In this Prophet build we will concentrate on support, so you don't need to heal all the time and reduce the damage before it occures, also we will buff our mates to burst down bosses and give us a hard AoE burst to smash adds when your team is on "Boss focus mod only"
We will focus to reach around 45% Recharge speed, you will be able to kill mobs in a high frequenz s well stack your own Astral Shield.
Notice: Clerics are not supposedd to heal like in other MMORPGS!
Cleric Build: Supportive, Damage(AoE)
Race:Half-Elf (Allrounder)
Adds +2 CON and WIS, this allows you to build 13/20/13 on main attributes,
Attributes:STR 13, CON 10(+2), DEX 10, INT 10(+1), WIS 18(+2), CHA 13 Increase: WIS and CHA
Race:Tiefling (Never heard of Cooldowns)
Add +2 CHA and INT to your build.
Attributes: Roll the Build with 17 CHA and 14 INT Increase: CHA and INT, this build will give you around ~50% recharge speed but you lack some heal and burstdamage.
The first build is for a good heal and damage amount, while the 2nd build is a RECHARGE BUILD.
Encounter:
Astral Shield: This is a must have, in this build it will heal around 350 per sec and reduces damage by 40%.
Daunting Light: Use this to kill low mobs, recharge AP or DP, we will pull our Divine power to kill imps f.e. with this spell Mad Dragon lulz, in this build it will deal around 8k non crit, and reduces armor by 10%.
Divine Glow: Not much damage but again a nice amor reduce and damage buff, if you power it. Does around 2,5k damage but reloads AP and DP.
Divine Glow: Not much damage but again a nice amor reduce and damage buff, if you power it. Does around 2,5k damage but reloads AP and DP.
Prophecy of Doom: Now that's a cool spell, I really like it as a debuff, damage, heal and so on in boss fights.
Break Spirit: I use this spell in boss fights too, it's just a nice debuff, damage spell again.
Chains of Blazing Light: It's nice but still I preferr other spells, it has too much cooldown and you will have to time it good, to chain multiplie enemies. I skilled this once.
Searing Light: This spell might be the number 1 burster for clerics but you need to always power it, it does some serious hardcore damage.
Sun Burst, Healing Word, Bastion of Health, Forgemaster's Flame: good Ap low heal low damage, low heal, low heal long cd, meh.
Daily:
Hallowed Ground: In this build it will increase damage output as well it will decrease damage output by 20%. NOTICE: This Spell is easy to dispell!
Divine Armor: We will use Divine Armor, when someone is dropping low or if Hallowed Ground is dispellable.
Passive:
Terrifying Insight: 4% extra damage every consecutive hit until 16%. I like to use it when your group is staying alive on it's own.
Holy Fervor: 15% more action points. I preferr this more than ^. But if it's too hard to heal use the next 2 passives.
Healer's Lore: Heal +15%. NC.
Foresight: Reduces Damage by 13%, in this build.
At-Will:
Astral Seal: This is almost always in my bar.
Brand of the Sun: I like to use it wth astral seal at movement bosses wit less adds.
Lance of Faith, Sacred Flame: Choose whisley.
Feats (Heroic):
Toughness: 2 6% more Lifepoints.
Greater Fortune: 3 Your Wisdom now grants 1/2/3% more healing.
Weapon Mastery: 3 1/2/3% greater chance to land a critical hit.
Domain Synergy: 4 Gain 1/2/3/4% more Recovery.
Repurpose Soul: 3 5/10/15% Heal for Critical Spells.
Bountiful Fortune: 5 Gain 3/6/9/12/15% more Divine Power.
Feats (Paragon, Virtuous):
Rising Hope 5
Second Sight 5
Nimbus of Light 5
Strengh of the gods 5
Cycle of Change 1
10 Points left:
Enduring Relief 5
Benefit of Foresight 5 or Linked Spirit 5
Stats:
Recovery > Power > Critical.
We will mainly focus recovery!
Summary //TL,DR:
Hollowed Ground: 20% Damage Buff And 20% Damage Resistance
Divine Glow: 10% Damage Buff and/or 10% reduced Defense for enemies
Daunting Light: 10% reduced Defense
Prophecy of Doom: Decreases Damage Resist by 10% and Heals with Second Sight.
Rising Hope: Increases your Power and Recovery by 15%
Astral Shield: Reduces incomming damage by 40%
Foresight -13% damage healed targets
So how do I play?
Astral Shield > Astral Seal > Encounter ****storm > At Will Spam (Return to Seal or Shield)
Emergency: Shield Ulti or Halowed Ground
I like it. Lots of buffs and debuffs (the blue font is like, hurting my eyes though :P). I would suggest maybe taking Astral Seal over Flames, simply because it does SO much healing overall.
I will definitly include it then as an alternative, I will tho test both and see what I like most.
Question: How much critical chance do NPCs have or was this skill actually only for PVP included (Brand of the Sun: Decreases damage and Crit chance by 5%)
So I looked into it and yeah I will swap Sacred Flame for Astral Seal and keep Brand of Sun for the debuff.
Healing Word will be swapped out by Prophecy of Doom due to this.
If you have too much down time just swap Astral Seal for Brand of the Sun.
Still Brand of the sun deals good damage so I will keep this.
Comments
Does the Heal from Astral Seal procc Linked Spirit?
ANY heal you do can proc Linked Spirit/Cleanse. This is another reason ASeal is such a good at-will.
Question: How much critical chance do NPCs have or was this skill actually only for PVP included (Brand of the Sun: Decreases damage and Crit chance by 5%)
Hell, you could destroy the adds that chase the other cleric around
<Rarely Sober> - Beholder
Brand of the Sun
Astral Seal
So I looked into it and yeah I will swap Sacred Flame for Astral Seal and keep Brand of Sun for the debuff.
Healing Word will be swapped out by Prophecy of Doom due to this.
If you have too much down time just swap Astral Seal for Brand of the Sun.
Still Brand of the sun deals good damage so I will keep this.
Thanks for suggestions