Righteous tree under Divine Oracle path. Put every point there.
Choose the powers that give the most damage (read tool-tips).
Strength stat helps with power.
Use enchantments and gear to boost Power and Armor Penetration.
Most of this stuff is pretty simple if you pay attention to tool-tips.
Righteous tree under Divine Oracle path. Put every point there.
Choose the powers that give the most damage (read tool-tips).
Strength stat helps with power.
Use enchantments and gear to boost Power and Armor Penetration.
Most of this stuff is pretty simple if you pay attention to tool-tips.
Strength stat?
I guess I messed up then, I rolled 20 WIS and 13 STR/CHA.
I'm not sure what skills to level up exactly, what would you recommend between Flame Strike and Guardian of Faith, or anything else?
I've seen many guides that don't use Searing Light, is that a smart move after the recent update?
Also, am I supposed to use Divinity skills as my main source of damage?
Roll one of the following:
16 WIS 16 STR 12 CHA or
16 WIS 15 STR 13 CHA 11 INT 11 CON 9 DEX
It's the best optimization for min/maxing. Get CHA to something around 15-17 and put the rest into STR and WIS. You should get around 28 WIS and 21 STR (without buffs/campfire).
Righteous. Take all upper feats and -most important- Fire of the gods!
You might want to put the remaining feats into "Have Faith" (Virtuous tree) or another of you favour.
4. What stat does I prioritize in gear? (Power/Deflection/etc.)
Well you should get to the obvious caps. Like 2k-2.4k defense, 1k lifesteal, 3k crit, 3k recovery. 1k Reg helps, but is not mandatory, same goes for deflect. Get your HP to 30k+ and you will be immortal.
For Daily, Guardian of Faith and Divine Armor are quite useless.
Wrong imo. Guardian of Faith is decent in PvP. I do solo CWs anyday with that daily slotted. Just start the animation as soon as they are in dodge-animation.
Divine armor always was a lifesaver and with the changes to HG it became eventually more valuable for weak groups.
Agreed - Guardian of Faith is your first daily and better than any other until you level up because it prones and heals along with massive damage (and is actually one of my favorites: it can do awesome damage+heal+prone the target - you can't go wrong with that). Hallowed ground USED to be the one to get, but you now earn zero action points the entire time it's active, rendering it all but useless unless you're in a party - which is too rare during your leveling process to make it worth while.
Since you *must* spend at least two points in everything before the next tier of powers is available: throw all your points into Lance, Astral Seal, Sunburst, Searing Light, and the yellow Class Ability before you throw anything into Healing Word. Healing Word is great - on the same sense that Hallowed Ground is: good for parties and co-op play, minimal ROI on leveling (solo) play.
Mouse-over different encounters - at the top of the Tool-Tip is will give a damage rating, like "Damage: 950-1250" or something. The main thing to remember is that some powers also heal and buff/debuff so they are lower damage. Also, the higher the damage the longer it can take to cast or cooldown in some cases, so read the tool-tips carefully.
If I'm not sure of a choice I'll put at least one point in an encounter power and try it out. if I don't like it I'll go with another.
Sure, we could point you to all the "build" guidelines other have done, but I've found those to be a matter of preference (I don't particularly care for Kaelec's recommended build, for example - but it's good info if you're a min-maxer). I think it's more fun to experiment and play around, discovering what you like and what you don't.
darkstarcrashMember, NW M9 PlaytestPosts: 1,382Arc User
edited January 2015
Another thing to note is that we now have overflow exp gain after 60 - and every time the bar fills you have a chance to get an extra power point. So eventually you will be able to rank every power to 3.
And Angrysprite misspoke earlier: Wisdom gives you increased dps/healing, while Strength gives you increased Crit. Both are important, which is why people tend to max both as much as possible. Charisma is the least useful of our main stats.
And Angrysprite misspoke earlier: Wisdom gives you increased dps/healing, while Strength gives you increased Crit. Both are important, which is why people tend to max both as much as possible. Charisma is the least useful of our main stats.
~!AHEM!~ I dinna misspeak, you meanie. :P
I said: Strength contributes to POWER (I dunnathink I said DPS) - Power contributes to DPS indirectly, and Armor Penetration is always a good thing when you're wanting damage.
I am AC
DO usually take benefit of forsight, so I don't know if its recommended to take all feats in righteous path
the only thing I wish I could take is condemning gaze - I try it once and its so strong that I didn't got any "great success"
for DPS you need crit, so level STR to get few more %
Roll one of the following:
16 WIS 16 STR 12 CHA or
16 WIS 15 STR 13 CHA 11 INT 11 CON 9 DEX
It's the best optimization for min/maxing. Get CHA to something around 15-17 and put the rest into STR and WIS. You should get around 28 WIS and 21 STR (without buffs/campfire).
Another thing to note is that we now have overflow exp gain after 60 - and every time the bar fills you have a chance to get an extra power point. So eventually you will be able to rank every power to 3.
And Angrysprite misspoke earlier: Wisdom gives you increased dps/healing, while Strength gives you increased Crit. Both are important, which is why people tend to max both as much as possible. Charisma is the least useful of our main stats.
Hmm, should I follow up with my 21 WIS/14 CHA/ 13 STR? Do we get a restat at some point or can I eventually catch up with STR?
0
silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
edited January 2015
Dont over-think a point into one or another.
If you have +1 more wisdom then someone else has +1 more into str or something, your talking a very marginal difference into overall dps.
you can also change it around with belts as well. though dont get me started on RP.
Thanks for the responses!
Should I delete my character and restart?
I rolled 20 WIS, 13 STR/CHA and I added +1 to Wis and Cha.
If you really care about those 2% dps boost you can buy a race reroll and change your starting stats. I did this, but it's more decadence than anything. You will do just as fine as other DCs. That's what I like about DCs. You don't need to be that single class in order to be BiS ( see GWFs and co.).
Your build is weird though, why would you not level up ur Lance of Faith but max your Astral Seal?
Doesn't Lance of Faith make more damage in both states (divine/blue thing)?
Hmm, should I follow up with my 21 WIS/14 CHA/ 13 STR? Do we get a restat at some point or can I eventually catch up with STR?
That's a missassumption. Lance was, is and probably will be one of our least used at wills, because it provides nothing but damage. Even this damage is weak compared to benefits other at wills provide.
I use Brand of the sun as my main at will. There are at least three reasons to do so.
1.BotS is a DoT effect, which trigger "Bear your Sins". That alone adds 10% damage from any source.
2.BotS is the only at will/mechanic that grants you divinity without attacking, since each tick adds some divinity as well. Divinity is key, obviously, so you shouldn't miss that.
3.BotS is in fact more dps than Lance of Faith. A single BotS cast does much more damage than a single Lance cast, if you count the ticks of BotS. Combine that with the Fire of the Gods DoT and you only hav to hit most targets once and watch them melt
I do not recommend you to use Lance at all. We don't have much time to spend our at wills. You might get 4 hits out to refill your divinty, but afterwards you are surely busy casting 4 encounters, dodging AoEs or using dailes. This is why I use Astral Seal as second at will. It provides a nice utility and procs Burning Guidance, which -if added to AS damage- is also more dps than Lance.
Don't be afraid to use Burning Guidance. People will tell you that it's bugged and only generates aggro. Well, yes it turns you into an aggro magnet, but it's neither bugged nor are we squishy. We can handle aggro.
I'm admittedly new to playing a cleric (not the game, just the class), but right now i've got a lvl 31 dps build working, and lance of faith is my bread and butter so far. Loving the empowered version, too. Maybe things get different at end game, but it clears the field quickly for now. Looking forward though to trying out Brand of the Sun, though.
Comments
Choose the powers that give the most damage (read tool-tips).
Strength stat helps with power.
Use enchantments and gear to boost Power and Armor Penetration.
Most of this stuff is pretty simple if you pay attention to tool-tips.
Strength stat?
I guess I messed up then, I rolled 20 WIS and 13 STR/CHA.
I'm not sure what skills to level up exactly, what would you recommend between Flame Strike and Guardian of Faith, or anything else?
I've seen many guides that don't use Searing Light, is that a smart move after the recent update?
Also, am I supposed to use Divinity skills as my main source of damage?
There is one absolute useless feature call "Soothe".
If you spec AC, there's a useless encounter call "Exaltation".
For Daily, Guardian of Faith and Divine Armor are quite useless.
16 WIS 16 STR 12 CHA or
16 WIS 15 STR 13 CHA 11 INT 11 CON 9 DEX
It's the best optimization for min/maxing. Get CHA to something around 15-17 and put the rest into STR and WIS. You should get around 28 WIS and 21 STR (without buffs/campfire).
Sooth and Searing Light.
Other spells might have potential value to you somewhen.
Righteous. Take all upper feats and -most important- Fire of the gods!
You might want to put the remaining feats into "Have Faith" (Virtuous tree) or another of you favour.
Well you should get to the obvious caps. Like 2k-2.4k defense, 1k lifesteal, 3k crit, 3k recovery. 1k Reg helps, but is not mandatory, same goes for deflect. Get your HP to 30k+ and you will be immortal.
http://nwcalc.com/dc?b=no5:27rha4:20dzwg,13l3314:150000:100000:1uu55v&h=0&p=dvo
Wrong imo. Guardian of Faith is decent in PvP. I do solo CWs anyday with that daily slotted. Just start the animation as soon as they are in dodge-animation.
Divine armor always was a lifesaver and with the changes to HG it became eventually more valuable for weak groups.
Heroes of Darkness
Retired since 02/15
My opinions are my own. Please do not judge my friends nor guild for my statements.
Since you *must* spend at least two points in everything before the next tier of powers is available: throw all your points into Lance, Astral Seal, Sunburst, Searing Light, and the yellow Class Ability before you throw anything into Healing Word. Healing Word is great - on the same sense that Hallowed Ground is: good for parties and co-op play, minimal ROI on leveling (solo) play.
Mouse-over different encounters - at the top of the Tool-Tip is will give a damage rating, like "Damage: 950-1250" or something. The main thing to remember is that some powers also heal and buff/debuff so they are lower damage. Also, the higher the damage the longer it can take to cast or cooldown in some cases, so read the tool-tips carefully.
If I'm not sure of a choice I'll put at least one point in an encounter power and try it out. if I don't like it I'll go with another.
Sure, we could point you to all the "build" guidelines other have done, but I've found those to be a matter of preference (I don't particularly care for Kaelec's recommended build, for example - but it's good info if you're a min-maxer). I think it's more fun to experiment and play around, discovering what you like and what you don't.
And Angrysprite misspoke earlier: Wisdom gives you increased dps/healing, while Strength gives you increased Crit. Both are important, which is why people tend to max both as much as possible. Charisma is the least useful of our main stats.
~!AHEM!~ I dinna misspeak, you meanie. :P
I said: Strength contributes to POWER (I dunnathink I said DPS) - Power contributes to DPS indirectly, and Armor Penetration is always a good thing when you're wanting damage.
http://nwcalc.com/dc?b=pa4:27sink:13zrxv,13l3314:1u0u00:100000:1z050v&h=0&p=anc
I am AC
DO usually take benefit of forsight, so I don't know if its recommended to take all feats in righteous path
the only thing I wish I could take is condemning gaze - I try it once and its so strong that I didn't got any "great success"
for DPS you need crit, so level STR to get few more %
Darn it.
Should I delete my character and restart?
I rolled 20 WIS, 13 STR/CHA and I added +1 to Wis and Cha.
Your build is weird though, why would you not level up ur Lance of Faith but max your Astral Seal?
Doesn't Lance of Faith make more damage in both states (divine/blue thing)?
Hmm, should I follow up with my 21 WIS/14 CHA/ 13 STR? Do we get a restat at some point or can I eventually catch up with STR?
If you have +1 more wisdom then someone else has +1 more into str or something, your talking a very marginal difference into overall dps.
you can also change it around with belts as well. though dont get me started on RP.
That's a missassumption. Lance was, is and probably will be one of our least used at wills, because it provides nothing but damage. Even this damage is weak compared to benefits other at wills provide.
I use Brand of the sun as my main at will. There are at least three reasons to do so.
1.BotS is a DoT effect, which trigger "Bear your Sins". That alone adds 10% damage from any source.
2.BotS is the only at will/mechanic that grants you divinity without attacking, since each tick adds some divinity as well. Divinity is key, obviously, so you shouldn't miss that.
3.BotS is in fact more dps than Lance of Faith. A single BotS cast does much more damage than a single Lance cast, if you count the ticks of BotS. Combine that with the Fire of the Gods DoT and you only hav to hit most targets once and watch them melt
I do not recommend you to use Lance at all. We don't have much time to spend our at wills. You might get 4 hits out to refill your divinty, but afterwards you are surely busy casting 4 encounters, dodging AoEs or using dailes. This is why I use Astral Seal as second at will. It provides a nice utility and procs Burning Guidance, which -if added to AS damage- is also more dps than Lance.
Don't be afraid to use Burning Guidance. People will tell you that it's bugged and only generates aggro. Well, yes it turns you into an aggro magnet, but it's neither bugged nor are we squishy. We can handle aggro.
Heroes of Darkness
Retired since 02/15
My opinions are my own. Please do not judge my friends nor guild for my statements.