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Elf's Analysis on DC skills and powers

jazzfongjazzfong Member Posts: 1,079 Arc User
edited August 2014 in The Temple
The Devoted Cleric
Encounter:
1. Sunburst
Skill type: Burst Damage + Heal
Cast Range: 0, self-centered 25' radius AoE
Target Cap: 5 for healing, 5 for damage
Additional effect: Push enemies in range slightly, interrupt abilities that need 100% complete animation. In DM futher enhance its effect.
Synergy: Divine Fortune (get divinity from healing part of sunburst)
Feats: Invigorated Healing
Note:
a) Each hit of target will crit seperately.
b) Sunburst always trigger feats that require heals like Divine Advantage etc even you at full hp. You always get a heal even you have no hp lost.
Known issue:
a) Cast-tabbing Sunburst no longer grants Linked Spirit but Rising Hope and Anointed Holy Symbol still can be activated.
b) Healing part of Sunburst doesn't give divinity out of combat, even it does heal you for any amount.

2. Healing Word
Skill type: HoT, Burst Heal + Hot
Cast Range: 80'
Target Cap: 1
Additional effect: -
Synergy: Divine Fortune
Feats: -
Note:
a) Healing Word has a 12 second recharge but only 3 sec for its cooldown.
b) HW if casted on an ally before he disappear from your line of sight, the projectile will track your target and heal him after.
c) HWs from different character may stack but repeated cast HWs from the same source will not have the healing amount stacked but instead extend its HW duration.
d) HW will only give its effect when your projectile lands on your target. Self healing will have a delay of 1 second.
e) If HW projectile is flying but the target is out of range even still in your line of sight, no charges is consumed and no HW is casted.
f) If HW projectile is flying but the target is dead, a charge is consumed and you got your self heal.
g) If HW crits, the next HW on it before the first HW expired will crit, so better follow up with a div HW for a 100% crit burst and high green dots. If it doesn't crit in the first tick, the other HWs will not crit, even you spam 5 or more HWs on the target.

3. Searing Light
Skill type: Burst Damage
Cast Range: 80', long cylinder AoE
Target Cap: 5, 25
Additional effect: -
Synergy: Singularity, Feytouched
Feats: -
Tips: Use the lock key of your keybind to maximize your target hitted.
Known issue: -

4. Chains of Blazing Light
Skill type: Burst Damage
Cast Range: 80', AoE
Target Cap: 5
Additional effect: Roots your prey for 2 seconds, the delay of trap activating is removed in DM.
Synergy: Chains>Divine Glow>Daunting Light
Feats: -
Note: It has a small delay of 1 sec after its animation ends. Its area affected is NO LONGER larger than its aoe so practically you cant target a closer target to hit another low hp enemy who is out of range like its previous version.
Known issue: Chains sometimes will left on ground even many run over it, dummies sometimes also ignore it.

5. Daunting Light
Skill type: Burst Damage
Cast Range: 80', AoE
Target Cap: 5
Additional effect: -
Synergy: Refer #4
Feats: -
Note: Hardest hitting spell of DC
Known issue: -

6. Forgemaster's Flame
Skill type: Dot, Dot+Hot
Cast Range: 80'
Target Cap: 1
Additional effect: Heavily slow the target.
Synergy: -
Feats: -
Note:
a) Its heal no longer bypass Righteousness. (Mod 3)
b) Every tick of FF's heal refreshes Linked Spirit, Divine Advantage etc feats.
c) Only first tick of Div FF proc cleanse.
Known issue: Any cc breaker such as unstoppable or ITC and cleanse can either ignore FF effect and damage or remove the skill icon.

7. Bastion of Health
Skill type: Burst Heal
Cast Range: 80', AoE
Target Cap: 5
Additional effect: Delay removed in DM
Synergy: -
Feats: Invigorated Healing, Warding Shield
Note: Generate AP and DP out of combat
Known issue: Refer #1

8. Break the Spirit
Skill type: Dot
Cast Range: 80'
Target Cap: 1
Additional effect: Lower threat and damage, in DM briefly stun and slow target.
Synergy: -
Feats: -
Note: Projectile too slow, easy to dodge.
Known issue: Refer #6

9. Divine Glow
Skill type: Burst Damage
Cast Range: 80'
Target Cap: 5
Additional effect: Debuff, Debuff + Buff
Synergy: Refer #4
Feats: -
Note: It crits separately like sunburst.
Known issue: -

10. Astral Shield
Skill type: Buff, Buff + HoT
Cast Range: 60'
Target Cap: -
Additional effect: -
Synergy: -
Feats: Invigorated Healing
Note:
a) Its heal no longer bypass righteousness. (Mod 3)
b) 24% DR buff in Rank 3.
c) It also boost incoming healing to targets in the circle for 30% (By Kaelac)
Known issue:
a) AS ticks never crit.
b) Player may only be affected by one version of Astral Shield at one time. Multiple Astral Shields don't stack but divine and non divine AS will stack as we got 2 types of buff in our buff slots.

Daily
1. GoF
Skill type: Burst heal + damage
Cast Range: 60'
Target Cap: 1
Additional effect: Prone the target for 2 seconds.
Synergy: -
Feats: Strength of the Gods
Note: GoF's damage is low, even lower than Daunting Light.
Known issue: In pvp, GoF is never viable again because of high tenacity and the great supporting ability of HG.

2. Flame Strike
Skill type: Burst Damage
Cast Range: 80', AoE
Target Cap: 5
Additional effect: Launch targets in the small circle in the air then prone them, also minor pushes the targets in the big circle.
Synergy: Chains of Blazing Light
Feats: Righteous Flame (Useless Feat)
Note: Highest Hitting DC daily, but require lock target when casted from afar.

3. Hallowed Ground
Skill type: Buff (HoT)
Cast Range: self centered AoE
Target Cap: unlimited
Additional effect: Heals for 3% every 3 seconds when feated.
Synergy: -
Feats: Moon Touched
Note: The best daily in PvP a cleric can get. However, nerfing Moon Touched makes HG feating not as good as pre-M3.

4. Divine Armor
Skill type: Burst heal +buff
Cast Range: 80'
Target Cap: unlimited
Additional effect: ??% DR buff
Synergy: -
Feats: Strength of the Gods
Note: Grants 20% of the target's hp as temporary hp. Also provide some mitigation buff. In pvp, due to Healing Depression Divine Armor adds 10% of targets hp only. Second slot for pvp cleric.
Known issue: Care when to cast and when not to cast, its temp hp may disappear directly if you are out of combat for 0.1 sec.

Paragon Power (Anointed Champion)
1. Exaltation
Skill type: Burst heal +buff, Burst heal + buff + HoT
Cast Range: 80'
Target Cap: 1
Additional effect: Grants damage immunity for 2 seconds in DM
Synergy: -
Feats: Prestigious Exaltation
Note: Its immunity not cc immune, you will still get cc-ed.
Known issue: Shocking Execution and Whirlwind of Blades ignores Exaltation immunity.

2. Anointed Army
Skill type: Burst Damage + buff
Cast Range: self-centered AoE, 25' radius
Target Cap: unlimited
Additional effect: Grants a 3 hit of both cc and damage immune and a great power buff. If feated can grants 3% of target max hp when ended and 5% AP to targets.
Synergy: -
Feats: Ancient Warding
Note:
a) Casting AA in enemy's singularity will cause all allies affected by it immune to singularity without consuming any charges.
Known issue:
a) A small tick from plague fire or flaming can remove AA entirely, rendering it useless.
b) SE and WoB ignores AA's immunity.

3. Anointed Holy Symbol
Effects: Grants 5% of YOUR max hp as temp hp to allies nearby when use a divinity encounter. Alternatively, encounters that will hit the target after switching into divinity will also be counted.
List of delaying spells:
Sunburst, Searing Light, Daunting Light, Chains of Blazing Light, Bastion of Health

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I can only give this skill analysis based on my experience as a AC and i need help from DO to post their skills effect. Btw, cooldown is not included here as everyone's recovery ability is different. For at-will session, kindly visit Kaelac's guide. Constructive feedbacks are very welcomed, as well as criticisms.
Post edited by Unknown User on

Comments

  • jazzfongjazzfong Member Posts: 1,079 Arc User
    edited August 2014
    Rechecked to be true, respect Mod 4 stuffs.
  • silence1xsilence1x Member Posts: 1,503 Arc User
    edited August 2014
    Thanks for verifying!
    I aim to misbehave
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