Page 1: Cleric Soul Builds - 8 Souls
Purifiers dedicate themselves to mastering the healing properties of fire, and as such are potent support Clerics who can burn away disease and instantly cauterize the most horrific wounds.
Purifiers are not known for their offensive capabilities, and while they are capable of marshaling the fury of their ancestors to strike down foes, they rapidly lose ground against the focused assault of a determined melee combatant.
Shield of the Ancestors(root0): Shields the Cleric for 30 seconds, absorbing 831 damage.
Ward of the Ancestors(root16): Shields the ally for 30 seconds, absorbing 831 damage. Cannot target the Cleric.
Searing Transfusion(root18): Increases the ally's Maximum Health by 25% of the Cleric's Maximum Health, in addition to healing them for that amount. Lasts 10 seconds.
Healing Flare(branch4): Quickly heals the ally for 183 to 188 health.
Healing Blessing(branch2): Calls on benevolent spirits to heal the Cleric for 103 to 107 health the next 3 times they are attacked. Only 1 Purifier Blessing can be active at a time. Lasts 1 minute.
Caregiver's Blessing(branch3): Causes the next 3 single-target healing spells the Cleric casts to shield the ally for 10 seconds, absorbing 337 damage. Only 1 Purifier Blessing can be active at a time. Lasts 1 minute.
Cauterize(root12) : Cleanses the ally with purifying flames, removing 1 Curse, Disease, or Poison.
Sterilize(root26): Scours the ally with purifying flames, removing all Curses, Diseases, and Poisons.
Flashover(root20): Causes the next healing spell the Cleric casts to Critically Hit. Does not trigger a global cooldown. Lasts 30 seconds.
My take: Purifier is an important healing profession, and its main role is to treat and has a large number of single treatment of crit. Cuz the abilities of shield, blessing and instant treatment, Purifier is easier to survive. However, Purifier has no effective group treatment. And Purifier is not good at solo. However, on the other hand, may well aid Purifier is suitable as dps assist, cuz of its shell shield.
Sentinels are defensive clerics who excel at group support. Their divine powers aid the weak and ensure that everyone in their group lives through the fray.
Sentinels sacrifice offense for a strong defense, and thus struggle to deal massive damage to their opponents.
Healing Breath(root0): Instantly heals the ally for 368 to 373 health.
Enraptured Breath(branch4): Your Healing Breath heals 2 other party or raid members within 15 meters at 60% effectiveness.
Breath of Life: Brings the fallen ally back to life and restores 20% of their health and mana. This ability cannot be used while in combat.
Touch the Light(root14): Emboldens the Cleric with righteous alacrity, causing the next healing spell the Cleric uses to be cast instantly. Does not trigger a global cooldown. Lasts 30 seconds.
Life's Return(root32): Brings the fallen ally back to life and restores 50% of their health and mana. This ability is usable in combat.
Healing Communion(root12): Heals up to 10 party or raid members within 15 meters of the ally for 306 to 312 health.
Divine Call(root26): Spontaneously heals up to 5 party or raid members within 20 meters for 345 to 350 health.
Healer's Covenant(root20): Grants the ally resistance to pain, reducing damage taken from all sources by 40% for 10 seconds.
Healer's Haste(branch7): Empowers the Cleric to respond with great urgency, reducing the cast time of their next 5 healing spells by 30%. Does not trigger a global cooldown. Lasts 30 seconds.
Quietus(root18): Silences the enemy for 5 seconds.
My take: Sentinel is a powerful healer and has many group healing abilities. Besides, with many damage skills and the silence skill, sentinel is a not bad choice for solo.
The Warden excels at slowly stacking powerful healing energies on their allies. Given sufficient time to lay down magic, a Warden can bolster their allies through even the most grueling struggles.
Unable to weave their protective spells quickly enough to overcome a concentrated attack, Wardens have little defense against a rapid or group assault.
Cleansing Waters(root10): Cleanses the ally with the essence of a gentle brook, removing 1 Curse, Disease, or Poison.
Curative Waters(root26): Cures the ally with the essence of a cool, mountain spring, removing 1 Curse, Disease, or Poison every 3 seconds over 6 seconds.
Crushing Wave(root4): Slams the enemy with a powerful ocean wave, dealing 74 to 77 Water damage, in addition to knocking them back.
Drown(root16): Floods the enemy's lungs with sea water, dealing 75 Water damage over 12 seconds, in addition to Silencing them for 3 seconds.
Dissolution(branch3): Surrounds the Cleric's feet with cleansing waters, removing all Root and Snare effects and making them immune to Snare and Root for 8 seconds.
Cascade(branch6): Renews the ally's mind with thoughts of gentle, flowing waters, causing the ally to regain 15% of their maximum Mana over 3 seconds.
Deluge(root14): Immerses the ally, healing them for 245 to 250 health. In addition, Revitalizing Water heals the ally for 50 health for each active heal over time effect on the ally cast by the caster, up to a maximum of 6.
Ripple(branch5): Weaves rippling waves into the Cleric's spells, causing any single target, Water-based heal over time spells they cast to affect up to 5 additional party or raid members within 15 meters. Does not trigger a global cooldown. Lasts 6 seconds.
My take: Waden is definitely a great soul for treatment. If Warden is your main soul, then you will be a great team and battlefield healer. IMO, Waden is more suitable to be second healing soul, which can supply enough support in PvP.
Grasping Waters(root12): Locks the enemy's feet in ice, rooting them in place for 5 seconds.
Dark Passage(root18): Sends the Cleric on a short sojourn through the Plane of Death, teleporting them to a random location 10 to 15 meters away from their original location.
Dark Harbor(branch2): ncreases the Cleric's Air, Earth, Fire, and Water Resistances by 40. Lasts 1 hour.
Nebulous Haze(branch6): Clouds the enemy's eyes, increasing their casting time by 20%. Lasts 15 seconds.
Howling Death(root14): Strengthens the ally's voice with the immutable cries of the recently dead, granting them immunity to the next Silence or Interrupt effect used against them. Lasts 2 minutes.
My take: A master of AoE, the Cabalist is one of the cleric's best DPS classes. The more mobs the better is the motto of the Cabalist. The Cabalist applies sigils to their enemies, which detonate upon a certain amount of damage being done or a certain amount of time elapsed. The first sigil (the 0 point spell) explodes doing damage to adjacent foes. Aside from sigils, the Cabalist has a plethora of high damage, area of effect spells. The Cabalist is an offensive cleric who draws on powers that others fear. Using ritual and sigil to call forth seeping death and suffocating water, they devastate the battlefield with powerful attacks that catch all of their enemies in a sinking grip.
An Inquisitor is a potent one-on-one combatant who specializes in mixing life and death magic, stealing their opponent's greatest strengths and making it their own.
Because they stand between the threshold of life and death, Inquisitors give up the strength found in those who walk a pure path. For that reason, they cannot support their allies in battle as strongly as other, more specialized clerics.
Impede(root8): Overwhelms the enemy with the weight of their transgressions, Snaring them by 30% for 8 seconds. Does not trigger a global cooldown.
Purge(root10): Revokes the enemy's enhancements, removing up to 2 of their Buffs.
Excommunicate(root20): Expels the enemy from the Cleric's presence, dealing 85 to 89 Life damage, in addition to knocking them back.
Trepidation(root26): Shatters the morale of all nearby enemies, Fearing them for 8 seconds.
Bewilder(branch5): Fracture's the enemy's mind, Confusing them for 8 seconds. This effect is broken by damage. Can only be maintained on a single enemy.
My take: Although Inquisitors will never achieve the great heights of power from choosing an exclusive life or death path, their ability to harness and manipulate both energies make them extremely valuable companions.
A Shaman strikes hard and fast like the fury of a winter storm. He can quickly close in to melee and unleash powerful blows fueled by muscle and magic.
Shamans lack other clerics' abilities to bolster defenses and heal grievous wounds, so they fare poorly against foes with a strong defense of their own or who can keep the Shaman at bay.
Glacial Shield(branch2): Summons a shield of ice around the Cleric that absorbs the next 764 damage in addition to dealing 29 Water damage to attackers when hit. Lasts 30 seconds.
Battle Charge(branch6): Charges at the enemy, dealing weapon plus 53 to 57 Physical damage. The momentum of the strike causes the enemy to be Snared by 70% for 6 seconds. Removes Snares and Roots.
Rage of the North(branch7): Enrages the Cleric, causing all of their melee attacks to Critically Hit for the next 7 seconds. Does not trigger a global cooldown.
Ageless Ice(root14): Calls upon the power of the living glaciers, causing all of the Cleric's melee attack abilities to restore 10% of the Cleric's mana. Lasts 10 seconds.
My take: Shaman is a powerful melee combatant, and provides shields and reactive healing. Shaman is nice for solo. But it has no effective healing and it is hard to perform well on your team.
Where fragile Mages force their minions to fight in their stead, the mighty Druid draws upon their bonded Fae to personally take the fight to their foes. Druids themselves are formidable combatants, using their pets more as conduits and sources of power than as direct attackers.
A Druid's bond with their Fae Spirit is both the key to their power and their greatest weakness. Enemies who destroy a Druid's companion greatly reduce the Druid's prowess and endurance.
Slumber(branch3): Puts the enemy into a deep Sleep for 10 seconds.
Grim Silence(branch4): Summons forth foreboding spirits to bind the enemy's mouth, Silencing them for 5 seconds.
Rage of the Fae(branch5): Sends the Cleric's pet into a rage, increasing their outgoing damage and healing by 100% for the next 15 seconds. Does not trigger a global cooldown.
Trickster Spirit(root4): A clever strike that calls on a trickster spirit to harass the enemy, dealing weapon plus 80 to 84 Physical damage, in addition to reducing their Attack Power and Spell Power by Decreases Attack Power and Spell Power by 43 for 15 seconds.
Hidden Path(root32): Removes all harmful effects from the Cleric's pet.
My take: Druid has many pets, ranging from healer, spell to melee combatant. At the same time, some pets have instant healing abilities for both solo and group. However, Druid is heavily dependent on pets, so its of great important to pay attention to stats of pets.
A Justicar's healing comes from damage dealt in close combat. Thus he can survive and thrive in the thick of the fighting while ensuring his allies do the same.
A Justicar's divine magic depends upon his melee prowess, so foes are wise to try and keep the Justicar from the front lines.
Purpose(root12): Renews the Cleric with purpose, causing all of the Cleric's melee ability attacks to restore 10% mana. Does not trigger a global cooldown. Lasts 10 seconds.
Supremacy(branch6): Gives your Sovereignty a 100% chance to Stun the enemy for 2 seconds.
Interdict(root32): Bellows a rebuke against magic users, interrupting the casting of all enemies within 8 meters. Does not trigger a global cooldown.
Conviction: Conviction is a buff that can last for 30 seconds and can add to 4. Your doctrines and Precepts require the points of conviction and cast conviction's points. When you have Cavalier' buff, it will create conviction's points by some certain abilities.
My take: Justicar is our tank soul. When you add some points on it, it can assist Druid and Shaman soul tree building as well.