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Jarek's AC Righteous PVE MOD 10/MOD 10B Guide (UPDATED on FEBRUARY 1ST 2017)

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  • shazza53shazza53 Member Posts: 147 Arc User
    Count me as another who really appreciates your guide. It helped me bring my Mod 5 DC (XBox) back to life.

    Any special tips for FBI runs? It is going well so far, but our teams are looking for time improvements every run :)
  • jeffsliderjeffslider Member, NW M9 Playtest Posts: 112 Arc User
    edited November 2016
    shazza53 said:

    Count me as another who really appreciates your guide. It helped me bring my Mod 5 DC (XBox) back to life.

    Any special tips for FBI runs? It is going well so far, but our teams are looking for time improvements every run :)

    You will get alot of opinions here so to me it's to pick any good one. Firstly with me, if we want to talk about group set up, People on the PC tend to mostly for starters, run with like 2 dc's buffers, a tank, 2 dps or 2 tanks (1 GF), DC buffer & 2 dps. Other ways, I'll seen four support like tankadin, GF, MoF CW & DC buffer with a main striker to do all the dps and it usually goes so smooth. There is alot of party compositions to try/execute. Other things to say since you're saying the 'teams looking for improvement' Well if y'all have the revive sickness boon, that's pretty great to activate during this dungeon.

    Other tips, just take your time and be organized, it's not a race as some try to portray the dungeon to be. On the first boss, if you got a DC with cleanse, it comes up big against the poison. Turtle boss, kill as fast as you can (you probably know that already) Avoid red (obviously lol)

    And well for the DC's, you can run with divine glow, astral shield, bastion or divine glow, break the spirit, bastion if you're the only one, if there's multiple, like two, one can use forgemasters while the other has break the spirit

    Two DC's can do - Divine glow, Break the spirit, Bastion & divine glow, forgemaster's astral shield together & and maybe in boss fights, one can switch out something to put on exaltation and aim it at your top dpser (others say to aim for tank for some other reasons)

    But my special tips is to really take your time, be organized, it's not a race to do this dungeon. The mountain up to the first boss and the second boss are the trickiest parts in my view. That first set of mobs on the mountains can be really horrible if you don't have proper organization & the second boss, if you let that turtle slam too much to gain stacks to do more dmg on snaps, you're royally screwed. If you didn't know as well, the runes on the turtle when he's swimming and then about to pop up and use a steam attack, you hit those runes to try to hit the turtle so it can stop the steam and make that phase go by faster
  • shazza53shazza53 Member Posts: 147 Arc User
    Thank you for your response! I ran Divine Glow, Bastion of Health, and Break the Spirit last night and it went well, and seemed to be a good combination for generating AP. I also found the Crusader videos which are quite helpful.

    Now, to convince my teammates to slow down with those first mobs as you go up the hill :)
  • jeffsliderjeffslider Member, NW M9 Playtest Posts: 112 Arc User
    shazza53 said:

    Thank you for your response! I ran Divine Glow, Bastion of Health, and Break the Spirit last night and it went well, and seemed to be a good combination for generating AP. I also found the Crusader videos which are quite helpful.

    Now, to convince my teammates to slow down with those first mobs as you go up the hill :)

    Nice man! & yea, that's the true key in my opinion. I just believe that you take your time up that mountain on the way to the first boss & a side tip I can suggest as well. You see the mobs that are after the very first avalanche on the hill?. Some groups in my guild I ran with, like to activate that avalanche, then wait till it goes, then send the tank to aggro pieces of those next set of mobs after that same avalanche and let the same tank bring them down to where you previously fought your very first set of mobs in the dungeon, so you can have a big piece of land to fight on comfortably (You don't have to do this, other groups just fight up there and they're fine as well)
  • umarachnea#5673 umarachnea Member Posts: 126 Arc User
    Double RP can't come soon enough (had to miss 5 weeks during which the last one came up)... but I digress.

    This build is pretty awesome. Didn't think I would warm up to being a buffer (coming from healer career in mmo) but I have loved it.

    I'm doing pretty good, and all my gear now needs is x2 RP... so yay. But what about rotation? I've read the comments, and I perform really well (so I've been told) but was wondering if there was a more efficient way of doing things for this AC Righteous DC. I'll use CN as an example:

    Encounters: DG, BtS & AS/BoH (depending on team)
    At-wills: Astral Seal & BoB
    Dailies: AA & HG

    Trash Mobs:

    Astral Seal> Bob > AS > DG > 3x Divinity DG > Emp. BtS... refill Divinity with 1 Astral Seal and 2 BoB (or x3 BoB)... At the opportune moment I tend to pop AA (usually at first cluster)

    Boss Fights:

    The only real change here for me is HG, Sigil of the Devoted, AA... choice of HG v/s AA typically depends on how the group is playing out. I tend to leave AA ready for when Orcus does his "up yours" move :)

    So I was wondering if there was a better rotation (and if perchance I was doing something wrong). Any and all feedback is greatly appreciated. (love the DC community).

  • jeffsliderjeffslider Member, NW M9 Playtest Posts: 112 Arc User

    Double RP can't come soon enough (had to miss 5 weeks during which the last one came up)... but I digress.

    This build is pretty awesome. Didn't think I would warm up to being a buffer (coming from healer career in mmo) but I have loved it.

    I'm doing pretty good, and all my gear now needs is x2 RP... so yay. But what about rotation? I've read the comments, and I perform really well (so I've been told) but was wondering if there was a more efficient way of doing things for this AC Righteous DC. I'll use CN as an example:

    Encounters: DG, BtS & AS/BoH (depending on team)
    At-wills: Astral Seal & BoB
    Dailies: AA & HG

    Trash Mobs:

    Astral Seal> Bob > AS > DG > 3x Divinity DG > Emp. BtS... refill Divinity with 1 Astral Seal and 2 BoB (or x3 BoB)... At the opportune moment I tend to pop AA (usually at first cluster)

    Boss Fights:

    The only real change here for me is HG, Sigil of the Devoted, AA... choice of HG v/s AA typically depends on how the group is playing out. I tend to leave AA ready for when Orcus does his "up yours" move :)

    So I was wondering if there was a better rotation (and if perchance I was doing something wrong). Any and all feedback is greatly appreciated. (love the DC community).

    Well truthfully you'll get a lot of different opinions here when people comment on this post so I'll just one view here

    The at-wills & Dailies part is completely dead on, no need to change anything slotted there, as for encounters, you can also including chains of blazing light in that rotation along with that whole AS/BoH option as chains, not only with the fact that it's great ap gain, it also procs your weapon enchantment (Still waiting for that day DG finally does that....) so chains is def. an option.
    Some may even tell you to switch between chains and Break the spirit (Chains on trash mobs, Break the spirit on single target, aka boss fights)

    The boss fight, well as you said, really depends on the group but in my view, for a boss fight like orcus in particular, regardless of how the group is, whether they're overpowered & still need to gear up, AA is the safe choice as an AC righteous cleric because if you have witnessed your tank being a bit soft, AA, constant spam of it, will make him a great tank & for sure, the moment y'all enter the room and everyone skips the cutscene, ready to move in, as you're AC, you should pop AA from the very start before the tank runs in, just incase he screws up the orcus aggro from the start, at least he'll be safe. Also, AA for an 'overpowered' group like full of perfect bondings onwards, perfect as well. In CN, the only time I use HG is really on the second boss or in the room stopping the mobs from heading to the orb in the middle of the room before the second boss.

    Of course, all this is talking from a one cleric stand point. If your party has two clerics or more, things will be differently said here.

    At the end of the day tho, cleric is a class that you really got to play & you'll get a feel of everything & adjust to situations based on your views and stuff. I never believed cleric was a class, like GWF's or TR's, I can carry people to the dummies in the Stronghold or in PE & show them a rotation & or even film a rotation video because showing a rotation on stand still objects doesn't benefit teaching clerics. You just gotta go in the line of fire & learn things on your own (Suggestions are always fine to get along the way) so I'll say your stuff is fine but I just added a suggestion with the chains & so on, so it's up to you to consider it and/or other people's suggestions for this.
  • umarachnea#5673 umarachnea Member Posts: 126 Arc User

    Well truthfully you'll get a lot of different opinions here when people comment on this post so I'll just one view here

    The at-wills & Dailies part is completely dead on, no need to change anything slotted there, as for encounters, you can also including chains of blazing light in that rotation along with that whole AS/BoH option as chains, not only with the fact that it's great ap gain, it also procs your weapon enchantment (Still waiting for that day DG finally does that....) so chains is def. an option.
    Some may even tell you to switch between chains and Break the spirit (Chains on trash mobs, Break the spirit on single target, aka boss fights)

    The boss fight, well as you said, really depends on the group but in my view, for a boss fight like orcus in particular, regardless of how the group is, whether they're overpowered & still need to gear up, AA is the safe choice as an AC righteous cleric because if you have witnessed your tank being a bit soft, AA, constant spam of it, will make him a great tank & for sure, the moment y'all enter the room and everyone skips the cutscene, ready to move in, as you're AC, you should pop AA from the very start before the tank runs in, just incase he screws up the orcus aggro from the start, at least he'll be safe. Also, AA for an 'overpowered' group like full of perfect bondings onwards, perfect as well. In CN, the only time I use HG is really on the second boss or in the room stopping the mobs from heading to the orb in the middle of the room before the second boss.

    Of course, all this is talking from a one cleric stand point. If your party has two clerics or more, things will be differently said here.

    At the end of the day tho, cleric is a class that you really got to play & you'll get a feel of everything & adjust to situations based on your views and stuff. I never believed cleric was a class, like GWF's or TR's, I can carry people to the dummies in the Stronghold or in PE & show them a rotation & or even film a rotation video because showing a rotation on stand still objects doesn't benefit teaching clerics. You just gotta go in the line of fire & learn things on your own (Suggestions are always fine to get along the way) so I'll say your stuff is fine but I just added a suggestion with the chains & so on, so it's up to you to consider it and/or other people's suggestions for this.

    Wow, thanks for taking the time to provide this detailed reply. For some reason I just considered Chains to be more of a solo option. But it's good to know that at least I'm on the right track.

    Right now, I've been pugging more, and going with unknown pre-mades for the sake of getting better at reading people and reacting fast. With people I know... I got it locked down.

    That being said, I just wanted to know about the efficiency of my rotation in one specific place, just to estimate my next learning curve :)

    Thank you again, for the guide and your reply.

  • umarachnea#5673 umarachnea Member Posts: 126 Arc User
    Quick question (sorry for asking too many):

    Does the debuff from DG stack with Divine DG? or is Divine DG the last one it takes into account thereby cancelling the initial DG cast?

    PS: yesterday ran CN as 2 buff DC, 1 tank, 2 dps... felt good to know that I should switch to forgemaster, and the run felt more like The caverns of Karrundax... fastest runs I've done so far. (x2 RP helped of course)
  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User
    DG + Divine DG stack
  • ijonumijonum Member Posts: 55 Arc User
    Well, selfish people don't play support, so no wonder DC community is cool and helpful ;) But this thread shows a least two things:

    1. We DEFINITELY need some kind of a thread or even a series of threads that I would call "The DC Konwledge Base" - to group all we know that work, what doesn't, what's sure and tested. First thing should be the list of all powers (then feats) with brief but precise description of what it does/doesn't (because tooltips lie), what it procs/procsn't (sorry, had to make up that word :D), what it stacks with etc. Why? Well, reading or searching thru the whole forums, to learn - for example - that Chains proc weapon enchants and DG don't just basically sucks. The knowledge base should also contain - in other threads of course - information about dungeon strategies, useful rotations etc.

    2. IL sucks. Come on, how can it be representative of anything if if doesn't count boons, insignia, etc.?
  • tgvlx#0990 tgvlx Member Posts: 24 Arc User
    As an old retired WoW player and a new owner of a PS4 for my kid, I was looking for a game in the likes of WoW, but less time consumable (oh boy I am dead wrong here, but still this game is amazing). I used to number crunch and pvp, now I don't have the will or the time. So I joined Neverwinter, rolled an old fashioned Pally and power through to 70 last weekend, since I can't have the time to grind all that is required to do Epic dungeons (although I am now over 1600 ilvl), I decided to go for a healer, a bit like the Discp Priest back in WoW, someone that can sustain healing and do damage.

    Found your guide, and since it's an holiday tomorrow, I started to play today, I am having a blast. Your build still works pretty well at low lvl I have hit lvl 17 so far without any deaths (granted I have the Herloom weapons/armor) . Anyway rant aside, I just wanted to acknowledge your guide and thank you wholehearted for the time you put into it, so newbies like me can just read the "instructions" and have fun. Now I just need to find people to group up and speak, because typing on a PS4 has left me near nervous break down eheh.

    tl;dr - Thanks again Jarek for an awesome guide.
  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User
    That's a pretty ambitious project but if you wanted to do it, a good place to start is with Kaelics guide. That's where everyones DC education should start.
  • tgvlx#0990 tgvlx Member Posts: 24 Arc User
    I will just enjoy the soft side of it. Nonetheless the build is so far very fun to play, I am 1 and 2 shotting mobs higher than me with Daunting Light (I am almost lvl24). Anyway you are a Gentleman and a Scholar, thank you again for all the work you put into this.
  • jeffsliderjeffslider Member, NW M9 Playtest Posts: 112 Arc User
    edited December 2016
    putzboy78 said:

    That's a pretty ambitious project but if you wanted to do it, a good place to start is with Kaelics guide. That's where everyones DC education should start.

    Yep Kaelic's guide has been the starting place. It's where I got the idea to balance the rolls at the start for the longest while now, since maybe mod 4.

    As for me commenting here as I have time. Just wanted to say, on the test server, I have Jarek's that have at least a total of 7 different builds & placement into the boons. I've been doing this in anticipation of the DC rework that will hopefully finally come some point soon (Like next year) The builds are of course based on me believing what will be properly fixed, what won't be fixed at all & overall adjustments to see what it's like picking a boon that's 'slightly outside the box' in terms of what I usually pick.

    Even when the DC rework finally comes for us, I'll see if any of the builds I have currently are a good place to start & work on from there. Tested a fair number of things that was always on my mind & what others suggested. I'll probably keep the research of the 7 builds hushed for now as in what exactly I did but thought to at least make people aware of slight modifications that can happen for my build/variations of the build in the future. (PS, had the resources of multiple different offense companions that I got to purchase mainly thanks to the x2 AD & things I got done for it. Even got cruels now for my offense, finally...)
  • i think i spotted a small error in your guide, namely the bolded part below
    jeffslider wrote: »
    Alternatives - If the dragonflight gear isn't immediately in your reach, then settle for the alliance restoration set (The T1 set from the PE vendor) and from that, move on to the Elven set (3/4 Restoration Set which will be the bracers, helm and boots and 1/4 Assault which will be the chest piece for the power and crit) or the Dusk set (3/4 Restoration which will be the helm, chest & braces and 1/4 Raid which will be the boots)

    the chest piece for DC, which is the alliance assault surcoat, gives Power and ArPen, not crit - the alliance restoration surcoat is what gives the crit​​
  • umarachnea#5673 umarachnea Member Posts: 126 Arc User
    the bolded part is for the Elven Set ( seals of protector) not the alliance gear
  • jeffsliderjeffslider Member, NW M9 Playtest Posts: 112 Arc User

    i think i spotted a small error in your guide, namely the bolded part below



    jeffslider wrote: »

    Alternatives - If the dragonflight gear isn't immediately in your reach, then settle for the alliance restoration set (The T1 set from the PE vendor) and from that, move on to the Elven set (3/4 Restoration Set which will be the bracers, helm and boots and 1/4 Assault which will be the chest piece for the power and crit) or the Dusk set (3/4 Restoration which will be the helm, chest & braces and 1/4 Raid which will be the boots)


    the chest piece for DC, which is the alliance assault surcoat, gives Power and ArPen, not crit - the alliance restoration surcoat is what gives the crit​​

    Yep, as @umarachnea#5673 said, it's for the elven set I said that info, not the t1 alliance. You just misread it, that's all.
  • crizpynutzcrizpynutz Member Posts: 349 Arc User
    I'm using a trans dread but a guildie was asking me about other weapon enchants, spefically Terror vs PF vs Bronzewood. I haven't looked into these a long time, but it used to be PF of those 3 would give the best debuff. Is that true?
  • rjc9000rjc9000 Member, NW M9 Playtest Posts: 2,405 Arc User
    In PvE... each enchantment* has their pros and cons. For a buffer/debuffer, it is up to you to weigh in their strengths and weaknesses.

    Plaguefire:

    Assuming you have 3 stacks...

    2.7% debuff if not Transcendent.
    4.8% debuff if Transcendent.

    I'm sure you're aware that you need to attack quickly in order to keep the debuff at maximium effectiveness. Thus, I would say it is of limited use unless you can get off a lot of attacks quickly.

    Bronzewood:
    5% debuff in addition to an enemy damage debuff.

    The debuff has a 10 second downtime, so it's good for rekting mobs, but it tends to suffer in drawn out fights.

    Contrary to the tooltip, the debuff does not count as a mark, which means no CA, but it also means that it can also stack past the mark effectiveness cap (ie: everyone only benefits from the mark with the greatest debuff)




    *The only exception to this rule in PvE goes to Terror.

    Terror:

    Pitiable Illegally Dumped Object and/or Greatly Troubled Lost Article.

    (Translation: It sucks. Even a Transcendent Vorpal, which barely even has a debuff, debuffs better than a T. Terror in PvE).


    (blah blah facts taken from Michela's debuff spreadsheet blah blah I need to give credit where it is due).

  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User
    rjc9000 said:


    Plaguefire:

    Assuming you have 3 stacks...

    2.7% debuff if not Transcendent.
    4.8% debuff if Transcendent.

    I'm sure you're aware that you need to attack quickly in order to keep the debuff at maximium effectiveness. Thus, I would say it is of limited use unless you can get off a lot of attacks quickly.

    Also we can't forget that non-offensive powers do not count toward stacking plaguefire. DC is slow to attack but also powers like DG (broken), Astral Shield, Hallowed Ground, Healing Word, Bastion of Health, etc do not count toward maintaining the debuff. Also cannot generate multiple stacks of this debuff if running with other users. So you need to consider what enchants your common fellow players are using. MOF Ren CWs are the best option for this enchant because of high attack speed and the use use of AOEs.
  • crizpynutzcrizpynutz Member Posts: 349 Arc User
    Thanks guys!
  • ijonumijonum Member Posts: 55 Arc User
    putzboy78 said:


    Also we can't forget that non-offensive powers do not count toward stacking plaguefire. DC is slow to attack but also powers like DG (broken), Astral Shield, Hallowed Ground, Healing Word, Bastion of Health, etc do not count toward maintaining the debuff. Also cannot generate multiple stacks of this debuff if running with other users. So you need to consider what enchants your common fellow players are using. MOF Ren CWs are the best option for this enchant because of high attack speed and the use use of AOEs.

    Punishing Light does stack it rapidly, I run with BotS, so even on a healing rotation I could load divinity up, hit 3xBoH then use the remaining divinity to stack PF and get automatically switched to the non-divinity mode. But this might be too much to remember so I doubt it's worth it :P
  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User
    stacking PF can be done, point being is you would have to adjust your rotation to make it happen in contrast to CW who can stack it as part of a normal rotation. Further to that, I don't think a 9% debuff from plague vs a 2-4% debuff from other enchants when you would have to forfeit the use of other stuff. Also 3xBoH? in what scenario would you ever need that?
  • ijonumijonum Member Posts: 55 Arc User
    putzboy78 said:

    Also 3xBoH? in what scenario would you ever need that?

    Well I ran some CN's with other DC, he did the buffing, I did the healing for the tank. And as I'm all Righteous my heals aren't very potent, so spamming it a lot does the trick :)

  • yohji1yohji1 Member Posts: 3 Arc User
    edited December 2016
    Never mind, figured it out just don't know how to delete my post.
    Post edited by yohji1 on
  • jeffsliderjeffslider Member, NW M9 Playtest Posts: 112 Arc User
    Came here to wish everyone a late merry christmas and a early happy new year, been busy with real life stuff & being partly bored with the game at this time. I still log on or try to everyday tho but not so actively So hope everyone had a great few days & PS, I changed my character's name to just Czar now incase people see me around & wonder if that's me or not.
  • crizpynutzcrizpynutz Member Posts: 349 Arc User
    Happy belated Holidays to all you guys! Have a safe New Year!
  • crizpynutzcrizpynutz Member Posts: 349 Arc User
    edited January 2017
    So I was wondering what you thought about the weapon enchant changes on preview. I'm running something like this build and enjoy being a support DC. I wonder if Terror could make a comeback?
    Post edited by crizpynutz on
  • devlin#3775 devlin Member Posts: 142 Arc User
    I considered making a new thread for the following question, but it may be easier just to post here as it seems to be frequented quite often:

    So with AA, you can hit a group mates companion sharing 50% of your power. The companion then transfers 300% (assuming rank 12s) to his owner. Cool.

    Does the same process work with weapons of light and feated blessing of battle? <- Are companions affected by this and transfer that power the same way as AA?
  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User

    I considered making a new thread for the following question, but it may be easier just to post here as it seems to be frequented quite often:

    So with AA, you can hit a group mates companion sharing 50% of your power. The companion then transfers 300% (assuming rank 12s) to his owner. Cool.

    Does the same process work with weapons of light and feated blessing of battle? <- Are companions affected by this and transfer that power the same way as AA?</p>

    yes
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