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[Mod 8] Divine Oracle Righteous PVP-PVE build (Buff + DPS + Mitigation + Healing + debuff)

arcofortep12arcofortep12 Member Posts: 2,265 Arc User
edited March 2016 in The Temple
Style of Play:
In PVE you can play the way you like.. add DPS and buffs to the party or mitigate and heal but I suggest you to follow more often the healing route, after all you are supposed to be a healer first and foremost and you will definitely debuff with it too (Condeming Gaze will activate through Divine Glow and Bear Your Sins will activate through Fire of the Gods if you have such a geared character to renounce to Lasting Wishes). If you go full DPS your Divinity will be reserved for Daunting Light (multiple 'trash' targets: it will make a big chunk of your DPS) or Divine Glow (multiple 'tough' target:, deal lousy AoE damage, grant 15% more party damage against affected foes + 15% less damage from those + healing to your allies that get caught in it) or Break the Spirit (single target, while Empowered it will greatly increase party DPS against that specific target); if you will focus on healing powers it will be reserved for Divine Glow (15% more party damage + 15% less damage from foes + healing) and Bastion of Health (healing, a life saver for the party) and Break the Spirit against a Boss (while Empowered it will greatly increase party DPS against one single target, but you need to consume all stacks of Divinity for it).

In PVP you provide serious damage and 'debuff' against a single target (thanks to Break the Spirit, Forgemaster's Flame and some specific feats that works in synchrony). You will be specced as a damage dealer in PVP, period.
Sun Burst can be relatively useful for taking nodes by bouncing off your opponents and will provide a lousy heal to near allies, Break the Spirit will weaken your foe and will let you and your allies take better care of him, Forgemaster's Flame will deal a big chunk of your damage and will buff your allies while Empowered (15% more DPS). Healing Word, as an alternative to Sun Burst, can provide the much needed healing for your allies but since PVP it's all about burst damage your allies can be dead in seconds either way so don't rely on it, take it just as a useful option; eventually you can consider Prophecy of Doom too for some more DPS and an added debuff against a single target. Lately I was slotting it instead of Healing Word or Sun Burst.

DPS:
Very High in PVP, Medium to High in a dungeon run, Very High soloing.

CC
:
None.

BUFFS:
Very High.

MITIGATION:
Medium to High (Powers makes the big chunk of mitigation for any DC).

PVP:
Very High performance.

Heroic Feats:
Healing Action (5) Greater Fortune (1), Toughness (3), Holy Resolve (3), Weapon Mastery (3), Templar's Domain (5), Bountiful Fortune (3).

Virtuous Feats:
Lasting Wishes (5) (if weakly geared).

Righteous Feats:
Astral Fury (5), Furious Intervention (5), Righteous Suffering (5), Weapons of Light (5), Piercing Light (5), Bear Your Sins (if highly geared), Condemning Gaze (5), Fire of the Gods (5), Avatar of the Divine (1).

Powers (PVE with groups, the healing way):
At-Will - Astral Seal (a little more healing) OR Lance of Faith (some more DPS) (3)
Encounter (1) - Divine Glow (deal lousy AoE damage, grant 15% more party damage against affected foes + 15% less damage from those + healing to your allies that get caught in it) (rank 4)
Encounter (2) - Astral Shield (mitigate damage for allies inside the summoned circle, up to 40%) OR Break the Spirit (deals damage to one foe and mitigates its damage, boost party DPS against it while Empowered; a must in boss fights) (rank 4)
Encounter (3) - Bastion of Health (it heals you and your allies) (rank 4)
Class Feature - Hastening Light (it reduce allies recharge times when you unleash your Daily) (rank 3... because at 4 is bugged) OR Prophetic Action (it shield you from one attack every xx seconds) (rank 4)
Class Feature - Healer's Lore (a good flat buff to your healing) (rank 3/4)
Daily - Hallowed Ground (it greatly buffs party DPS and mitigate some damage on allies) (rank 4).

Powers (PVE soloing OR with groups, the DPS route):
At-Will - Lance of Faith (best DPS At-Will) (3)
Encounter (1) - Divine Glow (deal lousy AoE damage, grant 15% more party damage against affected foes + 15% less damage from those + healing to your allies that get caught in it) (rank 4)
Encounter (2) - Chains of Blazing Light (deals solid AoE damage, useful against mobs) OR Prophecy of Doom (deals damage and, more importantly, debuff a single target, ok for bosses)
Encounter (3) - Daunting Light (high DPS, use it with Divinity/Empowered especially! Don't waste Divinity against bosses and tough single targets mobs) OR Break the Spirit (deals damage to one foe and mitigates its damage, boost party DPS against it while Empowered; a must in boss fights) (rank 4)
Class Feature - Hastening Light (it reduce allies recharge times when you unleash your Daily) (rank 3... because at 4 is bugged) OR Prophetic Action (it shield you from one attack every xx seconds) (rank 4)
Class Feature - Terrifying Insight (a solid flat buff to your DPS) (rank 4)
Daily - Hallowed Ground (it greatly buffs party DPS and mitigate some damage on allies) (rank 4)
Daily - Flame Strike (AoE damage plus a Prone effect to a target in a small circle, use it just while soloing) (3).

Powers (PVP):
At-Will - Lance of Faith (best DPS At-Will) (4)
Encounter (1) - Break the Spirit (deals damage against a single target and mitigates its damage) (rank 4)
Encounter (2) - Healing Word (heals you and your allies) OR Sun Burst (knock off enemies and heals you and your allies) OR Prophecy of Doom (decrease Defense to the target and deal some damage)
Encounter (3) - Forgemaster's Flame (deals DoT damage +Divinity, when Empowered deal more damage and buff near allies DPS) (rank 4)
Class Feature - Prophetic Action (it shield you from one attack every xx seconds) OR Healer's Lore (a good flat buff to your healing) (rank 4)
Class Feature - Terrifying Insight (a solid flat buff to your DPS) (rank 4)
Daily - Hammer of Fate (deals damage to a single target plus Knock it back) OR Guardian of Faith (deals damage to a single target, leave it Prone and provide a lousy heal to allies) (3)
Daily - Hallowed Ground (it buffs party DPS and mitigate some damage on allies) (rank 4).

Advice: Boost STR, CHA and WIS the same. You want to aim to a Critical Chance of at least 25%, the more the better. 34% should be your final target.
If you are heavily geared and obtained loads of boons I suggest to ditch Lasting Wishes and slot instead Bear Your Sins, focusing on the damage side. Bastion of Health will still be a worthy ally to take in consideration for every party PVE rotation.

Boons:
Sharandar - Elven Haste, Elven Ferocity (PVE)/Elven Tranquility (PVP), Elvish Fury (PVE)/Elven Resolve (PVP);
Dread Ring - Forbidden Piercing, Shadowtouch (PVE)/Enraged Regrowth (PVP), Rampaging Madness (PVE)/Augmented Thayan Bastion (PVP);
Tyranny of Dragons - Dragon's Fury;
Icewind Dale - Cool Resolve, Winter's Bounty;
Underdark - Dwarven Stamina.

Equipment:
Elemental Fire Holy Symbol, Elemental Fire Icon, Dusk plus Drowcraft armor set (PVE) OR Grim/Burning armor set (PVP), Zealot's Gemmed Exquisite Elemental Chainmail and Chausses, Soulforged Enchantment (PVE) or Negation Enchantment (PVP), Vorpal Enchantment, Ring of Brutality (burst DPS boost), Drowcraft Assault Ring, Lostmauth set (more DPS), Savage enchantments in Offense slots and Azure enchantments in Defense slots.

Companion:
A Defender companion should be a perfect match for a Righteous, but there are many circumstances were you should unsummon it. It takes some threat off of you or your party... most of the time it's good, sometimes is bad.
Actually I'm running with a Striker companion, provided with a Lesser Bonding Runestone (it can grant 20% of companion's stats for several seconds), a Lesser Indomitable Runestone (additional DPS) and one or more Girdle of the Striker (great stats boost).
An healer can be of help too since you aren't self-healing well. I find DC dodge very effective so I think a Defender or a Striker are better options, especially in a party setting.

Comment:
Soloing with this build is very easy. Aside from the lousy self-healing your high DPS will silence your foes in no time.
I bet Anointed Champion can be a good Righteous DC too, I would just not be happy about the loss of Prophetic Action and Terryfying Insight. For now I'm recommending the Divine Oracle for a DPS spec.

Enjoy.

Example of scale of damage in a Lair of Lostmauth run (old test, full DPS spec): Fire of the Gods (34%), Lance of Faith (17%), Divine Glow (14%), Break the Spirit (10%), Daunting Light (8%), Doom (5%), Chains of Blazing Light (5%), etc.

Example of scale of damage in a Malabog Castle run (old test, full DPS spec): Fire of the Gods (29%), Daunting Light (27%), Chains of Blazing Light (14%), Divine Glow (13%), Lance of Faith (12%), etc.

Feats:

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Post edited by arcofortep12 on
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Comments

  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited June 2015
    You should always be running AS in pvp... Unless you're 4k with a P-negation. Sun burst is a useless troll power. Knocking them away does very little in stopping them from ROFLstomping you.

    What you should do is unload your divine BtB/FF, then use empowered AS and watch them do zero damage to you for several seconds while YOU slowly melt them. By the time AS is out you have your divine power back, full stamina bar, and divine BtB to stall them all over again until your empowered AS comes off cooldown.

    I usually just go BtB/AS/DG. FF provides some nice additional DPS, but I need to stay alive. DG gives an extra 20ish DR with foresight and a feat.

    TRs can be an issue, you need them out long enough to refill your divine power to use E-AS.


    For PVE I only make use of DG. It's heal is more than enough for me. Healing word and BoH are only going to provide healing during solo content. For dungeons, your heals aren't viable enough, just focus on damage/buffs/debuffs. Besides, empowered AS again renders you immortal for solo content and allows you to focus on damage dealing instead of kiting/healing.

    And not enough people know the true potential of a divine searing light. With 35+ crit it softens mobs up to the point that they're pretty much dead upon engaging you. No need to target their area or aim daunting light, which better for a boss. It makes places like Ghost Stories a breeze. For groups it allows you to heal and deal solid DPS at the same time so efficient in all regards.
  • edited June 2015
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  • jazzfongjazzfong Member Posts: 1,079 Arc User
    I can only give advice on pvp part based on my experience. Righteous can be played with extremely defensive by using SB/BoH/AS loadut while keeping potential to get kills. The rule is spamming D.SB and BoH for AP gain and use E.AS immediately afterwards. Repeat same combo every 10 seconds. Your HP should either be full or zero in normal condition. The passive at-will hits and sunburst should trigger dots to kill your enemy. Faced a few dps dc at lvl 60-69 bracket, quite pain in full dps loadout but still cant kill me unless overnumbered. Not recommended to play dps dc unless to complete pvp campaign.
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  • jazzfongjazzfong Member Posts: 1,079 Arc User
    edited June 2015
    I am not geared enough as i only use a green lvl 61 weapon and a old profound set (Though having full burning set and epic artifact weapon in bag, but my level is insufficient to wear them). You dont need good gear to play defensively, just dodge big hits, cast heal, and stand in your shield for 10 seconds. Before your shield expired just use 3 divine encounters and start dodging once or twice, you shield should up after 1 sec then cast empowered AS on floor (in avatar AS is 10.5s cd for me). Repeat whole step until your avatar expired. Walk away from battle to let avatar reset and rejoin the battle in mid or enemy base if have backup or fight till death if no backup.
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  • jazzfongjazzfong Member Posts: 1,079 Arc User
    Ty for advice, i will try get to lvl 70 in one or two weeks and try the new pvp environment. Thanks to the pvp tournament i can pvp after queuing for 5 minutes, not 10 minutes like previous. If the DC meta is to dps without giving any form of healing, then i think i will start to theorycraft and respec again. I think the new set effect is coming in next two modules, lets see how it is going.
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  • jazzfongjazzfong Member Posts: 1,079 Arc User
    edited June 2015
    I am using Faithful as i know which path is the strongest in my situation. CON give minimal reward as the ratio of hp gain per con vs max hp is small, spam points into str and get a vorpal is better.

    Edit: Can you reformat your guide with some screenshots as the reading is abit difficult. I used quite a long time to analysis what are you writing. Using pictures will be better.
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  • dread4moordread4moor Member, NW M9 Playtest Posts: 1,154 Arc User
    Glad that you found a build that works well for you.

    I've played a RiDO since Mod2. Largely based on Kaelac's guide.

    It's been a roller-coaster ride. Mod5 was the best for a RiDO. Healing didn't matter and DPS was king.

    I say all that to be clear that I LIKE the righteous path and know it very well. Not a hater.

    But a FaiDo or VirDo are much more useful in Mod6.
    In PvE the team needs mitigation and healing, not DPS. The broken one-shot ranged mobs and unbalanced damage prevent the usual DPS stacking popular in Mod5.

    The party must have a powerful dedicated healer/buffer. Can't afford to waste the DC slot on a DPS Cleric in this mod.

    In PvP a tanky heal bot dropping AShield, Warding flare, BoH/HWord, painting everyone with ASeal and keeping HG up as much as possible... that can turn the tide of a fight.

    If you have a balanced party, more DPS is not more valuable than more survivability.

    TLDR : I AM an expert RiDO but know it to be inferior in Mod6.... but play how you like.
    JrUzbQw.jpg?1
    I am Took.
    "Full plate and packing steel" in NW since 2013.
  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User
    It really depends on your party. If your party needs the carry on survive-ability, faithful and and virtuous are certainly more valuable. These trees are especially helpful when lfg/pug queuing for T2 dungeons where the team is unknown and often minimally geared.

    Now as you up your gear, your team ups its gear (you start running more in set groups), and coordination improves you can look to start scaling back your healing potential. Allowing you to progress into the righteous tree.

    1) Can you give up healing passives? If so, then you can move to righteous tree. Using full healer rotation. Still giving your team the benefits of Power of the Sun, Weapons of Light, Bear Your Sins, and Condemning Gaze.

    2) Are your active heals potent enough to replace Bastian of Health with the lower heal but strong buff/debuff powers from Divine Glow? Melee groups are easy to support with righteous and Divine Glow, its the kiting constant dodging ranged classes that can be a challenge to support (thats why i use healing word when ranged units are in party. But as mentioned you still need some potency in your heals coming from your gear.

    So with Righteous you give up a lot of freedom for lfg and pug queuing but you open the door to act in a dps roll on a team.

    The freedom of choice is why i made the DC my main, but with choice comes consequence I guess.
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  • dread4moordread4moor Member, NW M9 Playtest Posts: 1,154 Arc User
    I easily run an Epic Cragmire with a Righteous DC 2.1k playing only with a defensive rotation. With Healer's Lore is more than enough. The point is that I can do everything else thanks to the high DPS output and party buffs proper to the Righteous path. The only problem is that I don't see Weapons of Light in the status. That doubt is hurting me.

    There's nothing wrong with an unorthodox approach to filling the DC role... it just seems inefficient.

    You are running with healer's lore and "only with a defensive rotation" yet you are putting out "high DPS". How?

    HLore is an unfavorable passive for a RiDO and replaces the DPS-minded terrifying insight, the mitigating powerhouse Foresight/Benefit of foresight.

    Again, I'm sure it works for you and that is fine.
    But I don't want others new to DC play to think this is an efficient approach. It's really not.

    Luke-warm heals and moderate DPS are not what your teammates want or need.
    JrUzbQw.jpg?1
    I am Took.
    "Full plate and packing steel" in NW since 2013.
  • edited June 2015
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  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User
    dread4moor wrote: »
    it just seems inefficient.

    The point of using the righteous path with a healing rotation is for the extra buff/debuffs, its not about maximizing heals. Also consider over-heals are often lost anyhow, so a righteous may not be the most efficient "healer", it may however be more efficient in party (depending on the party).

    Righteous <> dps

    So what you have to do is determine where the tipping point is in heals required so you can sacrifice heals for more party buffs and enemy debuffs. Remember that there is no need to heal the hits that never happen.

    Personally I have been in dungeons where my righteous dc couldn't keep the party alive; however, a faithful or virtuous dc may have been able to. The parties were minimally geared, the mission would have taken forever. I don't particularly enjoy doing runs where I have to carry the group. I like to think my job is to maximizing the party potential not carry.

  • scammerzascammerza Member Posts: 76 Arc User
    Again, I'm sure it works for you and that is fine.
    But I don't want others new to DC play to think this is an efficient approach. It's really not.

    I'm sure a very well geared, fully refined artefacts, etc; Righteous DC can probably do well, even with struggling groups.

    Here is what I see as the problems of Righteous DC & LFG (Tier 2):

    1. The DC doesn't mention upfront that they are dps and not focused on healing (group leaders are expecting them to be heal focused).
    2. The DC won't find any groups if they specify that they are dps, upfront, unless they run with friends who are good players..
    3. Playing some classes like cw, if my healing potion is on cool down and my encounters are not ready, being attacked by ranged enemies, I wont survive without good burst heals from a DC. This is the same on GF in some circumstances.
    4. Building for PVP and expecting people to be satisfied with your build performance in pve is an unreasonable expectation.
    5. There are plenty of debuffing and buffing encounter powers, a few extra from feats isn't a big deal. Other roles in your team should play their part in providing buffs/debuffs.

    In this module, there is such a big health point gap to cover with damage taken by players.. about 4 times to 5 times as much health points need to be healed versus previous module and at a much faster rate. What I've been seeing from random lfg groups is that some party configurations, team members rarely take damage and in others people go from full hp to almost dead on a continuous basis. In order to be most successful in a wider range of tier 2 group configurations, you really need to be able to provide everything in-between max heal <-> debuff.

    Let's see how it goes with the coming update and the difficulty adjustments. At the moment it is really hard to judge the effectiveness of defensive buffs/debuffs, when so many things are broken and contributing to higher damage taken by the party.
  • edited June 2015
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  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User
    edited June 2015
    scammerza wrote: »
    1. The DC doesn't mention upfront that they are dps and not focused on healing (group leaders are expecting them to be heal focused).

    Agreed, if lfg or queued pug for dungeons a righteous DC should let the group know. For PVP or skirmishes they do not bare that responsibility because a "healer" is not a guaranteed position in the party and therefore the righteous DC is not taking the place of one.
    scammerza wrote: »
    4. Building for PVP and expecting people to be satisfied with your build performance in pve is an unreasonable expectation.

    Righteous does not mean PVP build. the most successful PVP DCs are faithful not righteous.
    scammerza wrote: »
    5. There are plenty of debuffing and buffing encounter powers, a few extra from feats isn't a big deal. Other roles in your team should play their part in providing buffs/debuffs.

    in LFG or pug groups most players do not consider buff/debuff. I dare say most do not even know what is available or how they work. The majority of the players are chasing that big orange number floater, they do not really understand where they even come from. How many CWs you see using plague fire, I've been here for two years and most CWs expect the gf or the dc to use plague even though everyone knows the CW class is the most qualified to use this buff in the interest of debuff (they have the attack speed and the aoe range to disperse it in contrast with dcs/gfs with slow attack speed and limited aoe abilities). But yes, if everyone in the party focused on control and buff/debuff instead of DPS most runs would go much faster/easier.

    I think the key is, if your not prepared for low dps/low geared teams, don't pug queue (regardless of your build). If going LFG, advertise yourself for the role you want. I rarely have to use LFG (I typically wait for an invite from my friends list or guild) but when I do i list myself as a 4k dps (the buff/debuff is a bonus :-)).
    I completed an epic Cragmire with 1 rogue, 1 hunter and 2 wizards... not an easy party

    That's actually a good party makeup as long as you don't have to fight Traven Blackdagger. Every one of those classes have good control skills. With a group like that the damage received should be way lower. I've ran many a dungeon without a tank, instead using a good stunner tr. Let the stunner tr drop smoke bomb, by the time the smoke clears the cws have singularity or oppressive force in place. With high damage the mobs would be dead before the cc broke. Kallos Tam doesn't require a tank at all (just stay out of red) and the adventure party is cake if you can take Samulkin Farcaster out first and quick.
  • edited June 2015
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  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User
    putzboy78 wrote: »
    With a group like that the damage received should be way lower. I've ran many a dungeon without a tank, instead using a good stunner tr.

    It wasn't. :) People got one shotted multiple times without a tank. People were less than 2.3k except one, it wasn't an easy run for sure.

    Sorry to hear that. Yeah, I've also had parties where everyone focused on damage or just the tankiest character in the mob. That can be painful.

    We've been at this for a couple of months and yet many people still havent learned to take out the huntsman, archers, snipers, and spitting spiders before everything else. I showed one of my guildies that is new a new GWF to ECC where they were for each fight and had her focus them first. It was smooth as silk. Next day she said she got kicked from a group because they said her job was to attack the Enforcers and Officers first. I assume she had a weak tank. Because if you take the ranged out of the equation a tank should be able to hold up to the enforcers until the weaker trash is cleared and the strikers can turn to focus on them.

  • shamous5678shamous5678 Member, NW M9 Playtest Posts: 5 Arc User
    My 2 cents Im RiDO all dps as much as i can get and growing Power crit and Arp. I run ecc 3 or 4 times a day. when switching to full heal, no i donot heal as much as full healer but my healing and dps support is good enough to get thru ecc (with decent party) without to much problem. with good party i can slot more dps powers like chains.for heal set up in ecc Searing light Astral shield and bastion of health rotate it , it works . sometimes its how u play not the most heals
  • scammerzascammerza Member Posts: 76 Arc User
    edited June 2015
    scammerza wrote: »
    I showed one of my guildies that is new a new GWF to ECC where they were for each fight and had her focus them first.

    People that listen to the advice of experienced players get good fast. Unfortunately a lot of people seem very defence in their builds and choices and don't consider advice, regardless of how well you explain it. Usually they would rather take the long route through trial and error :)
    Post edited by scammerza on
  • mjonismjonis Member, NW M9 Playtest Posts: 146 Arc User
    jazzfong wrote: »
    I can only give advice on pvp part based on my experience. Righteous can be played with extremely defensive by using SB/BoH/AS loadut while keeping potential to get kills. The rule is spamming D.SB and BoH for AP gain and use E.AS immediately afterwards. Repeat same combo every 10 seconds. Your HP should either be full or zero in normal condition. The passive at-will hits and sunburst should trigger dots to kill your enemy. Faced a few dps dc at lvl 60-69 bracket, quite pain in full dps loadout but still cant kill me unless overnumbered. Not recommended to play dps dc unless to complete pvp campaign.

    So I saw this and thought I'd give it a whirl. AS (even divine mode) does next to nothing in any level 70 areas (IWD, etc.), IMO. At least I died just as quickly as before (and, unrelated to your rotation), the new patch made it a lot longer to kill the yetis and bears.

    One hit and you get like 30-40k of damage from the critters.
    Obviously depends on level and equipment, but then again, maybe I was doing something wrong.
  • arrowvetarrowvet Member Posts: 7 Arc User
    Quick question - I'm levelling a DO righteous cleric on Xbox 1 ( so module 5) and don't have access to act like pc users. When looking at damage output, how much dps/ use is Fire of the Gods? If it's negligible would it be more beneficial to lose that and Furious Intervention to be able to pick up Benefit of Foresight for more party survivability? Pve play - suspect 95% of time will be only cleric in gp so less risk of another cleric running Foresight. Tyvm
  • clericalistclericalist Member, NW M9 Playtest Posts: 595 Arc User
    edited July 2015
    arrowvet wrote: »
    Quick question - I'm levelling a DO righteous cleric on Xbox 1 ( so module 5) and don't have access to act like pc users. When looking at damage output, how much dps/ use is Fire of the Gods? If it's negligible would it be more beneficial to lose that and Furious Intervention to be able to pick up Benefit of Foresight for more party survivability? Pve play - suspect 95% of time will be only cleric in gp so less risk of another cleric running Foresight. Tyvm

    I don't know if they changed the stats on Xbox, but on PC they made the mobs hit for less and gave them more HP, with that in mind Fire of the Gods is great if you are looking for extra dps. Since you are levelling you should probably go with righteous until 70, if you decide to stick around then you will likely have to respec anyway, all 3 paths are viable in their different way, but if you go for rigtheous then Fire of Gods is almost mandatory.
    Post edited by clericalist on
  • bvirabvira Member, NW M9 Playtest Posts: 385 Arc User
    If you aren't using AS in PvP as a DC you're doing something wrong. Empowered AS is the only thing that could keep a squishy righteous DC alive long enough to kill most other classes.
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  • vinceent1vinceent1 Member, NW M9 Playtest Posts: 1,264 Arc User
    i have similar situation as arcofortep. Ri DO. just started my cleric alt, currently 1800IL, 3 burning gear, 1 guild pvp gear, but still feel very squishy. i probably cant use empow AS properly but when i experimented with buff-debuff setup, i find it mostly useless for me too. better bring some more damage, cc and direct heal. So i run lance, hammer, chains, sunburst and healing word. improving power and crit and recovery whenever i can.
  • edited October 2015
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