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给要选择牧师职业的朋友一点参照

牧师是一个很无聊的职业。说他无聊,是因为,第一:绝大多数的牧师大部分都是路痴,因为他们不需要知道怪物的分布,不需要了解怪物的刷新,所以没有必要知道路线,没必要知道地形。每次牧师都不会是单独行动的人,所以总是有人领路的。
第二:raid的时候不要指望你能看见多精彩的场面,很多时候,你需要做的是面朝墙,盯着mt的血量,不停的刷,刷。

但是同时,牧师也是一个很重要的职业。
平时练级的时候因为有佣兵的存在,可能还不是很看得出来,但是当遇到named,尤其是遇到那种比较厉害的named的时候,一个好的活人牧师,一定会比佣兵强的多。
自然,raid里的重要性就不用说了。
现在的问题是,一个好的牧师,跟一个不太好的牧师,到底差在哪里。其实就两个方面。
1.用最少的mana加最多的HP。
2.尽量不要死人,尽量不要团灭。

先说第一点,在练级的时候,很多时候制约团队练级速度的就是牧师的mana。尤其是很多喜欢chain puller的家伙,巴不得整个队伍都是永动机,不停的拉,不停的杀。这个时候,牧师的mana是一个开关,有mana了,就可以杀;没mana了,就不行了。wiz、mag有没有mana人家不在意,甚至有时候sham没mana了人家也敢puller,但是牧师没mana了,你看几个puller还敢拉的。在raid的时候,有时候当队伍里面的dps不给力的情况下,很多时候raid就是一场拖的战斗。怎么样在几十分钟里面,把你的mana最有效的转换成MT的生存时间。这是非常重要的一件事。后面我会详细说说关于raid的时候牧师的做法。
第二点,没人喜欢死,但是很多时候你没办法避免死亡。在做任务也好,练级也罢,很多时候,牧师是不出彩的。因为你要是能保证整个团队安安全全的活着,就表示你是一个足够称职的牧师了。真正出彩的时候,就意味着其他人很危险了。
牧师只有一个功能,就是治疗。那么怎么样的治疗算是好的治疗。就是接下来我要讲的东西了。

先说牧师的治疗分类,大体上是五类。
1.万灵;2.延时加血;3.light系列小加血;4.frezy系列的危急时刻加血;5.word系列的团队加血;
从1级到95基本上所有的加血都在这五类里面,区别就在于不同的加血量以及消耗mana的程度。
以下用魔法1,2,3,4,5来指代5种加血
从治疗效果上说,排序应该是4>5>2>3>1
从使用频率来说,排序应该是3>2>1>5>4
魔法1,现在很多时候都不常用了,因为他的耗魔与加血量不是很经济,但是当你打named的时候,一个万灵总是一个心理安慰
魔法2,与魔法3一起,是最常用的加血方式。耗魔性价比高,而且cd时间都不长。
魔法4,性价比最高。但是有使用条件的。之所以叫危急时刻加血,是因为他经常是在目标血量低于某个%(目前最高的是低于45%,等级更低的魔法,血量越低,第一个我记得好像是25%)时才能使用。所以救人这个魔法最好用。
魔法5,耗魔最高,加血量也很好,吟唱时间稍长,一般不常用。

现在说说牧师在团队练级以及raid里面,如果治疗的问题。
治疗说穿了,就是什么时候,用什么魔法的问题。
怎么省mana?在团队练级的时候,在什么时候使用什么样的魔法。
从魔法的性价比来说,魔法4自然是第一选择,但是使用魔法4是一件很危险的事情。如果一个lag(这在我来说是经常的事情),或者是一个超过施法距离,那么下一秒,MT就可能挂了。
所以练级的时候一般使用的魔法2和魔法3.由于魔法2是18s延迟的效果,如何让魔法3配合,就是一个需要注意的事情。计算魔法2在18s后能治疗多少,再加上魔法3的治疗效果,能让MT回复到什么程度,是一个优秀牧师在练级的时候需要注意的。通常来说,不需要太精准的计算,因为由于有暴击的存在,所以很多时候一个魔法会给我们惊喜。
真正在练级的时候需要注意,一方面是mana的消耗,另外一方面就是在非MT受伤的情况下如何处理的问题。
最常见的情况如下:
一次拉了两个怪,MT顶一个,副MT顶一个。这个时候如果保证两个MT的存活,是用群体加血,还是分别用light系列加血。就是一个选择的问题。通常这种情况下,我个人建议是万灵+light。主要是考虑到有针对性的治疗。当然,如果两个MT血量都不多的情况下,自然是群体加血最划算。
另外一种情况,MT顶一个,另外的怪被mez了,这个时候,表面上看只需要治疗MT就好了,但是经常的情况下,是当mez怪被打醒以后,首要的仇恨在mez的人身上,可能是幻术或者诗人。这两个职业都算是脆皮,所以要预先做好治疗他们的准备。如果有条件的情况下,可以root怪,甚至打晕(这里我做的也不好,经常死人)以保证mez者的存活。

在打named的时候,最制约你的治疗的不是mana。因为经常打named之前会保证mana回复。通常这个时候,最关键的魔法的cd。如果MT不够硬的情况下,经常会出现named一下打掉MT20%血量的情况。这个时候你用light,配合万灵,延时有时候都来不及。一般这样的情况下,可以使用均血的aa,(ep2.0也是这个功能),在named猛烈攻击下,你经常会纠结于是否需要使用魔法2,因为一旦使用魔法2,你会有大概2s的cd期,这个期间你没有办法使用魔法,再算上light的大概3s左右的吟唱时间,MT大概有5s左右的时间是没有办法被治疗的。所以当你准备使用魔法2的时候,就要计算一下MT能不能扛住named5s不挂。另外,在打named的时候,还要注意距离的问题。通常情况下,魔法2,魔法3的距离都比较远,很多时候可以保证你既不吃到ae,同时还能加血,但是魔法4的距离就比较近,所以有时候当MT的血量很低的时候,你使用魔法4,可能会没有效果,就是因为距离不够。掌握魔法4的距离,是很有必要的一件事。

在raid里面,牧师很多时候要做更多的一些事情,下面我用raid的实际例子,arg,vol,sarth,BD来说下。
通常raid下你要做的是不停的刷light,当然,如果你是main heal。万灵,DI,延迟加血都要加上的。

arg是现在我们打的比较随意的一个raid了,基本上牧师就是站在墙角无脑加血就行。但是,由于boss是分段的,有时候dps比较低的情况下,如何保证mana,就是一个问题了。这个时候,最重要的,就是看治疗频道其他人的宏,尽量保证你的魔法生效的同时,不会跟其他人重复,当然,这有一个前提,是MT的血量是满的。不要MT还剩下不到20%的血量,你还在考虑我的魔法会不会浪费的问题。另外,由于boss的aoe很频繁,要注意同组人的血量,经常要使用群体加血。最后,还要稍微注意下站位问题。有时候你站位太靠里面了,别人m你复活的时候,你反馈才发现范围不够。这是需要注意的。

vol。这个raid要注意多记忆一个Perfected Blood 魔法,这个是lv94的魔法,主要是用于解debuff。尤其是有人大喊的情况下,要注意解。这个raid里面最主要的是要注意站位,初期尽量的多加佣兵,后期的时候,各种add游走,你要一方面加MT,另外一方面注意不要被add打倒。总的来说,这个raid是看脸的(我最近脸不是很好,每次都是后期倒地)

sarth。这个boss我经历过最高是cr了4次。打boss的时候,由于boss的aoe具有打断效果,要时刻注意调整位置,被踢飞之后,迅速归位,不然几次打飞之后,小心直接掉海里面。另外,在被打飞的情况下,如果看MT血量危险,可以使用均血。之所以不使用魔法4,是因为你被打飞之后,通常的距离都不够你使用魔法4的。

BD。在我看来对治疗是一个比较大的考验。一方面,boss攻击较强,MT的血量掉的比较快。另外一个方面,MT还会mezMT,所以对于切换治疗目标,需要集中注意力。再加上boss也会击飞,而且boss移动范围比较大。如何跟着boss走,保证加血的成功,并不被aoe打中,就是考验牧师走位的地方了。同时,由于boss较强,经常有人会挂,如何处理 rez 和 heal MT之间的顺序,也是这个raid里面的一个重点。 最后,由于bd的范围比较大,在rez mt的时候,尽量多拖一下尸体,让mt复活后尽量远离boss,也是需要的。rez之后的人经常会找你要hp buff,而这个魔法的吟唱时间也比较长,给或者不给,都需要根据当时的其他heal的数量,mt的状态来决定。

牧师很容易,他只需要做一件事,加血。牧师也很不容易,怎样能保证你的加血及时,有效。一个好的牧师,是可以纵观全场的人。boss最高能打MT多少血,其他heal能加MT多少血,一个ae之后其他人受到多少伤害,这些都了然于胸。先加谁,先复活谁,怎么控制自己的mana。都是需要考虑的问题。(甚至以前还需要考虑OT的问题,不过现在好像牧师这方面要考虑的少的多了)所以牧师入行很简单,能正确的释放加血魔法就OK。但是牧师的提升是没有止境的。
顶 虽然没玩牧师,一看就是好贴,论坛缺少这样的贴子,鹰缘辛苦啦。
謝謝DIOS 的分享:)
我在CEQ的時候以CLE 當MAIN
不過那個時代CLE 的治療跟技巧要求沒有那麼多
在RAID 的時候只是很制式的按CCH HOT KEY :[CCH5 ............ %T ........... CH INC...CCH6 NEXT!]
因此很多時也會打到SOK.....[特別是VT 跟POP 4神RAID...每次也是5小時以上...精神不集中便會ZZZ]

今天RAID CLE的要求多了很多..不再時按2個HOTKEY就可以攪定...
臨場反應也要快很多..
基本原則還是2個:

1 不要比MT快倒下...
2 盡量控制好MANA...不要長時間OOM [特別是一些持久戰...如OSEKA或RT..)

玩牧師最好能BOX 一隻TANK/DPS (只BOX一隻的話 MAG會是一個好選擇..其他TANK CLASS 很吃裝且DPS不太理想...]

不然LFG 的日子絕不好受....(這也是我後來開始BOX 3 玩的原因之一...LFG 太浪費時間,親友團又要準時出席不然對不起大伙..)

这个是写给不是自己练上来靠hs等级上来的cleric看的.
贴个比较好的1000点aa的加法,其实如果是金会员也应该在这个基础上加aa,侧重可以在hp cap,和heal的能力上.
AA Name - Max of Rank - Sum of AA Cost
General 18 188
  Combat Agility 18 77
  Combat Stability 18 77
  Natural Durability 6 24
  Origin 1 0
  Planar Power 5 10
Archetype 18 597
  Gate 1 3
  Gift of Amazing Exquisite Radiant Mana 1 9
  Gift of Ascendant Exquisite Radiant Mana 1 12
  Gift of Dreamlike Exquisite Radiant Mana 1 9
  Gift of Exquisite Mana 1 9
  Gift of Mana 3 18
  Gift of Radiant Mana 1 9
  Hastened Curing 5 27
  Healing Adept 18 147
  Healing Boon 11 80
  Healing Gift 15 85
  Mnemonic Retention 4 21
  Quickened Radiant Cure 5 20
  Quickened Silent Casting 3 15
  Radiant Cure 9 48
  Shield Block 3 18
  Spell Casting Mastery 4 21
  Spell Casting Reinforcement 5 28
  Spell Casting Subtlety 3 18
Class 9 214
  Bestow Divine Aura 1 6
  Blessing of Resurrection 1 9
  Burst of Life 1 12
  Cascading Divine Aura 1 6
  Divine Arbitration 3 9
  Divine Peace 1 12
  Divine Resurrection 1 5
  Fundament of Wisdom 9 9
  Fundament: First Spire of Divinity 3 15
  Fundament: Second Spire of Divinity 3 15
  Fundament: Third Spire of Divinity 3 15
  Group Purify Soul 1 7
  Hastened Purification of the Soul 7 14
  Improved Burst of Life 3 21
  Mass Group Buff 1 9
  Purify Soul 1 5
  Quiet Miracle 1 12
  Spirit Mastery 1 12
  Tranquil Blessings 1 9
  Unfailing Divinity 3 12

Grand Total 18 999
Nice post Dios ~~
找到一个关于牧师DPS的帖子,转发过来。考虑到时间因素,仅供参考:
To completely and utterly maximize your DPS, you need:

* To know the duration of fights. Observe for future reference, because what you do and which spells you weave changes as the fight duration changes. A lot. For how little DPS we actually put out in comparison to other classes, it's a lot of work, which was the point of the comment.

* Get arms, legs, head, and a wrist from VoA, or get cultural cleave, fero, magic, and chromatic focus (last one is less important, more on that later). Even if you're not in cultural, get a cultural piece with aug for either your hands (Which have no focus) or one of your wrists (which are doubled). Look at the stats on those pieces and decide which has the worst stats (for this purpose, you want to hold on to spell damage, heroic str/dex) and make the cultural piece for that slot. The focus you are after is "of the Magus." The links are examples of three versions of this focus. It is an "all DD spell damage" focus. This is the only thing that will focus your Contravention Strikes and your Intervention Strikes, as they are prismatic. If you want to outDPS a bard just with throwing (which I have, and they were perturbed. ~Laughs~ ), you also want Sharpshooting, but for obvious reasons (Hi spells!) this is not really important.

* The highest version you can get of the following spells: Abolish the Undead, Annihilate the Undead, Remonstrance, Rebuke, Vow of Veneration, Glorious Admonition, Glorious Censure, Glorious Denunciation, Elysian Intervention, Elysian Contravention, Celestial Intervention, Celestial Contravention, Holy Intervention, Holy Contravention, Yaulp, if you're also tanking, Ward of Recrimination, and as lesser importance, Chromacleave, Chromarend, Infallible Hammer of Zeal.

* To know who you are going to be grouping/raiding with. If you've a necro around, you want the Scorched Bones line used. If you have a chanter around that uses their spell tash and you're not around a lot of meleers or a mage, that will alter your spell lineup also.

* AAs you want maxed: Divine Avatar, Hastened Divine Avatar, Battle Frenzy, Improved Twincast, Hastened Improved Twincast, Celestial Rapidity, First Spire of Divinity, Celestial Hammer, Hastened Celestial Hammer, Extended Swarm, Righteous Zeal, Twinproc, Twincast, Turn Undead, Hastened Turn Undead, Quickened Turn Undead, Destructive Fury, Fury of Magic, Spell Casting Fury, Forceful Rejuvenation, Hastened Forceful Rejuvenation, Silent Casting, Quickened Silent Casting, Hastened Silent Casting, Mnemonic Retention, Planar Power, Power of the Keepers, Veiled Cunning, Veiled Strength, GoM for maintaining your mana, and a recommendation for potion and bandolier slots. Also Glyph of the Cataclysm and Intensity of the Resolute (limited availability for some).

* Some items. A good 2hander auged with damage augs. The aforementioned gear foci. An Underfoot BP. Tonic of Resonant Magic/Elemental. Spider's Bite poisons, haste buffs/potions and an overhaste item. Some desired additional items include: Runed Cold Iron Warhammer, Rod of the Ruined, Frostrift Chestplate, Enameled Black Chestplate.

Now it gets fun.

Knowing the duration is important. None of our DPS augmenting AAs have the same duration as each other. All will land on you at once and not knock each other off, but there are significant differences between the augmentation of melee DPS and spell DPS. Ask a wizard who likes to research such things, and a rogue/zerker likewise, and you'll see what I mean. As a general rule, as long as it's not on the same slot, melee effects can combine and can go multiplicative. DD crit chance and crit damage boosts do NOT, they are additive at best (excluding twincast), and for the damage boost, only the highest mod will apply. So, for your nukes, if you use Cataclysm you have a 160% DD mod, if you use Avatar you have 127%, Intensity will give you 100%, First Spire will give you 130%. If you hit all of them at once, you'll have 160%, from the Glyph. Battle Frenzy is easy- it will give you 100% crit rate on DDs for 35 seconds, so that's a nobrainer. If the duration is going to be over that, you need to start tallying up crit rate to get you to 100% or as close to as possible. First Spire will give you 6%, Intensity will give you 50%, Power of the Keepers/Dark Reign is 3%, then you have your crit AAs, which, combined, bring you almost to 100% crit rate. If you have a bard, or a chanter, et cetera, that's going to alter things again, so we'll go with unsupported.

Divine Avatar being cast first right before you engage and hitting your other burn abilities is recommended, because it has a three second cast time that cannot be hasted in any way- Quickened Divine Avatar did not work and so was refunded- and it has the longest duration of any of our DPS augmenting abilities. It is also going to mod your melee damage on swings between casts, while you're also stacking glyph/7th.

Your first phase on a short or relatively short fight is going to be when you're Twincasting (Avatar, Improved Twincast, Glyph, Battle Frenzy, Celestial Rapidity, and hit Celestial Hammer and Underfoot BP at the back of the mob just to get them in and starting))- For this, unless you are fighting undead, have no malo but do have a chanter and no one else is meleeing, or something is Anguish-style magic-resistant/immune, use Remonstrance and Rebuke. Last expansion's magic nuke is higher base damage than current chromatic nukes, and does not push (chromatic do). There's a perception that magic gets resisted a lot more, but it is the easiest resist to debuff, so most of the time, your chromatic nuke is going to check off magic anyway. If you have a chanter using spell, not AA tash, and do not have a mage or shaman around, and you do not have to worry about push at all, you can switch Chromacleave in for Rebuke. Do not use Contravention/Glorious at this time- It will eat Twincast procs yet not twin the nuke on Contravention, and Glorious recourse will knock Improved Twincast off you entirely, wasting all unused procs. On a non-Undead target in an ideal setup with no lag, this would take 46.5 seconds after casting Divine Avatar, but allowing for some latency, Frenzy is going to run out about two-thirds to three-quarters in, so then you need First Spire and Intensity running. Celestial Rapidity should last up to 18 or so seconds after twincasting runs out, so at that point, it's still worthwhile to use all your best versions of your highest damage nukes regardless of base cast time, however, while you still have a heavily boosted crit rate and crit DD, it's advisable to use Glorious to force twincasts of Intervention strikes, using swift tabcasting so you're not losing swings.

Once that wears out you still have two minutes or so of Divine Avatar, and you should be chaining, in descending order of strength, all of your fastest nukes, being Glorious, Contravention, and Intervention (though the pattern should look like Contravention1, Glorious1, Intervention1, Intervention2 [unless Glorious was resisted, in which case you hit Contravention2, Glorious2, then Intervention1, Intervention2], Contravention2, Glorious2, Intervention3 [once again, must be paired with successful Glorious], Glorious1, Forceful Rejuvenation, Intervention1, Intervention2, Contravention1, Glorious1, Intervention3, Contravention2, Glorious2...) to ride out the higher DD mod on second spire without slowing down your swings, since Divine Avatar has Hundred Hands 15, and if you're losing swings while you have all of your melee-boosting running but your nuke boosts tapering off, you will lose DPS if you have a decent 2hander. If you're forced to rely on a 1hander for your melee DPS, you will lose a great number of swings- you want a delay over 30 at least. I'm not going to repeat the HHE formula here because it makes most pure melees heads hurt, that rely on it every day , But just basically remember, high damage, 35-36 delay, you're going to be better off. Avatar will last for three minutes, and then your melee damage will drop to about a fifth of what it was, and much slower swings, so at that point, the priority becomes spell DPS, and your lower delay means that Remonstrance and Rebuke will re-enter your spell weave with Remonstrance after Intervention2, and then any time your weave is greyed out above Intervention/Contravention/Glorious2, and Rebuke if Remonstrance is down. If the fight looks like it's going to be a while at this point, a persistent hammer pet should be positioned at the back of the mob (they backstab, or as I prefer to call it, backthump- it's a hammer, after all).

If you know ahead of time that a fight is going to be long- say you're grouping an old raid- then start off with the weave above to grey it all out under Avatar, then go into your ITC immediately after, and you'll have your contraventions and interventions refreshing for after ITC is over.

This is for live mobs.

For undead you're going to replace Remonstrance and Rebuke with Abolish the Undead and Annihilate the Undead. After activating Divine Avatar, Turn Undead should be hit with your Glyph/Battle Frenzy/Improved Twincast, and after ITC is over, you should stick to the top two each of Glorious and Contravention, three of Intervention, and chaining Undead banes in between.

If you are fighting something magic-immune, replace Remonstrance and Rebuke with Chromacleave and Chromarend, be ready to strafe and counter your own push. Drop all Glorious from your lineup, and your lowest Intervention- without the boost of twincasts, it is not really worth it in DPS. Your weave outside of ITC is purely in descending order of spell damage with this one, repeating from the highest spell as things refresh.



All of this presumes you are not tanking and you have the luxury of not needing to heal. The OP's situation, using a pet tank, precludes some of this, unless you're doing a) Content the cleric can tank (depending on gear, this can be quite a bit), or b) Content the cleric can tank with a 2hander. If you are merely seeking to augment your damage from range, only through spells, you can stagger divine avatar and spire out more on longer fights, since you're not using melee. Your spell weave for ITC will be the same, after it is over it will look like the model of a meleeing cleric after Avatar is over, since you need not concern yourself with the Hundred Hands Effect. Also, since you have a pet tank, if you start this straight off, make sure you use silent casting- combined nuke/heals and heal/nukes can be a lot of aggro initially.


Message edited by Mykaylla on 01/30/2012 05:47:55.
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