DC is many times superior to OP and SW in healing due to changes in mechanics, paladin and warlock magnitudes do not withstand any competition with cleric. no plans to do something about it? How about up magnitude for OP and SW?
DC is many times superior to OP and SW in healing due to changes in mechanics, paladin and warlock magnitudes do not withstand any competition with cleric. no plans to do something about it? How about up magnitude for OP and SW?
Do you play all these classes? You can best compare them when you have good knowledge about all of them. Not when some warlock healer would heal more than you in a trial, or something.
I won't say anything about paladins because I stopped playing paladin healer in mod 18. But warlock and cleric are pretty balanced. One class excels over the other in different situations.
Cleric's heals are stronger but they eat a lot of divinity while Warlock's heals are weaker and they eat less soulweave. Cleric's heals are good in large AoE context while Warlock heals are in a fixed spot only and they heal better than cleric's in context of having to stand still (on heal over time spec). Warlock TAB single target power heals better than cleric's but also consumes soulweave faster. Cleric provides better defense buffs than the Warlock but the Warlock provides a small offense buff that the cleric does not have.
So all in all, make sure you're using a good build and maybe consult with other healers how they do things (maybe there's an important thing you're missing on your healer?). Since these classes excel in different scenarios, you can't say one is overall better than the other. I'm playing both in end game Master Zariel and I like them both so I've got no reason to defend a class over the other
Viperion - DragonTribe guild. Playing Ranger/Paladin/Bard/Fighter.
Warlocks are currently weaker then clerics because a lot of them can't keep up with the increased dmg players take now, the weaker, more spread out heals of warlock can't do a lot if 2, 3 or 4players get reduced to 10% of their hp in a few seconds during a trail or dungeon, cleric can't deal with this either but the raw amount of heals they can pump out in a relative short time makes the difference between being wiped in 10 seconds or being wiped in 30
For the 2 to be equal the amount of dmg players take right now on live need te be worked on again, if a group of one dot mobs can eat the tank alive in 3 seconds flat no healer can deal with that
Multiple assets pop in/out during the New Sharandar hub cutscene.
Unable to obtain items from the RCA. The Item counter flips from 1+ to 0 and then becomes unobtainable.
Map for Ruins of Malabog has an extra Point of Interest for Malabog's Ruin area.
Character does not auto-receive "Ready to Claim" Rewards from Old Sharandar Campaign.
"Return to Sharandar" on news displays a placeholder image icon.
Merrisara Winterwhite offers quest "Malabog's Castle" which cannot be accepted.
Combat Rework: Guild boons cannot be selected
Placeholder icon is displayed for Vallenhas Legacy reward.
Moonlight Gate & Banshee Gate Key still offer Old Sharandar quests.
Imps’ Melee Attack in LoMM is too strong
Ring of Bel spawned creature’s damage is too high
Normal Temple of the Spider incorrectly syncs players to max 25k Item Level.
Mirage Set Bonus illusions deal 0 damage.
Barovia is missing a lot of trees.
The Vault of Stars
Boss HP is higher than intended
Royal Gardener
Impact visuals for the Royal Gardener’s Grim Reaper power are not playing
Failing the fight at 10 stacks of Corrupted Soil can cause weird behavior on the next attempt
Prince of Frost
Ice patches from Scatter do not display in some areas of the arena
Fixes and Adjustments
Campaigns
Adjusted recommend item levels for Campaigns to reflect increased player Item Levels.
Classes Barbarian
Unstoppable hit point shield increased to 60% HP.
Cleric
Reduced magnitude of Forgemaster’s Flame to 770.
Paladin
Improved description on Divine Protector tooltip
Shield of the Gods – Damage reduction now stacks with defense. Cooldown removed.
Divine Champion hit point shield lowered to 60% HP.
Rogue
Lurker's Assault now gives a 15% damage boost
Vengeance's pursuit now has a 10 seconds cooldown
Shadowstrike cooldown is now 14 seconds
Steal Time cooldown is now 15 seconds
Suddenstorm cooldown is now 12 seconds
The entity created from Shadow’s Flurry will now properly attack again
Warlock
Reduced cooldowns of Hellbringer encounter powers
Companion
Batiri
Reduced damage of Poisoned Bolt
Black Ice Ioun Stone
Fixed an issue where Forte was not being granted to the player.
Hawk
Hawk's Instincts combined rating is now properly applying.
Owl Bear Cub
Updated text to reflect the companion grants Critical Severity.
Pseudodragon
Pseudodragon's Presence now states the correct amount of stamina restored.
Tutor
Class in Session passive power now works as intended.
Vanguard of the Citadel
Will now properly use the ‘Take a Knee’ power.
The following Augment Companions should no longer grant extra Combined Ratings:
Goat
Mini Apparatus of Gond
Goldfish
Infant Gorilla
Bulette Pup
Cat
Boar Shoat
Chicken
Gelatinous Cube
Red Dragon Ioun Stone
Watler
Deepcrow Hatchling
The following companion bonuses should now properly give the player up to 750 Item Level at Mythic Quality:
Hell Hound
Stronghold Cleric
Skyblazer
Twig Blight
The following companion bonuses now correctly display correctly on the tooltips.
Chultan Hunter's Discipline
Stronghold Cleric's Wisdom
Skyblazer's Sight
Hell Hound's Senses
Eagle's Precision
Speed boost now works correctly and the name in the tooltip has been corrected
Enemies
Increased HP for all Dungeon Bosses.
Displacer Beast
Fixed an issue where the Displacer Beast would hang in the air for longer than expected when jumping to a player. They are now more respectful of gravity.
Grung
Only higher ranking Grungs can use the stun cone attack now
Oni
Insect Plague power no longer continues to damage players after they’ve left the designated area.
Wildling
Updated AI so they prefer to stay at range
Cure Wounds now has a 2 second cast and is easier to identify
Heroic Encounters
Going Boom in the Night
Fixed an issue that caused the crates in the Heroic Encounter to sometimes spawn in while already on fire.
Shadow Army
Updated Objective Text
The boss is now immune to Control effects.
Mounts
Changed it so Mount Powers from different T-rexes will no longer stack.
Precision mount power no longer grant an extra 100 item level
NPCs
Guard archer damage increased in the tutorial
Items
Briartwine Enchantment
Fixed and issue where the damage wasn’t being applied correctly.
Dread Enchantment
Now properly reduces defense on all targets. Tooltip fixed to say defense is reduced by 4% instead of 400%.
Shadowclad Enchantment
Fixed an issue where the bonuses were not being properly applied to the player.
Tenebrous Enchantment
Item Level adjusted
Fixed an Astral Diamond Box that was BoE instead of BoP
Blessed Helm of the Skyblazer now grants 7% Combat Advantage when in combat with a single target.
Mount Collars now properly apply their Combined Ratings.
Herald’s Defense changed to 5% defense and power rather than raw values.
Added the old Sharandar keys for Malabog’s Castle and Master of the Hunt to the Wondrous Bazaar.
Fixed the Paladin and Cleric dungeon gear stores to have the proper healing gear for their class
Hot Wings food
Now properly applies ratings to the total percent.
Ring of Bel
Fixed a tooltip error that said you could only wear one Ring of Bel at a time.
Companion XP items can no longer be used, preventing players from using them accidentally and being sad.
Diamond Keyring Bundle
Removed debug text
The "Sparkling Fey Emblem" artifact and it's set bonus has been adjusted. At max rank:
Allies now gain 2.5% Defense and 2.5% Critical Avoidance. Foes will take 3% more damage.
The set bonus now grants 5% Power.
The "Refulgent Diamond Pin" artifact and its set bonus has been adjusted. At max rank:
Foes now deal 3% less damage.
Allies now gain 5% Combat Advantage.
The set bonus now properly grants Awareness towards percentage.
The Bonus from Whisper’s Hood of Quiet now has an icon.
Volatile Holy Water
Similar to the Voodoo Dolls of Chult, minions will not be instantly killed in dungeons and other queued content.
Moonlight Gate & Banshee Gate Key from Old Sharandar Campaign can now be discarded.
Rank 2 insignias can now be donated to Guild Coffers
Reduced the damage from entities created from Binding armor.
Removed the cooldown on the Celestial Weapon power ‘Divine Fury’
Fixed an issue where ‘Cryptic Insight’ wasn't working with the Flaming Skull companion
Rewards
Changed the AD and Tradebar reward tasks to be once per account and the tradebars to be 200, after that it gives 5 gold for future characters
Redeemed Fallen companion now in the Redeemed misc store.
UI/Text
Added an Obsolete Currencies section to Currencies with instructions to trade currencies in this category at the Antiquities Scholar.
Updated Login Screen UI assets
Fixed various tooltips that were displaying a debug value for Armor Penetration.
Fixed a crash that could occur in the Guild Boons UI.
Zones
Lair of the Mad Mage
Lowered the damage from the Bore Worm’s soak power.
Reduced the HP of Boulders on the Bore Worm.
Reduced damage from stalactites on Bore Worm.
New Sharandar
Players no longer have to unlock the respawn point in the New Sharandar Hub.
The troll cauldrons used in the quest, 'Sugar and Spice' should now no longer have a global cooldown.
The scripting on the crates used in the quest, 'Broken Supply Chain' should now clean-up in 30s, allowing other players to use the object.
The quest objective to speak with the Iliyanbruen Ranger with the quest, 'What Was Lost' should now only complete for the player when they interact with the ranger.
While we appreciate parkour in all its forms, we've decided to limit some of the activity to prevent players from getting stuck. Thank you for your understanding!
Comments
Viperion - DragonTribe guild.
Playing Ranger/Paladin/Bard/Fighter.
I won't say anything about paladins because I stopped playing paladin healer in mod 18. But warlock and cleric are pretty balanced. One class excels over the other in different situations.
Cleric's heals are stronger but they eat a lot of divinity while Warlock's heals are weaker and they eat less soulweave.
Cleric's heals are good in large AoE context while Warlock heals are in a fixed spot only and they heal better than cleric's in context of having to stand still (on heal over time spec).
Warlock TAB single target power heals better than cleric's but also consumes soulweave faster.
Cleric provides better defense buffs than the Warlock but the Warlock provides a small offense buff that the cleric does not have.
So all in all, make sure you're using a good build and maybe consult with other healers how they do things (maybe there's an important thing you're missing on your healer?). Since these classes excel in different scenarios, you can't say one is overall better than the other. I'm playing both in end game Master Zariel and I like them both so I've got no reason to defend a class over the other
Viperion - DragonTribe guild.
Playing Ranger/Paladin/Bard/Fighter.
For the 2 to be equal the amount of dmg players take right now on live need te be worked on again, if a group of one dot mobs can eat the tank alive in 3 seconds flat no healer can deal with that
“ Herald’s Defense changed to 5% defense and power rather than raw values. ”
This hasn’t been changed. These boots’ bonus still is giving raw ratings rather than % as suggested.
Was this skipped on or is there any plans on actually change it into % values?
Thanks