probably the best bet. If you are doing a lot of soloing Fire would be the best option.
RvR: Fire is really the only viable PvP line Wizards have. Keep in mind if you play a Wizard you will be playing the underdog.
RAs: MCL, Seren, MoC, WP, MoM can all be decent RAs for a Theurgist.
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#2 Futaci

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Posted 05 April 2012 - 08:49 AM

It sure would be MONEY if someone would upload full fledged guides... I have searched high and low to find classic DAoC Scout guides and will start looking for other classes today...

As an FYI, do to the age of this data, uploading the ENTIRE guide and not the link is EXTREMELY advisable!!!

More to come!


Edited by Futaci, 05 April 2012 - 08:59 AM.

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#3 Futaci

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Posted 05 April 2012 - 08:57 AM

Raffe's Armsman Guide

First off my name is Raffe Dastarr, I play on Alb Nimue, and am currently independent (however have belonged to an rvr based guild Imprecation for 2 months). I've been playing this character for a long time and felt it was time to start up a guide to help armsmen to be the best. I have played all the types of specs available to armsman, including twohanded to 40, polearm to 47, s/s to 50, and respecced to hybrid, where I remain now. So, here we go.

To start:
This guide leaves you at the end as a hybrid. Personally, I believe that armsmen should not spec s/s. Paladins will always be better than you. You should leave s/s to them and spec the polearm. Armsmen should be the main onehit wonder tanks. Before I say more, the final armsman spec is:

50 Polearm: This leaves you at the end with the highest possible damage in the game for one hit, and gives you the level 50 style Defender's Aegis. Thankfully, being a hybrid, you will be able to use this slam much more than you thought you would be able to (since it is a chain off the back positional style, phalanx), both inside and outside of rvr. The slam/phalanx/defender's aegis style combo will drop most enemies to half hitpoints, without you having taken a hit yourself.

42 shield: This gives you slam, a 9-second shield stun that is essential to all fights. If you don't have a paladin that you're working with, however, you will be out of endurance quickly (this style uses about 25-35% of your endurance bar), so make sure you are grouped with a paladin before you think about using this in most groups.

34 slash/thrust: This raises your minimum damage for your polearm, and is essential to any polearmsman/hybrid.

20 parry: The remaining points dropped into parry. Parry is a good skill to have in rvr, and more important in pve. 1 point of parry = .5% parry, so you will have 15% parry (with the added 5% base parry percentage). Don't take some points off of parry to put into slash, the change addition of a few points of slash does not trade off well with the loss of parry. However, you NEED to have some parry.

Here's the beginning of a level by level guide, skipping every 5 levels starting from the point where you become an armsman. Basically you'll go through your low and mid levels as a polearmsman, so for those who love using shield even with gimpy stuns until the level 42 slam style, you'll have to wait anyway *grins evilly*. The pre-42 shield styles just don't give enough of a stun to be worth it, you'll end up gaining maybe two seconds on your opponent, but you won't be able to do much more damage than you would without the stun, in fact it would counteract because of the points you would lose in the other areas to put into shield.

Level 5:
4 Polearm
3 Slash

Level 10:
9 Polearm
8 Slash
5 Parry

Level 15:
15 Polearm
12 Slash
7 Parry

Level 20:
18 Polearm
18 Slash
10 Parry

24 Polearm
21 Slash
10 Parry

Level 30:
29 Polearm
26 Slash
15 Parry

34 Polearm
32 Slash
15 Parry

Level 40:
38 Polearm
32 Slash
21 Shield
15 Parry

Level 45:
39 Polearm
32 Slash
40 Shield
16 Parry

Level 50:
50 Polearm
34 Slash
42 Shield
20 Parry

Notes: You may notice a large jump between levels 40-45 to get the slam style in. Don't worry about that, you'll LOVE that long slam, and so will your group/RvRmates.
For those without /level privelege or use: I have not included BG0 (abermenai, lvls 15-19) for the battleground template. This is because it is now a ghostyard, since about 80% of DAoC players have level 50s and can use the /level command. Once you reach thidranki and caledonia, however, this will not be a problem anymore.

Quickbar at Level 50: I have my quickbar set up as this:
1: Crippling Blow (polearm): This style is your main anytime style. It delivers great damage and is also useful in rvr because if your target runs away from you and begins sprinting, you can nail crippling blow on them and then land the heavenly phalanx/defender's aegis combo.

2: Mangle (polearm): This style is chained off of Crippling Blow. It does about 30% more damage than crippling blow, so if you don't need to slow down your target and have already done the crippling blow style, always do this one.

3: Slam (shield): This is the 9-second shield slam that is very, VERY important in both rvr and pve. This style is the beginning of the phalanx/defender's aegis combo if your opponent isn't running or if you are using it pve.

4: Phalanx (polearm): This style does slightly less damage than crippling blow, but as a tradeoff it uses less endurance. It can only be used from behind the target. Only use this style if you are sure you will be able to land defender's aegis right after it, or if you don't have a paladin to regenerate endurance.

5: Defender's Aegis (polearm): This style does more damage than any other in the game, with the slightly possible exception of defender's rage. It is only used after phalanx, and since that is performed on the back of your target, this style will only be managed if you use a slam on your target. The long slam stun is just good enough to slam, run through your target, type /face and make sure you're in combat range, and hit your phalanx. If your target moves after that it's ok, this style does not have to be performed on the back of your target also. I find that the slam/phalanx/defender's aegis combo will take most enemies from full health to 30-50% health in rvr, and in pve blues will be destroyed.

6: E x e c u t i o n e r (The site blocks out the name of this style, it's your parry rebound style.)(polearm): If you don't have IP yet (ignore pain, full heal usable in or outside of combat every 30 minutes), You should fill this part of your quickbar with the E x e c u t i o n e r style. It uses a very low amount of endurance (for a polearm), so is very useful in pve.

7: Slashing weapon: Put this here so that after you use your slam, you can switch to #...

8: Polearm: ...and use that for the rest of the battle.

9: Purge: Alright, you need to have this RA, because it is extremely important, and if not used immediately in most cases you'll wind up .

10: Sprint: You have to always have this handy, because you'll find that you'll be sprinting a lot, especially in rvr when you're chasing after those idiots that run.

So, that's what your main quickbar should look like, and there's a look over what you and your styles can do. Now, I'll give you guides for each type of combat you're going to be in.

RvR: In RvR, pray that you have a pally in your group. If you do, slam/phalanx/defender's aegis is your best friend. If a tank isn't getting affected by your slam (he's recently been stunned by someone else), you can either nail him with crippling blow so he is snared, then run away to annoy an enemy caster and hope he gives up on trying to catch you, or you can fight it out with him and use crippling blow/mangle continuously (or continuously use the poleaxe style).
ASSIST TACTIC: If there are a few tanks in your group, you should set up a main assist. You will always stick to the main assist and attack who he attacks. This is usually better than finding a person to go 1 on 1 with, because it makes the enemy drop more quickly and diverts their attention from the healers and casters onto the main group of tanks dropping them down. THIS TACTIC IS A LOT EASIER IN A SMALL RVR GUILD BECAUSE YOU ALWAYS PLAY WITH THE SAME PEOPLE AND ARE MORE DISCIPLINED. The tactic will be less effective in a pickup group because you will have more people who are new to the field or haven't used the main assist tactic before. Remember, if you are against a good pbt (bladeturn) and are constantly wacking a bubble with your slow polearm, pull out that handy dandy sword and on another quickbar with amethyst slash on it, beat on them with that instead.

PvE: Against monsters, their are really 2 forms of PvE. A. Grouping: In groups, if there is another tank like a paladin or perhaps another armsman, you should let them tank, and try landing phalanx/defender's aegis. Of course, if a monster strays to the casters, you've gotta stop doing crazy damage to pull it off with a quick slam/phalanx/defender's aegis combo. Afterwards though (assuming you don't have an ice wizard and are using a main assist) switch back to your main assist. B. Soloing: Going solo, It's pretty straight forward. Pull the yellow/orange mob with your xbow, pull out shield, slam, run through target, /face, phalanx, defender's aegis, crippling blow/mangle until (or poleaxe).

Dueling: The same plan in PvE B. goes in dueling. However, if things are looking bad, you can try the jousting tactic. When you think your polearm is about ready to hit, run through your opponent with it out. You and your opponent will hit eachother, but since your weapon is slower, you'll do more damage over time. Once you've hit eachother, run out about 10 feet from your enemy, turn, and do it again. Just make sure you time your weapon's SPD right, or you'll end up going too early and your opponent will swing, but you won't. I suggest using the jousting tactic only after your endurance is used up.

Realm Abilities: This list shows in order what realm abilities you should get, and what realm rank you'll need for each one. I have this list updated to RR 6 L3. Here it is:

Purge: 4 RSPs, RR 1 L4. This is very important, and will save your life many times. When used, it takes off all negative effects on your character, such as DoTs, disease, mezzes, spell stuns, etc. It is only usable every 30 minutes, however, so use it wisely.

First Aid 1: 3 RSPs, RR 1 L7. This is a 30-50% heal that can be used only outside of combat. It has a reuse timer of 15 minutes.

First Aid 2: 6 RSPs, RR 2 L3. Further increases the amount of health healed from FA1.

Ignore Pain: 8 RSPs, RR 3 L1. This is a full heal to your hitpoints and is usable inside and outside of combat. It is usable every 30 minutes. You cannot get IP unless you have FA2.

Determination 1: 1 RSP, RR 3 L2. This RA is always activated, has no reuse timer, and causes all negative affects on your character to last 15% less time than they normally would.

Determination 2: 2 RSP, RR 3 L4. Decreases the duration of all negative affects on your character a further 15%.

Determination 3: 3 RSP, RR 3 L7. Decreases the duration of all negative affects on your character a further 15%.

Soldier's Barricade: 10 RSP, RR 4 L7. A large bonus to your groups armor for 30 seconds, usable every 30 minutes. This is EXTREMELY useful and well worth it's cost. It is the equivalent of avoid pain 2.5, which would be a 25% armor absorption buff, except for your entire group.

Determination 4: 6 RSP, RR 5 L3. Decreases the duration of all negative affects on your character a further 15%.

Determination 5: 10 RSP, RR 6 L3. Decreases the duration of all negative affects on your character a further 15%. At this level of determination, all negative affects on your character will last 75% less than they would normally, so that they last 25% of what the normal timer is.

These are the resists in order of importance, starting with the most important resists to max out in your spellcrafting template and going to the least important resists.

1. Crush: This is the most important resist to cap for armsman. Most mids and some hibs will be running around with hammers. Armsmen, being platewearers, are very vulnerable to these types of weapons which are used against us in rvr combat very often.

2. Energy: This is an important resist because stuns and the enchanter pbaoe damage are based on the energy type. If you can resist at least one pbaoe after being stunned, you should be able to get out of the bubble before dying. Also, thane spells are energy based.

3. Matter: This is an important resist because ALL DoT spells are matter based.

4. Body: An important resist as well. All mezzes are body based, as well as all lifetaps and assassin poisons. I didn't put this up at the top because I find it somewhat convenient to be mezzed very early on. Half the mez time is spent waiting for the enemy to engage. If you resist the first mez, you will probably be mezzed in the middle of the fight, and that is not good because that's the major point when the armsman is important. This cannot happen to you after the first mez because you will have an immunity timer on and all further mezzes for the rest of a short fight will not effect you. However, the mez resist is very desireable in 10+ min fights when mezzes will be cast throughout the fight. Also, roots are body based, and can be just as bad as mezzes in some cases.

5. Cold: Not too distant in importance is cold. Things that are cold based are runemaster and eldritch gtaoe's, bolts, and DDs.

6. Thrust: Assassins and some odd tanks use this damage type, so if you ever go solo in the frontiers and get jumped, this is where the thrust resist really matters.

7. Slash: Some tanks in the other realms use slash, but albion is the only realm that uses it as its main damage type. Also, plate armor has a bonus resist against slash, so with that bonus this is the last important melee resist on the menu.

8. Spirit: This is an important resist because most midgard spells are spirit based, such as the spiritmaster pbaoe, which poses as much of a threat as the enchanter pbaoe.

9. Heat: Heat is one of the least important resists because the only things that are heat based are eldritch bolts and DDs, and enchanter DDs and stuns. However get at least some resist bonuses into this area, because an enchanter stun followed up by a pbaoe will wind you up .

So, there you have it, your nice and easy resists guide.

Well, that's all I can think of saying for now. So good luck and enjoy!

Thanks to all those folks in my guild who gave me tips and help that I have put into this guide, and also thanks to Luckie N'mor, who gave me the idea to make this guide, and part of the format I used. He has the Bible for Nightshades under the nightshade forum, and helped me out a ton when I was making my /level Nightshade. Also thanks Rakhir, an awesome armsman in my guild who gave me a lot of the ideas in this guide also

Raffe Dastarr
50 Armsman

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#4 Futaci

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Posted 05 April 2012 - 08:58 AM

Masters of the AoE or, why Cabalists > EnchantersI thought I'd do a write up on the Cabalist class for anyone else whom can stand the pain and torment of being one of the two (the other being infiltrator) unwanted Guild of Shadows Classes. I might not be the best person to do this but I'll write it anyway.

As I said before good luck on getting any non guild/friend groups, my luck with groups has been from guild members, Real life friends, or folks that have cabalists in game and offer sympathy groups. That is a horrible thing, as Cabalists add a lot of versatility in a group. Our pets as of now, while not as group friendly as an enchanters (they get a healing/buffing pet and we don't.) pack in my opinion, a lot more punch. Cabalists might not always get the kill first, but most of the time they will get the last laugh, this is done in the form of our formidable line of Damage over Time (DoT) spells. For the times when you can't get a group, you can make and impressive Self group with the use of pet buffs and debuffs.

Character Creation:

The first thing to do is select race,
Briton: Average Stats
High Intelligence and Quickness, but low Strength and Constitution
High Dexterity slightly average Strength, Constitution, and Intelligence
Nice Dexterity and Constitution scores and average Strength, not as Intelligent as an Avalonian but close.

To me I think race really only matters as far as your starting resists and that's about it starting race stats don't mean a whole lot end game.

Starting stats: As an Inconnu I chose to put 10 points into Dexterity, Constitution, and Intelligence. The three big hitters for casting classes.

Dexterity: Effects casting speed, and your chance of being hit by a weapon.
The more of this, the longer you get to kill Invaders. Higher Constitution=More Hits
Albion's main caster stat. This gives you how much power you get in your power pool. Intelligence also effects your Damage spells. The gain is noticeable. On average about 4-5 points of Intelligence will gain you 1 more point of damage on your DoT spells, when that adds up you start to do much more damage by the time the DoT is finished.

A breakdown of the Cabalist spell lines.

  • Body this is the line that taken early on gives a great amount of utility and support spells. Offering as well an Impressive Direct Damage(DD) spell, Debuffs, as well as CC in the form of Roots.

    Base spells:

    Vitality Drain/ Essence Consumption:
    Direct Damage spell with a % of the damage done being turned into Hits for you. This spell does great work of filling yourself back up on HP, when the group healer is busy working on the tanks.

    Dilapidate Body:
    A instant cast strength debuff. On a 5 second recast timer. A useful spell in RvR more so in PvE. Be warned this spell is a big power drainer.

    Cripple/ Leg Twist:
    The Cabalist form of Crowd Control. This root type can be a real lifesaver. Just make sure you put some distance from them and you during the spell or before it ends.

    Specialization Spells:

    Abduct Lifeforce:
    An upgraded version of the Vitality Drain/ Essence Consumption spells. The Damage is higher, and the % of damage done to self healing is greater as well. The highest version is a 90% conversion, to the base max of 60%.

    Shift Spirit/ Transplace Spirit:
    As I like to call it Ghetto heal. Yes Cabalists do have a use in group as a back up healer. It may cost us some of our Hit Points to do, but it can save a healer or tanks life in a heated battle once the healer goes OOP. In some ways, PvE at least I feel that we are a better healer than a cleric. At most a cleric will have a full power bar, and MCL to go off of heals. But a cabalist that puts just 3 points into spirit will have an unlimited healing ability. I'll say how later.

    Inflict Excruciation:
    An instant cast attack speed debuff. This spell is on the same 5 second recast timer as the other debuffs.

    Cursed Vigor/ Cursed Essence:
    You have no idea the pain this spell can cause a Mob or even worse a player. Disease. In one word it is bad. You get three effects in one spell, and at the higher spec, it's an Area of Effect(AoE). First, there is a 7.5% Strength debuff. On top of that a 15% Snare is added, and the cue de gra, healing spells are much less effective until it's cured. A very nice way to start of an RvR or PvE battle.
  • Spirit our pet and resistance debuff line, not many Cabalists are found with an ending template without at least 3 into this line for the spell reclaim energy.

    Base spells:

    Simulacrum Summons:
    Amber, Ruby, Sapphire, Emerald, and Jade. The 5 gem stone pets of the Cabalist. Each different in use and ability.

    One of the Better RvR pets. This pet has a self con buff that makes it the highest HP pet we have. It will proc a stun that has slightly diminishing returns but it does chain.

    The casting pet. Lower HP than most the pets, still a good choice for RvR use due to it's nice DD spell. It casts a Heat based DD. In my opinion the best pet to use for soloing because the ability to "Kite" mobs.

    The anti Stealther pet as I like to call it. In RvR if you can survive the initial blow, this pet should finish of any stealther. The reason, our pets don't need to Hit to proc. This pet procs a very good damage Lifetap. So you do damage to the stealther even though it is evading the pets swings.

    Mini matter as I call it. Another of the tank pets, this little guy procs not only a DoT that stacks with our matter DoTs, but also procs a disease.

    Some say the magic ends with this pet. It has fairly high hits, not nearly as many as Amber but it does have them. It hits for a nice size amount of damage as well. The pet has a built in Damage Shield that might not hit for much but it does have it.

    Empower Spirit:
    Strength pet-only buff. Not many non spirit speced cabalists worry with this spell but it's nice to have around.

    Rebuild Simulacrum:
    Pet-only heal spell. Honestly only useful for mid-fight healing. Your better off using Reclaim Energy. However until you have that spell this is nice to use to ease downtime.

    Magnify Dexterity:
    Dexterity pet-only buff. Not many non spirit speced cabalists worry with this spell but it's nice to have around, good to cast on ruby, as a slight casting speed increase happens.

    Specialization Spells:

    Exploit Flaw:
    Pet-only DPS buff. This spell adds to the amount of damage your pet does in melee. Is overwritten by any other classes damage buffs ex. Wizard, Theurgist, Paladin.

    Overcharge Aggression:
    Pet-only attack speed buff. Increases the speed can attack in melee combat. Not sure but I think Theurgist buff will overwrite this spell.

    Convert Spirit:
    The Power recycling spell. Some people will say your abusing your pet, others will get mad and say your cheating, Most laugh and say thats cool. With this single spell you have a unlimited source of power.

    Constrict Spirit/Shackle Spirit:
    Single Target/AoE Snare spell.

    Banish Immunities:
    Single Target Body debuff spell.

    Banish Will:
    Single Target Spirit debuff spell.

    Banish Conductivity:
    Single Target Energy debuff spell.

    Vivify Golem:
    Pet-Only Strength & Constitution Buff

    Accelerate Golem:
    Pet-Only Dexterity & Quickness Buff.
  • Matter deals with the field of atoms and poisons. This is the line with our AF buffs, Dexterity debuffs, Damage over Time's, and pet focus damage shields.


    Nullify Offense:
    Self-Only armor factor buff. This should be up at all times.

    Corrosive Cloud/ Dissolving Fog/Disintegrating Smoke:
    Our Baseline DoT spell. Thanks to mythic, DoTs are now stackable a big help to all DoT classes everywhere. Only Baseline DoTs and a Specline DoT will stack. So no Spec single target and AoE DoT's on the same mob, but Baseline and AoE will stack.

    Barrier of Warding:
    Another bread and butter caster spell. The Self Bladeturn. Have this spell up at all times in the field. Sometimes it dosen't hurt to Quickcast a second.

    Dampening Ward /Nullifying Ward:
    The Caster Absorb. Buffs. These make cloth armor seem like there is something between your organs and that Celts spear. Again a must have up spell once you get it. That extra 5-10% is a big change.

    Sorcerous Web:
    Single target Dexterity debuff. A bit more useful in RvR than PvE. Is on the same 5 second recast timer that all the other Debuffs(attack speed, Strength) are on so chose wisely.

    Specialization Spells:

    Our Specline DoT spell. Thanks to mythic, DoTs are now stackable a big help to all DoT classes everywhere. Only Baseline DoTs and a Specline DoT will stack. So no Spec single target and AoE DoT's on the same mob, but Baseline and AoE will stack. At the moment we we get a base and spec dot at the same levels except 49, which is the last DoT we get.

    Reflective Backlash:
    A potent spell in PvE and can be in RvR. This could be the big hitter for Cabalists if the word just got out. A Focus Damage shield. More powerful by far than any Wizards damage shield. Imagine if you will as a Player in RvR hitting a cabalists pet with this spell up. You would be hit back with the force of at least 3 Polearms at level 50 matter. The drawback is you can't move or be hit while the spell is in effect, or it ends. The spell is also a constant power drain much like a Theurgists PBT, or Paladin's Endurance regeneration.

    Lance Spirit:
    The RP maker. These are the AoE DoT spells. With a radius of 350 units it can hit a lot of people. The best fun is when you use this spell in the Battlegrounds, and when the spell is over the deathspam you get in your chatbar. Very nice spell but caution must be used when CC is being used.

    Persistent Obscuration:
    In my opinion the best spell for Cabalists. Nearsight is a bane to over 60% of any realms classes that use range to do damage. And it takes 2 seconds to cast, 2 seconds! At level 41 the highest level it decreases your range by 65% of what it is normaly. Whats that mean? Well, get this spell off on a ranger or hunter, and they will be out of the fight with a bow for a good minute or so. Same is true for Eldriches and runemasters.

Tricks O' The Trade:

Number one: Abuse to your sim is good for you.

Don't forget that once you get 3 points invested into spirit you have an unlimited supply of power as long as you have at least 25% power or a pet with more than ΒΌ life left. The spell Reclaim Energy seems like a waste at first, it kills your pet, big deal, I can do that by clicking release. But wait. Look what happens when you have power missing from your bar. It shoots up! From 25% power you can be ready to go in less than 30seconds and ready to pull once again.

Numer two: Stack, Stack, Run.

We are now one of the best solo classes in the game, in close competition with the necromancer. Why? Because we have the ability to "Kite". For those of you unfamiliar with this technique its simple. The reason why we can do this is because the Ruby sim. Has been changed into a Casting DD pet. And we have DoTs. All you do is find a MoB out in a nice open area with plenty of room to run around in. Get at maximum range from the mob, and cast your base and spec DoTs on the mob, if they don't stick don't worry too much. Once you cast your first DoT, have your pet attack the mob. It will begin to cast it's spell. When the monster gets close to you turn and run away from the MoB and sim. At a 90'ish angle. This is to make sure the MoB won't hit your sim and mess him up. Just run the MoB around until it dies or your DoTs run off, and if that happens /face the MoB, reDoT and continue to run. As I said this works because while your running it around and DoTing it, your pet is also DDing the mob too. While the MoB is trying to kill you it's getting killed by your DoTs and pet.

Bitter End.

Once you do get to 50, feel proud that you're one of the Loaners that went 1-50 with little or no grouping. Also in some cases, in record time. It's not totally the end of the road. There is RvR and PvE still, Epic mobs and dungeons are nice to explore when you don't need to worry about XP loss. Cabalists are also in my opinion the best PowerLeveling class in the game, since they can AoE pull about 8 yellow and orange mobs and live 75% of the time. In the end as far as speccing goes, a lot have gone the way of Matter/Body a 46/28/4 Matter/Body/spirit split, That way you get the last AoE DoT and have a better Lifetap. A few go 46/28/4 only Spirit/Body/Matter for a nice 50%Body Debuff so your Lifetaps can really pack a punch.

In the end I'll go 50Matter/20Body/4Spirit, Awesome Nearsight, all the DoTs in the World, an excellent pet damage shield, and an AoE Disease to help the DoTs get their job done a bit better.
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#5 Futaci

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Posted 05 April 2012 - 09:01 AM

Infiltrator Guide

By Salinsha

May 9, 2003

Welcome to version 1.4 of the Infiltrator FAQ, which is likely to be the last (barring any major changes made by Mythic). Thanks to all who contributed in the past, and for Lindy for helping me to update some of the old stuff.

As always, please refrain from posting arguments or off-topic comments in reply to this thread, as it is a tool for new Infiltrators, and we don't need to confuse them. If something changes or I've said something inaccurate (or misleading) though, feel free to say so. This FAQ is only as good as the people who help contribute to it. And because it needs to be said twice: this is a FAQ for newbie/intermediate Infiltrators. I will leave the majority of the endgame, min/maxing, and PM/Spellcrafting issues to the boards, who can do it more justice than little old me.

I hope people find it useful. Onwards!

Infiltrator Class FAQ v1.4

Frequently Asked Questions

Q: What is "autotraining"?
A: It's a device that is intended to prevent people from seriously "gimping" their characters. For us, that means that stealth will be automatically trained to around 1/4 of our level. If you never put any points into stealth, you get a free point from the Infiltrator trainer every 4 levels, starting at level eight (you will have 2 stealth at level 8, 3 at level 12, and so on and so forth). These points you get are FREE, meaning you don't spend any spec points to get them.

Q: Is autotraining worth it?
A: That depends. As a close-combat stealther, having stealth at 1/4 your level is terrible. It is very difficult to set up critical strikes with such a poor stealth, and as such most people who make use of autotrain also don't put any points in Critical Strikes for a while. However, with 2.5x spec points, you can easily keep your melee and poison skills maxed, giving you something to work with while you autotrain stealth. If you autotrain all the way up to level 48, you will have 12 "free" stealth, and have saved about 77 spec points. For many it is not worth the aggravation just to save so few points (to put it in perspective, going from baseline 47 to baseline 48 yields about 179 spec points). Many people just autotrain into the 20's, so they can have a decent boost to stealth before they put points into it for RvR or the Battlegrounds.

Q: Does your base weapon skill (thrust/slash) affect the damage from CS hits?
A: Yes, thrust/slash has an impact on the minimum and average damage you will do, and points into CS will raise the maximum damage (your damage cap). The generally accepted formula is that a point in CS adds around 9 to your max CS damage.

Q: Does Dual wield affect how much damage I do?
A: Yes and no. It does NOT impact your damage variance like slash/thrust will (Dual wield never raises your Weaponskill), but it does impact how often you will swing BOTH weapons, so higher DW means higher damage over time.

Q: What exactly do points into DW give me?
A: They unlock styles as you raise it higher, much like Slash/Thrust (as of the time of this writing though, the DW styles are inferior to the garrote/achilles heel combo of CS, and also to many styles availible in slash/thrust). Additionally, it increases the chance that you will swing BOTH weapons. Here is the generally-accepted formula:

[25% + (Dual Wield Skill x .5)% + (Character Level x .25%)]

So figure a level 40 Infiltrator with 10 points in Dual Wield will have a 40% chance to swing with both weapons (25% + 5% + 10%).

Q: Is it worth it to raise DW?
A: That's your call. You can have a halfway decent chance to swing both weapons at level 50, even if you never raise DW (around 37%). But keep this in mind: using styles forces your main hand weapon to swing, so if you are styling through the whole fight, your offhand poison may not land with a poor %chance to dual wield. On normal, unstyled hits, you have a 50% chance of using one or the other. DW is (arguably) one of the lesser important skills we have, but many high-level Infiltrators put spare points into it.

Advanced reading: check out Wharfe's splendid post on DW Haste Effect.


Q: What is some good Infiltrator equipment?
A: Items have been changed around so much lately, that this question deserves a FAQ of its own. I'd recommend lurking the Infiltrator boards and finding out what will fit your needs, or visiting various online item databases and searching. Not everyone needs the same plusses to stats with their different templates.

Q: Do +skills from items stack with +skills from Realm Ranks?
A: Yes, they do. Also, for reference, the +skills cap from item bonuses is (Level/5 + 1). A level 50 player can therefore have up to +11 from items, and an additional +9 (though highly unlikely, +3 or +4 is more concievable) from Realm Ranks.

Q: Do +envenom give access to higher level poisons?
A: Yep. Because of the way that envenom works (your skill in envenom determines the poisons you can use, character level does everything else) they've allowed it to work that way. Realm Rank bonuses also contribute to this as well.

Q: How does Climb Walls work?
A: You get this ability at natural 25 Stealth. It allows you to climb walls on the outside of keeps, at certain points (with some practice, you will find out where). Unfortunately, we can't climb milefort gates.

Q: What about Detect Hidden?
A: This is a tough one. You get Detect Hidden at natural Stealth 16. What it essentially does is increase your minimum detection radius, and level plays a factor as well. It has been tweaked a bit in the past to make it more useful. With Detect Hidden you should be able to spot other stealthers more easily, particularly lower-level, though assassin classes are harder to find than archers (inherently. It has nothing to do with level of Stealth).

Q: How do I use Distraction?
A: This one gets a lot of people. You use it make a monster face the direction that you want it to, it is often invaluable for setting up backstabs. First, put Distraction on your quickbar, and stealth yourself. Next, locate your Ground Target key (the default is F5). Hold it down, and use the "walk" keys to direct the crosshair that appears underneath you (you can also use pageup/pagedown to move the crosshairs up and down, though this is mostly for aiming Catapults, and useless for this ability). When you have it where you want it, release the ground target key, and hit Distraction. As long as it's not too far away, you'll do a throwing motion and monsters in the area will turn towards the "noise". You have a few seconds to make your move, so do so quickly. I advise trying it out on some greys for practice before you use it for solo play. Also, make note that if you use Mouselook, you can use your mouse instead of the movement keys.

Q: I've noticed that Infiltrators can be Slashers or Thrusters... which is better?
A: Neither is "better" than the other. Both have advantages and disadvantages, which I will do my best to list below, so you can make your own informed decision.


Slower swing speed than thrusters (your initial crit strike hits will hit harder)

Has Amethyst Slash, a strong anytime-use level 29 slashing style that does good damage, and uses less endurance than Garrote.

10% bonus damage to Hibernian scale (Champion/Druid/Hero/Warden)

10% damage penalty to Hibernian Reinforced, and Leather (Bard/Blademaster/Ranger/Nightshade)

10% damage PENALTY on Midgard Chain (Healer/Shaman/Skald/Thane/Warrior)

10% damage BONUS on Midgard Studded and Leather (Beserker/Hunter/Savage/Shadowblade)

uses strength exclusively for damage, strength is our tertiary stat (raises every third level).


Lightweight and fast. The dirk, with its 2.2 speed is pretty much the fastest weapon you'll see.

Dragonfang, the level 50 Thrusting style, is a very powerful attack that chains off of an evade (which we happen to be the best at), and has a 9 second stun.

The other styles leave something to be desired. There is no strong anytime style, and one of the more useful style chains activates off a block from a shield, making it pointless for most Infiltrators. Not a total wash though, as most just use the Garrote/Achilles Heel combo in CS.

Thrust uses half dexterity, and half strength for damage. Dexterity raises every level for us.

No bonus/penalty in Hibernia. Hibernian is 100% thrust neutral.

10% damage BONUS on Midgard Chain (Healer/Shaman/Skald/Thane/Warrior)

10% damage PENALTY on Midgard Studded and Leather (Beserker/Hunter/Savage/Shadowblade)

Both slashing and thrusting do neutral damage to casters, since cloth has no modifiers at all, both slash/thrust do equally well against finger-wagglers.

In a nutshell, at the endgame it depends on whom you want to kill, and your playstyle. Some people think of themselves as archer/assassin killers (and would choose appropriately), and others swear by Dragonfang or Amythyst, etc. It's important to note (again) that neither damage type is "gimp".

Q: How high should I raise stealth?
A: In PvE, based on your own needs. In RvR, you'll want to have your ADJUSTED stealth as close to your level as you can manage. We live and die by our ability to stay hidden. Items with +stealth aren't hard to come by, usually, plus it is increased by realm rank bonuses. Many people shoot for an endgame level of 40, to get Safefall 4, or as low as in the 30's, depending on how much +stealth equipment you are willing to wear, and how many realm ranks you think you get concievably get. It's a personal decision you have to make.

Q: How high do I need to raise CS?
A: As always, your mileage will vary, but there are a few popular places to raise CS to.

Crit Strike 34: Creeping Death, the style with a 7s stun that chains off of Perforate Artery, our bread-and-butter hidden CS strike.

Crit Strike 39: Stunning Stab. This is the third style in the PA chain, it just does damage ("stunning" is a misnomer, the stun is in Creeping Death).

Crit Strike 50: Essentially the highest damage cap on your Perforate Artery hits with this one. You also get the last of the evade chain (Hamstring, Leaper, Rib Separation at 44, and Ripper at 50).

There are a few others, some Infiltrators skip CD altogether, get Leaper at 29, and just use thrusting's Dragonfang. Since the sleep timer in RvR limits you to one stun a minute on a player, Creeping Death and Dragonfang are essentually mutually exclusive. Keep this in mind.

Q: How high should I get envenom?
A: Many people raise envenom to the high 30's, and use item and RR bonuses to get to Lifebane at 50. Even if you don't plan on getting it high, everyone can make use of a little envenom. DOT poisons are excellent in both RvR and PvE, and disease poisons have a nice snare and a small strength debuff effect, as well as gutting the effects heals will have on them. At the very least, envenerating at 22 is useful because of the dual str/con debuffing effect.

Q: How high do I need to raise my base weapon skill? (thrust/slash)
A: I would never let it drop below half your level, or you are not only gutting your melee output, but your crit strike hits as well. Keeping it near or above 2/3 specced is a nice safe number to shoot for. Low-level Infs who are autotraining stealth will get good use out of being full-specced to level. Also, getting the detaunt styles (level 18 in thrust, 12 in slash) will be invaluable in groups, because you will often pull aggro from tanks with our heavy damage output. We can't take hits, so this is a decidedly bad thing.

Q: Where can I find a list of poisons and their levels?
A: Lots of places, but I've included it here, too:

DOT Poisons (damage over time)

1 Minor Lethal Poison

5 Lesser Lethal Poison

10 Lethal Poison

15 Major Lethal Poison

20 Greater Lethal Poison

25 Minor Lethal Venom

30 Lesser Lethal Venom

35 Major Lethal Venom

40 Greater Lethal Venom

45 Insidious Lethal Venom

50 Lifebane

Str debuff (envenerating poisons have a str/con debuff)

2 Minor Weakening Poison

6 Lesser Weakening Poison

11 Major Weakening Poison

17 Greater Weakening Poison

22 Minor Enervating Poison

29 Lesser Enervating Poison

37 Major Enervating Poison

47 Greater Enervating Poison

Snare (slows targets movement speed for duration)

3 Minor Imbalance Poison

8 Lesser Imbalance Poison

13 Major Imbalance Poison

18 Greater Imbalance Poison

23 Minor Crippling Poison

27 Lesser Crippling Poison

31 Major Crippling Poison

42 Greater Crippling Poison

Disease poison (cuts heal effectiveness in half, small str debuff, and a small snare. Great RvR poison.)

4 Minor Infectious Serum

16 Lesser Infectious Serum

26 Infectious Serum

38 Major Infectious Serum

48 Greater Infectious Serum

Attack Speed Debuff (crafted) (10-20% speed debuff)

40 Weak Essence of Lethargy

50 Essence of Lethargy

Increase Endurance Costs (crafted) (15-30% increased cost)

40 Weak Essence of Weariness

50 Essence of Weariness

Q: Do DOT poisons interrupt spellcasting?
A: No, only the first tick of a DOT will interrupt. However, DOT damage will keep someone from re-stealthing, and bleed DOES interrupt casting.

Q: What is overspeccing, and what does it do?
A: Just what you think it is, speccing something over your level, ie: you are character level 20, and have 19 thrust, with 22 thrust after bonuses. Overspeccing varies from skill to skill. For example, having stealth over your level won't do anything, while having your weapon skill ovr your level will increase your damage (with diminishing returns).

Q: What exactly does Quickness do?
A: Essentially, it speeds up your attack rate, and consequently, your damage over time. Here is a rough formula for it that may help:

NEW DELAY = (1-(QUI-60)/500)* BASE SPEED

So, if you had a 3.0 delay weapon, and 100 Quickness, 2.76 would be your new adjusted attack speed. Haste spells and effects also factor into this equation.

Q: I'm making an Infiltrator to fight in the Battlegrounds. How should I spec?
A: This is completely a matter of opinion. I feel that you should use a character builder, and plan out in advance what you want to be, taking careful note of milestones like 21 CS (Perforate artery), 22 Envenom (envenerating poison), etc. Speccing too high in one line can be fatal, as well as speccing too low in an important one. Here is one Infiltrator's viewpoint (Fino's) on the subject, I would surf through the boards and see if you can find others you may like:

Thidranki (LV 20-24)

CS - 21+ (Perf Artery)

Venom - 15+ (Lv 15 DoT)

Stealth - 20+ (w/items)

Thrust - 1/2 of level or more

DW - little to none, remaining points

Caledonia (LV 30-35)

CS - 34+ (Creeping Death)

Venom - 25+ (Lv 25 DoT - Poison owns)

Stealth - 30+ (w/items)

Thrust - 1/2 level or more

DW - little to none, remaining points

Q: What about popular end-game specs?
A: Here are a couple from Lindy, to get you started.

A common build is 37 stealth 50 thrust 40 crit 20 dual wield and 37 venom.

The benefits of this build include
*dragonfang with 50 thrust
*a solid crit spec for decen PAs and crit style lines
*a decent amount of DW for fairly consistent offhand swings
*stealth and venom both can become 50 with +11 from items and annother +2 from easily attainable RR3
*no auto training used to create it

The drawbacks
*lack of a "good" anytime style
*arguably the worst spec for fighting shadowblades

Common variations
*stealth and envenom might be lowered still to create higher RR templates eg: 35 stealth and venom such that a inf hits 50 in those skills at RR5
*dw and crit may both be higher or lower as some people will shoot for 44 crit for rib seperation and others will hold at 34 crit for creeping death and go no higher


There are a LOT of RR abilities to pick from. Here are a few that are particularly useful and popular.

Dodger: It only requires Augmented Quickness level 2 to get, and each level of Dodger gives you another 3% chance to evade. It is amazingly useful skill, especially in combination with things like Dragonfang. Every Infiltrator can probaby make good use of a level or two of this skill. However, evasion is capped at 50% potential, so at high levels, with full spec buffs, Dodger may be wasted. Excellent for levelling up though.

Mastery of Pain: You have a 10% base chance to get a melee critical, and each level of this increases it another 5% (MOP level 5 is a 35% chance to crit. Can you imagine?). Very useful passive ability and worth a look, if a bit chancy.

Mastery of Arms: Since it requires Aug. Strength, it's not as popular as some other abilities, but speed Infiltrators live by it.

Dualist's Reflexes: An often ignored skill, but since it adds a 3% chance to swing both weapons (this is equivalent to 6 points of Dual Wield), PLUS it has the same pre-requisite requirement as MOP, melee-oriented Infiltrators can use it to good effect.

Avoidance of Magic: +3% per level to your magic resistance. A deal at twice the price, this is a very useful passive skill, perhaps even worth moderate investment, as it goes above and beyond your normal cap.

See Hidden: No RR ability has as much controversy surrounding it as this one. With it, you can see (passively, it is on all the time) any stealthers at clipping range if they don't have Detect Hidden. This means all archers, as well as Minstrels. Some swear by it, some don't touch it, the choice is left up to you. Keep in mind that Archers can still use camoflague.

Vanish: This is our class-specific RR ability. It allows you to immediately stealth, regardless of what you are doing at the moment. It can be used to get in another PA during combat, or as a "Get out of jail free" card in RvR. Unlike the other abilities, this one is active use, and on a 30 minute reset timer.

Purge: This one is a no-brainer... 10 points for a free purge of all negative effects (including rez sickness, poisons, stuns/mezzes, roots, etc) every half hour. A solid amount of points to use, but some consider it invaluable for fighting assassins and casters.

There are other RR abiltities, but these are the most popular, and appropriate for Infiltrators.

Q: Is Bladedance any good? It sounds so cool.

A: No.

Q: What happened to Ignore Pain?

A: It was taken away from assassin classes (we were dropping pure tanks), though we did retain First Aid.

Q: I know you said Bladedance is no good, but is that because it's powerful and you don't want anyone else to have it? A: Bladedance is a PBAE melee attack. PBAE spells are good, but that is because of the power of MoC, high damage, and repeatability. Bladedance has none of these. We in the dual-wielder community are holding out for this ability to be made useful, like Volley/Longshot were, but until then, you are better off buying Mastery of Water.

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#6 Futaci

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Posted 05 April 2012 - 09:03 AM


Was a multi link set-up so I am going to post a link to the main page of it!

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#7 Stice

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Posted 03 May 2012 - 12:48 PM

Stice's cleric guide.

Yes, I'm writing my own cleric guide. What makes me qualified to do this? I've played a cleric to RR11 on the official servers (RR10 pre-NF) and a second one to RR6 on the classic servers, and now I've got a modest amount of experience here on Uthgard too.

Basic description of the cleric:

The cleric is a support class and its primary function is to be a force-multiplier for a group. It is not recommended to play a cleric if you are not comfortable relying heavily on your groupmates or if you cherish the ability to be a strong soloer. (You will be capable of leveling up solo when groups are not available, though.)

Your group support tools as a cleric are mainly healing spells and stat-manipulation spells. Your ability to do both of these things is far stronger than any other class in the Albion realm and will make you a highly desirable groupmate. Most PvE groups want at least one cleric and a full RvR group virtually requires two.

Important spells to know about in the spec lines:

For Rejuvenation, I highly recommend taking at least 30 levels. That is the point where you get the first spread heal, which is a very powerful group healing tool that all clerics rely heavily on in RvR. Other useful breakpoints to know in Rejuvenation are 33 for a single-target heal that is better than the top baseline heal, 40 for the 100% health resurrection spell and 41 for a very powerful but expensive single target emergency heal.

For Enhancement, you will receive all of the blue (third highest) buffs at 30 spec. Going to 40 instead will get you all of the yellow (second highest) buffs along with all of the buff shears so you can remove buffs from enemies and the weaker AoE buffs that can fill in when you're out of concentration. The red acuity buff is available at 42 an the red spec AF buff at 44. Going above 44 is not recommended because it would leave you with insufficient points to reach 30 Rejuvenation for spread heal.

For Smite, you should basically only invest leftover points. The Smite line is very weak and provides few useful tools. It is simply not a very effective or fun way to play a cleric.

Recommended level 50 cleric specs:

33 Rejuvenation, 40 Enhancement, 14 Smite. This is the spec I use and is a well-rounded build. You get all of the yellow buffs and shears while still having a lot of healing power. Variants on this are 33 Rejuvenation, 42 Enhancement, 7 Smite, and 30 Rejuvenation, 44 Enhancement, 8 Smite.

40 Rejuvenation, 36 Enhancement, 4 Smite. This is more of a power healing spec. You get the second spread heal and the 100% rez, but miss out on one yellow buff and shear. A variant of this is 41 Rejuvenation, 33 Enhancement, 11 Smite.

What race should my cleric be and how should I distribute my stats?

In Dark Age of Camelot, race is almost purely cosmetic at high levels when templated and buffed. From a strictly analytical point of view, the best race is Briton, but there is no noticeable performance difference between your three choices. All three of my clerics are avalonians because I like them that way. Your only really important stats as a cleric are dexterity and piety, so you should probably just start with +15 dex and +10 pie (which is the default the game chooses for you if you don't change it.)

Your abilities as a cleric:


Minor Heal: This small but efficient heal is your bread and butter for leveling groups and should always be your go-to spell for PvE. You will probably use it quite a bit in RvR too. It is your most efficient heal.

Heal: This baseline heal will be useful to you when leveling up because it will probably be stronger than your spec line major heal. This is a stronger but less efficient single target heal and can be used when someone is taking heavier pressure. If you go at least 33 Rejuvenation you will not use this anymore as the level 33 major heal is superior.

Major Heal: This spec line single target is fairly strong and efficient and is usually the go-to heal in RvR. The level 33 major heal is superior to the level 46 baseline heal, so once you have 33 Rejuv, this replaces your baseline heal.

Greater Heal: This spec line single target is very strong, but also expensive and inefficient. It is an emergency heal that will very quickly bring someone back from the brink. Spam casting greater heals at someone will keep them alive even through 3 or 4 enemies pounding on them in RvR, but it will also suck your power pool dry very fast. Use it, but try to use it sparingly. For instance, throw one greater heal in between major heals when your groupmate is taking very heavy damage.

Minor group heal: This baseline spell is a pretty inexpensive heal for what it does. If it heals 3 or more people it ends up being very efficient, but it's not very strong. You'll probably use it quite a bit to keep your group topped off, though.

Spec group heal: The spec line group heal is much stronger and more expensive than the baseline version. Use it sparingly, but it's a powerful effect when you need it.

Spread heal: This is a very powerful group healing tool. It is technically a heal useable only on yourself. The strength of the spell increases for each member currently in the group and any extra healing is distributed over the group, preferentially going to the most wounded group members. Two or three casts of this spell will bring the entire group to full health. It is quite expensive, though.

Instant heal: This spec line spell is instant cast and has a 15-minute cooldown. It restores a large percentage of the target's maximum health and can be used while moving or while casting other spells. Be wary of the long cooldown, but it will virtually ensure that your target won't die for at least the next couple seconds. Try to save it for a moment when you are interrupted or otherwise unable to cast.

Group instant heal: The group version has a 20-minute cooldown but is otherwise similar to the single-target version. Be very careful about using this is in PvE as it generates incredible amounts of threat from enemy NPC's.

Resurrection: It costs 50% of your maximum power to resurrect someone the same level as you, and the cost scales up or down if they are higher or lower. (If you are too low level compared to your target you may be unable to resurrect them at all as the cost would exceed 100% of your power.) Half your power is a huge investment, so consider it carefully before using this in the middle of a fight. Someone else, or even the whole group, might die if you're left with no power to heal. Resurrected targets have their damage output greatly reduced for a few minutes by resurrection sickness, but their other abilities all still work, so sometimes a clutch rez can save the group in a tough fight. Higher level versions of resurrection bring the target back with more health and power.

Cure Poison: You won't need this much. There aren't many hard-hitting poisons in the game and it's usually better to just heal through them anyway. The only exception is the poison from high realm rank assassins with the Viper realm ability.

Cure Disease: Disease snares targets and makes healing only half effective. It's brutal. You should try to cure it quickly when possible. This spell gets used a lot in RvR.


You can maintain a maximum of 20 concentration-based buffs at a time. Each one costs a piece of your concentration bar, though, so depending on your enhancement spec you may not be able to cast all 20. They have unlimited duration and work within a substantial radius of the caster. Stat buffs are not very powerful at low levels, but they scale up very well as you level up. At higher levels, properly distributing your buffs makes an enormous difference in the effectiveness of the group, so be conscientious about it.

Baseline stat buffs:

Strength: strength raises weaponskill for all melee classes except friars. Higher weaponskill means higher damage and accuracy. Give this to all of your melees. You should also give it to yourself when soloing, because it will raise your own weaponskill a bit too.

Dexterity: this is the most versatile stat in the game. It increases casting speed, chance to block, parry or dodge and weaponskill and damage with thrust weapons, flexible weapons, bows and staves. You should wear this buff on yourself at all times and also try to give it to your shield tanks, casters and anyone using the above weapons.

Constitution: this raises the target's maximum hitpoints. It is not an essential buff in PvE, where damage is usually manageable enough that you don't need the extra buffer to give yourself time to heal. In RvR it is useful, especially on yourself and other casters.

Armor factor (AF): this reduces the physical damage the target takes by effectively raising the quality of their armor. It has no effect on a target already wearing 100% quality armor and minimal effect on 99% armor, so you do not need to use this on anyone with a spellcrafted template (which is most everyone at max level.) It also does not stack with a caster's self-only armor buff and is weaker, so never give this to a caster. It is useful to melee classes who are still leveling up in lower quality armor, and can help keep you alive from random aggro if you don't have good armor in a PvE group.

Spec line stat buffs:

Str/Con: This spec line buff raises both strength and constitution and stacks with the baseline buffs for each of those stats. It should be given to strength users in PvE and to anyone you can afford to give it to in RvR.

Dex/Qui: This spec line buff raises both dexterity and quickness. It has all the benefits of the baseline dex buff and increases quickness too, which effects attack speed with weapons and chance to dodge. This buff is useful to every single class except friars (who have their own self-only version of it.) You should wear this at all times yourself and give it to anyone else you can afford to. It is probably the single most useful buff.

Acuity: This spec line buff increases the damage of casters, but ONLY pure casters. In Albion on Uthgard, it works on wizards, theurgists, cabalists and sorcerers. It does not work on anyone not on that list, including you. It's an inexpensive buff that gives a nice damage and efficiency boost to casters, so always give it to them, especially in PvE. (Casters in RvR often focus more on utility skills than damage, so they may not need it if you're tight on buffs.)

Spec AF: This armor buff adds extra armor on top of the gear you are wearing, unlike the baseline AF buff. This means it is useful even to players who have good armor. It is useful to every class except friars (who have their own self-only version.) It is weaker than the paladin armor chant and does not stack with it, though, so if a paladin in the group is using the armor chant, which is common in PvE groups, do not bother with this buff. In RvR, it is useful to have on yourself and casters in the group.

Health Regeneration: This buff is extremely weak. Don't ever bother to cast it.

Resist buffs: Clerics receive buffs to Body, Spirit and Energy resists. Spirit resist is nearly useless as almost all spirit damage spells in the game are found on Albion classes but the other two are pretty nice to have. You should especially try to keep the Body resist buff up as it reduces the duration of most enemy mesmerize spells. In RvR, try to recast these when they still have a couple minutes of their duration left. You don't want to be suddenly caught in a fight as your buffs are wearing off and get mesmerized for an extra 15 seconds because of it.

Reactive Heal proc: This puts a buff on the group that gives them a small chance to receive a small heal when they are hit with a physical attack. It's so weak and activates so infrequently that you'll basically not notice its effect at all, but it lasts 10 minutes so you may as well use it.

Buff Shears: Between 31 and 38 Enhancement spec, clerics receive shears that remove concentration-based buffs. You receive a different shear for each buff type. These spells have longer than average range, which makes them quite safe to use in RvR. Buffs make a big difference to your group, so removing them from enemies makes a big difference too. You can only shear buffs that were cast on a target by someone else, so don't bother trying to shear enemy buff casters like druids and shaman. You also can't shear self-only buffs like the thane's str/con buff. Anything else is fair game, though, and shearing the str/con and baseline str buffs off a berserker takes a big bite out of their damage.

AoE buffs: Between 30 and 39 Enhancement spec you will receive 10-minute AoE versions of the acuity, str/con and dex/qui buffs. These can be used to buff people outside your group if you are feeling nice and to fill in missing buffs for your groupmates if you are short on concentration to fully buff everyone. They are about half the strength of the concentration-based versions, so try to use conc spells instead when you can.

Melee damage buff: At higher Enhancement spec you receive a melee damage buff. It lasts 20 minutes and makes you hit a bit harder. Not bad when you have to solo. The highest level version makes you hit almost as hard as a one-handed paladin not using styles.

Smite spells:

Smite: This is a single-target damage spell. It's very expensive, very weak and has shorter range than most spells. Its only virtue is it does spirit damage, a resist type many enemies neglect. Most undead monsters have negative spirit resist, so when you have to solo, it works best to target them.

Stun: This spell also has short range but will stun most targets for an appreciable length of time. The duration is effected by the target's spirit resist and the Determination realm ability, which most non-stealth enemy melee characters possess. In PvE, it can be used on a target u to 3 times, with the duration being halved each time. In RvR, it can only be used on a target once per minute. You have to exercise good judgement when using this spell in RvR. A stun at the right time can almost guarantee a kill. A stun at the wrong time can get you or one of your groupmates killed if the target survives and becomes stun-immune for the next minute. Note that melee-based stuns like Shield Slam bypass the target's resists and Determination and therefore always last full duration. If a friendly shield user is slamming a lot in your group, you may wish to avoid using your own stun.

Damage add: Investing in Smite spec grants a damage add buff. It lasts 20 minutes and adds a small amount of spirit damage to each swing. Useful when soloing, and again try to stick to undead mobs.

Mesmerize: Investing in Smite spec also grants a mesmerize. It effects a small area around you and has a short duration. Like your stun, you should be careful using it in RvR because anyone you hit with it will gain 1 minute of mesmerize-immunity once it wears off. The radius on this spell is so small that I recommend you actually stop moving and let your pursuer catch up a step or two before hitting it. It can actually miss someone meleeing you entirely if you are both running. This spell is instant but has a 5-minute cooldown.

Playing a cleric:

PvE: Get a group. Most groups are happy to have you. Distribute your buffs well, make sure a melee puts Protect on you to reduce aggro, then sit back and cast mostly Minor Heals on people taking damage. This is by far the fastest way to level. Do not cast right away at the start of the fight. Allow the melee tanks to pick up aggro. Most mobs don't hit all that hard in this game, so you can let them take a few hits until it's safe to cast. Spend a lot of time sitting down behind the group to keep your power up. Don't sit in the path that mobs are being pulled from or they'll hit you as they run by.

Solo PvE: If you have to solo, go find some undead mobs. Put all your buffs on yourself. Pull with a Smite or two and then just melee the target down. It's slow, but you'll find you can quite safely solo yellow mobs at minimal risk. Try to move around and collect camp bonus from nearby targets. A yellow mob with full camp bonus is worth nearly cap experience.

RvR: Spread out! Clerics are fairly durable but they have almost no defense against interruptions, so don't be standing where you can be easily tagged with AoE. Your heals and shears have longer range than most spells, so use that range and get out of the center of the fight. When you see enemies incoming, a good first move is to turn and run in the opposite direction for at least 5 seconds until the enemies have committed to other targets, then turn and heal. Try to find places off to the side, in corners, behind trees, under water or other subtle places. Your heals are so strong that you can get your entire group to full health if you can get free to cast for just a few seconds, so think strategically and try to create those windows for yourself. Use your instant heals to buy time while you try to free to cast. If you have free time to cast and don't need to heal at the moment, select a dangerous looking enemy and shear a buff or two off them.

General concerns:

Help! I am the only buffer in a PvE group. How do I distribute buffs efficiently?

Dex/qui and baseline dex on yourself
Str/con, dex/qui, base str and base dex on the main tank
Str/con and dex/qui on any melee damage dealers
Acuity on any casters
Use remaining buffs to give dex/qui and dex to casters and base str (and dex too depending on their weapon) to melees
Base AF to you or the tank if either of you is getting hit a lot and have low quality armor
Use AE buffs if you have them to fill in a few holes.
No one needs spec AF or base con in a PvE group.

Help! I am the only buffer in an RvR group!

Your RvR group probably sucks then, but use the same general guidelines. Consider giving yourself base con and str/con since you're the only healer and no one else will be able to heal you if you're getting hit. Also consider spec AF for the sorcerer in your group, as they will always be a high priority target for enemy melees.

Help! I run out of power too much.

Get the Mystic Crystal Lore Realm Ability. It restores 25% of your power and is useable every 3 minutes, but only if you haven't hit something or been hit in the last 10 seconds. Use it any time it's off cooldown and you are at 75% power or lower. Don't wait until you're actually out of power or you might have been hit and be unable to use it, especially in RvR. Also get a barrel of power potions. They give enough power for a few heals and have only a 1-minute cooldown.

If you're running out of power too much in PvE, you're probably either low level or your group sucks. Higher level PvE groups with properly distributed buffs and a good class makeup actually take very little damage. You can sometimes go minutes at a time without casting anything at all.

Help! I keep getting interrupted and/or killed in RvR!

Use your range. Clerics are blessed with really long range on almost all the spells we use in RvR. When you have enemies incoming, get away from, and well behind, your group as quickly as possible. Try to position yourself unobtrusively.

If some melee in your group goes diving 3000 units out of range chasing an enemy healer who did the same thing you're doing...well, sucks to be him. Keep yourself alive instead of chasing your groupmates into unwise positions.

Also remember that your group heals, including spread heal, do not require line of sight, so you can spam those when necessary to keep someone up. It's usually cheaper to heal someone than rez them, even if it takes a LOT of healing, so try not to let anyone die unless they're in a truly hopeless position. If someone does die and you rez them, try to throw them a critical buff or two. It makes a big difference. If you have a few seconds where you don't need to be healing, look for a good place to reposition to or a target in range for some shearing.

If you have a persistent enemy melee on you, try to drag them toward a groupmate who can peel for you with some kind of CC or stun. Most players aren't total idiots and will try to help a cleric in trouble.

Finally, just play heads up. A berserker hitting you does a lot of damage. A berserker chasing 10 feet behind you while you're both running does no damage. Try to take off kiting BEFORE you get hit and you'll save yourself a lot of grief. Just generally move away from enemy melees, even if they aren't currently targeting you. Make yourself an inconvenient target and you won't get hit nearly as often, and that means more freedom to cast your spells and help your group win.

Help! I can't keep other people alive in RvR!

Don't just look at the group window and wait for people to take damage, try to see where the enemies are and anticipate who is about to get hit. You can often already be casting heals before the damage even lands. Also, preventing damage entirely is easier than healing it. A well placed stun or shear can take a lot of the edge off an enemy attack.

If a groupmember's name turns orange on your group mini window it means they are diseased and will receive only half value from heals. You should cure this. If the target won't live long enough for you to cast Cure Disease and then a heal, consider casting Cure Disease and then instant healing them the moment the disease disappears. The second emergency option is to just spread heal. Since spread heal actually targets you, its value is not halved on diseased groupmates. (Don't ever use spread heal if you are diseased yourself, though.)

Don't forget all your heals. Greater Heal is a huge power hog, but there isn't an enemy class in the game that can kill someone through spammed greater heals. Sometimes it buys enough time for the groupmate under attack to get a peel.

What RA's are worth getting?

MCL should be your first RA. It's immensely useful in both PvE and RvR.

Perfect Recovery is an instant rez that costs no power and leaves the target without rez sickness, albeit at very low health. It's a very worthwhile RA for RvR, though, where rezzing in the middle of a fight can make all the difference.

Purge can be useful to get out of a bad mesmerize, but ideally you shouldn't be getting caught in bad mesmerizes anyway. Work on spreading out and the value of this RA isn't quite as high.

Divine Intervention is a sort of instant spread heal that you can preload. It automatically distributes healing to group members who are low on health until it is expended. It's useful as an uninterpretable heal in RvR. It's also useful in PvE because it does not generate any threat, so you can use it to heal early in a tough pull when casting a heal would get you aggro. (Nice on tough PvE fights like Legion raids.)

Barrier of Fortitude gives your group increased absorbance of physical damage for 30 seconds. It can blunt the edge of a melee-heavy enemy group, which you will see a lot on Uthgard.

Wild Healing gives your heals a chance to crit. It is especially nice when used with spread heal because a critical spread heal will typically return the entire group to full health.

Augmented dexterity makes you cast faster. It can be that critical edge to get a heal off in time or avoid an interruption.

Long Wind lets your sprint farther before you run out of endurance. Since you will often be hanging out far from the center of the fight, you won't have the paladin endurance chant. Long Wind lets you stay that little bit ahead of the melee chasing you.

How should I spellcraft my cleric?

Cap out your dexterity, piety, constitution and hitpoints.

Have enough +Enhancement to bring yourself up to 50 with your bonus from realm ranks included. (Enhancement over 50 does nothing.)

If you are not using the level 33 Major Heal yet, have enough +Rejuvenation to bring yourself up to the level of the spell you are using to heal with. It's not as important once you have 33 Rejuvenation spec though.

Cap out your slash, crush, thrust, body and cold resists. Others are not as useful, especially spirit resist, which is not important at all for an Albion character.

If you have space left on your template, and you should because the above is easy to do with just DF jewelry and 99% crafted gear, you can throw on some +power and +Smite, but don't expect either of those to make a very noticeable difference.

Edited by Stice, 03 May 2012 - 05:04 PM.

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