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Official M16: Cleric Feedback

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  • josiahiyonjosiahiyon Member, NW M9 Playtest Posts: 396 Arc User
    Sunburst w/ the knockback is one of the best DC skills in PVP. Without the knock back, it is basically useless in pvp. Thus, allowing to either (1) do 0 damage but knock back further or (2) do more damage but don’t knock back is an ideal solution. This solution is a perfect example of how feats should be used, and is consistent with the direction outlined by the developer earlier in this thread.
    Pvpbysynergy.png
    Iyon the Dark
  • kythelion#3210 kythelion Member Posts: 348 Arc User
    edited March 2019
    Which would be great and I would fully support if there were WAY more than 5 feats. There just aren't enough feat slots to dedicate 20% of our "build" to whether or not a single encounter will have kb or not.
    Post edited by kythelion#3210 on
  • vorphiedvorphied Member Posts: 1,870 Arc User

    Sunburst w/ the knockback is one of the best DC skills in PVP. Without the knock back, it is basically useless in pvp. Thus, allowing to either (1) do 0 damage but knock back further or (2) do more damage but don’t knock back is an ideal solution. This solution is a perfect example of how feats should be used, and is consistent with the direction outlined by the developer earlier in this thread.

    Frankly I wouldn't mind this. A damage increase along with the "heavy" effect would be a useful compromise; it's having an entire feat just to make Sunburst less useless in PvE that's irritating.
    Sacrilege - Warlock
    Contagion - Cleric
    Testament - Wizard
    Pestilence - Ranger
    Dominion - Paladin

    NIGHTSWATCH

  • glowingemberglowingember Member Posts: 181 Arc User
    if you think that modifying sunburst to deal no damage and have double the range on knockback is a good idea then there is really nothing else i can say about it. our points of view are too different. You say it's a good thing to have in pvp, and i say it's too disruptive for group play. It's a waste of a power slot and feat choice to relegate this to "merely a power used while levelling". That just feels lazy to me and show how bad searing light is. wait, do we even get searing light early anymore or is it a late game spell. who cares, i'd rather slot daunting light sunburst and anything else.

    i also make sure to use sunburst as a kill shot in my rotation so i dont have to deal with the knockback.
  • vorphiedvorphied Member Posts: 1,870 Arc User

    if you think that modifying sunburst to deal no damage and have double the range on knockback is a good idea then there is really nothing else i can say about it. our points of view are too different. You say it's a good thing to have in pvp, and i say it's too disruptive for group play. It's a waste of a power slot and feat choice to relegate this to "merely a power used while levelling". That just feels lazy to me and show how bad searing light is. wait, do we even get searing light early anymore or is it a late game spell. who cares, i'd rather slot daunting light sunburst and anything else.

    i also make sure to use sunburst as a kill shot in my rotation so i dont have to deal with the knockback.

    Although, if the feat that disabled Sunburst's knockback also increased its magnitude, would we really mind that much? I suppose at least that way players who want the knockback for PvP or for whatever other reason could enhance that aspect of it since the damage is no big deal regardless, while everyone else could take a free damage increase and use it with impunity.

    I haven't touched Sunburst in years outside of the odd PvP or scaled-down content where it one-shots everything, so I'm used to pretending that it doesn't exist at all. I don't really expect it to be a useful part of anyone's end-game PvE rotation unless it gets a damage buff. Losing the damage on Chains was a pretty nasty blow to AoE DPS, and you know it's bad when we're looking at Sunburst of all things for AoE help.

    Sacrilege - Warlock
    Contagion - Cleric
    Testament - Wizard
    Pestilence - Ranger
    Dominion - Paladin

    NIGHTSWATCH

  • pitshadepitshade Member Posts: 5,553 Arc User
    I remember when Sunburst was a power that never left my bar... before m5 made it do knockback in normal mode.
    "We have always been at war with Dread Vault" ~ Little Brother
  • thestiathestia Member, NW M9 Playtest Posts: 296 Arc User
    The feat "Piercing Light" works by making Lance of Faith have a 100% chance to crit 10% of the time. The trouble with this is that Lance of Faith provides stacks of Burning Judgement, while Searing Light takes stacks of Radiant Judgement to empower. I can't see how these 2 powers would synergize together seeing as you have to sacrifice the empowered damage for a 10% chance to crit, which doesn't seem like a reasonable trade.
  • soythesauce#5192 soythesauce Member Posts: 52 Arc User
    The buff from the feat is quite long.

    U can for exp use the burning stacks for ff which leads to radiant. Build up a few more with ur other atwill and crit ur searing light
  • vorphiedvorphied Member Posts: 1,870 Arc User
    I'm actually kind of excited to play Devout on live with these changes. The feats appear to be solid and provide real QoL benefit. Actual Arbiter gameplay continues to be fun for me; I like the feel of it, though I think Preview lag is making management of At-Wills and Judgment rather awkward.


    Still not entirely in love with Arbiter feats...


    I'd like to see Mendicant's Judgement simply go away and be replaced by something else. I'd even prefer it if Bastion of Health itself were removed from Arbiter. Clutch healer/insurance policy is not an identity I want to step anywhere near as a DPS Cleric, and I can see Bastion being used in balance arguments against Arbiter in the future (e.g. "No one will go to X dungeon or Y trial without at least 1 Arbiter because they can throw a few heals if the Devout/Oathkeeper/Soulweaver dies or disconnects at this part"). At least maybe swap Bastion of Health with Cleansing Light as a shared encounter and maintain the exorbitant Divinity cost since it has half the healing power but actually brings the niche utility of limited debuff removal.

    Tipping the Scales may or may not be something I end up using, but I really hope not because encounters with ~30 sec CDs are painful. Some adjustment period is to be expected given that many of us were accustomed to firing Dailies off as frequently as encounters under the old system, but Divine Glow's CD is just nasty.

    Radiant Swordbreaker is just...no. Lathander bless you for the attention and love you've given this Arbiter rework, asterdahl, but I don't love this feat. It assumes that you're using two specific, very long CD non-spenders in your rotation and that you even care about the 5% damage debuff from Geas. Effectiveness aside, having 2/3 of your encounters on 20-ish second CDs isn't particularly enjoyable.

    Smoldering Light and Rising Light could probably just go away and be replaced by almost anything else. Depending on how you manage Divinity, you may get no use out of these at all. Even if allowed to "work", passive Divinity generation in combat is so slow that I can't notice any meaningful difference with either of these in play.

    I don't have an opinion on the Flamestrike feat yet, but Celestial Prominence is fun to set up and use, so no complaints about the associated feat.

    Maybe I'm missing something, but is the "build additional stacks of Burning Judgment for each enemy hit" portion of the Heavy Sun feat working? Considering that Sunburst generates a Radiant stack upon execution, is it the case that the "additional stack of Burning Judgment" is calculated on hit (e.g. you have 3 stacks of Burning Judgment, hit 3 enemies with Heavy Sunburst, and it has the power of 6 stacks)?
    Sacrilege - Warlock
    Contagion - Cleric
    Testament - Wizard
    Pestilence - Ranger
    Dominion - Paladin

    NIGHTSWATCH

  • glowingemberglowingember Member Posts: 181 Arc User
    err did my post dissapear ? i changed one word from now to not because it changed the whole meaning of the sentence... i wanted it to be positive not negative.
  • glowingemberglowingember Member Posts: 181 Arc User
    ok nm my previous post - the draft of it is lost in the void - probably just as well. it was long and unwieldy.

    Here is a summary.

    I dont get the new class feat system. I see a distinct lack of choice. The third arbiter feat selection is one of the few good ones i see out of all of arbiter and devout. The whole character redesign feels backwards and upside down to me. I dont understand why combat rating on equipment is a thing and why character dont get stats as we level. After all we start with a basic 2500 crit stat and a 5000 combat advantage stat.

    the new boon selection table and companion redesign work very well.

    devout paragon path makes more sense to me if they get a 4th encounter slot. I see it as a divine support caster specialist whereas the arbiter gave up that 4th slot to learn to channel more powerful divine combat spells.

    bastion of health, daunting light, break the spirit and astral shield (possibles geas as well) seem to be the only encounters worth slotting. Everything else seems off.

    I really am trying to be helpful but feel like im sucking the energy out of the room and that makes me sad.



  • lowjohnlowjohn Member, NW M9 Playtest Posts: 1,061 Arc User

    err did my post dissapear ? i changed one word from now to not because it changed the whole meaning of the sentence... i wanted it to be positive not negative.

    Editing posts often marks them as "possibly spam" and they vanish until one of the moderators reviews it. It's been happening A LOT in the Mod16 threads because there's so many people who haven't participated on the forums before.
  • kythelion#3210 kythelion Member Posts: 348 Arc User
    edited March 2019
    Heavy Sun feat isn't working unless those extra judgement stacks (whichever type it's actually supposed to grant) are invisible somewhere. And though I can't use ACT, I don't see any additional damage from invisible stacks, so I'm guessing not working.

    However, I feel like cleric is in a pretty decent place right now, especially compared to my other two characters which are an absolute bungle of hamster. It is playable, feels relatively smooth, and most of the stuff works.
  • glowingemberglowingember Member Posts: 181 Arc User
    well, i came here to test the ideas of the class as they are portrayed in the dev blogs. With fewer choices to make as we level up, i would expect them to be more meaningful than 10% of a chance to have a spell attack faster once. That is not a character defining choice. I don't even understand why we have 80 levels now since there are so many "dead level" where nothing happens, nothing is unlocked and no choices need to be made for our character.

    class features show up too late, we don't have any particularly meaningful power selection and our character choices are too gear dependent. I'm not looking for all powerful set bonuses, but when you level up 80 times, you should have to make 80 choices to your character. I feel like i'm making 1 choice every 10 levels at this rate. I couldn't bear going past level 20 on preview when starting a character from scratch.
  • liadan1984#8734 liadan1984 Member Posts: 289 Arc User
    edited March 2019
    So, I'm finding that I'm getting these random 100s or 200s cooldowns on encounter powers, for no apparent reason. On both arbiter and devout. They usually drop when out of combat, but the last time it happened, when I was testing on arbiter, it didn't drop until I switched to devout.
    I was still able to change powers while this "cooldown" was active, but I couldn't activate the powers.
    Lia
    Co-Guild Leader
    Ghost Templars L20
    Alliance: Tyrs Paladium
    Main: Cleric (Heals|DPS)
    Alt: Warlock
  • vorphiedvorphied Member Posts: 1,870 Arc User
    > @liadan1984#8734 said:
    > So, I'm finding that I'm getting these random 100s or 200s cooldowns on encounter powers, for no apparent reason. On both arbiter and devout. They usually drop when out of combat, but the last time it happened, when I was testing on arbiter, it didn't drop until I switched to devout.
    > I was still able to change powers while this "cooldown" was active, but I couldn't activate the powers.

    When I saw this the other day, it was because the power was a Divinity-spender, and I didn’t have enough to cast it.
    Sacrilege - Warlock
    Contagion - Cleric
    Testament - Wizard
    Pestilence - Ranger
    Dominion - Paladin

    NIGHTSWATCH

  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer

    Thoughts/Changes for the devout path....

    I feel like most of the focus has been changes on the Arbiter path and a lot of the feedback for the devout path has been an outrage over the buff removal of AC and the new "healbot" nature of the class etc

    while i will wait for the next update to maybe delve in further i do have some thoughts and/or changes that could be made to the devout path that might help some, in the form of the at wills

    So looking at the 4 at wills for the devout path right off the bat only 1 of them has an added bonus or buff on use and that is Blessing of Battle so to me right off the bat i'm guessing 95% of the people will be slotting that at will

    i would like to see at will choice become a more balanced and difficult choice for people and to do that you could add bonuses to all 4 at wills so people will have to make a hard decision on what 2 to bring to combat so for example

    Blessing of Battle - 5% outgoing healing (unchanged)

    Sacred Flame - After the 3rd hit of sacred flame enemy receives -3% crit strike resistance for "x" seconds

    Scattering Light - first off double or triple the magnitude of this because it basically does no damage and maybe decrease the AoE radius some to compensate or take the AoE out completely and give us an effect similar to astral shield (or just give us astral shield :'( ) but maybe enemies receives -3% awareness for x seconds

    Soothing Light - This also needs to see at least a 2x magnitude increase as it only heals one target and does no damage (or again make it astral shield like) and the bonus effect could be small increases to Divinity gain on use (ally must be healed for health)

    obviously just examples and stuff can be reworked but i think a line up of 4 at wills as listed above would present the cleric with difficult decisions on what to bring to battle. do you want to go full heal with a chance at some divinity gain (for those complaining its slow) or do you go full debuff for your dps or do you play it down the middle and bring 1 debuff and 1 heal and if so then which one of each?

    Having only one At will with a bonus basically forces you to run that at will. this would also give the people who are looking for some "buff/debuff" in the class a little something to feel more important in combat

    another thing i would like to bring up is intercession. This seems like a last second thing thrown in to fill out the cleric encounters as it used to be called warding flare? anyway we all know how annoying and difficult it is to find that one person in the thick of battle and to have them stay still and hopefully no one cuts in the path of the cast. so i think this should be a party heal with an increased cooldown (at least 30sec) or really a daily power where the last hope cleric who is out of divinity and the party is on the brink of wipe can pop this daily and get everyone healed i just dont like seeing a lvl 80 encounter (or last encounter) be so useless or just not worth it to run as it is currently listed.

    Thanks for the feedback! I am also not particularly happy with Devout's at-will choices at the moment. I am also aiming to make changes to Intercession to make it more useful and easier to use. (I am currently experimenting with it simply hitting the lowest health party member, and not requiring any manual targeting at all.)
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer

    The buff from the feat is quite long.



    U can for exp use the burning stacks for ff which leads to radiant. Build up a few more with ur other atwill and crit ur searing light

    I had addressed this before as well, and I wanted to say thank you I really appreciate when posters help each other out, or convey things I had already touched on, this saves me a ton of time responding to posts, thank you!
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer
    fisenfis said:

    The current meta in the next mod is 5 dps; slot healing insignia bonuses, healing companions, keep a health stone or potion ready and just burn through dungeons.

    I think it's far too early to call the meta for module 16. However, I do take your point, and we are working on this, it's one of the biggest issues we are working on at the moment. I assure you we will be balancing healing companions, enemy auto attacks, and other aspects of the game to ensure that a healer and tank are always necessary.
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer

    Heavy Sun feat isn't working unless those extra judgement stacks (whichever type it's actually supposed to grant) are invisible somewhere. And though I can't use ACT, I don't see any additional damage from invisible stacks, so I'm guessing not working.

    However, I feel like cleric is in a pretty decent place right now, especially compared to my other two characters which are an absolute bungle of hamster. It is playable, feels relatively smooth, and most of the stuff works.


    Glad to hear you're enjoying Cleric for the most part. Thanks for the report about Heavy Sun, I'll look at it as soon as I can!
  • wormwooodwormwoood Member Posts: 17 Arc User
    Hi, Can you please make the companion and mount tab common and accessible to all characters on account; so that once you have collected a companion/mount, on one character, you can use it on all characters, on same account.. I will probably want to change my main after m16 and don't want the time/money I have spent, on my current main, over the last couple years, to go to waste... I believe this would help the morale of your heavily invested players... also it would be nice to see boons unlock account wide after one hade 2 character with all boons unlocked on same account, but this is not as important as the companions and mounts being unlocked...
  • soythesauce#5192 soythesauce Member Posts: 52 Arc User
    I know this is just flavour, and with that not a top prio.

    Id like when our feats taht effect our encouters switch the encouters to the old blue devine state just to highlight it better.
  • aesculaepiusaesculaepius Member, NW M9 Playtest Posts: 63 Arc User
    I find it ridiculous that 16 modules in, Clerics (and Paladins) still cannot turn undead. There isn't even a bonus damage option (via a feat or anything else) specific to the Cleric. You force characters to worship good deities, and then deny them the benefits of worshiping them. Turning undead (or rebuking) should have been an ability at launch. You've already got the mechanic (I'm reminded every time I run away from a yuan-ti in Chult when they "scare" me) but players have no access to the ability.

    While we're on it, Clerics should be able to use some form of Raise Dead or Resurrection to bring someone back from near death or death as a daily power. I'd be okay if it took some gold, too, to case it. I won't discuss specifics spoilers, but it's clear that the power exists due to the cut scene from SKT, but again not available to a player.

    These two changes wouldn't imbalance the class, and would dramatically increase the desire for people to have them in parties.


  • vorphiedvorphied Member Posts: 1,870 Arc User
    edited March 2019

    I find it ridiculous that 16 modules in, Clerics (and Paladins) still cannot turn undead. There isn't even a bonus damage option (via a feat or anything else) specific to the Cleric. You force characters to worship good deities, and then deny them the benefits of worshiping them. Turning undead (or rebuking) should have been an ability at launch. You've already got the mechanic (I'm reminded every time I run away from a yuan-ti in Chult when they "scare" me) but players have no access to the ability.

    While we're on it, Clerics should be able to use some form of Raise Dead or Resurrection to bring someone back from near death or death as a daily power. I'd be okay if it took some gold, too, to case it. I won't discuss specifics spoilers, but it's clear that the power exists due to the cut scene from SKT, but again not available to a player.

    These two changes wouldn't imbalance the class, and would dramatically increase the desire for people to have them in parties.


    My guess is that these powers don't exist for players because they would be a headache to balance. The gloves come off once the devs start handing out enemy-specific bonuses to classes, especially if they give Clerics and Paladins an inherent advantage against one of the most common enemy types in the game.

    Also, I'm personally against any ability that forces mobs to run away, because someone in a group will inevitably think it's a good idea to use it. The version where the mobs stand still is fine, but the Wizard union would start picketing if Cleric and Paladin got additional, potentially long-lasting CC that they don't have. Besides, if the effect expired when targets were attacked (as most forms of turning traditionally do), no one would ever use it.
    Sacrilege - Warlock
    Contagion - Cleric
    Testament - Wizard
    Pestilence - Ranger
    Dominion - Paladin

    NIGHTSWATCH

  • glowingemberglowingember Member Posts: 181 Arc User
    My understanding on how cryptic does their preview testing - we have seen the occasional feat swap form one paragon to the next, but everything is pretty soft set and we are just testing the look and feel of stuff. There is no room or desire to replace half the character feats, smooth out leveling so one thing unlock every level. Placing the majority of stats into the combat rating robs us of an opportunity to adjust our character as we level.

    do i gain the equivalent of a dodge feat (+1 ac translating to an amount of defence, awareness or crit avoidance). feats could be a chance , along with stat boosting, to grant us the basic stats our characters need within the dnd framework. Gear then fits over that framework.

    for example, dc's could have had a class feature to wear heavier armour, allowing them to slot heavier plate armour.

    or we could have a dexterity option to allow us to wear cloth or leather type armour and gain some advantage for doing so to our support and casting skills.

    10% chance to to....

    well, sure if it was one feat among a heck of a lot more. it has no teeth, nothing about it says hey pick me i'll make you special.

    I don't knwo what options you have available for your feats but there has to be something better than that.
  • foxxy#4211 foxxy Member, NW M9 Playtest Posts: 563 Arc User
    After reaching lvl 80, It was fun to play as DPS in solo dailies and farming. However, arbiter will be at the bottom of wanted dps in groups. To boost to max potential, we need the judgement mechanic, which is tedious and monotonous.

    Several questions:


    DC went from having short cooldowns to having long ones, why?
    Is there any way you can rework divine glow, chains of blazing light and PoD? I see no use from them.
    Why are our feats so bad compared to other dps classes feats? wherein they give an increase in % dps, magnitude, crit, etc.

    DG: In party, tank keeps all aggro. The "debuff threat" stays unnecessary and for solo is a waste of a slot.
    Chains: Enemies with high CC laught at this. Do I want to waste a slot and keep figthing for longer, while daunting light helps with thrash mobs? No!.
    PoD: During my leveling, I used this once against the twisted caverns sea boss, it was pathethic beyond measure.



    For last encounter, PoD, has to be meaningful. Can be reworked to be 25% of all damage taken (Party, pets, etc.) and a 20 secs cooldown.

    Don't know what to suggest for Chains, and DG, was completely destroyed. :'(

    Currently in live server, searing light impact all enemies on shot while in divinity. Why don't you make this way in mod 16?

    These 2 features seem to be out of place and lacking purpose for a dps cass:

    Inquisitor's Benediction: Why would arbiter sacrifice his dps for a passive that won't have any benefit? and being this last feature? what about giving us CA Bonus over targets hit by AoE at wills for 5 secs?
    Terrifying insight: 5 divinity isn't great to be a choice. What about: When you crit with an AoE encounter and daily power, you reduce the cooldown of other recharging powers by 2secs?



  • chryseoschryseos Member Posts: 7 Arc User
    On the topic of feats, looking at current DC feats you can think of some suggestions of feats that could brought over to M16. Just change the numbers and instead of using "Weapon damage" you can use a magnitude, or whatever you feel would be balanced:

    When applied to the new Cleric, Virtuous and Faithful feats would grant options of feats that would make the Devout's job easier. Meanwhile, Righteous Feats would make the Arbiter stronger or give options to buff the party making it a support DPS.

    My feedback is that, many Cleric skills are a huge pain to use, specially in chaotic boss battles. What I always loved in the healing aspect of DCs is that, when some moron do something stupid, you don't have to chase him/her around in order to heal his/her stupid face. Aiming in this game is awfully hard. That applies to all direct spells (like AC's exaltation) and to spells like Daunting Light/Chains/Divine Glow, where you have to place a mark on the ground.

    I would love to see daunting light, chains, Bastion of Health and divine glow to be cast in the feet of the target or at the feet of the Cleric. The targeting is horrible and I never tried DPS DC because I just hate the way we have to target the spells, whereas, no other class has to go through so much trouble to use their skills.
    I know this will probably never even be considered by the devs, but I main as DC ever since 2013, and I have always hated the way clerics have to target their spells, and just wanted to rant about it.

    Anyway, here are the best feats currently available to the "Devoted Cleric" that could make the "Cleric" better:

    Divine Intervention: Your healing spells have a % chance to grant the target % of your Weapon Damage as Temporary Hit Points. - change it to a % of the targets health, like 5 or 10%, just to grant an extra defense layer to others.

    Repurpose Soul / Cleansing Fire: Your damaging encounter powers (or criticals) apply a Heal Over Time effect to all allies within 30' of the target. This effect heals for x% of your weapon damage over 15 seconds. This effect does not stack. - Again, change to a magnitude and you're golden. It still makes the need for a healer in team, but my at-wills would at least grant some ticks of healing for the rest of the party.

    Shared Burdens: Your direct healing spells also Heal allies within 30' the target % of the original heal. - Same suggestion as Repurpose Soul / Cleansing Fire but apply to all healing spells instead of only direct healing spells. Make Healing Great Again.

    Test of Faith: When taking damage you gain a stack of faith. Every 3 seconds a stack of Faith will seek out a nearby damaged ally and Heal them for % of your weapon damage. You can only gain a stack of Faith once every second. You may only have 20 stacks, and they are removed if you leave combat. - I would change it to work similar to Agent of the Divine, but only on yourself, and be the alternative, smaller heal than Agent, making it a "maintenance" heal for situations where the party don't need a big healing to keep going.

    Agent of the Divine: Your Heal spells on allies now heal for 25% less and store the difference on the target as a "Gift of Faith". While an ally has Gift of Faith on them, when they drop below 45% HP the Gift of Faith is expended to immediately heal them for the full amount of the Gift. Additionally Healing Word, Bastion of Health, and Divine Glow no longer apply a Regeneration effect, but instead grant the amount they would have healed directly to the Gift of Faith. - That would be the emergency heal version of Test of Faith.

    Righteous Suffering: When you take damage you deal % more damage for 10 seconds. - Self buff for Arbiter

    Power of the Sun: Brand of the Sun reduces the targets damage output and their chance to crit by %. - Party buff for arbiter.

    Living Fire: while your health is below 35%, you deal % more damage. This effect remains for 5 seconds after you are above 35% life. - Instead of "health", change to "divinity" OR "action points" and you have a similar damage buff to what Rouges have, making you deal more damage as you spend divinity or after you cast your Dailies. Another option would be to make Single Target Fire spells deal damage to foes around the target.

    Weapons of Light: Allies within 30' have their Power increased by % of your Power. - Support Option for buffing. Instead of power, maybe change to a defensive Stat, or make it apply for 10 seconds after you cast a daily. Maybe make it a divine counterpart to Living Fire, making your Single Target Divine Spells deal damage to foes around the target.

    Bear Your Sins - Foes who are under the effect of one of your Damage Over Time effects take% more damage from all sources. - This feat is great, but now we only have 1 source of damage over time, so maybe change it to lower the defensive stats when damaged by your divinity spells.

    Condemning Gaze: Your damaging encounter powers apply a stack of Condemned to affected and nearby targets for 30 seconds. If a foe reaches 5 stacks of Condemned they take % more damage from all sources for 15 seconds and will not gain new stacks of Condemned until this effect expires - Instead of stacks on encounter use, just make it reduce the defensive stats of enemies around you when you cast a daily.

    Fire Of the Gods: When you critically strike a foe they are set ablaze, taking% of your weapon damage every second for 15 seconds. This effect does not stack. - Just change the magnitude or whatever. It would be a boost to DPS that work well on long battles.

    Avatar of the Divine: The first power you use after entering combat grants you Avatar for 20 seconds, you also gain this effect every 45 seconds in combat. Avatar increases your damage dealt by 50%, Divinity Generation by 25%, and Cooldown Speed by 25%. Leaving combat cancels Avatar and resets its cooldown. Casting encounters will reduce the cooldown time of Avatar by 1.5 seconds for each stack of Empowered consumed. - This could be the counterpart to Fire of The Gods. Make it on daily use, or only only apply it to encounters that require divinity, and maybe grant more stacks of judgement, so we can do a burst of damage.


    Anyway. that was a lot, but I really like the effects from feats from the current DC and I believe they can make the class a lot more fun than what it is now.
  • vorphiedvorphied Member Posts: 1,870 Arc User
    edited March 2019
    chryseos said:


    My feedback is that, many Cleric skills are a huge pain to use, specially in chaotic boss battles. What I always loved in the healing aspect of DCs is that, when some moron do something stupid, you don't have to chase him/her around in order to heal his/her stupid face. Aiming in this game is awfully hard. That applies to all direct spells (like AC's exaltation) and to spells like Daunting Light/Chains/Divine Glow, where you have to place a mark on the ground.

    I would love to see daunting light, chains, Bastion of Health and divine glow to be cast in the feet of the target or at the feet of the Cleric. The targeting is horrible and I never tried DPS DC because I just hate the way we have to target the spells, whereas, no other class has to go through so much trouble to use their skills.
    I know this will probably never even be considered by the devs, but I main as DC ever since 2013, and I have always hated the way clerics have to target their spells, and just wanted to rant about it.

    I wouldn't want to lose the ability to aim splats for maximum effect; it's one of the things I have liked most about DC DPS over the years. You can end up missing a lot of targets if you're limited to making your primary target the exact center of your AoE, and this would effectively be a nerf.

    Besides, we already have the AoE Targeting Assist option, which is one click removed from what you're asking for.

    Sacrilege - Warlock
    Contagion - Cleric
    Testament - Wizard
    Pestilence - Ranger
    Dominion - Paladin

    NIGHTSWATCH

  • kythelion#3210 kythelion Member Posts: 348 Arc User
    edited March 2019
    Target assist is definitely not what he's asking for. It's utterly terrible. Pulling the screen around and aiming at random walls.

    Edit: At least on console. I turned that off the very first time I logged onto test and have never tried it.
    Post edited by kythelion#3210 on
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