in PVP and in some PVE situations (when u need to heal like demo or dragons) healer is effective as well, even in high levels
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putzboy78Member, NW M9 PlaytestPosts: 1,950Arc User
but i wouldn't define a dc healer as "current most indemand" for pve. To further hurt the dc healer's chances of being "in demand" is that they must compete with the OP healidin for those time people actually want them.
If you go AC righteous for pve, you must have at least 40k base power and high daily recharge rate to have a clear advantage over DO righteous. If you do, then you are at the peak of DC pyramid, if you dont, go DO path is easier.
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putzboy78Member, NW M9 PlaytestPosts: 1,950Arc User
Anyone know a good DO build that i can run then. I am looking for something to use till my base power gets up there. I would like to still be able to solo the campaigns when able and run group stuff as well. (Note i am on PS4 so old stuff that is not available now is no good for me)
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instynctiveMember, NW M9 PlaytestPosts: 1,885Arc User
I think it's funny that Virtuous is no longer considered a "viable" path.
Anyone know a good DO build that i can run then. I am looking for something to use till my base power gets up there. I would like to still be able to solo the campaigns when able and run group stuff as well. (Note i am on PS4 so old stuff that is not available now is no good for me)
This is what I run as a DO, but it has some stuff specific for making pvp a little more bareable (more dps) as my guild needs conq shards for strongholds.
I think it's funny that Virtuous is no longer considered a "viable" path.
Unless Virt can out AP buff other paragons (they can't) it will not be in demand. If mobs hit harder we will take faithfuls for clutch healing (Gift of Faith as mentioned above). In HoT environments we have mount bonuses and lifesteal to cover the healing duties. Even as a righteous, If I'm running a dungeon and someone screams about heals, I first check their lifesteal and if its less than 10% then it's their problem not mine. Secondly if they are DPS then I look at the tank for not holding agro. If your going in first and don't have enough lifesteal, I don't have any issues watching you walk back from the last fire (i.e. Walk of Shame).
Anyone know a good DO build that i can run then. I am looking for something to use till my base power gets up there. I would like to still be able to solo the campaigns when able and run group stuff as well. (Note i am on PS4 so old stuff that is not available now is no good for me)
This is what I run as a DO, but it has some stuff specific for making pvp a little more bareable (more dps) as my guild needs conq shards for strongholds.
Thanks these will give me a lot of help. Any tips on what skills i should slot across everything? (pre solo/group)
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putzboy78Member, NW M9 PlaytestPosts: 1,950Arc User
Solo Play
Class Features - Holy Fervor, Terrifying Insight At Wills - Brand of the Sun, Lance of Faith Dailys – Hallowed Ground, Flame Strike Encounters – Chains of Blazing Light, Daunting Light, Divine Glow
Rotation – Chains of Blazing light (damage, CC and to gets passive started), Divine Glow (debuff and damage), Brand of the Sun, 3xDivine Daunting Light (damage and builds empowerment), and fully empowered Daunting Light. Anything left standing can be used to rebuild divinity.
Party Play/Trash Clearing (No Tact GF)
Class Features - Holy Fervor, Terrifying Insight At Wills - Brand of the Sun, Lance of Faith Dailys – Hallowed Ground, Flame Strike Encounters – Chains of Blazing Light, Daunting Light, Divine Glow
Rotation – Chains of Blazing light (damage, CC and to gets passive started), Divine Glow (debuff and damage), Brand of the Sun, 3x Divine Chains of Blazing light (damage and builds empowerment), and fully empowered Daunting Light.
Use Hallowed Ground if you anticipate the fight will last more than rotation, otherwise use Flame Strike
Party Play/Trash Clearing (with Tact GF)
Class Features - Holy Fervor, Terrifying Insight At Wills - Brand of the Sun, Lance of Faith Dailys – Hallowed Ground, Flame Strike Encounters – Astral Shield, Chains of Blazing Light, Divine Glow
Rotation – Astral Shield, Chains of Blazing light (damage, CC and to gets passive started), Divine Glow (debuff and damage), Brand of the Sun, 3x Divine Chains of Blazing light (damage and builds empowerment), and fully empowered Chains of Blazing light
Use Hallowed Ground if you anticipate the fight will last more than rotation, otherwise use Flame Strike
If your GF has problems staying up you can use empowered Astral Shield and/or foresight
Party Play/Boss Fight (No Tact GF)
Class Features - Holy Fervor, Terrifying Insight At Wills - Brand of the Sun, Lance of Faith Dailys – Hallowed Ground, Hammer of Fate Encounters – Breaking the Spirit, Prophecy of Doom, Divine Glow
Rotation – Hallowed Ground (buff/debuff), Divine Glow(debuff and damage), Prophecy of Doom (debuff and damage), Brand of the Sun, 3xDivine Divine Glow (buff damage), Empowered Breaking the Spirit (buff damage)
Chains of Blazing light (damage, CC and to gets passive started), Divine Glow (debuff and damage), 3x Chains of Blazing light (damage and builds empowerment), and fully empowered Daunting Light.
Party Play/Boss Fight (withTact GF)
Class Features - Holy Fervor, Terrifying Insight At Wills - Brand of the Sun, Lance of Faith Dailys – Hallowed Ground, Hammer of Fate Encounters – Astral Shield, Breaking the Spirit, Divine Glow
Rotation – Hallowed Ground (buff/debuff), Astral Shield (buff), Divine Glow (debuff and damage), Brand of the Sun, 3xDivine Divine Glow (buff damage), Empowered Breaking the Spirit (buff damage)
If your GF has problems staying up you can use empowered Astral Shield and/or Foresight
If you use the party survive-ability build you will want to use foresight for the big DR buff
Comments
healer is effective as well, even in high levels
"...I grab my wiener and charge!" - ironzerg79
nwcalc.com/index.html#/dc?b=2x9r:za4v9l:dm9t:a11bm,13l3305:1000000:1000000:1zu4zbv&h=0&p=dvo&o=0
Some Options
Increased Party Survivability: http://nwcalc.com/index.html#/dc?b=2x9r:za4v9l:dm9t:a11bm,13l3305:1000000:1550000:1z00z5v&h=0&p=dvo&o=0
AP Buffer: nwcalc.com/index.html#/dc?b=2x9r:za4v9l:dm9t:a11bm,13l3305:1z04000:1000000:1z00z57&h=0&p=dvo&o=0
Divinity Stacker:nwcalc.com/index.html#/dc?b=2x9r:za4v9l:dm9t:a11bm,13l3305:1000000:1554000:1z00z57&h=0&p=dvo&o=0
Thanks these will give me a lot of help. Any tips on what skills i should slot across everything? (pre solo/group)
Class Features - Holy Fervor, Terrifying Insight
At Wills - Brand of the Sun, Lance of Faith
Dailys – Hallowed Ground, Flame Strike
Encounters – Chains of Blazing Light, Daunting Light, Divine Glow
Rotation – Chains of Blazing light (damage, CC and to gets passive started), Divine Glow (debuff and damage), Brand of the Sun, 3xDivine Daunting Light (damage and builds empowerment), and fully empowered Daunting Light. Anything left standing can be used to rebuild divinity.
Party Play/Trash Clearing (No Tact GF)
Class Features - Holy Fervor, Terrifying Insight
At Wills - Brand of the Sun, Lance of Faith
Dailys – Hallowed Ground, Flame Strike
Encounters – Chains of Blazing Light, Daunting Light, Divine Glow
Rotation – Chains of Blazing light (damage, CC and to gets passive started), Divine Glow (debuff and damage), Brand of the Sun, 3x Divine Chains of Blazing light (damage and builds empowerment), and fully empowered Daunting Light.
Use Hallowed Ground if you anticipate the fight will last more than rotation, otherwise use Flame Strike
Party Play/Trash Clearing (with Tact GF)
Class Features - Holy Fervor, Terrifying Insight
At Wills - Brand of the Sun, Lance of Faith
Dailys – Hallowed Ground, Flame Strike
Encounters – Astral Shield, Chains of Blazing Light, Divine Glow
Rotation – Astral Shield, Chains of Blazing light (damage, CC and to gets passive started), Divine Glow (debuff and damage), Brand of the Sun, 3x Divine Chains of Blazing light (damage and builds empowerment), and fully empowered Chains of Blazing light
Use Hallowed Ground if you anticipate the fight will last more than rotation, otherwise use Flame Strike
If your GF has problems staying up you can use empowered Astral Shield and/or foresight
Party Play/Boss Fight (No Tact GF)
Class Features - Holy Fervor, Terrifying Insight
At Wills - Brand of the Sun, Lance of Faith
Dailys – Hallowed Ground, Hammer of Fate
Encounters – Breaking the Spirit, Prophecy of Doom, Divine Glow
Rotation – Hallowed Ground (buff/debuff), Divine Glow(debuff and damage), Prophecy of Doom (debuff and damage), Brand of the Sun, 3xDivine Divine Glow (buff damage), Empowered Breaking the Spirit (buff damage)
Chains of Blazing light (damage, CC and to gets passive started), Divine Glow (debuff and damage), 3x Chains of Blazing light (damage and builds empowerment), and fully empowered Daunting Light.
Party Play/Boss Fight (withTact GF)
Class Features - Holy Fervor, Terrifying Insight
At Wills - Brand of the Sun, Lance of Faith
Dailys – Hallowed Ground, Hammer of Fate
Encounters – Astral Shield, Breaking the Spirit, Divine Glow
Rotation – Hallowed Ground (buff/debuff), Astral Shield (buff), Divine Glow (debuff and damage), Brand of the Sun, 3xDivine Divine Glow (buff damage), Empowered Breaking the Spirit (buff damage)
If your GF has problems staying up you can use empowered Astral Shield and/or Foresight
If you use the party survive-ability build you will want to use foresight for the big DR buff