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Brash Cleric Suggestion : Kill Astral Shield and Righteousness Together

knoteskadknoteskad Member Posts: 0 Arc User
I would love nothing more than to see both of these things die.

Astral Shield is just, incredibly overpowered (24% ADDITIVE dmg reduction is MAASSIVE) and also very passive, this ability and Astral Seal alone can pretty much do your entire job for you which is terrible (I'm completely bored on my Cleric). I actually feel like content in the game was designed around this ability with how absolutely insane the dmg mobs in dungeons do, it makes it such an incredibly binary experience and makes this ability 110% MANDATORY. You're in the shield, thinks are k. You're not in the shield, you die, simple.

Righteousness is also a terrible mechanic that has been complained about forever. It was horribly implemented, adjusting healing and making the mechanic : (Heals on people other than yourself are 66% stronger) would've been a huge difference in perspective. However, if Astral OP was removed then that would easily justify removing this horrible mechanic and just rebalancing healing altogether..

And this is a little bit off topic (not really), but I think the passivity of healing in this game needs to be looked at, right now you just plonk your abilities down and they do your job for you, what I mean is : it's too easy and boring.

Pop Astral Shield on cooldown, pop Sunburst on cooldown, pop Hallowed Ground (with healing feat) on cooldown, Astral Seal everything and everyone just gets massive passive healing and dmg reduction then you just run around and keep repeating ad nauseam.

I'm ok with things like Astral Seal, it's decent passive HPS and is also an interesting mechanic which makes it a little enjoyable. But I would love for things to be more active overall, things like Healing Word, Bastion, and Soothing Light are examples of more active ways of healing as you won't really just use them on cooldown constantly and have to target or think a little.

This also goes for threat reduction and cleansing, these are COMPLETELY passive as well which I think is pretty lame, I'd like to see the effect from Break Spirit (threat reduction) find it's way to most of our other encounters somehow instead of things like Soothe so it's active, the same goes for Cleanse, especially the new Cleanse with a 20 second cooldown, still RNG but you still have no control over it AND is limited. Cleanse is something that's very clutch and having it completely out of your control is bad.
Post edited by knoteskad on

Comments

  • knoteskadknoteskad Member Posts: 0 Arc User
    edited June 2013
    No one has anything to add?

    DOWN WITH ASTRAL SHIELD!
  • matii1509matii1509 Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited June 2013
    Righteousness should be lowered or removed. Now playing Cleric without AS in PvP is painfull. Before patch also playing Cleric wasn't simple, now with patch it's punching a knife in our backs.
  • knoteskadknoteskad Member Posts: 0 Arc User
    edited June 2013
    I'd like to add, if mob dmg spam continues to be stupid like it is and aShield were removed/destroyed, then they could create more protection focused healing abilities (think Guild Wars Monk) using temp health and more bits of dmg reduction.

    For instance if AS was instead a single target Divine Armor type skill it'd be much more clutch.
  • maukadwellermaukadweller Member Posts: 71
    edited June 2013
    I'd be cool with astral shield as an AOE buff being removed and replaced with just a personal and/or single target buff.
  • rapticorrapticor Member, NW M9 Playtest Posts: 1,078 Arc User
    edited June 2013
    knoteskad wrote: »
    For instance if AS was instead a single target Divine Armor type skill it'd be much more clutch.

    Yeah because it's so easy to target a specific player in an instant between adds, 4 other players and 5 companions. By the time you target who you want more than likely they'd be dead. That's one reason AS was used so much because a) you don't have to target a specific player and b) even if you put it in the wrong spot the players who need healing can always move.
  • kilo418kilo418 Member Posts: 823 Arc User
    edited June 2013
    If you are trying to target allies with endgame healing, you are doing it wrong. Even in T1's it is nearly impossible to effectively target those in need of healing.
  • rapticorrapticor Member, NW M9 Playtest Posts: 1,078 Arc User
    edited June 2013
    Not sure if you're directing that towards me or the OP but that's my point. A "single target Divine Armor type skill" isn't exactly feasible in dungeon situations within the current mechanics of the game.
  • thezappfethezappfe Member Posts: 21 Arc User
    edited June 2013
    kilo418 wrote: »
    If you are trying to target allies with endgame healing, you are doing it wrong. Even in T1's it is nearly impossible to effectively target those in need of healing.

    This. So very this. People don't get we have one heal. And it just got nerfed.
  • mewbreymewbrey Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 517 Bounty Hunter
    edited June 2013
    These are the patch notes I would do for supporting healing in PVE dungeons.

    • Righteousness has now been decreased to 20% when outside of pvp.
    • Healing Word is now effected by recovery.
    • Healing word now receives 10% more bonus healing from power.
    • Bastion of health cooldown reduced by 25%
    • Forgemasters flame is now effected by Righteousness.
    • Astral Shield is now effected by Righteousness.
    • Astral Shield now has a 10 second duration.
    • Astral Shield no longer stacks.
    • Foresight no longer stacks.
    • Sun burst now counts as a healing skill.
    • Astral shield now counts as a healing skill.
    • Forgemasters flame now counts as a healing skill.
    • Break the spirit is now a 30' burst around you reducing all threat on you to 0 for 3 seconds.
    • (Feat) Warding shield no longer stacks.
    • (Feat) Healing action now increased to 2/4/6/8/10% up from 1/2/3/4/5%. And you now give allies around you 275 regeneration (This cannot stack with other clerics).
    • (Feat) Greater divine power now cleanses targets of debuffs, this can only happen once every 10 seconds.
    • (New Feat) Divine faith (0/3) Replaces Cleanse (0/3)
    • (Feat) Divine faith your healing spells will now place divine protection on the affected player absorbing 1/2/3% of their max health, this can stack up to 3 times.
    • (Feat) Mark of mending now increases power by 2/4/6/8/10% of your recovery.
    • (Feat) Invigorated healing now heals .5/1/1.5/2/2.5 over 6 seconds, rather than after 6 seconds, this can stack up to 3 times resulting at 5/5 in 7.5% maximum health over 18 seconds.
    • (Feat) Deepstone blessing now also gives you a small chance 1/2/3/4/5% to apply divine protection to targets you apply temporary hit points too.
    • (Feat) Enduring relief increases healing by 2/4/6/8/10%
    • (Feat) Benefit of foresight now scales properly
    • (Feat) Benefit of foresight now increases effectiveness of foresight by 20/40/60/80/100% and improves deflection by 5% (This cannot stack with other clerics).

    This would make me happy... :3
    I can keep dreaming!
    ~*~ Foundry missions: Stronghold Branax : Goblin menace : Forwyn crypts ~*~
  • knoteskadknoteskad Member Posts: 0 Arc User
    edited June 2013
    rapticor wrote: »
    Yeah because it's so easy to target a specific player in an instant between adds, 4 other players and 5 companions. By the time you target who you want more than likely they'd be dead. That's one reason AS was used so much because a) you don't have to target a specific player and b) even if you put it in the wrong spot the players who need healing can always move.

    Well for one, we already have 2 heals that work that way, it's obvious they want to have some single target functionality.

    Two, it could just be made an aoe.

    Three, make suggestions to make single targeting easier, such as making it so hovering over an ally highlights their character and border/hp/nameplate and shows them through all other mobs. Would make it a lot easier to see who you're targeting then.

    It's extremely rare for people to be literally on top of each other, it's mainly just the mass of adds that makes it hard to target.

    I use HW plenty and rarely have issues targeting with it TBH, but there are some moments.

    But anyway, my point was to reduce the passivity of our healing, just laying down these mindless aoe's on cooldown and letting them do our job for us, and make it more active.
  • rapticorrapticor Member, NW M9 Playtest Posts: 1,078 Arc User
    edited June 2013
    Make targeting easier? Easy. Let us use F1-F5. While holding it you keep that target locked similar to holding down CTRL.

    However that doesn't exist. AS is really the all around solution in the present game. Nerf it all they want it doesn't really matter to me I'll just play another class. I'm definitely not married to my cleric.
  • griennegrienne Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 149 Bounty Hunter
    edited June 2013
    mewbrey wrote: »
    These are the patch notes I would do for supporting healing in PVE dungeons.

    • Righteousness has now been decreased to 20% when outside of pvp.
    • Healing Word is now effected by recovery.
    • Healing word is now receives 10% more bonus healing from power.
    • Bastion of health cooldown reduced by 25%
    • Forgemasters flame is now effected by Righteousness.
    • Astral Shield is now effected by Righteousness.
    • Astral Shield now has a 10 second duration.
    • Astral Shield no longer stacks.
    • Foresight no longer stacks.
    • Sun burst now counts as a healing skill.
    • Astral shield now counts as a healing skill.
    • Forgemasters flame now counts as a healing skill.
    • Break the spirit is now a 30' burst around you reducing all threat on you to 0 for 3 seconds.
    • (Feat) Warding shield no longer stacks.
    • (Feat) Healing action now increased to 2/4/6/8/10% up from 1/2/3/4/5%. And you now give allies around you 275 regeneration (This cannot stack with other clerics).
    • (Feat) Greater divine power now cleanses targets of debuffs, this can only happen once every 10 seconds.
    • (New Feat) Divine faith (0/3) Replaces Cleanse (0/3)
    • (Feat) Divine faith your healing spells will now place divine protection on the affected player absorbing 1/2/3% of their max health, this can stack up to 3 times.
    • (Feat) Mark of mending now increases power by 2/4/6/8/10% of your recovery.
    • (Feat) Invigorated healing now heals .5/1/1.5/2/2.5 over 6 seconds, rather than after 6 seconds, this can stack up to 3 times resulting at 5/5 in 7.5% maximum health over 18 seconds.
    • (Feat) Deepstone blessing now also gives you a small chance 1/2/3/4/5% to apply divine protection to targets you apply temporary hit points too.
    • (Feat) Enduring relief increases healing by 2/4/6/8/10%
    • (Feat) Benefit of foresight now scales properly
    • (Feat) Benefit of foresight now increases effectiveness of foresight by 20/40/60/80/100% and improves deflection by 5% (This cannot stack with other clerics).

    This would make me happy... :3
    I can keep dreaming!

    hahah a few OP things but the general direction is amazing, someone give this man a job or woman.
  • matii1509matii1509 Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited June 2013
    mewbrey wrote: »
    • Righteousness has now been decreased to 20%.
    • Healing Word is now effected by recovery.
    • Bastion of health cooldown reduced by 25%
    I would see this in game.
    mewbrey wrote: »
    • Healing word is now receives 10% more bonus healing from power.
    • Forgemasters flame is now effected by Righteousness.
    • Astral Shield is now effected by Righteousness.
    • Astral Shield now has a 10 second duration.
    Bad idea.
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