Please note: I haven’t made spreadsheets or calculated out every inch of this build. What I do know is that I provide an immense amount of power, AP gain, intermittent CC immunity, damage mitigation and healing for my party. It is how I prefer to heal. You may like something different like using Healing Word, etc. My goal is to actually heal and buff my party, not do any damage whatsoever (although I do some); more so to allow everyone else to do greater damage and survive in the process.
Load Out:Blessing of Battle
Astral SealAnointed Armor
Hastening LightAstral Shield
Divine Glow
Bastion of HealthAnointed Army
Hallowed Ground (or whatever you prefer – I rarely use anything but Anointed Army)
Rotation/Casting Situations:
- Place Astral Shield for the tank/melee party members (I often place this where I want a tank to go, especially newer tanks. Can you say “back seat driver?”)
- Cast Blessing of Battle to give party members a nice power buff (up to 15% of your power – Battle Fervor feat) It is necessary occasionally to move around to make sure all party members receive this buff as it is proximity related. Keep this up by casting Blessing of Battle just once (or more if you like) and moving on to something else in your rotation.
- Build divinity with Astral Seal (I cast it on all of the available mobs)
- Cast Divine Glow in divinity on the mobs/boss and nearby party members
- Use Bastion of Health in divinity for quick heals/spot healing (I do most of my “active” healing with this).
- Empowered*: I generally save this for Divine Glow or Astral Shield, but DG is usually best.
- Anointed Army: This gives an incredible power buff and CC immunity to your party. Positioning yourself so that everyone “gets bubbled” is important. (My guild mates that run with me regularly are accustomed to being within a certain radius of me if they want bubbles. In unfamiliar groups you will have to manage this more.) After casting, if not active already, make sure to cast Blessing of Battle to add even more power. Anointed Army and Blessing of Battle coupled with a Companion’s Gift proc from Bonding Runestones can push power through the roof. As the bubbles dissipate, a small amount of temporary hit points are granted.
- With Hastening Light slotted, you are also giving your party a reduced cool down time. In addition, the Off-Hand Artifact power for HL that gives 10% AP gain when you use a Daily power. More bubbles, more power, more AP – yes please!
- Gift of Haste procs frequently, but I always throw in a non-divinity Bastion of Health if I don’t happen to be doing anything so that it will.
*(For new DC’s) After you’ve cast 3 spells in divinity mode, the next encounter will be in “empowered” state as long as you cast before the 3 blue orbs rotating around you disappear.
One key to this build is maintaining enough PIPS in divinity to be able to heal with BoH when someone is low on health, and also keeping the Blessing of Battle (Battle Fervor) buff on your party.
Additionally, the more you can cast Anointed Army, the better. I often manage my Action Points so that I have Anointed Army up at the beginning of big pulls or boss fights to help prevent one-shots of the tank, etc.
FeatsCompanionsThings I have tested and changed/Things I am looking into:
- Rampaging Madness – I thought this would be a great boost to add to my Anointed Army power buff, but it is rather tedious to build stacks and doesn’t proc enough to be worthwhile. For this reason, I switched back to Augmented Thayan Bastion, which procs quite a bit when I'm running in mobs to throw bubbles on the party. Another option is Burning Guidance now that the issue with Astral Seal is fixed.
- I put a point back in Cleanse now that it no longer strips temporary hit points.
- Transcendent Holy Avenger enchantment – Parsing has shown that this only accounts for 1% of my healing. I’m going to parse some runs with a Transcendent Vorpal and see if there is any significant difference in healing numbers.
- I removed Repurpose Soul from my feats. In all parses, it usually did 0% of my healing. On a lucky run, it did 1%. I added more points to Healing Action instead.
This is merely intended to explain how I play the AC spec of the Devoted Cleric. It is not intended to be an intensive guide to the cleric.
Comments
if it easy or the other team are high DPS you can try sun burst instead of divine glow. its very high amount of AP for all the party
Sunburst - it has same issue like CW Ice Storm/OP Reckless Avenger. Sometimes you need to disperse mobs, but mostly it only slows run. TR or GWF have to chase adds across all room, instead of all team staying in formation and everyone could get heals/buffs/auras. It also looks bad from GF perspective, has to keep a shield facing both NPC + players, but instead has wider arc of potential damage sources.
— (The unwritten rule)
I focus mainly on AP regeneration with HW, BoH and DG and, btw, I heal insanely with them
So healing is not the main point when you know how the virtuous works and it has to do with BoB. As said correctly, Cleric must be close to the action to use BoB effectively: that means that usually the cleric is always in the right place when the heals are needed. That's why I went AC Virtuous.
More important the AP regeneration: AA is a must for me and that's why I have Holy Fervor instead of A. Armor. With AA, I can avoid A.Armor.
It's a pity that only few players know how AA really work, in particular with random teams.
Oltreverso guild leader
Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
Now that I have the full Elven set, I dropped Anointed Armor. When first attempting t2's in the T1 blues, it was helpful. Good to point this out though, thank you!
~Starry
until last patches it did not work at all, no ap gain for the feature, hastenig also nothing as i remember, did they fix it?
i have it at rank 4 but never used it again for long time, bc no effect
it fills half of divinity bar every 3 sec
i guess it depened the amount f players aroud you
so its great for foresight
AP AC Faithful is sill solid choice for any healing cleric (especially with gear < 2.5 IL) but gameplay is changed, become boring for cleric with double NPC HP.
— (The unwritten rule)
Thrall (GWF)
WickedElm (OP)
Not meant to be insulting, just pointing out the possibility of my new 70 not being quite on par with your own character;)
What is relatively "easy" to get:
- G. Belt of Wisdom
- Imperial dragon cloak
- Sigil of the cleric
- I use Tiamat Majesty Orb for the AP bonus
- Main hand and off hand
- Armor set, by doing T2s and Tiamat
- rank 7/8 enchantments
Medium effort:
-other class sigils
- personalized rings
- upgrading to purple
High Effort
- Companions and not common artifacts
It's not true that with 4K+ any build can work. I've a similar build, I'm 3.4K, but if Starry would had wanted to "copy" my build, it would had been very expensive: he's missing 5K recovery and I guess two digits % of AP gain (I'm +92% AP gain at the moment).For me it would be the same, if I want to copy him.
Oltreverso guild leader
Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
First thanks for the work of this build. I would like to ask you some questions. In the slots of offense and defense that you use? which armor enchantment you use? Artifact weapon slot of the main hand, what skill put it?
Thanks for you time.