Difference between revisions of "Cleric"
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− | + | {{quotation|Clerics are support heroes who can still deal a lot of damage in a melee fight. Clerics' weapons are dual maces and the energy of light, of which the latter they use for healing and shielding allies. The effect of all abilities these heroes use while they're in a fight is increased.|website}} | |
− | + | The [[Cleric]] is a [[Paladin]] [[Mastery]] that dual-wields maces. | |
− | {{ | + | ==Abilities== |
− | + | The Cleric's '''abilities''' can be seen below: | |
− | {{ | + | {{skill row|Category:Cleric skills}} |
− | + | ==See also== | |
− | + | :{{arrow}}[[List of skills]] | |
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{{Heroes footer nav|Paladin}} | {{Heroes footer nav|Paladin}} | ||
+ | [[Category:Paladin Masteries]] |
Latest revision as of 15:00, 10 April 2023
“Clerics are support heroes who can still deal a lot of damage in a melee fight. Clerics' weapons are dual maces and the energy of light, of which the latter they use for healing and shielding allies. The effect of all abilities these heroes use while they're in a fight is increased.
The Cleric is a Paladin Mastery that dual-wields maces.
Abilities[edit]
The Cleric's abilities can be seen below:
Q (Cleric)
The Cleric strikes their enemy, dealing physical damage ( Attack Power). An energy zone is created around the enemy where allies gain periodic healing (Spirit). If the Cleric is inside the zone, the ability can be reactivated: The zone explodes, dealing magic damage ( Spell Power) to enemies. The zone disappears after the explosion.
W (Cleric)
The Cleric releases a light wave in front of them, dealing magic damage ( Spell Power) and reducing enemy Armor (Spirit) and Magic Resistance (Spirit). Targets are rooted for 1.5 seconds.
E (Cleric)
The Cleric shields ( Health) themselves or an ally. The shield absorbs all incoming damage. If the shield has 2 or more strength points upon its expiration, it explodes, dealing magic damage ( Spell Power) and stunning enemies in a 2.5 meter radius around the shielded ally.
R (Cleric)
For 3 seconds, the Cleric surrounds themselves with an aura, healing ( Spell Power) allies, increasing the Cleric's movement speed and reducing all their incoming damage (Spirit). The Cleric cannot use abilities during this time.
Special (Cleric)
The Cleric gains stacks when attacking enemies, increasing ability damage by 2%. Charges stack up to 5 times and their cooldown resets when any abilities are used.
Upon activation, stacks are reset and basic attacks deal additional magic damage ( Spell Power) for 10 seconds.