2 clerics are meant to stick together...... at the fireplace :p 1 cleric in a team is ok, 2 starts becoming a liability. 3 clerics = auto lose. +1 for pvp is just 4 rounds for daily AD. Wasn't good pvping as cleric before patch, and now the post-patch cleric is..... shocking.
If you're healing from the wall, use Bastion of Health instead of Forgemaster's flame. This is probably the only situation where I'd slot BoH over FF. Your party members will be rather spread out (you and cw, if there are any, on wall, 1-2 on boss, and rest around everywhere hitting the hexers/archers). AS so it covers all…
Yell at your teammates for not getting rid of the hexers and archers quick enough =) If those are downed quickly enough, you can keep running circles easily. Sunburst --> slide from mobs --> keep running --> AS --> slide from mobs again. Have a few team members on ranged mobs, while others FF boss. This boss doesn't have…
300 points for capturing node. (you HAVE to be standing on the raised platform when it's captured) 50 for making the killing blow. 25 if you've done some damage to the enemy while someone else has killed him/her. There are extra points for making kills while around your team's or enemy team's nodes. (tower kill, tower…
yeah, that's sort of how it'll be with me. there will be no AS ring to display at all.... since it's pretty much useless in pvp if can't guarantee 100% uptime. Even with 100% uptime clerics still die pretty easily from CW/TR (and by easily i mean 2 hit KOed)
You don't. Even when AS is up, you don't survive anyway, unless your opponent is horribly undergeared, or they don't know what they're doing. At OP: can post a video of epic spider temple? :D those blademasters.......
Agree with morsitans. Precisely what is getting buffed? More like what isn't either a) getting nerfed b) not getting buffed but should have been I think clerics will still be most in demand though. I'm retiring mine post-patch and have already rerolled to CW :D
Encounters: Forgemaster's flame, Break the Spirit for first 2 3rd you have a choice: Sunburst for knockbacks (as well as grabbing assists due to easy aoe), Daunting Light (divine mode for damage), Chains (hold people while you slide away and nuke them again), Searing Light (not going to be good damage, since people don't…
Above poster is correct. Only augmentative pets are useful for endgame (that's cat and ioun stone). The rest of the companions are pretty rubbish compared to them. (Haven't tried out honey badger, but looking at it's stats/hp, it'll die in 2 hits at bosses).
True, D&D clerics have never been healbots. However, D&D clerics have always been on frontlines, wielding mace and shield, and hitting pretty **** hard. Clerics in this game aren't healbots, and they also do no damage. Not sure what function clerics are going to serve at all after the patch.
It's still here because a mod hasn't seen this thread yet =) All the other ones in general have already been moved to cleric section, and we all know everything in there gets ignored.
I've never understood why people complained about it in pvp anyway. 1 Astral shield: 2 hit kill the cleric even in AS 2 Astral shields: 3-4 hit kill the cleric or knock them out of AS. 3 Astral shields? Knock them out again..... Clerics don't do much damage, so there's plenty of time and opportunity to knock them out and…
So they only lost half of it before? My lvl 30 phoera with lv 5 runestones, and 3x purple items, was doing maybe 40 damage max on rotters per tick with phoenix heat and 300 with the aoe fire, so now it'll be doing 80 and 600? Wow. That's still useless. I think i'll switch to that lv 15 cleric companion instead.
Now instead of just the clerics dying, the tanks also die along with the clerics, which then becomes a party wipe. I've switched classes now, as have a lot of other clerics. For the naysayers, go make a cleric and you'll understand.
Never was the case for D&D. D&D clerics are the rush in with mace and shield type, bashing undead skeleton's skulls in while bringing (holy-based) bonuses to your party members simultaneously =)
We've been bringing these issues up since... forever. REMOVE righteousness (or at least reduce it to something passable like 20%). Reduce the CD on Bastion of health. Currently it's ridiculously long and heals for ridiculously little. Make healing word heal all teammates. With the current mobswarm during boss fights, it's…
Have you played a lv 60 cleric in pvp? There's no easy win when you get 2 hit killed. Having a cleric on a team isn't a guaranteed win, nor is having 2. When you have 3 clerics on a team, it's closer to a guaranteed lose since clerics have no dps to kill anyone with, while they grab all the point nodes. Clerics are ok in…
if you read the other thread on AS (yeah i know it's lengthy) in this cleric section, there are quite a few posts of possible workarounds, although as of yet none of the options seem to be quite enough. I'd be fine with astral shield nerf if some of the other heals were improved a bit (e.g. halve the cd on bastion of…
Who's complaining about not being able to tons of mobs at once? Mobs before last boss aren't an issue, even without astral shield. Issue is at bosses. You should try after astral shield cds, then wait 5 seconds, then cast it again. Do we not use anything but AS? Of course we do, but not so much for their healing abilities…
If you have nothing of worth to contribute, then don't. If you haven't run T2 dungeons as a DC, then obviously you won't know what the upcry is about. If you actually did read the reasons WHY DCs have issues (pve issues) of astral shield nerfs (duration, heal, cleanse), and how those nerfs will end up that you will be the…
Healing for cleric was always iffy even before the change...... with that -40% heal on oneself. Yes devs, throw in a nerfhammer on the ONE skill a cleric has that actually has a chance of keeping everyone alive... smart move. If someone higher up is reading this thread, please check out the following 2 threads on…