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I dont understand cleric powers tree...

abocanhadoraabocanhadora Member Posts: 9 Arc User
edited March 2014 in The Temple
Hello everyone.

I apologize if this seems something incredible trivial or/and idiot, but... I dont understand what I am doing wrong with my powers -.-'

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I want too level up the level 20 powers but for some reason I cannot spend any points on them... I know this is probably something incredible easy too figure out but I swear for the love of me I dont get it -.-''

Thz in advance for the help.
Post edited by abocanhadora on

Comments

  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited March 2014
    See down in the bottom right corner where it says "Points Spent: 19"?

    Once you spend 20 points, you can unlock the tier you're looking at.
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  • abocanhadoraabocanhadora Member Posts: 9 Arc User
    edited March 2014
    and was I predicted, it was indeed something incredible easy too figure out -.-' Sorry for that, now I feel foolish.

    Soo I guess I just have too spend the powers in some skills I may not use later, just too open the paths... ok makes sense. Thank you for the help :)
  • lyaiselyaise Member Posts: 491 Arc User
    edited March 2014
    Unfortunately you have to put points into skills that you will never use.
    ...............vote for your favourite expansion..........
    "Mod 6. Oh my f****** god. It gutted the game pure and simple. And what wasn't gutted was messed up by the poorly thought out new level cap and equip. The game never recovered from that atrocity".
    ..............not this one then.............
  • refracted0dawnrefracted0dawn Member, NW M9 Playtest Posts: 894 Arc User
    edited March 2014
    You should already have a Power in Tier 1 with only 1 rank in it if you have spent 19 points. Probably Healer's Lore?

    You do not in Tiers 2, 3 or 4, so it must be Astral Seal, Lance of Faith, Sunburst, Healers Lore or Guardian of Faith.

    You have to give it a second rank, although I'd go for Chains of Blazing Light in Tier 4 at 15 points.

    Chains of Blazing Light is useful higher up in solo and party dungeons, it will give you a third Encounter Power you can use now for small mob control AND qualify you for Rank 3, but I'd save some points for better Powers as you proceed.

    I'd put 3 ranks in Sunburst, Hallowed Ground and Flamestrike, but also I'd go for Sacred Flame and Daunting Light as soon as possible in Tier 5 at 20 points, then get 3 ranks in things you will use most later on, BUT go for the Paragon At Will in Tier 7 at 35 points as soon as you can.


    I also would not put 3 ranks in Lance of Faith, Astral Seal, Guardian of Faith or Healer's Lore as there are other things more worthwhile higher up. You can only have two Features active in any case.

    Later on, at a higher level (around 40 to 50 or so to make it worthwhile), you could use a respec token to change your Powers and Feats and put fewer points in lower level powers and even skip a tier as long as you have 3 ranks in enough powers lower down.

    ~
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited March 2014
    I also would not put 3 ranks in... Astral Seal

    Astral Seal is an amazing skill. It's an enormous part of the healing output available to you, or rather to allow your party to self-sustain.
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  • morsitansmorsitans Member, Neverwinter Beta Users Posts: 1,284 Bounty Hunter
    edited March 2014
    Yeppers. Seal brings in a good 15-30% of healing in low gear epics, and probably more in higher geared epics when you're bringing fewer heals and more debuffs. And it's relaxingly mindless to spam on stuff.
  • refracted0dawnrefracted0dawn Member, NW M9 Playtest Posts: 894 Arc User
    edited March 2014
    Sure, at low level when it is 50% of the only At Wills you have, it's useful. But I think Blessings of Battle (Anointed Champion) and Sacred Flame are better later on. You buff the party and damage the enemy and shower the party with Temp hp.

    Of course, the best use of Powers and Feats will take advantage of any synergies there are.

    ~
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    edited March 2014
    Frankly you could pick all the wrong feats entirely , go fully virtuous, and most parties will have all the healing they need from you. The same issue that would cause a death, isnt changed by our healing mostly, that is people standing in reds when they shouldn't, timing dodges wrong or getting kicked over a edge. None of healing we have will save them from any of that. Ive literally seen CWs go down, while standing just outside of the shields, what possesses people sometimes I do not know, move just a little into the shield.. wham your alive! Ha, the same people will ask why you didnt heal them!

    Doesn't mean I recommend it, its just the reality of the the feats/paths we have. They are just not overwhelming.

    Other mmos Ive seen, if you didnt go heal spec, you were giving up 150% or more heals that YOU had to have to keep your team up, because you were also healing burst damage with burst healing. But of course, you had to have tanks in those games as well.
  • spani4rdspani4rd Member, Neverwinter Beta Users Posts: 297 Bounty Hunter
    edited March 2014
    Sure, at low level when it is 50% of the only At Wills you have, it's useful. But I think Blessings of Battle (Anointed Champion) and Sacred Flame are better later on. You buff the party and damage the enemy and shower the party with Temp hp.

    Of course, the best use of Powers and Feats will take advantage of any synergies there are.

    ~

    Cleric damage is more or less irrelevant in dungeons. The primary advantage of sacred flame is DP generation. The temp HP is decent but you should already have that covered as an AC with AHS. It's not only the healing from ASeal which is important, but the fact that it procs just about every single cleric buff possible.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited March 2014
    I'm still running my DC as a DO because I'm not entirely confident with the AC playstyle. For groups, it's SF left-click and AS right-click. I've just trained myself to switch AS to BotS for solo daily stuff for a little extra oomph and am liking the results, since AS wasn't really worth bothering to place when the party consists of me and a companion.

    The AC/DCs that I usually group with both run BoB instead of SF, keeping AS. I am then usually playing a melee DPS type and that AS does an enormous amount to help my guys stay alive.
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  • refracted0dawnrefracted0dawn Member, NW M9 Playtest Posts: 894 Arc User
    edited March 2014
    spani4rd wrote: »
    Cleric damage is more or less irrelevant in dungeons. The primary advantage of sacred flame is DP generation.
    The temp HP is decent but you should already have that covered as an AC with AHS.


    Well, Divine Power regeneration is true of all the At-Wills, and rubbish damage is true of probably all Cleric powers - even Flame Strike.

    Blessing of Battle is slower than SF, but generates more DP per strike. And as you can cast about 9 SF before having to cast BoB again, you shower the party with temp hp 3 times and then buff them again.

    But I do have Anointed Holy Symbol, but it only works with divinely chaneled Encounters. I also have Divine Armor, Anointed Army, Deepstone Blessing and Power of Life, so we get a lot of temp hp.

    I suppose if you had 5 ranks each in Power of Life and Power of Oppression, Astral Seal would be a bit more pokey.

    Anyone try that? I could re-spec and try it and still have Ancient Warding, but then I'd have to lose Invigorated Healing. Not sure what is the best until trying both. And I don't want to have to re-spec back.

    spani4rd wrote: »
    It's not only the healing from ASeal which is important, but the fact that it procs just about every single cleric buff possible.

    I keep seeing this. What does "proc" mean and where does it come from? Is it just "process" and what is meant by that?

    And how would Astral Shield make every other Cleric buff better?


    Cheers!

    ~
  • refracted0dawnrefracted0dawn Member, NW M9 Playtest Posts: 894 Arc User
    edited March 2014
    I've just trained myself to switch AS to BotS for solo daily stuff for a little extra oomph and am liking the results, since AS wasn't really worth bothering to place when the party consists of me and a companion.

    Yes, considering solo play is also important. Divinely channeled Exaltation with Prestigious Exaltation, plus a Blessing of Battle buff certainly helps me, especially as I dumped my level 15 Guardian for an Ioun Stone that came free with the game - but I didn't realise for a long time! All my characters have one.

    I can't have Battle Fervour as well with my Tiefling Priestess of Amaunator as i want to keep Ancient Warding, but my Dwarven Battle Cleric of Clanggeddin has Battle Fervour, as well as some more damage and tactical feats. Still uses BoB and SF, though. Might try AS instead of SF for a while, but he'll have no Feats for it.

    ~
  • spani4rdspani4rd Member, Neverwinter Beta Users Posts: 297 Bounty Hunter
    edited March 2014
    Well, Divine Power regeneration is true of all the At-Wills, and rubbish damage is true of probably all Cleric powers - even Flame Strike.

    Blessing of Battle is slower than SF, but generates more DP per strike. And as you can cast about 9 SF before having to cast BoB again, you shower the party with temp hp 3 times and then buff them again.

    But I do have Anointed Holy Symbol, but it only works with divinely chaneled Encounters. I also have Divine Armor, Anointed Army, Deepstone Blessing and Power of Life, so we get a lot of temp hp.

    I suppose if you had 5 ranks each in Power of Life and Power of Oppression, Astral Seal would be a bit more pokey.

    Anyone try that? I could re-spec and try it and still have Ancient Warding, but then I'd have to lose Invigorated Healing. Not sure what is the best until trying both. And I don't want to have to re-spec back.




    I keep seeing this. What does "proc" mean and where does it come from? Is it just "process" and what is meant by that?

    And how would Astral Shield make every other Cleric buff better?


    Cheers!

    ~

    ASeal is very useful. It provides healing to your party simply from them attacking and it "procs" (mean it triggers) buffs you have from feats etc. Here you can see what spells proc what http://nw-forum.perfectworld.com/showthread.php?361072-Healing-Powers-and-Synergistic-Feats
    So the point I was trying to make is that you don't need to worry about your dmg from At-Wills, or in general much, in dungeons. Therefore ASeal becomes more beneficial to your team, paired with BoB for the extra DR buff. You're already putting out plenty of temp HP to take advantage of Deepstones. I'm usually casting 2 divine encounter per rotation so just from AHS that keeps up a steady stream of temp HP. As long as you can get enough divine power this way I see no reason to use Sacred Flame since it doesn't provide as much to party. In my opinion your set up is too defensive and healing oriented, but as long as it works for you and you like it then all is good.
    Power of opression is really more a PVP ability, there's really no need for the dmg debuffs on most mobs and you can't tag them all anyways, plus spaming ASeal makes you lose divinty since it's out worst DP generator. I usually just tag the big stong mobs, little guys die fast anyways. The extra temp HP on FF and extra heals from ASeal aren't that much, they don't justify 5 points in Power of Life.
    Personally I find HG to be by far our best daily, especially if feated. Moontouched is probably like our most powerful PVE feat
  • refracted0dawnrefracted0dawn Member, NW M9 Playtest Posts: 894 Arc User
    edited March 2014
    spani4rd wrote: »
    In my opinion your set up is too defensive and healing oriented
    The extra temp HP on FF and extra heals from ASeal aren't that much, they don't justify 5 points in Power of Life.
    Moontouched is probably like our most powerful PVE feat

    You make some interesting points. I've only been playing about 6 weeks and I didn't want a cliche, so I chose Tiefling for the WIS, INT and CHA and the racial innates and she's the daughter of my Aasimar and Tiefling from Icewind Dale II - Heart of Winter ;). But I also wanted a powerful healer for the Guild team. I did fancy Moon Touched, but assumed higher level spells would be more powerful, so went for Annointed Army and Divine Armour. I do have a Dwarven Battle Cleric (about level 46) who is a bit more combat feated.

    I find that with 2 Rogues, a Wizard and a Ranger, the Wizard can tank better in melee than a lot of Warriors I have seen, while the Rogues and Wizards can dodge and stealth and do decent damage. So I tend to use BoB and SF, with Exaltation, Break the Spirit and Sunburst, with Divine Armour or Anointed Army. I usually Divine the Encounters except Sunburst only in emergencies, as blowing the target away from the others just as they try a deadly strike can be a little silly.

    In a team of juvenile Warriors, I use Astral Shield on the centre of melee instead of Break the Spirit, as they tend to Rage Chat if a Cleric uses a Combat spell and they die because they have charged off on their own and got killed because I can't see them. What, they got no potions? Don't know how to Dodge or Block? Tough. I find a lot of Warriors a liability. Not because of the class, but because of the 12 year old player controlling it. I don't play my Guardian as a suicidal Kamikaze and so far (level 24) he rarely needs to use a potion unless he gets surrounded and combat advantaged from multiple semi-bosses. He always goes for the Boss, assuming the rest of the party can mop up the minions and summons, until some more heavy duty summons come. But he relies on his own powers to keep himself alive, not the poor cleric surrounded by a mob drawn out by the Guardian charging off. He helps the Cleric out if that happens.

    I usually don't bother with Bastion of Health as they don't seem to know what yellow and blue circles do, but some times I use that instead of Sunburst. If I revive them when I catch up with their melee crush (why do they think it's a race to get to the end?), I often die myself and if I manage to revive them, they run off to pick up some minor treasure just outside the circle and die again just before I can divine Exalt them or cast a divine Sunburst and Astral Seal. Of course, that is my fault, as well. It lifts my spirits when outlying players move to fight in a blue circle to get healed. At least they are not complete idiots. But with random non-warriors, we usually work together quite well.

    I like being just behind a Guardian or GWF who knows what he is doing, as it's constant buff and shield until the Boss is dead. I can kill an Ustilagor on my own with 3 or 4 hits, so when the Guardian wastes time trying to chase them in the Dread Vault, I despair :(

    Yet where is he when the Illithid come? Hitting a tentacle!


    Cheers!

    ~
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