Build (there really is none, STR/SPR STR wins):
From testing all builds I must say full STR/25 SPR rest STR clerics are by far stronger than any other builds (we're talking about 130%-200+% more damage by comparison depending on the opponent's equipments). This build is also the best for soloing (you level 2-4x faster depending on your choice of the mobs). Also for players that do not know, STR and INT (this is the "STR" for mages) pierce defense and magic defense without any regards to the amount of defense present. (so +1 STR from free stat points gained at level up will do guaranteed 1 damage even on 10000 defense; this is true as of April 28, 08). The only type of defense capable of resisting this type of damage are the ones gained from stats investment in END, but the END guy still lose, simply because it takes 2 points in END for 1 defense that could resist this type of damage). 2:1 damage vs defense, not to mention criticals, so what if the END guy can block a few hits better when they're way too slight to be noticeable anyway.
Why not to go END:
So what if you have a bit more hp? If you're not going to be the one taking hits it's useless (let's face it, END clerics even with +9s suck HORRIFYINGLY at solo), and if you hate partying, you really don't have a future with the damage you do; this leaves duo/party as your only means to effectively level (you can't really draw aggression from a mage with inferno/nova, if you do, you're not partying the right guy). As for the "extra defense" - even tier1 scrolls could easily outclass them, not to mention the so-called defense provides absolutely no resistance to mages. With all these bashing on END it is not to say that this stat is useless, as a matter of fact END should be one of the main stat points you seek, but only from equipments.
About DEX:
Clerics have bad aim, but this could be easily covered by greens & blues, so do not bother with this stats unless you're too lazy to look for gears.
INT...
You should really consider buying stat reset scrolls at this point.
SPR:
Unless it's for the sake of criticals this stat investment is not worth the time. SPR does help tremendously when added up against mages when choosing gears however.
My personal preference when choosing equipment stats:
END > DEX > STR > SPR > INT
Choice of Weapon:
Always get hammer, the difference is too great to be ignored against a mace, especially in PVP.
Leveling a license:
Always level a license that's relatively easy for you. If you are seeking "uber" critical rates from high level mobs you're wasting the time you could use to level. For example, a level 50 cleric wasting his/her time leveling orc/blue clover/etc. licenses is wasting valuable time he/she could spend elsewhere, especially abyss. By the time you've completed your license another cleric going the difference route would've exceeded your level by far.
Skill Points:
As of now I find fully investing in heal, 5 points into the duration of invincible, 5 points in strength increase and sp reduction for bash (if you solo or pvp a lot) the only points worthy of investment (save up your extra points for later skills/tweaks that come around), don't fool yourself into wasting these points unless you want to spend some money on Sparkcash later.
The Best Way to Level:
No matter what, partying and duoing always produce better results when you choose carefully (if you party with some dialup tanker that disconnects every few seconds you've made a horrible decision). Solo only when you have no alternative means to level.
Are Quests Worth the Time ?
Not really if you could find good parties, unless its for the purpose of getting class change or specific rewards such as scrolls/fame.
Tips When in Party:
Healing -
Prior to starting an aoe ask each member of the party the amount of damage they take and try to remember their amount of hp (this is so that you could prioritize your heals). When you see a members hp in a pinch use heal instead of rejuvenation/restore (common sense) unless heal is on cool down. Casting duration associated with other skills would most likely result in your party member dying before the spell lands. Your performance in a party will affect how quickly you could find a party in future, hence the less deaths the better.
Invincible -
This skill requires a long cool down time, so save it for times when you really need it (such as when you draw aggro but needs to continue healing the party or when the tank overpulls).
When entire party gets attacked -
AoE heal is self explanatory, restore goes to the member with the highest defense, heal to the one with the lowest or the one taking the highest dmg. Rejuvenation is used when other skills or on cool down, but generally a good time to use this is when a member's hp is within the 35-55% range.
I'm going to continue my jibberish later on, now I'll take a break from posting text wall
![Stick Out Tongue](images/smilies/tongue.gif)