Priesting Boss Runs

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How to priest tier 1 bosses....from a support priest mentality.

Tier one bosses are very simple from a priest perspective...if you are prepared. They become mundane, and hardly useful (as there is only one good item for priests on a tier 1 boss run, with a quest item being a possible second). None the less, tier one runs become the most accessible way for lower aa priests to prove themselves, form friendships, and actually make money. Tier ones are basically split into three different types, the melee bosses, the magic bosses, and the proccing bosses. So here is what to do with all of them. For a melee boss

The melee bosses are considered to be Frostwind the Silverspire Dragon (frosty), the Warboss Deg and Warlord Greeanjok, Blackfang, Ralthorn, and Rakkala Golems. These bosses are easy, with the exception being warbosses (which are intimidating). The first move to do whilst solo priesting these bosses is simple, buff everyone appropriately. This means every class that is considered melee (Assassin, Defender, Warrior, Ranger, Druid) should be given Power of Aran, while the tank should be given all of your buffs. It is general courtesy to fulfill all other requests to classes, for example, a Warrior may want Blessing of Aran just incase. The buffing period is your prerogative, you can take all the time you need but people will become impatient if you take too long. The hotkeys mentioned before will be extremely helpful in doing the buffs. Just remember to cast Blessing of Divinity last on the tank, as it is the buff that lasts for the least amount of time and also switches your weapon to Scepter of Timeless Devotion, which gives you +1 Light of Heaven. Once inside, wait until the tank has been taken down to 30% health, then use Bind Wounds on him. From that point, the generic pitchpoint is 70%. That basically means once the tank reaches 70%, you cast a heal until the tank is completely healed, and wait again. If you have Condemn, you cast the debuff on all mobs in the room (minus pets of course) before you bind. When the mob reaches anywhere from 15%-26%, it will enter into a Desperation mode and its attack and accuracy is increased, again if you are prepared this is not that big of a deal. Just know its coming up, and keep the tank's health as close to 100% as it can get. Further awareness comes with the Warbosses in Greeanjok. The boss has a room stun, which will stun all participants in the room at the time. If you bind at 30% then you will be fine (as the stun time is not as long as it takes the boss to deplete most tanks hp at that level). Getting below that point will cause disaster if you don't have alot of experience under your belt. Once you do get experience, you can play around with these numbers of course. For a magic boss

The magic bosses are considered to be Rion of the Council, Greeanjok Inquisitor Darjuk, and Meelium the Druid Sage, with Meelium being the weakest of the group. These bosses cast spells, which quickly depletes the tank's hp. Luckily though, these mobs can be interupted, with bash, and have relatively low hp in relation to the melee bosses. Tanks hp will quickly be depleted in the time period though. Be prepared for this. Most magic bosses go through a series of debuffs first, giving you enough time to Condemn before you must Bind if need be. Rion of the Council is an exception to this, condemn his pets (wizard and wizardess) then heal the tank. Once both of the pets are dead, wait for Rion to cast an ice debuff on the tank (which is seen if you have mob spells on). While he is doing this, you should condemn him while making sure the tank is kept to 100%. An interesting spell you'll probably hear about is az, which takes nearly 60% of a tanks health at one time. Just be prepared, spam heal during these bosses, the battles are not typically as long. Meelium the Druid Sage is an exception, heal only as needed and use the same strategy as a melee boss, just be prepared near the end as it heals itself. You need not spam heal there. For a proccing boss

These proccing bosses include Sedgeway the First and Tarnael'dar. They are calling proccing bosses for two reasons, one because the actually proc a room spell which causes health danger to all of the party in the room. Easiest way to counteract this is to cast Purity of Soul on every member of your party, not just the tank. Be prepared to do this, as it generally happens while sitting on Myronmet town square. The second difficult aspect of these bosses is their lifetapping abilities. Just as a Necromancer, these mobs can cause damage to a tank whilst healing themselves. They use these desperation skills as they reach lower in life, with Sedgeway the First starting around 36% and Tarnael'dar around 50%. Just be prepared to approach them as a melee mob before 50% and a magic boss after the first 50% is done. How to priest tier 2 bosses.....from a duo support mentality

This guide is how to duo tier two bosses, not solo. Tier 2 priesting is an advanced art suggested for priests who have at least 10 aa's. These bosses include Calick'Gon of the Earth, Barakhorn the Hopeslayer, and Ralothaxxias the Dracolich. These bosses also introduce Disease into the equation. Disease is also a factor with Blackfang of the tier 1 group, yet its so often overlooked it matters not. Disease is based upon a mobs spell power, and the tanks dark resistance. It is a range from 2% to 100%, and the percentage is by how much each of your heals is reduced by (so at 100% you will heal for 0 points of health). Disease can make or break any tier 2 or tier 3 run, so be prepared. The first new thing to realize is you have a friend in the priesting world. The second is to realize that all tier 2 bosses are proccing bosses, they hardest of the traditional type. One priest become the lead priest, that is the priest with the most spell power. The lead priest PoA's the group, while the secondary one PoS's the group (minus the tank). The primary priest takes care of the tank's buffs, all of them. The primary priest also picks out the order in which you Bind, with the primary usually going second due to them Condemning while the secondary binds. Again, bind at 30% always. These mobs also stun the like warbosses in Greeanjok, yet these stuns are much more serious. Listen to the tank for alternate strategies, as there are many. After both priests have bound, your job is to heal the tank and keep its hp as close to 100% as you can. These mobs do no lifetap near the end, yet they have a large amount of health and can take several minutes to kill. Conserve mana and do not waste any point if its not needed. When in doubt, act on your own when healing, don't think the other priest will heal for you. These mobs do have Desperation, and those can be extremely dangerous. It is important to note that if a boss uses revenge, it is likely that the room stun is coming soon afterwards, just be prepared. Calick'Gon of the Earth is the absolute worst at the room stuns, during some points you can be stunned up to 30 seconds, which is horrific for a priest who has a tank with low health. Everyone can have problems with him, just be prepared for it. How to priest tier 3 bosses....from a triple support mentality

This guide is NOT for beginners, please have 20 aa's or more on your priest before you attempt these bosses, which include both Demon Garel and Vesamau the Sleepless. This is not for the faint of heart, one boss requires an aa 18 priest and a small cube while the other requires 30 minutes of travel time to get to. Both have differing strategies for the bosses, and the stragies differ even more by tanks. But, for the basics: Vesamau the Sleepless

This is arguably the worst of the two. The travel time to his destination is all the way north on the map, past Naraikos, into the chasm. This boss's hardness lies in 4 main points. The first is his seemingly infinite hp (depending on buffs and random spawn variance, around 1.2 mil). You will be given Winterberry Wines to restore your mana while the melee attack this mob. The second main point of contention is a proc of Vesamau the Sleepless, known affectionately as Death Touch. The proc automatically kills, basically at random, anyone in the room. There are variances that determine who is hit and when, but its unknown to the player base and pure speculation. To counteract this random act of torture, a spell is utilized that is called Salvation from Death. This spell, which uses a Holy Veratine Chalice as a reagent, allows the holder of the buff to be automatically resurrected upon death, with their buffs still intact. You have to call for salvation from death if you are hit with death touch, it is not the job of the priest doing it to know. The third major point of contention is another proc, Vesamau's Contempt. This is a room debuff that debuffs sp, so it hurts priests extremely. A spell that counteracts this is Sermon of the Righteous (Paladin, focus buff). The buff adds focus, which adds mana, but can be overridden, randomly, by Vesamau. Same as with sfd, you must call for this to be recast on you, it is not the paladins job to realize it. The final point of contention is the rebuffing of people who have died....and many will die. This is generally delegated out by the primary priest(again the one with the most sp), but if you see anyone asking you are permitted to do it. If you can handle all of these, then you can go to vesamau as a support secondary priest. Learning to primary priest comes from experience. Demon Garel

Demon Garel's hp is relatively low, but he is volatile. The first major hurdle is his pets, which patrol counterclockwise in two square rotations around his location. These spheres destroy the entire group upon contact. The second major hurdle is Garel's seemingly completely volatile disease, which one moment is a nice 20% and the next moment is a horrific 100%. Just keep the tank's hp up as much, and be prepared for those room stuns. The last major hurdle is a crippling debuff the boss has. The debuff reduces your Divine Focus by 10 points. This can most easily be counteracted by a Faith Guard (+8 Divine Focus, dropped by Angel in Serpolis). If not, just grind through it. Another possible option are potions from Sucaran, the potions of greater mana discipline, which will eleviate most of the problems associated with it. In any case, treat garel like a caster tier 1 mob, with much more caution and vigilance. Guardian of Sorrows

This is the first boss in the popular "Halls of Sorrow" gauntlet. They are located beyond Talos in Serpolis and lead up to, what is currently, the only tier 4 boss in the game. Please note, these are the hardest bosses in the game currently. This is not a training situation, and as many as six priests are taken in for many different reasons. However, the guide will focus on the main priesting jobs for each boss. The first, Guardian of Sorrows, is commonly referred to as GOS. His drops consist of gloves, and he drops the popular diamondlink gloves for priests. Priesting for him is similair to priesting in tier two boss. He comes with disease on the tank, and a routine bind order is adhered to. Normally, new priests are put at the start of the bind order. GOS has a crucial room proc (in accompanied from his pets) that negatively affect priests. The proc reduces agility by a factor of 260 points. Note, this will most likely bring your agility to around 0 (assuming you have sw from a druid). This will make the casting time on your heals slow, and if you are casting a room buff it will make it deadly if you are not prepared. Also note, that he is weak until he reaches his desperation (last fifth of his life), in which he receives a huge boost to his sp (making the debuffs and eventual disease on tank increase) and the dot (damage over time) on the tank deadly. Know this and be prepared to tap your heal as much as possible during desperation. Maestro Gormand

This is the second boss in the halls gauntlet. This boss drops exclusively boots, and the extremely popular diamondlink boots. The trickiest part about this boss is that he is set on a timer. He has the ability to cast a room proc called aria, which will instantly kill the group. Damage will immediately kill the boss, which is usually done very quickly. Priests rarely have to heal the tank as the boss usually dies within 30 seconds, and blessing of divinity works to heal. However, room procs do occur at an alarming rate (as he does have pets) so priests should feel obligated to heal anyone under 70% life to help the rain from the druid keep up. Terminax

Before this unsightly demon is a townsquare and the Ghost of Count Braemar. He does give out a quest for the Diamond Tablet (requires multiple items as well as a drop from each of the gauntlet bosses), however the quest requires amiable or better faction with veratine spirits. Please wait until rolls are done to activate the quest if you can, as a tactful and respectful party member should do. Terminax is complicated for many reasons. His pets cast a proc pretty regularly that poisons and diseases everyone in the party and must be killed immediately. In addition, if terminax kills someone he goes into "overpower" mode, giving him huge damage bonuses that can potentially kill the tank rather easily. Do not take this lightly. Do not heal early, use your binds. Furthermore, terminax has the ability to reduce the tank's agro on a whim, which makes the tanks job even more difficult. One good aspect is that he is rather weak to magical attacks, something that is helpful to the group in many ways. As a priest, treat this as the most powerful tier two boss you could come across. Bind, and while you are waiting on other binds, heal group mates. After the third bind, heal the tank while waiting on other binds. Keep the tank's health high as possible. Terminax does not drop a useful drop for priests as this current time. The useable drop for priests is the diamondlink helm (the only useful thing it has is mp regen). It is rumored that the item will be upgraded to fit in line with other halls items, if so the item will be a much better upgrade to the current Crown of Light/FCoL combination that is currently being used. The Shadow Keeper

This is the most difficult of the gauntlet bosses, and the final one of the tier three set (beyond this in halls is Raoras the Deceiver ). The Keeper drops diamondlink legs, which frees up 30 + stat points (you can take all points out of strength) to put into agility or focus, up to you. However, this boss is also the most difficult. The current strategy is under a state of revision. The Keeper has a few interesting features. The most noticable is that he can steal all the buffs off an individual person. This makes the group choose which buffs are used and which are not. Typically, priests still poa all the damage, and buff tank everyone. When keeper steals a buff, he uses it for 30 seconds. Priests also should fully buff pets, as their buffs cannot be stolen. To counter him stealing runes and getting high benefits from them, chanters have begun using potions to reduce their spellpower/intelligence and having no equipment on to ros Keeper, making the runes he takes of no use to him. Keeper is also difficult because of his location. Custodians roam in his realm, and provide the hardest challenge for a normal, non casting mob, in the game. With high absorb/damage, a Custodian entering the room can ruin the run. Furthermore, Keeper has the ability to impale a random player. Treat it as a death touch from Vesamau the Sleepless . Because of this, and other reasons, the entire group (damage and all) is typically given Salvation from Death from a priest. Furthermore, Keeper has an ability to randomly push a player out of the current room. This causes countless issues. Players can be pushed into rooms with custodians in them. If you are pushed, just die. Do not move back into a room with the custodian, it will ruin the runs chances. Because of this, Keeper is dragged 1n of his natural position to make it so that he has less places to push players to. All of this amounts to one hell of a fight. In all honesty, the best policy is to bind twice (once as soon as the tank enters the room and next as soon as you can after that) and then spam heal. Just heal away. Don't do anything else just stay on that heal button. Have one priest rebuff, one priest sfd, and the other priests constantly spam healing the tank and hope that the boss goes down. The strategy works, and its the best we've come up with. What to Call

First is a generic list of things to call for priests. Generally, tier 1 bosses do not hold items that are good for priests, so i'll put the most expensive item they drop, in hopes you'll win it and sell it to buy other equipment you need. Tier 1's Frostwind the Silverspire Dragon: Frostwinds Tooth, Diamond Tinctures. Warboss Deg: Greeanjok Skull Ring (BloodDrinker is another good option) Warlord Greeanjok: BoneBreaker Greeanjok Inquisitor Darjuk: Greeanjok Bone Braceler Meelium the Druid Sage: Ring of the Druid Sage (usable by priests, 5 Spiritual Purity needed) Blackfang: Heart of Darkness (quest item), then call Lycan War Flail (usable priest item), then Blade of VanGosel Sedgeway the First: You need the killing hit eventually for your Timeless Sedgeway Family Seal, but to call, Veinslicer Tarnael'dar: Lightbane (one of the weapons you need) Rakkala Golems: Scepter of Timeless Devotion Rion of the Council : a Small Magical Cube is needed as a quest item, beyond that Diamond Tinctures Tier 2's Calick'Gon of the Earth: Elysian Solitare Choker, then Celestial Armlet Barakhorn the Hopeslayer: Hateruby Ring(one of the most important rings in the game, you need two as a priest), followed by Hellforged Bracer and Idol of Suffering Ralothaxxias the Dracolich: Skull (quest), Wrap of Divine Machinations, followed by Arch Magi Mittens (both are equipable, two wraps are needed), followed by a Dracolich Eye. Tier 3's Vesamau the Sleepless: Aegis of Enduring Divinity (most powerful priest item in game, 2 shields required), followed by Eternal Sigil Demon Garel: Fiery Sphere followed afterwards by Daemon Orb Guardian of Sorrows : Diamondlink Gloves (most powerful priest gloves in the game, aa 15 required) Maestro Gormand : Diamondlink Boots (most powerful priest boots in the game, aa 16 required) Terminax : Diamondthread Circlet or DemonForged Helm for selling purposes, aa 17 required (the diamondlink crown is rumored to be upgraded in the future, if this is the case then the item will most likely be an improvement over the current best helm combination of the Crown of Light/Feathered Crest of Light combination) The Shadow Keeper : Diamondlink Legs, aa 18 required (by far the most powerful legs in the game, requires aa 15 and you will be able to spec out of all strength once these are obtained) Tier 4's Raoras the Deceiver : Diamondlink Chestpiece, aa 19 required (statistics are unknown at the time of this guide) The Call System

Typical call systems: All Roll This is a defined system where every member of the group is allowed to roll on every drop. Typically the rolls are done 1 to 1000(the comand is /random or, if you want to change parameters of your roll, do /random <minimum> <maximum>) and the highest roller wins the drop. Mail Call This is an overview of the mail call system. There are 4 typical forms of a mail call system. The "one call" system, where the leader of the group designates one person(either him/herself or another) to receive mail from the group, in which their call is located in the subject line for the next boss. This is binding and must be sent in before the party begins the boss battle. If multiple people call, then they roll 1 to 1000 and the winner receives the item. The "two call" system, same as the one call system except two calls are included in the subject line, not just one. All other rules are still applicable. If both calls drop, you get to win both (assuming no others called). The "call alt call" system. This system is similar to the two call system, except that you are only allowed to roll on one of the items. The item which is placed first is your "first call" while the second is your alternative call. If they first and second drop, you must roll on the first call. The "call multiples" system. This system is a phased rule and aspects are used in the other systems. Typically used on tier two or higher bosses, the leader elects a number of calls for a specific number of bosses (for example, 4 calls for the the three tier 2 bosses). You are allowed to spread the calls over the bosses as you see fit. Some leaders allow you to double call, allowing you to roll twice (the higher roll counting) if that item drops, and some leaders do not. Of course, follow the leaders rules in calling and if you have questions make them known before the run begins. Need based. This has all but been phased out lately in the game of Revelation. You are allowed to call whatever you need to the designated person, and those who legitimately need will be allowed to roll. Website Call This is a new system being ran by a few popular run leaders. They utilize the website, which allows characters to enter their character name and call, and allows it to be visible by all characters after the calls are "sealed". The popularity of this is on and off, so this may not still be in use whilst reading this guide. These are the main types of call systems, there are many others, but these are the general ones.