I am at the awkward mid 30s levels, where only heals is healing word, bastion of health plus sunburst/forgemaster flame.
Altho Sunburst is great for AP, what i really need it good AoE healing and cant test on dummies, so i wondered which was the stronger AoE heal, Sunburst or Divine Forgemasters Flame?
Divine forgemasters flame for sure, but it;s not a good idea to rely on divinity for all your healing
[SIGPIC][/SIGPIC]
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cyris21Member, Neverwinter Beta UsersPosts: 0Arc User
edited July 2013
I personally prefer sunburst, mainly because i keep myself in the middle of all the action with my teamates around me. Sunburst gives you A LOT of AP gain which matched with divine armor can really help your team in dungeons. I've ran FF a couple of times just couldn't get the feel for it. I know a lot of people run it... give both a try and if you like one better than the other run with it.
Pros:
More powerful heal.
Pretty good divinity generator on a DoT.
Slows target, making it useful for kiting.
Cons:
You need to be in a pretty close range to get affected by the heal.
You lose the heal if the target dies too early (happens on mis-fires more often than not)
Sunburst
Pros:
Triggers Linked Spirit, Invigorated Healing among other things.
Best AP/Divinity generator on a relatively short cooldown.
Damage isn't bad at all
Divine version gets you out iffy situations.
Cons:
Heals in a burst around you.
Heal isn't all that powerful.
Divine version can f*ck up clumps if you use it wrong
________
Usually it's sunburst + 2 other skills. Sunburst is arguably our BEST skill with all the awesomeness it does.
Sunburst and Astral Shield are more or less mandatory spells I rarely change. Sunburst has so much versatility (linked spirit trigger, heal, dmg, Divinity/AP regen, knockbacks for cliffs or when in panic) that it's hard to find anything better. The real question for me is what to slot as 3rd spell. I almost always prefer Bastion over Forgemasters but depending on the situation I also use Healing Word when kiting is required, Divine Glow to increase killing speed when the group doesn't take much damage or Daunting Light when soloing.
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baalhashmalMember, NW M9 PlaytestPosts: 65Arc User
Pros:
More powerful heal.
Pretty good divinity generator on a DoT.
Slows target, making it useful for kiting.
Cons:
You need to be in a pretty close range to get affected by the heal.
You lose the heal if the target dies too early (happens on mis-fires more often than not)
Sunburst
Pros:
Triggers Linked Spirit, Invigorated Healing among other things.
Best AP/Divinity generator on a relatively short cooldown.
Damage isn't bad at all
Divine version gets you out iffy situations.
Cons:
Heals in a burst around you.
Heal isn't all that powerful.
Divine version can f*ck up clumps if you use it wrong
________
Usually it's sunburst + 2 other skills. Sunburst is arguably our BEST skill with all the awesomeness it does.
Divine Forgemaster's Flame also procs linked path.
Sunburst is the more versatile option --- go with Sunburst.
I prefer to use Forgemaster's Flame in PVP to both slow enemies and heal my team mates who are near the enemy target.
Cleric:Marquis Elmdore - Current Main Wizard: Iamblichus Fighter: Anna the Titan Barbarian: Anann Valkyrja Ranger: Minerva Cory'phaia Warlock: Suri Coralyne Reid
I am at the awkward mid 30s levels, where only heals is healing word, bastion of health plus sunburst/forgemaster flame.
Altho Sunburst is great for AP, what i really need it good AoE healing and cant test on dummies, so i wondered which was the stronger AoE heal, Sunburst or Divine Forgemasters Flame?
Non-divine sunburst should be used whenever it's off CD, hitting at least five friendlies and five hostiles if you can manage it. It's useful as a small AoE heal, but it's mostly unmissable to top up your AP and Divinity.
Forgemaster's Flame in divine mode is a pretty excellent heal, I'd be using that as well.. At your level, I'd be looking at Sunburst, FF and healing word (use it in non-divine mode, keep the charges ticking on people). I can't remember what dailies you have available, but I seem to recall that I was very attached to Hallowed Ground even before I had Moontouched.
The extra ingredient, to make your life much easier, however.. is...
Astral Seal!
Seriously, spam that on the mobs, and see the healing rolling on your team. It's completely brilliant. It's also an at-will so it is effectively free. Drop it on a few mobs every time you see that it's not up, and you'd be amazed at how it takes the pressure off you. During a bossfight, keep it rolling on the boss, and if the person tanking it isn't a total plank who loves standing in red, you'll find that it doing a huge amount of good.
You already have it, and I'd suggest putting the full three points in it. Give it a go.
Now if only subsequent hits of Astral Seal would extend the duration...seriously there are so many tiny fixes that would make life easier and less micromanagey.
Healing Word: cannot stack-additional hits just extend duration (!!!)
Astral Seal: cannot stack-additional hits do absolutely nothing except the usual smidge of damage (!!!!!!)
Also, if astral seal could actually go to where you're pointing it, rather than using the lovely "soft targeting" system, that'd be great too... :-/
(you have astral sealed karrundax. Again. In fact, you have astral sealed nothing BUT karrundax since you arrived. Also, despite this, astral seal has now expired)
Sunburst and Forgemasters.. then the choice is what you want for your third encounter. Are you asking about dungeon or pvp healing or soloing?
If you wanted to go full in heal in pvp id suggest HW, getting people stand in a circle can be awkward in pvp. You typically drop it and they all run out of it. If they are on point you can Forgemasters them, if they are spread out and hanging back drop them a HW. With seal up there should be plenty of heals.
You can use similar tactics in a dungeon, depends how good your heavies are and if you going to have a CW hanging back out of the group pulling agro getting himself slammed. You can still Forgemasters the loose CW, then focus seal and sunburst on all the melee mobs.
Don't overheal, people need to learn you can't heal them if they are going to stand in red(guarded tanks excepted).
Now if only subsequent hits of Astral Seal would extend the duration...seriously there are so many tiny fixes that would make life easier and less micromanagey.
*snip*
So true and gave me a laugh, so annoying to target under those big dragons.
Now if only subsequent hits of Astral Seal would extend the duration...seriously there are so many tiny fixes that would make life easier and less micromanagey.
Healing Word: cannot stack-additional hits just extend duration (!!!)
Astral Seal: cannot stack-additional hits do absolutely nothing except the usual smidge of damage (!!!!!!)
Hah, if you want consistent behaivior anywhere, this may not be the game you're looking for.. So many class synergy proc effects simply do not work, too. Drives you nuts, if you think about it too much.
Comments
Pros:
More powerful heal.
Pretty good divinity generator on a DoT.
Slows target, making it useful for kiting.
Cons:
You need to be in a pretty close range to get affected by the heal.
You lose the heal if the target dies too early (happens on mis-fires more often than not)
Sunburst
Pros:
Triggers Linked Spirit, Invigorated Healing among other things.
Best AP/Divinity generator on a relatively short cooldown.
Damage isn't bad at all
Divine version gets you out iffy situations.
Cons:
Heals in a burst around you.
Heal isn't all that powerful.
Divine version can f*ck up clumps if you use it wrong
________
Usually it's sunburst + 2 other skills. Sunburst is arguably our BEST skill with all the awesomeness it does.
PVP: How to make your life less miserable as a Devoted Clerics -- Still in it's Unfinished Glory
Dragon
Divine Forgemaster's Flame also procs linked path.
Sunburst is the more versatile option --- go with Sunburst.
I prefer to use Forgemaster's Flame in PVP to both slow enemies and heal my team mates who are near the enemy target.
Cleric: Marquis Elmdore - Current Main
Wizard: Iamblichus
Fighter: Anna the Titan
Barbarian: Anann Valkyrja
Ranger: Minerva Cory'phaia
Warlock: Suri Coralyne Reid
Guild: She Looked Level 18.
Alliance: Imperium
Non-divine sunburst should be used whenever it's off CD, hitting at least five friendlies and five hostiles if you can manage it. It's useful as a small AoE heal, but it's mostly unmissable to top up your AP and Divinity.
Forgemaster's Flame in divine mode is a pretty excellent heal, I'd be using that as well.. At your level, I'd be looking at Sunburst, FF and healing word (use it in non-divine mode, keep the charges ticking on people). I can't remember what dailies you have available, but I seem to recall that I was very attached to Hallowed Ground even before I had Moontouched.
The extra ingredient, to make your life much easier, however.. is...
Astral Seal!
Seriously, spam that on the mobs, and see the healing rolling on your team. It's completely brilliant. It's also an at-will so it is effectively free. Drop it on a few mobs every time you see that it's not up, and you'd be amazed at how it takes the pressure off you. During a bossfight, keep it rolling on the boss, and if the person tanking it isn't a total plank who loves standing in red, you'll find that it doing a huge amount of good.
You already have it, and I'd suggest putting the full three points in it. Give it a go.
Healing Word: cannot stack-additional hits just extend duration (!!!)
Astral Seal: cannot stack-additional hits do absolutely nothing except the usual smidge of damage (!!!!!!)
Also, if astral seal could actually go to where you're pointing it, rather than using the lovely "soft targeting" system, that'd be great too... :-/
(you have astral sealed karrundax. Again. In fact, you have astral sealed nothing BUT karrundax since you arrived. Also, despite this, astral seal has now expired)
Sunburst and Forgemasters.. then the choice is what you want for your third encounter. Are you asking about dungeon or pvp healing or soloing?
If you wanted to go full in heal in pvp id suggest HW, getting people stand in a circle can be awkward in pvp. You typically drop it and they all run out of it. If they are on point you can Forgemasters them, if they are spread out and hanging back drop them a HW. With seal up there should be plenty of heals.
You can use similar tactics in a dungeon, depends how good your heavies are and if you going to have a CW hanging back out of the group pulling agro getting himself slammed. You can still Forgemasters the loose CW, then focus seal and sunburst on all the melee mobs.
Don't overheal, people need to learn you can't heal them if they are going to stand in red(guarded tanks excepted).
So true and gave me a laugh, so annoying to target under those big dragons.
Hah, if you want consistent behaivior anywhere, this may not be the game you're looking for.. So many class synergy proc effects simply do not work, too. Drives you nuts, if you think about it too much.