I love the Cleric class..so much I leveled to 30 in the first beta weekend and then to 40 this weekend! However, there was a few things that seem to stick out as a bit off. I understand in the first beta that Clerics were insanely strong when it came to self healing. This beta it was another story.
In several instances I had a terrible time keeping myself up, mainly through the 15-20's. It felt as if my heals weren't doing anything to help me. Doing Dungeons felt like a cluster especially when I had issues mousing over a melee I needed to heal only to have another melee jump infront and take a heal. (Then again, several of them melee need to learn to move out of the red stuff on the ground..still..was frustrating)
Several moves I learned I did not use. They felt lackluster and weak. I would have them on my bars to try them and see that my Sacred Flame did much more for me and I only went back to my Lance of Faith once I was able to increase its non critical damage.
The ability 'Prophecy of Doom' felt like it was either weak or not working well at all. The armor reduction was noticeable but if the target is still up..the 'large' amount of damage it says it is supposed to take either is so little you don't see it or it does not happen at all. Non crits range from 300-500 (at level 40 mind you)..crits hit 1k. Now, I do not know how well this ability will scale but currently it seems a 'medium' hit rather than large as the tooltip gives off. Can't wait to see it at high levels to get a real feel for it.
Blazing Chains of light, I love how even if you miss (grouped with a trigger finger happy control wizard for leveling) that the monsters are able to walk through it and still be chained. Thanks for that! I do however request maybe an extra second of root with the chains, personal preference and not a requirement..just a suggestion!
Divine Armor is easily my new favorite defensive Daily power. As soon as I saw it gave temporary Hit points I was sold. It preforms well in battle and I enjoy the animation for it! The visual aid of the shields around the body will help those who stare at the center of the screen to know when the buff is no longer in affect.
Forgemaster's Flame..The idea behind this spell is nice but when dealing with groups, I felt much more comfortable using Lance of Faith or Sacred flame. Being able to keep a single target slowed is great but when dealing with several packs at once (which was the case when 35-40) I felt the damage to remove them faster outweighed the need for slows.
Finally..I want to thank you for the spell..Divine Glow. I love it. It debuffs those I put it on and is great as a quick mini AoE. This paired with other spells such as the Daily Power Flame Strike works great together!
Overall, I loved the class when I leveled 1-30 and I still love it now! I can't wait for next beta weekend to test out the powers once more!
Other suggestions:
Give us a Sit animation for chairs. All those pretty chairs in the Moonstone inn and I can't properly sit in them... RAWR!
Multiple Personas, only 'One' me
"Why should one devolve themselves to try and entertain those of a lesser mindset around them?"
Comments
Sun Burst is useful when you get it but drops off rather quickly in power.
Chains is amazing.
Sun Burst I kept on my bar, it helped out when AoE grinding since questing was a problem at higher levels and trying to keep up with the zone.
Prophecy still seemed off. For something that is supposed to hit 'large' it felt weak. The wording made me expect something more. It may be a scaling thing but as you said, the debuff was amazing. Noticed how well it worked right off the bat!
Multiple Personas, only 'One' me
"Why should one devolve themselves to try and entertain those of a lesser mindset around them?"
With a Crit/Rec/Power build it will onetime clumps of mobs. Forgemasters is the perfect followup on the commander types still standing.
L22 landed a few 1750 aoe crits lol.
Tempted to replace my one regen spell for a 3rd nuke. Then just add it for party play ..
When it came to me using my divine power I kept Sun Burst because when things got grouped on me I would switch over and send them flying especially when doing dungeons. No tanks made it fun to try and stay alive when you got to bosses with plenty of adds just running around. I will rethink working it with Daunting Light for the damage..could be a nice 3 chain nuke as you said/.
It seems like the cleric is all going to be about play style which I am completely fine with!
Multiple Personas, only 'One' me
"Why should one devolve themselves to try and entertain those of a lesser mindset around them?"
After running that setup for most of the time, I tried Chains and could not get it to fit my playstyle lol. Heal from Divinity buffed Forgemaster is a nice touch to the spell.
As another poster stated, this class seems to be more about juggling your Divine power/refilling to maximize your effectiveness. Gives some feats more usefulness as well
As far as the cleric I think the heals need serious buffing or rework the entire healing system since they don't even come close to what they need to be for boss encounters and a reliance an pots is happening which should never be the case. If you advertising your game with a class and role of a healer then make it where they are actually a healer not this DPS pittance healing <font color="orange">HAMSTER</font>.
This.
It would be nice if we could augment the cursor targeting system in some way such that certain powers would be directed at certain targets once we locked onto them with the cursor unless we unlocked them. When running an end-of-area dungeon, I tried to apply all 3 charges of Healing Word on the main tank before they would enter a new room. In a party of 5, with everyone using their pets, I had 8 people/npc's constantly getting between me and the main tank. So many times, I'd end up buffing someone else by accident.
I don't know if this is what you're looking for, but if you hold control it locks your target until you let go.
Also, I think companions shouldn't be allowed in dungeons. Too much noise. SWTOR companions were part of the group cap (so two people could each have a companion out, but a full group of four couldn't have any), and that system worked well. Might be a bit different here since companions earn EXP, but I'm sure that can be addressed.
I agree. Companions are nice for soloing and a fun thing to have cosmetically, but in dungeon delves, they are more of a hindrance than a help. They don't do any real damage, they die in one hit, they pull aggro when you don't want it, and just plain get in the way more than they help. Even when they're dead. Ever accidentally raise a fallen companion up instead of a player and have to wait the dreadful 3-5 minutes for him to run back from the last campfire? Or even worse, when you're fighting a boss, and that player is now locked out for the rest of the encounter.
1. Use SHIFT instead of keys. I found it far more reliable. I also found that most times there was enough time...
2. I have collected an insane amount of pots even on my wizard who has no self heal, let alone on my cleric. I do not see reliance on pots as an evil, they heal a lot and in an action combat players need to be aware and in charge of their own destiny. A combat system does not work very well if people do not have their own healing options --> If curious, look at Tera. Each class has at least 2 escapes, always at least one or two making you invincible during escapes AND you have strong potions. I still find clerics in Neverwinter more interesting because they can be real support... you cannot just ignore your HP bar willy nilly, they're just there to keep you up and it's up to you to dodge, anticipate, help yourself, be aware of the boss' moves etc. There is great satisfaction to be had from learning what a boss likes to do, its tells, etc. However, you get to almost cheat with that red circle on the ground... sure, you get knocked down sometimes, nothing a little potion and some ongoing HOT (healing over time) cannot fix if you do not keep face-tanking the bosses.
I did not know this, thanks! This should help with those bouncy lil halflings
Wondering if they always the same as well
Thx!
The paragon at-will is Brand of the Sun, a pretty hefty DOT spell. I don't recall at the moment the daily or encounter power.
https://www.dropbox.com/s/3i6w6405l90056j/Feats%20and%20Powers.rar
Prophecy of Doom was the Divine Oracle paragon encounter spell.
Well I will try the top path first and see if I get anything different next weekend. If it isn't ... I wonder why they have Paragon placeholders in the Powers 'tree'
Anyways there will be 3 total. Each matching the paragon feat paths.
From what I heard, it will influence your Encounter/Daily and maybe the At-Will power, as well as set the only option for the 5th tier paragon feat. Also any tier 1-4 paragon feats can be selected, regardless of the path chosen at L30.
Not sure if your still looking for info, but here is all the info on the Cleric Ive been able to find. Now time to do the Trickster Rogue page.
Now im lvl 10 need good build and int for levelling, waht stat i need for gear on cleric?
Ragards
since I apparently can't start a thread (although I didn't technically create an account here, since my account comes from sto and was created more than a year ago.. so I dunno how much I will have to wait here...), I decided to pick a generic thread to put my feedback in.
First of all I love this game, it is awsome without doubt.
I've played a cleric, I'm now lvl 26. I like the way this class is more "dynamic" than the common pen and paper concept, and I like the idea that the cures have to be wielded with thought and care, not just *blink* I fulled you up, take care.
The thing I want to discuss right now is the absence of an "undead turning" capability (something I really miss not having in a D&D game, at least at the present lvl I haven't seen anything of the sort) and the "SHIFT" ability to swoooooosh away on a holy skateboard.
- proposal 1): what about making undead turning a class feature (maybe even specific to a type of cleric only, of the ones that will come after this one). A "TAB" power that gives your other powers the ability to affect the undead "more". e.g. some powers may confuse them into not attacking, turn them to their allies, or downright enhance damage to them. Pretty classic stuff.
- proposal 2): integrating it in the "SHIFT" mechanic, getting rid of the swooooosh skateboard (I presonally don't like it very much) E.g.: instead of swooshing away, the cleric could draw to his faith to become protected by attacks from his foes so that, instead of moving out, holding shift down could bounce back their thrusts, hits, directed or aoe spells, whatever, draining down his stamina normally (like a great weap. fighter). Of course, this protection could be enhanced toward attacks from undead, even maybe adding in a "thorn"-like property.
---> This way, playing the cleric would be a little different from playing the other classes, in the way that a cleric would rather not run around very much all the time, but instead pick a good spot and solidly defend himself with his SHIFT ability (whatch out not to drain your stamina too much!), making spells like the area buff that stays where you cast it all the more suited. This would add a bit of variety to combat mechanics and party strategy in my opinion.
What do you think?
Thank you very much