Ctrl+C / Ctrl+V z oficjalnego forum ale może komuś się przyda tłumaczyć mi się nie chce bo jestem za leniwy akurat.
Autorstwa
"Sheilina" ze Szwajcarii
Link do oryginalnego threadu:
http://forums.riftgame.com/showthread.php?29646-The-Cleric-Souls-a-quick-summary
Kolega nie opisuje PvP soula (Templar) gdyż ponieważ nie ma/nie miał doświadczenia z tymże.
Dla mnie sporo pomocne. Enjoy.
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Healing Souls
All three healing souls have their strong and weak spots and builds strongly depend on what the needs in your current situation are. Generally all three souls have nice synergy with each other while unfortunately there are abilities which are overlapping such as the Endurance buffs and out of combat rezzes. But then everyone and their mother has an Endurance buff and since they don't stack and weaker ones can also overwrite stronger ones without a message, they are pretty much a nuisance more then anything else anyway.
All three souls can remove disease but each of those three has the ability to remove one unique type of status effect. Also, abilities that influence healing in one soul will work on the other souls unless it clearly states the ability it refers to. Both Purifer and Warden have strong mitigation abilities (if you want to call them such) while the Sentinel mostly relies on healing damage AFTER it's done.
Purifier (Fire Based):
His trademark are Wards which get used up upon damage and can be increased in power by going deeper into the branches. His spells are mostly single target focused while the healing abilities have a good synergy with the other healing souls. Gets a 30 Wisdom Buff later on in its root abilities.
It's the cleric soul which has no root or snare abilities yet some very nice tool to keep itself alive (self Ward and self reactive heals on damage). This soul, while having strong single target heals, mostly relies on wardening. That includes root spells as well as abilities you can use in the branches to add to this. On the other side it has a powerful focus on increasing your crit heals. Doesn't have a mana regen ability like Warden and Sentinel. Is probably the healing soul of the cleric that has the most tools at its disposal to keep itself alive. Can remove disease, bleed and physical debuffs. Strong tendencies for MT Healing.
Sentinel (Life based):
Most powerful Instant Cast Heal. Direct Group Heals. The soul can be mana draining if you use your AE heals in less then ideal situations. Besides the Justicar, the Sentinel is the only Cleric soul that has an in combat rezz. Specially later in the branches the Sentinel gets a powerful Direct Heal and duo target heal which are also very mana efficient. Has a Silence, removes Disease and Poison debuffs. Can also chose to add a snare to one of his DDs. Has a really nice Ward as well which will reduce damage from every source by a certain % for 10 seconds. Additionally the Sentinel can increase the crit chance on a single target for the whole group.
Warden (Water based):
Heal over Time based healer. Can buff others with Waterbreathing. Has a mana regen ability in its branches. Can stack HoT on a single target and spread it to the group with one of their branch abilities. Can remove disease, poison and curses. Has a self reflect and a reactive heal that heals the group deep into its root abilities. Stacked HoTs are a very powerful tool since the target doesn't need to be in range for the healing to still tick compared with a direct healer. Very nice in PvP with the amount of dots flying around. Both single target and group focused.
Caster focused Souls
While the Inquisitor has more cc abilities and fewer damaging abilities, the Cabalist is focused on damage more so but also has CC in his toolbox. Both those souls can only heal themselves and are very strongly relaying on another soul to add some more healing power. The Inquisitor is much easier and straight forward to play then the Cabalist.
Inquisitor (Death and Life based):
The strong point of the inquisitor are it's many instant casts like dots, double buff removal, death and life debuff, single target confusion, ae fear, snare and a pushback. It's probably the cleric soul with the most control abilities. Has interesting self armors and both AE and single target dps power. Can chose to be healed by some of its damaging spells and also get mana back. Can buff with short time fear immunity on a single target. Has a single target confusion (cast). A soul which is very interesting for a supportive PvP build. Can only heal itself.
Cabalist (Death based)
ACCORDING TO FANSITES AND OFF-SITES THIS SOUL HAS CHANGED IN ALPHA. SINCE ALPHA IS STILL UNDER NDA PLEASE TAKE THE INFO HERE WITH A GRAIN OF SALT
Is probably the most challenging damage/spell soul to play due to its mechanics which can be compared to time delayed bombs. Can buff all four elemental resists if you get the branch ability. Its trademarks are sigils which are little bombs that ae explode if a certain condition is met. Cabalist can chose to get healed upon certain damage and can also regain mana from sigils. It's a very heavily AE focused damager with a strong focus on Damage over Time. Sigils have a cast time of 2 seconds initially which makes up most of the challenge to play it efficiently. Single target and later on AE instant cast root. Can add cast time increase for enemies to some of his damaging spells. Later on in the branches, the Cabalist can get a pull to a friendly target ability (comparable to Electromagnet in War but with limited targets) for nearby enemies and can also decrease casting range with certain abilities for enemies. Can only heal itself.
Melee focused Souls
All of these souls use melee attacks as their main source for additional effects or healing. The Druid is somewhat of a hybrid between spells, melee, damage and healing. I put it in this category since his branch abilities have nice synergy with other melee souls. While Shaman and Justicar have very nice synergy you might want to switch weapons since a 2H Hammer will increase your damage yet for the defensive abilities and tanking you will want to favour 1h and shield. All damage increase abilities work on other souls as well unless the ability it refers to is specifically mentioned.
Justicar (Life based)
Justicar is the most defensive of the melee focused souls. A lot of players also refer to it as the Tank of the Cleric souls.
All his attacks heal the Justicar for a small % of the damage done, while melee attacks add more healing power then other type of attacks. Its Trademarks are Mien's which can be swapped to either increase healing or tanking abilities. Its heals are based on its melee attacks and can be focused on a single target or the group. He also uses Conviction build-ups to execute other abilities or heals. Has one of the only two in combat rezzes available to the cleric souls which brings the Ally back with 100% health but is on a long cool-down. Its branch increases defensive abilities and can also add stun and snares to attacks. Can increase the groups healing for 5% for a short period of time. It makes for a very strong base for a melee build as long as you can keep your enemies from kiting you.
Shaman (Physical based)
Strong melee damager and buffer. Most of its branches are focused on increasing melee damage output and melee crits. The trademark of the Shaman are its buffs: the Heart buffs which increase different types of resists (in the branches) and the courage buffs (in the roots). You can specc to spread one of each buff type to the group. Shaman has the weakest heal power of all the cleric souls but the strongest melee damage output. Its abilities to heal is directly linked to its crits and crit damage. Heals can only be used after a critical hit or are triggered after criticals if you specc into the branch. Has a self damage shield, snares to some abilities and can restore mana through some of the damaging abilities. Can only heal itself. The heart of the damage for a melee build and heavily crit focused.
Druid (Earth and Life based)
The druid is the only cleric soul with a pet. The pet can be set to either attack the enemy or heal you and later on, your group (which is like a HoT). The power of the fairy is, at least early on, not very strong and won't be able to keep you up through a lot of damage. It's very nice to reduce downtime though. You can however increase the pets power by speccing into branch abilities. The druid has a strong sleep and silence. Has AE and direct spells if you specc into it in the branches.
The abilities are mostly do add healing power, increase abilities through or for your pet and add additional snare or mana regain effects to your attacks. The pet is not comparable with the pet of a caster class which can be set to different types and can be commanded directly. Think of it as the druids tool to enhance its own skill, spell and abilities.