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Will clerics be a solid dps class?

rebel230rebel230 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 4 Arc User
edited April 2013 in The Temple
I remember playing a cleric in the original NW game, and it rocked. I can do a wizard but am hopeful it will be a solid dps based class for groups as I prefer not to be a healer.
Post edited by rebel230 on

Comments

  • rkv13rkv13 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 217 Bounty Hunter
    edited March 2013
    That's the goal. Ignore what everyone is saying about the Cleric right now; BW3 was bugged and imbalanced, and is thus not indicative of how the Cleric will play in the finished product.
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  • bachus1234bachus1234 Member, Neverwinter Beta Users Posts: 79
    edited March 2013
    rkv13 wrote: »
    That's the goal. Ignore what everyone is saying about the Cleric right now; BW3 was bugged and imbalanced, and is thus not indicative of how the Cleric will play in the finished product.

    Based on what information do you asume that?
  • nikadaemusnikadaemus Member, Neverwinter Beta Users Posts: 201 Bounty Hunter
    edited March 2013
    4e a Devout Cleric is a ranged dps Leader role. AMA with combat dev also stated that they wanted this cleric to be active in dps during party play and not just sit back and toss heals. Hence the changes they made to nudge people away from that.

    Granted the Divinity paragon line of feats can make a very strong healer from the template, and we haven't seen the other 2 Paragon paths' skills (encounter/daily/at-wills)

    Its secondary role seems to be buffing and shielding.

    There still needs to be some work done, but it could be a very viable AoE dps template
  • x0y1x0y1 Member Posts: 29 Arc User
    edited March 2013
    bachus1234 wrote: »
    Based on what information do you asume that?

    I guess based on the last dev infos like
    The difficulty of the early game has been changing recently. It will probably get some more minor tweaks before launch. Right now the end of the game is pretty hard, so you it's going to get a lot more challenging as you progress.
    .
    .
    .
    Hi, this is Grant Allen, one of the other combat designers.

    Overall pretty happy with the spot the Cleric is in. In D&D Clerics are more than just heal bots, and I think we've addressed that pretty well.

    Given the nature of the game, we didn't want them healing so well that other players would not bother avoiding damage on their own. This also meant that we could up their damage and let players enjoy a more aggressive healer type.
    .
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    This has been a focus recently. The Cleric is generating too much aggro in general. We think we have it to a much better spot now, as healing aggro has been reduced greatly.
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    The trinity plays a different role in Neverwinter. This is something that has changed a lot over development, and in the end it just wasn't as fun to have a 'dedicated healer.' Being a game based around action combat, having a class that focuses entirely on healing or entirely on aggro management wasn't as fun. The Guardian Fighter still controls the battle and takes a bunch of damage for his team, it is just done in a different way than in more traditional MMOs.
    http://www.reddit.com/r/Neverwinter/comments/1b01hp/iama_lead_combat_designer_kevin_stocker_for/


    There was another video with some Information about clerics.....
  • roninthehoodroninthehood Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 184 Bounty Hunter
    edited April 2013
    You tell um Xoy1. Good job
  • bejita231bejita231 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 18 Arc User
    edited April 2013
    You are a dpser, there's no reason to use a heal on your bar, our best healing comes from divine powered forgemasters dot which heals everyone around the doted mob, the heals are so heavily nerfed that they dont deserve a place on your bar anymore, the devout cleric companions has a stronger heal than you do, 20% health over 10 seconds
  • ranncoreranncore Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 2,508
    edited April 2013
    bejita231 wrote: »
    You are a dpser, there's no reason to use a heal on your bar, our best healing comes from divine powered forgemasters dot which heals everyone around the doted mob, the heals are so heavily nerfed that they dont deserve a place on your bar anymore, the devout cleric companions has a stronger heal than you do, 20% health over 10 seconds

    This is all true, but it doesn't change the fact that cleric DPS is currently garbage. I get that they want to make them more than healbots, but their DPS spells just plain suck. It's crazy that they do a small fraction of the damage of CW spells and pull 100% more aggro, heals or not.

    I made a DPS oriented cleric and a control oriented wizard. The wizard's at-wills were doing significantly more DPS than the cleric's encounter powers.
  • nikadaemusnikadaemus Member, Neverwinter Beta Users Posts: 201 Bounty Hunter
    edited April 2013
    I would say from an AoE burst perspective, DC wins. Sustained dps I would say they are behind. One more reason to go full recovery l suppose.

    We will see next weekend how the powers scale per level, if at all.
    Brand is decent for an extra DoT. Would be nice if Sacred Flame has a 5' radius, or 10-15' splash. 150DR and improved Div gain (over lance) isn't too bad though.

    There is no denying that At-Wills pretty well stink for dps though, but their primary role is to generate Divinity when your powers are on CD. I had 9s-11s on my 3 encounter powers, so when you add positioning etc, not a ton of low dps downtime.

    Anyways, I have yet to see a twitch feed or youtube vid of a rogue* or CW that can AoE farm at the rate my DC was. Like zip for downtime as well... except in instances where it can be very prolonged fights.

    * I haven't seen much open world usage of the stealth->AOE dagger move they use as an opener almost every time. But from instance play, it was doing ~2k with 10+ levels above my DC and daunting crits for 2700 with zero power on gear other than weapon.
  • ranncoreranncore Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 2,508
    edited April 2013
    nikadaemus wrote: »
    * I haven't seen much open world usage of the stealth->AOE dagger move they use as an opener almost every time. But from instance play, it was doing ~2k with 10+ levels above my DC and daunting crits for 2700 with zero power on gear other than weapon.

    :( At level 50 my CWs Polar Ray is doing about 3k damage without crit or the extra Lightning hit (it gets up to about 7k) and he can just hold it down to continue it. You don't even want to hear about his other spells.
  • l1zardo1l1zardo1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited April 2013
    Lol that sounds pretty <font color="orange">HAMSTER</font>. Is that single target DPS, or a Searing Light type beam ?

    I have no L50 numbers :/

    Best I did was L34 on my reroll, and that's where I was pushing 2.7k AoEs
  • ranncoreranncore Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 2,508
    edited April 2013
    l1zardo1 wrote: »
    Lol that sounds pretty <font color="orange">HAMSTER</font>. Is that single target DPS, or a Searing Light type beam ?

    I have no L50 numbers :/

    Best I did was L34 on my reroll, and that's where I was pushing 2.7k AoEs

    Polar Ray is his most basic single-target At Will that works a lot like the Divine Laser clerics get, builds chill stacks on foes and freezes them after a few seconds. His daily does ~40k AoE on a really good hit.
  • nikadaemusnikadaemus Member, Neverwinter Beta Users Posts: 201 Bounty Hunter
    edited April 2013
    Well it seems no matter how you roll as a DC, your single target will be weaker than everyone but the tank lol. I realize AoE is a little niche ... and maybe just great for farming and all the trash in instances.

    Will certainly judge things at 60 and see. I still see a very solid healer/support build in there as well. That Spirit Link alone is pretty awesome, not to mentioning the temp hp feats & shielding abilities.
  • ranncoreranncore Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 2,508
    edited April 2013
    nikadaemus wrote: »
    Well it seems no matter how you roll as a DC, your single target will be weaker than everyone but the tank lol. I realize AoE is a little niche ... and maybe just great for farming and all the trash in instances.

    Will certainly judge things at 60 and see. I still see a very solid healer/support build in there as well. That Spirit Link alone is pretty awesome, not to mentioning the temp hp feats & shielding abilities.

    The Temp HP feats and skills are awesome, especially since the Guardian Fighter has a lot of Temp HP feats and skills as well that synergize very nicely.
  • kotlikotli Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 577
    edited April 2013
    Cleric is AOE damage mostly with a bit of healing thrown in this means that vs single target our DPS is low compared to other classes. As for cleric being bugged in BW3 well heals where broken with huge agro (cleric casts a heal and whole zone jumps them) and self heal was broken at 25% effectiveness instead of 50% like it was meant to be (the self heal % being tweaked likely on-going still).

    Mind you the Cleric does have some heavy hitting skill from my time playing them.
  • zaketrinzaketrin Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited April 2013
    Clerics are not strikers. A striker (rogue) will do more damage then a cleric. If topping damage meters (as in WOW) is important to you then a cleric is a poor choice.
  • mewbreymewbrey Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 517 Bounty Hunter
    edited April 2013
    rebel230 wrote: »
    I remember playing a cleric in the original NW game, and it rocked. I can do a wizard but am hopeful it will be a solid dps based class for groups as I prefer not to be a healer.

    You may be more comfortable playing a Wizard than Cleric if you would never want to be a healer just to be safe.
    ~*~ Foundry missions: Stronghold Branax : Goblin menace : Forwyn crypts ~*~
  • splattrsplattr Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 48
    edited April 2013
    zaketrin wrote: »
    Clerics are not strikers. A striker (rogue) will do more damage then a cleric. If topping damage meters (as in WOW) is important to you then a cleric is a poor choice.

    I would agree with this. The cleric can put out "decent" dps though, and in BW1 and 2 I felt a little over powered. BW3 swung the pendulum to the other extreme. Let's hope BW4 gets us to a balanced state.
  • l1zardo1l1zardo1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited April 2013
    Every 'class' had 2 roles. DC is a leader/striker. Other templates for Cleric will be different, but that is Devoted's role
  • rkv13rkv13 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 217 Bounty Hunter
    edited April 2013
    l1zardo1 wrote: »
    Every 'class' had 2 roles. DC is a leader/striker. Other templates for Cleric will be different, but that is Devoted's role

    Actually I think it might be Leader/Controller. DC's have a lot of AoE and CC, not so much single-target sustained or burst dps.
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  • wintersmercywintersmercy Member Posts: 0 Arc User
    edited April 2013
    ^^ definitely Leader/Controller. Single target cleric damage is low. But you have knockback and chains and plenty of knockdowns/stuns that would match the concept of a Controller in 4E.

    Just logged off after hitting 50 on my Cleric. DPS in terms of raw numbers is fine, as other posters have said. Cleric does good AE damage, and it's possible to finish top of a dungeon damage-done list simply from that. Especially since pretty much every boss has a "spawn adds" gimmick to it. However the only DPS measure that really matters is sustained on the boss, and (at least for me) I found this disappointingly low. In my late 40s, I would use Brand of the Sun (damage over time) and Astral Seal (heals people hitting the target for a little while) on the boss, then I'd try and round up adds and AE-knockback them over a cliff (if possible) or herd them into an area for slow AE grinding (if no cliff available). Easier than it sounds, because since any sort of healing (even low power healing from Sunburst or Astral Seal) gives aggro on every mob in range, the adds would run straight for me because I'd 'heal' someone before anyone else could grab them. This is mostly good, except in the Wolf Den where the shadow wolves destroyed me.

    In groups I ran with Sunburst, Forgemasters and Chains. Chains isn't great, but there are times when you really need to park a group of mobs, and Divine+Chains is a good way of doing that. Soloing, I ran with Brand, Lance of Faith, Sunburst, Searing Ray and Chains. It worked out pretty well, Searing Ray is a great flexible spell - burst on target with Divinity, or in a line without. I could AE down most trash in mob groups in my first two or three spells, leaving me with the one or two tougher monsters. Made for incredibly quick solo levelling.

    Caveats:
    a) I got up to the Scrying Tower in Chasm. It may change then on.
    b) In said area, a boss called 'Tokar' was a real challenge for me. That was the first solo challenge in the game, but my companion got locked into his AE and it was very hard to pick her up and avoid the other AEs.
  • l1zardo1l1zardo1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited April 2013
    Damage increase from 3 ranks into the Terrifying Insight is a nice boost to single target dps (it rolls off every 2 seconds I think, so you really need to do sustained hits to keep the 4 stack up) +4% dmg per stack, or +16%

    Your at-will setup would never allow for that, by the sounds of it though. I always used Sacred Flame for better Div generation and the small temp HP buff. Brand is awesome DoT and debuff whith the feats. Astral Seal is very small heals compared to incoming dmg.

    Very surprised you didn't have Astral Shield as an encounter. That and Forge means you can take a better dedicated dps move (Daunting) while partied. (Or a good debuff/buff like Break Spirit/Prophecy/Glow)

    Div+ Glow and Hallowed ground makes your melee dps into uber killing machines.

    Absolutely hate the FF nerf. Was bad enough they removed it from the first half of your leveling career, but now it lasts 4s ... they should have at least modified the CD on it. for a 15s CD that's a laughable uptime percentage for any skill.

    Armor pen feat was quite nice once you got 1000+ AP. Decent proc chance when using at-wills. The first tier Paragon one was very nice when it proc'd (long duration) but the frequency/dependency of using Div powers makes it very unreliable.

    Didn't get a chance to test the T4 Paragon Feat for uptime/proc rate
  • wintersmercywintersmercy Member Posts: 0 Arc User
    edited April 2013
    l1zardo1 wrote: »
    Damage increase from 3 ranks into the Terrifying Insight is a nice boost to single target dps (it rolls off every 2 seconds I think, so you really need to do sustained hits to keep the 4 stack up) +4% dmg per stack, or +16%

    Your at-will setup would never allow for that, by the sounds of it though. I always used Sacred Flame for better Div generation and the small temp HP buff. Brand is awesome DoT and debuff whith the feats. Astral Seal is very small heals compared to incoming dmg.

    Very surprised you didn't have Astral Shield as an encounter. That and Forge means you can take a better dedicated dps move (Daunting) while partied. (Or a good debuff/buff like Break Spirit/Prophecy/Glow)

    Div+ Glow and Hallowed ground makes your melee dps into uber killing machines.

    Absolutely hate the FF nerf. Was bad enough they removed it from the first half of your leveling career, but now it lasts 4s ... they should have at least modified the CD on it. for a 15s CD that's a laughable uptime percentage for any skill.

    Armor pen feat was quite nice once you got 1000+ AP. Decent proc chance when using at-wills. The first tier Paragon one was very nice when it proc'd (long duration) but the frequency/dependency of using Div powers makes it very unreliable.

    Didn't get a chance to test the T4 Paragon Feat for uptime/proc rate

    Astral Shield is a level 50 power, and I logged off after I hit level 50 - hence I haven't tested it. I grabbed Hammer, ran out, hit a mob with it, and took a break.

    Terrifying Insight is quite easy to sustain in a group, with Brand of the Sun being a DOT and Astral Seal having a quick cast time. At least, there are no other At Wills I can see being better for sustaining it. I can always re-apply Seal, and the damage numbers it produced weren't hugely down from Lance of Faith. Any At Will that gets boosted on the third hit was pretty much useless in group boss fights, because of movement issues. It was very rare for me to be able to stand still for long enough to get the third hit in from Lance of Faith or Flame, simply because an AE template would open on me. Playing with Euro lag there is little incentive to take the risk of not moving as soon as I see the template (unless you know the boss has very slow cast times).

    I didn't notice Flame producing noticeably more divinity than Lance of Faith or even spamming Seal - possibly that's a build issue. I had a lot of Crit gear stacked along with a relatively balanced Str/Wis/Cha, and it was very rare for me not to max out Divinity after a round of spellcasting. Sometimes a round of Div spellcasting from Sunburst/Forgemasters/Chains would take me straight back up to close-on max Divinity again, so my only issue was cooldown. Less good without adds to hit with spells, but then if there are no adds up the fight is usually not at a dangerous stage. I did sacrifice single target DPS for ability to kill adds,

    I didn't like Daunting last beta weekend, and didn't try it this weekend. The number of situations where mobs stayed still was very low, meaning it would sometimes miss due to the cast time. I can see it being useful outside the PUG environment if people start to have disciplined groups, but not with most of the groups I ran with.

    I didn't try Glow, and I haven't talked to any melees to see how beneficial Glow + Hallowed is. If it's as good as you say, that's helpful to know - it would need to be quite a hefty DPS boost to beat out damage on Flamestrike against multiple targets, but I can certainly see it being useful in fights where there are few or scattered adds. What sort of damage improvements were they seeing?
  • l1zardo1l1zardo1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited April 2013
    I heard from rogues that their numbers were way higher than they had ever seen, and that is just with Hallowed (very long duration on that too ) Its also a beastly heal if you go to T4 divinity paragon.

    Div+Glow radius is quite small, and failed to get any concrete numbers. Would like to test with someone when this goes live. Duration & Damage increase. I would only load Glow for the bosses personally, and tell them to stack up at the beginning (or prebuff them standing on you)

    Honestly hadn't noticed Brand keeping a 4 stack up (or Forge's DoT used w/o Div)

    Sometimes I had to fraps and replay just to see how often procs were coming up etc. I unfortunately was dealing with an insane ping too :/ Thai ISP even with gaming VPN to California was not working so hot 1/2 the time.

    Forgot the moved Shield to 50, was 40s last go around.
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