If you HAVE not paid any attention to preview, well, your going to be a little shocked. Not just the class, the entire game is changing.
Things hit hard, way harder then they do now, with COMMON mob packs single target hitting even a DC for 25k a whack. Elite mobs , you will pull in some 100+ hits.
Single Daily missions are much harder, with mini lairs such as cult prison much more difficult (remember when you grouped up for dread ring at the start of mod 2?) The warden will be extremely difficult to take down.
Debuffing is still good thing (in fact reducing and increasing damage is great AND needed in mod 6) but it cant be the mod 6 DC entire concern.
If your righteous, you should be ok to solo stuff, you still have health return options that most of the other classes simply do not. But in terms of grouping, pure debuff/dps build, may no longer be the best option for the game. Where that takes you, is up to you, if you group alot, you might want to consider a healing line again.
New class features.
Hastening Light: This one reduces recharge times by one second every time you pop a daily, well, since recovery is hit semi hard, its not a TERRIBLE feat, but its situational at best, you will need to have a epic DC sigal and a blue cloak at the very least to get enough out of it to warrant slotting it (IE you need to chain dailies as fast as possible to help your team enough to make this worth slotting) (reported bug, has this working even when not slotting, so well, take it as you may)
Light of Divinity: This was to replace regen for your teams, the kicker is it barely ticks enough (I think 500 was my test) for it be worth it (I was in righteous with no + healing percentages) with pools of HP around 60-150k that means its TERRIBLE! just near worthless feat to worry about.
Opinion (Hastening light is semi useful to use, light of divinity is not.. just slot aseal and splash it around, its a better return)
Feats (these are available after ten points spent in the lines)
Virtuous
Virtuous
Gift of Haste: Your Heal Over Time powers also grant the target 1/2/3/4/5% of their AP when they are applied.
Opinion: its ok, you would have to dump all 15 points into the line to get it however, so will be mostly skipped. ITs a good return though and will get peoples daily up much faster.
Gift of Life: Your Heal Over Time effects heal for 5/10/15/20/25% more while you are at 100% health.
Opinion: WE take damage, its pretty worthless.
Faithful
Gift of the Gods: You generate 5/10/15/20/25% more Divine Power.
Opinion: there were already ways to increase divine power, plus if current holds true many of us MIGHT be using PVP set for PVE for the foreseeable future, hence this is pretty worthless.
Final Acts: Your Power is increased by 10/20/30/40/50% while you are a below 30% HP.
Opinion : This is the worst there is, when are YOU MR healing dc, below 30% health? ya thought so, not good at all, counterproductive to the class.
Righteous
Living Fire: When you are below 30% HP you deal 5/10/15/20/25% extra damage as Fire damage.
Opinion: worthless, junk feat, skip it.
Weapons of Light: Allies within 30' have their Power increased by 2/4/6/8/10% of your Power.
Opinion: This would've been worth using if it was ARP, power is a 400 to 1 return , even though arp can be over-stacked per se , no one is going to just do power stacking anymore, it will be a mix of power and arp stacking. 10% isnt that much. I would just skip this (it shouldve been minimum 20% and GIVING back to the dc.
Current review of new feats, They are almost all junk with ONE exactly one worth slotting if your Virtuous.
The ap gain feat seems to be bugged atm, seems to be giving faster then the rate described and will be abused if not fixed atm.
Two new encounter powers:
Geas, its a single target control, but its really slow and breaks very easily. Its a slap in the face and is put on our encounter list so they can call us a controller.. its bogus, dont waste the points.
Warding Flare , its a larger astral shield, with a MASSIVE cooldown and apparently divine mode wont do ANYTHING for the cleric. OMG right? its worthless done waste points in this.
Opinion : They really dropped the ball on the new powers, both are so situational, so worthless for overall DC play, in addition we already had skills that did similar (break the spirit and astral shield is in every way better then these two skills) dont bother dropping points into them.
Side notes
OLD armour sets will be useless (unless you can get into a instance you will never be hit) because they dont have massive HP and without HP you cant get through content.
Opinion: Get your perfect plague fire to pure when you can, this will help out and replace the old high prophet debuff.
Hit Points is in every way shape and form, superior to any other defense stat in mod 6, its not even close. But the best way to get it will be through new armor sets.
PVP: righteous is all but dead, crit curve is going to lower your ability to hit crits on your dots, Sunburst is nerfed way down and will no longer give the same benefit. Faithful will still be good and probably best way to pvp going forward. I hope you got your double kills when you could. CW with eye of the storm and storm spell and TRs will be the only two classes with the ability to keep crits near the same level.
PVE: righteouss will be ok, but in new content, faithful and its gimme heal is really nice alternative. My thoughts is probably to go faithful, lose out on some debuffing and upgrade my GPF to pure when I can to replace some of it.
The game is changing folks.
Overall: DCs are in a good place for MOD 6, because EVERY line can self heal. HOWEVER, the new feats, powers are 90% worthless and the bug on AP gain will be abused mightily if not fixed, overall, they couldve NOT given us ANYTHING they have given us and we would be the same spot, most of it SKIP, its that bad, all trap feats again! Boy does cryptic like to trap the DC!
Final Acts: Your Power is increased by 10/20/30/40/50% while you are a below 30% HP.
Opinion : This is the worst there is, when are YOU MR healing dc, below 30% health? ya thought so, not good at all, counterproductive to the class.
Holy Resolve: Gain 5/10/15% of your Maximum Hit Points in Temporary Hit Points when you drop below 30% Hit Points. Has a 5 minute cooldown.
Wouldn't these two feats effectively cancel each other out? If I drop to, lets say 25% HP, I will just shoot back up to 40%?
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silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
Holy Resolve: Gain 5/10/15% of your Maximum Hit Points in Temporary Hit Points when you drop below 30% Hit Points. Has a 5 minute cooldown.
Wouldn't these two feats effectively cancel each other out? If I drop to, lets say 25% HP, I will just shoot back up to 40%?
Holy resolve has been trash for a couple of mods now anyways.. the reason being is back when it was useful 15% of your hps were not a bad return, but since everyone can now OUT hit you for that amount in one more hit.. pffft.
Either way Its not a good feat, even if you don't have holy resolve.
We have begged for these to change on feedback, they haven't even given ONE pass through to the DC since the start and its all ridiculous useless for the most part.
Thanks, I don't use Holy Resolve either, I just thought it was an oddity. You have two feats effectively canceling each other out, just makes me feel like these weren't well thought out. Not everyone goes back and checks to make sure if the new feat they are taking will be canceled by their new ones.
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clericalistMember, NW M9 PlaytestPosts: 595Arc User
edited March 2015
Agree that those feats are are all close to worthless. What where they thinking with this one - "extra damage when HP below 30%" ?!?!?
I think that high prophet will still be the best to have, if standard mobs are hitting at 25k then one will have to do more dodging. For those 100k+ hits, unless they are going to provide a 200K armour set, its going to be like Garakas don't stand in red and pray for a good tank.
[...] Overall: DCs are in a good place for MOD 6, because EVERY line can self heal. HOWEVER, the new feats, powers are 90% worthless and the bug on AP gain will be abused mightily if not fixed, overall, they couldve NOT given us ANYTHING they have given us and we would be the same spot, most of it SKIP, its that bad, all trap feats again! Boy does cryptic like to trap the DC!
This is just my thoughts.
...sounds like the buff-nerf-pendulum has, after Mod 5 buff, gone straight to rebound, without the normal 1-Mod culmination point stagnation...
Also, yay, DC will be my first Lvl 70 now, with the upcoming HP/heal/regen/potion situation.
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silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
Agree that those feats are are all close to worthless. What where they thinking with this one - "extra damage when HP below 30%" ?!?!?
I think that high prophet will still be the best to have, if standard mobs are hitting at 25k then one will have to do more dodging. For those 100k+ hits, unless they are going to provide a 200K armour set, its going to be like Garakas don't stand in red and pray for a good tank.
Well thats the kicker , the sets that we can look at , do provide huge amounts of HP, it wont be uncommon to see 100K HP people either.
If you just use HP your going to get rolled alot.
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rickcase276Member, NW M9 PlaytestPosts: 1,404Arc User
edited March 2015
I am thinking Draconic Templar may be the better armor to wear than High Prophet, at least from what I tested.
I did some PvP on righteous, and I did not have the difficulty the OP in implying. When I played, sunburst didn't even have knockback, so I used Geas instead. Geas is OP in PvP! I never did use the DoTs in PvP, so I dont know if they are worse; but they always sucked. My go-to damage is punishing light, and it still seemed to work fine on test. The PvP gear gives massive hitpoint bonus, so you will easily have over 100k hit points.
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silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
I did some PvP on righteous, and I did not have the difficulty the OP in implying. When I played, sunburst didn't even have knockback, so I used Geas instead. Geas is OP in PvP! I never did use the DoTs in PvP, so I dont know if they are worse; but they always sucked. My go-to damage is punishing light, and it still seemed to work fine on test. The PvP gear gives massive hitpoint bonus, so you will easily have over 100k hit points.
The main point of the thread was to warn those not in preview to skip the majority of the new skills, encounters and feats, as most of them are worthless.
Geas may have its place, but would you rather have A. Old SB or B. this Single Target Geas, I see it nothing more then a 1 on 1 skill and I dont see how it replaces BtS on my encounter bar.
Yes stacking dots with fire of the gods and crit hits were a good way of taking down many in mod 5.
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mrvincent1959Member, NW M9 PlaytestPosts: 740Arc User
edited March 2015
Im not so sure about this. I plan on building out my DC as a Hybrid now, thanks to some of these new features. I am currently a buff/debuff, but will be adding those auto-heals and power sharing. Remember, we are all being nerfed with this Module 6 and starting with a new baseline when we hit 70. So, it makes things seem weak at first. Eventually, we will have much more massive stats like Power etc.
I have some ideas about how to use that 3 second auto heal to its maximum efficiency. Let's see how it pans out.
What I have been finding at end game, you will definantly want a full group even for the solo content that everyone is use to. I found myself very frustrated while trying to solo stuf I usually do currently in Mod 5 with ease. as the Op has said to, hit points is everything now, unless the devs change what we are currently seeing now.
I may not be considered by most the BEST PVP Warlock on the server but, I am the most HATED amongst them.
-Kymos
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silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
edited March 2015
After further review, I will stand by my initial analysis of the encounter powers, they really do not provide much. Gaes animation is slow boinked and it causes harm rather then good, easily broken and divine/empowered versions are rather weak compared to BTS.
BTS is better then Gaes.
Ashield is better then Warding Flare.
So... you might want to use either with combination, but they are not superior, nor do they fit in better for PVP per se then original.
I was second guessing myself due to some people feedback on my analysis, but nope, Im right , your wrong =P .
The encounters are really not worth the points in them to start with.
Overall this is a REALLY , REALLY weak work for the DC in every aspect. WITH one exactly, one feat in the virtuous path worth taking.
I play every class, and each has at least something better then what the DCs have gotten. AS a whole, this class got the worst additions in the game for this mod.
Now saying that, since the class will have more dps then a pally, have better buffs then the GF and can self heal, do more dps then either class, its not in a bad spot, its just that this PARTICULAR mod will give NOTHING of much value to the class.
The one thing that is completely out is tanking, this class wont be much use in that aspect any longer.
I still hope for one pass through to fix the horrible feats and give us some choices.
See my comment above: We just got an enormous buff, so now we get a relative nerf - relative means, everybody else gets something nice and shiney, we get a bag of breadcrumbs...
...not really a complaint. At least there's been no actual harm done. Now let's talk about that Greater High Prophet Armour Set :^[)
Honestly I'm not surprised with the lackluster new stuff, after I heard they were raising the levels of all our other powers. DCs are multipliers, and unless all the new level 4 versions of our powers do is add x% damage then what is actually happening is that they are magnifying our ability to act as multipliers. Anyone doing that should tread lightly.
It very frustrating that we can't actually test these changes very well, though. I expect the more significant changes to DC class powers (including the new ones) will go into effect after mod6 goes live, once all the bugs are sorted out.
You there. New to the game? Feeling overwhelmed? Maybe you think getting to end-game is impossible for a casual player like yourself, or maybe you just need to be around a community that helps each other stay sane and competitive with the latest news, current trends, random chitchat and most of all LEGIT (that is, we try to keep things fair) gameplay. If you don't mind being around quirky people and the rare occasional drama (one of our prominent TR members is apparently a mafia godfather) join nw_legit_community at http://www.nwlegitcommunity.shivtr.com/forum_threads/2330542.
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silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
edited April 2015
Well they are going live with this garbage, so take note.
Well they are going live with this garbage, so take note.
How is astral shield R4 and DG R4 "garbage"? I agree about the new spells, they're absolutely ridiculous, it looks like they didn't put too much thought into it and gave us worst versions of what we already have, but the rank 4 of our exsting spells will make DCs even more powerful, especially mitigation/healing builds. Exactly the kind of build we're going to have to play to find a team for the next 6 months.
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silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
How is astral shield R4 and DG R4 "garbage"? I agree about the new spells, they're absolutely ridiculous, it looks like they didn't put too much thought into it and gave us worst versions of what we already have, but the rank 4 of our exsting spells will make DCs even more powerful, especially mitigation/healing builds. Exactly the kind of build we're going to have to play to find a team for the next 6 months.
The thread is only about the new work... I'm fine with old encounters other then bts needs it's fix.
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mrvincent1959Member, NW M9 PlaytestPosts: 740Arc User
edited April 2015
The auto-heal....if it works properly, will give a constant 13% damage resistance to others when you have Foresight/Benefit of Foresight maxed. Set it and forget it. THIS IS HUGE, given the fact that everyone's defense is getting nerfed as they level to 70.
The 10% Power sharing is also something I have prepared for. Power is now my most stacked stat. It wont be long before I have 20k power and that means I will be giving everyone in party that is close enough to me, 2k extra power.
It's also a benefit to me to stack Power because it increases my damage AND healing.
These new Feats and Class features allow me to become a Hybrid again.
After trying myself couple builds trough respecs on the test server came to a conclusion , cleric got broken again, moved even further from the defencive/suport class they are soposed to be to be yet another glass cannon debuff/dps classes alwready present in the game !
,overall extreamly low survavibility , i mean even lower that we came to knew it , the new feats and powers are more a impediment then a boost , we are now forced to spend 5 more paragon feat points in a tree to get that last 1 , having now only 5 instead of 10 to distribute in a diferent tree.
Gets boost on power and crit stat, with same gear it is almost doubled, not sure what that will mean to ppl when they get 1-shoted by non elite mobs ...
,forgot to say , playing 16k gs cleric.
Now how about a new encounter skill like "Balance life" ? to pool all team members remaining life (ex: party of 2, cleric and gf, cleric hp at 100% , gf hp at 50% ,use balance life encounter power and get both hp levels at 75%. Now imagine impact of this at a boss fight when you as a cleric no longer nead to chase that 1 team member across battlefield to heal the 1 guy that is curently running scared with 10 adds on his tail and is at 5%hp and you can stay near 2-3 other team m8ts and aoe heal them and balance life across the ... lifebars.)
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silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
The auto-heal....if it works properly, will give a constant 13% damage resistance to others when you have Foresight/Benefit of Foresight maxed. Set it and forget it. THIS IS HUGE, given the fact that everyone's defense is getting nerfed as they level to 70.
The 10% Power sharing is also something I have prepared for. Power is now my most stacked stat. It wont be long before I have 20k power and that means I will be giving everyone in party that is close enough to me, 2k extra power.
It's also a benefit to me to stack Power because it increases my damage AND healing.
These new Feats and Class features allow me to become a Hybrid again.
1. you would have to stack foresight and be a DO, all ACs do not benefit from this. You also get way more healing by just spamming aseal around.
2. You do realize new stat curves on that power right? you just raised the group (NOT you) the group a whopping 5% with the 20k power. ITs NOT a great buff at all. 400 to 1 return limits this potential. In addition , unlike MOST other buffs/debuffs, this doesn't benefit the DC at all.. even at a paltry 4-5% return of investment, it at least should be given back to the dc.
3. You will not be able to go righteous and heal anything outside of the t1s, its not happening, you will have to commit to a healing line to heal the end game. In addition due to massive reduction of crit ablity, using fire of the gods and critting you enemies with dots is much reduced in pvp. (like everyone else other then trs/cws)
4. End caps are still needed, which limits the hybridization you are talking about, in the old days, when every cap line sucked really bad, it was indeed better to split your feat points, most DCS just wanted some more DPS back to be able to do dailies with, instead they just reworked all the feats, destroying the ability to hybridize in the process, you wont be able to spend 50/50 in two feat lines and you still cant.
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mrvincent1959Member, NW M9 PlaytestPosts: 740Arc User
edited April 2015
Now that I have a chance to use the new features for the Cleric for just about everything, the only new thing that has been really effective is Geas, for those situations where a long-term stun is needed. The T2 dungeons just dont care about what people have specced.
If/when the T2 dungeons are adjusted, things should be better. I DO also like the Power Sharing Feats. Giving everyone else 10% of my power is nothing to sneeze at and gives me something to strive for - getting as much power as possible.
The Auto Heal class feature is weak...I agree with you. It should give a much higher percent. ALthough, the main reason I wanted to use it was so that Foresight/Benefit of Foresight would be a constant for everyone. I dont know if that is even working.
There are so many glaring bugs in the game, that I am holding final judgement on the Cleric for a while. I mean, to pay 1 million AD to make an Augment Pet legendary, and then not get the bonus is just bad bad programming/testing.
Now that I have a chance to use the new features for the Cleric for just about everything, the only new thing that has been really effective is Geas.
Geas was just too good in Spinward for leveling. Never having to fight more than one giant or axebeak felt like cheating. Forcing them to watch me juggle is the cherry on top. Has anyone made it useful in group content or should i not even try?
I can't tell if Warding Flare is good when it's up...so maybe it's not? lol. Am I supposed to stack it on astral shield for the scary dungeons? And that cooldown...
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ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
The Auto Heal class feature is weak...I agree with you. It should give a much higher percent. ALthough, the main reason I wanted to use it was so that Foresight/Benefit of Foresight would be a constant for everyone. I dont know if that is even working.
It should work by law of what's right. Look at spell storm and EotS.
silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
edited April 2015
Ive played around with everything.. I still see LITTLE use with the new feats, other then the new AP gain, yikes is that still good.
In terms of powers.. Ive changed my mind on Gaes, if its supposed to be used on cc immune bosses, Ive found even a better use , it will interrupt boss powers (lostmouth is the best place to use it, as there is no adds, so you can concentrate on it, MUCH harder to use when you are needed to heal or mitigate all the time.
I might try warding flare tonight in pvp..
Im still not at all in love with the work they gave us, especially the feats, most of them are horrendous.
I personally still use high prophet. and I have been able to clear T2 dungeons without using any exploits since day 5 of mod 6.
So I am here to say it is still viable and with a skilled team/player. Basicly it is all about positioning/learning to dodge.
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silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
edited April 2015
I was first damage taker in Kessells yesterday.. your not doing that with HP. Of course its a bit different, because outside of skirms you cant really tank anymore.
But I like my almost 100k hp pool , in addition to you see the difference in your stat base? I would like to compare some parses with a couple tos runs with and without hp.
For eToS, either GF or pali, and ideally 3 cw. But I have done it with only 1 and 2 melee classes GWF/TR, although I prefer not to since GWF and TR get one shot to easily.
As for melee runs I did a eCC with pali, 2 GF and a TR. It was annoying because they had no real CC. the strategy was basically kill them before my and the pali defensive encounters dropped and the mobs could do damage. Needless to say I have had a several varied groups.
I did just learn that the greater kits don't work on high prophet because they require a item level of 120 where high prophet is only 86. I am little pissed about that. 400k just boomeranged on the AH.
They changed something in the patch this morning that looks like they lowered my stats across the board, I have yet been able to track down what. Before that patch today I had 54k hp in dungeons and no I only have 51k. and my DR is 25. I used to be a tank cleric pre mod 6 with 50 DR and 40k hp, now I am just a cleric. I was debating making a guide on how to use a mod 6 high prophet but I kinda like being special.
Comments
Holy Resolve: Gain 5/10/15% of your Maximum Hit Points in Temporary Hit Points when you drop below 30% Hit Points. Has a 5 minute cooldown.
Wouldn't these two feats effectively cancel each other out? If I drop to, lets say 25% HP, I will just shoot back up to 40%?
Holy resolve has been trash for a couple of mods now anyways.. the reason being is back when it was useful 15% of your hps were not a bad return, but since everyone can now OUT hit you for that amount in one more hit.. pffft.
Either way Its not a good feat, even if you don't have holy resolve.
We have begged for these to change on feedback, they haven't even given ONE pass through to the DC since the start and its all ridiculous useless for the most part.
I think that high prophet will still be the best to have, if standard mobs are hitting at 25k then one will have to do more dodging. For those 100k+ hits, unless they are going to provide a 200K armour set, its going to be like Garakas don't stand in red and pray for a good tank.
...sounds like the buff-nerf-pendulum has, after Mod 5 buff, gone straight to rebound, without the normal 1-Mod culmination point stagnation...
Also, yay, DC will be my first Lvl 70 now, with the upcoming HP/heal/regen/potion situation.
Well thats the kicker , the sets that we can look at , do provide huge amounts of HP, it wont be uncommon to see 100K HP people either.
If you just use HP your going to get rolled alot.
The main point of the thread was to warn those not in preview to skip the majority of the new skills, encounters and feats, as most of them are worthless.
Geas may have its place, but would you rather have A. Old SB or B. this Single Target Geas, I see it nothing more then a 1 on 1 skill and I dont see how it replaces BtS on my encounter bar.
Yes stacking dots with fire of the gods and crit hits were a good way of taking down many in mod 5.
I have some ideas about how to use that 3 second auto heal to its maximum efficiency. Let's see how it pans out.
-Kymos
BTS is better then Gaes.
Ashield is better then Warding Flare.
So... you might want to use either with combination, but they are not superior, nor do they fit in better for PVP per se then original.
I was second guessing myself due to some people feedback on my analysis, but nope, Im right , your wrong =P .
The encounters are really not worth the points in them to start with.
Overall this is a REALLY , REALLY weak work for the DC in every aspect. WITH one exactly, one feat in the virtuous path worth taking.
I play every class, and each has at least something better then what the DCs have gotten. AS a whole, this class got the worst additions in the game for this mod.
Now saying that, since the class will have more dps then a pally, have better buffs then the GF and can self heal, do more dps then either class, its not in a bad spot, its just that this PARTICULAR mod will give NOTHING of much value to the class.
The one thing that is completely out is tanking, this class wont be much use in that aspect any longer.
I still hope for one pass through to fix the horrible feats and give us some choices.
...not really a complaint. At least there's been no actual harm done. Now let's talk about that Greater High Prophet Armour Set :^[)
It very frustrating that we can't actually test these changes very well, though. I expect the more significant changes to DC class powers (including the new ones) will go into effect after mod6 goes live, once all the bugs are sorted out.
How is astral shield R4 and DG R4 "garbage"? I agree about the new spells, they're absolutely ridiculous, it looks like they didn't put too much thought into it and gave us worst versions of what we already have, but the rank 4 of our exsting spells will make DCs even more powerful, especially mitigation/healing builds. Exactly the kind of build we're going to have to play to find a team for the next 6 months.
The thread is only about the new work... I'm fine with old encounters other then bts needs it's fix.
The 10% Power sharing is also something I have prepared for. Power is now my most stacked stat. It wont be long before I have 20k power and that means I will be giving everyone in party that is close enough to me, 2k extra power.
It's also a benefit to me to stack Power because it increases my damage AND healing.
These new Feats and Class features allow me to become a Hybrid again.
,overall extreamly low survavibility , i mean even lower that we came to knew it , the new feats and powers are more a impediment then a boost , we are now forced to spend 5 more paragon feat points in a tree to get that last 1 , having now only 5 instead of 10 to distribute in a diferent tree.
Gets boost on power and crit stat, with same gear it is almost doubled, not sure what that will mean to ppl when they get 1-shoted by non elite mobs ...
,forgot to say , playing 16k gs cleric.
Now how about a new encounter skill like "Balance life" ? to pool all team members remaining life (ex: party of 2, cleric and gf, cleric hp at 100% , gf hp at 50% ,use balance life encounter power and get both hp levels at 75%. Now imagine impact of this at a boss fight when you as a cleric no longer nead to chase that 1 team member across battlefield to heal the 1 guy that is curently running scared with 10 adds on his tail and is at 5%hp and you can stay near 2-3 other team m8ts and aoe heal them and balance life across the ... lifebars.)
1. you would have to stack foresight and be a DO, all ACs do not benefit from this. You also get way more healing by just spamming aseal around.
2. You do realize new stat curves on that power right? you just raised the group (NOT you) the group a whopping 5% with the 20k power. ITs NOT a great buff at all. 400 to 1 return limits this potential. In addition , unlike MOST other buffs/debuffs, this doesn't benefit the DC at all.. even at a paltry 4-5% return of investment, it at least should be given back to the dc.
3. You will not be able to go righteous and heal anything outside of the t1s, its not happening, you will have to commit to a healing line to heal the end game. In addition due to massive reduction of crit ablity, using fire of the gods and critting you enemies with dots is much reduced in pvp. (like everyone else other then trs/cws)
4. End caps are still needed, which limits the hybridization you are talking about, in the old days, when every cap line sucked really bad, it was indeed better to split your feat points, most DCS just wanted some more DPS back to be able to do dailies with, instead they just reworked all the feats, destroying the ability to hybridize in the process, you wont be able to spend 50/50 in two feat lines and you still cant.
If/when the T2 dungeons are adjusted, things should be better. I DO also like the Power Sharing Feats. Giving everyone else 10% of my power is nothing to sneeze at and gives me something to strive for - getting as much power as possible.
The Auto Heal class feature is weak...I agree with you. It should give a much higher percent. ALthough, the main reason I wanted to use it was so that Foresight/Benefit of Foresight would be a constant for everyone. I dont know if that is even working.
There are so many glaring bugs in the game, that I am holding final judgement on the Cleric for a while. I mean, to pay 1 million AD to make an Augment Pet legendary, and then not get the bonus is just bad bad programming/testing.
Geas was just too good in Spinward for leveling. Never having to fight more than one giant or axebeak felt like cheating. Forcing them to watch me juggle is the cherry on top. Has anyone made it useful in group content or should i not even try?
I can't tell if Warding Flare is good when it's up...so maybe it's not? lol. Am I supposed to stack it on astral shield for the scary dungeons? And that cooldown...
It should work by law of what's right. Look at spell storm and EotS.
In terms of powers.. Ive changed my mind on Gaes, if its supposed to be used on cc immune bosses, Ive found even a better use , it will interrupt boss powers (lostmouth is the best place to use it, as there is no adds, so you can concentrate on it, MUCH harder to use when you are needed to heal or mitigate all the time.
I might try warding flare tonight in pvp..
Im still not at all in love with the work they gave us, especially the feats, most of them are horrendous.
So I am here to say it is still viable and with a skilled team/player. Basicly it is all about positioning/learning to dodge.
But I like my almost 100k hp pool , in addition to you see the difference in your stat base? I would like to compare some parses with a couple tos runs with and without hp.
What was the makeup of your group?
As for melee runs I did a eCC with pali, 2 GF and a TR. It was annoying because they had no real CC. the strategy was basically kill them before my and the pali defensive encounters dropped and the mobs could do damage. Needless to say I have had a several varied groups.
I did just learn that the greater kits don't work on high prophet because they require a item level of 120 where high prophet is only 86. I am little pissed about that. 400k just boomeranged on the AH.
They changed something in the patch this morning that looks like they lowered my stats across the board, I have yet been able to track down what. Before that patch today I had 54k hp in dungeons and no I only have 51k. and my DR is 25. I used to be a tank cleric pre mod 6 with 50 DR and 40k hp, now I am just a cleric. I was debating making a guide on how to use a mod 6 high prophet but I kinda like being special.