
Safe Solo Cleric
Core: Judgment recovery, a ranged poke, and one panic escape. Upgrade healing and the skill you press every pull before gambling on niche damage.
Updated for v0.2.2
Think in jobs, not perfect spreadsheets: one damage plan, one survival answer, one movement answer, and one utility slot for level 25 dungeons, Rifts, or Chakram.
If your weapon already has damage, add safety. If your class already has safety, add ranged uptime or crowd control. Early wipes usually come from missing answers, not low damage.

Core: Judgment recovery, a ranged poke, and one panic escape. Upgrade healing and the skill you press every pull before gambling on niche damage.

Core: block discipline, one stun or interrupt, and a short cooldown punish. Save stamina for boss strings instead of spending it all to chase one hit.

Core: ranged pressure, cooldown spacing, and a defensive swap. High Voltage now makes the next Final Combo Attack critically strike after consuming Chaincast.
| Priority | What to Upgrade | Why |
|---|---|---|
| 1 | Your most-used active weapon skill | It affects every pull and every boss attempt. |
| 2 | Survival button, heal, shield, stun, or escape | One saved wipe is worth more than a tiny damage roll. |
| 3 | Ranged or crowd-control option | Lets you handle bosses, flyers, and awkward dungeon packs. |
| 4 | Specialized damage setup | Chase this once your route and boss mechanics are stable. |
Bring empty bag space, upgraded actives, one ranged tool, and a way to stop or kite a bad pull. Hard dungeons now target the level 25 cap.
Favor mobile AoE, a ranged fallback, and sustain that works without stacking. The event scales as players join or leave.