1) People are completely unfamiliar with Dungeons and Dragons, never played the table top game, and just want this game to clone World of Warcraft.
2) This free to play game has drawn the baddies to it like flies to honey.
Regarding the first problem:
D&D has never been a trinity game. It wasn't in 1st and 2nd edition and it wasn't when they revamped the rules to make it more of a strategy combat game. The revamped rules (4th edition, which this games is based on) gives "tanks" a limited ability to encourage enemies to attack them.
D&D is actually a very fun combat system if your team understands it and works with it. It's actually FAR FAR more realistic than the ancient trinity system that world of warcraft and the hundreds of mmo clones have been using for the past decade.
If you don't like Dungeons and Dragons, then go play one of the clones. There are many, many options for you. This game wasn't made for you. It was made for me. I like it.
Regarding the second issue:
This game is actually much more generous than the table-top game regarding threat. A tough DM will quickly identify the real threat in a party and focus on taking down that person, just like the party will do with the DM's encounter.
I play a Guardian Fighter and responsible parties can implement a strategy to essentially trick the enemies into mis-identifying the tank as the most threatening figure. When adds show up, have the GF mark them all, to get threat moving (if your GF can't do that, then find a better tank to pay with). Then have the GF suck down a couple potions, while the healer pauses for 10 seconds to let those marks do their job. Between your guard meter and those 2 potion swallows, the healer really shouldn't be able to pull aggro.
Again, this is more WoW than D&D and I would prefer a system that hew more closely to D&D 4th ed., but I do understand that the table top game relies heavily in human decision making and probably isn't feasable based on today's technology. The result is an exploitable trinity system for parties with a modicum of skill. To everyone complaining about Cleric threat, I suggest you obtain that modicum of skill and find a party that can cooperate with the teamwork necessary to use the threat system in this game.
Mostly, I'd like to see the ancient "this game needs to be more like WoW" crowd to just keep their opinions to themselves and let the video game industry turn the page.
1) People are completely unfamiliar with Dungeons and Dragons, never played the table top game, and just want this game to clone World of Warcraft.
2) This free to play game has drawn the baddies to it like flies to honey.
I agree, although D&D itself is older then WoW actually, much much older.
this game isn't about YOLO or SPARTA but also have team management. some dungeon probably have almost-insane level for the expected level, like Maddragon or Gray wolf's Den, but still not impossible. comparing to normal MMO can't be done for this game, at first I also feel the threat level on cleric is high, but after done dungeons with some great party I see things better, yes, threat is high but not always on top, there is bonus threat reducing on feat and class skill too, and also, I'm still glad this game didn't applying THAC0 and D weapon damage.
1) People are completely unfamiliar with Dungeons and Dragons, never played the table top game, and just want this game to clone World of Warcraft.
2) This free to play game has drawn the baddies to it like flies to honey.
Regarding the first problem:
D&D has never been a trinity game. It wasn't in 1st and 2nd edition and it wasn't when they revamped the rules to make it more of a strategy combat game. The revamped rules (4th edition, which this games is based on) gives "tanks" a limited ability to encourage enemies to attack them.
D&D is actually a very fun combat system if your team understands it and works with it. It's actually FAR FAR more realistic than the ancient trinity system that world of warcraft and the hundreds of mmo clones have been using for the past decade.
If you don't like Dungeons and Dragons, then go play one of the clones. There are many, many options for you. This game wasn't made for you. It was made for me. I like it.
Regarding the second issue:
This game is actually much more generous than the table-top game regarding threat. A tough DM will quickly identify the real threat in a party and focus on taking down that person, just like the party will do with the DM's encounter.
I play a Guardian Fighter and responsible parties can implement a strategy to essentially trick the enemies into mis-identifying the tank as the most threatening figure. When adds show up, have the GF mark them all, to get threat moving (if your GF can't do that, then find a better tank to pay with). Then have the GF suck down a couple potions, while the healer pauses for 10 seconds to let those marks do their job. Between your guard meter and those 2 potion swallows, the healer really shouldn't be able to pull aggro.
Again, this is more WoW than D&D and I would prefer a system that hew more closely to D&D 4th ed., but I do understand that the table top game relies heavily in human decision making and probably isn't feasable based on today's technology. The result is an exploitable trinity system for parties with a modicum of skill. To everyone complaining about Cleric threat, I suggest you obtain that modicum of skill and find a party that can cooperate with the teamwork necessary to use the threat system in this game.
Mostly, I'd like to see the ancient "this game needs to be more like WoW" crowd to just keep their opinions to themselves and let the video game industry turn the page.
Oh PLZ,,play a DC and come back and tell us how it's working.I would love to agree with you being a D&D player since the early 80's but this is a computer game,there has to be sacrifices made to make it fun..the threat lvl for healers is just not fun.Kiting and dieing,rinse and repeat is what I have seen so far at end game.PlZ don't even say L2P,or i'll just scream. lol
To add a little seriousness to this... I never understood why a game company wouldn't release a list of issues is currently working on, rather than just a list of "fixes" for the most current patch that they claim they resolved.
A sticky listing an official KNOWN issues with a status of each item as "in progress" or "next 30 days" would settle a lot of nerves.
Check out this free-to-play games roadmap. Its one of the best ones I've seen. (I don't play it, and not advertising for it, just being serious about showing you how they keep their players informed of things they are working on). They need to learn from this once hated (and still may be by a lot of people) company.
Game like Path of Exile also have an excellent community/feedback system going on imo,
Entire forum section dedicated to every single skill in the game, weekly patches(sometimes more if a bug appears etc)
i guess the smaller the company the more time invested into communication....however contradictory that sounds...
Petram Sacram - I am no devine cleric, i am a Gaurdian fighter in disguise with better threat and supportive spells -
Cleric aggro is currently bugged as if you take off all your gear, slot soothe and then put your gear back on your threat will be greatly reduced and seem much more manageable. IE. other people can actually get aggro.
This bug has been reported and Cryptic are looking into it. There's a reason I can find a group instantly at basically anytime in this game and it is the crazy aggro makes playing a cleric in dungeons a very un-fun experience for most people.
In table top the defender classes have real tools to keep enemies off the other players and they need those tools in this game.
Oh PLZ,,play a DC and come back and tell us how it's working.I would love to agree with you being a D&D player since the early 80's but this is a computer game,there has to be sacrifices made to make it fun..the threat lvl for healers is just not fun.Kiting and dieing,rinse and repeat is what I have seen so far at end game.PlZ don't even say L2P,or i'll just scream. lol
i'm a DC, still level 40 though, hard yes, but not impossible. I enter dungeon so far rarely die, except for Wolf Den and Maddragon which boss skill can hit half of your life in an instant and with thousand of adds. having good team is is the key, got none? well sometime you hit sometime you dont, thats it. and oh, there is "sacrifice made" read full rule and character sheet, this game not even half of that sheet. they already make things easy because this is MMO, try NWN, that what I call "Feat".
Frankly as a CW i dont want the aggro fixed on clerics. Simply if they are not going after you they are going after me because the GF aint holding them. You guys survive longer than we do and if were running who is dpsing...
I can't agree more. I did some research, on Cryptic's games - specifically STO and, surprise surprise, there's no real group mechanics in place anywhere, it's a zerg model. Why then did we all believe that a company with no real experience creating a trinity-based, class-based game would actually be able to pull it off? Well, because its D&D and we all have been hopelessly believing that it would be "good" and "maintained" and "updated" because of that.
The plain fact is, this bug has been acknowledged and nothing has yet to be done about it, ruining the game IMO - simply because they are at 0.01 version of trying out any real group mechanics (trinity). I was a $200 level founder, and now I have stopped playing the game, simply because I refuse to play with crappy group mechanics. Quitting before BETA is even over?? GASP, you might say. Well, that's another matter. This is NOT BETA, it is released - the only BETA going on here is the players determining how well Cryptic will respond to game issues. So far, the BETA has failed, in that regard.
No experience? Cryptic developed City of heroes and the healing tank and dps in that game was great, so they do know what there doing but for some reason the latest games are complete rubbish.
The cleric is pretty useless imo the whole mechanic is messed up, your heals are better with divine power, your divine power only builds when you are hitting stuff but you are so busy running for your life its hard to build divinity up. What a stupid broken mechanic, they really need to address this. pvp is not fun at all, all you can do is pop a few heals and then you get perma locked and dead in most fights.
It's been several patches after this thread was created, and still no fix for the cleric's horribly bugged threat.
Whats the holdup people?. You have players with clerics that are simple deleting their class because you
continue to be abscent with a NOTICABLE FIX.
And lets not forget the issue with agro in groups during dungeons. Since clerics heals everyone pretty much
constantly and the dungeons has ADDS and a ton of ranged units, we get agro from everything that either
respawns or is a ranged unit because the tank hasn't the skills to build agro like we do.
Yeah taking them a long time to fix this, every dungeon is the same just me running round getting hammered drinking pots to survive. DC needs some cryptic love as atm there not really fun to play, I do like dungeons though but it gets a bit much taking all the aggro and pvp is zero fun as a cleric.
I play a 10.9k Cleric, and at first I had this issue early on in the game. I have spent I don't know how much on respecs trying different things to a point that a few talents are broken, like the one that negates 80% of combat advantage damage. I did however find a build that works extremely well, but it contradicts the playstyle of a healer in every other MMO I have ever played, and I think this is where the problem is.
Instead of standing in the back trying to play a healing, buff bot, getting aggro running from adds. I stand in the middle of the fight in melee range, hitting sunburst every time it comes off cooldown in non devine mode to heal all the melee, and build action points and divine power, I keep Astral Sheild down as well as Divine Sheild every 15 seconds if the CW has steal time this way and try to help the GF by keeping aggro off the squishey CW and TR, but not running all over the place so the dps can kill, debuff, taunt whatever may be beating me.
Its , ok that its beating on me while I fight side by side with the GF I have 38% damage resistance with just my armor + 11% shared from foresight + 20% from Astral Shield + 15% and another 3k or so HP from Divine Armor on top of my 25k health. I never run 2 DC's in a group only me, and sometimes no tank, I will tank and run will all DPS. Don't get locked into an animation, use astral seal on everything, keep moving inside and around you astral shield and mark everything you can with astral seal "trying to pull aggro" so that when you hit sunburst in melee range you get awesome amounts of healing and fill your D20 1/2 way from one encounter power, and chain drop Divine Shield. If I can stand still long enough to complete a full animation I use the at will that grants a HP buff to everyone in melee range that turn into a heal if the players hit by it are not at 100% to include the cleric. Then all healing is increased 10% by mobs with astral seal, then another 10% for any targets with a HP buff. So anyone, including me attacking a target with astral seal on it this way receives 20% more healing, reducing the debuff from 40% to 20%.
As a 10k T2 Cleric, I cannot agree with the people claiming that the threat system is fine the way it is. It's definitely not.
I have readen here and there that it's easy to survive while ads are attacking the cleric, said by some lvl 40 cleric.
I agree with you, level 40 you can survive.
Now try and do the same in epic dungeon, when you can easily get One Shotted by mobs. And since you will have dozens of adds chasing you all day long during boss fights, I promise you that you will perish sooner or later when out of stamina. Often I wanted to play with DPS spells only, just for being able to enjoy the game like the other classes, and attack disregarding the ads. There are potions, after all.
And talking about potions... When, during a dungeon, a character is using 60 potions, while the rest of the party are using less than 20 all combined, there is something wrong. I wish you very much fun farming your gold to buy your potions and kits.
Now to the one saying that it is easy going melee with Astral Shield, and not running. So litteraly you mean you just stand and take the AOEs on your face ? There is no way you can remain in your Astral Shield with dozens of Ads after you since many of them will do have AOEs and of course will enjoy picking you as their target. But maybe you mean that you go in a double Astral Shield (2 clerics), that way of course it is easy, but looks like a bug and I bet that it will get fixed sooner than the frustrating BUGGED threat system.
I can't stand people playing different classes than clerics saying that everithing's fine. Of course, it's easy for them, since they can attack with no skill at all, focusing their target, while all the threat is on the cleric. The cleric is NOT FUN at all the way it is, this class shouldn't be made for running and kiting (neither being main tank by standing melee and aggroing everything). Hell, playing this game as cleric is like playing Cat and mice. OMG I knew this was a role-playing game when I downloaded it, but I didn't know I would roleplay a mouse.
About PVP, I must agree that being Cleric isn't fun at all. You might be hard to kill 1 vs 1, but this would mean you get your encounters spells full of support/healing. Forge + AS for exemple. You then have very poor dps, and most of the time, if your opponent is any good, he will knock you out of your circle, there are plenty of knock-off abilities... But well of course, TR won't need to do that as they will simply destroy you in a few seconds, either by backstabbing + silence, or if they are evil, by crushing you at range throwing knives.
Cleric is clearly a very frustrating and boring class, and for the game's sake and future, this is not good and should be resolved.
if your opponent is any good, he will knock you out of your circle
because otherwise you're virtually invincible, which is totally fair. (And don't even try to say you aren't because I've a 60 TR who is freakin invincible in a circle and has FAR less defensive capabilities than a Cleric.) also if you are good, you will know your opponent's combat animations and DODGE their knockbacks... you know, that shift key you learn about at level 1.
Yet another fail thread of "this playstyle is new and different from what I want and am used to... therefore it must be broken"
Play cleric before you talk and enjoy using 60 pots per dungeon when your party use 10.
Is that any balanced ? Or do you expect clerics to play dps with no heal so you can use your own pots ?
I'm not saying potion use you've experienced is balanced vs potion use your guildmates have experienced with other classes. I'm saying that just because Clerics generate more aggro than people are used to, doesn't mean the aggro generation is broken. Have you tried building/gearing for defense, or are you more towards power/crit for example? What about working as a team in Epic dungeons, which are supposed to be hard as all getup and having a tanky guard protect you, or a dps melt adds off of you? I've tried those two things and they work very well with the right people and voice comms.
...Or do you expect clerics to play dps with no heal so you can use your own pots ?
Yes, this. Play like everyone else:
Build for defense > deflection > recovery > power. Feat purely for DPS, AP + Divinity gain.
Put Hammer of Faith and Flame Strike as dailys. Don't cast Hallowed Ground, it buffs group, and heals, so we don't want that.
I'd recommend these encounter powers: Chains, Daunting Light, Astral Shield. You could put Searing light in place of chains. Just remember not to use D mode on AS, it could help someone else, and take divinity points away from your DPS.
Never cast AS so that it purposefully covers anyone else. Sometimes it is unavoidable, but do your best.
When your AS is running down and ready to expire, don't DPS or heal for a few seconds, rather run towards the rest of the party. At the edge of the AS, shift/slide and guide the swarm into nearby party members. A good number of them will peel off on the DPS when they get near enough, especially if someone happens to land a crit. Cardinal rule here is never lift a finger to help if the DPS becomes routed, they are the real enemy here in your new goal of 'topping the damage chart'.
Get far enough out on the other side of the party to lay down a new AS. Try not to get any 'team' mates inside it, but sometimes it is unavoidable.
Use daunting light D Mode and Chains to build AP, and start dropping Flames Strike on mobs, HoF on bosses and big adds. Neither of those can heal, so we're safe with them.
You could use Forgemaster's Flame, just not in divinity mode, that will AoE heal, so...
At will power is a no brainer. Brand of Sun, DoT, highest damage at will, grants no heals or buffs of any kind, perfect.
Skip Astral Seal altogether, someone might get a heal from that.
Slot Holy Fervor and Foresight. Foresight should be safe, since there is no way you can transfer it to anyone outside of healing; that means save your divinity for Daunting Light, that makes AS not cause a healing effect; which also gives you more divinity to use for DPS powers.
When people complain, say: "ZOMG! I PWN DPS! U DUM L2P"
Yes, this. Play like everyone else:
Build for defense > deflection > recovery > power. Feat purely for DPS, AP + Divinity gain.
Put Hammer of Faith and Flame Strike as dailys. Don't cast Hallowed Ground, it buffs group, and heals, so we don't want that.
I'd recommend these encounter powers: Chains, Daunting Light, Astral Shield. You could put Searing light in place of chains. Just remember not to use D mode on AS, it could help someone else, and take divinity points away from your DPS.
Never cast AS so that it purposefully covers anyone else. Sometimes it is unavoidable, but do your best.
When your AS is running down and ready to expire, don't DPS or heal for a few seconds, rather run towards the rest of the party. At the edge of the AS, shift/slide and guide the swarm into nearby party members. A good number of them will peel off on the DPS when they get near enough, especially if someone happens to land a crit. Cardinal rule here is never lift a finger to help if the DPS becomes routed, they are the real enemy here in your new goal of 'topping the damage chart'.
Get far enough out on the other side of the party to lay down a new AS. Try not to get any 'team' mates inside it, but sometimes it is unavoidable.
Use daunting light D Mode and Chains to build AP, and start dropping Flames Strike on mobs, HoF on bosses and big adds. Neither of those can heal, so we're safe with them.
You could use Forgemaster's Flame, just not in divinity mode, that will AoE heal, so...
At will power is a no brainer. Brand of Sun, DoT, highest damage at will, grants no heals or buffs of any kind, perfect.
Skip Astral Seal altogether, someone might get a heal from that.
Slot Holy Fervor and Foresight. Foresight should be safe, since there is no way you can transfer it to anyone outside of healing; that means save your divinity for Daunting Light, that makes AS not cause a healing effect; which also gives you more divinity to use for DPS powers.
When people complain, say: "ZOMG! I PWN DPS! U DUM L2P"
I'm about to do that, but I'll use divine glow in divinity instead of Astral shield to nerf my partymate's damage.
Awesome.
I'm serious, let's do it.
Let's join forces and make the game's dungeons totally unplayable, let's force people that play other classes to HATE us or SUPPORT us in our crusade to get a ******* hotfix ASAP.
We are needed in dungeons, in fact we are vital. Let's not heal at all, let the other classes bedome pot-dependant as we are.
I'm sick and tired.
[SIGPIC][/SIGPIC]
I want this class in NW.
0
maggotholeMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
I'm not saying potion use you've experienced is balanced vs potion use your guildmates have experienced with other classes. I'm saying that just because Clerics generate more aggro than people are used to, doesn't mean the aggro generation is broken. Have you tried building/gearing for defense, or are you more towards power/crit for example? What about working as a team in Epic dungeons, which are supposed to be hard as all getup and having a tanky guard protect you, or a dps melt adds off of you? I've tried those two things and they work very well with the right people and voice comms.
You can't seriously argue that clerics are built to be the aggro hounds of this game, otherwise what are guardian fighters here for? The trinity is broken, but not intentionally. Clerics need to be able to heal and GFs need to be able to throw out aggro like there's no tomorrow.
I'm serious, let's do it.
Let's join forces and make the game's dungeons totally unplayable, let's force people that play other classes to HATE us or SUPPORT us in our crusade to get a ******* hotfix ASAP.
We are needed in dungeons, in fact we are vital. Let's not heal at all, let the other classes bedome pot-dependant as we are.
I'm sick and tired.
heh! pretty clear to me they already hate us.
Up until now, my 'solution' has been to simply not queue. Something to think about though.
Yes, this. Play like everyone else:
Build for defense > deflection > recovery > power. Feat purely for DPS, AP + Divinity gain.
Put Hammer of Faith and Flame Strike as dailys. Don't cast Hallowed Ground, it buffs group, and heals, so we don't want that.
I'd recommend these encounter powers: Chains, Daunting Light, Astral Shield. You could put Searing light in place of chains. Just remember not to use D mode on AS, it could help someone else, and take divinity points away from your DPS.
Never cast AS so that it purposefully covers anyone else. Sometimes it is unavoidable, but do your best.
When your AS is running down and ready to expire, don't DPS or heal for a few seconds, rather run towards the rest of the party. At the edge of the AS, shift/slide and guide the swarm into nearby party members. A good number of them will peel off on the DPS when they get near enough, especially if someone happens to land a crit. Cardinal rule here is never lift a finger to help if the DPS becomes routed, they are the real enemy here in your new goal of 'topping the damage chart'.
Get far enough out on the other side of the party to lay down a new AS. Try not to get any 'team' mates inside it, but sometimes it is unavoidable.
Use daunting light D Mode and Chains to build AP, and start dropping Flames Strike on mobs, HoF on bosses and big adds. Neither of those can heal, so we're safe with them.
You could use Forgemaster's Flame, just not in divinity mode, that will AoE heal, so...
At will power is a no brainer. Brand of Sun, DoT, highest damage at will, grants no heals or buffs of any kind, perfect.
Skip Astral Seal altogether, someone might get a heal from that.
Slot Holy Fervor and Foresight. Foresight should be safe, since there is no way you can transfer it to anyone outside of healing; that means save your divinity for Daunting Light, that makes AS not cause a healing effect; which also gives you more divinity to use for DPS powers.
When people complain, say: "ZOMG! I PWN DPS! U DUM L2P"
Comments
1) People are completely unfamiliar with Dungeons and Dragons, never played the table top game, and just want this game to clone World of Warcraft.
2) This free to play game has drawn the baddies to it like flies to honey.
Regarding the first problem:
D&D has never been a trinity game. It wasn't in 1st and 2nd edition and it wasn't when they revamped the rules to make it more of a strategy combat game. The revamped rules (4th edition, which this games is based on) gives "tanks" a limited ability to encourage enemies to attack them.
D&D is actually a very fun combat system if your team understands it and works with it. It's actually FAR FAR more realistic than the ancient trinity system that world of warcraft and the hundreds of mmo clones have been using for the past decade.
If you don't like Dungeons and Dragons, then go play one of the clones. There are many, many options for you. This game wasn't made for you. It was made for me. I like it.
Regarding the second issue:
This game is actually much more generous than the table-top game regarding threat. A tough DM will quickly identify the real threat in a party and focus on taking down that person, just like the party will do with the DM's encounter.
I play a Guardian Fighter and responsible parties can implement a strategy to essentially trick the enemies into mis-identifying the tank as the most threatening figure. When adds show up, have the GF mark them all, to get threat moving (if your GF can't do that, then find a better tank to pay with). Then have the GF suck down a couple potions, while the healer pauses for 10 seconds to let those marks do their job. Between your guard meter and those 2 potion swallows, the healer really shouldn't be able to pull aggro.
Again, this is more WoW than D&D and I would prefer a system that hew more closely to D&D 4th ed., but I do understand that the table top game relies heavily in human decision making and probably isn't feasable based on today's technology. The result is an exploitable trinity system for parties with a modicum of skill. To everyone complaining about Cleric threat, I suggest you obtain that modicum of skill and find a party that can cooperate with the teamwork necessary to use the threat system in this game.
Mostly, I'd like to see the ancient "this game needs to be more like WoW" crowd to just keep their opinions to themselves and let the video game industry turn the page.
I agree, although D&D itself is older then WoW actually, much much older.
this game isn't about YOLO or SPARTA but also have team management. some dungeon probably have almost-insane level for the expected level, like Maddragon or Gray wolf's Den, but still not impossible. comparing to normal MMO can't be done for this game, at first I also feel the threat level on cleric is high, but after done dungeons with some great party I see things better, yes, threat is high but not always on top, there is bonus threat reducing on feat and class skill too, and also, I'm still glad this game didn't applying THAC0 and D weapon damage.
Oh PLZ,,play a DC and come back and tell us how it's working.I would love to agree with you being a D&D player since the early 80's but this is a computer game,there has to be sacrifices made to make it fun..the threat lvl for healers is just not fun.Kiting and dieing,rinse and repeat is what I have seen so far at end game.PlZ don't even say L2P,or i'll just scream. lol
Check out this free-to-play games roadmap. Its one of the best ones I've seen. (I don't play it, and not advertising for it, just being serious about showing you how they keep their players informed of things they are working on). They need to learn from this once hated (and still may be by a lot of people) company.
There roadmap works well, and each thing they are working on has a forum to discuss it. Also, they move priorities around. CLICK ME
Entire forum section dedicated to every single skill in the game, weekly patches(sometimes more if a bug appears etc)
i guess the smaller the company the more time invested into communication....however contradictory that sounds...
This bug has been reported and Cryptic are looking into it. There's a reason I can find a group instantly at basically anytime in this game and it is the crazy aggro makes playing a cleric in dungeons a very un-fun experience for most people.
In table top the defender classes have real tools to keep enemies off the other players and they need those tools in this game.
i'm a DC, still level 40 though, hard yes, but not impossible. I enter dungeon so far rarely die, except for Wolf Den and Maddragon which boss skill can hit half of your life in an instant and with thousand of adds. having good team is is the key, got none? well sometime you hit sometime you dont, thats it. and oh, there is "sacrifice made" read full rule and character sheet, this game not even half of that sheet. they already make things easy because this is MMO, try NWN, that what I call "Feat".
Devs dont change it
No experience? Cryptic developed City of heroes and the healing tank and dps in that game was great, so they do know what there doing but for some reason the latest games are complete rubbish.
The cleric is pretty useless imo the whole mechanic is messed up, your heals are better with divine power, your divine power only builds when you are hitting stuff but you are so busy running for your life its hard to build divinity up. What a stupid broken mechanic, they really need to address this. pvp is not fun at all, all you can do is pop a few heals and then you get perma locked and dead in most fights.
Boring but it'll make dungeon grind easy. Run around in circles astral sealing everything to do 90% of my healing lol...
Whats the holdup people?. You have players with clerics that are simple deleting their class because you
continue to be abscent with a NOTICABLE FIX.
And lets not forget the issue with agro in groups during dungeons. Since clerics heals everyone pretty much
constantly and the dungeons has ADDS and a ton of ranged units, we get agro from everything that either
respawns or is a ranged unit because the tank hasn't the skills to build agro like we do.
Where is the AGRO PATCH ?.
Instead of standing in the back trying to play a healing, buff bot, getting aggro running from adds. I stand in the middle of the fight in melee range, hitting sunburst every time it comes off cooldown in non devine mode to heal all the melee, and build action points and divine power, I keep Astral Sheild down as well as Divine Sheild every 15 seconds if the CW has steal time this way and try to help the GF by keeping aggro off the squishey CW and TR, but not running all over the place so the dps can kill, debuff, taunt whatever may be beating me.
Its , ok that its beating on me while I fight side by side with the GF I have 38% damage resistance with just my armor + 11% shared from foresight + 20% from Astral Shield + 15% and another 3k or so HP from Divine Armor on top of my 25k health. I never run 2 DC's in a group only me, and sometimes no tank, I will tank and run will all DPS. Don't get locked into an animation, use astral seal on everything, keep moving inside and around you astral shield and mark everything you can with astral seal "trying to pull aggro" so that when you hit sunburst in melee range you get awesome amounts of healing and fill your D20 1/2 way from one encounter power, and chain drop Divine Shield. If I can stand still long enough to complete a full animation I use the at will that grants a HP buff to everyone in melee range that turn into a heal if the players hit by it are not at 100% to include the cleric. Then all healing is increased 10% by mobs with astral seal, then another 10% for any targets with a HP buff. So anyone, including me attacking a target with astral seal on it this way receives 20% more healing, reducing the debuff from 40% to 20%.
Yeah for some <font color="orange">HAMSTER</font> reason the devs seem to listening to the PVP whiners, sad just sad.
I have readen here and there that it's easy to survive while ads are attacking the cleric, said by some lvl 40 cleric.
I agree with you, level 40 you can survive.
Now try and do the same in epic dungeon, when you can easily get One Shotted by mobs. And since you will have dozens of adds chasing you all day long during boss fights, I promise you that you will perish sooner or later when out of stamina. Often I wanted to play with DPS spells only, just for being able to enjoy the game like the other classes, and attack disregarding the ads. There are potions, after all.
And talking about potions... When, during a dungeon, a character is using 60 potions, while the rest of the party are using less than 20 all combined, there is something wrong. I wish you very much fun farming your gold to buy your potions and kits.
Now to the one saying that it is easy going melee with Astral Shield, and not running. So litteraly you mean you just stand and take the AOEs on your face ? There is no way you can remain in your Astral Shield with dozens of Ads after you since many of them will do have AOEs and of course will enjoy picking you as their target. But maybe you mean that you go in a double Astral Shield (2 clerics), that way of course it is easy, but looks like a bug and I bet that it will get fixed sooner than the frustrating BUGGED threat system.
I can't stand people playing different classes than clerics saying that everithing's fine. Of course, it's easy for them, since they can attack with no skill at all, focusing their target, while all the threat is on the cleric. The cleric is NOT FUN at all the way it is, this class shouldn't be made for running and kiting (neither being main tank by standing melee and aggroing everything). Hell, playing this game as cleric is like playing Cat and mice. OMG I knew this was a role-playing game when I downloaded it, but I didn't know I would roleplay a mouse.
About PVP, I must agree that being Cleric isn't fun at all. You might be hard to kill 1 vs 1, but this would mean you get your encounters spells full of support/healing. Forge + AS for exemple. You then have very poor dps, and most of the time, if your opponent is any good, he will knock you out of your circle, there are plenty of knock-off abilities... But well of course, TR won't need to do that as they will simply destroy you in a few seconds, either by backstabbing + silence, or if they are evil, by crushing you at range throwing knives.
Cleric is clearly a very frustrating and boring class, and for the game's sake and future, this is not good and should be resolved.
- DRAGON - ( Mehrea DC 13.1k ) - ( Volsung TR 11.7k )
because otherwise you're virtually invincible, which is totally fair. (And don't even try to say you aren't because I've a 60 TR who is freakin invincible in a circle and has FAR less defensive capabilities than a Cleric.) also if you are good, you will know your opponent's combat animations and DODGE their knockbacks... you know, that shift key you learn about at level 1.
Play cleric before you talk and enjoy using 60 pots per dungeon when your party use 10.
Is that any balanced ? Or do you expect clerics to play dps with no heal so you can use your own pots ?
Your reply is ridiculous.
- DRAGON - ( Mehrea DC 13.1k ) - ( Volsung TR 11.7k )
Build for defense > deflection > recovery > power. Feat purely for DPS, AP + Divinity gain.
Put Hammer of Faith and Flame Strike as dailys. Don't cast Hallowed Ground, it buffs group, and heals, so we don't want that.
I'd recommend these encounter powers: Chains, Daunting Light, Astral Shield. You could put Searing light in place of chains. Just remember not to use D mode on AS, it could help someone else, and take divinity points away from your DPS.
Never cast AS so that it purposefully covers anyone else. Sometimes it is unavoidable, but do your best.
When your AS is running down and ready to expire, don't DPS or heal for a few seconds, rather run towards the rest of the party. At the edge of the AS, shift/slide and guide the swarm into nearby party members. A good number of them will peel off on the DPS when they get near enough, especially if someone happens to land a crit. Cardinal rule here is never lift a finger to help if the DPS becomes routed, they are the real enemy here in your new goal of 'topping the damage chart'.
Get far enough out on the other side of the party to lay down a new AS. Try not to get any 'team' mates inside it, but sometimes it is unavoidable.
Use daunting light D Mode and Chains to build AP, and start dropping Flames Strike on mobs, HoF on bosses and big adds. Neither of those can heal, so we're safe with them.
You could use Forgemaster's Flame, just not in divinity mode, that will AoE heal, so...
At will power is a no brainer. Brand of Sun, DoT, highest damage at will, grants no heals or buffs of any kind, perfect.
Skip Astral Seal altogether, someone might get a heal from that.
Slot Holy Fervor and Foresight. Foresight should be safe, since there is no way you can transfer it to anyone outside of healing; that means save your divinity for Daunting Light, that makes AS not cause a healing effect; which also gives you more divinity to use for DPS powers.
When people complain, say: "ZOMG! I PWN DPS! U DUM L2P"
I'm about to do that, but I'll use divine glow in divinity instead of Astral shield to nerf my partymate's damage.
Awesome.
I want this class in NW.
Let's join forces and make the game's dungeons totally unplayable, let's force people that play other classes to HATE us or SUPPORT us in our crusade to get a ******* hotfix ASAP.
We are needed in dungeons, in fact we are vital. Let's not heal at all, let the other classes bedome pot-dependant as we are.
I'm sick and tired.
I want this class in NW.
You can't seriously argue that clerics are built to be the aggro hounds of this game, otherwise what are guardian fighters here for? The trinity is broken, but not intentionally. Clerics need to be able to heal and GFs need to be able to throw out aggro like there's no tomorrow.
Up until now, my 'solution' has been to simply not queue. Something to think about though.
LOL soooo true. if only u guys had a good company running this game. Oh well. u will all realize in the future just how bad PWE is lol