From my opinion damage reduced, DC healing has to be reduced, its a balance. You cannot have either way or DC will be the controller in game. Whoever has one in the team ensure no one will die as long as you stick to it.
I have a high def/regen DC, i would said that in the preview it is a good challenge to work together. Whereas, in live server i can stay on point and hold 2 others. Imagine 3 tank DC holding a point each. No one will win lol! Yet to try out though.
So in short, this addresses any tanky role not only DC, which many of us are concern about.
it's not next to nothing... but your response still disregards the fact that in a competitive setting what good is a dc that cannot heal:/
What's a good DC in PvP? Come on. Read the patch notes again. I'm sure you're smart so please show me you are
A good DC in Mod 3 PvP: Debuffs (not affected by patch notes), so divine glow it is. Damage mitigation (not affected by changes either): Astral shield + the class feature of your choice (foresight or the new parangon path one). Party buffs (still no change...): Linked spirit, hallowed ground. If you go virtuous you have even more options.
My own DC has 6k power and 2.8k crit without augment. My heals were ok on preview. Not super awesome, but acceptable. The super tanky DC builds are just completely obsolete. Deal with it. It's just making the pvp rotation identical to the pve one. And that's great, that's spells I know extremely well and like playing with.
The PvP changes are made to kill the current ultimate tank builds, because you can't kill anyone/can't do anything meaningful if you don't go full offense stats. Stack power/crit to insane levels, get a vorpal, remove those silly CON/DEX you added and go full WIS/STR, pick healer's lore, enjoy.
What's a good DC in PvP? Come on. Read the patch notes again. I'm sure you're smart so please show me you are
A good DC in Mod 3 PvP: Debuffs (not affected by patch notes), so divine glow it is. Damage mitigation (not affected by changes either): Astral shield + the class feature of your choice (foresight or the new parangon path one). Party buffs (still no change...): Linked spirit, hallowed ground. If you go virtuous you have even more options.
My own DC has 6k power and 2.8k crit without augment. My heals were ok on preview. Not super awesome, but acceptable. The super tanky DC builds are just completely obsolete. Deal with it. It's just making the pvp rotation identical to the pve one. And that's great, that's spells I know extremely well and like playing with.
The PvP changes are made to kill the current ultimate tank builds, because you can't kill anyone/can't do anything meaningful if you don't go full offense stats. Stack power/crit to insane levels, get a vorpal, remove those silly CON/DEX you added and go full WIS/STR, pick healer's lore, enjoy.
While I was there I tested my dps skills. I have multiple armor sets in case they change certain sets etc... I also have multiple enchants on PTR to test with. I had a perfect vorpal and used my daily. This was also with 4k power. Guess how much dmg I did? 1k crit... The problem with DC is that other than being tanky we do not have enough CC to combat a cw/gf/gwf. On live server I play a dps cleric sometimes in pvp. Without one healing spell I will not be able to survive against the smallest amount of dps. We would basically have to be glass cannon. Like a CW without control. DPS dc cannot be viable unless they add some more skills that either a) prevent cc or b) allow us to cc others more; right now I have chains and forgemaster which are easily dodged/countered by itc/unstoppable/block
Again I propose the question, why grab a support class when you can get a class that can kill by itself. That is the main issue.
While I was there I tested my dps skills. I have multiple armor sets in case they change certain sets etc... I also have multiple enchants on PTR to test with. I had a perfect vorpal and used my daily. This was also with 4k power. Guess how much dmg I did? 1k crit... The problem with DC is that other than being tanky we do not have enough CC to combat a cw/gf/gwf. On live server I play a dps cleric sometimes in pvp. Without one healing spell I will not be able to survive against the smallest amount of dps. We would basically have to be glass cannon. Like a CW without control. DPS dc cannot be viable unless they add some more skills that either a) prevent cc or b) allow us to cc others more; right now I have chains and forgemaster which are easily dodged/countered by itc/unstoppable/block
Again I propose the question, why grab a support class when you can get a class that can kill by itself. That is the main issue.
They need to nerf the heck out of regen and lifesteal in pvp. They need to remove righteousness from DC's and leave DC heals unaffected by tenacity. Lets face it, DC's don't have huge burst heals like other MMO's. By doing this they will make the DC a very much wanted support class for pvp after the changes go in.
I see sepia often in pvp, Lenny Barre.... I have no idea who he is.
I have stopped playing pvp as a dc two months ago, but have been playing mine A LOT when you were probably still busy doing something else. Anyway. If you feel like starting an ad hominem argument i suggest you look for someone else because i'm not really a nice guy.
I have made my own tests, still waiting for more matches to post feeback in the official thread. If you think being on respawn timer sometimes is unacceptable then yes you're in for a disappointment, but DCs are far from being underperforming. They are huge buff and debuff monsters in pvp that can change the tide of battles. A traditional chains/flag troll build is indeed useless. Good. A (de)buff spell bar is just horribly powerful. It's a huge change in the cleric role. If your favourite pvp cleric player doesn't like it, well, it's not my fault.
The current Meta game with the ultra-tanky DC's in LIVE is B O R I N G. They can single-handedly tank 3 top-tier geared PVP players. Healing Depression is perfect for this as it makes PVP faster-paced and much more interesting. That being said, DC's will need to receive a massive DPS buff to offset their lack of healing regen. I propose that everyone concerned with this please report to the preview shard in about an hour for testing and feedback to the DEV's.
The current Meta game with the ultra-tanky DC's in LIVE is B O R I N G. They can single-handedly tank 3 top-tier geared PVP players. Healing Depression is perfect for this as it makes PVP faster-paced and much more interesting. That being said, DC's will need to receive a massive DPS buff to offset their lack of healing regen. I propose that everyone concerned with this please report to the preview shard in about an hour for testing and feedback to the DEV's.
I agree with the tanky problem you mentioned that everyone is facing. However, do note that HD applies to ALL so in another words if DC get a buff so should other classes. Let face it and be fair, moreover i believe that to achieve a balance through buffing would just cause more problems to surface.
0
pers3phoneBanned Users, Neverwinter Beta UsersPosts: 0Arc User
edited January 2014
Well I had the pleasure to play with josiahlyon's DC on test. Not only was he able to keep me alive (as a CW) through an entire game against top geared TRs, but he also managed in another game to get top kills/perfect record (9:0). The healing I received was a bit lower than usual it is true, but he was still extremely tanky with 37K+ HP while also packing a good punch. In a 1 vs 1 against fully geared TR, he managed to stall the TR for like 10 minutes and then they gave up.
So I don't think the tanky DC is gone at all. It will probably just take some adjustments to play in the new context, but DCs are pretty awesome and viable.
I have stopped playing pvp as a dc two months ago, but have been playing mine A LOT when you were probably still busy doing something else. Anyway. If you feel like starting an ad hominem argument i suggest you look for someone else because i'm not really a nice guy.
I have made my own tests, still waiting for more matches to post feeback in the official thread. If you think being on respawn timer sometimes is unacceptable then yes you're in for a disappointment, but DCs are far from being underperforming. They are huge buff and debuff monsters in pvp that can change the tide of battles. A traditional chains/flag troll build is indeed useless. Good. A (de)buff spell bar is just horribly powerful. It's a huge change in the cleric role. If your favourite pvp cleric player doesn't like it, well, it's not my fault.
No offense, but there is a certain meta in competitive pvp, and by that I mean premades. I'm sure if any of the pvp guilds I knew/pvp community would know if a dps dc was causing major issues. The only DC's I see as skilled dpsers are kozah and gctrl's old one... yours I have not seen.
It is easy to soloque with your dc and kill pugs b/c let's face it, pugs suck. It is another thing to play against skilled players who dodge and predict your actions.
Like I said, I don't care about changing my cleric. However, I don't see a point in playing a cleric anymore when I play a dps class in a premade vs premade which have more utility with a class that heals less. Regen will be enough...
No offense, but there is a certain meta in competitive pvp, and by that I mean premades. I'm sure if any of the pvp guilds I knew/pvp community would know if a dps dc was causing major issues. The only DC's I see as skilled dpsers are kozah and gctrl's old one... yours I have not seen.
It is easy to soloque with your dc and kill pugs b/c let's face it, pugs suck. It is another thing to play against skilled players who dodge and predict your actions.
Like I said, I don't care about changing my cleric. However, I don't see a point in playing a cleric anymore when I play a dps class in a premade vs premade which have more utility with a class that heals less. Regen will be enough...
- like i said i have stopped playing pvp as a DC when they introduced the hammer of fate nerf. Now, I only play my DC in pvp when guild wants me to, and in gauntlgrym (quite often, and it works well).
- where the f... did you see me talking about a dps cleric? Do you at least know crit and power can be used for buffs and heals too?
- If you don't like healing depression, don't heal. I can assure you heals aren't that bad if you have enough power and crit, but if you really don't want to, then i'm going to repeat myself for the third time: debuffs and buffs. Which means everything giving extra damage mitigation to your team (Astral shield, anyone? Foresight, maybe?), shredding mitigation on other team members (ever heard about divine glow? this spell is bugged, has never been fix, and doesn't affect defense but damage mitigation, which means it's a straight +15% damage increase in non-divine mode).
If you play your cleric well you can increase your team mates mitigation by 30% with a 70% uptime, and damage by 40% or so, not counting the linked spirit offensive and defensive buffs, because, currently, on live, this feat doesn't work at all. This damage buff will certainly not have a 100% uptime but it's enough to tell smart players able to heard sounds and sometimes watch the ground they can use the deadly daily spell or whatever lashing blade from stealth they want when it's up, to do good old almost one-shot kills.
The thing is you talked about how annoying it was to build a tanky cleric. TBH, it was never necessary to build a tanky cleric, I pvp on my pve one quite a bit and it is fine, only for competitive play do I ever break out the semi-tanky one who is still wearing miracle healer's. I guess the main issue I have is that they are gimping healing, and while some don't play a healing class I do enjoy healing people, however, healing in this game is quite weak already. By adding healing depression it takes away my ability for last minute saves. I just don't understand why they feel the need to add it when even right now I cannot save someone versus something like a GF and CW when I am more heal specc'd than tank specc'd.
I love divine glow and all... but no one ever stands still for you to land it unless you have a cw with you. If they gave us some more cc, sure, like I said I'd love to dps/debuff/(not heal) but right now it's like FF, break the spirit, chains... none of which are as solid cc as something like a prone.
Trust me, I know how debuffing works. I used high prophet's in PvP to carry bugs through ToS, but PvP is an entirely different setting... running around debuffing people seems less useful than some solid cc. And with the next patch, there will be even less control of everyone due to built-in control resistance:/
I am currently working on making several DC pvp videos on preview. I will post them when I feel it's a good enough sample of how it works and why it's fine. I will also post videos in which i'm doing mistakes and die like an idiot. Who doesn't?
I think their main goal with Healing Depression is actually to just make regeneration less powerful (even if the devs acknowledged this or not). I've never once heard a single person from one of the top PvP guilds complain about cleric's healing being too strong, and in fact, the vast majority of these players would almost all agree that cleric's are a bottom-tier class (tied with GFs) that they only bring to premade vs premade games when both teams agree to a "rainbow comp" (one of each class). The fact of the matter is that clerics are a handicap and bringing another GWF/TR/HR instead would always be better than bringing even one cleric.
I don't know why they don't just make regeneration less-powerful (between 50-66% less potent) while in combat and for 5-10 seconds after leaving combat and remove the healing depression debuff entirely. They're totally breaking active healing (i.e., player abilities) in an attempt to nerf passive healing (regen) which is not a smart way to go about this. Active healing in its current state is perfectly fine for all classes, it's the passive healing (which, it should be noted, is 100% brainless/skilless to maximize: you just equip some gear) that's currently making certain classes completely immortal.
Regen was affected by the healing debuff last night when I was doing pvp on the test server. Also, while I was there, there was a really good DC that I 1v1 on my stealth based TR who was actually able to hold pretty even with me 1v1. Somehow he had ways to keep up really good damage, and since his DoTs (and the length of healing depression) always kept my regen/lifesteal lowered, he was able to kill me. On the other side though, I didn't have good defense enchants slotted due to other reasons, but the cleric was able to definitely output significant damage and keep it up on me, matching how much damage I did to him as we fought. Still using P.Bile and rank 7 silvers, thayan weapons, to help keep ITC and stealth up as much as possible, but it was still amazing how much more even it was just from the standpoint that the DC was able to do that much damage compared to now.
I don't know why they don't just make regeneration less-powerful (between 50-66% less potent) while in combat and for 5-10 seconds after leaving combat and remove the healing depression debuff entirely. They're totally breaking active healing (i.e., player abilities) in an attempt to nerf passive healing (regen) which is not a smart way to go about this. Active healing in its current state is perfectly fine for all classes, it's the passive healing (which, it should be noted, is 100% brainless/skilless to maximize: you just equip some gear) that's currently making certain classes completely immortal.
I proposed this a LONG time ago and I received SO much flame about it. My suggestion was just making regen something like 50% less effective during combat and outside combat it is back to normal.
I like your idea that combat creates the regen/temp HP debuff that lasts up to 5 seconds after leaving combat. Combat status is the blue circle around ones person.
So once the blue goes away, debuff lasts for 5 seconds then gone and regen/Temp HP go back to normal.
I think Temp HP needs to fall into that catagory though or else it really benefits Sents alot. Same with SOME healing such as the Unstoppable Healing should be nerfed as well.
I think Temp HP needs to fall into that catagory though or else it really benefits Sents alot. Same with SOME healing such as the Unstoppable Healing should be nerfed as well.
Or they could just nerf unstoppable because right now in its current form it's stronger than a lot of classes' daily abilities (e.g., compare Anointed Army to Unstoppable and then realize that GWFs can use unstoppable basically every ~8 seconds in PvP).
0
pers3phoneBanned Users, Neverwinter Beta UsersPosts: 0Arc User
I proposed this a LONG time ago and I received SO much flame about it. My suggestion was just making regen something like 50% less effective during combat and outside combat it is back to normal.
I think what made me rage is the fact that 99% of pvpers took the healing debuff boon from the dread ring an synergises so sooo negatively, I've been tweaking with different builds on preview since healing isn't viable anymore but everything seems to come up slightly short of what other classes can currently do, I don't think the new pvp sets will fix the issue. Simply put, burst dmg, cc or heals, give me at least one, I can't be half-*ssing in all of them. The buffer/debuffer is no fun for me.
The thing that i noticed most today is that I am still tanky... it is not the healing... GIVE ME BACK THE HEALZ! I couldn't keep anyone alive... it was sad watching my teammates die around me and I'm left there unable to anything because the heals are so weak. If the healing were overpowered, it should apply more to being able to keep my whole team up, which currently, I can't even do. With the 40% righteousness, I should've been dying before my teammates, therefore, the healing is not at fault for dc's tankiness.
Right now there's absolutely no reason to have a cleric in PvP when any of the DPS classes stacking regen are virtually immortal and do tons of damage and have tons of control (clerics have no damage and no control, and extremely weak healing).
LOL. Clerics have no control in PvP? You serious? I went for CW and then made DC, and realized that offensive DC is extremly fun to play. Chains, sunbrust, forgemaster combo is just hilarious!
[10:49] [Combat (Self)] Your Proton Barrage deals 96581 (43411) Proton(Critical) to Seto.
Poor soul didnt have time to log out.
LOL. Clerics have no control in PvP? You serious? I went for CW and then made DC, and realized that offensive DC is extremly fun to play. Chains, sunbrust, forgemaster combo is just hilarious!
When compared to other classes, DCs are extremely light on control powers. Not to mention that you need to sacrifice your support powers if you want to maximize what limited potential there is to CC. The problem with DC CC-type powers is that almost everything a DC does is very telegraphed, has a short duration, and is defeated by any number of CC-avoiding or breaking powers and abilities. "Wow, that DC is really locking me down" ...said no one, ever.
I'm probably going to burn for admitting this, but DC's aren't totally a lost cause in PvP even now. My biggest complaint is that healing is so horribly borked that a huge portion of the class' kit became close to useless overnight. Divine Armor, Anointed Holy Symbol, Holy Resolve, Deepstone Blessing, etc. are all very weak now thanks to the temp HP nerf being applied to DC powers and feats along with everyone else's, and Righteousness + HD make self-sustain a joke. At least Forgemaster's still moves your HP bar somewhat since it doesn't suffer from double stacking, but I would prefer HW to be viable again.
Wow, prepatch i had a chance against each class except GWF.
Postpatch i can only laugh about my heals and dmg i do.
thx for <font color="orange">HAMSTER</font> up PvP for DCs. i wouldnt be suprise no more DC is going to play PvP.
Did you EVER play a DC developers?? i guess not, otherwise u wouldnt make such a <font color="orange">HAMSTER</font> patch. no heal, no dmg, create stuff.
please take your time with buffing DCs, so i have a reason to spent a way less time into this game! thx!
I agree with all of this.
0
mddoughtsMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited March 2014
I wholeheartedly agree with much that has been said about having a cleric in PVP right now.
It stinks.
I used to love playing a cleric. It took a lot of practice to not just consistently die, and I still needed my teammates in order to make sure that I would be able to do any good at all.
I'm not sure how much of my ability to survive large amounts of damage came from my gs or my ability to heal, but playing a DC in pvp sucks even more than it used to.
Either they need to make clerics exempt from healing depression or they need to give us CC resist, because the ONLY way that I found to reliably survive is to out last people until my teammates showed up to actually kill people. Clerics can't do more damage than a CW or an HR or a TR, and particularly with control effects, healing is just an exercise in frustration.
Pvping used to be fun for me, on my cleric, because I could actually participate in a match. I shouldn't be getting taken down by HRs who have nearly half my gs, but I am. And it's not because I'm not tanky, or because I don't know what I'm doing. I enjoyed pvping and did really well before healing depression, but it's more fun to beat my head into a brick wall than it is to pvp with a healer at this point.
Comments
I have a high def/regen DC, i would said that in the preview it is a good challenge to work together. Whereas, in live server i can stay on point and hold 2 others. Imagine 3 tank DC holding a point each. No one will win lol! Yet to try out though.
So in short, this addresses any tanky role not only DC, which many of us are concern about.
What's a good DC in PvP? Come on. Read the patch notes again. I'm sure you're smart so please show me you are
A good DC in Mod 3 PvP: Debuffs (not affected by patch notes), so divine glow it is. Damage mitigation (not affected by changes either): Astral shield + the class feature of your choice (foresight or the new parangon path one). Party buffs (still no change...): Linked spirit, hallowed ground. If you go virtuous you have even more options.
My own DC has 6k power and 2.8k crit without augment. My heals were ok on preview. Not super awesome, but acceptable. The super tanky DC builds are just completely obsolete. Deal with it. It's just making the pvp rotation identical to the pve one. And that's great, that's spells I know extremely well and like playing with.
The PvP changes are made to kill the current ultimate tank builds, because you can't kill anyone/can't do anything meaningful if you don't go full offense stats. Stack power/crit to insane levels, get a vorpal, remove those silly CON/DEX you added and go full WIS/STR, pick healer's lore, enjoy.
While I was there I tested my dps skills. I have multiple armor sets in case they change certain sets etc... I also have multiple enchants on PTR to test with. I had a perfect vorpal and used my daily. This was also with 4k power. Guess how much dmg I did? 1k crit... The problem with DC is that other than being tanky we do not have enough CC to combat a cw/gf/gwf. On live server I play a dps cleric sometimes in pvp. Without one healing spell I will not be able to survive against the smallest amount of dps. We would basically have to be glass cannon. Like a CW without control. DPS dc cannot be viable unless they add some more skills that either a) prevent cc or b) allow us to cc others more; right now I have chains and forgemaster which are easily dodged/countered by itc/unstoppable/block
Again I propose the question, why grab a support class when you can get a class that can kill by itself. That is the main issue.
Because it offers unique options.
I see sepia often in pvp, Lenny Barre.... I have no idea who he is.
Santa Claus --GF
Gargamel --CW
I have stopped playing pvp as a dc two months ago, but have been playing mine A LOT when you were probably still busy doing something else. Anyway. If you feel like starting an ad hominem argument i suggest you look for someone else because i'm not really a nice guy.
I have made my own tests, still waiting for more matches to post feeback in the official thread. If you think being on respawn timer sometimes is unacceptable then yes you're in for a disappointment, but DCs are far from being underperforming. They are huge buff and debuff monsters in pvp that can change the tide of battles. A traditional chains/flag troll build is indeed useless. Good. A (de)buff spell bar is just horribly powerful. It's a huge change in the cleric role. If your favourite pvp cleric player doesn't like it, well, it's not my fault.
I agree with the tanky problem you mentioned that everyone is facing. However, do note that HD applies to ALL so in another words if DC get a buff so should other classes. Let face it and be fair, moreover i believe that to achieve a balance through buffing would just cause more problems to surface.
So I don't think the tanky DC is gone at all. It will probably just take some adjustments to play in the new context, but DCs are pretty awesome and viable.
No offense, but there is a certain meta in competitive pvp, and by that I mean premades. I'm sure if any of the pvp guilds I knew/pvp community would know if a dps dc was causing major issues. The only DC's I see as skilled dpsers are kozah and gctrl's old one... yours I have not seen.
It is easy to soloque with your dc and kill pugs b/c let's face it, pugs suck. It is another thing to play against skilled players who dodge and predict your actions.
Like I said, I don't care about changing my cleric. However, I don't see a point in playing a cleric anymore when I play a dps class in a premade vs premade which have more utility with a class that heals less. Regen will be enough...
- like i said i have stopped playing pvp as a DC when they introduced the hammer of fate nerf. Now, I only play my DC in pvp when guild wants me to, and in gauntlgrym (quite often, and it works well).
- where the f... did you see me talking about a dps cleric? Do you at least know crit and power can be used for buffs and heals too?
- If you don't like healing depression, don't heal. I can assure you heals aren't that bad if you have enough power and crit, but if you really don't want to, then i'm going to repeat myself for the third time: debuffs and buffs. Which means everything giving extra damage mitigation to your team (Astral shield, anyone? Foresight, maybe?), shredding mitigation on other team members (ever heard about divine glow? this spell is bugged, has never been fix, and doesn't affect defense but damage mitigation, which means it's a straight +15% damage increase in non-divine mode).
If you play your cleric well you can increase your team mates mitigation by 30% with a 70% uptime, and damage by 40% or so, not counting the linked spirit offensive and defensive buffs, because, currently, on live, this feat doesn't work at all. This damage buff will certainly not have a 100% uptime but it's enough to tell smart players able to heard sounds and sometimes watch the ground they can use the deadly daily spell or whatever lashing blade from stealth they want when it's up, to do good old almost one-shot kills.
I love divine glow and all... but no one ever stands still for you to land it unless you have a cw with you. If they gave us some more cc, sure, like I said I'd love to dps/debuff/(not heal) but right now it's like FF, break the spirit, chains... none of which are as solid cc as something like a prone.
Trust me, I know how debuffing works. I used high prophet's in PvP to carry bugs through ToS, but PvP is an entirely different setting... running around debuffing people seems less useful than some solid cc. And with the next patch, there will be even less control of everyone due to built-in control resistance:/
I don't know why they don't just make regeneration less-powerful (between 50-66% less potent) while in combat and for 5-10 seconds after leaving combat and remove the healing depression debuff entirely. They're totally breaking active healing (i.e., player abilities) in an attempt to nerf passive healing (regen) which is not a smart way to go about this. Active healing in its current state is perfectly fine for all classes, it's the passive healing (which, it should be noted, is 100% brainless/skilless to maximize: you just equip some gear) that's currently making certain classes completely immortal.
I proposed this a LONG time ago and I received SO much flame about it. My suggestion was just making regen something like 50% less effective during combat and outside combat it is back to normal.
I like your idea that combat creates the regen/temp HP debuff that lasts up to 5 seconds after leaving combat. Combat status is the blue circle around ones person.
So once the blue goes away, debuff lasts for 5 seconds then gone and regen/Temp HP go back to normal.
I think Temp HP needs to fall into that catagory though or else it really benefits Sents alot. Same with SOME healing such as the Unstoppable Healing should be nerfed as well.
Or they could just nerf unstoppable because right now in its current form it's stronger than a lot of classes' daily abilities (e.g., compare Anointed Army to Unstoppable and then realize that GWFs can use unstoppable basically every ~8 seconds in PvP).
This would be ideal IMO...
Poor soul didnt have time to log out.
When compared to other classes, DCs are extremely light on control powers. Not to mention that you need to sacrifice your support powers if you want to maximize what limited potential there is to CC. The problem with DC CC-type powers is that almost everything a DC does is very telegraphed, has a short duration, and is defeated by any number of CC-avoiding or breaking powers and abilities. "Wow, that DC is really locking me down" ...said no one, ever.
I'm probably going to burn for admitting this, but DC's aren't totally a lost cause in PvP even now. My biggest complaint is that healing is so horribly borked that a huge portion of the class' kit became close to useless overnight. Divine Armor, Anointed Holy Symbol, Holy Resolve, Deepstone Blessing, etc. are all very weak now thanks to the temp HP nerf being applied to DC powers and feats along with everyone else's, and Righteousness + HD make self-sustain a joke. At least Forgemaster's still moves your HP bar somewhat since it doesn't suffer from double stacking, but I would prefer HW to be viable again.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
I agree with all of this.
It stinks.
I used to love playing a cleric. It took a lot of practice to not just consistently die, and I still needed my teammates in order to make sure that I would be able to do any good at all.
I'm not sure how much of my ability to survive large amounts of damage came from my gs or my ability to heal, but playing a DC in pvp sucks even more than it used to.
Either they need to make clerics exempt from healing depression or they need to give us CC resist, because the ONLY way that I found to reliably survive is to out last people until my teammates showed up to actually kill people. Clerics can't do more damage than a CW or an HR or a TR, and particularly with control effects, healing is just an exercise in frustration.
Pvping used to be fun for me, on my cleric, because I could actually participate in a match. I shouldn't be getting taken down by HRs who have nearly half my gs, but I am. And it's not because I'm not tanky, or because I don't know what I'm doing. I enjoyed pvping and did really well before healing depression, but it's more fun to beat my head into a brick wall than it is to pvp with a healer at this point.
Ditto Papa
Mon Chi Chi
Mon Chi Chi - PVP Tankist(not anymore) DC
Monchichi - PVE Buffbot DC
Shh - Semi Stealth Tr
Sir Auron - Weaksauce GF
Ola - GWF
Olala - WTFpwned CW