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DC's role when grouped with OP tank

lldtlldt Member Posts: 210 Arc User
edited October 2015 in The Temple
If I'm grouped with an OP tank with decent or better gear, should i simply go with buff and debuff powers? It seems whenever I'm grouped with an OP tank, Astral Shield and heals are almost never needed. What's a good buff / debuff load out? Divine Glow, Forgemaster's Flame (or Break the Spirit, if you have it. Maybe slot both, but can't really keep both empowered buffs up at same time), plus something else?
Post edited by lldt on

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  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    go devine devine glow 3x+ empowered breaking the spirit or empowerde DG if heal is needed (situation) + normal version from devine glow and BoH proc gift of haste, most common for DC´s this time, what refills the AP from OP fast

    otherwise skip BoH for healing word if you are virtous/rightous bc its faster in ap gain i guess, or just take SB instead if not disturbing too much because it refills your AP quite quick by hitting enemy+ alies
  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    edited October 2015

    go devine devine glow 3x+ empowered breaking the spirit or empowerde DG if heal is needed (situation) + normal version from devine glow and BoH proc gift of haste, most common for DC´s this time, what refills the AP from OP fast

    otherwise skip BoH for healing word if you are virtous/rightous bc its faster in ap gain i guess, or just take SB instead if not disturbing too much because it refills your AP quite quick by hitting enemy+ alies

    Correct!
    It depend on the level/experience of the OP tank.
    Assumption: AC DC cleric

    1st scenario: experienced and well equipped OP tank.
    This is the scenario when I play with the OP from my guild. He doesn't even need AP regeneration. In this case, I put on:
    - rk 4 Blessing of Battle (AC DC) to buff the power of team mainly.
    - rk 4 Divine Glow x 3 (Divine mode)
    - rk 4 Break the Spirit
    - rk 4 Exaltation (or BOH as a back up).
    - rk 4 HG as a daily

    2nd scenario: "average" OP tank.
    As above but with BoH to increase the AP gain. Usually that's enough.

    3rd Scenario: poor OP tank (low IL and/or without experience)
    In this case I maximize the AP gain and the level of protection.
    - Blessing of Battle (AC DC) to buff the power of team mainly
    - Divine Glow x 3 (Divine mode)
    - Healing Word
    - Bastion of Health
    - HG and/or AA as needed.


    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
  • lldtlldt Member Posts: 210 Arc User
    edited October 2015
    Ok, that's a good point. That 3rd slot could be for AP gain even if heals were not needed, especially with 3 charges on HW. Or as rapo suggested, a buff that doesn't require empowered. Thanks.

  • dfncedfnce Member, NW M9 Playtest Posts: 509 Arc User
    edited October 2015
    There is one advanced scenario for well-geared OP which depends on Recovery and Divinity Gain, no universal approach. The goal of rotation to archive triple or even quadruple DPS buff effect. It takes into account that BrS and FF don't have damage buff effect outside of Empowered mode, while normal and divine cycles of DG can buff and heal.

    Main limitation here is divinity. On Faithful AC single "Bless of Battle" hit charges full Divinity50% of full Divinity, provided that you have Divine Fortune, Bountiful Fortune and Gift Of Gods slotted/picked. But on another builds it may require more at-wills uses.

    Rotation itself

    phase 1:

    Divine Glow - normal,
    Build Divinity with at-wills (one or few),
    Use 3x Divine Glow in Divine Mode to build empowered,
    Use Empowered Break Spirit

    phase 2:

    Build Divinity with at-wills,
    Use 3x Divine Glow in Divine Mode to build empowered,
    Use Empowered Forgemaster Flame

    At this time both DG and Brk cooldown period done, go ahead for phase 1.

    EDIT:

    Divinity recharge speed
    Post edited by dfnce on
    EX-DL-BtS / ITF-KC-KB / BF-HD-IBS / FtF-IT-ST-Dis / CA-GW-PG
    "When no appropriate rule applies, make one up."
    — (The unwritten rule)


  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    edited October 2015
    dfnce said:

    There is one advanced scenario for well-geared OP which depends on Recovery and Divinity Gain, no universal approach. The goal of rotation to archive triple or even quadruple DPS buff effect. It takes into account that BrS and FF don't have damage buff effect outside of Empowered mode, while normal and divine cycles of DG can buff and heal.

    Main limitation here is divinity. On Faithful AC single "Bless of Battle" hit charges full Divinity, provided that you have Divine Fortune, Bountiful Fortune and Gift Of Gods slotted/picked. But on another builds it may require more at-wills uses.

    Sounds very good.
    it's a matter of build and it would be very interesting to test both approaches.
    I'm trying to collect some power points to increase Divine Fortune. Currently I've Bountiful Fortune only and I need 3 BoB shots to have divinity full. It's my intention to put Holy Fervor and Divine Fortune on in the near future, mixing AP again and divinity gain. Unfortunately I will never have gift of gods.
    I can cast two consecutive rk 4 HG in seconds thanks to my AP gain and GoH: my team mates use to fight on HG 90% of their time. On top of it, I want to increase divinity to do -at least partially - what you have described.

    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
  • wentriswentris Member Posts: 542 Arc User
    dfnce said:

    There is one advanced scenario for well-geared OP which depends on Recovery and Divinity Gain, no universal approach. The goal of rotation to archive triple or even quadruple DPS buff effect. It takes into account that BrS and FF don't have damage buff effect outside of Empowered mode, while normal and divine cycles of DG can buff and heal.

    Main limitation here is divinity. On Faithful AC single "Bless of Battle" hit charges full Divinity, provided that you have Divine Fortune, Bountiful Fortune and Gift Of Gods slotted/picked. But on another builds it may require more at-wills uses.

    Rotation itself

    phase 1:

    Divine Glow - normal,
    Build Divinity with at-wills (one or few),
    Use 3x Divine Glow in Divine Mode to build empowered,
    Use Empowered Break Spirit

    phase 2:

    Build Divinity with at-wills,
    Use 3x Divine Glow in Divine Mode to build empowered,
    Use Empowered Forgemaster Flame

    At this time both DG and Brk cooldown period done, go ahead for phase 1.

    I have Divine Fortune, Bountiful Fortune and Gift of Gods and Bless of Battle charges me half of total divinity. Did you forget to mention certain buff?
  • dfncedfnce Member, NW M9 Playtest Posts: 509 Arc User
    edited October 2015
    wentris said:


    ...
    I have Divine Fortune, Bountiful Fortune and Gift of Gods and Bless of Battle charges me half of total divinity. Did you forget to mention certain buff?

    If it is exactly half in your case, that is certainly too low for Bless of Battle. I will provide exact stats and divinity progress so maybe that will help.

    Only difference which could be is that mine DC has Human race, Divine Fortune 4/4 and Primary attributes i maxed are STR/WIS, but i certainly have slower recharge speed and worse AP gain. I also can add i i did full respec in late mod6 if that matter.

    EDIT:

    Without Gift of Gods my bless charges 1,3. With Gift of Gods it should be around 1.5-1.625.
    I think everyone should have same.
    Stats don't matter here, mine are STR23,WIS28,CHA16.

    Post edited by dfnce on
    EX-DL-BtS / ITF-KC-KB / BF-HD-IBS / FtF-IT-ST-Dis / CA-GW-PG
    "When no appropriate rule applies, make one up."
    — (The unwritten rule)


  • tyrtallowtyrtallow Member, NW M9 Playtest Posts: 747 Arc User
    edited October 2015
    Once you figure you which powers to use (simple enough, as pointed out above) divinity generation is the main problem. You'll need above average reflexes to maintain two empowered versions of spells, and godly dexterity/micromanagement skills to do better, especially since you'll probably be running around/dodging while stuff is happening.
    Usually if a battle involves you just standing still then it probably doesn't matter if you go AFK.

    If you have encounter slots to spare, its usually a good idea to just slot a utility/panic button encounter power (AS, Bastion, BtS for the single target damage reduction, etc) as your third encounter power.
    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.
  • boom782boom782 Member Posts: 183 Arc User
    edited October 2015
    With OP's being so overpowered right now a cleric only needs to do one thing. Haste. Help the OP keep the bubble up and dungeons are trivial. Sad but true.
    Post edited by boom782 on
  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    boom782 said:

    With OP's being so overpowered right now a cleric only needs to do one thing. Haste. Help the OP keep the bubble up and dungeons are trivial. Sad but true.

    Quite limited vision IMO: It depends on the OP. Many times I simply switch to full buff mode and no need for haste (or very limited).
    Check your team and then configure your cleric to give the best: the beauty of this class is that it's quite flexible.

    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
  • boom782boom782 Member Posts: 183 Arc User
    rapo973 said:

    boom782 said:

    With OP's being so overpowered right now a cleric only needs to do one thing. Haste. Help the OP keep the bubble up and dungeons are trivial. Sad but true.

    Quite limited vision IMO: It depends on the OP. Many times I simply switch to full buff mode and no need for haste (or very limited).
    Check your team and then configure your cleric to give the best: the beauty of this class is that it's quite flexible.
    Well of course. I'm not saying a cleric should ONLY haste. I'm just saying most dungeon runs are trivial with an OP and haste cleric so a cleric could sleep on the job a bit with an OP.

    My main point...OP's are very over powered currently.
  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    edited October 2015
    boom782 said:


    My main point...OP's are very over powered currently.

    Thumb up...

    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    Really geared ops.. dont even need your haste.. those with snails especially.. they can perma bubble with you.

    I dont have a snail on mine and only a epic dc artifact atm.. I can do back to back.. but not perma. I can use haste when im playing mine, but it doesnt matter, I dont need to be perma bubbled, its just teams expect it alot of times. I swear half the players in this game FORGET how to dodge a red when ops came along!

    I would say this.. DCs are there to heal/debuff and battery, the better you can do all three the faster the runs will be.



  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    Haste is still awesome.. when I get one on my cw.. of, of,of,of,of,of,of.... of.

    and more of.


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