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Questions about clerics

maahkremuirsongmaahkremuirsong Member Posts: 1 Arc User
edited May 2013 in The Temple
Feel free to answer any/all of my questions :D all input is welcome.


A. How does Temporary Hit point work?
1. I've noticed some feats have some +effects when targets have temp HP. what are the useful ones?

2. Also how long does it really last? Sometimes i notice it lasts long.... sometimes it fades away fast. In one instance I had like 1/3 temp HP then it suddenly became actual HP. then in another instance it just vanished.

3. Are there skills that erases temp HP ?

B. Brand of the Sun and Astral seal ... do they stack ?
I wonder if they stack... or dont, been getting various info.

*******

Hope you guys can give me some more insight about being a cleric..... I am an Elf cleric and i might just roll a new one as I've learned humans get +3 heroic feat points T_T which i think is very crucial
Post edited by maahkremuirsong on

Comments

  • groborthirgroborthir Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 32
    edited May 2013
    Ad A: They just get added to your current hitpoints, even if you're at maximum. Say you have 1000 hitpoints and you get 100 temporary hitpoints, then you have 1100 hitpoints for the duration of the temporary hitpoints. There are feats that add effects to temporary hitpoints, but because we only really have two means of giving temporary hitpoints (Sacred Flame and Divine Armour), most clerics avoid those, as far as I know.

    I'm actually not sure, Sacred Flame temporary hitpoints seem to last very shortly, while Divine Armour hitpoints last for the duration of the damage resistance buff, I think. They also disappear if you take the same amount of damage that the temporary hitpoints added, so that's probably what you experienced.

    And yes, two skills in our arsenal add temporary hitpoints, there's our at-will Sacred Flame, which adds a very small amount of temporary hitpoints, and there's the daily Divine Armour, it adds a pretty nice amount.

    Ad B: Yes, Brand of the Sun and Astral Seal do stack, and those two in combination are probably the best at-will setup for building divinity when you have several mobs to put Brand on.

    I wouldn't say going human for the extra 3 feats is crucial, but they are nice. :)
    "Bring me my Bow of burning gold;
    Bring me my Arrows of desire:
    Bring me my Spear: O clouds unfold!
    Bring me my Chariot of fire!"
  • maahkremuirsongmaahkremuirsong Member Posts: 1 Arc User
    edited May 2013
    groborthir wrote: »
    I'm actually not sure, Sacred Flame temporary hitpoints seem to last very shortly, while Divine Armour hitpoints last for the duration of the damage resistance buff, I think. They also disappear if you take the same amount of damage that the temporary hitpoints added, so that's probably what you experienced.

    And yes, two skills in our arsenal add temporary hitpoints, there's our at-will Sacred Flame, which adds a very small amount of temporary hitpoints, and there's the daily Divine Armour, it adds a pretty nice amount.

    Ad B: Yes, Brand of the Sun and Astral Seal do stack, and those two in combination are probably the best at-will setup for building divinity when you have several mobs to put Brand on.

    I wouldn't say going human for the extra 3 feats is crucial, but they are nice. :)

    Really brand and seal can stack .... so if i astral seal a target + brand = it gets DoT with ASeal healing?
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