I don't have a Cleric myself but I love whe an AC cleric used Anointed Army (Especially in PVP!) For the CC immune and damage immune (Not sure if AA gives complete immunity on damage)
I swap it with Divine Armor or Flame Strike sometimes. It helps in a clutch when you see everyone's bars around you go down. I do wish it was targetable, but since I am in the midst most of the time - it works.
I'm not crazy about Anointed Army. I really wanted to like it, but it's very situational and takes a bit of luck to make effective.
It absorbs the lion's share of 3 hits on each buffed ally while giving a huge Power buff. Unfortunately the PBAoE is only about as large as Sunburst, and those 3 hits could be tickles of 10 damage or bursts of 10k damage. It's fairly useless if you are getting hit by DoTs or getting chipped at by something like TR At-Wills, Ray of Frost, or Plaguefire.
Unfortunately, as soon as all the buff orbs are expended, the CC immunity and Power buff expire as well.
Never use it when there's HR around..
Since I still have my moontouched feat , I still prefer to use Hallowed Ground
What do you think when clerics drop Hallowed Ground? The damage buff & mitigation might not be as powerful as Anointed Army, but the uptime and wide radius of it makes it so much more reliable, thus making it the safer bet.
What's your opinion when you do get the 3 orbs of Anointed Army? Doesnt it end so fast compared to hallowed ground?
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psychaos999Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited April 2014
In pvp I think it's useless. 3 charges are too few and so it never last more then 1/2 seconds
From a PVP perspective: I would like to see the radius improved on this and maybe adding 2 extra blessings - or healing buff like 10-15% extra incoming healing. Another option would be to keep as it is but reduce the AP used to 50%. As it is now it requires extremely good timing and positioning to actually make a difference. To me, it's the absolute hardest skill to use for a DC.
It is useful for control immunity vs. CWs/HRs and to mitigate AOEs like oppressive force, singularity or shard. The related feat is however useless..
From a PVP perspective: I would like to see the radius improved on this and maybe adding 2 extra blessings - or healing buff like 10-15% extra incoming healing. Another option would be to keep as it is but reduce the AP used to 50%. As it is now it requires extremely good timing and positioning to actually make a difference. To me, it's the absolute hardest skill to use for a DC.
It is useful for control immunity vs. CWs/HRs and to mitigate AOEs like oppressive force, singularity or shard. The related feat is however useless..
I think they're gonna nerf the 5% healing of the anointed army feat to 3% when the buff's gone.. making the feat , which is already useless, to become even more useless. Moontouched also, from 5% per 3 sec to 3% per 3 sec.. Free respec should be issued when they actually do that , since there will be no more reason to climb the faithful spec.
I don't think it's completely useless. The cc immunity part is useful for taking flags. It gives you precious seconds to set up defenses/buff etc without being rooted/strangled/punted/dazed/whatever. It's AoE damage has some utility. The extra power it gives is nice for any accompanying melee. However the small radius means that in general ranged types aren't going to directly benefit. I just look at it like a personal daily and if any allies happen to be in range of it then lucky them.
It's prett bad in PVP, it's very situational and you need to have a mele heavy group or people who are willing to stay grouped up in a very small area for you to hit them all with it. Even so, if you use it against a HR/CW/TR it's almost usless. On top of all of that you have to time it just right for it to do much of anything also.
HG>AA
It's prett bad in PVP, it's very situational and you need to have a mele heavy group or people who are willing to stay grouped up in a very small area for you to hit them all with it. Even so, if you use it against a HR/CW/TR it's almost usless. On top of all of that you have to time it just right for it to do much of anything also.
HG>AA
All of this. Too many conditions on AA's successful use to make it truly viable.
Well, I dunno what sort of problems you're having with it but for me, I can cast it even after a snare (say from a hr) has been applied and it will remove all but the graphical effect leaving me immune and able to move around unencumbered. Of course it's situational and tbh I'm not completely sold on it but I wouldn't say it's useless. I haven't used it anywhere near as much as all the other dailies though.
Well, I dunno what sort of problems you're having with it but for me, I can cast it even after a snare (say from a hr) has been applied and it will remove all but the graphical effect leaving me immune and able to move around unencumbered. Of course it's situational and tbh I'm not completely sold on it but I wouldn't say it's useless. I haven't used it anywhere near as much as all the other dailies though.
I wouldn't say that it's useless; it's just not as useful all-around as HG or DA.
AA's associated buffs are great...until something tickles you :P
I don't think its good in pvp, its go fast once u get hit
I did try to use it in 20 Vs 20 PvP (I am a luskan so what ever I try doesn't help)
its good in PVE and even then only if u have few adds
I maxed the feat of it, mainly because the other options ae realy bad (~4% divinity or 10% divinity bar on encounter cool down are bit low I think)
I usually use it:
once we clear the small adds and left with the big ones
in valindra VT
in MC I keep it to when valindra pop out, its reduce the time it takes us to kick her off
and every time we don't need to kill adds, FH for example
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venerable4bedeMember, Neverwinter Beta UsersPosts: 21Arc User
edited April 2014
I usually slot both for PVE delves.
Use Hollowed ground when there's a large area of dodging in and out, and as a default go-to skill.
Dodge into melee and use anointed army when you see people are starting to go down to buy a few seconds for people to heal/potion
As noted - horrible for damage over time. In general Hollowed Ground is better. Use anointed army only in rare circumstances where people are about to die.
My Tiefling has Hallowed Ground with Moon Touched and Anointed Army with Ancient Warding.
My Dwarf has Anointed Army with Ancient Warding and Divine Armour with Strength of the Gods.
I find Anointed Army can be very good in Dungeons in level 60 Boss fights where they hit hard. The buffs can last a fair while and the Feat grants 5% of their max hp and AP when it wears off. In a larger battle area with lots of spawns, Hallowed Ground can be better. In PvP, Hallowed Ground is probably the safer bet.
For the Dwarf, he's more damage-based and Anointed Army works well as it damages the enemy as well as buffing the party. But if people are getting low on hp, I use Divine Armour. Again, in PvP, Divine Armour may be better, but it depends on the circumstances.
But I think other Feats may also have a side effect the usefulness of these Dailies.
Comments
It absorbs the lion's share of 3 hits on each buffed ally while giving a huge Power buff. Unfortunately the PBAoE is only about as large as Sunburst, and those 3 hits could be tickles of 10 damage or bursts of 10k damage. It's fairly useless if you are getting hit by DoTs or getting chipped at by something like TR At-Wills, Ray of Frost, or Plaguefire.
Unfortunately, as soon as all the buff orbs are expended, the CC immunity and Power buff expire as well.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
Since I still have my moontouched feat , I still prefer to use Hallowed Ground
What do you think when clerics drop Hallowed Ground? The damage buff & mitigation might not be as powerful as Anointed Army, but the uptime and wide radius of it makes it so much more reliable, thus making it the safer bet.
What's your opinion when you do get the 3 orbs of Anointed Army? Doesnt it end so fast compared to hallowed ground?
It is useful for control immunity vs. CWs/HRs and to mitigate AOEs like oppressive force, singularity or shard. The related feat is however useless..
I think they're gonna nerf the 5% healing of the anointed army feat to 3% when the buff's gone.. making the feat , which is already useless, to become even more useless. Moontouched also, from 5% per 3 sec to 3% per 3 sec.. Free respec should be issued when they actually do that , since there will be no more reason to climb the faithful spec.
HG>AA
All of this. Too many conditions on AA's successful use to make it truly viable.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
When i compare now i see NO reason to use it when you cna use HG with the respective Feat.
I wouldn't say that it's useless; it's just not as useful all-around as HG or DA.
AA's associated buffs are great...until something tickles you :P
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
I did try to use it in 20 Vs 20 PvP (I am a luskan so what ever I try doesn't help)
its good in PVE and even then only if u have few adds
I maxed the feat of it, mainly because the other options ae realy bad (~4% divinity or 10% divinity bar on encounter cool down are bit low I think)
I usually use it:
once we clear the small adds and left with the big ones
in valindra VT
in MC I keep it to when valindra pop out, its reduce the time it takes us to kick her off
and every time we don't need to kill adds, FH for example
Use Hollowed ground when there's a large area of dodging in and out, and as a default go-to skill.
Dodge into melee and use anointed army when you see people are starting to go down to buy a few seconds for people to heal/potion
As noted - horrible for damage over time. In general Hollowed Ground is better. Use anointed army only in rare circumstances where people are about to die.
My Dwarf has Anointed Army with Ancient Warding and Divine Armour with Strength of the Gods.
I find Anointed Army can be very good in Dungeons in level 60 Boss fights where they hit hard. The buffs can last a fair while and the Feat grants 5% of their max hp and AP when it wears off. In a larger battle area with lots of spawns, Hallowed Ground can be better. In PvP, Hallowed Ground is probably the safer bet.
For the Dwarf, he's more damage-based and Anointed Army works well as it damages the enemy as well as buffing the party. But if people are getting low on hp, I use Divine Armour. Again, in PvP, Divine Armour may be better, but it depends on the circumstances.
But I think other Feats may also have a side effect the usefulness of these Dailies.
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