Cleric Healer & Support
Detailed PvE Guide · Evolved PW
Stat Distribution
The Cleric wears Arcane Armor and invests almost all points into Magic Attack — this maximizes both healing power and offensive strength at the same time.
| Phase | MAG | STR | VIT |
|---|---|---|---|
| Lv.1–105 | +9 | +1 | — |
Rule: Always set exactly as much STR as your current armor requires — put everything else into MAG. No VIT. Arcane Armor has high MagDef but weak PhysDef — always keep your distance.
Heal Formula: Heal power scales directly with Magic Attack. More MAG = stronger Ironheart, stronger BB, stronger Resurrect. There is no separate "Heal stat" — maximizing MAG is the answer.
Skill Priority
As a Cleric you have two roles simultaneously: Healer and Support DD. Healing skills always take priority — attack skills only come out when the tank is stable.
Healing Skills — Core Competency
| Prio | Skill | Level | Why |
|---|---|---|---|
| S | Ironheart Blessing | Max | HoT (Heal over Time): heals ~3–4× over 15 sec. Your primary heal. Spam it on the tank — it is more mana-efficient than any other heal. Sage: larger ticks. Demon: faster ticks. |
| S | Regeneration Aura (BB) | Max | AoE heal aura around the Cleric. Continuously heals all squad members in radius. Indispensable in critical situations. High mana cost — use deliberately, not permanently. |
| S | Revive | Max | Raise Dead / Resurrection. Sage version gives EXP protection. Must be maxed — a group without Revive loses EXP on every death. |
| S | Purify | Max | Removes debuffs (Seal, Sleep, Stun, Bleed, Poison). Life-saving in TT, Nirvana, Warsong. Max level for highest removal chance. |
| A | Wellspring Quaff | Max | Instant heal on a target. No HoT — pure burst heal for emergencies when the tank is nearly dead. Much more expensive than IH but immediately effective. |
| A | Stream of Rejuvenation | Max | Mass heal on all squad members in range. For moments when multiple players take damage simultaneously. Not a replacement for BB. |
| B | Plume Shell | Max | Short-duration damage absorption shield. Cast on yourself or endangered DDs. Useful when you briefly draw aggro. |
Support & Debuff Skills
| Prio | Skill | Level | Why |
|---|---|---|---|
| S | Elemental Seal | Max | Reduces target's elemental resistance by 60–75%. Significantly increases damage of all magic DDs. Always on boss when not healing. |
| A | Dimensional Seal | Max | Reduces target's physical attack. Enormously relieves the tank. Use when Veno isn't using Tangling Mire or as a supplement. |
| A | Plume Shot | Max | Primary attack. Free chi generation. Use between heals when the tank is stable. |
| B | Great Cyclone | Lv.5+ | AoE attack with stun chance. Only in emergencies when adds threaten the group. Not on tank targets as stun can reset aggro. |
| B | Chromatic Seal | Lv.1 | Seals target's abilities. Lv.1 is enough. Only on weak mobs or in PvP — never on bosses as it can create aggro issues. |
Party Buffs (always keep active!)
| Prio | Skill | Level | Why |
|---|---|---|---|
| S | Blessing of the Purehearted | Max | Party buff: increases HP regeneration of all squad members. Always keep active. Sage version additionally increases max HP. |
| S | Celestial Guardian | Max | Increases physical defense of all squad members. Re-apply before every dungeon and after every Revive. Mandatory buff. |
| S | Guardian Seal | Max | Increases magic defense of all squad members. Essential in Nirvana and against magic bosses. |
| A | Threefold Blade | Max | Increases physical attack of all squad members. Relevant for physical DDs. Always apply when time permits. |
Heal Rotation
The Cleric principle: IH is efficient, BB is safe, Wellspring is the emergency brake. Combined they form a rotation that saves mana and keeps the tank alive.
NORMAL BOSS FIGHT (tank stable):
Set buffs → IH (tank) → Elemental Seal → Dimensional Seal → IH (tank) → Plume Shot → IH (tank) → repeat
Spam IH, refresh debuffs, Plume Shot only when tank is safe. Buffs falling off? Reapply immediately — priority over everything else.
Set buffs → IH (tank) → Elemental Seal → Dimensional Seal → IH (tank) → Plume Shot → IH (tank) → repeat
Spam IH, refresh debuffs, Plume Shot only when tank is safe. Buffs falling off? Reapply immediately — priority over everything else.
CRITICAL SITUATION (tank under pressure):
Wellspring Quaff → IH (tank) → Activate BB → IH (tank) → Purify (debuffs) → IH (tank)
Wellspring immediately when tank critically low. BB as early as possible. Purify right after Seal/Sleep/Poison. Never stop spamming IH.
Wellspring Quaff → IH (tank) → Activate BB → IH (tank) → Purify (debuffs) → IH (tank)
Wellspring immediately when tank critically low. BB as early as possible. Purify right after Seal/Sleep/Poison. Never stop spamming IH.
Aggro Trap: Healing generates aggro. If you heal a player who hasn't hit the mob yet, you draw the aggro. Rule: Only heal after the tank has hit at least once. In emergencies kite the mob away or use Plume Shell immediately.
Bubble of Life (BB) — the Foundation
Regeneration Aura — called "BB" (Bubble) by players — is your most powerful tool and simultaneously your greatest responsibility. It continuously heals all squad members in a radius around you.
When to activate BB:
- When the boss uses an AOE that hits multiple players
- At Lord of Percussion, CosmoForce, AE (TT) — immediately below 50% boss HP
- In Nirvana at Inferno Sovereign and Vampiric Sovereign
- In Warsong during all boss fights
- Whenever more than one person takes damage simultaneously
- When the boss uses an AOE that hits multiple players
- At Lord of Percussion, CosmoForce, AE (TT) — immediately below 50% boss HP
- In Nirvana at Inferno Sovereign and Vampiric Sovereign
- In Warsong during all boss fights
- Whenever more than one person takes damage simultaneously
Positioning is everything: BB only heals those near you. You must stand close to the tank — but not so close that you get hit by boss AOEs. Optimal: ~10–15m behind the tank. In TT3-3 (Twilight Minister/Emperor): stand behind the wall and heal through it — you are safe but IH and BB still work.
BB and Mana: BB continuously drains mana while active. Without mana it drops immediately — and the tank dies in the next heartbeat. Mana charm is mandatory in advanced dungeons. Alternative: only activate BB when necessary, not permanently.
Purify — when & who
Purify removes debuffs from the target. Sounds simple — but it is one of the hardest abilities to use correctly because you must decide in split seconds.
| Debuff | Priority | Why |
|---|---|---|
| Seal | Immediately | Tank can't use any skills — Flesh Ream, Interrupt, Invoke all gone. Purify immediately. |
| Sleep | Immediately | DDs asleep = no damage. Tank asleep = can't hold aggro. Purify tank first, then DDs. |
| Poison / DOT | Quickly | Damage over time accumulates. Purify tank when HP already critical. Otherwise IH can keep up. |
| Attack/Speed Debuffs | When possible | Reduces efficiency but not life-threatening. Only purify when no critical situation is active. |
Tank first, always: If tank and DD both have a debuff — tank has absolute priority. A dead DD can be revived. A dead tank means wipe.
Purify costs mana and has a cooldown: Don't react to every debuff. A short poison DOT on a DD still at 80% HP doesn't need immediate Purify. Save mana and cooldown for truly critical situations.
Dungeons & Heal Table
Every dungeon has different requirements. This table shows which heals and actions are critical at which bosses.
| Dungeon / Boss | Cleric Action | Trigger / Timing | Note |
|---|---|---|---|
| TT — Lord of Percussion | Activate BB | Boss below 50% HP | Stay at max distance — AOE Sleep hits melee range |
| TT — General Wurlord | BB + IH spam | Permanent — magic attack kills tank instantly without BB | 2 Clerics recommended: one BB, one IH |
| TT — CosmoForce | Never let BB drop | Permanent — BB drops even briefly → tank dead | Mana charm mandatory. Veno purges boss buff |
| TT — Twilight Emperor | Purify (Seal-DOT) + BB | After every Seal attack: immediately Purify on tank | Cleric can heal through the wall (Nemen trick) |
| TT — Twilight Minister | Purify (AOE sleep) + BB | AOE Sleep: Purify DDs. Tank wakes up on its own. | Keep max distance. Watch for random aggro below 50% HP |
| TT — Ancient Evil | BB + Purify + pos. | AOE kills cloth classes in 1 hit | >15m distance from boss. 2 Clerics mandatory |
| Nirvana — Inferno Sovereign | IH + Purify (AOE-Seal) + MP pots | AOE Seal regularly — Purify immediately. Avoid blue circles! | Boss drains MP — keep your own MP pots ready |
| Nirvana — Vampiric Sovereign | BB + IH after mana drain | After mana drain: immediately MP pot → rebuild BB/IH | Time-critical boss — no hesitation after the drain |
| Nirvana — Ashura Netherqueen | Sprint to NPC! | Red chat text → immediately run to the glowing NPC | BB CANNOT be maintained at this moment |
| Nirvana — Vanished Ancestor | BB + IH + Purify (Stun) | 3-sec stun on random player: Purify. Keep an eye on the runner. | NEVER apply seal to Vanished Ancestor himself |
| Warsong — Cannonfist Orclord | BB before mana drain | Boss pauses briefly → AOE mana drain follows | BB must not drop during drain — mana charm mandatory |
| Warsong — Obscure Reaper | Purify (AOE debuff) + rebuff | After buff strip: immediately reapply all buffs | Paralyze = tank can't hold aggro → Purify immediately |
| Warsong — The Incacerate | BB after Add 4 purge | Add 4 knocks Cleric out of BB → reactivate immediately | Purify after Seal adds. Prioritize adds when they spawn |
Sage or Demon?
For a PvE healer, Sage is the clear recommendation — almost all key skills receive significantly more useful bonuses from Sage than from Demon.
Sage
- Revive: protects target from EXP loss — indispensable in TT/Nirvana
- Ironheart: larger heal ticks per application
- BB (Regen Aura): larger healing radius
- Purify: removes debuffs more reliably (higher chance)
- Blessing of the Purehearted: additionally increases group max HP
- ShapeShifting Intensify (if applicable): passively stronger
Demon
- Ironheart: faster ticks (shorter interval between heals)
- Plume Shot: higher damage (better for DD Cleric)
- Revive: protects the Cleric from EXP loss (selfish)
- Elemental Seal: stronger debuff (marginal advantage)
- Overall weaker for PvE — group EXP protection missing
Genie Setup
The Cleric's genie is not an attack tool — it is an emergency and utility extension. The right skills can prevent wipes.
| Genie skill | Priority | Purpose |
|---|---|---|
| Absolute Domain | MANDATORY | 3–4 seconds of complete immunity. Lifesaver when the Cleric draws aggro or an unavoidable AOE threatens. Must always be ready. |
| Holy Path | MANDATORY | Movement boost for quick repositioning. Absolutely necessary in Nirvana (Ashura Netherqueen) and Warsong. Also useful for repositioning to maintain BB radius. |
| Second Wind | RECOMMENDED | Instant HP regeneration. Emergency self-heal when the Cleric is under pressure. Prevents dying while healing others. |
| Expel | RECOMMENDED | Knockback on nearby mobs. Creates distance when adds attack the Cleric. Buys time for healing and repositioning. |
| Tree of Protection | OPTIONAL | AoE heal + damage absorption. Useful in Warsong to stabilize multiple players simultaneously. Combinable with BB. |
| Fortify | OPTIONAL | Temporarily increases own defense. Useful when the Cleric frequently draws aggro. |
Gear Progression
EARLY GAME · Lv.1–60
| Slot | Recommendation | Note |
|---|---|---|
| Armor | Growth System Sets (Lv.20/40 Arcane) — Free | Automatic via Growth System — just level up |
| Weapon | TT60 Magic Sword / Wand | First craftable weapon — from TT1-1 mats |
MID GAME · Lv.60–100
| Slot | Recommendation | Note |
|---|---|---|
| Armor | TT60 → TT70 → TT80 → TT90 Arcane Armor | Growth System until Lv.85 — then aim for TT90 Gold |
| Weapon | TT70 → TT80 → TT90 → TT99 Magical Sword | TT99 Gold is the goal before Nirvana |
| Jewelry | LingYun Sets · Crafted Rings/Necklaces | Prioritize Magic Attack and HP |
| Gems | Sapphire (Magic Att.) in weapon · Citrine (HP) in armor | MAG gems directly = stronger heals |
END GAME · Lv.100–105
| Slot | Recommendation | Note |
|---|---|---|
| Armor | Nirvana Cast 2 / R8 Recast / R9 Arcane Armor | R9 Third Cast: the ultimate goal |
| Weapon | G15 Nirvana → G16 Warsong Magical Sword | G16 (+40 Atk Lv.) = massive heal boost |
| Tome | Emperor → Necronomicon | Evolved-specific: Necronomicon = Endgame |
| Channeling | Roll R8 Recast with -Channeling | -Chan = faster heals = tank survives longer |
Channeling is King: As a Cleric, channeling reduction on gear is at least as important as Magic Attack. Faster channeling means faster heals means tank survives critical situations. On Evolved, R8 Recast can be rolled with up to -12% Chan per piece.
Pro Tips
IH is more efficient than Wellspring: Ironheart heals over time and costs less mana per heal unit. Wellspring is the emergency button — not the standard heal. Only use Wellspring when IH can't heal fast enough (tank nearly dead).
Distance Management: Never stand next to the tank. Optimal: 10–15m behind the tank. Close enough for BB radius, far enough to avoid AOEs. In Warsong Pavilions: always stay behind the tank, never run ahead.
Buff Management: After every Revive immediately reapply all buffs — Celestial Guardian, Guardian Seal, Blessing of the Purehearted, Threefold Blade. An unbuffed tank in TT3-3 dies significantly faster. Use the buff tracker in the UI.
Heal through walls: IH and BB work through walls. In TT — Twilight Emperor and Twilight Minister: position the Cleric behind the dividing wall. You are safe from the AOE but can fully heal the tank in the Nemen room. This trick saves lives.
Communication: Tell the tank when your mana is critical: "Low MP, brief pause" — so they know BB might drop. Tell the group when you have BB active and when you don't. An informed tank survives your mana drought. An unprepared one doesn't.
Never be the first to attack: As a Cleric you should never go after a mob or boss first. Wait until the tank has established aggro (at least 1–2 Flesh Reams), then start healing and debuffing. Early healing immediately draws aggro to you.
Mana charm is not a luxury: From TT2-x onwards and in all endgame dungeons a mana charm is mandatory. BB without mana = wipe. Nirvana Vampiric Sovereign and Warsong Cannonfist intentionally drain your mana — without a charm you are helpless.