I think the best example would be hallowed ground, not lurkers assault.
Persistent buff allowing you to gain AP should not work but by all means hallowed ground is also a buff and yet DC is allowed to gain AP while doing so.
So if you are tying to compare apples to apples it should be that, now the argument is why are you turning it off completely why can you just reduce the AP gain while SoS is active don't just turn it off.
Im getting more apprehensive about it honestly.. we will see, two different capstones for healing? That doesnt sound like a good start.
but I will wait and see.
Agreed. Plus modifying it so that you no longer gain AP while Hallowed Ground is active. These are not the most inspiring changes. Fingers crossed that it all works out.
They are calling it a "rework" though it's beginning to sound like a "redesign". I'm all for it, as long as it's not broken and I can have (at least as much, preferably more) fun with it.
They are calling it a "rework" though it's beginning to sound like a "redesign". I'm all for it, as long as it's not broken and I can have (at least as much, preferably more) fun with it.
I'm not really concerned how it's titled, redesign/rework/resomething. It's the outcome that I am worried about.
For too long the dev team have been happy to have the Cleric as the poorest relation in the class structure.
Since original launch there have been whole sets of skills and feats that have been useless, with the consequence that they have remained completely unused by the players. They may as well not even be in the power/feat screens, blank boxes would at least give less clutter. Additionally, other skills have never operated as originally described.
Now we have the same development team that created and presented these issues to the Cleric playerbase, carrying out what appears to be significant changes to this class.
Now of course something had to be done. It should have been in the first weeks after original launch, to describe it as a little overdue would be putting it mildly.
They have a lot of ground to make up with the Cleric - if they want to.
If not, it will just be a cosmetic exercise, with new names for another set of broken skills.
We will see.
...............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.............
Im getting more apprehensive about it honestly.. we will see, two different capstones for healing? That doesnt sound like a good start.
but I will wait and see.
I don't mind healing capstones, dealing with incoming damage has always been the strong half of the class after all. I'm more worried about not seeing anything on preview with a fixed release date on live only cryptic knows about with so little time for testing that we won't be able to get bugs fixed with feedback mostly ignored. In theory cleric buffs are nice but in practice they are very limited, hard to stack and definitely not a game changer. What matters is mitigation; that's what we do best.
I'm not addicted to hallowed ground myself and have it up for tough npcs when it's required currently. It's mostly uneeded outside of boss fights or stuff having 2M+ HPs. Hg is awesome for sustained fights, and there's no such things anymore in this game. Stuff dies so fast... So meh.
Oh noes! That means we cant keep 60-80% uptime with hallowed ground anymore?? Bye2 to our only competent buff ability? cant say im too excited about that... esp if healing keeps being un needed @ endgame PvE... Which means, we can only heal, but cant buff as effectively anymore
Even if that truly happens, let's hope that it one's hallowed ground doesnt affect other cleric's ability to gain AP
0
kwsapphireMember, NW M9 PlaytestPosts: 671Arc User
edited October 2014
Here's my two cents.. please keep in mind this is all just my opinion, and I fully support everyone to have their own!
- I'm not sure I understand all the cleric hate. I certainly haven't experienced it. In fact, I've more often been kicked from a random Dungeon PuG on my Wizard, with the comment "kick her and get a cleric". My cleric seems to get plenty of love out in the game.
- I enjoy the cleric class so much I actually rolled a second one, and she's currently somewhere in her 30s. I'm going down a different feat tree with her, as well as using the alternate paragon tree.
- Not sure if the terms buff and debuff are different in this game than what I'm used to, but in my experience "buffs" mean any power that increases self or party stats, and "debuff" are powers that decrease enemy stats. I honestly don't see a lot of buff or debuff from clerics. The few times I've invested power points into a supposed "buff", I found the duration and effect to be so minimal that I regret spending the point.
- I don't see a huge issue with the current healing in *most* of the game. In dungeons and really tough fights (Valindra/Dragon fight in Malabog, for example) I see clerics having a really hard time keeping their party alive. More healing and/or buffs could make a difference here.
- I'm not upset by killing AP gain while Hallowed Ground is active, personally. This makes total sense to me; I get why they're doing that.
- I'm very interested to see what the changes to the class will be. I'm keeping an open mind, and hope I'll enjoy the class enough to continue to justify having two clerics.
- Keeping my fingers crossed that they don't debuff Astral Shield. I remember the early days when they were more powerful and longer lasting. I still love the power and consider it "must have equipped", but I'd be really disappointed if they weaken it further. I agree with comments that red splats sometimes make the Shield undesirable for some players. I've frequently no sooner put Shield on the ground than a red splat covers the whole thing. I try to plan around that, but it's often inevitable.
- I wouldn't mind a change to Divinity around at-wills. I currently consider using Divinity for at-wills a complete waste, and use it ONLY for encounter powers. Maybe that's working as intended, but it seems a little wasteful to have two powers that are relatively useless while in Divine mode.
- I don't even consider Dailies the best powers for my Clerics (or most of my toons, to be honest). In most cases (on most classes) it takes so long to fill up my Action Points that I rely heavily on Encounter and At-Wills instead. I use Dailies more as an "OH <font color="orange">HAMSTER</font>" button, rather than every time they're up. On Clerics, I'll drop Hallowed Ground as often as possible in Dragon and other large-boss fights that take a while, but rarely use it outside of boss fights. (My Wizard's Dailies are the exception; I use them the instant they're available.)
QUESTIONS:
- What's this about a Cleric's best buff being around gear and some enchantment? (I am not at all a min/maxer and don't do a lot of research on classes, powers, feats, armor, etc. I just pick what looks good to me at the time.)
- Someone mentioned needing to spend 9 feat points to increase AP gain.. didn't I spend as many on my Wizard? (All I know is my Wizard gets to cast her Daily more often than any of my other toons, or so it seems. I feel like I must have spent a lot of feats on that, and was glad to!)
- What's this about Warlocks doing better healing than Clerics? My Warlock hasn't specifically been focusing on healing powers, but it didn't seem to me like there were an extraordinary number of them available.
- Are there really all CW/SW dungeon teams out there? Man, my wizard has been missing out! :P
- What's this about a Cleric's best buff being around gear and some enchantment? (I am not at all a min/maxer and don't do a lot of research on classes, powers, feats, armor, etc. I just pick what looks good to me at the time.)
Mostly High Prophet set and Plaguefire/Terror enchantment being the major contributor to debuffs... Divine Glow (& Prophecy of Doom for DO) for debuff is the only thing original to Clerics, but the uptime isnt that good
- Someone mentioned needing to spend 9 feat points to increase AP gain.. didn't I spend as many on my Wizard? (All I know is my Wizard gets to cast her Daily more often than any of my other toons, or so it seems. I feel like I must have spent a lot of feats on that, and was glad to!)
Not sure what you mean here.. If only you include a quote to this uncertain question..
Since the only AP gaining feat is Healing Action with 5 points, and even if we put all 5 to this feat, the effect is kinda negligible..
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kwsapphireMember, NW M9 PlaytestPosts: 671Arc User
Mostly High Prophet set and Plaguefire/Terror enchantment being the major contributor to debuffs... Divine Glow (& Prophecy of Doom for DO) for debuff is the only thing original to Clerics, but the uptime isnt that good
Not sure what you mean here.. If only you include a quote to this uncertain question..
Since the only AP gaining feat is Healing Action with 5 points, and even if we put all 5 to this feat, the effect is kinda negligible..
Whoops sorry, it was Divinity gain, not AP!
Also I will look into the High Prophet set and the enchantments, but I doubt I'm going to invest the time, money, and effort into obtaining these >_> Unless the debuff is THAT awesome in PvE, since my PvP is limited.
Didn't read through the entire thread, but here's my take on DCs.
I don't want the devs to make a separate tree for healing, buff/debuff, and dps, the devs do not a a good track record when doing so, they just muck things up.
for the most part, I am happy with how they are now. I say fix the feats that need fixing (the used ones) and the feats that aren't being used, they should change or rework those.
I like my DC as it is now. I can play a strong healer and if need be, I can be a dps or debuff dc as well. <font color="orange">HAMSTER</font> with the trees and most definitely changing feats, I will lose this flexibility.
1. Don't screw with the trees (leave as is and not a separate tree for dps, healing buff/debuff)
2. Fixed feats that needs fixing
3. change/modify feats that aren't being used
4. Update some encounters and at wills (looking at you lance of faith)
5. When using Punishing/Soothing Light, slightly decrease the rate divinity is being used up.
6. Add a class feat that gives 5/10/15% more self healing to slightly offset healing depression.
I show player support, by only playing Neverwinter as F2P
Here's my two cents.. please keep in mind this is all just my opinion, and I fully support everyone to have their own!
-snip-
Are we clones of each other or something?
I tend to be verbose in my posts, but pretty much everything you've stated is exactly what I might have written verbatim. Kindred spirits, perhaps.
I look at it this way: I have a lot of fun on my Cleric - I'm rolling my fifth (three went up to 60, then delete, reroll for fun, rinse and repeat). Though my new permanent 'second' is sitting at level 15 and waiting (no invoking for YOU! Lest I over-level from invoke XP) - just laying in wait for these changes to kick-in so I can experience it all nice and fresh.
It's no secret the Cleric is more or less the bas.tard-stepchild of all the classes. Even though it's still fun there is definitely an aura of stigma surrounding it. This is why I'm really hopeful the Devs are not just doing a spit-and-polish but a real change. It may make things better it may make things worse, this isn't the point for me. The point is it will make things *different* and this is what I'm looking forward to.
I'm in it for fun. So far I'm having fun. I'd like it if I can have even more fun than I am right now, but as long as I'm having fun, it's all good.
One thing that was teased at Twitter yesterday is this: a choice of paths that allows you to focus on "burst healing" or "HoT" (Heal over Time) - and this sounds like we still will be the "healer/leader" class and that has my hopes up. Now if I could give you temporary hotpoint while also healing you a bit THAT would be awesome! But then I'd just be another Erniyes Companion.
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited October 2014
My concern is still that they will indeed make the DCs better healers (burst or HoT), while at the same time there will not be any changes that actually make a healer required. Now, if Life Steal was changed to, say, give only 50% of the HPs it does today, then yeah...maybe there would be a need for healing DCs.
I want to see our DPS ability increase some. I don't want to top the charts over other dps classes, but I think we should be closer to a true dps than we are now. I think our buffing and debuffing is decent right now. Sure it can be improved and I look forward to seeing what they come up with, but for the most part I really want to provide more to the groups I am in. I do provide a lot in terms of buffs and debuffs, but I don't want that to be all I contribute you know?
[SIGPIC][/SIGPIC]
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clericalistMember, NW M9 PlaytestPosts: 595Arc User
- What's this about Warlocks doing better healing than Clerics? My Warlock hasn't specifically been focusing on healing powers, but it didn't seem to me like there were an extraordinary number of them available.
The temptation warlock has that feat that gives its life steal healing to others with a 200% bonus ! That feat also does not require the sw to place the healing at will/encounters at the right spot like many of the cleric ones. I have had many dungeons and skirimishes to see that a healer warlock will beat any cleric, I have seen an 8k sw beat my cleric, even when I tried to max the healing, by over two times the healing on field medic. A similar geared warlock will usually beat me anywhere from x3 to x6 the amount of healing. A warlock with just blue armour pieces will beat the best healing armour sets and feats that a cleric can put together.
Imagine for a moment if they introduced a new class that with one single feat could out control the strongest control wizards, or say out tank the strongest guardians, there would be a bit of an outcry. For the cleric there was a forum topic discussing this, but it seems that many are resigned to the fact that healing is not important, the problem is that Cryptic is tone deaf to this and they will likely give some healing boosts here and there but the cleric will still be a <font color="orange">HAMSTER</font> healer compared to the temptation warlock. The cleric class has always been by main class in most rpg games, but if they introduced a class change token I would take it.
My concern is still that they will indeed make the DCs better healers (burst or HoT), while at the same time there will not be any changes that actually make a healer required. Now, if Life Steal was changed to, say, give only 50% of the HPs it does today, then yeah...maybe there would be a need for healing DCs.
Yes.. speaking from the end-game/veteran point of view.. this is true.. healing isnt that required anymore. But I suppose for the majority of the playerbase, most havent reached that yet.. The improved healing would be much needed.
As for PvP.. improved healing capabilities might be a nice addition.. altho i'd prefer they'd just make the other healing path to be a buffing tree... Or some way to counter CC..
Let's hope there's some portion of buffing feat included as well.
For the divine mode rework, i'd sure hope divine glow to be a party wide buff like HR's instead of the small AoE we have right now.
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silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
edited October 2014
Anything that doesnt change small area buffs to party wide is a NO go.. this is the very first step that needs to happen.
1. List of changes
2. When these changes are happening on the PTS
3. How long before full introduction
4. Will there be a free respec
Now of course there's a bit more than this. The obvious issue being the feedback from pts trials. The eruption on the gwf/cw forums after their initial pts changes was caved in to - sorry I meant listened to. Hopefully Cleric feedback from the pts will also be reviewed and acted on, although we would be breaking new ground here.
...............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.............
Anything that doesnt change small area buffs to party wide is a NO go.. this is the very first step that needs to happen.
So you want astral shield to affect the party even if they don't stand in the buff zone? No thanks. It's the last thing we need. Things are a lot smoother when everyone follows the buffs of the DC. We're not monkeys pressing keys, we're players, and not mindlessly clicking buttons is what makes this game great. If your team members suck then train them! And let them die if they pull aggro into random directions. Also tab targeting sucks, and that's very close from what you're asking for. Why not auto spells and a cleric bot on /follow with a macro when you can't find one... Yes that's precisely what you're asking for, sorry.
1. List of changes
2. When these changes are happening on the PTS
3. How long before full introduction
4. Will there be a free respec
Now of course there's a bit more than this. The obvious issue being the feedback from pts trials. The eruption on the gwf/cw forums after their initial pts changes was caved in to - sorry I meant listened to. Hopefully Cleric feedback from the pts will also be reviewed and acted on, although we would be breaking new ground here.
Sadly I'm not sure we're going to get a full respec, probably a forced feat reset, even if they change our spells they've stopped giving respecs like they did for GFs or CWs. It's not very respectful of the playerbase but they're not here for that.
So you want astral shield to affect the party even if they don't stand in the buff zone? No thanks. It's the last thing we need. Things are a lot smoother when everyone follows the buffs of the DC. We're not monkeys pressing keys, we're players, and not mindlessly clicking buttons is what makes this game great. If your team members suck then train them! And let them die if they pull aggro into random directions. Also tab targeting sucks, and that's very close from what you're asking for. Why not auto spells and a cleric bot on /follow with a macro when you can't find one... Yes that's precisely what you're asking for, sorry.
This is true for the previous mods ...
But consider now we have a lot more ranged classes... Do you expect SWs HRs and CWs to all band together standing in that tiny divine glow aoe just to get DCs benefit 6 sec-ish 20% dmg buff? No, they their time is better spend on dealing damage than walking for the perfect positioning imo...
This is true for the previous mods ...
But consider now we have a lot more ranged classes... Do you expect SWs HRs and CWs to all band together standing in that tiny divine glow aoe just to get DCs benefit 6 sec-ish 20% dmg buff? No, they their time is better spend on dealing damage than walking for the perfect positioning imo...
Good CWs and rangers have no issue staying at blank point. The best ones know when and where to come ask for a buff. Not sure about SWs but why would it be different? Anything that doesn't require targeting is like botting.
I'm sorry but casual pugs arent the best ones to begin with... Screw the pug DCs, right?
Also, you will still need to target the right mob groups for the debuff to work...
What do you say about HRs buff that requires no targetting and are party wide?
In most of my PUG situation, the only use i am to my party is how often i can keep my Hallowed Ground up (mostly 80% uptime with legendary DC artifact).. and spam sacred flame to spread plaguefire + HP debuff.. That's it... since healing isnt really required most of the time
I guess we'll see how they intend to do with DC class in the coming overhaul
Chris Meyer @CrypticGMC · 1h 1 hour ago
It sounds like there is a possibility of Rogue and Cleric changes hitting Preview this Friday! Keep your ears open!
Also GMC said that "Clerics are also getting a DPS path that can trigger DoTs, Debuffs, and Avatar of the Divine (a brand new capstone feat)." which sounds pretty nice since a lot of people were worried about losing our (de)buffer role in the party.
Extremely happy with my DC as is-he's pretty awesome. A DPS path to help with soloing would be appreciated, but healing boost to compete with SW is not needed the way this game is designed. Stand in the red circle will still=dead, and DC's have great mitigation right now to prevent that for the most part; at the very least way better than SW, who has none.
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Im getting more apprehensive about it honestly.. we will see, two different capstones for healing? That doesnt sound like a good start.
but I will wait and see.
Agreed. Plus modifying it so that you no longer gain AP while Hallowed Ground is active. These are not the most inspiring changes. Fingers crossed that it all works out.
I'm not really concerned how it's titled, redesign/rework/resomething. It's the outcome that I am worried about.
For too long the dev team have been happy to have the Cleric as the poorest relation in the class structure.
Since original launch there have been whole sets of skills and feats that have been useless, with the consequence that they have remained completely unused by the players. They may as well not even be in the power/feat screens, blank boxes would at least give less clutter. Additionally, other skills have never operated as originally described.
Now we have the same development team that created and presented these issues to the Cleric playerbase, carrying out what appears to be significant changes to this class.
Now of course something had to be done. It should have been in the first weeks after original launch, to describe it as a little overdue would be putting it mildly.
They have a lot of ground to make up with the Cleric - if they want to.
If not, it will just be a cosmetic exercise, with new names for another set of broken skills.
We will see.
"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.............
I don't mind healing capstones, dealing with incoming damage has always been the strong half of the class after all. I'm more worried about not seeing anything on preview with a fixed release date on live only cryptic knows about with so little time for testing that we won't be able to get bugs fixed with feedback mostly ignored. In theory cleric buffs are nice but in practice they are very limited, hard to stack and definitely not a game changer. What matters is mitigation; that's what we do best.
I'm not addicted to hallowed ground myself and have it up for tough npcs when it's required currently. It's mostly uneeded outside of boss fights or stuff having 2M+ HPs. Hg is awesome for sustained fights, and there's no such things anymore in this game. Stuff dies so fast... So meh.
Even if that truly happens, let's hope that it one's hallowed ground doesnt affect other cleric's ability to gain AP
- I'm not sure I understand all the cleric hate. I certainly haven't experienced it. In fact, I've more often been kicked from a random Dungeon PuG on my Wizard, with the comment "kick her and get a cleric". My cleric seems to get plenty of love out in the game.
- I enjoy the cleric class so much I actually rolled a second one, and she's currently somewhere in her 30s. I'm going down a different feat tree with her, as well as using the alternate paragon tree.
- Not sure if the terms buff and debuff are different in this game than what I'm used to, but in my experience "buffs" mean any power that increases self or party stats, and "debuff" are powers that decrease enemy stats. I honestly don't see a lot of buff or debuff from clerics. The few times I've invested power points into a supposed "buff", I found the duration and effect to be so minimal that I regret spending the point.
- I don't see a huge issue with the current healing in *most* of the game. In dungeons and really tough fights (Valindra/Dragon fight in Malabog, for example) I see clerics having a really hard time keeping their party alive. More healing and/or buffs could make a difference here.
- I'm not upset by killing AP gain while Hallowed Ground is active, personally. This makes total sense to me; I get why they're doing that.
- I'm very interested to see what the changes to the class will be. I'm keeping an open mind, and hope I'll enjoy the class enough to continue to justify having two clerics.
- Keeping my fingers crossed that they don't debuff Astral Shield. I remember the early days when they were more powerful and longer lasting. I still love the power and consider it "must have equipped", but I'd be really disappointed if they weaken it further. I agree with comments that red splats sometimes make the Shield undesirable for some players. I've frequently no sooner put Shield on the ground than a red splat covers the whole thing. I try to plan around that, but it's often inevitable.
- I wouldn't mind a change to Divinity around at-wills. I currently consider using Divinity for at-wills a complete waste, and use it ONLY for encounter powers. Maybe that's working as intended, but it seems a little wasteful to have two powers that are relatively useless while in Divine mode.
- I don't even consider Dailies the best powers for my Clerics (or most of my toons, to be honest). In most cases (on most classes) it takes so long to fill up my Action Points that I rely heavily on Encounter and At-Wills instead. I use Dailies more as an "OH <font color="orange">HAMSTER</font>" button, rather than every time they're up. On Clerics, I'll drop Hallowed Ground as often as possible in Dragon and other large-boss fights that take a while, but rarely use it outside of boss fights. (My Wizard's Dailies are the exception; I use them the instant they're available.)
QUESTIONS:
- What's this about a Cleric's best buff being around gear and some enchantment? (I am not at all a min/maxer and don't do a lot of research on classes, powers, feats, armor, etc. I just pick what looks good to me at the time.)
- Someone mentioned needing to spend 9 feat points to increase AP gain.. didn't I spend as many on my Wizard? (All I know is my Wizard gets to cast her Daily more often than any of my other toons, or so it seems. I feel like I must have spent a lot of feats on that, and was glad to!)
- What's this about Warlocks doing better healing than Clerics? My Warlock hasn't specifically been focusing on healing powers, but it didn't seem to me like there were an extraordinary number of them available.
- Are there really all CW/SW dungeon teams out there? Man, my wizard has been missing out! :P
Not sure what you mean here.. If only you include a quote to this uncertain question..
Since the only AP gaining feat is Healing Action with 5 points, and even if we put all 5 to this feat, the effect is kinda negligible..
Whoops sorry, it was Divinity gain, not AP!
Also I will look into the High Prophet set and the enchantments, but I doubt I'm going to invest the time, money, and effort into obtaining these >_> Unless the debuff is THAT awesome in PvE, since my PvP is limited.
And thanks!
I don't want the devs to make a separate tree for healing, buff/debuff, and dps, the devs do not a a good track record when doing so, they just muck things up.
for the most part, I am happy with how they are now. I say fix the feats that need fixing (the used ones) and the feats that aren't being used, they should change or rework those.
I like my DC as it is now. I can play a strong healer and if need be, I can be a dps or debuff dc as well. <font color="orange">HAMSTER</font> with the trees and most definitely changing feats, I will lose this flexibility.
1. Don't screw with the trees (leave as is and not a separate tree for dps, healing buff/debuff)
2. Fixed feats that needs fixing
3. change/modify feats that aren't being used
4. Update some encounters and at wills (looking at you lance of faith)
5. When using Punishing/Soothing Light, slightly decrease the rate divinity is being used up.
6. Add a class feat that gives 5/10/15% more self healing to slightly offset healing depression.
Are we clones of each other or something?
I tend to be verbose in my posts, but pretty much everything you've stated is exactly what I might have written verbatim. Kindred spirits, perhaps.
I look at it this way: I have a lot of fun on my Cleric - I'm rolling my fifth (three went up to 60, then delete, reroll for fun, rinse and repeat). Though my new permanent 'second' is sitting at level 15 and waiting (no invoking for YOU! Lest I over-level from invoke XP) - just laying in wait for these changes to kick-in so I can experience it all nice and fresh.
It's no secret the Cleric is more or less the bas.tard-stepchild of all the classes. Even though it's still fun there is definitely an aura of stigma surrounding it. This is why I'm really hopeful the Devs are not just doing a spit-and-polish but a real change. It may make things better it may make things worse, this isn't the point for me. The point is it will make things *different* and this is what I'm looking forward to.
I'm in it for fun. So far I'm having fun. I'd like it if I can have even more fun than I am right now, but as long as I'm having fun, it's all good.
One thing that was teased at Twitter yesterday is this: a choice of paths that allows you to focus on "burst healing" or "HoT" (Heal over Time) - and this sounds like we still will be the "healer/leader" class and that has my hopes up. Now if I could give you temporary hotpoint while also healing you a bit THAT would be awesome! But then I'd just be another Erniyes Companion.
...
Tired of running dungeons with exploiters and cheaters? Join the legit channel by visiting http://goo.gl/1zfnTS to apply!
Performing ritual pony sacrifices to Tiamat to earn favor with the RNG Gods since 2014.
...
The temptation warlock has that feat that gives its life steal healing to others with a 200% bonus ! That feat also does not require the sw to place the healing at will/encounters at the right spot like many of the cleric ones. I have had many dungeons and skirimishes to see that a healer warlock will beat any cleric, I have seen an 8k sw beat my cleric, even when I tried to max the healing, by over two times the healing on field medic. A similar geared warlock will usually beat me anywhere from x3 to x6 the amount of healing. A warlock with just blue armour pieces will beat the best healing armour sets and feats that a cleric can put together.
Imagine for a moment if they introduced a new class that with one single feat could out control the strongest control wizards, or say out tank the strongest guardians, there would be a bit of an outcry. For the cleric there was a forum topic discussing this, but it seems that many are resigned to the fact that healing is not important, the problem is that Cryptic is tone deaf to this and they will likely give some healing boosts here and there but the cleric will still be a <font color="orange">HAMSTER</font> healer compared to the temptation warlock. The cleric class has always been by main class in most rpg games, but if they introduced a class change token I would take it.
Yes.. speaking from the end-game/veteran point of view.. this is true.. healing isnt that required anymore. But I suppose for the majority of the playerbase, most havent reached that yet.. The improved healing would be much needed.
As for PvP.. improved healing capabilities might be a nice addition.. altho i'd prefer they'd just make the other healing path to be a buffing tree... Or some way to counter CC..
Let's hope there's some portion of buffing feat included as well.
For the divine mode rework, i'd sure hope divine glow to be a party wide buff like HR's instead of the small AoE we have right now.
1. List of changes
2. When these changes are happening on the PTS
3. How long before full introduction
4. Will there be a free respec
Now of course there's a bit more than this. The obvious issue being the feedback from pts trials. The eruption on the gwf/cw forums after their initial pts changes was caved in to - sorry I meant listened to. Hopefully Cleric feedback from the pts will also be reviewed and acted on, although we would be breaking new ground here.
"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.............
So you want astral shield to affect the party even if they don't stand in the buff zone? No thanks. It's the last thing we need. Things are a lot smoother when everyone follows the buffs of the DC. We're not monkeys pressing keys, we're players, and not mindlessly clicking buttons is what makes this game great. If your team members suck then train them! And let them die if they pull aggro into random directions. Also tab targeting sucks, and that's very close from what you're asking for. Why not auto spells and a cleric bot on /follow with a macro when you can't find one... Yes that's precisely what you're asking for, sorry.
Sadly I'm not sure we're going to get a full respec, probably a forced feat reset, even if they change our spells they've stopped giving respecs like they did for GFs or CWs. It's not very respectful of the playerbase but they're not here for that.
This is true for the previous mods ...
But consider now we have a lot more ranged classes... Do you expect SWs HRs and CWs to all band together standing in that tiny divine glow aoe just to get DCs benefit 6 sec-ish 20% dmg buff? No, they their time is better spend on dealing damage than walking for the perfect positioning imo...
Good CWs and rangers have no issue staying at blank point. The best ones know when and where to come ask for a buff. Not sure about SWs but why would it be different? Anything that doesn't require targeting is like botting.
Also, you will still need to target the right mob groups for the debuff to work...
What do you say about HRs buff that requires no targetting and are party wide?
In most of my PUG situation, the only use i am to my party is how often i can keep my Hallowed Ground up (mostly 80% uptime with legendary DC artifact).. and spam sacred flame to spread plaguefire + HP debuff.. That's it... since healing isnt really required most of the time
I guess we'll see how they intend to do with DC class in the coming overhaul
Let the magic begin... (I hope):
https://twitter.com/CrypticGMC/status/519546428490645504
Also GMC said that "Clerics are also getting a DPS path that can trigger DoTs, Debuffs, and Avatar of the Divine (a brand new capstone feat)." which sounds pretty nice since a lot of people were worried about losing our (de)buffer role in the party.
HR Stormwarden Trapper / Stormwarden Combat
GWF Swordmaster Destroyer
CW Master of Flame Thaumaturge / Spellstorm Oppressor
TR Master Infiltrator Executioner
SW Soulbinder Fury
*dreamy face*
I can't wait to see those changes!
I'm so excited, how am I suppose to sleep now? I'll have to do some dailies!
Venril- SW
Lurch- GF
Mini Ven- DC