






Just got the Neuroscape organized play kit in!
Looks great! Excellent presentation and packaging, and it even included instructions so we know what to do with the promos!







Looks great! Excellent presentation and packaging, and it even included instructions so we know what to do with the promos!
We're on a pilgrimage back to the lobby
There's a lot to love here on this skill, but it feels pretty tough to use in it's current state. The spellcasting speed and extra healing feel amazing and I do like being able to supercharge a potion to help counter the stigmata perk damage tick, but the loss of ALL armor benefit makes the player super weak. I've almost been two-shot or 1-shot by regular mobs many times, and it's a death sentence if I get hit by any physical damage from an enemy player. I love the concept and the flavor of this skill but I feel it should be tuned in some way.
25 percent more healing and 20 percent more spellcasting speed is a lot, so if those need to be reigned in to help balance this skill I would understand. I'd rather have less of those things and more armor.
Here are some suggestions to improve the skill:
That's really cool, didn't know they did that! W Iron Mace! I love being able to rank up in my favorite game mode and get cool stuff!
I noticed we have a build flair! So I thought I'd add a build I use pretty often in Squire Royal
For our perks we take the shiny new Stigmata (two perks for the price of one) Advanced Healer, Requiem,(Pronounced Wreck-We-Em) and Perseverance. If you are not a fan of Stigmata because of the increased potion costs, swap it out for the now usable Pain Offering or Faithfulness for more holy damage and slowage.
Stigmata and Advanced Healer give us 10 magical healing, that makes out health potions heal for 25 and our lesser heal and sanctuary now heal for bunches even in all common gear.
Requiem allows us to rescue runs from the storm or even in the middle of combat. Because allies come back at half HP instead of a sliver of health and because the cast time is halved, you'll be able to revive quickly. You can also flee into the storm if you lose a fight, only to return, revive your allies, and continue playing.
Perseverance is interchangeable with any other preference you have such as Faithfulness or Pain Offering, but I like Perseverance for surviving rogue poison, wizard fire ticks, warlock curses, and storm damage . (Edit: Not storm damage as discussed in comments below)
For Spells we take (In this order) Lesser Heal, Sanctuary, Holy Strike, Resurrection, and Radiant Blade. In the base human skin with all common Knowledge Gear you will have only 23 spell memory as a Cleric, which means you will not be able to cast Radiant Blade until you find some more memory capacity or knowledge gear in the dungeon. At the start of the match focus on looting and finding Knowledge or Memory Capacity gear. You'll be able to unlock that final spell when you find a total of +4 knowledge or memory capacity on gear. We keep resurrection live on our bar over Radiant Blade because ruins, the top floor, is usually the most bloodthirsty floor of Squire Royal and you want to have early access to the spell so you can save a run. You can swap out Radiant Blade for Holy Light if you prefer a third heal, but Radiant Blade is so strong right now it's hard to leave behind. Note that if you do take Holy Light, you'll get more value out of the Perk Over Healing which is another possible swap for perseverance or stigmata.
For our other Skill we take Judgement. Use this early and often. Skeletons and other undead take bonus damage from Judgment's holy damage and it will help you clear and get familiar with its range. In fights look to use judgement early in the fight before melee classes clash, you can also use it to snipe a caster or rogue your frontline is trying to chase. (It's even better if you take faithfulness, but we're spoiled for choices on perks so fitting that in can be tough)
Gameplay:
When playing with a frontline, try and stay behind them but not so close you jam them in doorways when they try to retreat. Anyone who tries to streak past your allies to get to you gets hit with judgment, then turn tail and run till you're at a safe distance or the attacker is pealed off by your front line. Use your holy strikes to dps while hiding behind your fontline. (You can also blast someone trying to close in on you) Spam lesser heals on whoever is taking damage, but be careful. If your target is dodging left to right you might heal an enemy instead. Break out the morning star and buckler if there's no healing to be done or you get caught in melee range. Use sanctuary to reset your team. It's a good time to use it If you are fleeing and manage to get a door between you and the enemy, you can also use it while chasing when the enemy slams a door on you and someone has to open it. If you get in deep with skeletons and spider mummies after a long chase it can also be a great way to clear aggro. (As it does holy damage to undead) When you unlock Radiant Blade try to place it near the enemy back line to force the ranged characters to run or reposition. if you summon it too close to your own melee teammates it'll block their swings and also possibly hit them while trying to bring divine justice to the enemy.
If playing with 2 ranged characters, just kite with the team and spam holy strikes and divine blade. Push the enemy team only once they've been softened up with ranged damage and then finish them off with bonks and judgment.
If someone goes down and all enemies are dead, resurrect them and then immediately cast a sanctuary to heal them to full. (Also do this if you res in the storm)
If you halfway win a fight and 1 to 2 enemies flee to reset, consider resurrecting your ally rather than chasing. You have better odds if you have three and they only have one or two. Casting resurrection is also like ringing a dinner bell, so casting it while a wounded enemy is running may entice them to come back and try to finish you off. From there you can cancel res when they get close enough and hit them with judgement, or you can try to stick the res and let your other teammate finish off your would-be assassin.
Starting Gear What gear to look out for:
Your starting Loadout should be all knowledge base gear. I recommend Great Helm, Crusader Armor, Leather Chausses, Rawhide Gloves, and Low Boots. For weapons I recommend the morning star and a heater shield or buckler, and a spellbook for casting.
Anything with Knowledge, Memory Capacity, or Memory Capacity bonus is what you need until you can cast all 5 spells. From them look to increase your Will. Will increases the magic damage you do from judgment and holy strike and also increases the amount you heal for with lesser heal and sanctuary. Remember that you start at 11 strength which means you will have a negative physical damage bonus, once your strength is at 15 or more, your melee bonks should feel much better. 15 strength is the breakpoint for no negative physical damage bonus.
Bonus Tip: When trying to get a heal from a cleric, move in a straight line toward or away from them. Don't stop abruptly. Not only will this often cause the heal to miss, but you're a sitting target for enemy ranged attacks. If you have a shield, crouch, angle it up and crab-walk backwards towards the sounds of my holy spell charging.
Never Posted a guide before to let me know if you have any feedback! :)
Happy healing fellow Clerics, go forth and carry your team to victory.
-BeoHeals
Had a great run, was playing support cleric, so my damage stat was low, but I promise I was healing my holy robes off. I know they can track it as a stat in arena, I'd love to see it in my squire matches.
Currently the only +1 Knowledge skin is the Skeleton Mage skin, which is locked behind a seasonal reward from a previous season. I have been making some cleric guides for new and returning players who like support cleric, and the +1 Knowledge is very important for Squire Royal because Cleric spell memory requirements are so high. Resurrection is essential for many of my Squire Royal Builds and it costs a LOT of spell memory having the +1 Knowledge can mean the difference between being able to cast resurrection on the 1st floor and not being able to.
The Necrotic Imp skin also gives knowledge but with the downsides of negative move speed and no helmet (also locked behind season rewards) This is a cool skin, but I wouldn't recommend it to a new player who is not familiar with the downsides.
I love having unique skins to show off that I played the game in a certain era, but I also want the game to be fair to new players and players who don't have access to that skin.
My Suggestion: High Elf Skin with +1 Knowledge and -1 Strength. Purchasable with blue or red shards.
They could also make a +2 Memory capacity skin and I would play the heck out of that
Currently there are only 2, both of which are locked behind seasonal rewards. I play a lot of Cleric, and for Squire Royal builds having extra knowledge is key for being able to cast the spells I want. Give the people what they need, a +1 Knowledge skin they can purchase with blue shards.