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Below is a set of realm vs realm tips for clerics in RvR. I have only covered group tips as cleric's are generally not that good in solo situations, although vs weaker classes cleric's can potentially be excellent in solo situations particularly if smite spec'ed. Group tips

The only job of a cleric is to stay alive and keep the group alive. It sounds simple but it's the hardest job on DAOC.

Protect the sorcerer above all others if you have to decide between letting a sorc live or letting any other class live then choose the sorc. A sorcerer is able to do huge damage to groups and their AE-mezz/root is able to tear apart a group.

Spread heal is the most power efficient heal you have, if multiple players in your group are under attack then use this.

Move, move and move some more, even use /hood every so often. The more your moving the less chance of you being identified as a cleric and if you suddenly take your hood down in middle of combat it can give you a totally different appearance which makes it even more difficult to keep you identified.

If no one in your group currently needs heals do some quick buff shears.

If someone is attacking the other clerics in your group either cast a stun on the person on your cleric or heal very quickly. If the stun fails you can run upto your cleric and while next to him use your PBAOE-mezz even the lowest mezz in the smite line can be quite effective.

If you're very high in enhance use your hand of god on the person that is currently being targetted by the enemy assist train.

Make sure to keep your group disease free whether these means using ML1 or single target cure disease it's really important to remove disease because it halves heals and causes a 10% snare and reduction in STR.

You will constantly get asked for cure nearsight by casters. It's important to do this as quickly as possible. Cure nearsight is ML2 in the perfector line.

During downtime after a battle cast a font of power or in long battles/keep battles cast font of power in essential area's where it's importan you maintain control over e.g. lord room etc.

ML9 which drains power should be placed at the milegates on Agraman or at keep doors when a keep battle is ongoing.

Realm Abilities

MoC - If you're low RR then MoC may seem useless but even MoC1 can cure poison/disease.

Divine Intervention - Most groups consider it very important for a cleric to have DI2 this provides a 2000HP field over your group and will absorb in total 2000 damage alleviating the stress that a cleric can come under during heavy RvR.

Purge - Although purge 1 is usually very good for other classes, purge 2 is very important so that a cleric can get out of stuns instantly. A cleric that is stunned for a complete 9seconds means that 1-3 people could be killed in that time.

Perfect Recovery - This is a very important RA because it is a instant rezz which does not have ress sick penalties associated with it. The only thing a person needs when PR'ed is healed/buffed.

Wild Healing - This RA is excellent as it can crit for upto 100% of your original heal amount. if you're high RR and already have all of the RA's above then try to get your wild healing as high as possible preferably Wild Healing 3.


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