I've been leveling up a trio of clerics (they're 36 now). I was doing Inquisitor/Cabalist/Sentinel for a large amount of their leveling. I tried Warden for HOTs, but the healing wasn't good enough with just 3, whereas a burst heal from 3 sentinels could top off any 1 character pretty well.
With the recent changes, and as the levels have passed I have gone more heavily into Cabalist and swapped Sentinel out for Justicar. Take Inquisitor at least high enough to get Soul Drain. Get Justicar high enough to get the AE insta-heal with Conviction, and the conviction builders. Then Cabalist to get good ranged AE/damage bonuses. With the armor/endurance shield from Inquisitor and the survivability buffs from Inquisitor, I can take some damage. With AE pulls, the Justicar heals pretty well from just my outgoing damage, but I can always throw ae heals if needed by using some life-based abilities to work up a conviction. I also got Harsh Discipline and Aggressive Renewal from Inquisitor to help regen power and give myself a nice health boost mid-fight if necessary.
I do swap out to an Inquisitor/Justicar/Sentinel role when I am going into a big single-target fight (like the big-game MOBs in Scarwood), so that I can have additional healing on-demand from Sentinal, and since I don't need all of the AE.
I would say the most disappointing part of the clerics, even more-so with the recent Cabalist changes, is the amount of ground-target based spells. I'm used to DAOC where you can /gset <range> a ground target and then /gassist to pick it up on your other teammates. Unfortunately with Rift, trying to manage ground targets is a bit more than I like to do... which made the top-tree Inquisitor spell no fun for me.
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