After the great change to the class in previous mod, we are again left behind.
From one side the change to life steel will increase the need of a healing class, from another point they add the Paladin that as for now can heal more than DC.
The DC role in MOD6 should be healer/buff/de-buff/mitigator. Thi role now is quite crowded, as for buff/de-buff/mitigator we got the GF, and as a healer/mitigator we got the OP.
Devoted cleric still shines as one of the best support class, and for the flexibility it has due to the encounter/divine/empowered mechanic. But as we were the most balanced class in MOD4/5 this doesn’t mean we need to be left behind in MOD6.
The new class features, new encounters, as well as the feats, are something that lack good design or needs improvement.
Class features:
- Hastening Light: When you activate a Daily power all allies within 50' have their recharge times reduced by 1 second. This one is the only one okeish. As recovery has been nerfed, recharge time is low and a cooldown reduction can be nice for everyone, and a good DPS boost. It can be a nice addition to the DC bar.
- Light of Divinity: Allies within 50' are slowly healed. This heal is divided evenly among allies who are damaged At rank 4 on test servers this one heals me for 1200HP. as this amount is equally divided by the party members, if we got 4 people damaged, we got 400HP? I think this must be reworked. It should be an aura that gives to all the party members something different/unique. A quick suggestion can be an aura that increase deflect chance 5% and severity 10%, increase regeneration, and movement. It is not the most desired buff, but is unique and in the end useful.
Feats:
• Gift of the Gods: You generate 5/10/15/20/25% more Divine Power. We already generate a lot of divine power, it overlaps with divine fortune. At Tier 3 we would need more
• Final Acts: Your Power is increased by 10/20/30/40/50% while you are a below 30% HP. After the modification to the cleric a faithful or virtuous DC is barely under 50% HP, so on paper this feat is great, but in real case scenario not that much.
DC is a good fun class to play, give it a bit of love, even if now you are pushing out the Paladin.
Post edited by kss1985 on
0
Comments
silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
edited February 2015
Well not sure why this was posted out of the thread.
But I have to say , even if DC is in a good place, giving it VASTLY underwhelming new feats/encounters is still <font color="orange">HAMSTER</font>.
Nothing they gave us has much use, the 1 second cooldown.. meh.
The small heal is supposed to be a replacement for regen apparently, to give more value to the cleric, but its pathetically small, all my current toons (15-20k) regen lowest at like 500 per tick to 1k per , depending on gear I have on.
IT should be a minimum of 500 a tick if its to replace regen in a group.
This shouldve stayed in feedback probably.
I concur , with the rest of the people in the Dc forum, new encounters/feats are pretty worthless overall. This isnt about the DC being a good place or not, its what they are proposing, which is basically all flawed with lack of synergy (30% hp is ridiculous, no healing DC will ever use that feat) We already have divinity builders, no need for more.
So the people who have more flawed classes may see this and think why there is complaints, its just feedback, feedback overall is negative for proposed feat/changes, because they actually do nothing for the class overall.
0
silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
edited February 2015
Again, the OP was in error to post this outside of feedback, just becuase the class is in a good spot, doesnt require useless skills/encounters to be forced unto the class.
The entire update needs attention, as most of it has little to no use for the current DC.
So the people who have more flawed classes may see this and think why there is complaints, its just feedback, feedback overall is negative for proposed feat/changes, because they actually do nothing for the class overall.
Err..
But as we were the most balanced class in MOD4/5 this doesn’t mean we need to be left behind in MOD6.
Your a healing class now also a dps class as long as your class is among top 2 wanted/performing dont expect heavy upgrades mkay....
Comments
But I have to say , even if DC is in a good place, giving it VASTLY underwhelming new feats/encounters is still <font color="orange">HAMSTER</font>.
Nothing they gave us has much use, the 1 second cooldown.. meh.
The small heal is supposed to be a replacement for regen apparently, to give more value to the cleric, but its pathetically small, all my current toons (15-20k) regen lowest at like 500 per tick to 1k per , depending on gear I have on.
IT should be a minimum of 500 a tick if its to replace regen in a group.
This shouldve stayed in feedback probably.
I concur , with the rest of the people in the Dc forum, new encounters/feats are pretty worthless overall. This isnt about the DC being a good place or not, its what they are proposing, which is basically all flawed with lack of synergy (30% hp is ridiculous, no healing DC will ever use that feat) We already have divinity builders, no need for more.
So the people who have more flawed classes may see this and think why there is complaints, its just feedback, feedback overall is negative for proposed feat/changes, because they actually do nothing for the class overall.
The entire update needs attention, as most of it has little to no use for the current DC.
Err..
Your a healing class now also a dps class as long as your class is among top 2 wanted/performing dont expect heavy upgrades mkay....