I am posting my build as a baseline for PvP cleric in the new tenacity based pvp system.
I did test it on the preview server before the patch, and also on live since.
I don't claim this is the best possible build, but since nobody seems to have posted one yet this is what you get.
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First, some background. The system has been changed so there is a flat damage reduction of 10% for all damage output by all classes. Also, all healing and regeneration has been reduced by 50%. In addition, tenacity gear reduces incoming damage even more.
At first I thought this was very dire, as such a huge decrease in healing output compared to a more minor decrease in damage output was unfair. However, this thinking ignores that there is more than just healing and damage, but also
mitigation. Mitigation reduces incoming damage before it needs to be healed. Clerics get mitigation through several spells, most notably astral shield's main effect.
Mitigation was not reduced in this new system. So, one strategy is to lean heavily on mitigation spells and feats to gain an advantage.
For this build I use
Astral Shield, Sunburst, Break the Spirit, Sacred Flame, Brand of the Sun, Hallowed Ground and
Hammer of Fate with Foresight and Divine Fortune.
Here are the feats I use in
Divine Oracle 
Here are some important things to notice from this feat list:
1) Astral Shield heals in divine mode. Hallowed ground also heals. Try to heal everyone as much as possible with these.
2) Brand of the sun in feated to debuff other player's damage. So brand them once, then sacred flame 3 times.
3) Sunburst triggers a couple of effects so it should be used whenever you can. It is also your main 'cc' in divine mode so us it to save yourself and friends, move enemies off the point, and off cliffs.
4) Break the spirit should be used on cool-down. It not only debuffs enemy damage, it is also your main damaging spell and main way to generate divinity.
5) In general play, you will be waiting for the encounters to come off cooldown, use all your resources as fast as possible as this keeps your buffs up.
6) Generally speaking, use your hallowed ground to outlast your opponent rather than hammer of fate. Only use hammer of fate in solo situations vs rogues and mages when you won't have backup coming anytime soon. (and, when you want to ninja kill-shots
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Other notes:
I use barkshield and holy avenger enchants. All of my defensive enchants are silvery for deflection. I have some bias in my gear choice for +hitpoints.
Comments
1) shadowtouched
2)righteousness
3) healing depression
so then you're looking at a 50 hp heal...
deepstone blessing has been severely nerfed because of the healing depression which reduces temporary hp
i think maybe rethink a few things?
- Encourage your team to fight as a group and take on targets one at a time. Hardest thing for a PUG but if you are moving as a group and individually burning down enemies you will win. As they die they will come back staggered intervals and you probably won't face 5 v 5 if they can't get organised. Also maximises DC buffs like AS & HG
- Get a new set of armor with Tenacity. The extra DR is great. If u get the Grim Faithful there is a lot of extra HP as well.
- Fight on point. You need someone on point so that it is contested. If enemy attacking you, frees up your allies to attack them. DCs are still pretty tanky
Looking for a guild for PvE Dungeons to suit AEST evenings
You are forced on both of these, its a choice between bad options.
You need points in enduring relief or deepstone blessing to move up the tree; both are bad. I think enduring relief is more bad.
Enraged regrowth gives a defense buff, and this is a tanky build. The only other options is shadowtouch, which is dps, and this is not a dps build.
Feywilds fortitude seems to only give 0.7 increased deflect severyity actually, not that 250 apen is really an amazing option either but hey it lets you do slightly more dmg.
I'd say put those 3 points you have spread between healing action and domain synergy into greater fortune. You at least get 3% more healing. That 1 point in domain synergy is giving you next to no recovery, and you should have plenty anyways. Healing Action only seems to affect hw/BoH/soothing light and 1 point seems to be just as good as 5 due to how the rounding in this game works. At least for HW, it may benefit BoH more but hardly anybody uses it and not sure it's been tested.
I'd put all 5 points in enduring relief. You don't grant a lot of temp hp really and with both temp hp and healing being depressed it would appear to drastically reduce deepstone blessings effectivness. Also, the tooltip for enduring relief is incorrect, it procs from non divine healing so it's not great but at least it procs realiably and adds a little healing.
I don't know how much crit you have or how you are for DP but I personally have a much lower crit in PVP and I would think that divine advantage would be better than righteous rage, but maybe you just want to keep righteous for pve