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Should I retire my DC again?

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  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    because pvpers see the advantage in some classess are farming the HAMSTER out of it.. give it two -three weeks, just like siege it will be dead and you wont get that one either.


  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User

    Kinda funny, U claim that DC is buffer/debuffer. Ghem. I have broken DC with random feats and focusing on healing. And when I heal I am last person by DPS<<<< But I manage to keep party alive. If u never been in party with Healer DC build sorry for u.. But fact not so many DC want to go with heal tree. Most want be dps freaks.. No one even try play as common rpg style.. healer/tanker dps. All want be dps freak... </p>

    Thats the game, not the players, the only time it was otherwise, was early on in the game and early in mod 6, while you had to have a healer.


  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,464 Arc User

    its a worthless pve set.. its entire advantage is in pvp.

    (snip)

    A, regardless of this set, no one needs heals, like the start of mod 6.

    That is patently untrue. Build me an HR (not a Trapper!!!!!) and show me that you can reliably solo any of the WoD lairs (drake pens, cult prison, thayan magical shelter).

    Then build an SW -- use any feat tree you like -- and do it again. Show me that you can reliably solo said lairs.

    Some builds absolutely need either healing or other players to take the heat off them (so they don't get hit in the first place).
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
    Blood Magic (RELEASED) - NW-DUU2P7HCO
    Children of the Fey (RELEASED) - NW-DKSSAPFPF
    Buried Under Blacklake (WIP) - NW-DEDV2PAEP
    The Redcap Rebels (WIP) - NW-DO23AFHFH
    My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
  • dufistodufisto Member Posts: 537 Arc User

    If you do serious stuff people will still need you.

    lets see. i've tanked all the dungeons but egwd without a healer on my tankadin. done all the skirmishes without one including the 2 new ones.
    tiamat is a zerg fest so no real need for a healer there.

    that leaves epic demogorgon and egwd. most of my guilds heavy hitters have picked up water weapons so thats next on my list.

    so what exactly is this serious stuff.

    lets go 1 step further. oh and i've also done all that same content with my healadin as tank. its just a little harder without a taunt button ( not that tankadins are good at agro control).

    Kinda funny, U claim that DC is buffer/debuffer. Ghem. I have broken DC with random feats and focusing on healing. And when I heal I am last person by DPS<<<< But I manage to keep party alive. If u never been in party with Healer DC build sorry for u.. But fact not so many DC want to go with heal tree. Most want be dps freaks.. No one even try play as common rpg style.. healer/tanker dps. All want be dps freak... </p>

    i have a faithful/virt ac cleric. its very usefull for pushing our new guild members through dungeons. if the group has gear i'll run my healadin, since he's got reasonable dps while healing, or we'll bring a righteous cleric. no reall need for a dedicated healer spot when the group knows the dungeon and works as a team.

    this is the problem when you start developing a game to cater to the least common denominator. it gets very easy. and thats what the game is right now. very easy to anyone that has geared up and knows the fights.

    run around with junk gear and a non optimal build and dont act like a group and sure you're party is going to wipe repeatedly at the 1st elol boss.
  • eoleeeolee Member Posts: 264 Arc User
    edited November 2015
    Well all that to read people saying im playing DC wrong if i use it to heal people, thats a heck of progression. So 2 trees of the DC are then wrong if i follow this reasonning...
    Nvm then, i'll just keep debuffing and spamming AP like i use to. And then refuse to heal people that might ask it, my answer will be "hey now, no no no no i wont heal you, if i heal you i play my dc wrong"

    My point was to say that once again,we are returning to prior mod 6. And that was boring. And not challenging.

    So in those regards, amen to Silverkelt. He spoke my mind better than i did
  • seventhpillarseventhpillar Member, NW M9 Playtest Posts: 216 Arc User
    lol, well buddy, welcome to a rogue's life when it comes to PVE.
  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    I have both a dc and a heal OP. My dc is righteous, wearing the high prophet set and providing damage buffs, my OP is the healer and it will forever stay that way. Why? Because when it comes down to healing, the heal OP says to the heal dc, "everything you can do, I can do better". They heal far better and they do it instantly, beacon of hope, a tier 4 feat is essentially gift of faith, prism keeps the party at full health all the time, bond of virtue and vow of enmity are like tyrannical threats of healing. For party damage mitigation, shield of faith is a 50% boostto party dr, a seperate, multiplicative layer, so even if a tank has 80% dr, shield of faith will push it up to 90%. When comparing damage buffs between a heal dc and a devo pally, aura of courage is a ~16% party wide damage buff that a heal dc can't quite compete with. That leaves the only benefit of the heal dc, to be, as someone quite aptly put above, to be a "snail". Furthermore, soloing content on a heal dc isn't that fun, where is it is fun on righteous. Righteous provides massive damage buffs that a devo pally can't compete with and it has a much easier time soloing. I will never shun having a righteous cleric in my party as it makes dungeons speed runs much faster due to buffs at boss kills.
  • eion311eion311 Member Posts: 338 Arc User
    I ran a eToS yesterday with myself (GF), 2 DC's, a GWF and a CW. Completed the instance in 8mins. DC's as heals/buffer/debuffer are incredible! heck Syndryth was dead in like 50secs from all the buffs from everyone.
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited November 2015
    karakla1 said:

    I saw DCs in elol that could out DPS an GWF (so the class has damage potential). You can go full DPS/Buff for your party.

    And yes i agree, the game is hilariously easy in it's current state. I really like Underdark but the two skirmishs are also too easy (no real damage threat in it).

    Eq-ILvl? Even a DC with >3k ILvl, 15k power high crit Righteous build should outDPS a 2k GWF. Also, if the GWF dies early in a bossfight (which sometimes even the best healing won't prevent, and which the BubblAdin-centric game style has made more common, as stepping out of red zones has become unfashionable...)

    No DC should ever out-damage any real striker class around similar I levels.. If they do, the dps should look at what they are doing.
    [...]

    I agree to some point: Most of the damage I deal as RiDO is from Fire of the Gods - which is a longterm DoT. So unless we're talking bossfight-centric, low-add stuff (like eLoL), the GWF apparently does something wrong.

    OutDPSing a TR or an Archer HR could be a matter of ILvl.


    Back to the OP's question: Switch to buff/debuff build. Which meand Righteous for max efficiency. Then you can go either AP regen buff by picking the Virt tree up to 4/5 or 5/5 Gift of Haste, or max damage by picking both 5th tier Righteous feats.

    But the lowered demand for heals is making Virtuous and Faithful DCs somewhat obsolete...

  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User

    Kinda funny, U claim that DC is buffer/debuffer. Ghem. I have broken DC with random feats and focusing on healing. And when I heal I am last person by DPS<<<< But I manage to keep party alive. If u never been in party with Healer DC build sorry for u.. But fact not so many DC want to go with heal tree. Most want be dps freaks.. No one even try play as common rpg style.. healer/tanker dps. All want be dps freak... </p>

    The role is cleric not healer. In D&D clerics aren't just healers they are buff/debuffers and have dps abilities. Since this game came out the role of the dc has been largely the same. Lower geared teams need heals, so DCs focus on heals as the gear levels go up we respec and become buffer/debuffers. Obviously with the class rework we got a dps ability added but really the role is buff/debuff. If you want to be a healer, run with lower geared parties. If you want to run with geared teams, become a buff/debuffer.

    I do have geared guildies that have stayed heal/buff/debuff. There focus is on supporting lower geared parties because that's what they enjoy. They want to be able to carry a junior team if required. There's nothing wrong with that if that's the role you enjoy.

  • lupisulupisu Member, NW M9 Playtest Posts: 86 Arc User

    I have both a dc and a heal OP. My dc is righteous, wearing the high prophet set and providing damage buffs, my OP is the healer and it will forever stay that way. Why? Because when it comes down to healing, the heal OP says to the heal dc, "everything you can do, I can do better". They heal far better and they do it instantly, beacon of hope, a tier 4 feat is essentially gift of faith, prism keeps the party at full health all the time, bond of virtue and vow of enmity are like tyrannical threats of healing. For party damage mitigation, shield of faith is a 50% boostto party dr, a seperate, multiplicative layer, so even if a tank has 80% dr, shield of faith will push it up to 90%. When comparing damage buffs between a heal dc and a devo pally, aura of courage is a ~16% party wide damage buff that a heal dc can't quite compete with. That leaves the only benefit of the heal dc, to be, as someone quite aptly put above, to be a "snail". Furthermore, soloing content on a heal dc isn't that fun, where is it is fun on righteous. Righteous provides massive damage buffs that a devo pally can't compete with and it has a much easier time soloing. I will never shun having a righteous cleric in my party as it makes dungeons speed runs much faster due to buffs at boss kills.

    While in the essence I agree with the sentiment that a heal OP will heal better than a DC in almost any scenario I still feel the need to nitpick on a couple on inaccuracies. Firstly beacon of hope is nothing like the DC capstone Gift of Faith which stores heals to be given out when hit points drop down. It is however similar (and better) than the t5 feat Test of Fatith. Secondly I don't really get where people get the idea that buffing is a Righteous exclusive to the point of saying that a 16% buff can't be matched. Yes the ~20% buff you get from feats is nice but; empowered BtS gives 30%, DG 17,5%+37,5%, slap a HG on top for an extra 40% and yes, you'll still be behind a righteous but that's pretty much the only thing in game that outbuffs you. What it comes down to is that since heals aren't vital in the current meta where heal DCs fall short is not bringing to the table the not inconsiderable dps that a Righteous will thile still providing enough support to coast through the content.
  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    edited November 2015


    But the lowered demand for heals is making Virtuous and Faithful DCs somewhat obsolete...

    I'm a virtuous with some righteous. Looking at the requests I get every day to run whatever content, I can say that I'm everything but obsolete. And these requests don't come from low IL players.

    If you do it right, you can do a lot of interesting things at least with the mix virt(main)\right: I can only talk about that.
    Healdin Aurea? Don't care: my team mates sit on rk 4 HG 90% of their time. With a buffer GF, it becomes 100% and even a two-layers (and useless) HG. If there's a healdin with me, even better, the dps is overpowered.

    It depends on how you design your cleric. Even today, I see a lot of virtuous/faith clerics with pow\crit maximized for pve, following some old guides written at the beginning of mod 6, when the healers were highly requested. Imo, that was partially wrong: at the beginning of Mod 6, teams needed heals ( but no heal can save you when you're one shooted), but most wanted by the teams was protection, not heals. And here comes the idea to maximixe my AP gain and the recovery stats (recovery is still underestimated in my opinion). In the last months, I used more AA than heals. When the heals became a minor need, I simply switched to HG, the best dps\defense buff from the cleric imo since the beginning of this game.
    HoT powers are used not to heal, but to recharge my AP:That's why recovery is fundamental because:
    - cooldown is lowered: I can spam BtS/FF and DG seamless
    - AP gain is increased.

    Blessing of Battle + Battler Fervor + Weapons of light complete the picture: up to 25% of my power to whoever is around me in a battle. Even a mid cleric with 14K can buff up to 3.5k power to the team constantly.

    Finally, try to figure out what happens when a 3K+ gwf:
    - fights on rk 4 HG
    - if buffed with 5.5K+ power
    - got 3 divinity DG buff
    - got empowered BtS/FF buff
    - got 1 more DG buff

    ands this happens again and again every few seconds (today I run contents with rk 4 holy fervor and rk 4 divine fortune: 1 BoB + 2 HAMSTER and I'm fully charged and in the meanwhile the cooldown is over) . It's clear that a righetous can do even better, but it's almost unnoticeable.
    The beauty of this is that I can be considered at the same time an overpowered healer and a quite good buffer without changing anything in my build; just switch powers and passives and I'm done.
    I really don't care about the composition of the team: pug low IL team? power buff, heals, AA, DG and tons of AP for you.
    3K+ team? power buff, HG and DG and overpowered BtS/FF casted very often.

    There's just a drawback when I'm compared against a righteous: I don't dps. That's the only issue I have today.

    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User
    rapo973 said:

    That's the only issue I have today.

    And that's not an issue :-)

    There is a place for everyone, just have to run with the right people. If your competing with other people for slots in parties you may need to adjust. But noone is really obsolete, just the setup is different for whatever party your running with. If a person WANTS to heal, then run with low geared parties. If a person wants to buff/debuff/dps take a dps slot and bring a healer in party otherwise run with a geared party that doesn't needs heals (and make sure you don't need heals either)
  • wildfiredewildfirede Member Posts: 886 Arc User
    rapo973 said:


    But the lowered demand for heals is making Virtuous and Faithful DCs somewhat obsolete...

    I'm a virtuous with some righteous. Looking at the requests I get every day to run whatever content, I can say that I'm everything but obsolete. And these requests don't come from low IL players.

    If you do it right, you can do a lot of interesting things at least with the mix virt(main)\right: I can only talk about that.
    Healdin Aurea? Don't care: my team mates sit on rk 4 HG 90% of their time. With a buffer GF, it becomes 100% and even a two-layers (and useless) HG. If there's a healdin with me, even better, the dps is overpowered.

    It depends on how you design your cleric. Even today, I see a lot of virtuous/faith clerics with pow\crit maximized for pve, following some old guides written at the beginning of mod 6, when the healers were highly requested. Imo, that was partially wrong: at the beginning of Mod 6, teams needed heals ( but no heal can save you when you're one shooted), but most wanted by the teams was protection, not heals. And here comes the idea to maximixe my AP gain and the recovery stats (recovery is still underestimated in my opinion). In the last months, I used more AA than heals. When the heals became a minor need, I simply switched to HG, the best dps\defense buff from the cleric imo since the beginning of this game.
    HoT powers are used not to heal, but to recharge my AP:That's why recovery is fundamental because:
    - cooldown is lowered: I can spam BtS/FF and DG seamless
    - AP gain is increased.

    Blessing of Battle + Battler Fervor + Weapons of light complete the picture: up to 25% of my power to whoever is around me in a battle. Even a mid cleric with 14K can buff up to 3.5k power to the team constantly.

    Finally, try to figure out what happens when a 3K+ gwf:
    - fights on rk 4 HG
    - if buffed with 5.5K+ power
    - got 3 divinity DG buff
    - got empowered BtS/FF buff
    - got 1 more DG buff

    ands this happens again and again every few seconds (today I run contents with rk 4 holy fervor and rk 4 divine fortune: 1 BoB + 2 HAMSTER and I'm fully charged and in the meanwhile the cooldown is over) . It's clear that a righetous can do even better, but it's almost unnoticeable.
    The beauty of this is that I can be considered at the same time an overpowered healer and a quite good buffer without changing anything in my build; just switch powers and passives and I'm done.
    I really don't care about the composition of the team: pug low IL team? power buff, heals, AA, DG and tons of AP for you.
    3K+ team? power buff, HG and DG and overpowered BtS/FF casted very often.

    There's just a drawback when I'm compared against a righteous: I don't dps. That's the only issue I have today.
    Would you be so kind to share a screenshot of your feats, i am trying to experiment a little on the PTR and would like to check yours too.
    Please fix Zhentarim Warlock companion's skill "Arcane Warping" to the originally intended "Arcane Boost"
    zhentarim-warlock-companion

    Pure -> Transcendent Plague Fire weapon enchantment giving 80damge/20 seconds for 500k+ AD is a joke.
    plague-fire-weapon-enchant-r11-vs-r12
  • tjestesjr#1226 tjestesjr Member Posts: 3 Arc User

    rapo973 said:


    But the lowered demand for heals is making Virtuous and Faithful DCs somewhat obsolete...

    I'm a virtuous with some righteous. Looking at the requests I get every day to run whatever content, I can say that I'm everything but obsolete. And these requests don't come from low IL players.

    If you do it right, you can do a lot of interesting things at least with the mix virt(main)\right: I can only talk about that.
    Healdin Aurea? Don't care: my team mates sit on rk 4 HG 90% of their time. With a buffer GF, it becomes 100% and even a two-layers (and useless) HG. If there's a healdin with me, even better, the dps is overpowered.

    It depends on how you design your cleric. Even today, I see a lot of virtuous/faith clerics with pow\crit maximized for pve, following some old guides written at the beginning of mod 6, when the healers were highly requested. Imo, that was partially wrong: at the beginning of Mod 6, teams needed heals ( but no heal can save you when you're one shooted), but most wanted by the teams was protection, not heals. And here comes the idea to maximixe my AP gain and the recovery stats (recovery is still underestimated in my opinion). In the last months, I used more AA than heals. When the heals became a minor need, I simply switched to HG, the best dps\defense buff from the cleric imo since the beginning of this game.
    HoT powers are used not to heal, but to recharge my AP:That's why recovery is fundamental because:
    - cooldown is lowered: I can spam BtS/FF and DG seamless
    - AP gain is increased.

    Blessing of Battle + Battler Fervor + Weapons of light complete the picture: up to 25% of my power to whoever is around me in a battle. Even a mid cleric with 14K can buff up to 3.5k power to the team constantly.

    Finally, try to figure out what happens when a 3K+ gwf:
    - fights on rk 4 HG
    - if buffed with 5.5K+ power
    - got 3 divinity DG buff
    - got empowered BtS/FF buff
    - got 1 more DG buff

    ands this happens again and again every few seconds (today I run contents with rk 4 holy fervor and rk 4 divine fortune: 1 BoB + 2 HAMSTER and I'm fully charged and in the meanwhile the cooldown is over) . It's clear that a righetous can do even better, but it's almost unnoticeable.
    The beauty of this is that I can be considered at the same time an overpowered healer and a quite good buffer without changing anything in my build; just switch powers and passives and I'm done.
    I really don't care about the composition of the team: pug low IL team? power buff, heals, AA, DG and tons of AP for you.
    3K+ team? power buff, HG and DG and overpowered BtS/FF casted very often.

    There's just a drawback when I'm compared against a righteous: I don't dps. That's the only issue I have today.
    Would you be so kind to share a screenshot of your feats, i am trying to experiment a little on the PTR and would like to check yours too.
    I second that request. I am new to the game and looking for some guidance and there is little to be found that is current.
  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    edited November 2015


    Would you be so kind to share a screenshot of your feats, i am trying to experiment a little on the PTR and would like to check yours too.

    Currently I'm not in game: I will update this post later.
    Hereunder the assumptions which my build is based on:
    - AC DC Virtuous cleric
    - It's for PvE, decent but not perfect for PvP.
    - roll stats: Wis and char maximized
    - Maximize power and recovery
    - Maximize your AP gain - GoH is an important part of it, but other things are needed

    Equipment
    - Gear set: Elemental Elven restoration. Even in Mod 8, this is the best for recovery. Generally speaking, whatever gives you power and recovery is good.

    - Artifact weapons set: today I would say the new fire set from the Fiery pit. It gives you recovery and a 25% chance to refill the AP immediately when a daily is used. See it when you cast AA in seconds: your chance to have your AP refill is then very high.

    - Passives; buff mode - divine fortune and holy fervor - heal mode: healer's lore and holy fervor. Annointed armor only if really needed.

    - Artifacts = whatever increases power, recovery and AP. Currently I've the Tiamat Orb, DC Sigil, HR sigil and fire symbol. Other choices are possible.

    - enchantments: attach slot: radiant/silver enchantments, defense = azure enchantment (but it's up to you if you have other needs)

    - rings: 2X Gemmed Exquisite Adamant Ring of Recovery

    - Belt & cloak: The Tiamat set fits my build very well. I'm planning to move to it. Currently I've the wisdom belt and Imperial cloack. The tiamat set gives you: more wis & char -> more recovery and the tiamat orb gives you AP points.

    - Main Companion: Ioun stone (whatever you like) = currently I've the ioun ston of might. This must be equipped with the 2X Ring of the Loyal Commander and the Girdle of the Loyal Commander. They all provide a high amount of power and recovery.

    - Active companions: Flame sprite, Ice sprite, sprite. They all provide AP gain. The fifth companion - up to you and as you like.

    Feats
    http://nwcalc.com/index.html#/dc?b=23ci:k6rwk5:8dep:5tb7d,13ix605:150z0z1:1000000:150uu00&h=0&p=anc

    The heoric feats may be changed to fit your play style. I suggest to maximize: greater fortune, domain sinergy and bountiful fortune as a minimum. You have the options to focus more on AP gain, heals or crit.

    Main features:
    - GoH: nothing to say. Everyone knows it.
    - The virtuous feats provide HoT heals to maximize GoH. Anyhow, you're still a powerfull healer.

    The best is given by the combination of Blessing of Battle + Battle fervor (virt) + weapons of light (right). All together they pass up to 25% of your power. rk 4 Blessing of Battle provide a good defense buff as well: the overall effect is similar to the DO foresight.

    Concerning the righteous powers:
    - Ancient warding: When you have a high AP gain + GoH, you can cast AA very often. AA becomes another source of healing and AP gain. AA is the main source of protection in epic dungeons when an OP is not with you. You can forget astral shield and warding flare.
    - Furious intervention: very important. It gives you +10% AP gain, but most important your damage powers become another source of AP. This is very usefull when I'm in buff mode with DG and Break the Spirit and compensate a bit absence of HoT powers (but I keep always BoH with me).


    I'm not saying that this is the best build, but it's very flexible and it's a good compromise between healing and buffing.
    The key point is your AP gain stat. Currenty I've 91%, but when I'm in a party and buffed I'm 100% very often. You don't have to worry: the ap gain effect is visible when you overcome the 60% thresold and it's not so difficult to reach that level if your build is recovery based. Silver enchantments are very cheap.

    When the AP gain is high:
    - you can cast HG in seconds: this is a powerfull buff. Even when I'm in solo mode, I cast it every time to compensate my lack of dps. It also compesates a bit the lack of buff when compared against the rigtheous. The righteous cleric (based on crit/power) will never cast HG at the same rate.
    - you can cast AA in seconds: very important when the team is under damage pressure (usually pug/ low IL teams). Still very effective at Demogorgon during the second phase.

    Lowering the cooldown increases the frequency of the buff from BtS and DG.
    Divine fortune: a must to recharge divinity. With rk4, I've divinity fully recharged with 1 Blessing of Battle (slow, but needed to buff) and 2 astral seal (very fast). The BoB buff lasts some seconds and you don't have to cast it every time.

    After this long stuff, here my main stats @3.5K :
    - power: 23K (do your calc when I pass 25% of this power or when I heal).
    - crit: 6K
    - Arm pen: < 1000 . This is the weak point
    - Recovery: 12K. I'm planning to increase it. I've a crazy plan with the new draw set.
    - Defense: 9K
    - cooldown: - 77%
    - AP gain: +91%


    Finally....as you can see this is not a build: this is a long term project. If you want to do it, you must start with the basic (feats, wis, cha, power, recovery) and build your stats and features on top of it. Changing it may be very expensive.
    You never dps, you always need a group if you want to progress fast with it. That means that this build is not the best for solo-players.
    If you're going to test this build with a low recovery, probably it's not going to work.
    Post edited by rapo973 on

    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
  • wildfiredewildfirede Member Posts: 886 Arc User
    Thank you so much for the time you invested doing this, will check it out on the preview as soon as i get home from work.
    Please fix Zhentarim Warlock companion's skill "Arcane Warping" to the originally intended "Arcane Boost"
    zhentarim-warlock-companion

    Pure -> Transcendent Plague Fire weapon enchantment giving 80damge/20 seconds for 500k+ AD is a joke.
    plague-fire-weapon-enchant-r11-vs-r12
  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User
    rapo973 said:

    The righteous cleric (based on crit/power) will never cast HG at the same rate.

    Unless they are in a party with an AP buffing cleric :-)

  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    edited November 2015
    putzboy78 said:

    rapo973 said:

    The righteous cleric (based on crit/power) will never cast HG at the same rate.

    Unless they are in a party with an AP buffing cleric :-)

    Or with a buffer GF. There are many options. As I've tried to explain, my build is the result of a compromise, but still specialized in increasing the AP, increasing the power of the team, healing and giving a good (not excellent) buff when needed.
    Yesterday I was in eToS with an OP. The OP suddenly got disconnected and we were without protection. I was spamming HG as usual and I was forced to change immediately: I started casting AA at 3.5 Mhertz and none of us died till the end of the dungeon. This is the flexibility I like and that I want from my build. But it's me and nothing/no one else.

    I've listed the "stand-alone" features of my build: the composition of the party always affects the way you play. When I'm with a GF buffer, my APs increase at incredible rate: I'm surprised every time. After having casted two dailies, my APs are full again and I don't know how to use them: HG is still there, AA is not over...and I've my daily ready again :# such a waste of APs :D:D:D
    Post edited by rapo973 on

    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
  • jazzfongjazzfong Member Posts: 1,079 Arc User
    But under HG, DC cant get any AP except from item. How can you have full AP when u have HG without using sigil of DC?
  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    edited November 2015
    If there is a GF, I'm fully recharged by him: it always happens with the GF from my guild. I also have the snail which gives you ap with hg: I forgot to say and it's important to mention.
    If there is no GF, it's just a matter of seconds. I wrote in a previous post that the teams are 90% of their time on Hg: some recharge time is needed.

    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
  • tjestesjr#1226 tjestesjr Member Posts: 3 Arc User
    rapo973 said:


    Would you be so kind to share a screenshot of your feats, i am trying to experiment a little on the PTR and would like to check yours too.

    Currently I'm not in game: I will update this post later.
    Hereunder the assumptions which my build is based on:
    - AC DC Virtuous cleric
    - It's for PvE, decent but not perfect for PvP.
    - roll stats: Wis and char maximized
    - Maximize power and recovery
    - Maximize your AP gain - GoH is an important part of it, but other things are needed

    Equipment
    - Gear set: Elemental Elven restoration. Even in Mod 8, this is the best for recovery. Generally speaking, whatever gives you power and recovery is good.

    - Artifact weapons set: today I would say the new fire set from the Fiery pit. It gives you recovery and a 25% chance to refill the AP immediately when a daily is used. See it when you cast AA in seconds: your chance to have your AP refill is then very high.

    - Passives; buff mode - divine fortune and holy fervor - heal mode: healer's lore and holy fervor. Annointed armor only if really needed.

    - Artifacts = whatever increases power, recovery and AP. Currently I've the Tiamat Orb, DC Sigil, HR sigil and fire symbol. Other choices are possible.

    - enchantments: attach slot: radiant/silver enchantments, defense = azure enchantment (but it's up to you if you have other needs)

    - rings: 2X Gemmed Exquisite Adamant Ring of Recovery

    - Belt & cloak: The Tiamat set fits my build very well. I'm planning to move to it. Currently I've the wisdom belt and Imperial cloack. The tiamat set gives you: more wis & char -> more recovery and the tiamat orb gives you AP points.

    - Main Companion: Ioun stone (whatever you like) = currently I've the ioun ston of might. This must be equipped with the 2X Ring of the Loyal Commander and the Girdle of the Loyal Commander. They all provide a high amount of power and recovery.

    - Active companions: Flame sprite, Ice sprite, sprite. They all provide AP gain. The fifth companion - up to you and as you like.

    Feats
    http://nwcalc.com/index.html#/dc?b=23ci:k6rwk5:8dep:5tb7d,13ix605:150z0z1:1000000:150uu00&h=0&p=anc

    The heoric feats may be changed to fit your play style. I suggest to maximize: greater fortune, domain sinergy and bountiful fortune as a minimum. You have the options to focus more on AP gain, heals or crit.

    Main features:
    - GoH: nothing to say. Everyone knows it.
    - The virtuous feats provide HoT heals to maximize GoH. Anyhow, you're still a powerfull healer.

    The best is given by the combination of Blessing of Battle + Battle fervor (virt) + weapons of light (right). All together they pass up to 25% of your power. rk 4 Blessing of Battle provide a good defense buff as well: the overall effect is similar to the DO foresight.

    Concerning the righteous powers:
    - Ancient warding: When you have a high AP gain + GoH, you can cast AA very often. AA becomes another source of healing and AP gain. AA is the main source of protection in epic dungeons when an OP is not with you. You can forget astral shield and warding flare.
    - Furious intervention: very important. It gives you +10% AP gain, but most important your damage powers become another source of AP. This is very usefull when I'm in buff mode with DG and Break the Spirit and compensate a bit absence of HoT powers (but I keep always BoH with me).


    I'm not saying that this is the best build, but it's very flexible and it's a good compromise between healing and buffing.
    The key point is your AP gain stat. Currenty I've 91%, but when I'm in a party and buffed I'm 100% very often. You don't have to worry: the ap gain effect is visible when you overcome the 60% thresold and it's not so difficult to reach that level if your build is recovery based. Silver enchantments are very cheap.

    When the AP gain is high:
    - you can cast HG in seconds: this is a powerfull buff. Even when I'm in solo mode, I cast it every time to compensate my lack of dps. It also compesates a bit the lack of buff when compared against the rigtheous. The righteous cleric (based on crit/power) will never cast HG at the same rate.
    - you can cast AA in seconds: very important when the team is under damage pressure (usually pug/ low IL teams). Still very effective at Demogorgon during the second phase.

    Lowering the cooldown increases the frequency of the buff from BtS and DG.
    Divine fortune: a must to recharge divinity. With rk4, I've divinity fully recharged with 1 Blessing of Battle (slow, but needed to buff) and 2 astral seal (very fast). The BoB buff lasts some seconds and you don't have to cast it every time.

    After this long stuff, here my main stats @3.5K :
    - power: 23K (do your calc when I pass 25% of this power or when I heal).
    - crit: 6K
    - Arm pen: < 1000 . This is the weak point
    - Recovery: 12K. I'm planning to increase it. I've a crazy plan with the new draw set.
    - Defense: 9K
    - cooldown: - 77%
    - AP gain: +91%


    Finally....as you can see this is not a build: this is a long term project. If you want to do it, you must start with the basic (feats, wis, cha, power, recovery) and build your stats and features on top of it. Changing it may be very expensive.
    You never dps, you always need a group if you want to progress fast with it. That means that this build is not the best for solo-players.
    If you're going to test this build with a low recovery, probably it's not going to work.
    THANK YOU for the write up. I am new to this game but not to MMO's this one is a bit more twitchy than WoW so rolling a support class as my main has been a bit of a learning curve.

    If I have surmised correctly from your build post above this would be your Buffing Load Out:

    Passives: Divine Fortune, Holy Fervor
    LMB: Blessing of Battle
    RMB: Astral Seal

    Q: Break the Spirit
    E: Divine Glow
    R: Bastion of Health

    1: Hallowed Ground
    2: Anointed Army

    If you have a chance can you fill the blanks in for me on your Healing Load Out?

    Thanks again and appreciate all of the information.
  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    edited November 2015



    THANK YOU for the write up. I am new to this game but not to MMO's this one is a bit more twitchy than WoW so rolling a support class as my main has been a bit of a learning curve.

    If I have surmised correctly from your build post above this would be your Buffing Load Out:

    Passives: Divine Fortune, Holy Fervor
    LMB: Blessing of Battle
    RMB: Astral Seal

    Q: Break the Spirit
    E: Divine Glow
    R: Bastion of Health

    1: Hallowed Ground
    2: Anointed Army

    If you have a chance can you fill the blanks in for me on your Healing Load Out?

    Thanks again and appreciate all of the information.

    Passives: Healer's lore, Holy Fervor
    LMB: Blessing of Battle
    RMB: Astral Seal

    Q: Healing word
    E: Divine Glow
    R: Bastion of Health

    1: Hallowed Ground
    2: Anointed Army

    Healer's lore and Q are the difference B)o:)
    This is the setup that maximize the AP gain.

    Concerning buffing, you can use Exaltation instead of BoH, but in this case your AP gain is limited.

    Here how I use them:
    1 BoB + 2 Astral Seal -> full divinity with rk 4 divine fortune.
    3X divinity DG
    1 BtS
    1 DG
    1 BoH
    As soon as your APs are full, cast HG. In my build and if you have everything, at this stage the APs are full.
    Post edited by rapo973 on

    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
  • tjestesjr#1226 tjestesjr Member Posts: 3 Arc User
    rapo973 said:



    THANK YOU for the write up. I am new to this game but not to MMO's this one is a bit more twitchy than WoW so rolling a support class as my main has been a bit of a learning curve.

    If I have surmised correctly from your build post above this would be your Buffing Load Out:

    Passives: Divine Fortune, Holy Fervor
    LMB: Blessing of Battle
    RMB: Astral Seal

    Q: Break the Spirit
    E: Divine Glow
    R: Bastion of Health

    1: Hallowed Ground
    2: Anointed Army

    If you have a chance can you fill the blanks in for me on your Healing Load Out?

    Thanks again and appreciate all of the information.

    Passives: Healer's lore, Holy Fervor
    LMB: Blessing of Battle
    RMB: Astral Seal

    Q: Healing words
    E: Divine Glow
    R: Bastion of Health

    1: Hallowed Ground
    2: Anointed Army

    Healer's lore and Q are the difference B)o:)
    This is the setup that maximize the AP gain.

    Concerning buffing, you can use Exaltation instead of BoB, but in this case you're AP gain is limited.

    Here how I use them:
    1 BoB + 2 Astra Seal -> full divinity with rk 4 divine fortune.
    3X divinity DG
    1 BtS
    1 DG
    1 BoH
    As soon as you're AP are full, cast HG. In my build and if you have everything, at this stage the AP are full.
    Wow quick response and great info. Excited to give this a try. Thanks again.
  • illhoraillhora Member, NW M9 Playtest Posts: 127 Arc User
    rapo973 said:



    Passives: Healer's lore, Holy Fervor
    LMB: Blessing of Battle
    RMB: Astral Seal

    Q: Healing word
    E: Divine Glow
    R: Bastion of Health

    1: Hallowed Ground
    2: Anointed Army

    Healer's lore and Q are the difference B)o:)
    This is the setup that maximize the AP gain.

    Concerning buffing, you can use Exaltation instead of BoH, but in this case your AP gain is limited.

    Here how I use them:
    1 BoB + 2 Astral Seal -> full divinity with rk 4 divine fortune.
    3X divinity DG
    1 BtS
    1 DG
    1 BoH
    As soon as your APs are full, cast HG. In my build and if you have everything, at this stage the APs are full.


    I think this is a perfect build if you are going to Q, however if you are playing with guild mate and/or using the LFG channel, you are over-healing the group.
    Should be not better to spam AA as righteous ? , seems to be more effecient to me, really more.
  • tyrtallowtyrtallow Member, NW M9 Playtest Posts: 747 Arc User
    edited November 2015
    As others have already pointed out healing is only one of the the things DCs do. In fact, our most important job is providing damage mitigation. Which is why any DC who doesn't use powers like Astral Shield/Break the Spirit/Hallowed Ground/Anointed Army/Foresight/etc. in group content gets odd looks from veteran players.

    Becoming a healbot is a choice. Being Virtuous or Faithful doesn't automatically turn you into a healbot, you have to actively ignore ArP and roughly 90% of your powers to be one. Hell some people play Righteous as a healbot.
    While it's true that healbots are becoming less and less useful, especially if you play with competent players, DCs in general are still very much in demand.


    So, how not to become a healbot. Well, the first three tiers of Righteous have always been there these past two mods - freely available for players who want the extra damage boost. ArP stacking is now a LOT easier with Stronghold boons, companion gear and new armors. The new sets are very customizable, so it's easier to move stats around.
    As for the paths themselves, Virtuous can generate a lot of extra AP for allies with heal over time procs, and can generate heal over time procs by using damaging encounter powers (the Cleansing Fire feat). Faithful gets automatic SOS healing and the Gift of the Gods feat, which when combined with other divinity generation powers/abilities/feats allows a competent Faithful DC player to juggle three fully empowered encounter powers. Even considering all the dodging/re-positioning in combat. And we have a lot of really powerful buff/debuff empowered encounter powers (we have a shortage of useful divine mode powers, which affects Faithful more than others, but that's a topic for another thread).

    So yeah, if your healbot DC is less useful (though I sincerely doubt it, the game never really runs out of players who do stupid things) you have only yourself to blame. You had options, you decided to ignore them.
    Drowned artifact MH healing replacing DCs? Laughable. If Lifesteal isn't doing enough to save these people then the Drowned artifact MH certainly won't help (50% of max HP total healing every 60 seconds - even 5% LS is going to do a LOT more healing than that).
    Also, that extra healing over time actually increases the value of our damage mitigation powers.



    Post edited by tyrtallow on
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  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    illhora said:


    I think this is a perfect build if you are going to Q, however if you are playing with guild mate and/or using the LFG channel, you are over-healing the group.
    Should be not better to spam AA as righteous ? , seems to be more effecient to me, really more.

    Overhealing for sure: that's free and you don't need this build to do this. AP gain is maximized as well in heal mode because you're always under HoT powers with GoH. AA is spammed very efficiently: 8 balls are usually enough ((2XAA - I do it quite often in heal mode with all the enchounters ready).


    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    edited November 2015
    Just to complete the previous post.
    Encounters Cooldown @ 13,5 K recovery:
    SB - 6,5 sec
    Chain BL - 8,7
    DL - 7,6
    BoH - 9,9
    BtS - 6,5
    DG - 8,7

    Some screenshots:
    Capture


    feats


    Untitled 1

    Post edited by rapo973 on

    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User
    3,641 recovery (3,653 ilvl)

    SB - 10
    Chain BL - 13
    DL - 10
    BoH - 15
    BtS - 8
    DG - 13

    :-)
  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    BtS is interesting. Just a 1,5 sec gap...

    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
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