Hello all, I am a new player to Neverwinter and I've been playing for just over 2 weeks now. I am currently playing a Devoted Cleric LvL 66 and I can't find any recent guides or build templates to help me with leveling/building my Devoted Cleric: Anointed Champion. Everything seems to be way out of date. Could I please get some help from any other players who have knowledge of the builds or maybe somebody who knows of a site that I haven't been able to find that has more recent information. I would really appreciate it. I know if I haven't found any updated build information, then others are probably having problems, also. Thanks for listening all...
Rendal Ironfist lvl 66 DC:AC
Guild - H2O "Hard 2 OverCome"
P.S.- If anyone out there needs a guild, send me an in-game message.
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You are indeed right that there aren't many up-to-date guides available for the DC class. There is one in the making though which you can find here arcgames.com/en/forums/neverwinter/#/discussion/1213089/elfs-mod-9-guide-placeholder-under-construction. Even though it is not complete it already contains a lot of information on the role of the cleric in parties, basic mechanics of the class and the powers. Especially the powers section will help you in deciding which ones you want to take while leveling further.
For more specific help it would be great if you could give some more details about yourself and what you want to do with your cleric:
- Do you want to play PvE or PvP? If both, which one will be your focus?
- For PvE: Do you want to focus your play on party or solo play?
- Which role do you see yourself taking? Do you want to be a healer? Do you prefer to buff your teammates? Do you want to deal damage yourself?
- If you want to play with parties, will the other people be new people like you (e.g. a group of friends that all started playing together) or will you play mostly with more experienced players (e.g. guild mates that have been around for a while)?
If you provide the answeres to these questions it will be a lot easier to point you in a direction that will fit with what you are expecting from your character.
I have done it all - Big guilds, Small guilds; Tanks, DPS, Support and Healers. I have found that I like being a group player, mostly PVE and I also do some PVP. But, for the most part, I am PVE all the way. I always try to do whatever I can to help the group/guild; even when that has meant I've needed to sit out for 1 or 2 raids, so other players could get what they've needed. I have also done the whole, "This MMO is my 2nd Real Life JOB" and I am done with that now. I just want to play a good game. A game where I can have some nice end game fun. Without playing 23 hours/day and forgetting what family looks like or what my bed feels like! LOL
AS far as my cleric goes, I would like to be a Raid Healer / Group healer 99% of the time. I'd also like to be able to do some dailies solo if I can. But, if it made me a better healer to not have any solo abilities - then, so be it.
As to whether I would want to play with new players or seasoned Vets or Real Life friends - I guess we'll just have to see where this all takes me. I am only level 66 and only 2 weeks into playing this game. But, I do like playing with Vets because they push me to be my best. Although, I also use MMO's as a way to socialize with Real Life friends and Family as well.
So.... What do you think?
Rendal Ironfist lvl 66 DC:AC
Guild - H2O "Hard 2 OverCome"
End-game level 70 DC here. Though I focus on keeping an up-to-date PvP DC, I love to run PvE content as a healer and also solo dailies. My build fairs well in all aspects. I can heal as effectively as a PvE DC. And whilst soloing dailies can be slow at times, I can manage small and medium heroic encounters in my strong hold alone without them taking forever!
You're welcome to send me a tell in game if you want. I don't visit the forums too often! @bluangeluk
Instead I would suggest you go for the second healing path, which is the faithful feat tree (the middle one). It revolves around big clutch heals, and most noteworthy is the capstone feat "Agent of the Divine". What it does is that 25% of your heals are stored on an ally as a buff called gift of faith. If a character that has gift of faith on it drops below 45% health they are healed by the amount of heals you stored on them. It is an awesome mechanic that helps you a lot to keep your party alive. It also makes for a relatively easy playstyle that works well even for a low geared toon and I enjoyed it a lot when I first started running epic dungeons.
In case you decide to go with this build, I'd suggest you distribute your feats like this nwcalc.com/index.html#/dc?b=2xhq:zb2bfy:9m9s:9fx6m,1li3314:1u0z000:1z055u1:1000000&h=0&p=anc or similar. To be honest, there isn't one approach to feat distribution that is the best or the most optimal. However, I can promise you that this build will work fine since I ran with it for a long time. Still there are ofcourse things that other people might do different and I hope that some other people will post their ideas too. The best part about being a DC is that the class is incredibly flexible, you just have to find out what is your playstyle and what fits to it. So take what I'm suggesting as a starting point!
To sum it up, I suggest you chose the Annointed Champion paragon path. If you are in party I'd recommend to slot Bastion of Health, Break the Spirit and Divine Glow as encounters, Blessing of Battle and Astral Seal as at wills and Annointed Army and Hallowed Ground as Daily Powers. For your rotation, you can try something like this: Start by casting Blessing of Battle, followed by Astral Seal until Divinity is full. Then you switch to divinity mode and use your 3 charges to cast Bastion of Health (big heal) and/or Divine Glow (smaller heal, but does some damage and applies a buff) depending on how much healing your group needs. Then, once you are fully empowered you switch out of divinity mode and cast Break the spirit, which will buff your allies damage by 30%. Rinse and repeat. For the dailies, if you are at the beginning of a long fight, cast Hallowed Ground. It's a super awesome party buff (damage AND resistance) and for buffing superior to Annointed Army. However you won't generate AP anymore while it is active, so for short fights you can use AA. Also Annointed Army is great at protecting your teammates, since it will absorb a couple of hits for them, so if your party is struggeling this is a good option too.
Other powers that you will use frequently:
Chains of Blazing Light, Daunting Light and Flame Strike: slot these for solo content, as 3rd encounter I'd keep Divine Glow on your bar
Astral Shield: very important for PvP but also for PvE when your party is really struggeling or (and this is quite important) when you are running with a Guardian Fighter that uses the Power "Into the Fray". I'm sure your guild mates will show you this once you start doing dungeons regularly!
Forgemaster's Flame: use as an alternative to Break the spirit if there is a second DC in your party that uses BtS already
Stat wise, focus on power, crit and recovery. For solo content it is very helpful if you can push your Armor Penetration to around 40% resistance ignored, but you won't need this so much in dungeons. For defensive stats, HP is usually the best one for clerics since we have relatively high defense to begin with, making HP so much more valuable.
Ok, I hope I covered the basics for you. Let me know if you have more questions or there is anything else you need. You can also message me in game and we can talk
--
I'll never retrace my steps.
Some of my best friends are Imaginary.
Rendal Ironfist lvl 67 DC:AC
Guild - H2O "Hard 2 OverCome"
p.s. Thanks for all the support!
My suggestion, build faithful, yes, but keep a spare equipment to solo dailies etc, armour penetration will be worth 0 in group content as a faithful but in solo content will not, each 100 armour penetration will be the same as 1% more damage, most mobs don't require more than 50% of it, and stacking it above all the other stats will be crucial, supposing you stack 100 power, your damage outcome will increase 0,25% and that will not be a maximum possible buff if you don't have armour penetration at the amount necessary.
[Damage = Base damage * (1 - resistance left)]. Resistance left = oponent damage resistance - your armour penetration.
The stat damage resistance and armour penetration work as deductible, not as a percentage, so if your target has 40% damage resistance and you 50% armour penetration the outcome of resistance lef will be -10%, negative resistance is not effective, so the actual resistance left is 0, leaving us with Damage = base damage * (1 - 0) = full damage without deductions. So make sure you have 4 pieces of gear + 2 rings just as spare for dailies, shouldn't be hard to get.
Now to the paladins and Gift of haste change, so far virtuous + off hand weapon boost for hastening light would grant a crazy amount of action points to your team, the paladin would shield everyone using those action points, if the nerfs really take place that protection will be much, much reduced in time and adding to that the virtuous feat feat that gave that ap now doesn't grant it instantaneously but rather over time, and it's slow, it's so, so slow. That said, imo virtuous is not the best option any more, not even to put feats Gift of haste because the grant of that gift without virtuous last feat will take you away from protecting your party and focus more on giving AP.
DC is all about prediction, real healers are devoted paladins and SW temptation (if they are build into it). My build for a Faithful party intended:
HUMAN!!:
http://nwcalc.com/index.html#/dc?b=23ci:k6rwk5:8dep:5tb7d,13l3335:1z00000:1n5255v:1000000&h=1&p=dvo
NOT HUMAN!!!
http://nwcalc.com/index.html#/dc?b=23ci:k6rwk5:8dep:5tb7d,13l3332:1h00000:1b5455v:1000000&h=0&p=dvo
this build has 1 purpose intended, it requires divine fortune at rank 4, and you can cast 3 astral seals to fully charge your divinity, astral seal will be very useful because it will trigger foresight on your allies when they attack the target and you can cast it in several targets so you are sure that your allies have foresight applied on them, meaning (on r4 of foresight) they will take 13% less damage, Anointed champion fails to surprise me with anointed army that seems to be the only thing worth of the paragon and can fall of very quickly if your allies get hit.
anyone know if the companion icon of loyal commander give 10% healing on augment companion?
*i checked my reinforce rings and companion do not give action points or stamina gain
reinforcements only transfer regeneration