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Divinity charge is just not the same!

mwkmwk Member Posts: 426 Arc User
edited July 2019 in Player Feedback (PC)
As I remember the charge was like 3 charges. Each charge was basically instant and the player can move around.

MOD 16-Literally standing around with a wand in the face waiting for divinity charge refill, "AWE SHINY WAND-IT'S SO PRETTY" and we are getting hit by enemies waiting for the divinity charge refill. I try to brief charge, run, brief charge, run, brief charge, run, brief charge, and then cast. It's like I'm a running chicken with my head cut off before I cast an encounter!

CHARISMA-Yes I know it helps with recharge speed, but really I don't know the experience with higher level? So far it's not an enjoyable experience leveling up. I mean really the divinity charge isn't the same and doesn't seem like smooth game-play at all just by standing around so I can use an encounter skill.

Is blocking supposed to give some divinity? Really it's not working for me.

Paladins and Clerics need:
  • Toggle On/Off for 'Divinity Charge'. So that the player doesn't have to hold the button down.
  • Please allow us not to be standing around during 'Divinity Charge', causing us to be targets! Allow us to move!

Comments

  • thestiathestia Member, NW M9 Playtest Posts: 296 Arc User
    Paladins have far better divinity gain than Clerics with Prayers of opportunity. A quick tapping of TAB when this ability pops up between at wills is almost always sufficient to maintain divinity except during the most challenging fights. This is probably also due to Paladins consuming less divinity in general with the incredibly large shields they can provide.

    On the other hand, Clerics can equip the class feature "Swift Prayers" to gain the ability to move while channeling divinity. A bug to keep in mind is that slotting this class feature means that the feat, Angel of Life will not work. I do agree that lesser geared clerics can spend an inordinate amount of time praying, but this becomes significantly less of an issue once they obtain higher power and/or high outgoing healing. In the meantime, they also have the option of slotting divine glow to increase the amount of divinity gained during channeling. Slotting Intercession can also ease the burden of healing since it doesn't consume divinity itself.

    Divinity maintenance for both also depends on your group. If your tank is failing to keep aggro, or if your dps are pulling like kamakazi warriors, you're going to go through a LOT more divinity trying to heal your group.

    Lastly, Charisma is hands down the most useless stat to invest in. I think you're confused as to what exactly "recharge speed" is. It isn't how much divinity you get back while praying, which would actually be useful. It refers to your encounter cooldown rate. To test, I fully respecced my cleric and put every point into Charisma. This netted a whopping increase of 250 power from companion influence (with rank 15 bondings) and a .3 second of a decrease on encounter cooldowns. Any healer is far better served taking Wisdom and Dexterity.
  • thestiathestia Member, NW M9 Playtest Posts: 296 Arc User
    I also just realized you mentioned "it's not an enjoyable experience leveling up". If you want to level up a Cleric or Paladin, I would suggest doing so as Arbiter or Justicar. Justicar does have a lot more difficulty getting back divinity than their counterpart, but Baneful Strikes for soloing is pretty sweet since you get an AOE encounter free of divinity.

    Arbiter gets a LOT of divinity both consuming radiance/burning stacks and from the feat Perfect Balance.
  • krailovkrailov Member Posts: 302 Arc User
    I think that one of the biggest problems is the lack of in-game training and explanation that was done with Mod16. There is nothing when re-specing to identify the attributes useful for classes and there has been no 'training room' to go through how to use the new powers/effects and how they work, especially as healers.

    You have a complete re-work to classes with pitiful explanations and no run-through, and of course people are confused and giving up. Fine for those who can spend the time to re-learn their class, but I learned more from Thestia's post than I have since Mod16 dropped of playing both classes. I have not even tried the healer side of either, as to me that is suicide solo (team vs solo play is always different anyways for powers used), and of course any team will expect me to be 'the best' healer - Catch-22, anyone???

    There needs to be an intro or healers training mission that players can run so that they can learn how their powers and encounters work - to bad we do not have a Foundry anymore, it would have been perfect for this...

    Might is not always right - the powerful sometimes forget that.

    The Small Band
  • rickcase276rickcase276 Member, NW M9 Playtest Posts: 1,404 Arc User
    Honestly, for me, the only healer I have problems running solo is the warlock healer. The oathkeeper paladin for me seems to do better damage than the justicar. But that may be more my playing style than true for all people.
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  • autumnwitchautumnwitch Member Posts: 1,141 Arc User

    i hate it myself....tried to get used to the changes but now i just find myself not playing this game.

    Sadly some of the changes in MOD16 have sucked a lot of the fun out of the game. This may not be evident to a new player but for us existing there is defo a fun gage issue compared to the past. It seems more of grind then it did before and that doesn't help either.

    All of that being said, I have levelled up to 80, a wizards, rogue, a fighter and a ranger and so far the play, although not nearly as fun, is certainty doable and entertaining enough, barely. I have two toons of each class and have not started my cleric, pally or warlock yet but I when I did go through and retrain them I set them all to DPS. Every single person I know who is playing healer has either said it boring or it gets old way too fast. The healing options simply don't feel dynamic enough. I guess I shall see as I plan to do pally next.
    Boudica's Sisters - A Guild For Introverts
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  • mwkmwk Member Posts: 426 Arc User
    Never mind, gaining a few levels, the paladin has a class feature that helps with divinity regeneration. That helps a lot :)

    I'm only level 36 or so with my paladin. I wasn't high level enough for some class features to help. Though it played awful lower than 35. Seems that it might make new player builds to not even play the class at all, unless dedicated to get higher level.

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