Bunnie's Solo Cleric Guide
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Disclaimer Bunnie, the creator of this guide, deleted her Basil account, and with it, all of her threads/posts. With her permission and encouragement, I'm reposting all of her guides for her. She'll be maintaining/updating these guides through me. Unfortunately I can't answer any questions about clerics, but I can forward any questions to her. All credit goes to her of course for writing this. Table of Contents Introduction Soloing Capability of Clerics Solo Cleric Training Singapore Maps Solo Cleric Skill Builds Holy Arrow Soloing Capability of Priests Solo Priest Training Solo Priest Skill Builds Equipment, Potions, and Accessories Common Misconceptions about Solo Clerics/Priests Conclusion Introduction Solo cleric. Solo priest. I hear laughter in the audience. But hopefully, with this guide, that will change. It will no longer be an impossibility, a mistake to solo with what has previously been looked upon as a supporting class. Many clerics and priests have found themselves trapped in unhappy party situations without ever thinking that they could strike it out solo. This guide is to amend that to some extent. Hope you enjoy it. Soloing Capability of Clerics Why solo? Pros: Fastest leveling for clerics. Can train whenever, no waiting for parties, attackers, etc. No having to deal with rude, immature party members. Generally less stressful than PQing. For many people it is a matter of personal pride, i.e. not "leeching". Cons: Vulnerability to KSers, particularly in places like hoodoos, though less at himes. Miss the LMPQ funding. Slow for 7x and 8x priests. More work for a priest than party mobbing/healing. Means more INT equips over HP equips, so may be costly if you want good damage. The potential for a cleric to solo has always been there, despite our lack of attacking skills. The skill most often underestimated is Heal. A true cleric recognizes it for its attacking and mobbing ability as much as its supportive aspect. It may not seem as damage-effective as the skills of other classes, but it is remarkably fast and it mobs. In the following section, I will try to cover all the information I know about solo cleric training. Solo Cleric Training 30-40 Zombie Mushrooms Undead Level 24 HP: 500 MP: 50 EXP: 42 The lowest-level undead monster in GMS. Good mobbing for lower-level clerics, particularly when you don't have maxed heal yet, as they only have 500 HP. They spawn with Horny Mushrooms in Ant Tunnel I. Stirges Level 20 HP: 300 MP: 10 EXP: 33 The best map for these is in the Kerning City Subway. They have remarkable spawn and are easy to magic claw. Most attractively, they drop a lot of blue and orange potions, as well as the odd lemon once in a while. If you are short of pots, this is the place to go. Brown Teddies Level 30 HP: 950 MP: 0 EXP: 60 These have relatively low HP and are a small step up from Evil Eyes. Good if you're bored in Ludi. They do jump, so be careful where you go afk. Wild Boars Level 25 HP: 550 MP: 55 EXP: 42 Similar to Zombie Mushrooms except they have slightly more HP and aren't undead. They also move a lot faster. However, these are known to have lots of equipment drops that are beneficial for early-level, unfunded characters. Evil Eyes Level 27 HP: 720 MP: 40 EXP: 50 Cave of the Evil Eye has a steady spawn of these. They're good, particularly if you can kill them in one hit. The fastest way to train is to start at the top of the map, kill to the bottom and then change channels. You'll end up at the top again. Wooden Masks Level 23 HP: 500 MP: 0 EXP: 42 Almost exactly like Zombie Mushrooms, but not undead and with no MP to absorb. These are good because they spawn in a map mixed with Ghost Stumps and Rocky Masks, which give slightly more EXP but are also a bit more difficult to kill. They also are very slow. Good for magicians right before Ant Tunnel. *Ludibrium Party Quest* 35-50 Although I am a proponent of soloing, I do suggest LPQing at this level 35 times in order to get the new face accessory "Broken Glasses". It adds 1 to every stat and gives you 30 MP/HP but is not tradeable unless karma scissors are used on them. Because of the price of NX, that ensures that the glasses will sell for quite a few mil. So if you are not very funded and don't plan on buying the glasses later, this might be the only chance for you to get one. 40-50 Nightmares Level 40 HP: 1,930 MP: 2000 EXP: 120 Not a typical training spot for clerics, but they aren't bad EXP-wise, and most importantly, they drop esther shields. The "Study" in the hallway "Where are you?" of the Haunted Mansion has a constant spawn of four at a time. They also have really high MP which works well with MP Eater, even if you have to magic claw them one-by-one. Zombie Lupins Undead Level 40 HP: 1,800 MP: 100 EXP: 90 A big step up from Jr. Wraiths or Chronos, because these are ranged with a high knockback. You'll find yourself being bombarded with bananas. Nexon did change the maps for these to be slightly easier now. Teleport is very important for training on these. To make up for the MP cost, they drop cursed dolls which can be sold for 200 mesos each or redeemed for quest rewards. Jr. Wraiths Undead Level 35 HP: 1,200 MP: 80 EXP: 70 The best map for these is the Hallowed Ground in the hidden street from the Haunted Mansion. Be warned, the Headless Horseman will spawn there periodically. If you encounter one, quit game or use a nearest town scroll immediately. Don't try to aggravate it. You'll miss and it will kill you. Other than that, they're great training with heal and have decent MP for MP Eater. Chronos Undead Level 37 HP: 1,750 MP: 30 EXP: 82 Chronos are very easy to mob and a bit slower than Jr. Wraiths. The maps are easy to navigate. They aren't flat, but they have fairly reasonable ledges and good spawn. Higher HP than Jr. Wraiths. 50-55 Wraiths Undead Level 48 HP: 2,800 MP: 80 EXP 120 Found in Kerning City Subway, these are great training for clerics. They may seem difficult to kill in the beginning, but if you mob them to the corner and spam heal, you should be fine. These are sometimes hunted for their red whip drops. Master Chronos Undead Level 46 HP: 2,600 MP: 70 EXP 115 Found in the Ludibrium Clocktower, these are like Wraiths but slightly weaker. They have ranged attacks, so they're not as easy to mob as Wraiths, nor are their drops that remarkable. Platoon Chronos Undead Level 41 HP: 2,050 MP: 50 EXP: 99 These are a step between Jr. Wraiths and Wraiths/Master Chronos. The best thing about these is that they drop esther shields and 60% glove attack scrolls, while being decent training as well. Like Master Chronos, they have a ranged attack. Coolie Zombies Level 57 HP: 4,500 MP: 110 EXP: 190 I've never found the training here much better than Wraiths. Even though they give more EXP, they also have almost twice the HP and two annoying ranged attacks, both which can knock back and one of which that can poison you. Furthermore, there are little vents of steam in these maps that will stun you. Be sure to bring either HP pots or a cure so that you dont die while you are stunned. The major saving grace for these is the teeth that they drop. You can make a fortune off selling these to lazy exchange questers. 55+ Hoodoos/Voodoos Level 60 HP: 5,800 MP: 200 EXP: 335 These are the best training for higher level clerics and low level priests. Just make sure you can find and hold a map as it is a popular spot for most classes at that level. Sometimes it is even worth it to buy a map because the amount you'll make from drops alone can exceed 400k an hour. Singapore Maps Mysterious Path 3: Good for levels 50-75. If you solo the map, go up and down the three platforms mobbing. If you can find another person to share (but not party) with you, have the weaker person do the bottom and the stronger one take the platforms. Only con is that you have to be paying attention to climb up ropes. Ghost Ship 2: Good for levels 50-65. Use the door portal on the bottom, second from the right, to teleport up to the top so you don't need to climb any ropes. Ghost Ship 5: Good for levels 50-65. Stand in the middle of the stairs at the right and spam heal. Move around once in a while if your heal stops attacking. Ghost Ship 6: Good for levels 60+. Stay on the top and spam heal. A great way to do this so you can watch TV and stuff is to teleport to the far left, then hold down the heal button. The monsters will actually slowly knock you to the right. As they knock you around, your heal kills them and more spawn. Eventually you'll reach the right end. Kill the remaining monsters and teleport left again. Solo Cleric Skill Builds Things to Consider 1 point in Teleport at level 30 is much more useful than 1 point in Heal. MP Eater works beast when soloing with heal. In party quests with other attackers, it will only work in the places when you can hit the monsters. Teleport is not used much at hoodoos and voodoos. Invincible, though indispensable for later jobs, really only comes in use for a solo cleric at hoodoos/voodoos and for a party cleric at himes, so it can be maxed as one of the last skills. If you're planning to completely skip LMPQ, then Bless can be maxed last. Holy Arrow isn't a requirement for being a solo cleric. Both Holy Arrow and MP Eater become rather obsolete in later jobs, so they should be added early if you plan to put points into them at all. Bless isn't really a requirement for LPQ, but may come in handy for CPQ. Money-Saving Build 1 (Teleport) 1 Teleport Max Heal Max Teleport Max MP Eater 5 Invincible Max Bless Max Invincible 11 Holy Arrow Comments: Good for unfunded clerics who like to train at places with a lot of ledges or simply like to spam Teleport a lot when traveling/training. Early maxed Teleport drops the MP cost per Tele significantly and allows you the additional benefit of training well at Zombie Lupins (profitable because of the cursed dolls). Bless after MP Eater allows you to easily switch to partying in LMPQ for additional funding. Money-Saving Build 2 (MP Eater) 1 Teleport Max Heal Max MP Eater Max Teleport 5 Invincible Max Bless Max Invincible 11 Holy Arrow Comments: Like the first money-saving build, this build will also save you a lot of pots. Both builds are more geared towards the cleric that likes mobbing at monsters like Wraiths earlier on. Normal Cleric Build 1 Teleport Max Heal Max MP Eater or Teleport 5 Invincible Max Bless Max Teleport or MP Eater Max Invincible 11 Holy Arrow Comments: Suggested for a cleric unsure of whether to PQ or not. Early Tele/MPE allows for some independence, while 5 invincible increases your survivability. Bless is maxed earlier to make it very easy to switch to partying. Pure Solo Cleric Build 1 Teleport Max Heal Max MP Eater or Teleport Max Teleport or MP Eater Max Invincible Max Bless 11 Holy Arrow Comments: Bless is pushed back, although it does get maxed before DTs/MDTs and Himes, while earlier Invincible allows for better survivability at Hoodoos. Suggested for those that are certain that they will be soloing. Battle Cleric Build 1 Teleport 1 MP Eater Max Heal Max Holy Arrow Max Teleport Max Invincible Max Bless Comments: Though I do not personally advocate maxing Holy Arrow, this build is the one I would suggest for those who want to get it. One point in MPE is put in early to maximize its usage. Holy Arrow is maxed right after Heal so that it can be used for a comparatively decent number of levels before spam-heal at Hoodoos/Voodoos and SR as a priest replaces it. Teleport and Invincible serve to augment the battle cleric's versatility and survivability while they're using Holy Arrow. Bless is kept for last. See the next section for details. Holy Arrow The Basics: Mastery Level: 30 MP -24; Basic attack 80, mastery 60% Does 150% damage to devil/dark-based and holy-weak monsters. Why is it so controversial? Clerics don't have enough SP to max all their second job skills. The skill most often left out is Holy Arrow, with 11 points put into it at the very end, if at all. Because Holy Arrow is an active attacking skill, and the only pure attack in second job, the traditional cleric build of leaving it un-maxed is often under contention. Regardless of what build you follow, Heal should be the main attack of a solo cleric. Holy Arrow vs. Magic Claw Most mages and clerics max Magic Claw as their main attack in first job. Holy Arrow is often considered the alternative to this skill. Magic Claw Mastery Level: 20 MP -20; Basic attack 40 (per claw, 80 in total), mastery 60% Magic Claw is extremely similar to Holy Arrow in terms of basic attack and mastery. They also have the same casting speed and the overall 4 difference in MP cost is negligible. In deciding whether to stick with Magic Claw or to replace it with Holy Arrow, there are a few things that need to be considered: The advantages of Holy Arrow over Magic Claw Does 150% damage to devil/dark-based and holy-weak monsters. Does more damage than Magic Claw on high DEF/M.DEF monsters. Has long range that allows for sniping from safe spots in certain maps. The advantages of Magic Claw over Holy Arrow Goes through walls and barriers. Damage is more stable because it hits twice. Only takes 20 SP from first job to max while HA takes 30 second job SP. The SP it takes up is removed from magic armor, rather than more useful skills like teleport, MP eater or bless. Has higher chance of hitting monsters that you sometimes miss on because it hits twice. Devil/dark-based monsters are not good training. Undead, healable monsters are better off healed. So the elemental advantage of Holy Arrow is limited. Less MP use. Magic Claw and Holy Arrow have the same casting speed. Other Points about Holy Arrow 1. Level __ SR outdamages Holy Arrow. Level 1 Shining Ray does more combined damage than Holy Arrow in a mob. Level 11 Shinning Ray outdamages Holy Arrow on a single monster. However, SR has nowhere near the range of HA. 2. Angel Ray replaces Holy Arrow. This statement is true, but really rather meaningless considering Angel Ray is a fourth job skill so there is at least a 50 level gap between the last point of Holy Arrow and the first point you put into Angel Ray. Yes, it is stronger and better, but most fourth job skills are. 3. The 150% damage on devil/dark-based monsters is extremely limited in its utility. The most common dark monsters are Dark Golems and Lucidas. Both of them are in isolated maps and are not usually encountered while training. Neither give good EXP if you have to kill them one-by-one. Undead monsters are better off killed with Heal. If I really wanted to get HA, which skill should I drop? Most people will recommend that MP Eater be dropped. And for good reason. Though MP Eater is a handy little skill that reduces pot costs throughout your levels, most people can also afford to skip it (we are already a pot-saving class, after all). Dropping any other skill can really hinder your training. Both MP Eater and Holy Arrow will become fairly negligible in later jobs. Let's take a look at the other skills though: 1. Teleport: Maxing this will save you lots of pots just like MP Eater, but unlike MP Eater, it also has other uses. When maxed, it greatly increases training speed and traveling speed without taking very much MP per cast. Its range also increases at the end, allowing you to teleport past bigger monsters more easily. 2. Bless: For a solo cleric, this skill may seem limited in its uses. However, most solo clerics end up partying at some point or another if not as a cleric, then as a priest. Bless adds valuable accuracy for dexless attackers. In priesthood, it becomes useful when partying 7x-8x attackers at DTs/MDTs and a 9x DK at himes. Even in situations that don't really require bless, people will still expect it and ask for it. 3. Invincible: Possibly the most important 2nd job skill for clerics after Heal. In clerichood, you may not get a chance to appreciate its full potential, even though it reduces Hoodoo/Voodoo damage from ~275 to ~200. In later jobs, it is an absolute necessity for himes and bosses. 4. Heal: I didn't think I would actually have to add this here, but I have seen some clerics stop putting points into Heal at 100% recovery rate instead of 300% at max, and starting on other skills. Don't stop maxing it. It is essential. See the Battle Cleric build for the suggested Holy Arrow build. Soloing Capability of Priests Disclaimer: Please be aware that Himes and later Newties parties are really the quickest leveling for priests. I'm just trying to show that soloing is not a bad alternative. Why be a solo priest? Though there are solo priests who do it by choice earning their levels without leeching, most priests have to solo sometime or another due to necessity, as there are simply just not always available parties and maps. Even though priests are not known for their attacking skills, soloing should rarely dip under 20% an hour, and sometimes may be as fast as partying. Solo Priest Training You can either continue at hoodoos and voodoos until about level 80, or you can try some harder monsters. Death Teddies and Master Death Teddies To solo Death Teddies and Master Death Teddies, you should put at least 1 point in Elemental Resistance at the beginning of your priesthood. This will reduce DT damage to a manageable amount, so that you can go MGless without sacrificing too much INT. If you want to go in full INT gear to increase your damage, there are certain ledges at DTs that will help you avoid getting hit and reduce your pot costs a lot. From my experience, the best way is to circle the map in a clockwise fashion. Follow each of the links in order for details on how to mob them while taking least hits. How to Navigate Death Teddies: http://i292.photobucket.com/albums/mm31/isilie/MDT1.png http://i292.photobucket.com/albums/mm31/isilie/MDT2.png http://i292.photobucket.com/albums/mm31/isilie/MDT3.png http://i292.photobucket.com/albums/mm31/isilie/MDT4.png http://i292.photobucket.com/albums/mm31/isilie/MDT5.png http://i292.photobucket.com/albums/mm31/isilie/MDT6.png http://i292.photobucket.com/albums/mm31/isilie/MDT7.png Master Death Teddies will do around 1.2k damage with level 1 ER. Unlike DTs, the map only has two "safe" ledges from which to spam heal without getting hit. You'll either need to spend more pot money or use more HP equips to be able to train there as a solo priest. Soloing Black Kentaurs To solo here, you'll either need Magic Guard or both barbarian elixirs and all-cure potions. The main map for these contains gophers on almost every ledge that randomly pop out and stun you. Try to avoid the little clumps of rock that they pop out of as much as possible. Dispel does not work for stun. Touch damage on Kents with Invincible is around 900, while the damage for the ranged attack with Invincible is around 1.2k. ER has no effect on the damage, since it is not elemental or magical. Soloing Himes 8x: Basically jump and heal back and forth across the map. Though it may seem slow, it can give about 30% an hour if done properly. Speed and jump equips/pots are highly recommended for this, particularly Amorian baskets. If you get enough of a boost, you can jump over a hime in front of you, while healing in mid-air. Teleport works too, but you can't really telecast Heal well. Magic Guard is recommended, since you'll want as much INT as possible to hit them properly. With practice, the pot cost shouldn't be very much. 9x: If you do not have a decent level of Shining Ray, continue jump-healing. If you do, see the next section. 10x: By now you should have maxed Shining Ray, if not some Summon Dragon as well. There are three ways to mob himes at this point. Without Magic Guard: Shining Ray and then jump-heal. For every hit you take, you'll have to stop SRing and Heal. Heal will draw the himes together behind you, allowing for SR to hit them better with its crappy range. Training this way is great if you do not lag. However, if you do suffer from lag, SR is slow enough that you'll most likely die a lot. Speed and jump shoes are recommended. With Magic Guard: -Telecasting SR: SR a mob, teleport away to avoid their ranged attack, walk back towards the mob a little, and SR again. You rarely have to heal or waste pots if this is done properly. If there is a hime in front of you, try to teleport past it, and then SR so it joins the mob. -Regular Mobbing: Mobbing side-to-side with heal, and spam SR when you get to the corners. It costs more pots, but it is easier on the fingers for longer training sessions. Me soloing himes at level 96: http://www.youtube.com/watch?v=5FgMCIOnIoU Solo Priest Skill Builds As a solo priest, you'll want your SR to start out-damaging heal as soon as possible, without sacrificing too much from other skills. Holy Symbol remains an important skill, when 10% additional EXP for a monster like himes means an additional 300 exp per kill. Let's begin with the first few levels: Level 70: 1 Shining Ray. All other skills suck at this point so you might as well get a mob skill that works on all monsters to help your questing/traveling. Level 71: 3 Dispel. These three points will unlock both Mystic Door and Holy Symbol, though the actual skill really isn't used much until later. Level 72: 1 Elemental Resistance, 1 Mystic Door, 1 Holy Symbol or 1 Shining Ray. Elemental Resistance is very useful for DTs/MDTs. Mystic Door is optional, but many solo priests do find it very handy to have around. At level 1, it just gives you enough time to run to storage and back though. Holy Symbol and Shining Ray If you go HS first, you will mostly be training on DTs/MDTS, and have the option of partying at himes as well. HS Build Level 72: Elemental Resistance, Mystic Door, 1 HS Max Holy Symbol Max Shining Ray If you go SR first, you will be able to deal more damage at an earlier level. Maxing SR first is recommended only for those priests who are certain they want to solo, or else you might find yourself stuck at late 7x and 8x. SR Build (1) Level 72: Elemental Resistance, Mystic Door, 1 SR Max Shining Ray Max Holy Symbol -OR- SR Build (2) Level 70: 1 Elemental Resistance Max Shining Ray 3 Dispel, 1 Mystic Door Max Holy Symbol For the second build, you get Shining Ray immediately, without any other party skills, and a single point in ER for yourself. Elemental Resistance, Dragon and Dispel After you max your two core skills (Holy Symbol and Shining Ray), your next step is to pick between ER, Dragon, and Dispel. Elemental Resistance: Good for MDTs, DTs, Grims, and anything else that has an elemental magic attack. Does NOT work against himes and black kents. If you decide to train on either monster, this skill can be pushed back. Dispel: Used for bossing. Does not work on stun (so really no use in training for solo priests). Summon Dragon: 15 points is enough for Bahamut in bishophood. At level 15, it has a good base attack and lasts long enough to make casting it fun to have around. Many solo priests still max it, taking points from Doom and/or Door. Bossing Build (Traditional Party Priest Build) Max Elemental Resistance Max Dispel 15 Summon Dragon Mystic Door/Doom If you like to boss, then this build will work fine for you. It won't hinder your training as a solo priest and it'll help bossing greatly. Solo Build 15 Summon Dragon Max Elemental Resistance Max Dispel Mystic Door/Doom This solo build does not max Summon Dragon in favor of more points in Doom and Door, but it does put Summon Dragon earlier so you can use it to augment SR in training. Dragon Priest Build Max Summon Dragon Max Elemental Resistance Max Dispel Mystic Door/Doom Summon Dragon is maxed in this build at the expense of either Doom (suggested) or Mystic Door. The benefit of this build is that Bahamut doesn't get to a good level in bishophood until later, so you'll still have a nice summon until then. If you're not funded, and can't use as many summoning rocks as you want, you probably won't be able to use this build to its maximum potential. Doom or Door? After you max the other skills, you should have enough points leftover to put 11 into Mystic Door and 10 into Doom, or vice-versa. Many priests may also prefer to put 20 points into one skill and leave the other at level 1. It all depends on which you like better, as neither are necessities. Both will cost you about 5k a use however. Doom is generally considered a "fun" skill, allowing you to turn monsters into snails. When transformed, monsters can only do touch damage to you, and they're much slower. However, the transformation doesn't last very long. Maxed Door lasts 3 minutes, and is handy for washroom breaks, repotting, meeting someone in the FM, phone calls, etc. Basically, it creates a two-way door between town and your training map that you and your party can go through. At higher levels, it becomes particularly handy as Skeles/Newties are fairly deep within Leafre and a bit of a pain to walk to. If you like both, split the points between them, 11 in one and 10 in the other. Equipment, Potions, and Accessories If you need help with a specific upgrade, and you feel like your question was not addressed by the information below, please post with the following information: current equips, amount of mesos you want to spend, server, and LUK caps (if any). Equipment upgrading depends very much on personal funding and the availability of the equip that you need. Mages generally upgrade weapons first and gloves and shields last. In the following sections, I will explain some tips for upgrading. INT Equips 1. M.ATK gives the same damage boost as INT, though INT also increases other stats, like Magic Accuracy and M.DEF directly, as well as the amount of MP you gain per level. 2. Plan your LUK cap (if any) ahead of time so you don't get stuck having to use AP resets or not having enough LUK to equip something. LUK can always be left uncapped, but too much will cost you NX to reduce. 3. Average to "good" mage equips are often cheaper to buy pre-scrolled than to scroll yourself. 4. INT/M.ATK glove and shield scrolls are amongst the most expensive scrolls in GMS. If you aren't well funded, HP equips work well. A LUK shield is a common replacement for an INT shield for LUK mages. 5. Purple adventurer capes will often be cheaper than a pure INT scrolled yellow adventurer cape with the same stats. LUK Equips 1. Z-Helms are the equivalent of a 30 stat helm for LUK mages, and a 15 stat, 10 slot helm for lukless mages. A worthy buy for a LUK mage, even if it's scrolled with 60% HP scrolls. A good buy for a funded lukless mage who's not afraid to scroll it with dark scrolls. But if scrolling is not your thing as a lukless mage, then an INT bandana or Wisconsin is can be better. 2. LUK shields are cheaper than INT shields and can always be replaced later. They are often used with a Z-Helm by low-luk mages until a Doomsday Staff is obtained. 3. Common, classless LUK equips, such as saunas, bathrobes, and earrings, can be very expensive because thieves use them as well. HP Equips All solo priests should consider investing points into ER as soon as possible if they are unfunded. 1. HP Hats (pre-zhelm), HP gloves, and HP shields usually give the most boost in HP with the least decrease in INT. 2. Use a Maple Wisdom Staff instead of an Emergency Tube (clean or below avg one if you can't afford much). 3. Fallen Leaf Earrings come with base HP and M.ATK. 4. Scroll the highest DEF stuff you can (usually higher level as well) if you are scrolling with HP. It's not significantly more expensive, but every little bit helps. 5. You can survive most monsters you'll be training on with 1.4k HP. If you are partying with a DK, only 900 base HP is required to have 1.4k with HB. 1.7k base HP will give you enough to survive two hits with HB. 6. Speigelmann Necklace fully-scrolled, adds a valuable 90 HP/MP without sacrificing any INT. A deputy star pendant adds 100 HP/MP but costs a lot more. Lukless Equips 1. Female INT saunas/bathrobes are difficult to find prescrolled. 2. When buying yellow snowshoes, try to find a pair with the least amount of base dex, as it will be cheaper. If you can't afford snowshoes, then buy a nice pair of shoes scrolled for jump. 3. If you can't afford to explode a zhelm with dark scrolls, buy a 15+ INT bandana or Wisconsin instead. 4. Clean 2 INT yellow work gloves are a lot cheaper than glitter gloves. 200 MP doesn't matter much. Clerics should use full INT gear when soloing. Priests can either use partial HP gear or Magic Guard with full INT gear. Pots We all start off with blue pots, mana elixirs, and white pots as a magician. But when you get to about 2000 MP, switch to sorcerer elixirs, which recover 1 MP for each meso spent. Ginseng pots replace these when you get to about 5200 MP, and have the bonus of a bit of HP recovery as well. Barbarian elixirs should be enough to keep you alive during Holy Symbol stun. Ginger ales and mana bulls are often used in bishophood, though many do stick to Ginseng. When you get to those levels, a low-level HB mule, hanging on a rope can save you a lot, because it makes the recovery of the % pots a lot more. Bring all-cures for black kents and zombies as you might get stunned by the steam vents or the gophers. NX Accessories Pet: Auto-MP pouch if you use Magic Guard. If you don't use Magic Guard (or even if you do, for lazies), basic pet loot will help you a lot because you may not have time to spam Z while you are telecasting, healing, and moving. Safety Charms: Don't get these unless you have a lot of NX to spare. Every priest has to learn how to survive 2 hit-KOs. If you lag, use Magic Guard. Common Misconceptions about Solo Clerics/Priests Solo clerics don't exist. There are clerics that mostly train alone instead of in a party. Though they may participate in LPQ and LMPQ for a few levels, this does not make them automatically a party cleric. Clerics shouldn't solo because they have crappy damage. If you wanted damage, you should have become [insert class here]. Yes, clerics have one of the worst overall damage in the game. However, that does not automatically translate to ineffective leveling. They can mob undead monsters effectively. Solo clerics are impossible to train because they're too weak. There are certain levels when PQ provides godly exp to everyone. However, that does not mean that clerics have to rely mostly on PQ for leveling until they become priests. Example: One of the most important party quests for a cleric is LMPQ as it supposedly gets you through all the tough leveling at your 5x and 6x to get to priesthood. However, solo clerics can train just as effectively without LMPQ. A cleric spam-healing at voodoos/hoodoos alone can wipe the map of 4 monsters in anywhere from 20 seconds to under 10 seconds for high 50s and 6x. That is approximately 3.6k exp per minute at the slowest and over 7.2k per minute at the fastest. LMPQ gives 2.5k to 15k and takes about 1-2 mins to complete if you are in a good party and can successfully rush. Both places have their own disadvantages and advantages in available space but both can be money-makers. Thus solo clerics, even at the most "difficult" levels, are perfectly self-sufficient. Solo clerics max Holy Arrow. Firstly, a party cleric can have HA if they drop maxing MP Eater. Secondly, often for solo clerics it is easier to train with maxed MP Eater instead of HA since they really don't train anywhere that isn't undeads (except maybe at boars, but at those levels, HA is pretty crappy anyways.) MANY if not most solo clerics max Bless later on for priesthood, and thus have no real disadvantage in the overall scheme of things compared to a party cleric who maxes Bless early on. Clerics/Priests have the most support skills, their job is to SUPPORT! Otherwise they're wasting skills. In a party or party quest, a cleric might be expected to support the rest of the members and usually justly so. However, no cleric has any obligation to anyone else to join a party. As long as they do not make the choice to join the party, it is not their job to support anyone else. For solo priests, it may seem like a waste of skills like Holy Symbol, Dispel, and Mystic Door to solo. However, solo priests get benefits from those skills as well, so they should be able to use them as they like. Even though maxed HS only gives 10% extra EXP when soloing, if a priest can kill fast enough, that 10% and full EXP from the kill can match what they get with an attacker around. Solo priests get awful exp. Partying at himes gives great EXP for party priests, so most priests go tend to go that way. But that only means party priests can level much faster than other classes. For solo priests, leveling is usually slower or at the same rate as a party priest in late 9x and early 10x. However, it rarely goes below 20% an hour. Solo priests waste money. Many solo priests use Magic Guard, so it may seem that their pot costs are much higher. But if you can control your character well, you should be able to train effectively without taking many hits at all. A solo priest gets to keep all drops as well, so the cost isn't significantly greater if at all. If you use Magic Guard in a party, you might actually find soloing with MG to be less expensive since you're no longer standing in the middle of a mob and spamming heal. Conclusion Many people scoff at the thought of a solo cleric, much less a solo priest. Many of these people are deluded by the numbers the low damage they see from heal, the slowness of Shinning Ray. But don't let those people prevent you from doing what you want to do with your character. Not everyone becomes a cleric or priest just to party. Many of us are aiming for those wonderful tanks they call "bishops" and its just a matter of how to get there. Partying is the easier path for many, true but soloing is not an impossible road to take either. You might even find it more enjoyable. Good luck, enjoy your character, test it to the limits, and then you'll have experienced it fully. Replies
how come im the only person that have posted even though this guide has being out for almost a year
LOL. The dude above me makes me lol.
Cause nobody clicks a specific class forum, just a general forum.
there's some typo.
in the money saving skill builds, there are 2 invincible mentioned. one of them is maxed and the other at 5. and thanks yeah, im a solo cleric :D and i love it. New Blog: back
Yes nice guide.
New Blog: Hefferheffer owns me.
This is the best cleric guide on Basil. Way better than that thing GodsWarning has.
Luv it =D
Hi nigiyaka
I was wondering if you can contact me with the author because I would like to translate the guide on my own language and I want to ask for his/her permission. I think it would be great to have this amazing material translated. I think you can contact me trough Basil mail. Please, let me know if you are interested. mplemlm This guide is going to become my new Maple Bible. I'm currently working on Solo Cleric. Not quite there yet though. And on the subject of 1 Tele being better than 1 Heal, I'd have to say it's debatable at level 30. 1 Heal is not very worthwhile, true. But 1 Tele is 60 MP per use, which really eats into your pots being as you don't have MP Eater yet, and aren't very pot saving just yet. But it's truly a moot point for the most part as at level 30 you won't be relying Heal, and shouldn't need Tele too much.
=D Awesome guide. I'm a solo cleric that's already following a guide, but this helps as well! <3
This is a great guide. I'm currently following the money-maker build 2, and it's working great. The tips were quite useful, as well.
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