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PC- Cleric Build for Mod 11, after the updated changes

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  • jaime4312#3760 jaime4312 Member Posts: 844 Arc User
    Thanks for the info guys, as someone who refused to ever run AC as it was hilariously broken and never could like the exclusive powers somehow, this is great news to my 2 pack mule DO clerics, I may pick one of them and make him/her my 3rd toon I'll play when needed.

    Let's be honest guys, AC dominated way too much for way too long, let DO have its 5 mins of glory before it gets nerfed to uselessness so us DO fans can run our toons without worrying to be kicked out simply because we don't have anointed army.

    The DC changes seem to be promising, dps guys actuallly can die and the AC DC will need to time his/her AA well so the team can get it when it's the best time to rather than the mindless spam we see today on all platforms (no more chains of blazing light spam perhaps? I'm so sick of that). People needing to avoid big hits and hdps GFs actually needing to watch out for their survability (build and in-game) is a good thing, I believe. Oh, I see it already, average and low geared SM conq GFs dropping like flies left and right and be like "oh the cleric sucks!! I died! kick him kick him" xD. Obviously the good ones and those who always run with the same group won't be affected much by the AA fixes.

    Seriously though, what doesn't seem right about the changes is that, once again, people may be likely to pass on picking up paladins (like after 1st post bubble nerf) as the new meta will leave them out! While it's not something that bad for super high level players, think of mid and low tier ones, jesus :no_mouth:
  • jaime4312#3760 jaime4312 Member Posts: 844 Arc User
    Let DO have its 5 mins of glory, AC domintated for way too long, now they should have similar party utility and will both desired in a group so that's good. As someone who refused to join the AC bandwagon, I'm happy to see these changes, I'm looking forward to testing these changes once they hit console.

    It looks like the new meta may leave paladins out, that's not good.
  • dread4moordread4moor Member, NW M9 Playtest Posts: 1,154 Arc User
    I retract my prior statement in light of the patch notes.
    TI is 100% passive! Insane.

    http://forum.arcgames.com/neverwinter/discussion/1229282/patch-notes-version-nw-75-20170306d-4#latest
    JrUzbQw.jpg?1
    I am Took.
    "Full plate and packing steel" in NW since 2013.
  • crazybibcrazybib Member, NW M9 Playtest Posts: 21 Arc User
    Don't let you be lure by the 20% dmg from TI. It is look great but it is only like a buff of 8k-ish power.
    With the majority of the players using bonding you basically just need to do BoB with 2k (so 20k base power) to give the same buff as TI. But atm geared DC have around 35-40k base power so BoB buff is far better that TI.
    Moreover, even if AA can be useless in some situation (balls vanish to fast) I can use HG just like a DO but I can still use AA in single boss fight and give huge buff to my party.
    Okay DO have PoD, but if you are the only DC in your team you will probably need to use at least astral shield or bastion as your third encounter and so you won't be able to use PoD every time.
    That just my 2cents.
    Have a good rework.
  • david#2060 david Member Posts: 78 Arc User
    where it says in the notes that AA up time is being reduced? cant find that part anywhere. This ninje nerf is worst that the hole revamp on that daily, lolz.
  • jaime4312#3760 jaime4312 Member Posts: 844 Arc User
    crazybib said:

    Don't let you be lure by the 20% dmg from TI. It is look great but it is only like a buff of 8k-ish power.
    With the majority of the players using bonding you basically just need to do BoB with 2k (so 20k base power) to give the same buff as TI. But atm geared DC have around 35-40k base power so BoB buff is far better that TI.
    Moreover, even if AA can be useless in some situation (balls vanish to fast) I can use HG just like a DO but I can still use AA in single boss fight and give huge buff to my party.
    Okay DO have PoD, but if you are the only DC in your team you will probably need to use at least astral shield or bastion as your third encounter and so you won't be able to use PoD every time.
    That just my 2cents.
    Have a good rework.

    I don't think that's how it works mate, from my understanding, powers/buffs/uncapped debuffs that increase damage by a flat percentage > stat boosts because the former become proportionally better as the character they benefit gears up and becomes more powerful, the opposite is true for the latter and I believe this goes the other way around for low level players. For bis (and close to that), TI will equal to a boost fat greater than 8k-ish power.Unfortunately I don't know the damage formulas and such, hopefully @thefabricant @rjc9000 @michela123 can help out with that.

    ACDC will be far from useless, now you will actually have to time AA right to get the max out of it rather than using it whenever available, what we see now on lives is lulz dinivity chains of blazing light with the AA spam they come.

    The good thing about the changes is that the teams will do great with 1 DO and 1 AC dc with them so it's a win-win for that class, at least for now.

    where it says in the notes that AA up time is being reduced? cant find that part anywhere. This ninje nerf is worst that the hole revamp on that daily, lolz.

    Now it can be taken out very quickly (just like it did a few mods ago I think) if you cast it when teamamtes are being hit by fast attacking enemies and/or dots.
  • panteleeleepanteleelee Member Posts: 289 Arc User
    dupeks said:

    Now for AA...im telling you for sure the AA is completely dead! 100%!
    The AC build...as this played now with the changes is absolutely useless in pve!

    Have you taken a look at the aforementioned Kali Gold eCC run on preview or run your own tests? I haven't had a chance to test personally yet but it doesn't look like AA is 100% useless.
    As i say before i test my DC in preview i dont care about any kali gold...i post the videos just we see the DO build to have all a little idea what comes next.

    I test my correct build in preview and the DO build...
    Now i played RiAC and in preview this build is dead.
    Not absolutely the AC path is dead but AA yes is 100% dead.

    In today patch notes AA change it again...

    "The power transferred from the Cleric to party members has been reduced from 50% to 33%. This is due to there still being too much group contribution from a single power that is exclusive to one paragon path. This reduction will be partially offset by their ability to use it in conjunction with Hallowed Ground more easily, now that AP can be generated while it is active."

    I dont now how that will help the AA.


    Taylor DC/DO & AC Buff/Debuff - Guild Gutbusters Brigade - PVE
    May the Torm of Understanding guide us!
  • illhoraillhora Member, NW M9 Playtest Posts: 127 Arc User
    edited March 2017
    As long as Dragon artifact power is activated by missing a target still trigg the bonus mount Artificer's Persuasion i dont understand why AC build be not reliable.
    with high power build, even with the reduction of pwr sharing, the build will still be amazing, the high pwr will still provide a huge amount of Recovery, AP, def...
    Having HG and AA up in the same time will definitely challenge the DO path.

    All that Depending on how i understand the following from the patch note :

    The Mount Insignia bonus, Artificer's Persuasion, can no longer be activated if an artifact power is cancelled before activation.
  • dread4moordread4moor Member, NW M9 Playtest Posts: 1,154 Arc User

    dupeks said:

    Now for AA...im telling you for sure the AA is completely dead! 100%!
    The AC build...as this played now with the changes is absolutely useless in pve!

    Have you taken a look at the aforementioned Kali Gold eCC run on preview or run your own tests? I haven't had a chance to test personally yet but it doesn't look like AA is 100% useless.
    As i say before i test my DC in preview i dont care about any kali gold...i post the videos just we see the DO build to have all a little idea what comes next.

    I test my correct build in preview and the DO build...
    Now i played RiAC and in preview this build is dead.
    Not absolutely the AC path is dead but AA yes is 100% dead.

    In today patch notes AA change it again...

    "The power transferred from the Cleric to party members has been reduced from 50% to 33%. This is due to there still being too much group contribution from a single power that is exclusive to one paragon path. This reduction will be partially offset by their ability to use it in conjunction with Hallowed Ground more easily, now that AP can be generated while it is active."

    I dont now how that will help the AA.

    " AA yes is 100% dead."
    No. It is not. Why does everything have to be the apocalypse around here?
    True, AA is nerfed. But 33% power sharing and a shield of up to ... what is it... 25%?... of party damage is your definition of useless?
    Couple that with the ability to run Hallowed ground at the same time as AA?
    No, AA is not dead. It will still be useful... just overshadowed by this ridiculous passive Terrifying Insight buff-bot change.
    Stay calm. The sky is not falling.
    JrUzbQw.jpg?1
    I am Took.
    "Full plate and packing steel" in NW since 2013.
  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User


    It looks like the new meta may leave paladins out, that's not good.

    adding loadouts is what is going to be a paladin killer. GFs able to switch from dps to tank as needed. DC able to switch from buff to heals as needed. The beauty of the OP was that its able to switch from tank to heals as needed but loadouts are going to make the other support classes a lot more fun and versatile.
  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User


    Of course this doesn’t mean that TI always grants a better buff than BoB, it depends how much power you share and how much power the ally already has.

    and who (companion and player) is within range of the buffs. This obviously impacts AA more than BoB, but giving those power buffs has always been easier for melee than ranged dps. My guess is CW, archer, and SW are going to enjoy the TI buffs.
  • david#2060 david Member Posts: 78 Arc User
    edited March 2017



    where it says in the notes that AA up time is being reduced? cant find that part anywhere. This ninje nerf is worst that the hole revamp on that daily, lolz.

    Now it can be taken out very quickly (just like it did a few mods ago I think) if you cast it when teamamtes are being hit by fast attacking enemies and/or dots.
    If is like that this is a major change that should had been posted in the patch notes, the first time they were released. Untill now, after 4 hits the imnunity was off, but power buff will continue untill the animation ends.

    If after 4 hits are bye bye both mitigation and buff, dont know why they do bother investing resources in changing anything else, the daily its death for sure.

  • david#2060 david Member Posts: 78 Arc User
    OK after couples of runs change is not so dramatic. AA is even better than before due to the extra AP gain from all sources specially when coupled with HG (which gives extra AP gain now).

    End of the history.

    Enjoy.
  • dread4moordread4moor Member, NW M9 Playtest Posts: 1,154 Arc User
    edited March 2017
    Just ran eSoT, eToS, eVT and eLoL with three DPS and two DCs:
    One Virtuous AC (Kali Gold) and my RiDO.

    The results... HILARIOUS. Mobs melting like butter. 30 second boss fights.
    Our TR never had a lashing with less the 900k damage.
    Will post ACT and screenshots to corroborate., but see Kali's video for yourself.
    In order to remove the AA cheese we replaced it with Terrifying Insight cheese.
    Not better.

    Edit: correction, lashing was 200k min, 900k max. The hyperbole is strong with this one.
    Post edited by dread4moor on
    JrUzbQw.jpg?1
    I am Took.
    "Full plate and packing steel" in NW since 2013.
  • plaviaplavia Member Posts: 540 Arc User
    Many thanks for the Dev.
    nice update.
    DC can hit strong now. i deal 5 digit damage im PVP :blush:
    nwcalc.com/index.html#/dc?b=1oa5:k6rwk5:8dep:5tb7d,13il31j:1000000:1z05000:1uu0z0v&h=0&p=dvo&o=0
    I am not saying its the best, but its PVP/PVE build i want to try and its the first day.
    you should change to DO. unless u have some special obligation.
    with TI faithfull can be nice as well.
  • shmoodleshmoodle Member Posts: 32 Arc User
    edited March 2017
    Yes, I am going to respec DO - with Terrifying Insight for the dps buff. The straight across dps increase of TI vs the power of AA is just too enticing.
    Post edited by shmoodle on
  • kreanz1kreanz1 Member, NW M9 Playtest Posts: 8 Arc User
    AC DC still the best.
  • panteleeleepanteleelee Member Posts: 289 Arc User
    The buff of RiDO is insane :D:D:D the best DC build ever in the world!!!
    Thnx for this cryptic back to module 2-3-4 when DC's are perfect!!!
    kreanz1 said:

    AC DC still the best.

    AHAHAHAHAH NOT.


    Taylor DC/DO & AC Buff/Debuff - Guild Gutbusters Brigade - PVE
    May the Torm of Understanding guide us!
  • devlin#3775 devlin Member Posts: 142 Arc User
    edited March 2017

    crazybib said:

    Don't let you be lure by the 20% dmg from TI. It is look great but it is only like a buff of 8k-ish power.
    With the majority of the players using bonding you basically just need to do BoB with 2k (so 20k base power) to give the same buff as TI. But atm geared DC have around 35-40k base power so BoB buff is far better that TI.
    Moreover, even if AA can be useless in some situation (balls vanish to fast) I can use HG just like a DO but I can still use AA in single boss fight and give huge buff to my party.
    Okay DO have PoD, but if you are the only DC in your team you will probably need to use at least astral shield or bastion as your third encounter and so you won't be able to use PoD every time.
    That just my 2cents.
    Have a good rework.

    I don't think that's how it works mate, from my understanding, powers/buffs/uncapped debuffs that increase damage by a flat percentage > stat boosts because the former become proportionally better as the character they benefit gears up and becomes more powerful, the opposite is true for the latter and I believe this goes the other way around for low level players. For bis (and close to that), TI will equal to a boost fat greater than 8k-ish power.Unfortunately I don't know the damage formulas and such, hopefully @thefabricant @rjc9000 @michela123 can help out with that.

    ACDC will be far from useless, now you will actually have to time AA right to get the max out of it rather than using it whenever available, what we see now on lives is lulz dinivity chains of blazing light with the AA spam they come.

    The good thing about the changes is that the teams will do great with 1 DO and 1 AC dc with them so it's a win-win for that class, at least for now.

    where it says in the notes that AA up time is being reduced? cant find that part anywhere. This ninje nerf is worst that the hole revamp on that daily, lolz.

    Now it can be taken out very quickly (just like it did a few mods ago I think) if you cast it when teamamtes are being hit by fast attacking enemies and/or dots.
    Uh damn... ok... I’ll try to explain why Terrifying Insight is better than 8k power.

    Let’s start with a naked ally. He has 0 power and his damage is 100%.
    Now he equips his gear. With bondings, protector’s camaraderie etc he reaches 80k power, aka 200% damage increase. His new damage is 100+200=300%.
    A wild DC appears (a bit late because the ally is a GWF running like a chicken head) and…
    Option 1: he shares 8k power, aka 20% damage increase. The final damage is ADDED to the previous power and is 300+20=320%
    Option 2: he uses Terrifying Insight. The final damage is MULTIPLIED and is 300*1,20=360%

    A 20% buff is always better than 8k power, since allies always have some power before you buff them.

    Of course this doesn’t mean that TI always grants a better buff than BoB, it depends how much power you share and how much power the ally already has.
    This is true, but using only BoB is kinda silly as well.

    I think DO will be an amazing build (and one I will definitely try out), and a great complimentary DC to an ACDC, but I still think ACDC reigns supreme for most content; particularly with high end characters.

    The 80k power self buffed GWF is pretty highend and a good base point for our the wild DC that appears. But lets presume that ACDC has 40k power (pretty reasonable I think for a high end DC). We can Ignore WoL since DO and AC share that feat, and also ignore HG since both DO and AC will work that into their daily rotation (though I think AC has the edge here as it's more likely they will be build for spam).

    BoB = 15% power = 6000 power
    AA = 33% power = 13,200 power

    19,200 hitting that GWF and the GWF's companion (assuming rank 12s) 57600

    57600 + 19200 = 76.800 power divided by 400 = 192% damage increase.

    So in this scenario,

    Option 1: he shares 76800 power, aka 192% damage increase. The final damage is added to the previous power and is 300+192=492%
    Option 2: he uses Terrifying Insight. The final damage is multiplied and is 300*1..20=360%

    Now there are some caveats to that obviously. The DC had to hit the GWF AND the companion (who has rank 12's) AND the AA has to stay up. For every second in combat in which AA is down, TI closes the gap.

    In addition, though I'm making vast assumptions here, I assume an AC will be running holy fervor and hastening light. Hastening light will help knock off chunks of the HG cooldown and further increase the DPS of his comrades by reducing their cooldowns and now providing some AP gain for them (not necessarily a meaningful increase in damage for some classes but still).

    A DO will (I assume) use TI (a given) and either holy fervor or divine fortune; losing the benefits of hastening light. Even if they did use hastening light, their most realistic option for daily spamming (to trigger the benefits of hastening light) would be FS and even then, they likely wont be build with the recovery/ap gain of an ACDC AA spamming machine.

    I say all this ignoring the "AA drops in 1 second!!!" doomsayers out there. If what they say if actually true, I suppose it's a different story but I find it hard to believe that ACDC is "dead" or inferior to the DO strictly speaking about buffing your friends.

    Even in the scenario where "AA drops in 1 second!!!" and we just speak of BoB. That aforementioned 6000 (x4) 24000 power (divided by 400) = 60 % damage increase....300 + 60 = 360% (equal to your option 2). While BoB is I suppose up less than TI, I would consider BoB's uptime to be very close to permanent.

    The "fun" factor may be a different story though. A damage dealing / buffing DO just sounds more fun then the AP generating AA spamming power sharing ACDC.

    (I should also point out that I am definitely no expert on the math of neverwinter. Perhaps my math is incorrect?)
  • panteleeleepanteleelee Member Posts: 289 Arc User

    crazybib said:

    Don't let you be lure by the 20% dmg from TI. It is look great but it is only like a buff of 8k-ish power.
    With the majority of the players using bonding you basically just need to do BoB with 2k (so 20k base power) to give the same buff as TI. But atm geared DC have around 35-40k base power so BoB buff is far better that TI.
    Moreover, even if AA can be useless in some situation (balls vanish to fast) I can use HG just like a DO but I can still use AA in single boss fight and give huge buff to my party.
    Okay DO have PoD, but if you are the only DC in your team you will probably need to use at least astral shield or bastion as your third encounter and so you won't be able to use PoD every time.
    That just my 2cents.
    Have a good rework.

    I don't think that's how it works mate, from my understanding, powers/buffs/uncapped debuffs that increase damage by a flat percentage > stat boosts because the former become proportionally better as the character they benefit gears up and becomes more powerful, the opposite is true for the latter and I believe this goes the other way around for low level players. For bis (and close to that), TI will equal to a boost fat greater than 8k-ish power.Unfortunately I don't know the damage formulas and such, hopefully @thefabricant @rjc9000 @michela123 can help out with that.

    ACDC will be far from useless, now you will actually have to time AA right to get the max out of it rather than using it whenever available, what we see now on lives is lulz dinivity chains of blazing light with the AA spam they come.

    The good thing about the changes is that the teams will do great with 1 DO and 1 AC dc with them so it's a win-win for that class, at least for now.

    where it says in the notes that AA up time is being reduced? cant find that part anywhere. This ninje nerf is worst that the hole revamp on that daily, lolz.

    Now it can be taken out very quickly (just like it did a few mods ago I think) if you cast it when teamamtes are being hit by fast attacking enemies and/or dots.
    Uh damn... ok... I’ll try to explain why Terrifying Insight is better than 8k power.

    Let’s start with a naked ally. He has 0 power and his damage is 100%.
    Now he equips his gear. With bondings, protector’s camaraderie etc he reaches 80k power, aka 200% damage increase. His new damage is 100+200=300%.
    A wild DC appears (a bit late because the ally is a GWF running like a chicken head) and…
    Option 1: he shares 8k power, aka 20% damage increase. The final damage is ADDED to the previous power and is 300+20=320%
    Option 2: he uses Terrifying Insight. The final damage is MULTIPLIED and is 300*1,20=360%

    A 20% buff is always better than 8k power, since allies always have some power before you buff them.

    Of course this doesn’t mean that TI always grants a better buff than BoB, it depends how much power you share and how much power the ally already has.
    A DO will (I assume) use TI (a given) and either holy fervor or divine fortune; losing the benefits of hastening light. Even if they did use hastening light, their most realistic option for daily spamming (to trigger the benefits of hastening light) would be FS and even then, they likely wont be build with the recovery/ap gain of an ACDC AA spamming machine.
    No need hastening light or holy fervor to spam daily...i have 13k recovery + compainons with AP gain + boons +weapons + mount and i have all the time daily.


    Taylor DC/DO & AC Buff/Debuff - Guild Gutbusters Brigade - PVE
    May the Torm of Understanding guide us!
  • kreanz1kreanz1 Member, NW M9 Playtest Posts: 8 Arc User
    @panteleelee instead of talking HAMSTER about AC and worshipping DO, please show us your experience and why DO is so much better than AC.
    I tested both, and, for my personal build and my stats, AC is way better than DO.
    TI damage buff is okay, but not as good as my power sharing with AA+BoB.
    But I repeat, is just personal testing and all about my specific stats and build. Maybe (surely) yours are different and make DO soooo better than AC.

    But, imo, AC is still the best for endgame content and for experienced/high leveled-stats players. DO now is no more "useless", but better for low geared/leveled DC.

  • illhoraillhora Member, NW M9 Playtest Posts: 127 Arc User
    edited March 2017
    all is depending situation i guess, running Dongeons as AC with alot of DOT will kill AA instantly, DO as a flat buff so.
    If AC has time to put all his buffs and can maintain them then AC should outperform DO easily.
  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    edited March 2017
    AC or DO, It's very situational.
    I just play the path I feel more comfortable with and at the end if it takes 30 seconds more or 30 seconds less it's not so dramatic.
    Enjoy your DC: I expect to see the combo AC+DO more requested in the near future, instead of talking if DO or AC is better. Combine together the best from the two paths.

    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
  • panteleeleepanteleelee Member Posts: 289 Arc User
    kreanz1 said:

    @panteleelee instead of talking HAMSTER about AC and worshipping DO, please show us your experience and why DO is so much better than AC.
    I tested both, and, for my personal build and my stats, AC is way better than DO.
    TI damage buff is okay, but not as good as my power sharing with AA+BoB.
    But I repeat, is just personal testing and all about my specific stats and build. Maybe (surely) yours are different and make DO soooo better than AC.

    But, imo, AC is still the best for endgame content and for experienced/high leveled-stats players. DO now is no more "useless", but better for low geared/leveled DC.

    Better and for damage + power sharing and for protection!!! Divine armor is way better for protecting your group for one hits.
    The dmg TI give you is better than AA+BoB. For me AA is useless!
    But combination of AA and RiDO in dungeons is insane :D good for all of us ofc.


    Taylor DC/DO & AC Buff/Debuff - Guild Gutbusters Brigade - PVE
    May the Torm of Understanding guide us!
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited March 2017
    THX @devlin to sum it up. Pointing at hastening light, wich is needed to chain HG in a longer lasting fight and the worse flexibility in terms if classfeature DO got, that's why I stuck with AC from the Start since mod 4 most of the time.
    Both paragons will do good, but a rework for virtuos and faithfull is missing
    Rightous 4ever due to CD reduction from capstone as @123michela pointed at allready.
    Anyone tested Devine armor 5second buff, does it prevent a oneshot in mSVA? Is it partybound btw?
  • plaviaplavia Member Posts: 540 Arc User
    edited March 2017
    i never felt obliged to AC or DO in specific. can't understand why ppl will do that.
    i asked few DO in the past why they dont play AC and they all said BoB is too slow. this i can understand.

    in PVE, if AC position nice around the companions and stack tons of power, sure he can buff like DO or slightly better. that was all idea of this patch

    but if you want to play righuous and like to play PVP even abit. than DO is much better.
    there is huge diffrence comparing XLS sheet or playing trainig dummy to actual play.
    BoB take twice long compare to BoS, but when i play PVP i can cast BoS 3-4 times more.
    when i play AC i find divinty to be the biggest problem, i am forced to play with Astral seal jut to get bit of divinity.
    you hardly have 1.5 sec casting window in PVP. and even in some PVE cases.

    DO had a complete class remake, it open so many possibilities.
    for class feature you can have: damge buff, mitigated damage + def and deflect. and all effect party
    you can use many diffrent feat builds: more HP, more divinity, more AP, more damage.
    you are not forced to stack power, you can max crit, ArP, recovery.
    and i can't see good righuous AC build with templer domain.

    again, thx to the Dev. nice update and very fast
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    Yes, better classfeature...but in a group i am forced to run TI plus x.
    Foresight? Missing HL
    Hastening light? Missing DR buff and CD reset etc.
    For me it felt like that, so I am happy to have a smaller ammount of feature but a better synergy in the end.
  • rjc9000rjc9000 Member, NW M9 Playtest Posts: 2,405 Arc User


    Uh damn... ok... I’ll try to explain why Terrifying Insight is better than 8k power.

    Let’s start with a naked ally. He has 0 power and his damage is 100%.
    Now he equips his gear. With bondings, protector’s camaraderie etc he reaches 80k power, aka 200% damage increase. His new damage is 100+200=300%.
    A wild DC appears (a bit late because the ally is a GWF running like a chicken head) and…
    Option 1: he shares 8k power, aka 20% damage increase. The final damage is ADDED to the previous power and is 300+20=320%
    Option 2: he uses Terrifying Insight. The final damage is MULTIPLIED and is 300*1,20=360%

    A 20% buff is always better than 8k power, since allies always have some power before you buff them.

    Of course this doesn’t mean that TI always grants a better buff than BoB, it depends how much power you share and how much power the ally already has.

    ... If that DC is Michela, do I use a Master Ball on it?
    putzboy78 said:


    It looks like the new meta may leave paladins out, that's not good.

    adding loadouts is what is going to be a paladin killer. GFs able to switch from dps to tank as needed. DC able to switch from buff to heals as needed. The beauty of the OP was that its able to switch from tank to heals as needed but loadouts are going to make the other support classes a lot more fun and versatile.
    Well, it's not like there's a shortage of tanks and helaers, is there?

    Oh wait...

    (Paladin will be fine, I think. It's not like everyone has the entire GF and DC community at their beck and call.)

    Yes, better classfeature...but in a group i am forced to run TI plus x.

    Foresight? Missing HL

    Hastening light? Missing DR buff and CD reset etc.

    For me it felt like that, so I am happy to have a smaller ammount of feature but a better synergy in the end.

    Foresight's DR buff isn't even that good. If you take the feat for it, it's only, what, 13% extra DR?
    That doesn't even counter most enemy ArmorPen.

    Hastening Light works best with Daily spam, but I don't know how fast a DO can fire off HG, given the HG ICD.

    I heard many good things about Light of Divinity + offhand bonus, but using Divine Fortune for so long has gotten me used to the AP Gain.

  • pitshadepitshade Member Posts: 5,665 Arc User
    "That doesn't even counter most enemy ArmorPen."
    I would assume it is on top of the normal amount a player has? If so, then the mob RI shouldn't matter. Not that I put any points in the Feat, but just your reasoning seems off.

    Back in Beta it was a make-or-break skill for a DC, though that was a long time ago and the content doesn't seem ti favor it now. Since our BIG spell was divine shield and it healed and provided mitigation, the stacking seemed natural.

    It would be interesting to see some data on how it works. Is it adding to existing DR or a separate reduction? What healing powers proc it? (drowcraft undies? lillend? Repurpose Soul? l I'm not normally chucking around pure healing spells these days.

    Also did you respec? Is St. E going to give K a run for her money respeccing? Enquiring minds want to know!
    "We have always been at war with Dread Vault" ~ Little Brother
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