I would like to hear what others think about optimal power rotations for the Arbiter /DPS) Cleric in Mod 16. The system of having two different kinds of pips introduces an entire new level of complexity, and to be effective it is necessary to master the new way of doing things.
I am for now ignoring the issue that some of our Daily and Encounter powers are hardly worth using at all - just focusing on how
Let's say you start with six At-wills that give you a full set of Radiant/Burning pips. You then use an Encounter power of the appropriate type, which consumes those pips for a significant buff and leaves you with a single pip of the opposite type.
At that point you have a choice - you can use an At-will of the second type 5 times, to fill up OR, you can use the feated Divine Glow to instantly give you a full set of pips.
Now, if your Divinity is low, you might have to hit Tab and consume your pips to regain a bit of Divinity, or if you have an appropriate Daily that's not on cooldown, you might want to use that.
Then basically just repeat the process until the enemies (or you) are dead.
Finally, at the end of the fight, hit Tab to consume any remaining pips for divinity before they disappear.
This is the principle, at least. The real issue is exactly which powers to use.
Hoping for improvements...
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I would use tip the scales only with a single target loadout for bosses, using FF or BtS. The 3rd slotted power would be PoD
I'm using the following
Trash / Mobs
At wills to build up burning judgement then searing javelin. If I get 6 radiant I convert to divinity, if its one I use daunting light to get my three burning pips, if its full I convert to divinity. Rinse and repeat.
Bosses swap to FF but you don't get the extra pip from DL
Question - what does it mean when it says Sacred flame Burning Judgement Effectt - Increases magnitude by 10 ???
Single Target I use Daunting Light, Divine Glow, and Forgemaster's Flame with the appropriate feat making DL single target.
Lantern22-that means if you have red pips and you use sacred flame, your attack gets 10x#red pips you have added to the base of 65 (125 total with 6 pips)
Geas (proc doombuff class feat)
Searing Javelin (works with DL feat)
Daunting Light
Geas to proc buff, then alternate searing javelin and DL, channeling in between to consume radiant and/or judgement pips, especially when the instant judgement pops. Goal is to try to keep divinity up enough to proc the perfect balance feat to refill all divinity. With a little bit of luck you can mostly avoid using at-wills for mob-clearing, occasionally using conflagration to generate pips to top off divinity. This also has the benefit of keeping you neatly centered around 50% divinity for max otherclassbuff.
For single target, I swap in feated FF for Searing Javelin. The divinity management is worse there, so I end up using at-wills in boss fights.
I'm finding that Perfect Balance does not work on my Cleric.
Is it broken? Or is it just my character?
Edit: Nevermind - it is working. I just remembered in Preview the Burning/Radiant shift counters were displayed on the right with the Divinity pips, instead of the little buff icons under your name (which is much harder to see IMO).
Lance of Faith
Conflagrate
Forgemaster's Flame/Searing Javelin
Daunting Light
Break the Spirit
Celestial Prominence
Hammer of Fate
Doomsayer
Light of the Scales
Lightspeed
Focused Light
Sudden Verdict
Critical Sun
Perfect Balance
The basic rotation I start out with is Conflagrate > BtS > tap Channel > Lance x6 > Forgemaster's/Searing > tap Channel > Conflagrate > Daunting > tap Channel > Lance x4 > Forgemaster's/Searing > tap Channel > Conflagrate x2 > BtS > loop. Sudden Verdict is just for the sake of extra resource economy, and I might end up going with Divine Equilibrium if I find myself not needing Light of the Scales to keep my resources flowing. Also, I tap Channel Divinity after each Encounter so that I can get the full hit chain for my following At-Wills off without wasting any Judgments, while keeping myself stocked up. For Daily usage, I mostly use the one that corresponds to the element I have more stacks of for Perfect Balance. For example, if I have 3 Fire and 4 Radiant stacks, I'm going to use Celestial Prominence after a Forgemaster's/Searing and follow the Prominence up with another Forgemaster's/Searing, then shift my rotation accordingly. And vice versa if I have more Fire than Radiance. I'll follow a BtS up with Hammer of Fate and follow that up with Daunting Light.
When I'm in group play in something like Throne/Prophecy or Merchant Princes, the mobs can be plentiful and overlapping, such that combat never ends. This means a ton of time where my divinity runs low and I have to lose my stacks or sit there refreshing divinity. I haven't found something that feels fun in those situations. Any ideas?
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Ex:
BtS / Tab / SJ / Tab / DL / Tab / SJ / Tab / DL / Tab / SJ / Tab / DL / Tab / SJ / Tab / BtS / Tab / SJ / Tab / DL / Tab / SJ / Tab / DL + proc perfect balance
Top off divinity with conflagration + Tab if you hit a sudden judgement dry spell.
Encounters: Sunburst (solo), Javelins, BtS
Dailies: Celestial Prom / HG
Feats: Top row, except #4.
Open with at-wills - usually Lance, but I'll occasionally use Conflag if there aren't many minions around, and throw BtS on the big mob. Assuming Lance:
1. Wait for mobs to get packed in, Javelin.
2. 2xConflag (each cast = 3 pips)
3. BtS on something big
4. Sunburst to make room.
5. Lances, then Javelin.
6. Conflag (1-2, depending on Divinity), Channel
7. Back to the top for more Lances.
Work in dailies, artifact / mount powers as needed.
With Sudden Judgement, I run a good chance of filling my pips on an Encounter use - meaning a fast Javelin or BtS, and if BtS is on cooldown, bonus Divinity. I'm not keen on Daunting Light these days, and prefer the space Sunburst opens up for me when solo. I'll sometimes move to Chains when grouped, though.