III - Spell Number 25167 NOTE: 1: Increase Hitpoints by 17965 2: Increase Hitpoints by 5390 Casting Time:Casting Time:0.25 Duration: 3 ticksĪlso please note this is a good spell so its situational on when to block it and is listed last so you can copy all but this spell number if you don’t want to block it.Įlixir of the Ardent Rk. III - Spell Number 25124 NOTE: 1: Increase Hitpoints v2 by 2787 per tick Casting Time: 3 seconds To unblock Devout Elixir RK III: /blockspell remove me 18254Įarnest Elixir Rk. To block Devout Elixir RK III: /blockspell add me 18254 To unblock Promised Recuperation RK III: /blockspell remove me 18272 To block Promised Recuperation RK III: /blockspell add me 18272 To unblock Complete Heal: /blockspell remove me 13 To block Complete Heal: /blockspell add me 13
To unblock pet /blockspell remove pet 13 18272 18254Īdditional Codes and Info for Blocks Spells: To block pet /blockspell add pet 13 18272 18254 To “Unblock” the Ineffective Merc Cleric Spells at the same time: /blockspell remove me 13 18272 18254 To “Block” the Ineffective Merc Cleric Spells at the same time: /blockspell add me 13 18272 18254 Please make macros for a quick way to “Block” and “Unblock” the Cleric Spells. So be sure to have the spells unblocked if you get a real cleric in your group. Players will of couse use better judgement on when and when not to use the spells. When you have a PLAYER CLERIC in your group, you want to make sure you have the spells Unblocked. Is there a Fast Way to Block and Unblock Spells?Ĭomments: YES there is. If they both cast a HOT heal, 1 will get over written and the tanks will suffer grealty.Įxample 2: If you have 1 merc set to “Reactive” and the other set to “Balanced”, the mercs will cast their heals on different intervals and give you more consistent healing throughout the fight.Įxample 3: If you have 3 clerics mercs in your group set 1 to “Reactive” and the other 2 to “Balanced”.
Have 1 set to “Reactive” and the other set to “Balanced”Įxample 1: If both Cleric Mercs are set to “Reactive” they will try to cast the same heal at the same time. Have 2 Merc Clerics in the Group?Ĭomments: Cleric Mercenaries do not coordinate well. The merc could cast “Devout Elixir” and only player 2 gets the actual heal.Įxample 2: If all members in the group have the first 3 spells (Complete Heal, Promised Recuperation, and Devout Elixir) blocked, the Merc Cleric will cast the quicker and more effective heals. If you have 1 member in the group who doesn’t have those spells blocked, the cleric will contine casting the ineffective spells and you won’t get any benefits.Įxample 1: If player 1 has Devout Elixir Block, but player 2 doesn’t. Side Note: EVERYONE in the group must have the first 3 spells blocked for this to work. In other scenarios, they will cast “Complete Heal”, which is too slow of a heal.
If you do NOT have the spells blocked on yourself AND your pets: The cleric merc will occasional cast a Heal Over Time and then NOT HEAL until the timer has run out. By blocking the first 3 spells (Complete Heal, Promised Recuperation, and Devout Elixir) on yourself AND your pets, the Cleric Merc will cast the more effective heals which is better suited for todays mobs. In several scenarios, the first 3 listed above are too innefective when getting hit by high level mobs. Helpful against the AE’ing mobs)Ĭomments: Your cleric can cast any of the 7 spells listed above. With those 3 spells blocked the merc will now cast the following spells:Ģ) Frenetic Renewal (13k heal with some cure components)ģ) Elixir of Expiation (Group Heal Over Time. Promised Recuperation (Good spell, but not when your hit hard for 7-8k+) Block Ineffective Spells on yourself AND petsĮQ players->Character Button->Blocked Buffs-> Type in the followingĮQ players->Character Button->Blocked Pet Buffs-> Type in the followingġ. Solution: Remove the Ineffective Heals your Cleric Merc is trying to use. Do you have problems with your Cleric Mercenary Healing?