You Must have you must have Heavenly Rage, Faith and Charity, HR is needed for when you have to deal damage, and you will sometimes. The other two are passives needed to use other spells.
There are only 4 Buffs, and they make a lot of difference. But be aware both mental blessing and force blessing require you to have a cleric rod in your hand at all times, and cannot be cast on yourself. Also although they stay on other people when you change weapons Soul and body blessing do not last on yourself when you change weapons (don’t get a cleric subclass if you just want buffs).
That’s the easy ones done, now here are my must have spells, you may disagree with some of them.
Early on in the game you will want to get Healing, Group Healing and Healing division below level 30 these will make up the backbone of your spells.
Along with these grab resurrection and Bless Spell, Bless spell is an amazing ability which you will grow to love… and want its babies. It’s a 45 second buff that increases your party defenses by a lot – you won’t die when it’s up.
At Level 30 you get Healing cycle this is the first Hot you get, and it rocks. In a good group you can just keep that spell on the tank and that’s all the healing you will have to do.
As you approach mid game you need to start thinking about the Recovery series, these 3 spells are amazing, but have flaws. Recovery and Group recovery are stronger versions of Healing and group healing. However they use more mana, and have longer cool downs, so be careful.
Recovery Division (RD) is a spell you get at level 40. And it Rocks. It’s a 5 min Hot that heals the person with the Lowest HP% every 5 seconds if you have a good party, with a good tank you can just cast this spell then go afk, coming back every 5 mins to recast it. With a good party, and an s/s warrior u can even fight party giants just using RD to heal. The Problem with RD is it requires either a small party or a well organized one to be effective. If you have an 8 man party with 5 people trying to tank stuff then RD won’t work that well, as too many people will be taking damage to often.
Now attack spells, you only really got 3, Trial Cross, over healing, and Offering. Cross is your basic attack spells it will do about 50% dmg to a normal mob of your level. Overheating is a fixed damage spell, its good against mobs with very high magic defense, or in combo with cross for rapid fire, but it generally is weaker than cross.
Offering – this spell is a biggest Nuke in the game however remembers it takes 95% of your HP to cast, so DON’T ever use it when you have aggro, and always have a Pot ready to use right after. You get the spell at level 40, at that loll with lvl42 weapons it deals around 8k dmg to a creature of your level, I feel although that is good damage it perhaps should be more, the only reason being it is only 2x as big as a wizards standard nuke (fireball) and at a cost of 95% hp I would expect at least 3 times. Also this spell is AOE so doesn’t aggro extra stuff by accident
The status spells are nice, but by the time you notice they got a status problem it’s usually been auto cured. They don’t take a lot of SP to maintain, and when fighting mobs that you know will cause status problems. They are nice, but not vital.
The bind spell is nice for PvP, but by the time you cast it you will probably be dead already. It sucks for PvE. Group reverse and reverse oblation I feel are a waste of SP, resurrection may take longer but does the job just fine. To get all you spells you want you may need a 2 gap, if you have a subclass you will want even more (more on that later). On all the spells (offensive and healing) you will notice there is a reflect value, a number in brackets.