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  1. #1
    Community Member TeldinTabath's Avatar
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    Default Cleric Protocols

    Hi everyone,

    Before I continue, I should provide some context. My main is a level 12 cleric and I would call my myself a casual player. I do have the occasional marathon sessions, but I'm no power gamer. With my limited experience, I figured I should ask for help on a few "protocols":

    1 - Am I expected to heal hirelings? Usually it's not an issue, but on occasion dropped members are substituted with a hireling. And when that happens, I'm completely thrown for a loop. Should I spend SP on keeping them standing if they aren't tanking?

    2 - Should I start keeping pets alive and well? I haven't done this, but I noticed that with the radiant servant aura the pets survive longer because they're getting healed. I don't think it's a good idea to spend SP on a pet you can just re-summon, but what the hell do I know.

    3 - Beholders kick my ass. Anti-magic ray is the new bane of my existence. While my usual tactic of "stay the hell away from the flying eyeball and try to keep the party standing" is what most parties tell me to do, I feel like I should be doing more. Is there a strategy for clerics against these freaking things? You never know when someone will kite one of those suckers right to you - then what?

    4 - Should I keep members who detrimental to the party alive? I spend about 99% of my time in PuGs and occasionally there is a member that I truly believe the party would be better off without. During a fight, I tend to heal them last, but should I just let them drop, and raise afterwards? In the end, I would probably save SP and help the party finish the quest, but it seems a little mean to stop healing someone because of how I feel they are contributing.

  2. #2
    Community Member k1ngp1n's Avatar
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    Quote Originally Posted by TeldinTabath View Post
    Hi everyone,

    Before I continue, I should provide some context. My main is a level 12 cleric and I would call my myself a casual player. I do have the occasional marathon sessions, but I'm no power gamer. With my limited experience, I figured I should ask for help on a few "protocols":

    1 - Am I expected to heal hirelings? Usually it's not an issue, but on occasion dropped members are substituted with a hireling. And when that happens, I'm completely thrown for a loop. Should I spend SP on keeping them standing if they aren't tanking?

    Depends on the situation. Heal em enough to keep them standing, but maintain priority over the PCs.

    2 - Should I start keeping pets alive and well? I haven't done this, but I noticed that with the radiant servant aura the pets survive longer because they're getting healed. I don't think it's a good idea to spend SP on a pet you can just re-summon, but what the hell do I know.

    Leave the pets, if they catch AOE heals its fine, but its not your responsiblity - they don't contribute enough as a general rule.

    3 - Beholders kick my ass. Anti-magic ray is the new bane of my existence. While my usual tactic of "stay the hell away from the flying eyeball and try to keep the party standing" is what most parties tell me to do, I feel like I should be doing more. Is there a strategy for clerics against these freaking things? You never know when someone will kite one of those suckers right to you - then what?

    Pull out a Maul and smack 'em. If you have the fort and will saves (which as a cleric you do) in emergencies you can do toe to toe with a beholder. Be prepared to get whined at by your group. Destruction (when you get is) is spectacular at one-shotting Beholders, so when you get that, inch into range and hammer him.

    4 - Should I keep members who detrimental to the party alive? I spend about 99% of my time in PuGs and occasionally there is a member that I truly believe the party would be better off without. During a fight, I tend to heal them last, but should I just let them drop, and raise afterwards? In the end, I would probably save SP and help the party finish the quest, but it seems a little mean to stop healing someone because of how I feel they are contributing.

    Depends on the situation. First time deaths equal loss of XP. If the expense of maintaining said party member is doable (no resource burn, doesn't break into SP reserves) then go ahead and keep them up if you're not too busy with others. If, however, maintaining said party member endangers the rest of the party by burning SP reserves and resources, then let 'em die and tell them you're gonna let them die.
    Comments in red. Clericing is a mixed balance of determining that the most efficient use of resources is. A well timed Destruction against a beholder is a far better solution than healing and restoring 3 characters that decided to go in on melee. If a character isn't pulling their weight, you need to balance the needs of the rest of the party with your resource levels.

    The true test of a cleric is not keeping a party going and being extensions of their red bar. It's being the one who's prepared for every eventuality, so it all starts falling apart you're there to put it back together. Always filter whining player's demands through the need to be prepared.
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  3. #3
    Community Member cpito's Avatar
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    Hello and welcome to the wonders of Clericing:

    1. Not before the real party members and not if said party is already draining your sp. This is where mass cure spells and radiant servant come in real handy.

    2. See 1.

    3. Often, the best thing you can do for your party is hide and keep yourself alive to rez people. This changes a little at higher levels when you have better resources for battling beholders but it still comes down to hoping you can get that energy drain/destruction off before it looks at you.

    4. Remember... no matter how hard you try, you can't heal stupid, but you can fit thier soul stones in your pack.... usually

    Honestly though, I can see where you're coming from. It's not always easy to decide who gets the healing and who doesn't. Part of making that decision is being observant of who is proving they are making the best use of your healing. Dying repeatedly does not.
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  4. #4
    Community Member Spoonwelder's Avatar
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    3. - Get deathblock item - armor/shield anything but not a clicky as that can be anti-magiced. Slap it on before the fight. If you can convince the team - keep it a ranged fight - often a Beholder will be too big to leave a room and you can fire and strafe at the doorway to avoid rays.

    4. Figure out who can solo the quest - keep them and yourself alive first - anyone else is bonus and should be happy for the free XP. If no one can solo the quest you are likely failing anyway and may be running above your collective level (raids are the exception). Also, anyone getting one or twoshotted should be backpacked and told nicely to get a fort item - that is the main reason (aside from Con dumpers) for people being one/two shotted at level and they need to learn ASAP.
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  5. #5
    Community Member biggin's Avatar
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    I agree with Kingpin. I'm not exactly sure how Augment Summons has affected their worth, but pets and summons either get masses or die, period. The only other situation I could see is if it's a pocket cleric, it may be more SP efficient for you to heal it and let it heal the group.

    Also know that if the party gets aggro you can run behind a beholder and the anti-magic won't affect you. Here is how their attacks work.

    FRONT:

    ◦Disintegrate (Fort save or take 120+ damage)
    ◦Ennervate (save or take 1-4 temporary negative levels, prevented by Death Ward)
    ◦Telekinesis (thrown through the air, can take no actions)
    ◦Anti-magic cone This antimagic cone is cast by the beholder's central main eye every 3-4 seconds and the antimagic cone effectively dispells any and all arcane and divine spells currently on the player, however this antimagic cone has no effect on the songs of bards. Also, whenever you are hit by this antimagic cone you are unable to cast any kind of spells for 3 seconds, and this can make it difficult for casters, as just before that 3 seconds is over you're bound to be hit by another Anti-magic cone

    LEFT:

    ◦Flesh to Stone (Fort save or be petrified, until succeeding a later saving throw every minute)
    ◦Slow;

    BACK:

    ◦Finger of Death (Fort save or die, prevented by Deathblock and Deathward)
    ◦Scorching Ray
    ◦Bestow Curse

    RIGHT:

    ◦Hold Monster (Will save or be immobilized)
    ◦Inflict Serious Wounds

    Hope this helps.
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  6. #6
    Community Member BrinLondo's Avatar
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    Quote Originally Posted by TeldinTabath View Post
    Hi everyone,

    Before I continue, I should provide some context. My main is a level 12 cleric and I would call my myself a casual player. I do have the occasional marathon sessions, but I'm no power gamer. With my limited experience, I figured I should ask for help on a few "protocols":

    1 - Am I expected to heal hirelings? Usually it's not an issue, but on occasion dropped members are substituted with a hireling. And when that happens, I'm completely thrown for a loop. Should I spend SP on keeping them standing if they aren't tanking?

    I differ from other posters in that--1 in 10 I will heal a hireling. It is very situational and really depends on the quest and our progress. I have little faith in hirelings in general, but maybe 10% of the time I will heal them. As for being expected to heal hirelings, I think the notion is absurd. The don't contribute equally to a party--hell most times they don't even follow the commands--but still on occasion I will heal.

    2 - Should I start keeping pets alive and well? I haven't done this, but I noticed that with the radiant servant aura the pets survive longer because they're getting healed. I don't think it's a good idea to spend SP on a pet you can just re-summon, but what the hell do I know.

    Again...just like hirelings. Very situational. I find at times that the earth elemental's "grasp" can be very effective if a party is pressed, so they become a viable target to keep alive. For the most part, I don't bother with scorps, spiders, trolls, or herzou. (I do heal my own lion at times--depends on the sps).

    3 - Beholders kick my ass. Anti-magic ray is the new bane of my existence. While my usual tactic of "stay the hell away from the flying eyeball and try to keep the party standing" is what most parties tell me to do, I feel like I should be doing more. Is there a strategy for clerics against these freaking things? You never know when someone will kite one of those suckers right to you - then what?

    I used to hide like a coward. I got a death block item. I think in this case, it's really more about the party than you. If they rush the beholder, they better be able to take the hits--otherwise it's stupid for them to rush it. They can range it, kite to a spell, etc... Spit happens too! Best you can do is say or type "anti-magiked" to let them know.

    4 - Should I keep members who detrimental to the party alive? I spend about 99% of my time in PuGs and occasionally there is a member that I truly believe the party would be better off without. During a fight, I tend to heal them last, but should I just let them drop, and raise afterwards? In the end, I would probably save SP and help the party finish the quest, but it seems a little mean to stop healing someone because of how I feel they are contributing.
    This is an ongoing philosophical debate of DDO. Myself, I commit myself to keeping my party on their feet. To a large degree I'm okay being the "nanny healbot." Accidents DO happen. However there is no spell or buff for stupidity, selfishness, or to compel teamwork. I feel clerics get to "reprimand" other characters to a small degree. Be polite, respectful, and assertive in this! "Deadmeat--you're two rooms ahead and at 50% health--can't help you if I can't see you. Hope you're stocked with pots!" This doesn't make the cleric the "boss" of the group, but as an integral part of the group--you do get a say!

    Recently I jumped out of a quest in Tangleroot--something I rarely do. However the Barb & Monk were continuously running around and getting beat down. They intentionally ran through the SAME trap 4 times in a row. FOUR! They believed it to be "funny" I suppose. I left. The end game of the quest was coming up and I didn't think that party was going to make it.

    At 12th level, I think it's a real maturing process for many characters. They're entering the "big leagues" somewhat and many are woefully unprepared. Gianthold is NOT Waterworks on elite. Teamwork, accessing all of the party's skills, resources, and knowledge is key. Many don't understand and this is where "good" players are separated fromt he "bad." Keep this in mind and cultivate allies in your PuG.

    If you haven't joined a guild yet--do so. Research them first as any guild is hungry for a cleric--moreso now with the renown system. Hope this helps.

    For what it is worth, in regards to whack-job players, I felt the same way at level 12. You'll be pleased to know it does get immensely better! Higher level and betters will look for more offensive casting from you and less healing.

  7. #7
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by TeldinTabath View Post
    Hi everyone,

    Before I continue, I should provide some context. My main is a level 12 cleric and I would call my myself a casual player. I do have the occasional marathon sessions, but I'm no power gamer. With my limited experience, I figured I should ask for help on a few "protocols":

    1 - Am I expected to heal hirelings? Usually it's not an issue, but on occasion dropped members are substituted with a hireling. And when that happens, I'm completely thrown for a loop. Should I spend SP on keeping them standing if they aren't tanking?

    2 - Should I start keeping pets alive and well? I haven't done this, but I noticed that with the radiant servant aura the pets survive longer because they're getting healed. I don't think it's a good idea to spend SP on a pet you can just re-summon, but what the hell do I know.

    3 - Beholders kick my ass. Anti-magic ray is the new bane of my existence. While my usual tactic of "stay the hell away from the flying eyeball and try to keep the party standing" is what most parties tell me to do, I feel like I should be doing more. Is there a strategy for clerics against these freaking things? You never know when someone will kite one of those suckers right to you - then what?

    4 - Should I keep members who detrimental to the party alive? I spend about 99% of my time in PuGs and occasionally there is a member that I truly believe the party would be better off without. During a fight, I tend to heal them last, but should I just let them drop, and raise afterwards? In the end, I would probably save SP and help the party finish the quest, but it seems a little mean to stop healing someone because of how I feel they are contributing.
    1) Heal the most useful party members first. Sometimes, that includes Hirelings, but usually not.
    2) Don't bother healing pets except by accident (Radiant aura/Mass Cures/etc). Possible exception - Dense Stone Earth Elementals are strong, and may cause #1 to apply.
    3) If you can survive rolling a 1 on your save against every one of its attacks (mainly, Finger of Death and Disintegrate) then try to melee them from behind (pre level 13 and again in Epics) or try to get behind them and cast Destruction (with an Energy Drain beforehand if required). If you cannot survive their aggro, discretion is the better part of valor - hide out of range and heal/restore/raise as required.
    4) If they are detrimental, do not heal them and do not raise them (example: someone that dispels party members, firewalls golems and casts Sleet Storm). More commonly, people will contribute something toward group success but less than the quest requires while requiring lots of attention from you (example: a level 14 WF barbarian with no healer's friend, no Fortification item, and a plain old +3 greataxe; or a 110hp level 14 rogue). I carry the second category along through easier quests and let them die in tougher stuff. NEVER use resources you cannot afford to carry bad players through hard content.

    I let someone die and didn't raise them in a Vision of Destruction raid last night, as they didn't listen to any instructions the party gave them.
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  8. #8
    Community Member TeldinTabath's Avatar
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    Default Thanks and more questions

    Thanks for all the advice. It helps to hear from more experienced players. Especially since most of the quest at level are no joke now. Or, at least, they aren't for me. I never used to carry around deathblock items because deathward worked just fine, but now I know better. And hearing more specifics about beholder combat helps a lot.

    I do have a more specific question related to #4, in the OP:

    I have reservations about telling people how to play their toons. Sometimes, I think what they're doing is hurting the team, but I'm no expert. In a recent party, a rogue whipped out their crossbow for ranged combat, but they were getting hit, for lots of damage from the archers he was targeting. (well, for large % of HP anyway) It also seemed like he wasn't doing much damage. By staying up, I can cast spells and heal him and the party below. If I jumped down to the melee and leave him to his devices, he would almost surely die but the melee guys would be in aura/burst range, saving SP. In my opinion, the best solution would be for Mr. McSquishy to follow me into the pit, but I'm not familiar with either the quest or being a rogue, so what do I know? I guess my question, in this case, is simple: To jump down, or not to jump?

    5 - Buffing protocols. Part of my job is to buff the party, and I have no problems with that. Resists, FoM, Deathward and Aid all help complete a quest. But, I don't usually buff people (unless it's a mass spell) unless they ask first. This is in contrast to most other casters/healers I've seen, which seem to have a pre-determined buff list for most members. I used to do this at early levels, but now it seems potentially wasteful. Should I be checking everyone's bio before buffing to make sure I'm not double buffing? Is it my job to know, in advance, what buffs everyone needs to have or can I assume that, by level 12, most people know what they need from me?

  9. #9
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    [quote=TeldinTabath;3099497]Hi everyone,

    Before I continue, I should provide some context. My main is a level 12 cleric and I would call my myself a casual player. I do have the occasional marathon sessions, but I'm no power gamer. With my limited experience, I figured I should ask for help on a few "protocols":

    1 - Am I expected to heal hirelings? Usually it's not an issue, but on occasion dropped members are substituted with a hireling. And when that happens, I'm completely thrown for a loop. Should I spend SP on keeping them standing if they aren't tanking?[quote]
    I could expect cleric to maybe keep hireling alive, [ Hireling are quite stocked up on healing pots]

    2 - Should I start keeping pets alive and well? I haven't done this, but I noticed that with the radiant servant aura the pets survive longer because they're getting healed. I don't think it's a good idea to spend SP on a pet you can just re-summon, but what the hell do I know.
    No. Except Dense stone elemental, and even then i wouldnt bother to much.
    It better on SP to re summon something then heal it.

    4 - Should I keep members who detrimental to the party alive? I spend about 99% of my time in PuGs and occasionally there is a member that I truly believe the party would be better off without. During a fight, I tend to heal them last, but should I just let them drop, and raise afterwards? In the end, I would probably save SP and help the party finish the quest, but it seems a little mean to stop healing someone because of how I feel they are contributing.
    No, If you think somone is more burden to a party then help, let him die, take his stone if you feel like doing it.
    If you think somone else does something stupid/unnecessary/put himself to unneeded danger, speak.
    Ask what is he doing, tell him hes on his own since you are supposed to follow bigger group [ better party members since bigger chunk of team is not allways better one.]

    5 - Buffing protocols. Part of my job is to buff the party, and I have no problems with that. Resists, FoM, Deathward and Aid all help complete a quest. But, I don't usually buff people (unless it's a mass spell) unless they ask first. This is in contrast to most other casters/healers I've seen, which seem to have a pre-determined buff list for most members. I used to do this at early levels, but now it seems potentially wasteful. Should I be checking everyone's bio before buffing to make sure I'm not double buffing? Is it my job to know, in advance, what buffs everyone needs to have or can I assume that, by level 12, most people know what they need from me?
    Depends,
    Some people will expect you to buff them with everything they need/want/wish to have.
    Some will expect you to just give mass buffs and buff they typ/say then need
    Some will expect nothing and will just go.
    Imo best aproach is to ask what ppl need and give it to them, and when you will know quests better you might just give them what they will actually need , and thats it. but its your choice really.
    My cleric/fav soul gives mass buffs, self buffs for himself and if someone types he needs something. thats it, rest of SP goes for BB/healing/energy drain + destruction.

    remmember, your a cleric[ Worst case scenario healer] not nanny bot.
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  10. #10
    Community Member Chette's Avatar
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    Quote Originally Posted by TeldinTabath View Post
    Thanks for all the advice. It helps to hear from more experienced players. Especially since most of the quest at level are no joke now. Or, at least, they aren't for me. I never used to carry around deathblock items because deathward worked just fine, but now I know better. And hearing more specifics about beholder combat helps a lot.

    I do have a more specific question related to #4, in the OP:

    I have reservations about telling people how to play their toons. Sometimes, I think what they're doing is hurting the team, but I'm no expert. In a recent party, a rogue whipped out their crossbow for ranged combat, but they were getting hit, for lots of damage from the archers he was targeting. (well, for large % of HP anyway) It also seemed like he wasn't doing much damage. By staying up, I can cast spells and heal him and the party below. If I jumped down to the melee and leave him to his devices, he would almost surely die but the melee guys would be in aura/burst range, saving SP. In my opinion, the best solution would be for Mr. McSquishy to follow me into the pit, but I'm not familiar with either the quest or being a rogue, so what do I know? I guess my question, in this case, is simple: To jump down, or not to jump?

    5 - Buffing protocols. Part of my job is to buff the party, and I have no problems with that. Resists, FoM, Deathward and Aid all help complete a quest. But, I don't usually buff people (unless it's a mass spell) unless they ask first. This is in contrast to most other casters/healers I've seen, which seem to have a pre-determined buff list for most members. I used to do this at early levels, but now it seems potentially wasteful. Should I be checking everyone's bio before buffing to make sure I'm not double buffing? Is it my job to know, in advance, what buffs everyone needs to have or can I assume that, by level 12, most people know what they need from me?
    Similarly to you, I don't like telling people how to play their toons. I find what works well is to tell them what I am going to do, and how it will effect them. If you have a healing aura you have a lot of power now to guide the party. So, in the situation you described I would simply state to the party, I am going down to the bottom and throwing out an aura, if you're taking archer damage you may want to stand close by. After you jump down, if you can't heal Mr. Squishy, tell him "Mr. Squishy, you're out of range up there so keep an eye on your HP". If he's smart he'll either come down or have enough UMD to heal himself. You aren't responsible for babysitting players and telling them what to do, but good communication (I hope you're using voice!) can really save a party.

    Regarding buffing, I usually try to know what is necessary for a quest, and I'll throw the must have buffs at the entrance. If something is "nice to have", I'll probably wait until we need it, or someone asks. Make sure to take advantage of other buffers in your party though, like rangers and bards. Having them throw out some resists, freedom, or poison immunity can really save you some MP. Since your DVs regenerate, it's also handy to have your arcane do some resists, and then use your DVs on them to top them back up. Make sure to save yourself 1 or 2 (depending on duration) for your aura.

  11. #11
    Community Member EKKM's Avatar
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    Quote Originally Posted by TeldinTabath View Post
    Thanks for all the advice. It helps to hear from more experienced players. Especially since most of the quest at level are no joke now. Or, at least, they aren't for me. I never used to carry around deathblock items because deathward worked just fine, but now I know better. And hearing more specifics about beholder combat helps a lot.

    I do have a more specific question related to #4, in the OP:

    I have reservations about telling people how to play their toons. Sometimes, I think what they're doing is hurting the team, but I'm no expert. In a recent party, a rogue whipped out their crossbow for ranged combat, but they were getting hit, for lots of damage from the archers he was targeting. (well, for large % of HP anyway) It also seemed like he wasn't doing much damage. By staying up, I can cast spells and heal him and the party below. If I jumped down to the melee and leave him to his devices, he would almost surely die but the melee guys would be in aura/burst range, saving SP. In my opinion, the best solution would be for Mr. McSquishy to follow me into the pit, but I'm not familiar with either the quest or being a rogue, so what do I know? I guess my question, in this case, is simple: To jump down, or not to jump?

    5 - Buffing protocols. Part of my job is to buff the party, and I have no problems with that. Resists, FoM, Deathward and Aid all help complete a quest. But, I don't usually buff people (unless it's a mass spell) unless they ask first. This is in contrast to most other casters/healers I've seen, which seem to have a pre-determined buff list for most members. I used to do this at early levels, but now it seems potentially wasteful. Should I be checking everyone's bio before buffing to make sure I'm not double buffing? Is it my job to know, in advance, what buffs everyone needs to have or can I assume that, by level 12, most people know what they need from me?
    4- Would have left them up there and stayed with the rest of the party. Two reasons, more people below and ranging archer mobs is a good way to die unless you are specced for ranged combat.

    5 - I only use mass buffs unless I know the quest calls for certain buffs like resists (even then let the rangers/pallys) do it, Freedom, deathward, true seeing etc. You will run out of SP fast otherwise.

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  12. #12
    Community Member amethystdragon's Avatar
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    As far as buffing people, it can be a bit tricky. Some toons will have items that will make certain buffs pointless; example there are a pair of boots (can not remember their name) that basically give a person freedom of movement. What I tend to do is throw out the masses then ask if anyone needs anything else. Most experienced players will know if they need a certain buff before they go in, and most of the time ask for it if they can not cover it themselves. If you are new to the quest, ask if there are any spells that you should pick up before you go in.

    If you are wondering why a person is doing something, ask them. Just try to do it in a way that is not confrontational and shows that you are simply wanting to learn more about the game. Even after playing for a few years and having a few capped toons, I still ask questions and try to learn new tricks about the game.
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  13. #13
    Community Member clkpacker's Avatar
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    Quote Originally Posted by TeldinTabath View Post
    3 - Beholders kick my ass. Anti-magic ray is the new bane of my existence. While my usual tactic of "stay the hell away from the flying eyeball and try to keep the party standing" is what most parties tell me to do, I feel like I should be doing more. Is there a strategy for clerics against these freaking things? You never know when someone will kite one of those suckers right to you - then what?
    I've run into several groups who use this tactic--the melees swarm the front to hold the aggro and keep the Beholder facing one way, and the cleric slips behind the Beholder and uses Slay Living. The Beholder can't use anti-magic behind it, so you're safe that way. I have no idea how effective this tactic is, but it is used.

  14. #14
    Community Member guardianx2009's Avatar
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    regarding the Beholder tactics:

    1. Destruction, when you get it.
    As many have stated, this works best against them. Unless you are running way over your level, wear a +1 DC necromancy item, heighten feat if you have it and you should be able to hide then pop out and one shot them.

    2. Grab a greater abjuration bane weapon or weakening/enfeebling.
    When someone else has aggro, you can run whack them from behind. Greater Abj. Bane if you want to go for damage. Weakening/Enfeebling to drain them of STR fast.. at which point they become useless floating eyeballs. I've seen parties use weakening/enfeebling crossbows/daggers to range from afar then and hide behind pillars.

    3. Deathblock robe/item
    Protects you from finger of death, but not disintegrate. It's not a free pass to go whack-a-beholder. You can still be insta-killed.

    4. Blade Barrier
    Still works on them, sometimes it's best when dealing with several of them and you need to "get away"

  15. #15
    Community Member guardianx2009's Avatar
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    Quote Originally Posted by clkpacker View Post
    I've run into several groups who use this tactic--the melees swarm the front to hold the aggro and keep the Beholder facing one way, and the cleric slips behind the Beholder and uses Slay Living. The Beholder can't use anti-magic behind it, so you're safe that way. I have no idea how effective this tactic is, but it is used.
    You sure it's slay living? not destruction? They have the same spell animation, except Destruction is improved slay living from afar.

  16. #16
    Community Member Spoonwelder's Avatar
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    You get slay living one spell level earlier so it works for that two level spread - then destruction is the tool of choice. Slay living is touch based so his description did make sense as to sneaking in behind and getting close.
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  17. #17
    Community Member Kralgnax's Avatar
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    Quote Originally Posted by guardianx2009 View Post
    *SNIP*
    2. Grab a greater abberation bane weapon or weakening/enfeebling.
    When someone else has aggro, you can run whack them from behind. Greater Abb. Bane if you want to go for damage. Weakening/Enfeebling to drain them of STR fast.. at which point they become useless floating eyeballs. I've seen parties use weakening/enfeebling crossbows/daggers to range from afar then and hide behind pillars.
    Fixed that for ya. You're welcome
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  18. #18
    Halfling Hero phalaeo's Avatar
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    Quote Originally Posted by TeldinTabath View Post
    1 - Am I expected to heal hirelings?
    No, although if they are doing something that actually benefits a party, it's your call.

    Quote Originally Posted by TeldinTabath View Post
    2 - Should I start keeping pets alive and well?
    No.

    Quote Originally Posted by TeldinTabath View Post
    3 - Beholders kick my ass. Anti-magic ray is the new bane of my existence. While my usual tactic of "stay the hell away from the flying eyeball and try to keep the party standing" is what most parties tell me to do, I feel like I should be doing more. Is there a strategy for clerics against these freaking things? You never know when someone will kite one of those suckers right to you - then what?
    Silver Flame Necklace/Mantle of the Worldshaper helps. So does learning to duck behind rocks and trees and corners. Honestly, I used to despise them, but by the time you get good at dealing with them, they're either no longer a big deal, or not even present.


    Quote Originally Posted by TeldinTabath View Post

    4 - Should I keep members who detrimental to the party alive? I spend about 99% of my time in PuGs and occasionally there is a member that I truly believe the party would be better off without. During a fight, I tend to heal them last, but should I just let them drop, and raise afterwards? In the end, I would probably save SP and help the party finish the quest, but it seems a little mean to stop healing someone because of how I feel they are contributing.
    You'll learn. It's a gut feeling. I usually give people the benefit of the doubt and let them know that they are taking more damage than necessary/out of healing range constantly, etc. But in general, the best thing you can learn is that you can't heal stupid. Nail it into your skull, breathe it, live by it. If others don't like it, tell them to roll a Cleric and heal themselves.

    You.
    Can't.
    Heal.
    Stupid.
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  19. #19
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    Its your responsibility to heal the party. However, it is equally as much their responsibility to mitigate income damage. If they're off zerging into 10 mobs and every trap they can find, they are not living up to their end of the bargain. You can't heal stupid. More to the point, you shouldn't heal stupid. If you heal them it just re-enforces the behavior. Let them die a few times. Hell, let them die 10 times if that's what it takes to get the point across. Chances are you'll have 4 other people in your party very happy that you're not wasting SP on a window licker.

    Sometimes bad things happen to good players. Everyone forgets a trap once in a while. Or takes on one too many mobs. Honest mistakes are ok, so long as they aren't repeated. The difference here is that the player realizes what went wrong and does something to make sure it doesn't happen again.

    Now there are a few exceptions to that rule. Low to mid level Rogues (and a lesser extend Arcane casters) can take aggro very easily and be one-shotted on a crit. If its their first character, they may not understand how important Fortification is. Take this as an opportunity to point out how they could survive better if they upgraded their gear to include things like Con buffs or Fortification. And invest in Diplomacy! Best. Skill. Ever. They may be ignorant, but unlike stupid, you can fix that.

    Speaking as a Wizard, please don't bother healing my pets. It'll take you 2 to 3 times the SP that it takes me to summon it again. Its really wasted SP that could go towards better things.

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