Reflection was a theory (over a year ago) I felt may work in the 40 arena simply because the ratio of damage to defense is a lot higher, and the amount of reflection you can achieve is the same in every bracket (if not more at 40) thus making 40 arena a potent bracket to test this build.
It was originally +9, and worked effectively against 90% of players. The only class it failed against were [good players using] +15 zerks, or full crit damage windtracker sins (at only +9). The cause was that their DPS was greater than my heal rate, which is the root of a cleric's "tanky'ness" (See preface for more details). So +15 allowed me to offset that difference, and ultimately reign superior against +15 zerks and +15 sins. Admittedly, the amount (and rate) of reflection was reduced, but the zerk's and sin's death was gradually assured.
Basically, reflection was a method to make players honest, you're not going to be damaging me for free. Additionally, the multitude of debuffs help in further offsetting DPS differentials against my heal rate, further improving the cleric's "tanky'ness".
Lastly, the VIT+6 stones are obvious, helping to push the final hp past 10K in addition to further boosting defense. The additional benefit with the blue set is that you can slot these level 66+ VIT+6 stones with any alternate level 66+ character NOT ON THE SAME ACCOUNT, as opposed to legacy.
Edit: I've always been peeved by the fact that when attacked, the cleric is relegated to healing oneself over and over until gradual death. If one switches to a staff to attack, not only is one's DPS miserably slow, it makes you a lot squishier, and only causes you to die even faster. I hated the fact that as a 40 cleric, most of the time, you are only effective as a support. The reflection was my way of countering attacks without attacking, and still maintain tank mode while supporting. Players won't be giving damages for free, they're going to get rebates.
2. Weapons and Shields
The obvious shield to compliment the blue build. The +15, once again, is to offset the DPS differential against my heal rate. It was originally +9, and worked well, but wasn't survivable against +15 zerks and sins. The +15 closed that gap effectively. You can achieve up to 5k+ DEF with this, and with the reflection you can easily tank and kill the main boss in WS, in your opponents base...while your opponents are attacking you.
The second obvious shield to compliment the build. No fortification is needed as MDEF is useless. This shield, unfortified, is more than enough to make mages honest, thinking they can keep their distance without getting harmed. I once two-shotted a wizard...correction, I once had a wizard two-shot himself.
The ultimate tanking shield for those heavy ganking opponents. With this, you can achieve 5.3K+ DEF.
The default support hammer when paired with a shield. The fortification is unnecessary, as is the prefix. It's main function are the hammer's abilities.
The hammer to completely shut down entire teams. Not only do teams get damaged and debuffed when they are attacking you, with this hammer they are also held in place when you attack with your two AOEs (one has a fast cooldown, and the other is charged based, making its use with the hammer deadly against ganks). There is no such thing as a stun cooldown with this set-up. You easily pseudo-lock players, or groups of players in place.
Hammer stunned > Hammer stunned > they attack, slept > Hammer stunned > they attack, get misfortune/exhaust/-50% attack/-50% move > Hammer stunned > they attack, slept > repeat...
Locking through fear? pfft.
One of two weapons for offensive mode, which you can utilize for almost all 1v1 encounters. With this build, without a shield, the defense is still at 4.6K+. This hammer is only useful for its proc, and when it does, it leads into the following weapon...
It makes sense to fortify this to +15, since if you're going on the offensive, go hard. The hammer +80% magic attack proc, switched to this staff, can easily help you crit crystals for 16K+. When you've played cleric for awhile, you'll realize it's not that hard to multi-proc and weapon switch on the fly.
I have an average of 5+ kills per match in WS, and about 11 in FA, allowing me to MVP quite easily when coupled with heals and/or crystal damage.
3. Relics, Capes, and Accessories
The emphasis is on VIT, additional stats and abilities (magic related), are a plus.
The cape in this build, to me, is simply resembling another armor piece. The focus is reflect and debuffs, and any additional magic related stats and abilities are a plus.
Nothing special, relic for additional reflect, add in 1 or 2 more magic-related stats/abilities is always nice to have.
4. Sprite Costumes and Emblems
The costumes speak for themselves. Each set on each of the three sprites. Additional -20% physical damage reduction, +20% shield block, and +72% additional reflection.
Being a tanking class, multi-proccing sprites is very easy. It's actually very easy to get all 6 sprite costume buffs up. +15 zerks and main boss (in WS) frequently hit for 0. Coupled with the damage reduction buff, jale defense pot, and damage reduction pots, these are the big numbers that pop up from +15 zerks and sins:
0, 26, 54, 0, 126, 0...
Once in awhile you'll see a 450 from a +15 zerk, but that's 1 in every 5+ hits, when the buffs are down. Even then, with 10K+ hp, it is quite pleasing to the eyes to see. Not to mention 450 is insufficient to offset my average healing rate of 693 per second.
Every other class, when encountering their opponent in 40 arena, either kills or gets killed. Which means the battle is shortlived, allowing them to reset and readjust talents.
It's not usually the case with a cleric. As a tank that rarely dies, and seldom kills, you're almost always stuck in combat, making it extremely difficult to adjust talents.
With this build, the optimal talent combo to set is "Defender of Law", giving you huge boosts in defense and shield blocking. The only other talent combo is the one that boosts magic attack, but that is only ever used when I'm on a decent team that helps me play isolation (1v1).
Nothing special here, simply further boosting the mcrit rate. If you have the funds, boost VIT further through other costumes with VIT KUSO stones and/or GM Enchants.
So, ultimately, these are your final specs:
- 157% physical reflection (more if you have the reflect candy and fruits)
- 172% magical reflection (more if you have the reflect candy and fruits)
- -20%+ damage reduction (sprite costumes and buffs)
- 64%+ shield block (shield, talents, sprite costumes)
- The shield block is augmented further from however many STR you also have
- Stacked full of debuffs "on attacked" and "on attacking"
This is what you can achieve:
Lastly, don't forget titles. The DT title boosts your DEF further by 5%, with a loss to...drum roll please...evade ;D