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Devoted Cleric, how did you do it?

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  • ulvielulviel Member, NW M9 Playtest Posts: 741 Arc User
    edited October 2014
    torvinem wrote: »
    Only one I now really struggle with is actually Ghost Stories - the rest I can do - but was remembering the days of starting to be a level 60 Cleric. Killing slowly is the clerics game. I just wish we didn't look so "flappy" when running around though.

    Hm.... I need to to try ghost stories on my 9k gs cleric, just to remind myself old good times when I was fresh 60 :)
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited October 2014
    nazghul22 wrote: »
    In Sharandar? Maybe you created a DC with too much DPS and too little survivability.
    My small (halfling) DC has accepted the fact that it takes hours to kill anything, but does not die too often. Wearing cheap purple gear, and three green/blue artifacts. No Ioun stone either.
    My typical fights are about running inside the astral shield, avoiding the foes' AOEs while Sunbursting them once in a while. In the (long) end, the trolls die. Or the yetis. Or Jawbone.

    I really dislike fighting anything solo while running a healing setup (forgetting to swap powers back after heroic encounters, mostly). It makes me feel helpless, and I think that's generally the place people are coming from when they say "help, can't solo on my cleric".
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  • torvinemtorvinem Member, Neverwinter Beta Users Posts: 38
    edited October 2014
    There are a lot of people around with clerics who can't solo - as although they have a cleric all this is for is to get to boon 3 and IWD! to get their CW the artifact :P Soloing as a cleric teaches you how to stay alive, clerics are there to party:p
  • herundrionherundrion Member Posts: 238 Arc User
    edited October 2014
    torvinem wrote: »
    Only one I now really struggle with is actually Ghost Stories - the rest I can do - but was remembering the days of starting to be a level 60 Cleric. Killing slowly is the clerics game. I just wish we didn't look so "flappy" when running around though.
    Frost enchant works wonders on the White and Green cultists. Wonders! WONDERS EVERYWHERE!
    Co-Founder of -Valor-
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  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited October 2014
    I also run a frost enchant. They are the <font color="orange">HAMSTER</font>.
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  • ulvielulviel Member, NW M9 Playtest Posts: 741 Arc User
    edited October 2014
    I really dislike fighting anything solo while running a healing setup (forgetting to swap powers back after heroic encounters, mostly). It makes me feel helpless, and I think that's generally the place people are coming from when they say "help, can't solo on my cleric".

    Yes indeed. Btw, I recommend you not to switch to healing for HE, it's simply not worth it. If you catch a dragon with only few players on it, you could get great success by dps-ing too ;)
    ....another thing is, if HEs are worth doing at all... but then, somebody has to farm that artifact belt for me :)
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited October 2014
    ulviel wrote: »
    ....another thing is, if HEs are worth doing at all...

    Still have to do at least some of them if I want to do the campaign, period.

    I can't say I understand the folks that I see asking for invites to dragons in Rothe Valley apparently all day every day, but if they're happy...?
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  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited October 2014
    eversgrey wrote: »
    I've heard many people say how great the Galeb Duhr is, so I decided to try one for my DC. Even with purple gear and minimum rank 5 enchants on the companion, I still got the majority of the aggro. For example, in IWD, I gave up on it and just used my stone. Is there something I'm missing as to how to make the Galeb Duhr a more effective tanking companion? I always thought that once my DC got to a high enough gear score, maybe the companions just can't "compete", so to speak.

    Edit: Just wanted to include that I've also tried the War Dog, Yeti, Frost Mimic (which actually seemed to do the best for me, but still not worth swapping for an augment companion). And I found the Wild Hunt Rider (green) not very effective at all, although, I did not extensively play around with it. When I first got him, I often reverted to my white quality Man at Arms.

    Whenever Icewind Dale is brought up in any conversation always keep it in the back of your mind that it's a game-changer. Everything up to that point works the same way in terms of everything, but in Icewind Dale, *everything* changes. hence, though I would normally attempt to debate you on the usefulness of the Galeb Duhr, your mentioning IWD specifically gives me pause to the point that I will agree with you.
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited October 2014
    herundrion wrote: »
    Frost enchant works wonders on the White and Green cultists. Wonders! WONDERS EVERYWHERE!

    I have a Frost and Frostburn enchants - DITTO THIS. It is the *best-kept secret* for DCs.

    I'm thinking to upgrade them both to Perfect. I am very, very seriously considering selling my Perfect Vorpal and Greater Plaguefire (and Perfect bark shield and Lifedrinkers and other enhancement enchants) just to get more Frost and Frostburn enchantments/upgrading them (No: I do NOT PvP, and hence the actual usefulness of PVorp and GPF in PvE are subjective at best depending on play style).

    So for me - Frosty it is. (I should name my next DC "Wendy's").
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    edited October 2014
    Forgemasters Flame, its a powerful tool, not as good as the old days.

    If you are having trouble surviving, I would suggest using that, with SB or chains and DL.

    Once you have enough gear you would drop ff for DG.

    Everyone has their own way of doing things, but I did Sharandar to start with like 4k gear score =P.. of course back then FF was even MORE powerful since it ignored righteousness for a DC.

    Both Sharandar and DR can be done by a DC at a pretty low gear score, but you have to dodge, time stuff ect more, its just makes it for a longer drier experience.

    There is no need for fancy companions, a free one works. In addition there are so many really cheap ways of gearing out now , you can el cheapo purples and gear out with those and have like 9k on any class pretty easily, the DC and TR classes have dirt cheap ones as well.

    The one area where I cant stand playing my DC is the IWD area, just because of the black ice damage isnt mitigated, so you get hit hard, so if you do not have some black ice resistance, makes it worse. So its like my DC was playing like I did a year ago or so.
  • twilightwatchmantwilightwatchman Member Posts: 2,007 Arc User
    edited October 2014
    Another one here who followed Kaelec's guide. My DC is a fresh 60 doing the early stages of DR and ToD in nothing but Blues and she does OK in everything except the ToD lairs. I still struggle with the large packs that include Green+White+Black mobs as I have to dart around so much I can never kill off the Black guys before they go He-Man on my sorry backside. Otherwise it's plain sailing. And no Tank pet - I usually run with an Ioun Stone.
    Jenna Sunsoul - Justice Tankadin
    Aelar Hawkwind - Archer
    Karrin Feywinter - Mistress of Flame
    Errin Duskwalker - Executioner
    Darquess - Soulbinder
  • edited October 2014
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  • herundrionherundrion Member Posts: 238 Arc User
    edited October 2014
    My choice:
    Class features: Terrifying insight and Foresight
    Reasoning:
    More damage and more defense. You can use Fervor instead of Foresight if you can take the damage. But do take Insight, it's nice damage boost.

    Encounters: Divine Glow, Daunting Light, Sun Burst.
    Reasoning:
    All aoe, great for Divinity/AP gain. Divine Glow + blue DLight is a powerful combo that should take out all trash mobs. Sunburst is pretty good personal heal and AP/Divinity generator (never use it blue, until you know how and where to push mobs). If you're doing a tough boss like Biggrin or something, then you can put on Forgemaster's instead of Divine Glow, but you will need to manage your Divinity better - I only cast Forgemaster's in Divine mode for the heals.

    At-wills: Seal and Sacred Flame
    Reasoning:
    They're good enough for self healing. Mark all the important mobs with Seal and then unload your encounters. I used Brand of the Sun for a bit, but did not notice more damage/AP gain than Sacred Flame.
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  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited October 2014
    What I use for soloing:

    Class features: Divine Fortune, Foresight

    Daily: Flame strike

    Encounter: Sun Burst, (divine) Divine Glow, (divine) Daunting Light

    At will: Astral Seal, Sacred Flame

    Primary artifact: Sigil of the devoted (to increase frequency of dailies)

    Primary companion: Ioun Stone

    I used to have a slightly different setup, with a tank pet, but once my defensive stats became high enough, I retired that one.

    And yes...no healing spells as such - Sun Burst + Astral Seal + regeneration gives me all I need. I don't recommend this setup for "fresh" level 60s, though....but it works nicely once your stats are high enough.
    Hoping for improvements...
  • ulvielulviel Member, NW M9 Playtest Posts: 741 Arc User
    edited October 2014
    radix4257 wrote: »
    OK I finally too a min to really scope out what I am running, here it is, comments, etc welcome.

    Divine Oracle-Righteous Feats
    AC 21 HP 23,552 GS 9,943

    Daily - Flame Strike
    Paragon - Hammer of Fate

    Class - Holy Fervor
    Paragon - Foresight

    Encounter - Chains, Break the Spirit, Sun Burst

    At Will - Astral Seal
    Paragon - Brand of the Sun


    Thanks all.

    Hmm.... you are most likely the first cleric I've met using Break the spirit on daily basis.

    Try daunting light instead - I know it is a bit tricky when not in the divine mode, but once you learn to use it - you'll love it.
    Also Divine Glow is one of the best encounters we have - very good for solo content and a must in a party. Actually, it is more usefull in dungeons than Astral Shield.

    You should use both Divine Glow and Daunting Light, the 3rd encounter - well, depends what you like. Forgemaster's flame is best for healing, Chains (that's what I use) bind mobs nicely, Sunburst isn't very strong, but has a short cooldown, is easy to use and helps generating divinity. Just don't use the divine mode in dungeons!

    Flame Strike is your best (if not the only usable) daily for soloing, in party you might want to use Hollowed Ground sometimes too.
    Hammer of Faith was a powerful spell once... but that was long time ago.

    Astral seal is so overrated! Try Sacred Flame as your main at-will - it is fast and good for generating divinity. Brand of the Sun is a good choice for a 2nd at-will, especially if feated.
  • edited October 2014
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  • hefisdohefisdo Member Posts: 709 Bounty Hunter
    edited October 2014
    Solo

    Set: Miracle Healer
    Daily: Flame Strike
    Encounter: Daunting Light, Chains of Blazing Light, Divine Glow (Daunting Light procs Miracle Healer twice, which helps a lot.)
    At-will: Sacred Flame, Brand of the Sun
    Class features: Terrifying Insight, Foresight

    Group (Boss)

    Set: High Prophet
    Daily: Hallowed Ground
    Encounter: Prophecy of Doom, Divine Glow, Astral Shield (Daunting Light replacing Astral Shield if you have Nimbus of Light.)
    At-will: Sacred Flame, Astral Seal
    Class feature: Healer's Lore, Foresight

    This is how I do it.

    The trash of the dungeon varies a lot and generally speaking it doesn't matter.
    (´・ ω ・`)
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