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Cleric evaluation

zingarbagezingarbage Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
edited March 2013 in The Temple
This is my first weekend to play and have been testing some classes. I got the cleric to level 20 and thought I'd give some feedback.

First l wanted to comment on the main and secondary stats. My initial thought is I want to keep wisdom as high as possible. Charisma however is a strong stat. Recovery is huge, the more you can use your powers, the better. Plus, combat advantage offsets any straight dps loss from wisdom, at least in a group. Strength I am still a little unsure of. The way crit interacts with the feat tree, it has potential to be very good, but I saw one piece of gear for clerics that had crit on it. I'm not sure you can get it high enough to make it near as good as going straight wisdom or charisma. The build I have in mind for launch if I go cleric will be based on strength, wisdom, and crit. Though I may go strength and charisma.

Divine power. In a word, I love this mechanic. Getting a grasp on how to use this brought my dungeon experience from healing about 80k with 30k damage to healing 160k with about 150k damage. (in the level 16 dungeon) The mechanic was so engaging, I never seemed to get bored. It was a constant balancing act of getting damage out to keep it up and using it to CC/heal/damage, etc. to use it up.

Diving power builders(at will):

1. Sacred flame. This is the primary along with seal. It did a much better job of building than lance of faith. It filled a bar in 6 seconds compared to LoF which took just shy of 10 seconds.

2. Astral seal. Primary builder due to you have to keep it up on multiple targets. Builds divine power just as quickly as lance of faith.

3. Lance of faith. Weak at building divine power comparatively. This may be due to having a lower rank than sacred flame. Possibly needs to be looked at.

Sunburst is also a divine power builder, but it is also a CC ability and when used as such, doesn't build divine, only uses it. It would be nice if the damage it caused while under divine power built divine power, but that would make an already strong skill a bit too strong.

Daily powers do not give divine power. I'm hoping this may be a bug and will be fixed.

Heals:

1. Guardian of faith. I used this as a primary when available. Not a huge heal, but very big range.

2. Healing word. This is a primary single target heal. Using it without divine power for the hot and then using your RMB divine power heal seems to be better than using it with divine power. This may be something they want to look at.

3. Sunburst. A decent aoe heal. The divine power version doesn't heal for that much more, maybe 10%. Didn't get any high sample size testing done on it. The CC from the divine power version is awesome though.

4. Forgemasters flame. Used the divine power version of this quite a bit. The heal was a decent aoe, the damage was good, and the slow came in handy.

5. Bastion of health. Just wanted to comment on this. I think it needs work, it just isn't that viable of a heal with the long cooldown. I can get two sun bursts in the same duration. I will heal for slightly more with the sun bursts, do damage, and CC if needed. You can make the claim you get more burst heal with Bastion, but the amount isn't really enough to save someone over the CC you can get from sun burst. This skill needs to be looked at.

Anyway, I've dragged on too long in this post. This is a solid and fun class with the divine power mechanic.
[SIGPIC][/SIGPIC]
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