|Role:||Healer, Support, Utility|
|Armor||All armor including full platemail|
|Weapons||One-Handed Blunt |
Clerics are a class available to players in Pantheon: Rise of the Fallen. They function primarily as a Healer, with strong Single Target healing and many spells that aid in the prevention of damage. Like Paladins, they are steadfast opponents of the Undead, possessing powerful nukes and debuffs designed to banish any that they cross.
Lore[edit | edit source]
It is the Frail Age of Terminus. After the horrors of the Deicide War, interaction with the Celestials has become virtually unknown. Thus, the Clerics can hardly rely on their Pantheon directly. Instead, they must bind themselves to the ancient directives of their Order, guided by the written wisdom of the Celestials of ages past. Clerics are focused on healing and dealing damage to their enemies through melee combat and faith magic. They can manifest astral Paladin sentries to fight for/with them.
To his core, the Cleric is focused on healing himself and his allies, and in this role he has no equal. But the Cleric can also dramatically enhance the defenses of his allies through the use of powerful signets, potent writs and ethereal armors. Though few in number, Clerics can perform feats of stunning ability once empowered with a measure of their Celestial’s influence. Indeed, for this very reason, certain elder Clerics are mistakenly revered as true Celestials! Because of the Cleric’s searing devotion to the Celestial path, they have evolved the means to turn the Undead and other malignant beings.
Description[edit | edit source]
Clerics have mastered the restorative arts of their Order, allowing them to use a myriad of potent healing abilities. But the Cleric can also dramatically enhance the defenses of their allies through the use of powerful signets, writs and ethereal armors. Imbued with Celestial power, Clerics can perform feats of stunning ability. Indeed, for this very reason certain master Clerics have been mistakenly revered as true Celestials! Because of the Cleric’s affinity to Celestial light, they have evolved the means to turn Undeath and other cursed beings.
Group Role[edit | edit source]
Healer. The role of the healer is a critical one. The healer's job, first and foremost, is to ensure that none of their teammates die. Within an ideal group set-up, the Healer can focus the majority of their healing on a single teammate: the party's Tank.
Among the Healers, Clerics have the strongest single target healing spells ( Burst of Life). With their ability to wear full plate armor and wield shields, Clerics are the sturdiest healer and should not be afraid to enter melee combat and display their skill with blunt weaponry (25px Favor of the Order)
Support. A class in the support role has access to many beneficial abilities designed to help their teammates survive and fight beyond their normal means.
For the Cleric, this is primarily seen through their powerful maximum Health boosting spells ( Awaken Bravery), Armor Class Boosting spells ( Gift: Ethereal Studded Armor) and their ability to resurrect fallen allies ( Revive).
Utility. Utility is a broad category. It can perhaps best be thought of as a sum of all abilities that do not fall under the other categories (Tanking, Healing, Damage Dealing, Crowd Controlling, Supporting)
For the Cleric, their Utility is expressed through spells such as Edict of Stillness, which reduces the aggro radius of a mob, or Celestial Aegis, which provides a solid wall of light that enemies cannot pass through.
While not their official role, Clerics are a sturdy class capable of wearing shields and full plate, which can enable them to act as emergency off-tanks. Though they will struggle with holding the aggro of the mob, it is worth keeping in mind as a cleric.
Combat Resource[edit | edit source]
Mana, Celestial Power/Celestial Bond
Clerics gain Celestial Power as a percentage of the effective healing they perform on themselves and their allies. Also, certain abilities increase a Cleric’s Celestial Power by a certain amount when used. Other abilities have a Celestial Power cost in order to be performed. When a Cleric has accumulated enough Celestial Power, a Celestial Bond forms. While this Celestial Bond is active, the Celestial Power cost of abilities is reduced by X%.
Race[edit | edit source]
The race you choose will provide different racial innate abilities that can and will be handy while adventuring. There will be times when the race you choose is to your, and your party’s, advantage; at other times neutral, and other times to your disadvantage. They will all be useful in any serious dungeon or other adventure area but one may be more advantageous in certain scenarios and situations.
Skills/Abilities[edit | edit source]
FAQ[edit | edit source]
In September, 2019's newsletter, Chris Perkins debuted a new segment where he answers commonly asked questions about the classes of Pantheon. Below are the questions and answers for the Cleric.
- How will Celestial Aegis actually work? Will we see massive trains from NPCs not being able to path to the player and being forced to find a different, NPC-filled way around the barrier?
- When NPCs encounter the Celestial Aegis barrier, they will be limited in how far away they can look for a path around. If they can’t find one within that range, they will try to break through the barrier. The barrier will have a certain amount of HP - therefore, it will either dissipate when the NPCs break through or when the barrier’s duration ends, whichever comes first.
Gallery[edit | edit source]
References[edit | edit source]
|Bard Cleric Dire Lord Druid Enchanter Monk Necromancer Paladin Ranger Rogue Shaman Summoner Warrior Wizard|