I'm switching from GF to DC as my first character and I need some advice on my build plan. I will go over it in detail below:
Race
Tiefling and going with +2 Cha and +2 Int
Ability Scores - Base roll and level 60 progression.
15 wis
15 cha
13 str
12 int
11 con
10 dex
17 wis
23 cha
15 str
20 int
13 con
12 dex
I am selling out on recovery with the stats. It appears they are independent of the DR of the recovery stat on equipment.
Heroic Feats
Toughness 3/3. Increase your Maximum Hit Points by 3/6/9%.
Greater Fortune 3/3. Your Wisdom now grants 1/2/3% more healing.
Domain Synergy 5/5. Gain 1/2/3/4/5% more Recovery.
Weapon Mastery 3/3. 1/2/3% greater chance to land a critical hit.
Repurpose Soul 3/3. When one of your spells has a critical effect the target of that spell disperses a small area effect heal, healing you and your allies for 5/10/15% of the spell's effect.
Cleanse 3/3. When you Heal an ally you have a 10/20/30% chance to remove a negative effect from an ally.
Virtuous Feats
Rising Hope 5/5. When in Divine Mode you have a chance to proc Rising Hope with Encounter powers, which grants you 15% more Recovery and Power for 30/60/90/120/150 seconds.
Second Sight 5/5. When Prophecy of Doom ends, it disperses 2/4/6/8/10% of the targets health to you and all allies near the target.
Nimbus of Light 5/5. Daunting Light affects the target with Nimbus of Light, a debuff that reduces the targets defense by 2/4/6/8/10% Lasts 5 seconds.
Disciple of Divine Lore 5/5. When active, Healers Lore has a chance to give you 2/4/6/8/10% damage bonus for 8 seconds.
Faithful Feats
Deepstone Blessing 5/5. When your target is affected by Temporary Hit Points your heals are 2/4/6/8/10% more effective.
Linked Spirit 5/5. You link with every ally you Heal, increasing their stat ratings by 1/2/3/4/5% of your stat ratings for 10 seconds. Healing multiple targets at once will increase the bonus all targets receive.
Righteous Feats
Diving Advantage 5/5. Allies Healed by you don't grant Combat Advantage for 1/2/3/4/5 seconds.
At Wills
Sacred Flame. Bathe your enemy with burning sacred light. The third hit of this power deals additional damage and you or allies near your target will receive a small amount of Temporary Hit Points.
Astral Seal. Encase your enemy in an astral seal. You or any allies striking the target will regain Hit Points.
Class Feature
Healers Lore. Increase the potency of your heals by 10%.
Terrifying Insight. You see the inevitable destruction of your target draw closer with every strike. Whenever you damage a target you subsequent attacks against them deal 3% more damage. This bonus caps at 12%.
Encounter Powers
Prophecy of Doom. Target has lowered Defense for a medium duration, and if target is still alive after this time, They take a large amount of damage. If target is killed during this time, you gain a large amount of Action Points, and this power instantly recharges.
Daunting Light. After a brief delay, summons a powerful column of light that burns the target area.
Divinity: Now instantly strikes targeted location in a larger area.
Sun Burst. Invoke a blast of radiant light that burns foes around you and Heals yourself and allies.
Divinity: Now Knocks enemies away and Heals for more.
I may switch out sun burst with forgemasters flame, still undetermined.
Daily Powers
Guardian of Faith. Call down a faithful angel to smite your foe from above, leaving them Prone. As the angel ascends, it Heals your allies.
Hallowed Ground. A prayer sanctifies the ground around you for a long duration, and allies standing on the ground have enhanced offense and defense.
Anyway, that is it. I'm going for a bit more damage than healing and will be primarily healing through secondary effects.
Any advice will be welcomed and I will explain my reasoning on stuff if anyone has any questions.
Thanks!
[SIGPIC][/SIGPIC]
Post edited by zingarbage on
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zingarbageMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited April 2013
I'm also looking at dropping two tiers in the Virtuous feat line and putting those ten points into two tier 3 feats of the Faithful line as follows:
Invigorated Healing 5/5. Sun Brust, Bastion of Health, and Astral Shield apply invigorated healing to affected targets. After 6 seconds Invigorated Healing expires and Heals the target for .5/1/1.5/2/2.5% of their Max Hit Points.
Power of Life 5/5. Astral Seal now heals for 2/4/6/8/10% more and Sacred Flame now grants 2/4/6/8/10% more Temporary Hit Points.
I would drop daunting light for astral shield in this scenario and sun burst for forgemasters flame. I think overall this would up the healing substantially, but my damage would also drop about 15%. Maybe worth it.
I'm definitely going full Faithful Paragon (Moontouched it too good to pass up, and a 4th pip is amazing for my build), but I still plan on punching my last 10 pnts into Virtuous to get Second Sight. As for my stat rolls, still debating a 20/20/20 or an 18/24/18 (WIS/STR/CHA) build for launch. Obviously stacking crit.
It most likely means that recovery you get from stats (CHA/INT) is independent from the recovery stat you find on gear, and as such is not subject to diminishing returns. When you put a point into CHA, that's a flat 1% recovery (or however it is 1 point gives). Recovery from gear is then factored in after recovery from stats, and is subject to diminishing returns that come with level, stacking the stat too high and the general formula for recovery.
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zingarbageMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
I'm definitely going full Faithful Paragon (Moontouched it too good to pass up, and a 4th pip is amazing for my build), but I still plan on punching my last 10 pnts into Virtuous to get Second Sight. As for my stat rolls, still debating a 20/20/20 or an 18/24/18 (WIS/STR/CHA) build for launch. Obviously stacking crit.
If I went that route, I'd have to choose between the prophecy of doom heal and the combat advantage elimination buff. Both seem very good.
What is the realistic up time on hallowed ground? It lasts 18 seconds and the best I've seen for action point gain was 45 seconds under ideal conditions. So roughly 50% HP healed in a minute with one ability under ideal conditions. That does seem good.
So what to drop? I've no idea how strong the prophecy of doom heal is. Is it based off of current life or total life?
The combat advantage one would really screw over rogues in Pvp. Your looking at a 25% damage reduction to their strong stuff.
I feel that +critical chance will synergize well with moderately high recovery. Extra damage, extra heals…win-win.
Your feats are mirroring mine except I might go with Healing Action vs. Greater Fortune (maybe someone can explain how Greater Fortune works as I can think of 3+ ways it could be tabulated).
Paragon I will go with 10 Virtuous--Rising & Second Sight then 21 in Faithful—Deepstone Blessing, Linked Spirit or Benefit of Foresight, Invigorated Healing, Moon Touched & Extra Pip….
edit: ohh and I think Prophecy of Doom can recharge your Daily quick to keep a paragon powered Hallowed Ground up quite well! Though I will admit I haven't tested it myself.
Thanks for sharing!
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zingarbageMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
I feel that +critical chance will synergize well with moderately high recovery. Extra damage, extra heals…win-win.
Your feats are mirroring mine except I might go with Healing Action vs. Greater Fortune (maybe someone can explain how Greater Fortune works as I can think of 3+ ways it could be tabulated).
Paragon I will go with 10 Virtuous--Rising & Second Sight then 21 in Faithful—Deepstone Blessing, Linked Spirit or Benefit of Foresight, Invigorated Healing, Moon Touched & Extra Pip….
edit: ohh and I think Prophecy of Doom can recharge your Daily quick to keep a paragon powered Hallowed Ground up quite well! Though I will admit I haven't tested it myself.
Thanks for sharing!
I think I may switch to building up strength as well. If recovery is calculated like I think it is, the difference between going int vs. str is I would only gain 0.4 of a second on reduced cooldown vs. getting 4% crit from str.
The way I think recovery is calculated is 1/1.recovery% - 1 = -cooldown reduction%. I'll be able to check this fairly quickly when I have access to the game again. Does anyone know if this above formula is correct?
[SIGPIC][/SIGPIC]
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kruxxyMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 3Arc User
Cleanse 3/3. When you Heal an ally you have a 10/20/30% chance to remove a negative effect from an ally.
Considering the sheer mass of little heals a DC can pump out to everyone in the party, how often does this proc? I'm thinking of Astral Seal heals, crit heals, etc. that make your whole screen a mass of green numbers during big boss/cluster fights.
Could you even take a single point and effectively Cleanse your whole party?
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zingarbageMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Considering the sheer mass of little heals a DC can pump out to everyone in the party, how often does this proc? I'm thinking of Astral Seal heals, crit heals, etc. that make your whole screen a mass of green numbers during big boss/cluster fights.
Could you even take a single point and effectively Cleanse your whole party?
Great question I do not know the answer too. Does anyone know?
Considering the sheer mass of little heals a DC can pump out to everyone in the party, how often does this proc? I'm thinking of Astral Seal heals, crit heals, etc. that make your whole screen a mass of green numbers during big boss/cluster fights.
Could you even take a single point and effectively Cleanse your whole party?
I wouldn't think 1 point would work out very well. There are definitely a lot of numbers but with 10% and each person only getting healed maybe 2-3 times a second at best you would only cleanse each person every 3-5 seconds (ignoring lucky/unlucky streaks). 3 points gets you a cleanse per person every 1-3 seconds which is significantly better since if it procs every 2 seconds on average then debuffs shouldn't last more than about 1 second most of the time. Many DoTs won't even get a chance to tick instead of ticking 2-3 times before the 10% proc kicks in.
My opinion is basically 3 points period. Any cleric without 3 points in cleanse is just doing it wrong. (Personal opinion)
I wouldn't think 1 point would work out very well. There are definitely a lot of numbers but with 10% and each person only getting healed maybe 2-3 times a second at best you would only cleanse each person every 3-5 seconds (ignoring lucky/unlucky streaks). 3 points gets you a cleanse per person every 1-3 seconds which is significantly better since if it procs every 2 seconds on average then debuffs shouldn't last more than about 1 second most of the time. Many DoTs won't even get a chance to tick instead of ticking 2-3 times before the 10% proc kicks in.
My opinion is basically 3 points period. Any cleric without 3 points in cleanse is just doing it wrong. (Personal opinion)
True enough, I'm probably just overwhelmed by all the pretty lights that the effect looks bigger than it is. :P
Also, I'm a bit confused by the bold portion of your last paragraph.
Depends on how you plan stacking gear and what feats you'll take. The build I'm planning on probably is a little better stacking crit (which is what I plan on doing), but still debating a full out even 20/20/20.
I am now considering the following two paths for starting attributes. I was leaning hard towards Cha/Str and now I am on the fence.
The candidates ---
Tiefling @ 60 (+5% Damage when target below 50% & chance to debuff damage of target when hit)
18 Wis – 23 Cha – 19 Str – 15 Int – 13 Con, 11 Dex
Half-Elf @ 60 (Dilettante= +1 Int, +1% Deflect, +1% Critical Severity, and +1% Gold Find)
26 Wis – 13 Cha – 19 Str – 13 Int – 14 Con, 11Dex
I know Cha and Wis affect a few more stats, but I didn’t want to this get any more complicated.
Now on to the discussion—I know it has already been proven that recovery can prove very effective in the “min wisdom cleric” post. But I think it is also a little misleading.
--First point is you have to cast an encounter the very moment it comes off of cool-down in order take full advantage of maximized recovery. Do you know how many times I looked down and realized every one of my encounter skills were off cooldown? There is so much to be focused on besides a grayed out icon. Also this game is all about movement. You are forced to move out of melee range, move out of red damage areas, and move towards an out of range party member or enemy. If your CD is up and you have to move instead of cast you are losing your advantage.
--Second point is most clerics are holding off on to those AOE encounters because you don’t want them to be blown when you know at any moment the adds will be swarming you. You can’t count on your team mates clearing adds for you. You are clearing them yourself most of the time. Again, if you are not casting your encounter skills the moment they are ready you lose your advantage.
--Third point is the math included in the “min wisdom cleric” assumes that the non-recovery cleric is standing with their thumb up their butts just counting sheep while their encounters are on cool down. If you aren’t moving and your encounters are on CD you will still be spamming at-wills, which with the max Wis cleric will be hitting harder.
What say you!? Am I on crack?
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highjusticarMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0
Comments
Invigorated Healing 5/5. Sun Brust, Bastion of Health, and Astral Shield apply invigorated healing to affected targets. After 6 seconds Invigorated Healing expires and Heals the target for .5/1/1.5/2/2.5% of their Max Hit Points.
Power of Life 5/5. Astral Seal now heals for 2/4/6/8/10% more and Sacred Flame now grants 2/4/6/8/10% more Temporary Hit Points.
I would drop daunting light for astral shield in this scenario and sun burst for forgemasters flame. I think overall this would up the healing substantially, but my damage would also drop about 15%. Maybe worth it.
Sorry, what does this mean? I don't understand.
If I went that route, I'd have to choose between the prophecy of doom heal and the combat advantage elimination buff. Both seem very good.
What is the realistic up time on hallowed ground? It lasts 18 seconds and the best I've seen for action point gain was 45 seconds under ideal conditions. So roughly 50% HP healed in a minute with one ability under ideal conditions. That does seem good.
So what to drop? I've no idea how strong the prophecy of doom heal is. Is it based off of current life or total life?
The combat advantage one would really screw over rogues in Pvp. Your looking at a 25% damage reduction to their strong stuff.
My variations to yours.
Start 16, 17, 13, 13, 11, 9 (+2 Cha/Int)
@60 - 18, 23, 19, 15, 13, 11
I feel that +critical chance will synergize well with moderately high recovery. Extra damage, extra heals…win-win.
Your feats are mirroring mine except I might go with Healing Action vs. Greater Fortune (maybe someone can explain how Greater Fortune works as I can think of 3+ ways it could be tabulated).
Paragon I will go with 10 Virtuous--Rising & Second Sight then 21 in Faithful—Deepstone Blessing, Linked Spirit or Benefit of Foresight, Invigorated Healing, Moon Touched & Extra Pip….
edit: ohh and I think Prophecy of Doom can recharge your Daily quick to keep a paragon powered Hallowed Ground up quite well! Though I will admit I haven't tested it myself.
Thanks for sharing!
I think I may switch to building up strength as well. If recovery is calculated like I think it is, the difference between going int vs. str is I would only gain 0.4 of a second on reduced cooldown vs. getting 4% crit from str.
The way I think recovery is calculated is 1/1.recovery% - 1 = -cooldown reduction%. I'll be able to check this fairly quickly when I have access to the game again. Does anyone know if this above formula is correct?
CHA>STR>WIS, at least that is what I'm basically basing my feats on.
Considering the sheer mass of little heals a DC can pump out to everyone in the party, how often does this proc? I'm thinking of Astral Seal heals, crit heals, etc. that make your whole screen a mass of green numbers during big boss/cluster fights.
Could you even take a single point and effectively Cleanse your whole party?
Great question I do not know the answer too. Does anyone know?
I wouldn't think 1 point would work out very well. There are definitely a lot of numbers but with 10% and each person only getting healed maybe 2-3 times a second at best you would only cleanse each person every 3-5 seconds (ignoring lucky/unlucky streaks). 3 points gets you a cleanse per person every 1-3 seconds which is significantly better since if it procs every 2 seconds on average then debuffs shouldn't last more than about 1 second most of the time. Many DoTs won't even get a chance to tick instead of ticking 2-3 times before the 10% proc kicks in.
My opinion is basically 3 points period. Any cleric without 3 points in cleanse is just doing it wrong. (Personal opinion)
True enough, I'm probably just overwhelmed by all the pretty lights that the effect looks bigger than it is. :P
Also, I'm a bit confused by the bold portion of your last paragraph.
I suppose that isn't very clear, it's also a a little redundant with what follows it.
I was just saying I think that Cleanse is a feat you should always, always, always, put 3 points into without exception.
Although if it turns out debuffs are basically nonexistent end game I may revise my opinion.
http://rockbottom.enjin.com
The candidates ---
Tiefling @ 60 (+5% Damage when target below 50% & chance to debuff damage of target when hit)
18 Wis – 23 Cha – 19 Str – 15 Int – 13 Con, 11 Dex
Half-Elf @ 60 (Dilettante= +1 Int, +1% Deflect, +1% Critical Severity, and +1% Gold Find)
26 Wis – 13 Cha – 19 Str – 13 Int – 14 Con, 11Dex
Tiefling = 8% Damage, 10.6% Healing, 18% Recovery, 9% Crit, 6% HPs
Half-Elf=16% Damage, 21.2% Healing, 6% Recovery, 9% Crit, 8% HPs
I know Cha and Wis affect a few more stats, but I didn’t want to this get any more complicated.
Now on to the discussion—I know it has already been proven that recovery can prove very effective in the “min wisdom cleric” post. But I think it is also a little misleading.
--First point is you have to cast an encounter the very moment it comes off of cool-down in order take full advantage of maximized recovery. Do you know how many times I looked down and realized every one of my encounter skills were off cooldown? There is so much to be focused on besides a grayed out icon. Also this game is all about movement. You are forced to move out of melee range, move out of red damage areas, and move towards an out of range party member or enemy. If your CD is up and you have to move instead of cast you are losing your advantage.
--Second point is most clerics are holding off on to those AOE encounters because you don’t want them to be blown when you know at any moment the adds will be swarming you. You can’t count on your team mates clearing adds for you. You are clearing them yourself most of the time. Again, if you are not casting your encounter skills the moment they are ready you lose your advantage.
--Third point is the math included in the “min wisdom cleric” assumes that the non-recovery cleric is standing with their thumb up their butts just counting sheep while their encounters are on cool down. If you aren’t moving and your encounters are on CD you will still be spamming at-wills, which with the max Wis cleric will be hitting harder.
What say you!? Am I on crack?
You mean like http://reyva.com/resources/neverwinter-powers-feat-simulator.9/ ?