What are you guys' opinions on BiS items for healing Clerics?
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laudon1Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited June 2013
Depending on what stats you need -
Grand templar gives crit?
Miracle gives recovery
Beacon of faith gives power?
I'd roll with two two pieces atm since none of the four sets are great IMO. (miracle would be if it worked as intended)
Weapons - ancient royal symbol/icon
Rings - control rings are good, revolt if you want more defensive oriented stats with power.
I like to stack power/health/defense after I reach the soft caps on the diminishing returns. You can go higher if you feel it's better than stacking more power.
For PvP, the meta is just stacking greater tenebrous enchantments while getting the most health as possible. I'd use a blue belt with health/power/defense so you can put a tenebrous in the offense slot.
Miracle Healer (the set bonus is still quite good, and miles above +450 stats, while the other sets 4 set bonuses are near worthless).
Stack as much defence as you can. I use the HP/def/defl rings/belt The pow/rec/def neck.
Going all pow/crit/rec will leave you hitting DR pretty hard and dying all the time.
Miracle Healer (the set bonus is still quite good, and miles above +450 stats, while the other sets 4 set bonuses are near worthless).
Stack as much defence as you can. I use the HP/def/defl rings/belt The pow/rec/def neck.
Going all pow/crit/rec will leave you hitting DR pretty hard and dying all the time.
I have 4p Miracle Healer, yet I heal better using 2p Miracle/ 2p Templar. When they fix the set I will gladly move to 4p Miracle though.
Better dig up some statistics or it didn't happen. Basically 450 stats barely does anything considering the DR you have have when you are in BiS.
Miracle Healer's 4 point set bonus heals the closest party member missing any health for 5% max HP (not effected by righteousness) every time you use an encounter (hello sunburst!), which is usually you unless you have full HP and then obviously don't need the heal. Since you are the person taking all the damage anyway, this makes the difference between the bugged MH set and the unbugged set negligible as any half-wit that just rolled off the boat to lvl 60 island can keep up the other 4 party members unless they are actively trying to get themselves killed.
After patch you might be glad you have a 5% heal to help fill you up after AS has been down for 5 secs.
*edit* I was using 2x MH / 2x BoF before i got 4x MH, and I definately notice the difference. Try FH boss for example, I never even have to use a potion anymore when I'm kiting the adds because of the extra healing from the set bonus.
Miracle Healer is far and away the best, even if you were going 2 of 2 sets one of those would still be MH, so you're only losing either 450 Power or Crit by going to 4 MH. Power is the stat you boost last, and Crit has an easily reachable soft-cap.
However, MH may be BiS, but it's also absurdly expensive (I'm not sure if this is the same on all Shards, but on mine it's currently about 8x the price of the next cheapest) and it'll only get more expensive if the set bonus gets fixed (Assuming it's actually bugged, it could be working as intended with an incorrect tooltip, like a few other skills).
The more practical option is to go for 2/2 and then upgrade to 4/4 Miracle Healer when you can.
Comments
Grand templar gives crit?
Miracle gives recovery
Beacon of faith gives power?
I'd roll with two two pieces atm since none of the four sets are great IMO. (miracle would be if it worked as intended)
Weapons - ancient royal symbol/icon
Rings - control rings are good, revolt if you want more defensive oriented stats with power.
I like to stack power/health/defense after I reach the soft caps on the diminishing returns. You can go higher if you feel it's better than stacking more power.
For PvP, the meta is just stacking greater tenebrous enchantments while getting the most health as possible. I'd use a blue belt with health/power/defense so you can put a tenebrous in the offense slot.
Dragon Guild
Stack as much defence as you can. I use the HP/def/defl rings/belt The pow/rec/def neck.
Going all pow/crit/rec will leave you hitting DR pretty hard and dying all the time.
I have 4p Miracle Healer, yet I heal better using 2p Miracle/ 2p Templar. When they fix the set I will gladly move to 4p Miracle though.
Miracle Healer's 4 point set bonus heals the closest party member missing any health for 5% max HP (not effected by righteousness) every time you use an encounter (hello sunburst!), which is usually you unless you have full HP and then obviously don't need the heal. Since you are the person taking all the damage anyway, this makes the difference between the bugged MH set and the unbugged set negligible as any half-wit that just rolled off the boat to lvl 60 island can keep up the other 4 party members unless they are actively trying to get themselves killed.
After patch you might be glad you have a 5% heal to help fill you up after AS has been down for 5 secs.
*edit* I was using 2x MH / 2x BoF before i got 4x MH, and I definately notice the difference. Try FH boss for example, I never even have to use a potion anymore when I'm kiting the adds because of the extra healing from the set bonus.
However, MH may be BiS, but it's also absurdly expensive (I'm not sure if this is the same on all Shards, but on mine it's currently about 8x the price of the next cheapest) and it'll only get more expensive if the set bonus gets fixed (Assuming it's actually bugged, it could be working as intended with an incorrect tooltip, like a few other skills).
The more practical option is to go for 2/2 and then upgrade to 4/4 Miracle Healer when you can.