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Healer Loadout for Soloing

searaubersearauber Member Posts: 14 Arc User
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

  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited November 2015
    Both of my main DC's rotations are similar. One is Divine Oracle (DO), the other Annointed Champion (AC).

    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.
    Post edited by zebular on
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited November 2015
    Sry but this Text is cryptic to me no encounter I could read....all white colour on white Grund :wink:
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    if your AC.. while soloing do this:
    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.

  • kacsaneverkacsanever Member, NW M9 Playtest Posts: 167 Arc User
    A little note for the comments from @zebular and @silverkelt
    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.
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    You are right.. Its just habit at this point.. but I can just sit there even in WoD and let things bust on me at this point.. so I forget that stuff. Its funny because I notice it in group play.. just never think of it during solo play.

    I wouldnt use Ashield in solo play.. it just prolongs fights.. SB is really effective solo wise at lower I levels.
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited November 2015

    Sry but this Text is cryptic to me no encounter I could read....all white colour on white Grund :wink:

    Apologies, fixed that. I said a lot of ability names and wanted them to stand out better.

    You are right.. Its just habit at this point.. but I can just sit there even in WoD and let things bust on me at this point.. so I forget that stuff. Its funny because I notice it in group play.. just never think of it during solo play.

    I wouldnt use Ashield in solo play.. it just prolongs fights.. SB is really effective solo wise at lower I levels.

    Aye, I'm usually surrounded my mobs anyway so it's just reflex. I also don't use Astral Shield (not to be confused with Astral Seal) in solo play. Both of my main clerics can pretty much face tank any solo encounters and my main one (DO) can even most 5+/10+ heroics without Shield. I only slot it anymore if I'm in a party that needs the extra mitigation.
  • searaubersearauber Member Posts: 14 Arc User
    Wow, great comments. Thanks everyone so far for the input. this was exactly what I was looking for.


    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.

    Hi Silverkelt, just one question. By feated do you mean put points into? if so then yes, I have three points in both of these powers. I messed up when I hit 70 not thinking about unlocking the fourth level of power points and put it somewhere else :(.

  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited November 2015
    searauber said:

    Wow, great comments. Thanks everyone so far for the input. this was exactly what I was looking for.


    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.

    Hi Silverkelt, just one question. By feated do you mean put points into? if so then yes, I have three points in both of these powers. I messed up when I hit 70 not thinking about unlocking the fourth level of power points and put it somewhere else :(.
    By "feated" we mean the Feats tab: putting 5 points into the Paragon Feat called Battle Fervor. It's a feat that makes your Blessing of Battle much better and worth having it slotted as a main attacking At-Will.

    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.


  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    I barely use ashield at all.. in almost any party in pve (pretty mandatory for pvp nodes), the game has changed so much, its only really useful in empowered and now that arp is fixed, I would only use it for a non op led party in ecc or egwd.

    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.

  • searaubersearauber Member Posts: 14 Arc User
    zebular said:




    By "feated" we mean the Feats tab: putting 5 points into the Paragon Feat called Battle Fervor. It's a feat that makes your Blessing of Battle much better and worth having it slotted as a main attacking At-Will.


    Thanks for the clarification. I somehow did not see this feat when I was looking to find out what was being referenced. I do have this feat maxed as it was on the way to getting the feat gift of haste.


  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited November 2015
    searauber said:

    zebular said:

    By "feated" we mean the Feats tab: putting 5 points into the Paragon Feat called Battle Fervor. It's a feat that makes your Blessing of Battle much better and worth having it slotted as a main attacking At-Will.

    Thanks for the clarification. I somehow did not see this feat when I was looking to find out what was being referenced. I do have this feat maxed as it was on the way to getting the feat gift of haste.
    Most welcome. Awesome, I would suggest then to use Blessing of Battle as your main At-Will and for your second At-Will, use Astral Seal. Seal your targets, you'll see a circular glyph-like pattern surround them. As long as they remain Sealed, they will take more damage from all sources and also whoever damages them, will be healed based upon how much damage they do.

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