So, now that Astral Shield can be dispelled and does less healing, we are left with:
- Astral Seal - restores HP to anyone attacking target
- Healing Ward - weak single target HOT, 3 charges (after charges expire, takes 15 seconds for each charge to refresh for recast)
- Bastion of Health - AOE heal, 20 sec cooldown (too long), divinity version does a more powerful heal, shares same cooldown
- Soothing Light - Requires Divinity, single target focus heal, healing one character from low to full eats up almost the entire divinity pool
- Astral Shield - Requires Divinity, AOE health regen circle, 16 sec cooldown, can now be dispelled instantly by certain mobs and Control Wizards
Really not a lot of options for healing. Even less now after the changes to Astral Shield. Having 15-20 second cooldowns on most of our healing abilities makes things rough, even worse when they are dispelled. In an epic boss fight when the entire team is taking constant damage, there are few options. Clerics have to be plinking every creature with Lance of Faith to build more Divinity, along with keeping everyone healed, and dodging the train of aggro mobs which usually are chasing us.
If core abilities are going to be changed like this, at least share them with us, and maybe occasionally offer a free respec, so that any Clerics that are not FULL FAITHFUL can respec to be useful in endgame healing.
Comments
Thanks for your constructive criticism. I saw in a more recent post you stated your cleric was level 52. Please play at level 60 for a week and run some Epic mode dungeons, then get back to me, thanks.
I agree that I am not 60 yet. That being said, if you would like me to link you some videos of Tier 2's Id be glad. There are 2 types ive seen so far. Type 1 - People trying to heal like other mmo's (they fail). Type 2 - People playing battle cleric (they have 0 issues). I will see soon enough on the tier 2's myself.
http://nw-forum.perfectworld.com/showthread.php?157861-Videos-Cleric-Epic-Dungeon-Runs-and-Build
Above is a link to constructive help. Check that out and see if things are better. Was not trying to be an <font color="orange">HAMSTER</font>, it just upsets me when there is plenty of info out there for people and everyone needs their hand held.
Zero issues are a bit of a stretch.
Assuming people are playing the game wrong is a common misconception when balance issues are discussed with most games. Yes the Devoted Cleric ingame right now is a battle healer, I understand this. But being the only class in the game with the abilities to heal groupmates makes us healers by default.
Kind of getting sidetracked with the point of my original post though. A major Cleric ability was changed on 5/16 without any notice or warning which adversely affected the way many people play ENDGAME dungeons. Short solution would be to run with two clerics, but still they are two clerics that have been affected by the recent nerf of AS.
Forgemasters (best heal other than AS). The model of what our spells SHOULD look like
The last is up to grabs, they all SUCK for the 3rd slot (one would think clerics would become very different in builds because of only a few encounter abilities), but the encounters are so lacking in all ways....When I was leveling I felt like I was just wasting points. I tried PoD, when it expires its a 25% health heals around 1500-2000 aoe. The problem. Its a 19sec skill, IT MUST do dmg in order to heal, if the target dies first than no heal which is complete BS for this spell imho...when you consider how bad the dmg is being recast is 20sec if it does dmg. Do not cast in Divinity, you get less dmg, less heal and less action points LOL). This should be a key spell in clerics line-up, especially for those that take the Virtuous route, instead I wish I could put in a one of my CRAPPY at wills so I can spam Lance of Faith for AS procs
AS
Forgemaster
Sunburst
(hallowed ground)