First of all, I love this mechanic. I don't remember if any editions before 4th had Channel Divinity abilities (I think there were feats?), but in 4th they were somewhat unimpressive. In Neverwinter it adds a layer of complexity to the Cleric class that feels very natural and organic, is aesthetically pleasing, and makes perfect sense lore-wise.
What I want to discuss is how you use your Divine Power. Do you use Punishing/Soothing Ray? Or do you burn crosses on enhanced abilities?
I mainly used it to enhance my encounter powers. The knockback on Sun Burst is great displacement CC, Daunting Light becomes usable (I suck at aiming with it so I maybe hit 1/15 unenhanced) and has OMG AWESOME damage, and Scorching Ray doesn't feel different (I don't pay attention to numbers) but it seems to scare people in PvP which is hilarious! xD
Does Punishing Ray do more damage than an enhanced Scorching Ray? Or Daunting Light?
Thoughts???
Post edited by rkv13 on
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l1zardo1Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited March 2013
Forge is my #1 use, but only on commander units usually, unless I want to drop it on a small mob and just stand there while it dies and I get healed :P
Daunting definitely my #2. It clears packs in one hit. If your gear sucks followup with a Chains to finish it. Daunting can be used w/o ... but its best to target right in front of you. Once all the mobs fly in to melee, they get nuked in that tight little spot.
I always want at least one 'pip' up. So I typically don't use it outside of those 2 situations. Although you can layer up potentially 6 HW stacks on someone with Divinity.
Absolutely love the mechanic, and adds so much twitch and strategy to the class.
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frost168Member, Neverwinter Beta UsersPosts: 0Arc User
edited March 2013
I love how they added an additional layer to the cleric spells. There is so much leeway in spell usage, and spell design with this method for the cleric.
Keeping it to 3 usages <4 max if u go that paragon path>, and having to rebuild to replenish keeps it from being too OP. I found myself swapping out spells, just to see how the channel divinity path played. This really gave us a ton of different combo usages and added flavor to playing the class.
I am not sure if the bar can be moved on the HUD, but I did not like where it was, or at least, change the colors.
Did anyone notice if this could be moved? or the colors changed ?? the light yellow light blue did not do it for me. with this new targeting, I found myself constantly glancing/staring at the CD bar, rather than kinda seeing it peripherally . I wish the colors were stronger, more noticeable or maybe I need a smaller monitor
First of all, I love this mechanic. I don't remember if any editions before 4th had Channel Divinity abilities (I think there were feats?), but in 4th they were somewhat unimpressive. In Neverwinter it adds a layer of complexity to the Cleric class that feels very natural and organic, is aesthetically pleasing, and makes perfect sense lore-wise.
...
Divinity. Was just hoping to see raise dead and turn undead too ... *sigh* you can't have everything.
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l1zardo1Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited March 2013
There is Turn Undead as a Class Feature in the game files (same category as Healing Word)
Edit: may as well show a pic lol
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l1zardo1Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Divinity. Was just hoping to see raise dead and turn undead too ... *sigh* you can't have everything.
I understand where you're coming from, but I honestly cant think of a way to add Turn Undead into Neverwinter; it's severe limitation of only affecting undead enemies (none of which you will ever face in PvP) and the fact that you can only ever have 3 encounter powers available at a time makes it seem pretty useless. Raise Dead is something to maybe consider, but again the limited number of spell slots makes this hard to reconcile. Maybe add Turn Undead as a passive class skill that boosts Channel Divinity damage against undead? Perhaps Raise Dead (I'm assuming you mean like rezzing a fallen ally) could be another passive class skill that allows Healing Word to rez when enhanced with Divine Power, or allows the Cleric to rez at range rather than having to get up close?
I understand where you're coming from, but I honestly cant think of a way to add Turn Undead into Neverwinter; it's severe limitation of only affecting undead enemies (none of which you will ever face in PvP) and the fact that you can only ever have 3 encounter powers available at a time makes it seem pretty useless. ...
In 4e it can hurt anyone you want - you have to select which is kind of your worst enemy(like devil, demon, etc) and you damage them using turn undead.
I understand where you're coming from, but I honestly cant think of a way to add Turn Undead into Neverwinter; it's severe limitation of only affecting undead enemies (none of which you will ever face in PvP)
If it's actually a worthwhile spell, I could see it being useful. That's the entire reason for the whole "three-slots-for-encounter-powers" thing, right? Slot in Turn Undead if you're going into the crypts, and use something else if PvP is your thing, etc...
(Chalk me up as one who doesn't think the cleric is much of a cleric if he doesn't get some sort of undead management skill, but maybe I'm just living in 3.5)
I rarely bothered with either Divinity empowered at-will power. I found it much more useful to empower the encounter spells. In general the damage/heal beams were too little for too much Divinity cost in my opinion.
/agreed. I sometimes missed a tab and ended up using some of the channel powers and they suck (early on its a powerful heal to use with Healing Word stacks)
I agree, I did not find the reward for putting Divinity on the At-Will powers to be worthwhile compared to the encounter powers. They all seemed significantly more rewarding in terms of usage. There were times I considered using the healing beam, but it consumes so much power per heal it just was not viable.
Comments
Daunting definitely my #2. It clears packs in one hit. If your gear sucks followup with a Chains to finish it. Daunting can be used w/o ... but its best to target right in front of you. Once all the mobs fly in to melee, they get nuked in that tight little spot.
I always want at least one 'pip' up. So I typically don't use it outside of those 2 situations. Although you can layer up potentially 6 HW stacks on someone with Divinity.
Absolutely love the mechanic, and adds so much twitch and strategy to the class.
Keeping it to 3 usages <4 max if u go that paragon path>, and having to rebuild to replenish keeps it from being too OP. I found myself swapping out spells, just to see how the channel divinity path played. This really gave us a ton of different combo usages and added flavor to playing the class.
I am not sure if the bar can be moved on the HUD, but I did not like where it was, or at least, change the colors.
Did anyone notice if this could be moved? or the colors changed ?? the light yellow light blue did not do it for me. with this new targeting, I found myself constantly glancing/staring at the CD bar, rather than kinda seeing it peripherally . I wish the colors were stronger, more noticeable or maybe I need a smaller monitor
Divinity. Was just hoping to see raise dead and turn undead too ... *sigh* you can't have everything.
Edit: may as well show a pic lol
I understand where you're coming from, but I honestly cant think of a way to add Turn Undead into Neverwinter; it's severe limitation of only affecting undead enemies (none of which you will ever face in PvP) and the fact that you can only ever have 3 encounter powers available at a time makes it seem pretty useless. Raise Dead is something to maybe consider, but again the limited number of spell slots makes this hard to reconcile. Maybe add Turn Undead as a passive class skill that boosts Channel Divinity damage against undead? Perhaps Raise Dead (I'm assuming you mean like rezzing a fallen ally) could be another passive class skill that allows Healing Word to rez when enhanced with Divine Power, or allows the Cleric to rez at range rather than having to get up close?
Agreed. It's so good that all classes should have something similar. It makes a limited skill tree, bigger and more strategic.
In 4e it can hurt anyone you want - you have to select which is kind of your worst enemy(like devil, demon, etc) and you damage them using turn undead.
:O
If it's actually a worthwhile spell, I could see it being useful. That's the entire reason for the whole "three-slots-for-encounter-powers" thing, right? Slot in Turn Undead if you're going into the crypts, and use something else if PvP is your thing, etc...
(Chalk me up as one who doesn't think the cleric is much of a cleric if he doesn't get some sort of undead management skill, but maybe I'm just living in 3.5)
Turniwen - Half-orc GWF
Turnholm Twofoot - Halfling Cleric of Kelemvor
Errol Lackelir - Half-elf Rogue
True enough
Empowered spells are muuuch better