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Some Stat Advice

daswoolydaswooly Member Posts: 60 Arc User
edited July 2013 in The Temple
I'm currently working on my lvl 60 DC to get the most out of it. I "think" I may have gone a bit overboard on power and recovery and neglected some defensive stats. Here are my stats and build:

http://nwcalc.com/dc?b=cn4:2hwcg:5m9s,1fl3315:66000:6zu0u:6z000&h=1

Power: 6100
Crit Strike: 2868
Armor Penetration: 0
Recovery: 4092
Defense: 1419
Deflect: 0
Regeneration: 0
Life Steal: 0

Currently wearing 2pc Miracle/2pc Beacon of Faith (placeholder til I get 4pc MH) and Ancient weapon set.

Now my questions. I obviously need to increase my defense, but how much? I've heard some conflicting numbers, but most seem to settle around 2k. With my power/crit/recovery at decent numbers (maybe too high) is there another defensive stat I should invest in? Is deflection my next best option past 2k defense? I just feel like I take a bit too much damage in those situations where there's a mistake or just bad luck (stuns as soon as AS goes down etc.)

Thanks in advance.
Post edited by daswooly on

Comments

  • suxip01111suxip01111 Member Posts: 217 Arc User
    edited July 2013
    I personally aim for 2k defense, and a lot of other Clerics I know do the same. I also have 1k deflect.

    If you were to sacrifice any stat for defense, you should choose power.
  • vomeistervomeister Member, Neverwinter Beta Users Posts: 8 Arc User
    edited July 2013
    I just started playing the DC, and I've been doing quite a bit of reading into these endgame stats, the best resource and explanation I've found was from Unspecified's Build 2.0 video: http://www.youtube.com/watch?v=nS7o6wo1UBM

    If you don't feel like watching, he says that after 2500Recovery (with 20 Charisma) you reach 32.5% recharge rate, which is enough to give you 100% uptime on Astral Shield. After that, you're just shaving off deciseconds. If I were you, I'd figure out how to lower recovery to around 3k, and bumping your defense and deflect up to 2k and 1k respectively.

    Everyone says a high power is wasted, but it's the only stat without diminishing returns. Power/25 = +1damage for calculation of heal and skill damage. Having a high power lets you hit harder, heal better, kill faster, be stronger. ;)
  • rhymfaxerhymfaxe Member, Neverwinter Beta Users Posts: 101 Bounty Hunter
    edited July 2013
    At 4.2k recovery I'm looking at 14.3sec AS cooldown. Boosting it further is completely not worth it. 12k recovery would give you 13.9 sec.

    As for defense, I'm currently at 3k and some minor deflect (3x154 from ancient rings, it's not a good stat). In retrospect I would have gone like 2.3k and then gone for HP enchants due to DR (which I will do when I replace my remaining rank 7s with 8s). I use 2 necks with pow/rec/def and HP/def/defl rings and belt (and actually the Seal of the Executioner ring with 478 regeneration on my Ioun Stone, which is another useful defensive stat). Azure in all my defense slots. I'm currently in all BiS gear, greater vorpal, greater soulforged, ioun stone of allure. 12.3k gearscore.

    As for the general idea that you need to stack power and crit and heal as much as possible is complete nonsense. What you want is to keep mitigation up. While people are protected by AS or HG (hallowed ground), they are going to exit it with full HP almost every time. It's when mitigation goes down people go splat, and the slight increase in healing you get from even as much as 2k more power won't make a lick of difference. That is why getting as far into DR as 4.2k recovery is worth it. Also why Holy Fervor (+15% AP gain) and Foresight (feated 11% DR) should never leave their slots.

    So what you want to do is to make the mitigation downtime as short as possible using AS and HG overlapping eachother. For example: When you first start a pack, lay down AS, then HG, then sunburst to start building AP again. When AS expires, you still have HG left, and when HG expires you got a new AS ready. This gets you 25 secs of mitigation (the first 10 of which will be double mitigation which brings most people to mitigation cap for the initial pull with all mobs still alive), and 15 secs of +30% dmg (or more if you use Divine Glow, which I do a lot of the time). By the end of that the pack will be pretty much finished and you can just keep your AP for the start of the next pack and just let people stay without mitigation for a few secs and put down AS for the remainder of the pack. If it's not you probably got a lot of AP gain from hitting 5 mobs constantly and you got HG up again. If not, you got a few seconds with no mitigation, but the pack is worn down and people can probably handle it or you try to cover the gap with divine forgemasters, which, while a good heal offers zero mitigation and is a good example of why I say mitigation is king as it often fails to cover my quite short 4.3sec AS gap when the heat is on.

    What I've tried to lay out is that power isn't really useful (because while you mitigate damage, you have enough healing without the pretty minor bonus) while defense makes staying alive a lot easier, and let you do useful things like pull and take initial aggro, as well as help overcome your own -40% healing "buff". I never run with any kind of tank anymore and I'm always first into the fire, deciding where we fight and making sure my team is mitigated no matter which mob they try to fight (a lot of people have major tunnel vision and don't really think about how I'm gonna stretch my healing/tools among them). So I "place" the combat area myself either by pulling or charging in, and make sure I make it small enough so I can give all of my squishy DPS which don't focus much on defense at all the mitigation they need to not go splat.

    Now, the more capable of a tank you have (if you bring one, which I never do. Blame Cryptic tanks, sorry.), the less you need defense, but then you don't really need all that power for healing either since the tank will be near or at mitigation cap with you there anyway.

    Here is my cleric for reference (though the total stats the gateway shows are completely off, looks like they might be the stats without the Ioun Stone. And I know my stats are far from optimal, I'd go much higher on charisma if I could and probably keep HG up permanently.) http://gateway.playneverwinter.com/#char(Becidenne@Rhymfaxe2)/charactersheet

    *edit*

    As for your build. More than 1 point in Healing action is supposedly wasted because it rounds up making even 5 points have no more effect than 1 point (forum info). I currently have the spare point unassigned, waiting for a change to our heroic feats as the rest are just terrible generally.

    2 points in Bountiful Fortune is required for 100%(ish) uptime, 1 point gets you something like 60% (forum info).

    Otherwise I have pretty much the same build as you, with the exception that I like the 4th divinity pip and thus dropped Etheral Boon to 3/5.

    However, when there are some more changes forcing me to respec anyway (can't be bothered atm, since I do fine), I'll go 5/5 Divine Advantage since it procs off sunburst and astral seal now apparently (forum info), and drop Righteous Rage of Tempus. It's always been good in theory, it's just that we had no good ways of proccing it.
  • daswoolydaswooly Member Posts: 60 Arc User
    edited July 2013
    A question since you brought up mitigation, I've been "healing" like this and was curious how much mitigation is "wasted" when they overlap? I've realized I can almost constantly have AS or HG up if i don't overlap them too much. So my question is, how are these values calculated? 30% HG, 30% AS, 11% Foresight, does this stack with player's Defense mitigation in order to get to the cap? Or am I missing something?
  • fondlezfondlez Member Posts: 0 Arc User
    edited July 2013
    daswooly wrote: »
    30% HG, 30% AS, 11% Foresight, does this stack with player's Defense mitigation in order to get to the cap? Or am I missing something?

    It is 25% mitigation form Astral Shield (with or without Divinity mode) and that 11% from Foresight is with 5% extra from Benefit of Foresight paragon feat.

    Yes, they all stack additively to player's Damage Resistance up to what seems to be a hard cap of 80% Damage Resistance from all sources on players.
  • rhymfaxerhymfaxe Member, Neverwinter Beta Users Posts: 101 Bounty Hunter
    edited July 2013
    Let's say a squishy dps class with low focus on defense might have 25% DR (should be around 1000 def), which you increase to to 55% with AS or 66% with AS + Foresight, though FS isn't always up. Hallowed ground + AS will almost always get someone to cap with it's +60% DR. Which means:

    HG, AS and FS up: 80% DR +30% dmg
    HG and AS up: 80% DR +30% dmg
    AS and FS up: 66% DR (they take 1.7x the damage compared to DR cap)
    AS up: 55% DR (they take 2.25x the damage compared to DR cap)
    nothing up: 25% DR (they take 3.75x the damage compared to DR cap)

    But you also get increased mitigation in a huge area with HG (staying in AS might not be an option), as well as some healing from Moon Touched (to top people off mostly, it's not much). And the +30% dmg in a huge area is not to be ignored :p But as long as you got one up, people will probably be ok.

    *edit*
    Myself with 38.1% reduction will be at 79.1% DR with -either- AS + FS or HG + FS.
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