Respectfully, if you are running a so-called "DPS Cleric", you shouldn't be in there. DCs should be in there to buff/debuff and heal.
Umm.... what? What path Cleric path do you think debuffs? Righteous (DPS Clerics) give:
Bear Your Sins - Foes under one of your DoT effects take 10% more damage from all sources
Condemning Gaze - Your damaging encounters apply a stack of condemning gaze for 30 sec. Foes with 5 stacks of condemning gaze take 15% more damage from all sources for 15 sec
Power of the Sun - Brand of the Sun (a DoT) reduces the target's damage and crit chance by 5%
Not to mention that any DC will be using Divine Glow (buffs/debuffs/heals/damages in an AoE) and Hallowed Ground.
But thank you for illustrating that some players believe that Devoted Cleric players should just be their live pet, so they can personally use an augment companion safely.
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instynctiveMember, NW M9 PlaytestPosts: 1,885Arc User
Respectfully, if you are running a so-called "DPS Cleric", you shouldn't be in there. DCs should be in there to buff/debuff and heal.
Umm.... what? What path Cleric path do you think debuffs? Righteous (DPS Clerics) give:
Bear Your Sins - Foes under one of your DoT effects take 10% more damage from all sources
Condemning Gaze - Your damaging encounters apply a stack of condemning gaze for 30 sec. Foes with 5 stacks of condemning gaze take 15% more damage from all sources for 15 sec
Power of the Sun - Brand of the Sun (a DoT) reduces the target's damage and crit chance by 5%
Not to mention that any DC will be using Divine Glow (buffs/debuffs/heals/damages in an AoE) and Hallowed Ground.
But thank you for illustrating that some players believe that Devoted Cleric players should just be their live pet, so they can personally use an augment companion safely.
DCs don't do enough damage to be DPS anything.
My DC is there to help the party.. not herself. The tiny bit of damage that a DC can roll out is a waste of the DC's abilities.
But of course I'm wrong. Except to the others who actually know how to use a DC...
Respectfully, if you are running a so-called "DPS Cleric", you shouldn't be in there. DCs should be in there to buff/debuff and heal.
Umm.... what? What path Cleric path do you think debuffs? Righteous (DPS Clerics) give:
Bear Your Sins - Foes under one of your DoT effects take 10% more damage from all sources
Condemning Gaze - Your damaging encounters apply a stack of condemning gaze for 30 sec. Foes with 5 stacks of condemning gaze take 15% more damage from all sources for 15 sec
Power of the Sun - Brand of the Sun (a DoT) reduces the target's damage and crit chance by 5%
Not to mention that any DC will be using Divine Glow (buffs/debuffs/heals/damages in an AoE) and Hallowed Ground.
But thank you for illustrating that some players believe that Devoted Cleric players should just be their live pet, so they can personally use an augment companion safely.
DCs don't do enough damage to be DPS anything.
My DC is there to help the party.. not herself. The tiny bit of damage that a DC can roll out is a waste of the DC's abilities.
But of course I'm wrong. Except to the others who actually know how to use a DC...
Um... your previous post said that DC's should be debuffing. The above feats from righteous are debuffing tiamat for the ENTIRE group of 25. I didn't even mention Weapons of Light because I was never too keen on the benefit based on the feat points. So by dismissing anyone taking that Righteous (DPS) path, yes you're wrong by your own standard.
A DC in taking the DPS path doesn't suddenly become a striker, it's mainly a debuffing path. That said, 90 - 120k empowered daunting light hits from Righteous DCs aren't rare to see, so to say they do not do enough damage is also patently false.
Being in the Righteous path also does not mean that a DC should not be healing, especially in a group. It's the class' main role designation, and not healing would be akin to a TR (striker class) only slotting stealth recovery and defensive powers.
I can guarantee you that 5 faithful DCs spamming healing word, bastion of health, warding flare or astral shield, while giving everyone gift of faith ISN'T forwarding the DPS race that is Tiamat.
BTW... standing still and proccing a big heal doesn't make you a skillful player. Any Righteous that keeps a party alive means that they skill shot all those heals and manage their party's health, while still doing their debuff/damage.
"DCs don't do enough damage to be DPS anything." - Paingiver III and Headhunter III titles would indicate otherwise...
Post edited by lilhamlet on
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instynctiveMember, NW M9 PlaytestPosts: 1,885Arc User
People ask for advice cos they need it. They are new to gaming / new to this game / new to ...just pick a reason. There is plenty.
1800 k is too little. 2000k is too little too.
3k would be the best. So no one has to carry and only people with dps can do it.
That would be reasonable , right?
TBH , it could be fixed by Cryptic and make it more demanding. It maybe should be like that.
Cos right now, both higher base and lower base are unhappy with the current situation.
So I have a CW 2.2k and a I can protect with my pet a left/right side cleric in Tiamat. What are doing the rest of 24 players?
Yesterday I played along with 31 players(?) Tiamat and after we beat Severin and 18 minutes remaining only 4 players fully protected two clerics (Linu was defensless) the rest of players were AFK. And I can tell you that average gear score of the players was 2.5k and they had legendary gear on them...
The new changes are not enough...and also lonely players must have a chance (I was not to lucky with my last 2 guilds)
So what's the catch with the Tiamat?...
Respectfully, if you are running a so-called "DPS Cleric", you shouldn't be in there. DCs should be in there to buff/debuff and heal.
Umm.... what? What path Cleric path do you think debuffs? Righteous (DPS Clerics) give:
Bear Your Sins - Foes under one of your DoT effects take 10% more damage from all sources
Condemning Gaze - Your damaging encounters apply a stack of condemning gaze for 30 sec. Foes with 5 stacks of condemning gaze take 15% more damage from all sources for 15 sec
Power of the Sun - Brand of the Sun (a DoT) reduces the target's damage and crit chance by 5%
Not to mention that any DC will be using Divine Glow (buffs/debuffs/heals/damages in an AoE) and Hallowed Ground.
But thank you for illustrating that some players believe that Devoted Cleric players should just be their live pet, so they can personally use an augment companion safely.
DCs don't do enough damage to be DPS anything.
My DC is there to help the party.. not herself. The tiny bit of damage that a DC can roll out is a waste of the DC's abilities.
But of course I'm wrong. Except to the others who actually know how to use a DC...
You apparently know little about the damage potential of the DC, especially against high HP target. The other side is, that all the while, the damage of EVERY player attacking their target is up to twice as high. It just doesn't show up in the DC's DPS line, but on that player's.
Actually, Tia's head phase is a perfect situation to bring these skills to bear. Dungeon runs are a slightly different rap, but that's not this thread's topic...
Should you ever wish to see the difference, parse a run with a Righteous DC via ACT and you'll see on _your_ skills "effectiveness" that he/she's been there, and how much DPS he/she has made everybody do.
But of course, prejudices have it otherwise, so let's help lose the runs by respeccing to full healbot. Everybody's convenience - not having to take that horrible 20sec walk from the campfire - is the penultimate purpose of the DC...
- steady income. Orbs + cloaks + shards + cult pack bag that drops from failure all those can give some AD to go around, which is pretty good considering the low sources of AD-making mod6 has.
- Linus for alts
One channel is doing double-wins often, even triple-wins when many fabled sw and high dpsers are playing together during tier4. I agree when you ask for raids and to able to go in with 5 groups but if it gets nerfed any harder than this it would become way too much easy for some folks, making the prices of everything drop even more and it would make Tiamat not an epic encounter to enjoy but a walk in a park to few experienced decently high-geared players.
To be successful in tiamat the best way to do it is to join a dedicated zerg channel and work with them to get your wins. There are plenty to join starting from 2.2k ilvl ... if all know the fight well and play in an effective manner (no time wasted in clerics phase, no gem failures, etc.) with the help of DC buff/debuff/ap gain and all other party buffs classes can give (OP, CW etc.) the dungeon is totally doable for 2kish players as it is now.
I don't get it?
The main reason for the fail of this dungeon is by sure the lack of experienced and geared player
All I saw the last times I went there (btw it will stay the last time) were undergeared and underperforming player, who did not know what to do, if ACT counts right
I never blame the top geared player for camping after it took all time to get one head to half live, I only would blame him to do a bad assistent/job if he deals less damage than my 2.6 GS toon
If ppl go there only bc its possible, having 1800GS, not wearing any enchants, blue stuff etc. , these player are by sure the main reason why we are where we are
Imo its really annoying being welcomed all time by 6-10 undergeared player that just tells you immidiately: "no chance to succeed"
They now they have to be carried, they know they underperform badly, but they keep on going there for the "lucky run" to geht once out of 10 tries the easy linux
Thats by sure the most selfish behavior you can meet ingame
Comments
Umm.... what? What path Cleric path do you think debuffs? Righteous (DPS Clerics) give:
Not to mention that any DC will be using Divine Glow (buffs/debuffs/heals/damages in an AoE) and Hallowed Ground.
But thank you for illustrating that some players believe that Devoted Cleric players should just be their live pet, so they can personally use an augment companion safely.
DCs don't do enough damage to be DPS anything.
My DC is there to help the party.. not herself. The tiny bit of damage that a DC can roll out is a waste of the DC's abilities.
But of course I'm wrong. Except to the others who actually know how to use a DC...
"...I grab my wiener and charge!" - ironzerg79
Um... your previous post said that DC's should be debuffing. The above feats from righteous are debuffing tiamat for the ENTIRE group of 25. I didn't even mention Weapons of Light because I was never too keen on the benefit based on the feat points. So by dismissing anyone taking that Righteous (DPS) path, yes you're wrong by your own standard.
A DC in taking the DPS path doesn't suddenly become a striker, it's mainly a debuffing path. That said, 90 - 120k empowered daunting light hits from Righteous DCs aren't rare to see, so to say they do not do enough damage is also patently false.
Being in the Righteous path also does not mean that a DC should not be healing, especially in a group. It's the class' main role designation, and not healing would be akin to a TR (striker class) only slotting stealth recovery and defensive powers.
I can guarantee you that 5 faithful DCs spamming healing word, bastion of health, warding flare or astral shield, while giving everyone gift of faith ISN'T forwarding the DPS race that is Tiamat.
BTW... standing still and proccing a big heal doesn't make you a skillful player. Any Righteous that keeps a party alive means that they skill shot all those heals and manage their party's health, while still doing their debuff/damage.
"DCs don't do enough damage to be DPS anything." - Paingiver III and Headhunter III titles would indicate otherwise...
You're boring me.
"...I grab my wiener and charge!" - ironzerg79
So I have a CW 2.2k and a I can protect with my pet a left/right side cleric in Tiamat. What are doing the rest of 24 players?
Yesterday I played along with 31 players(?) Tiamat and after we beat Severin and 18 minutes remaining only 4 players fully protected two clerics (Linu was defensless) the rest of players were AFK. And I can tell you that average gear score of the players was 2.5k and they had legendary gear on them...
The new changes are not enough...and also lonely players must have a chance (I was not to lucky with my last 2 guilds)
So what's the catch with the Tiamat?...
You apparently know little about the damage potential of the DC, especially against high HP target. The other side is, that all the while, the damage of EVERY player attacking their target is up to twice as high. It just doesn't show up in the DC's DPS line, but on that player's.
Actually, Tia's head phase is a perfect situation to bring these skills to bear. Dungeon runs are a slightly different rap, but that's not this thread's topic...
Should you ever wish to see the difference, parse a run with a Righteous DC via ACT and you'll see on _your_ skills "effectiveness" that he/she's been there, and how much DPS he/she has made everybody do.
But of course, prejudices have it otherwise, so let's help lose the runs by respeccing to full healbot. Everybody's convenience - not having to take that horrible 20sec walk from the campfire - is the penultimate purpose of the DC...
- steady income. Orbs + cloaks + shards + cult pack bag that drops from failure all those can give some AD to go around, which is pretty good considering the low sources of AD-making mod6 has.
- Linus for alts
One channel is doing double-wins often, even triple-wins when many fabled sw and high dpsers are playing together during tier4. I agree when you ask for raids and to able to go in with 5 groups but if it gets nerfed any harder than this it would become way too much easy for some folks, making the prices of everything drop even more and it would make Tiamat not an epic encounter to enjoy but a walk in a park to few experienced decently high-geared players.
To be successful in tiamat the best way to do it is to join a dedicated zerg channel and work with them to get your wins. There are plenty to join starting from 2.2k ilvl ... if all know the fight well and play in an effective manner (no time wasted in clerics phase, no gem failures, etc.) with the help of DC buff/debuff/ap gain and all other party buffs classes can give (OP, CW etc.) the dungeon is totally doable for 2kish players as it is now.
The main reason for the fail of this dungeon is by sure the lack of experienced and geared player
All I saw the last times I went there (btw it will stay the last time) were undergeared and underperforming player, who did not know what to do, if ACT counts right
I never blame the top geared player for camping after it took all time to get one head to half live, I only would blame him to do a bad assistent/job if he deals less damage than my 2.6 GS toon
If ppl go there only bc its possible, having 1800GS, not wearing any enchants, blue stuff etc. , these player are by sure the main reason why we are where we are
Imo its really annoying being welcomed all time by 6-10 undergeared player that just tells you immidiately: "no chance to succeed"
They now they have to be carried, they know they underperform badly, but they keep on going there for the "lucky run" to geht once out of 10 tries the easy linux
Thats by sure the most selfish behavior you can meet ingame