Hi all,
Starry has a great post
on this forum. I am a new level 70 with just over 1.6k gear and my build is almost exactly this minus the gear, boons and I put points in Con. My gateway character sheet can be seen
here. Since I am new I have invested in three Dragon's Hoard enchantments to help me get up to par. My understanding is that I need a significant amount of damage so these will proc. I also still have all boons to get etc. With this build what is the best load out for soloing?
I currently use Sun Burst, Devine Glow and Daunting Light for encounters. Blessing of Battle and Lance of Faith for At wills and mostly use Flame Strike as a daily. I ran my first level 70 Dungeon last night and I like this build, but for soloing it seems super slow.
Thank you in advance for any comments, assistance or constructive criticism.
Comments
On them, my rotation for soloing is:
1) Astral Seal all target(s) or as many as I can before they get withing melee range of me.
2) Divine Glow the area, making sure I am in the circle too.
3) Daunting Light centered on the toughest mob trying to get as many others too.
4) Sunburst so I can knock them back and start my At-Wills again.
5) Burning Flame (DO) x3
or
5) Blessing of Battle (AC) as many times as needed until Divine Glow is off cooldown or I have Divinity.
Repeat.
I'll throw in Divine versions of my Encounters when I have the Divinity and if I have more than one pip when I get to Daunting Light, I'll cast it in Divine mode for as many pips as I have. I only Sunburst out of Divine mode solo. Otherwise if I am in a party, I'll only use Sunburst in Divine mode or swap it out for Bastion of Health (DO) or Exaltation (AC). I'll throw Divine mode Divine Glow too as I feel a buff/heal from it would be appropriate.
So, if I swap into Bastion of Health or Exaltation, 4) will look like:
4) Bastion of Health (DO) as needed for myself/group heals, if not needed, skip.
or
4) Exaltation (AC) the main Damage Dealer of the group or the Most Hurt.
My Dailies are Flamestrike and Hallowed Ground (DO) or Anointed Army (AC). I'll use Flamestrike (DO) or Anointed Army (AC) whenever it is up as though it was an Encounter and then immediately use my DC Sigil Artifact. I usually only use Hallowed Ground on my main cleric (DO) in a group but keep it slotted for when I get too feisty and pull too much soloing. On my AC, I use Anointed Army instead of Hallowed Ground and if I am in a group that seems to need more heals, I'll swap Flamestrike for Hallowed Ground but keep AA slotted.
Really, the only thing I see missing from your rotation is Astral Seal. For an AC, if you've feated into Blessings of Battle (Battle Fervor), I'd swap that for Lance of Faith. If not, swap out BB for Astral Seal and stick to Lance of Faith. Sealed targets take much more damage and also whoever attacks them gets healed. If you haven't feated into Battle Fervor, I'd look into it as a possibility if you really like Blessings of Battle.
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Encounters. Start with this rotation.
1 Divine Glow (non divine) with yourself in it.
slam 3 Daunting lights + empowered
since your lower I level, keep SB (non divine) in play, to knock them back.
You can try swapping daunting light with chains , its a much wider AOE. I prefer it when Im soloing.. but Im at 20k power and 60% arp and 40% crit. so its not the same in the end.
At wills use BoB (once, if feated, otherwise, ignore it) then Lance of Faith.. you can swap BoB with Aseal to heal yourself instead, in fact that might be better for you.
Daily, flame strike is really your only useful solo daily for damage, so you have that right.
In parties, your job is to heal (or buff/debuff. )
DG divine glow 3 x + empowered, always hit the mobs, and any one close to them.. dont just try hitting your group mates, hitting the mobs is the most important part a good player will be near mobs.. even range, to get full effect of all buffs/debuffs heals.
When players are hurt.. use divine Bastion. Its the most powerful heal.. by far. At lower I levels you wont be insta filling people, but a couple divine bastions will usually keep anyone up.
If you have gift of haste feated (and you should even if your faithful) you can practice with SB on divninty (never.. ever use it in non divine mode) or go with healing word.
You will want to swap DG for BTS on bosses who dont have mob packs.. otherwise always use DG to debuff or BTS x 3 + empowered.
First job is to heal, second is to debuff/buff. This is what you should concentrate on at all times in party. Damage doesnt matter to you personally.
Switch flame strike for Anointed Army or Hallowed Ground. Never use flame strike in party.. its only a solo or pvp ability.
I use feated BoB and Aseal in parties. With AA and BoB feated, I give back approx 10k power back to party. But Hallowed Ground is super too, in fact superior in most situations.
ZEB said similiar things, but it appears you might be reading this from Iphone or something.. thats always white background.
Any questions let us know.
You dont have to be in the divine glow area. Since mod4 or mod5 you get the buff/heal benefits of your own spells even if you are not in its range/area - if it was not ninja changed but I dont think so.
+for soloing: you need arpen. Try to get the assault T1 gear after you got the restoration set. As AC you can use Annointed Armor class feature (and Divine Fervor for easier divinity gain) + Astral Shield as 3rd encounter to be able to stay in one place and just cast your spells. The less you have to dodge the more divinity you gain, the more powers you can cast -> more damage.
My encounter rotation is very similar to what silverkelt wrote w/ a bit difference:
N-DG, 2xD-DL, 1xD-DG (15% at rank3/17,5% at rank4 damage increase for 5 sec), E-DL. I have also chains as 3rd encounter but I have enough stat to skip AS. You might need AS to be in safe.
Flame strike is a good choice. In some cases Hallowed Ground can be usefull, too. It grants you 35% increased damage and 30% damage resistance at rank3 (+5% damage increase and damage resistance at rank4). Its downside is you cant gain AP while it is in effect (~16sec) even if you move out of it.
I wouldnt use Ashield in solo play.. it just prolongs fights.. SB is really effective solo wise at lower I levels.
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As for your Powers tab and what you mentioned on putting 4 points into powers: I suggest to put 4 points into all your encounters, dailies, at-wills, and features that you use. Start with the At-Wills, then your Features, and finish off by maxing out the Encounters. Once you have those maxed out, start maxing out Encounters and Features that you swap to when playing in groups.
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If you have a OP with dp.. you might as well continue slamming haste.. so a third heal is more use.. dg, bastion, hw or sb. energize away.
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