A good cleric knows when to use DP Sunburst and when not to. Period.
Agreed, and I would like to point out that this extrapolates to many a heal we have at our disposition...
A-Shield is our bread and butter. For healing, and also for making sure every add in the fray goes bonkers with threat.
Our HoT's are our main healing capabilities, and as such, burst healing is out of our grasp. That makes damage prevention all the more important.
The perfect way to prevent damage is to keep A-shield down 100% of the time obviously. Now the tricky bit is, A-shield down 100% of the time = aggro build 100% of the time... or not?
A wise cleric knows when to throw down A-shield from divine mode and when not to!
The 40% mitigation is applied even with a yellow Astral Shield! It builds DP in stead of using it.
Careful consideration of the situation will help you:
- mitigate damage to your party which we then do not need to heal;
- not generate aggro;
- make your group's task a hell of a lot more easy since they're not chasing that which they need to kill!
And for those that are Moontouched: Hallowed Ground will help cover up any misjudgement on your part
PS: @keetster1 -> I strongly advise to rephrase your post on the HW thing, to avoid consufion(!) in budding clerics. To "ramp up" suggests an increase in effectiveness/healing output over time, while this is not true. It is a linear application of a set amount of hp per tick.
Strategy also varies depending on if you need to kite enemies during the boss fight, and if you have another Cleric in the party.
If you're going to be just standing around the boss a lot, like in Spider's Den, then I recommend using Sacred Flame so you can build Divinity Faster, as well as using both Astral Shield and Forgemaster's Flame. If you happen to get knocked down or something as you're about to recast shield, the Forgemasters should keep peoples HP high while you get the shield back up.
If you need to kite, you might want to consider Chains of Blazing Light in your third slot so that you can get a bit of breathing room to reapply your Brand, Seal and Shield.
And if you have another Cleric in your party, then they're your priority. You keep them alive, they keep you alive, and because of that you both keep everyone else alive.
0
keetster1Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited June 2013
Thanks glofspork, I will make the amendments as suggested.
Comments
Agreed, and I would like to point out that this extrapolates to many a heal we have at our disposition...
A-Shield is our bread and butter. For healing, and also for making sure every add in the fray goes bonkers with threat.
Our HoT's are our main healing capabilities, and as such, burst healing is out of our grasp. That makes damage prevention all the more important.
The perfect way to prevent damage is to keep A-shield down 100% of the time obviously. Now the tricky bit is, A-shield down 100% of the time = aggro build 100% of the time... or not?
A wise cleric knows when to throw down A-shield from divine mode and when not to!
The 40% mitigation is applied even with a yellow Astral Shield! It builds DP in stead of using it.
Careful consideration of the situation will help you:
- mitigate damage to your party which we then do not need to heal;
- not generate aggro;
- make your group's task a hell of a lot more easy since they're not chasing that which they need to kill!
And for those that are Moontouched: Hallowed Ground will help cover up any misjudgement on your part
PS: @keetster1 -> I strongly advise to rephrase your post on the HW thing, to avoid consufion(!) in budding clerics. To "ramp up" suggests an increase in effectiveness/healing output over time, while this is not true. It is a linear application of a set amount of hp per tick.
If you're going to be just standing around the boss a lot, like in Spider's Den, then I recommend using Sacred Flame so you can build Divinity Faster, as well as using both Astral Shield and Forgemaster's Flame. If you happen to get knocked down or something as you're about to recast shield, the Forgemasters should keep peoples HP high while you get the shield back up.
If you need to kite, you might want to consider Chains of Blazing Light in your third slot so that you can get a bit of breathing room to reapply your Brand, Seal and Shield.
And if you have another Cleric in your party, then they're your priority. You keep them alive, they keep you alive, and because of that you both keep everyone else alive.