Just levelled my cleric to 30. Although I quested to 10 I felt reasonably safe running around killing mobs.
Stepping into pvp for the next 20 levels has been a total nightmare. I do not feel like I can effectively engage any class in a one to one.
Quite frankly as a cleric entering a pvp match I feel like the small child whose doom it is everyday to go to school get beaten up and have his lunch money taken.
I know from playing control wizard up to 60, that I will eventually near 50 get astral shield and things will improve for me, but as a control wizzie throughout the game at all levels I have felt effective and had fun pvping.
Looking at righteousness and its insane 40% heal debuff I wonder why it was added?
If I take a load of damage powers in my encounter slots, ill hardly be a healing powerhouse.
and if I slot a load of healing powers im hardly going to be a dps monster.
There are only so many powers you can have fitted at any one time.
TLDR
Does cleric get better or do I have to suffer through 30 more levels of pvp until it does.
Any reassurance from higher level clerics about pvp?
I wish the skirmish and instance queues were as quick as the pvp queue.
Normally I just PvE, but the ques are crazy. I leveled from 35 to 55 doing some PVP on my healing cleric. Honestly, I felt like it was alright for the most part. I might not be able to bully people, but I was able to withstand most other classes for long periods of time. I tried to at least hold points until reinforcements arrived. However, your best bet is to always be with another character.
At will, Sacred Flame and Astral Seal. I have Brand of the Sun, but I have not tried it yet.
I used Sunburst, Forgemaster's Flame, and Chains of Radiance through most of those levels. Chains make for a pretty strong attack, and it single targets for more damage. Get close and use FF to start wearing down health and heal yourself with Divinity. Sunburst is, of course, to throw people away from you. It is especially enjoyable to persist through a rogue's daze and then SB them off the platform, when trying to hold or capture a point. Dropped Chains for Astral Shield.
For dailies, Hallowed Ground and Flame Strike. HG is good for when you have a numbers advantage, but FS is really nice in PVP. It hits for a nice bit if you put it right on them. The best part is that it interrupts on a direct hit, and it also knocks the target down. As they stand up, go ahead and blast them with Sunburst.
Using Foresight and Divine Favor for passives. Just make sure you aren't using Soothe.
My concern is that the highest level seem to be harder. Wizards have more control options, so I am having less time to act. Of course, my last couple of teams were not the best. Astral Shield is nice, but I still feel powerless without support in PVP in the late 50's.
A hit with Chains will allow you to hit with non-D Daunting Light, and they have no choice but to sit there and take it. You can use Divine Forgemasters as a massive heal, or you can use non-D on someone who's running away, allowing you or a teammate to catch and kill them.
For At-Wills, I'd say Brand of the Sun and your choice between Sacred Flame and Astral Seal.
Brand does some pretty awesome DoT, perfect to just "Tag" people with, especially if they're coming just close enough to see how many people are near you, or running to try and get to a healing pot. Sacred Flame is great for building up Divinity, and the Temp HP is nice, but you might prefer to have Astral Seal on.
Either use your Chain, or Brand, on people on Mounts. Chain will instantly catch them, but the Brand should hit them enough times in a row to de-mount them (This may not work on higher level mounts, I'm not sure)
Hallowed Ground and Fire for your Dailies, one for if your team is around, one for solo.
You won't be able to take everyone on 1v1, but you should be able to at least make them work for the kill.
Just levelled my cleric to 30. Although I quested to 10 I felt reasonably safe running around killing mobs.
Stepping into pvp for the next 20 levels has been a total nightmare. I do not feel like I can effectively engage any class in a one to one.
Quite frankly as a cleric entering a pvp match I feel like the small child whose doom it is everyday to go to school get beaten up and have his lunch money taken.
I know from playing control wizard up to 60, that I will eventually near 50 get astral shield and things will improve for me, but as a control wizzie throughout the game at all levels I have felt effective and had fun pvping.
Looking at righteousness and its insane 40% heal debuff I wonder why it was added?
If I take a load of damage powers in my encounter slots, ill hardly be a healing powerhouse.
and if I slot a load of healing powers im hardly going to be a dps monster.
There are only so many powers you can have fitted at any one time.
TLDR
Does cleric get better or do I have to suffer through 30 more levels of pvp until it does.
Any reassurance from higher level clerics about pvp?
I wish the skirmish and instance queues were as quick as the pvp queue.
It does not get better the other classes get dailies that can oneshot you or put you down so low in health you cannot win and die.
There is a few guides out there how to play cleric effectively in pvp
1: make a cleric on the character creation
2: pick race
3: log in
4: log out make a tiefling rogue and win
rogue/cw damage scale too fast after mid 40s where all their major dps traits/skills start coming in.
even astral shield doesnt help much in pvp @ 50.
cw - swap repel for forcechoke , push cleric out of the shield radius , kill him before he even comes back in
rogue - smokebomb the shield area , get free hits if he doesnt move out , kill him if he does.
even GFs give clerics lots of problems with their ****-ton of knockbacks
Comments
At will, Sacred Flame and Astral Seal. I have Brand of the Sun, but I have not tried it yet.
I used Sunburst, Forgemaster's Flame, and Chains of Radiance through most of those levels. Chains make for a pretty strong attack, and it single targets for more damage. Get close and use FF to start wearing down health and heal yourself with Divinity. Sunburst is, of course, to throw people away from you. It is especially enjoyable to persist through a rogue's daze and then SB them off the platform, when trying to hold or capture a point. Dropped Chains for Astral Shield.
For dailies, Hallowed Ground and Flame Strike. HG is good for when you have a numbers advantage, but FS is really nice in PVP. It hits for a nice bit if you put it right on them. The best part is that it interrupts on a direct hit, and it also knocks the target down. As they stand up, go ahead and blast them with Sunburst.
Using Foresight and Divine Favor for passives. Just make sure you aren't using Soothe.
My concern is that the highest level seem to be harder. Wizards have more control options, so I am having less time to act. Of course, my last couple of teams were not the best. Astral Shield is nice, but I still feel powerless without support in PVP in the late 50's.
A hit with Chains will allow you to hit with non-D Daunting Light, and they have no choice but to sit there and take it. You can use Divine Forgemasters as a massive heal, or you can use non-D on someone who's running away, allowing you or a teammate to catch and kill them.
For At-Wills, I'd say Brand of the Sun and your choice between Sacred Flame and Astral Seal.
Brand does some pretty awesome DoT, perfect to just "Tag" people with, especially if they're coming just close enough to see how many people are near you, or running to try and get to a healing pot. Sacred Flame is great for building up Divinity, and the Temp HP is nice, but you might prefer to have Astral Seal on.
Either use your Chain, or Brand, on people on Mounts. Chain will instantly catch them, but the Brand should hit them enough times in a row to de-mount them (This may not work on higher level mounts, I'm not sure)
Hallowed Ground and Fire for your Dailies, one for if your team is around, one for solo.
You won't be able to take everyone on 1v1, but you should be able to at least make them work for the kill.
It does not get better the other classes get dailies that can oneshot you or put you down so low in health you cannot win and die.
There is a few guides out there how to play cleric effectively in pvp
1: make a cleric on the character creation
2: pick race
3: log in
4: log out make a tiefling rogue and win
even astral shield doesnt help much in pvp @ 50.
cw - swap repel for forcechoke , push cleric out of the shield radius , kill him before he even comes back in
rogue - smokebomb the shield area , get free hits if he doesnt move out , kill him if he does.
even GFs give clerics lots of problems with their ****-ton of knockbacks
Between the CW and the TR you just get perma stunned and dead in seconds.
If you have a good, well co-ordinated team you'll do well, and even if you lose you'll feel like you helped out.
If you have a bad team... You'll have a bad time.