Hello,
According to my other post in "general discussion" (this one:
http://nw-forum.perfectworld.com/showthread.php?511911-Question-to-epic-dungeons-runners-what-kind-of-Cleric-you-do-prefer, looks like most of people expect to have "heal focused" clerics. Its quite obvious i think.
I do like PVE and dungeons a lot in this game, so would like to fit into this role best as i can.
My current Cleric build is some kind of missunderstanding, so i do plan to respec it into pure healing and buff/debuff toon. Thing is i dont have too much experience (actually its my first attempt to make own build at all), i have chosen feats and powers what "do fit" into general idea, but if i got as result a good healing build with correct "synergy" between feats and powers ... im not so sure.
Please take a look at this build in free moment and leave your comments
http://nwcalc.com/dc?b=nlq:3qudb:aga8,1r32314:60000:6uzzv:60000&h=0
Thx !
Comments
Just my 2 cents.
Your build is kind of interesting, if you pvp with it ever would be interesting to see how it goes.
Also, holy fervor is nice in dungeons where you need to do a lot of extra healing. If you have holy fervor you can daily between every AS almost. Moontouched hallowed ground is just as nice.
Feats:
You don't need 3 points in holy resolve. It has a 5 min cooldown, so you could maybe put your points towards more crit or recovery.
Middle tree is the best, but I'd switch a couple things if I were you. Benefit of foresight allows for your team to be tankier even outside of AS due to healing word. That extra 5% is very helpful when you are swarmed by adds.
Linked spirit is nice and all because of the stat bonus but the only thing you really get out of it is bonus power since soft caps still apply to your team members. Try speccing into the temporary hitpoint feat (deepstone blessing) since you also have sacred flame and divine armor maxed. Also if you liked the power bonus from linked spirit try bountiful fortune. The stat bonus lasts longer than linked spirit making the bonus actually effective instead of like 4 seconds of stat bonus.
http://nwcalc.com/dc?b=nni:3quin:aga8,1xi6314:60000:b55zv:60000&h=0
About Powers:
Yes, some of them are not so useful, but i had to invest couple points there just to unlock next levels. Thx Selune we do have enought points to cover also all useful skills. To be honest, at my current "not too good" DC build im using soothe pretty often. Reason is simple, in PUGs my DC have very serious problems with survivality. Not because ignoring "red circles", but cause hordes of mobs trying to get me attracted by my healing. If i die result of fight is in most cases quite obvious. So when i do see that my party generally "dont care", im saying to myself "screw extra bonuses if i need to fight for my life. Dead cleric dont give any bonuses anyway and dont heal at all"
Feats:
Some changes here. To avoid using Soothe and still have incrased survivality i have invested 3 points in Toughness. Holy Resolve removed, 1 point in Domain Synergy just to unlock next level.
Trees:
Deepstone Blessing instead Enduring Relief. Actually still thinking about that. Im not sure what exactly "after heal a target in Divine Mode" in Enduring Relief does mean, does constant healing from "Divine Astral Shield" count here too ? Astral Shield is one from our primary skills IMHO, and in my case our melee fighters are affected by it most of the time. If healing from Astral Shield is included, it would give me almost constant flat 5% healing bonus what in such case may be better than "random" 10% bonus avaible only when target is affected by temporary hit points.
Benefit of Foresight instead Linked Spirit, thats explained by lazuree in post above.
For bountiful fortune unfortunatelly i have no any points left.
Heroic feats: healing action, drop it. As far as I'm aware (unless this has recently changed) the gains it gives are pitiful, and are rounded up anyway, so you only notice the difference between 1 point and 5 points after maybe 10 or so casts of healing word:
http://clericguide.com/healing-action/
Ditto domain synergy, it's not giving enough bang for your buck (at 5/5 it's 5% extra recovery, which at say...2.5k recovery is still only 125).
Max weapon mastery, because crits are awesome. Especially since you've (correctly) taken repurpose soul.
I'd take the 5 points out of healing action and put them into 3/3 weapon mastery, 1/3 holy resolve (for only a point, this is a pretty handy feat) and the other into either bountiful fortune or templars domain (just for shiggles). If you want to take the one point out of domain synergy too, maybe put that into holy resolve. Holy resolve is a sort of last-ditch lifesaver, a poor-man's soulforged enchant, basically. It's not much more effective at 2/3 or 3/3 than it is at 1/3, but if you have spare points..you could do worse.
Faithful feats: I think you've overspecialised here. You don't really need to go ALL IN on the faithful, and a lot of the feats you've chosen are quite restrictive (only work with specific powers). Obviously some are no-brainers, like benefit of foresight, and I personally really like having moontouched, but mark of mending? I dunno. It would mean you now have totally fixed passives (foresight and healer's lore), and as with domain synergy, 5% of your recovery is still only going to be an extra 125-150 points of power.
Power of life I'm also not sure about, but that's more from a "I've never used it" perspective than a "this shouldn't be used" perspective. Extra astral seal heals is nice, but again it locks down your two at-wills (ok, astral seal should never not be one of them, but I like to swap out flame for BotS if it's a movement-heavy fight). Also, 10% more tempHP from sacred flame is still basically "no tempHP", because the tempHP sacred flame gives is tiiiny, and of course you only get it on the third sequential attack: not sure how often I get the freedom to just sit and spam LMB at something close enough to my melee dudes for them to benefit.
Linked spirit is pretty nifty, in my experience: you can proc it with the tab-switch sunburst trick (switch to divinity after the cast begins, and you get non-divine SB heals and damage, no knockback, but it counts as healing from divinity) and if you hit your whole team they all get +25% of your stats (as do you). Sure, most things are softcapped anyway, but different classes strive for different softcaps, so cross-class synergy etc etc.
Basically free up enough points from the faithful tree to get 2 in rising hope, because 2 points is enough to ensure 100% uptime of this. Free +15% power AND recovery for 2 points? Yes please.
Ideally also get a few points in rage of tempus and divine advantage: I'd say 2 points in divine advantage is enough, since most of our healing is HoT-style, and it'll be rare for anyone to NOT be healed every 2 seconds during fights where being swamped is a possibility, and tempus is bonus DP on crits, and as noted above, crits are awesome.
You getting swamped means your tanks aren't taunting or marking anything, and your CWs aren't controlling anything or causing enough damage to make them the next priority target. Sooth and/or battlewise will not help you here, as the problem does not lie with you. if this happens too much, just start considering yourself the priority target for heals. If you stick an astral shield down RIGHT WHERE YOU ARE and start kiting around inside it, your team will bail you out. Nothing attracts people like blue circles.
I would then find 9 points to spare and move them to the bottom tree for rage of tempus and 4/5 ethereal boon.
Ethereal boon is a huge buff, and coupled with the divine fortune passive it is almost impossible to run out of divine power, which gives you flexibility. Although it takes a while, you can also build divine power out of combat to top off before a boss fight. In addition, you will feel the difference in divine power generation in pvp where it can be hard to build.
Look closely at power of life. It increases the heal of astral seal, not astral shield. This ability is doo doo. I would also lose strength of the gods because hallowed ground > all else for a pure healer. I would move those 10 points into the feats I mentioned earlier.
Link spirit is not as good as it sounds, and the "trick" many use is an exploit. You may want to avoid this (as I see you did in your build) so you do not need to respect or learn to play in the future.
Jeffrina Jones, GWF
Jeffrodo, CW
Jeffrogue, Rog
Jelfro, GF
Jeffrogolas Do'Urden, HR
Jeffrodo Jaggins, SW
Basically if you can tab-switch sunburst (and it does take skill) or regularly use large AoE divine heals (i.e. uh..bastion) then LS is a must-have, but otherwise it's completely useless. I suspect they'll let us keep the tab-trick because it's less work for them, and because we have too many wholly useless feats already.
Also, jeffro: I'm pretty sure that top path feat is "rising hope", it's just mysteriously named "bountiful fortune" on that site. As is actual bountiful fortune (heroic feat, bottom right).
Everyone regardless of build and playstyle should have 1 point in Bountiful Fortune. That's all it takes to keep rising hope procc'd for 15% power and recovery gain
Drop all 5 points in Power of Life in favor for of Rightous Rage of Tempus and Etheral Boon- The small increase in healing to Astral Seal is nothing, so you wont notice not having it, and the higher generation of Divine Power from Rightous Rage and Etheral Boon will be very noticeable and provide you with greater flexibility in your playstyle so that you can pop more skills in divine mode and use channel divinity more often
Heroic Feats looks good- you want the tougness because the extra HP synergizes with our best set - Miracle Healer Set
Only thing i would do is maybe try and move things around to be able to get 3 in weapon mastery for crit
Skills
Flamestrike should always have 3 points. If you have high AP gain, and your not needing to use Hallowed Ground for trash pulls, then you can use that instead, to help clearing go faster, and especially when CW's have singularity popped
Drop sooth all together- its just not needed. Fully geared you will be so tanky that you wont need to worry about your survivability, unless your in a really really bad PUG that isnt doing their job.. I run a lot of PUGS, and rarely have issues with aggro. When the game was in early beta, it had serious agro issues, but its been fixed.
Put those sooth points into Bastion of Health- Rationale is that even if your not using it, its better to have and not need than to not have and need. I use BH in certain groups. Its a good skill when everyone is bunched up together, and you cant reliably put a Healing word on 1 specific person. And its gives you another option for proccing link spirit which I really like
Searing Light is very situational skill - it has its place in a few trash pulls in a few dungeons provided the group is very good, and you can afford to unslot a heal oriented skill-which wont be often in PUGs.I would do only 1 point in that skill
Thats pretty much it. Your build is full heal, so with the right gear n skill rotation, you will be able to heal and carry even a really bad PUG through a D/D. And for good groups, you will have to work not to "overheal"
If you drop Mark of Mending- that gives you 5 points to put somewhere else on one of the other trees